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270 lines (236 loc) · 8.39 KB
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Copy pathrender.cpp
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270 lines (236 loc) · 8.39 KB
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#include "render.hpp"
#include "physics.hpp"
#include "calibration.hpp"
static void renderOne();
extern uint8_t physicsBuffer[2][GAME_HEIGHT][GAME_WIDTH][3];
extern int physicsPos;
extern pthread_mutex_t physicsMutex;
extern pthread_cond_t physicsSignal;
extern int physicsUpdate;
static GLuint paintTexture;
static void (*paintFunc)(void) = &renderOne;
/* Debug Buffers */
#ifdef DEBUG
extern uint8_t colorBufs[3][GAME_HEIGHT][GAME_WIDTH][3];
extern int colorPos;
extern uint16_t depthBufs[2][GAME_HEIGHT][GAME_WIDTH];
extern int depthPos;
extern uint8_t walls[GAME_HEIGHT][GAME_WIDTH];
extern uint8_t colorFGDebug[GAME_HEIGHT][GAME_WIDTH];
extern uint8_t depthFGDebug[GAME_HEIGHT][GAME_WIDTH];
extern uint8_t colorFGDebugFilt[GAME_HEIGHT][GAME_WIDTH];
extern uint8_t depthFGDebugFilt[GAME_HEIGHT][GAME_WIDTH];
extern uint8_t finalBefore[GAME_HEIGHT][GAME_WIDTH];
static uint8_t depthDebug[GAME_HEIGHT][GAME_WIDTH][3];
static void renderNine();
void someDepthFunc();
#endif
static void initScene() {
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glShadeModel(GL_FLAT);
glGenTextures(1, &paintTexture);
glBindTexture(GL_TEXTURE_2D, paintTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
static void resize(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, GAME_WIDTH, GAME_HEIGHT, 0, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void keyboard(unsigned char key, int x, int y) {
(void)x, (void)y;
/* if(key == 'f') calibrate(); */
if(key == '1') {
paintFunc = &renderOne;
glutPostRedisplay();
}
#ifdef DEBUG
else if(key == '9') {
paintFunc = &renderNine;
glutPostRedisplay();
}
#endif
else if(key == 'r') resetPhysics();
else if(key == 'f') resetModel();
}
static void render() {
(*paintFunc)();
}
void renderLoop() {
glutInit((int[]){0}, NULL);
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Kinetics");
glutDisplayFunc(&render);
glutIdleFunc(&render);
glutReshapeFunc(&resize);
glutKeyboardFunc(&keyboard);
initScene();
glutMainLoop();
}
static void renderOne() {
pthread_mutex_lock(&physicsMutex);
while(!physicsUpdate) {
pthread_cond_wait(&physicsSignal, &physicsMutex);
}
swapPhysicsBuffers();
pthread_mutex_unlock(&physicsMutex);
glBindTexture(GL_TEXTURE_2D, paintTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, physicsBuffer[physicsPos]);
glBegin(GL_TRIANGLE_FAN);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH, 0, 0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH, WINDOW_HEIGHT, 0);
glTexCoord2f(0, 1); glVertex3f(0, WINDOW_HEIGHT, 0);
glEnd();
glutSwapBuffers();
}
#ifdef DEBUG
static void renderNine() {
pthread_mutex_lock(&physicsMutex);
while(!physicsUpdate) {
pthread_cond_wait(&physicsSignal, &physicsMutex);
}
swapPhysicsBuffers();
pthread_mutex_unlock(&physicsMutex);
glBindTexture(GL_TEXTURE_2D, paintTexture);
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, colorBufs[colorPos]);
glBegin(GL_TRIANGLE_FAN);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0, 0); glVertex3f(0, 0, 0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH / 3, 0, 0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH / 3, WINDOW_HEIGHT / 3, 0);
glTexCoord2f(0, 1); glVertex3f(0, WINDOW_HEIGHT / 3, 0);
glEnd();
someDepthFunc();
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, depthDebug);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(WINDOW_WIDTH / 3, 0, 0);
glTexCoord2f(1, 0); glVertex3f(2 * WINDOW_WIDTH / 3, 0, 0);
glTexCoord2f(1, 1); glVertex3f(2 * WINDOW_WIDTH / 3, WINDOW_HEIGHT / 3, 0);
