rayfract

diff src/rayfract.cc @ 0:09bb67c000bc

ray-fract repository
author John Tsiombikas <nuclear@siggraph.org>
date Thu, 21 Oct 2010 23:39:26 +0300
parents
children 03022062c464
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/src/rayfract.cc	Thu Oct 21 23:39:26 2010 +0300
     1.3 @@ -0,0 +1,293 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <assert.h>
     1.7 +#include <GL/glew.h>
     1.8 +#include <GL/glut.h>
     1.9 +#include <vmath.h>
    1.10 +#include "sdr.h"
    1.11 +
    1.12 +void disp();
    1.13 +void reshape(int x, int y);
    1.14 +void keyb(unsigned char key, int x, int y);
    1.15 +void mouse(int bn, int state, int x, int y);
    1.16 +void motion(int x, int y);
    1.17 +
    1.18 +int load_shader();
    1.19 +unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale = 0);
    1.20 +static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg);
    1.21 +static int round_pow2(int x);
    1.22 +
    1.23 +float cam_theta = 0, cam_phi = 0, cam_dist = 4.0;
    1.24 +float cam_y = 0;
    1.25 +
    1.26 +unsigned int sdr;
    1.27 +unsigned int ray_tex;
    1.28 +Vector2 tex_scale;
    1.29 +Vector4 seed;
    1.30 +float err_thres = 0.0075;
    1.31 +int iter = 10;
    1.32 +
    1.33 +int main(int argc, char **argv)
    1.34 +{
    1.35 +	int xsz, ysz;
    1.36 +
    1.37 +	seed = Vector4(0.4, 0.0, 0.0, -0.8);
    1.38 +
    1.39 +	glutInitWindowSize(640, 480);
    1.40 +	glutInit(&argc, argv);
    1.41 +	glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
    1.42 +	glutCreateWindow("Raytraced Fractals");
    1.43 +	xsz = glutGet(GLUT_WINDOW_WIDTH);
    1.44 +	ysz = glutGet(GLUT_WINDOW_HEIGHT);
    1.45 +
    1.46 +	glutDisplayFunc(disp);
    1.47 +	glutReshapeFunc(reshape);
    1.48 +	glutKeyboardFunc(keyb);
    1.49 +	glutMouseFunc(mouse);
    1.50 +	glutMotionFunc(motion);
    1.51 +
    1.52 +	glEnable(GL_DEPTH_TEST);
    1.53 +	glEnable(GL_LIGHTING);
    1.54 +	glEnable(GL_LIGHT0);
    1.55 +	glEnable(GL_CULL_FACE);
    1.56 +
    1.57 +	glewInit();
    1.58 +
    1.59 +	if(load_shader() == -1) {
    1.60 +		return 1;
    1.61 +	}
    1.62 +
    1.63 +	glutMainLoop();
    1.64 +	return 0;
    1.65 +}
    1.66 +
    1.67 +int load_shader()
    1.68 +{
    1.69 +	if(sdr) {
    1.70 +		free_program(sdr);
    1.71 +	}
    1.72 +
    1.73 +	if(!(sdr = create_program_load("sdr/sdr.v.glsl", "sdr/julia.p.glsl"))) {
    1.74 +		return -1;
    1.75 +	}
    1.76 +	set_uniform_float4(sdr, "seed", seed.x, seed.y, seed.z, seed.w);
    1.77 +	set_uniform_float(sdr, "err_thres", err_thres);
    1.78 +	set_uniform_int(sdr, "iter", iter);
    1.79 +	return 0;
    1.80 +}
    1.81 +
    1.82 +void disp()
    1.83 +{
    1.84 +	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    1.85 +
    1.86 +	glMatrixMode(GL_MODELVIEW);
    1.87 +	glLoadIdentity();
    1.88 +	glRotatef(cam_theta, 0, 1, 0);
    1.89 +	glRotatef(cam_phi, 1, 0, 0);
    1.90 +	glTranslatef(0, 0, -cam_dist);
    1.91 +
    1.92 +	float lpos[] = {-1, 1, 3, 0};
