progs/glsl: let the mouse rotate the scene
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committed by
Brian Paul

parent
1cbd510688
commit
8ca937fc3b
@@ -27,23 +27,23 @@
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "shaderutil.h"
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#include <math.h>
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static int Win;
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static int WinWidth = 512, WinHeight = 512;
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static GLfloat Xrot = 0, Yrot = 0;
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static int mouseGrabbed = 0;
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static GLuint vertShader;
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static GLuint fragShader;
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static GLuint program;
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static float rot[9] = {1,0,0, 0,1,0, 0,0,1};
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static const char* vsSource =
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"varying vec2 rayDir;\n"
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"\n"
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"void main()\n"
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"{\n"
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" rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5);\n"
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" gl_Position = gl_ProjectionMatrix * gl_Vertex;\n"
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"varying vec2 rayDir; \n"
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" \n"
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"void main() \n"
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"{ \n"
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" rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5); \n"
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" gl_Position = gl_ProjectionMatrix * gl_Vertex; \n"
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"}\n";
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static const char* fsSource =
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@@ -213,29 +213,46 @@ static const char* fsSource =
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" clamp(dot(reflect(-L,N),camera_dir),0.0,1.0),16.0); \n"
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"} \n"
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" \n"
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"\n"
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"void\n"
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"main()\n"
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"{\n"
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" const float z = -0.5;\n"
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"void main() \n"
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"{ \n"
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" const float z = -0.5; \n"
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" const vec3 cameraPos = vec3(0,0,3); \n"
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" Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot));\n"
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" gl_FragColor = trace1(r);\n"
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" Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot)); \n"
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" gl_FragColor = trace1(r); \n"
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"}\n";
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static void
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Idle(void)
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static inline
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float
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deg2rad(const float degree)
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{
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glutPostRedisplay();
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return( degree * 0.017453292519943295769236907684886F);
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}
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static inline void
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rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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{
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const float rad1 = deg2rad(degreesAroundX);
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const float c1 = cosf(rad1);
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const float s1 = sinf(rad1);
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const float rad2 = deg2rad(degreesAroundY);
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const float c2 = cosf(rad2);
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const float s2 = sinf(rad2);
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mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2;
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mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2;
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mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
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}
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static inline void
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identity(float* mat3)
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{
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mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
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mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F;
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mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F;
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}
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static void
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Draw(void)
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{
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float rot[9] = {1,0,0, 0,1,0, 0,0,1};
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GLint location = glGetUniformLocation(program, "rot");
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static const float m = -10.F;
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static const float p = 10.F;
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@@ -311,9 +328,11 @@ drag(int x, int y)
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float scale = 1.5F;
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if(mouseGrabbed)
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{
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Xrot = (float)(x - WinWidth/2) / scale;
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Yrot = (float)(y - WinHeight/2) / scale;
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printf("%4.2f %4.2f\n", Xrot, Yrot);
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static GLfloat xRot = 0, yRot = 0;
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xRot = (float)(x - WinWidth/2) / scale;
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yRot = (float)(y - WinHeight/2) / scale;
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identity(rot);
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rotate_xy(rot, yRot, xRot);
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}
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}
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@@ -380,7 +399,7 @@ main(int argc, char *argv[])
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glutDisplayFunc(Draw);
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glutMouseFunc(mouse);
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glutPassiveMotionFunc(drag);
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glutIdleFunc(Idle);
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glutIdleFunc(Draw);
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Init();
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glutMainLoop();
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return 0;
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@@ -27,11 +27,14 @@
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#include <GL/glew.h>
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#include <GL/glut.h>
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#include "shaderutil.h"
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#include <math.h>
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static int Win;
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static int WinWidth = 256, WinHeight = 256;
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static int mouseGrabbed = 0;
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static GLuint vertShader;
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static GLuint program;
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float rot[9] = {1,0,0, 0,1,0, 0,0,1};
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static const char* vsSource =
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"const float INF = 9999.9; \n"
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@@ -206,11 +209,37 @@ static const char* vsSource =
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" Ray ray = Ray(cameraPos, rayDir); \n"
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" gl_Position = gl_Vertex; \n"
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" gl_FrontColor = trace1(ray); \n"
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"} \n";
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"}\n";
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static GLuint vertShader;
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static GLuint program;
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static inline
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float
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deg2rad(const float degree)
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{
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return( degree * 0.017453292519943295769236907684886F);
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}
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static inline void
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rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY)
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{
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const float rad1 = deg2rad(degreesAroundX);
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const float c1 = cosf(rad1);
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const float s1 = sinf(rad1);
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const float rad2 = deg2rad(degreesAroundY);
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const float c2 = cosf(rad2);
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const float s2 = sinf(rad2);
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mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2;
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mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2;
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mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2;
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}
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static inline void
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identity(float* mat3)
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{
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mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F;
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mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F;
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mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F;
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}
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static void
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Draw(void)
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@@ -219,7 +248,6 @@ Draw(void)
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const float h = 0.5F * WinHeight;
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int x,y;
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float rot[9] = {1,0,0, 0,1,0, 0,0,1};
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GLint location = glGetUniformLocation(program, "rot");
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glUseProgram(program);
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@@ -287,9 +315,14 @@ static
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void
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drag(int x, int y)
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{
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float scale = 1.5F;
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if(mouseGrabbed)
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{
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printf("%4d %4d\n", x, y);
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static GLfloat xRot = 0, yRot = 0;
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xRot = (float)(x - WinWidth/2) / scale;
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yRot = (float)(y - WinHeight/2) / scale;
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identity(rot);
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rotate_xy(rot, yRot, xRot);
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}
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}
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@@ -355,7 +388,7 @@ main(int argc, char *argv[])
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glutDisplayFunc(Draw);
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glutIdleFunc(Draw);
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glutMouseFunc(mouse);
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glutMotionFunc(drag);
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glutPassiveMotionFunc(drag);
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Init();
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glutMainLoop();
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return 0;
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