hurray the parser works
[antikythera] / src / main.cc
index c4696f6..6a296b9 100644 (file)
@@ -7,36 +7,65 @@
 #else
 #include <GL/glut.h>
 #endif
-#include "gear.h"
-
-bool init();
-void cleanup();
-void display();
-void draw_gears();
-void reshape(int x, int y);
-void keyb(unsigned char key, int x, int y);
-void mouse(int bn, int st, int x, int y);
-void motion(int x, int y);
-
-static float cam_dist = 2;
-static float cam_theta, cam_phi;
+#include "app.h"
+#include "sdr.h"
+#include "shadow.h"
+#include "texture.h"
+#include "machine.h"
+#include "meshgen.h"
+#include "mparser.h"
+
+static bool init();
+static void cleanup();
+static void display();
+static void idle();
+static void draw_scene();
+static void draw_gears();
+static void reshape(int x, int y);
+static void keyb(unsigned char key, int x, int y);
+static void mouse(int bn, int st, int x, int y);
+static void motion(int x, int y);
+static void passive_motion(int x, int y);
+static Gear *pick_gear(int x, int y);
+
+static int win_width, win_height;
+
+static float cam_dist = 0.25;
+static float cam_theta, cam_phi = 20;
 static int prev_mx, prev_my;
 static bool bnstate[8];
 
-static Gear *test_gear;
+static Mat4 view_matrix;
+
+static unsigned int start_time, prev_msec;
+static Machine *machine;
+static Gear *hover_gear, *sel_gear;
+static HitPoint pick_hit;
+static Vec3 sel_hit_pos;
+
+static unsigned int sdr_shadow_notex;
+static int dbg_show_shadowmap;
+
+static TextureSet texman;
+static Texture *envmap;
+static Mesh *skydome;
+static unsigned int sdr_skydome;
+
 
 int main(int argc, char **argv)
 {
-       glutInit(&argc, argv);
        glutInitWindowSize(1024, 768);
-       glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+       glutInit(&argc, argv);
+       glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE | GLUT_MULTISAMPLE);
        glutCreateWindow("Antikythera");
 
        glutDisplayFunc(display);
+       glutIdleFunc(idle);
        glutReshapeFunc(reshape);
        glutKeyboardFunc(keyb);
        glutMouseFunc(mouse);
        glutMotionFunc(motion);
+       glutPassiveMotionFunc(passive_motion);
 
        if(!init()) {
                return 1;
@@ -47,81 +76,331 @@ int main(int argc, char **argv)
        return 0;
 }
 
-bool init()
+static bool init()
 {
        glewInit();
 
+       glEnable(GL_MULTISAMPLE);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        glEnable(GL_LIGHTING);
-       glEnable(GL_LIGHT0);
        glEnable(GL_NORMALIZE);
 
        Mesh::use_custom_sdr_attr = false;
 
-       test_gear = new Gear;
-       test_gear->gen_mesh();
+       machine = new Machine;
+       if(!parse_machine(machine, "data/test.machine")) {
+               fprintf(stderr, "failed to parse machine\n");
+               return false;
+       }
+
+       /*
+       const float pitch = 10.0f;
+
+       Gear *gear1 = new Gear;
+       gear1->pos = Vec3(-50, 0, 0);
+       gear1->set_teeth(16, pitch);
+       gear1->gen_mesh();
+       gear1->color = Vec3(0.35, 0.6, 0.8);
+       machine->add_gear(gear1);
+
+       Gear *gear2 = new Gear;
+       gear2->set_teeth(32, pitch);
+       gear2->pos = gear1->pos + Vec3(gear1->radius + gear2->radius - gear1->teeth_length * 0.75, 0, 0);
+       gear2->thickness = 5;
+       gear2->gen_mesh();
+       machine->add_gear(gear2);
+
+       Gear *gear3 = new Gear;
+       gear3->set_teeth(8, pitch);
+       gear3->pos = gear2->pos + Vec3(0, gear2->radius + gear3->radius - gear2->teeth_length * 0.75, 0);
+       gear3->gen_mesh();
+       machine->add_gear(gear3);
+       gear3->color = Vec3(0.5, 0.8, 0.6);
 