    1.93 +	glLightfv(GL_LIGHT0, GL_POSITION, lpos);
    1.94 +
    1.95 +
    1.96 +	glMatrixMode(GL_TEXTURE);
    1.97 +	glPushMatrix();
    1.98 +	glScalef(tex_scale.x, tex_scale.y, 1.0);
    1.99 +
   1.100 +	glBindTexture(GL_TEXTURE_2D, ray_tex);
   1.101 +	glEnable(GL_TEXTURE_2D);
   1.102 +	bind_program(sdr);
   1.103 +
   1.104 +	glBegin(GL_QUADS);
   1.105 +	glColor3f(1, 1, 1);
   1.106 +	glTexCoord2f(0, 1); glVertex2f(-1, -1);
   1.107 +	glTexCoord2f(1, 1); glVertex2f(1, -1);
   1.108 +	glTexCoord2f(1, 0); glVertex2f(1, 1);
   1.109 +	glTexCoord2f(0, 0); glVertex2f(-1, 1);
   1.110 +	glEnd();
   1.111 +
   1.112 +	bind_program(0);
   1.113 +	glDisable(GL_TEXTURE_2D);
   1.114 +
   1.115 +	glMatrixMode(GL_TEXTURE);
   1.116 +	glPopMatrix();
   1.117 +
   1.118 +	glutSwapBuffers();
   1.119 +	assert(glGetError() == GL_NO_ERROR);
   1.120 +}
   1.121 +
   1.122 +void reshape(int x, int y)
   1.123 +{
   1.124 +	glViewport(0, 0, x, y);
   1.125 +	glMatrixMode(GL_PROJECTION);
   1.126 +	glLoadIdentity();
   1.127 +	gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0);
   1.128 +
   1.129 +	if(ray_tex) {
   1.130 +		glDeleteTextures(1, &ray_tex);
   1.131 +	}
   1.132 +	ray_tex = create_ray_texture(x, y, 50.0, &tex_scale);
   1.133 +}
   1.134 +
   1.135 +
   1.136 +void keyb(unsigned char key, int x, int y)
   1.137 +{
   1.138 +	switch(key) {
   1.139 +	case 27:
   1.140 +		exit(0);
   1.141 +
   1.142 +	case '-':
   1.143 +		if(iter > 1) {
   1.144 +			iter--;
   1.145 +			set_uniform_int(sdr, "iter", iter);
   1.146 +			printf("iter: %d\n", iter);
   1.147 +			glutPostRedisplay();
   1.148 +		}
   1.149 +		break;
   1.150 +
   1.151 +	case '=':
   1.152 +		iter++;
   1.153 +		set_uniform_int(sdr, "iter", iter);
   1.154 +		printf("iter: %d\n", iter);
   1.155 +		glutPostRedisplay();
   1.156 +		break;
   1.157 +
   1.158 +	case ',':
   1.159 +		err_thres -= 0.001;
   1.160 +		set_uniform_float(sdr, "err_thres", err_thres);
   1.161 +		printf("maximum error: %f\n", err_thres);
   1.162 +		glutPostRedisplay();
   1.163 +		break;
   1.164 +
   1.165 +	case '.':
   1.166 +		err_thres += 0.001;
   1.167 +		set_uniform_float(sdr, "err_thres", err_thres);
   1.168 +		printf("maximum error: %f\n", err_thres);
   1.169 +		glutPostRedisplay();
   1.170 +		break;
   1.171 +
   1.172 +	case 's':
   1.173 +		load_shader();
   1.174 +		glutPostRedisplay();
   1.175 +		break;
   1.176 +	}
   1.177 +}
   1.178 +
   1.179 +int bnstate[16];
   1.180 +
   1.181 +int prev_x = -1, prev_y;
   1.182 +void mouse(int bn, int state, int x, int y)
   1.183 +{
   1.184 +	bnstate[bn] = state == GLUT_DOWN ? 1 : 0;
   1.185 +	if(state == GLUT_DOWN) {
   1.186 +		if(bn == 3) {
   1.187 +			cam_dist -= 0.1;
   1.188 +			glutPostRedisplay();
   1.189 +			if(cam_dist < 0) cam_dist = 0;
   1.190 +		} else if(bn == 4) {
   1.191 +			cam_dist += 0.1;
   1.192 +			glutPostRedisplay();
   1.193 +		} else {
   1.194 +			prev_x = x;
   1.195 +			prev_y = y;
   1.196 +		}
   1.197 +	} else {
   1.198 +		prev_x = -1;
   1.199 +	}
   1.200 +}