glTexCoord2f(0, 1); glVertex3f(WINDOW_WIDTH / 3, WINDOW_HEIGHT / 3, 0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 1, WINDOW_WIDTH, WINDOW_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, colorFGDebug);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(0, WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH/3,WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH/3,2*WINDOW_HEIGHT/3,0);
glTexCoord2f(0, 1); glVertex3f(0,2*WINDOW_HEIGHT/3,0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, depthFGDebug);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(WINDOW_WIDTH/3, WINDOW_HEIGHT/3, 0);
glTexCoord2f(1, 0); glVertex3f(2*WINDOW_WIDTH/3, WINDOW_HEIGHT/3, 0);
glTexCoord2f(1, 1); glVertex3f(2*WINDOW_WIDTH/3, 2*WINDOW_HEIGHT/3, 0);
glTexCoord2f(0, 1); glVertex3f(WINDOW_WIDTH/3, 2*WINDOW_HEIGHT/3, 0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 1, WINDOW_WIDTH, WINDOW_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, colorFGDebugFilt);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(0, 2*WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH/3,2*WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH/3,3*WINDOW_HEIGHT/3,0);
glTexCoord2f(0, 1); glVertex3f(0,3*WINDOW_HEIGHT/3,0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, depthFGDebugFilt);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(WINDOW_WIDTH/3, 2*WINDOW_HEIGHT/3, 0);
glTexCoord2f(1, 0); glVertex3f(2*WINDOW_WIDTH/3, 2*WINDOW_HEIGHT/3, 0);
glTexCoord2f(1, 1); glVertex3f(2*WINDOW_WIDTH/3, 3*WINDOW_HEIGHT/3, 0);
glTexCoord2f(0, 1); glVertex3f(WINDOW_WIDTH/3, 3*WINDOW_HEIGHT/3, 0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 1, WINDOW_WIDTH, WINDOW_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, finalBefore);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(2*WINDOW_WIDTH/3, 0,0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH, 0,0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH,WINDOW_HEIGHT/3,0);
glTexCoord2f(0, 1); glVertex3f(2*WINDOW_WIDTH/3,WINDOW_HEIGHT/3,0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 1, WINDOW_WIDTH, WINDOW_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, walls);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(2*WINDOW_WIDTH/3, WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH, WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH,2*WINDOW_HEIGHT/3,0);
glTexCoord2f(0, 1); glVertex3f(2*WINDOW_WIDTH/3,2*WINDOW_HEIGHT/3,0);
glEnd();
glTexImage2D(GL_TEXTURE_2D, 0, 3, GAME_WIDTH, GAME_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, physicsBuffer[physicsPos]);
glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex3f(2*WINDOW_WIDTH/3, 2*WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 0); glVertex3f(WINDOW_WIDTH, 2*WINDOW_HEIGHT/3,0);
glTexCoord2f(1, 1); glVertex3f(WINDOW_WIDTH,3*WINDOW_HEIGHT/3,0);
glTexCoord2f(0, 1); glVertex3f(2*WINDOW_WIDTH/3,3*WINDOW_HEIGHT/3,0);
glEnd();
glutSwapBuffers();
}
void someDepthFunc() {
static uint16_t t_gamma[10000];
static bool doGamma = true;
if(doGamma) {
for(int i = 0; i < 10000; i++) {
float v = i/2048.0;
v = powf(v, 3)* 6;
t_gamma[i] = v*6*256;
}
}
for(int i = 0; i < GAME_HEIGHT; i++) {
for(int j = 0; j < GAME_WIDTH; j++) {
int pval = t_gamma[depthBufs[depthPos][i][j]] / 4;
int lb = pval & 0xff;
if(depthBufs[depthPos][i][j] == 0) {
depthDebug[i][j][0] = 0;
depthDebug[i][j][1] = 0;
depthDebug[i][j][2] = 0;
}
switch (pval >> 8) {
case 0:
depthDebug[i][j][0] = 255;
depthDebug[i][j][1] = 255 - lb;
depthDebug[i][j][2] = 255 - lb;
break;
case 1:
depthDebug[i][j][0] = 255;
depthDebug[i][j][1] = lb;
depthDebug[i][j][2] = 0;
break;
case 2:
depthDebug[i][j][0] = 255 - lb;
depthDebug[i][j][1] = 255;
depthDebug[i][j][2] = 0;
break;
case 3:
depthDebug[i][j][0] = 0;
depthDebug[i][j][1] = 255;
depthDebug[i][j][2] = lb;
break;
case 4:
depthDebug[i][j][0] = 0;
depthDebug[i][j][1] = 255 - lb;
depthDebug[i][j][2] = 255;
break;
case 5:
depthDebug[i][j][0] = 0;
depthDebug[i][j][1] = 0;
depthDebug[i][j][2] = 255 - lb;
break;
default:
depthDebug[i][j][0] = 0;
depthDebug[i][j][1] = 0;
depthDebug[i][j][2] = 0;
break;
}
}
}
}
#endif