+       Gear *subgear = new Gear;
+       subgear->set_teeth(10, pitch);
+       subgear->pos = Vec3(0, 0, (gear2->thickness + subgear->thickness) / 2 + 1);
+       subgear->gen_mesh();
+       gear2->attach(subgear);
+       machine->add_gear(subgear);
+       subgear->color = Vec3(0.8, 0.7, 0.5);
+       */
+
+       //machine->add_motor(0, 1.0);
+
+       // shadows
+       init_shadow(2048);
+
+       if(!(sdr_shadow_notex = create_program_load("sdr/shadow.v.glsl", "sdr/shadow-notex.p.glsl"))) {
+               return false;
+       }
+       set_uniform_int(sdr_shadow_notex, "shadowmap", 1);
+       set_uniform_int(sdr_shadow_notex, "envmap", 2);
+
+       float ambient[] = {0.1, 0.1, 0.1, 0.0};
+       glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
+
+       // env
+       envmap = texman.get_texture("data/stpeters_cross.jpg", TEX_CUBE);
+
+       skydome = new Mesh;
+       gen_sphere(skydome, 1.0, 16, 8);
+       skydome->flip_faces();
+
+       if(!(sdr_skydome = create_program_load("sdr/skydome.v.glsl", "sdr/skydome.p.glsl"))) {
+               return false;
+       }
+       glUseProgram(0);
+
+       start_time = glutGet(GLUT_ELAPSED_TIME);
        return true;
 }
 
-void cleanup()
+static void cleanup()
 {
-       delete test_gear;
+       texman.clear();
+       delete machine;
 }
 
