From 8ca937fc3b1bf15c820a1c7d3bf0283a91bec72c Mon Sep 17 00:00:00 2001 From: =?utf8?q?RALOVICH=2C=20Krist=C3=B3f?= Date: Sat, 27 Mar 2010 22:11:29 -0400 Subject: [PATCH] progs/glsl: let the mouse rotate the scene --- progs/glsl/fsraytrace.c | 67 ++++++++++++++++++++++++++--------------- progs/glsl/vsraytrace.c | 47 ++++++++++++++++++++++++----- 2 files changed, 83 insertions(+), 31 deletions(-) diff --git a/progs/glsl/fsraytrace.c b/progs/glsl/fsraytrace.c index 8d54757e590..357da67b9c6 100644 --- a/progs/glsl/fsraytrace.c +++ b/progs/glsl/fsraytrace.c @@ -27,23 +27,23 @@ #include #include #include "shaderutil.h" - +#include static int Win; static int WinWidth = 512, WinHeight = 512; -static GLfloat Xrot = 0, Yrot = 0; static int mouseGrabbed = 0; static GLuint vertShader; static GLuint fragShader; static GLuint program; +static float rot[9] = {1,0,0, 0,1,0, 0,0,1}; static const char* vsSource = - "varying vec2 rayDir;\n" - "\n" - "void main()\n" - "{\n" - " rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5);\n" - " gl_Position = gl_ProjectionMatrix * gl_Vertex;\n" + "varying vec2 rayDir; \n" + " \n" + "void main() \n" + "{ \n" + " rayDir = gl_MultiTexCoord0.xy - vec2(0.5,0.5); \n" + " gl_Position = gl_ProjectionMatrix * gl_Vertex; \n" "}\n"; static const char* fsSource = @@ -213,29 +213,46 @@ static const char* fsSource = " clamp(dot(reflect(-L,N),camera_dir),0.0,1.0),16.0); \n" "} \n" " \n" - "\n" - "void\n" - "main()\n" - "{\n" - " const float z = -0.5;\n" + "void main() \n" + "{ \n" + " const float z = -0.5; \n" " const vec3 cameraPos = vec3(0,0,3); \n" - " Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot));\n" - " gl_FragColor = trace1(r);\n" + " Ray r = Ray(cameraPos, normalize(vec3(rayDir, z) * rot)); \n" + " gl_FragColor = trace1(r); \n" "}\n"; +static inline +float +deg2rad(const float degree) +{ + return( degree * 0.017453292519943295769236907684886F); +} - -static void -Idle(void) +static inline void +rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY) { - glutPostRedisplay(); + const float rad1 = deg2rad(degreesAroundX); + const float c1 = cosf(rad1); + const float s1 = sinf(rad1); + const float rad2 = deg2rad(degreesAroundY); + const float c2 = cosf(rad2); + const float s2 = sinf(rad2); + mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2; + mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2; + mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2; } +static inline void +identity(float* mat3) +{ + mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F; + mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F; + mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F; +} static void Draw(void) { - float rot[9] = {1,0,0, 0,1,0, 0,0,1}; GLint location = glGetUniformLocation(program, "rot"); static const float m = -10.F; static const float p = 10.F; @@ -311,9 +328,11 @@ drag(int x, int y) float scale = 1.5F; if(mouseGrabbed) { - Xrot = (float)(x - WinWidth/2) / scale; - Yrot = (float)(y - WinHeight/2) / scale; - printf("%4.2f %4.2f\n", Xrot, Yrot); + static GLfloat xRot = 0, yRot = 0; + xRot = (float)(x - WinWidth/2) / scale; + yRot = (float)(y - WinHeight/2) / scale; + identity(rot); + rotate_xy(rot, yRot, xRot); } } @@ -380,7 +399,7 @@ main(int argc, char *argv[]) glutDisplayFunc(Draw); glutMouseFunc(mouse); glutPassiveMotionFunc(drag); - glutIdleFunc(Idle); + glutIdleFunc(Draw); Init(); glutMainLoop(); return 0; diff --git a/progs/glsl/vsraytrace.c b/progs/glsl/vsraytrace.c index 962b1bdb4c1..327d48b897e 100644 --- a/progs/glsl/vsraytrace.c +++ b/progs/glsl/vsraytrace.c @@ -27,11 +27,14 @@ #include #include #include "shaderutil.h" - +#include static int Win; static int WinWidth = 256, WinHeight = 256; static int mouseGrabbed = 0; +static GLuint vertShader; +static GLuint program; +float rot[9] = {1,0,0, 0,1,0, 0,0,1}; static const char* vsSource = "const float INF = 9999.9; \n" @@ -206,11 +209,37 @@ static const char* vsSource = " Ray ray = Ray(cameraPos, rayDir); \n" " gl_Position = gl_Vertex; \n" " gl_FrontColor = trace1(ray); \n" - "} \n"; + "}\n"; -static GLuint vertShader; -static GLuint program; +static inline +float +deg2rad(const float degree) +{ + return( degree * 0.017453292519943295769236907684886F); +} + +static inline void +rotate_xy(float* mat3, const float degreesAroundX, const float degreesAroundY) +{ + const float rad1 = deg2rad(degreesAroundX); + const float c1 = cosf(rad1); + const float s1 = sinf(rad1); + const float rad2 = deg2rad(degreesAroundY); + const float c2 = cosf(rad2); + const float s2 = sinf(rad2); + mat3[0] = c2; mat3[3] = 0.0F; mat3[6] = s2; + mat3[1] = s1*s2; mat3[4] = c1; mat3[7] = -s1*c2; + mat3[2] = -c1*s2;mat3[5] = s1; mat3[8] = c1*c2; +} + +static inline void +identity(float* mat3) +{ + mat3[0] = 1.0F; mat3[3] = 0.0F; mat3[6] = 0.0F; + mat3[1] = 0.0F; mat3[4] = 1.0F; mat3[7] = 0.0F; + mat3[2] = 0.0F; mat3[5] = 0.0F; mat3[8] = 1.0F; +} static void Draw(void) @@ -219,7 +248,6 @@ Draw(void) const float h = 0.5F * WinHeight; int x,y; - float rot[9] = {1,0,0, 0,1,0, 0,0,1}; GLint location = glGetUniformLocation(program, "rot"); glUseProgram(program); @@ -287,9 +315,14 @@ static void drag(int x, int y) { + float scale = 1.5F; if(mouseGrabbed) { - printf("%4d %4d\n", x, y); + static GLfloat xRot = 0, yRot = 0; + xRot = (float)(x - WinWidth/2) / scale; + yRot = (float)(y - WinHeight/2) / scale; + identity(rot); + rotate_xy(rot, yRot, xRot); } } @@ -355,7 +388,7 @@ main(int argc, char *argv[]) glutDisplayFunc(Draw); glutIdleFunc(Draw); glutMouseFunc(mouse); - glutMotionFunc(drag); + glutPassiveMotionFunc(drag); Init(); glutMainLoop(); return 0; -- 2.30.2