   1.201 +
   1.202 +void motion(int x, int y)
   1.203 +{
   1.204 +	if(bnstate[0]) {
   1.205 +		cam_theta += (x - prev_x) * 0.5;
   1.206 +		cam_phi += (y - prev_y) * 0.5;
   1.207 +
   1.208 +		if(cam_phi < -90) cam_phi = -90;
   1.209 +		if(cam_phi > 90) cam_phi = 90;
   1.210 +
   1.211 +		glutPostRedisplay();
   1.212 +	}
   1.213 +
   1.214 +	if(bnstate[1]) {
   1.215 +		cam_y += (y - prev_y) * 0.1;
   1.216 +		glutPostRedisplay();
   1.217 +	}
   1.218 +
   1.219 +	if(bnstate[2]) {
   1.220 +		cam_dist += (y - prev_y) * 0.1;
   1.221 +		glutPostRedisplay();
   1.222 +	}
   1.223 +
   1.224 +	prev_x = x;
   1.225 +	prev_y = y;
   1.226 +}
   1.227 +
   1.228 +unsigned int create_ray_texture(int xsz, int ysz, float vfov, Vector2 *tex_scale)
   1.229 +{
   1.230 +	unsigned int tex;
   1.231 +	int tex_xsz = round_pow2(xsz);
   1.232 +	int tex_ysz = round_pow2(ysz);
   1.233 +	float *teximg, *dir;
   1.234 +
   1.235 +	teximg = new float[3 * tex_xsz * tex_ysz];
   1.236 +	dir = teximg;
   1.237 +
   1.238 +	for(int i=0; i<tex_ysz; i++) {
   1.239 +		for(int j=0; j<tex_xsz; j++) {
   1.240 +			if(j < xsz && i < ysz) {
   1.241 +				Vector3 rdir = get_primary_ray_dir(j, i, xsz, ysz, vfov);
   1.242 +				dir[0] = rdir.x;
   1.243 +				dir[1] = rdir.y;
   1.244 +				dir[2] = rdir.z;
   1.245 +			} else {
   1.246 +				dir[0] = dir[1] = 0.0f;
   1.247 +				dir[2] = 1.0f;
   1.248 +			}
   1.249 +
   1.250 +			dir += 3;
   1.251 +		}
   1.252 +	}
   1.253 +
   1.254 +	glGenTextures(1, &tex);
   1.255 +	glBindTexture(GL_TEXTURE_2D, tex);
   1.256 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   1.257 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
   1.258 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
   1.259 +	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
   1.260 +	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F_ARB, tex_xsz, tex_ysz, 0, GL_RGB, GL_FLOAT, teximg);
   1.261 +	delete [] teximg;
   1.262 +
   1.263 +	if(tex_scale) {
   1.264 +		tex_scale->x = (float)xsz / (float)tex_xsz;
   1.265 +		tex_scale->y = (float)ysz / (float)tex_ysz;
   1.266 +	}
   1.267 +	return tex;
   1.268 +}
   1.269 +
   1.270 +static Vector3 get_primary_ray_dir(int x, int y, int w, int h, float vfov_deg)
   1.271 +{
   1.272 +	float vfov = M_PI * vfov_deg / 180.0;
   1.273 +	float aspect = (float)w / (float)h;
   1.274 +
   1.275 +	float ysz = 2.0;
   1.276 +	float xsz = aspect * ysz;
   1.277 +
   1.278 +	float px = ((float)x / (float)w) * xsz - xsz / 2.0;
   1.279 +	float py = 1.0 - ((float)y / (float)h) * ysz;
   1.280 +	float pz = 1.0 / tan(0.5 * vfov);
   1.281 +
   1.282 +	float mag = sqrt(px * px + py * py + pz * pz);
   1.283 +
   1.284 +	return Vector3(px / mag, py / mag, pz / mag);
   1.285 +}
   1.286 +
   1.287 +static int round_pow2(int x)
   1.288 +{
   1.289 +	x--;
   1.290 +	x = (x >> 1) | x;
   1.291 +	x = (x >> 2) | x;
   1.292 +	x = (x >> 4) | x;
   1.293 +	x = (x >> 8) | x;
   1.294 +	x = (x >> 16) | x;
   1.295 +	return x + 1;
   1.296 +}