-void display()
+static void update(float dt)
 {
+       texman.update();
+
+       machine->update(dt);
+
+       if(sel_gear) {
+       }
+
+       hover_gear = pick_gear(prev_mx, prev_my);
+}
+
+static void set_light(int idx, const Vec3 &pos, const Vec3 &color)
+{
+       unsigned int lt = GL_LIGHT0 + idx;
+       float posv[] = { pos.x, pos.y, pos.z, 1 };
+       float colv[] = { color.x, color.y, color.z, 1 };
+
+       glEnable(lt);
+       glLightfv(lt, GL_POSITION, posv);
+       glLightfv(lt, GL_DIFFUSE, colv);
+       glLightfv(lt, GL_SPECULAR, colv);
+}
+
+static void display()
+{
+       unsigned int msec = glutGet(GLUT_ELAPSED_TIME) - start_time;
+       float dt = (float)(msec - prev_msec) / 1000.0f;
+       prev_msec = msec;
+
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
+       view_matrix = Mat4::identity;
+       view_matrix.pre_translate(0, 0, -cam_dist);
+       view_matrix.pre_rotate(deg_to_rad(cam_phi), 1, 0, 0);
+       view_matrix.pre_rotate(deg_to_rad(cam_theta), 0, 1, 0);
+
+       glMatrixMode(GL_MODELVIEW);
+       glLoadMatrixf(view_matrix[0]);
+
+       static const Vec3 lpos[] = { Vec3(-50, 75, 100), Vec3(100, 0, 30), Vec3(-10, -10, 60) };
+       set_light(0, lpos[0], Vec3(1.0, 0.8, 0.7) * 0.8);
+       set_light(1, lpos[1], Vec3(0.6, 0.7, 1.0) * 0.6);
+       set_light(2, lpos[2], Vec3(0.8, 1.0, 0.8) * 0.3);
+
+       update(dt);
+
+       // shadowmap pass
+       begin_shadow_pass(lpos[0], Vec3(0, 0, 0), 0.2, 100, 150);
+       draw_scene();
+       end_shadow_pass();
+
+       // regular pass
+       const Mat4 &shadow_matrix = get_shadow_matrix();
+       Mat4 env_matrix = transpose(view_matrix.upper3x3());
+       set_uniform_matrix4(sdr_shadow_notex, "envmap_matrix", env_matrix[0]);
+
+       glActiveTexture(GL_TEXTURE1);
+       glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+       glMatrixMode(GL_TEXTURE);
+       glLoadMatrixf(shadow_matrix[0]);
+
+       glActiveTexture(GL_TEXTURE2);
+       glBindTexture(GL_TEXTURE_CUBE_MAP, envmap->get_id());
+
+       glActiveTexture(GL_TEXTURE0);
        glMatrixMode(GL_MODELVIEW);
+
+       draw_scene();
+
+       glMatrixMode(GL_TEXTURE);
        glLoadIdentity();
-       glTranslatef(0, 0, -cam_dist);
-       glRotatef(cam_phi, 1, 0, 0);
-       glRotatef(cam_theta, 0, 1, 0);
+       glMatrixMode(GL_MODELVIEW);
+
+
+       if(dbg_show_shadowmap) {
+               glMatrixMode(GL_PROJECTION);
+               glPushMatrix();
+               glLoadIdentity();
+               glMatrixMode(GL_MODELVIEW);
+               glPushMatrix();
+               glLoadIdentity();
+               glMatrixMode(GL_TEXTURE);
+               glLoadIdentity();
+
+               glPushAttrib(GL_ENABLE_BIT);
+               glUseProgram(0);
+               glBindTexture(GL_TEXTURE_2D, get_shadow_tex());
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+               glEnable(GL_TEXTURE_2D);
+               glDisable(GL_DEPTH_TEST);
+               glDisable(GL_LIGHTING);
+               glDisable(GL_BLEND);
+
+               glBegin(GL_QUADS);
+               glColor4f(1, 1, 1, 1);
+               glTexCoord2f(0, 0); glVertex2f(-0.95, -0.95);
+               glTexCoord2f(1, 0); glVertex2f(-0.5, -0.95);
+               glTexCoord2f(1, 1); glVertex2f(-0.5, -0.5);
+               glTexCoord2f(0, 1); glVertex2f(-0.95, -0.5);
+               glEnd();
+
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+               glBindTexture(GL_TEXTURE_2D, 0);
+
+               glPopAttrib();
+
+               glMatrixMode(GL_PROJECTION);
+               glPopMatrix();
+               glMatrixMode(GL_MODELVIEW);
+               glPopMatrix();
+       }
 
-       draw_gears();
 
        glutSwapBuffers();
        assert(glGetError() == GL_NO_ERROR);
 }
 
-void draw_gears()
+static void idle()
+{
+       glutPostRedisplay();
+}
+
+static void draw_scene()
 {
-       /* world scale is in meters, gears are in millimeters, sclae by 1/1000 */
+       // draw skydome
+       glDepthMask(0);
+
+       Mat4 rot_view = view_matrix.upper3x3();
+       glMatrixMode(GL_MODELVIEW);
+       glPushMatrix();
+       glLoadMatrixf(rot_view[0]);
+
+       bind_texture(envmap, 0);
+
+       glUseProgram(sdr_skydome);
+       skydome->draw();
+       glUseProgram(0);
+
+       bind_texture(0, 0);
+
+       glPopMatrix();
+       glDepthMask(1);
+
+       // draw mechanism
+       draw_gears();
+}
+
+static void draw_gears()
+{
+       /* world scale is in meters, gears are in millimeters, scale by 1/1000 */
        glPushMatrix();
        glScalef(0.001, 0.001, 0.001);
 
-       test_gear->draw();
+       if(!shadow_pass && (sel_gear || hover_gear)) {
+               glPushAttrib(GL_ENABLE_BIT | GL_LINE_BIT | GL_POLYGON_BIT);
+
+               glDisable(GL_LIGHTING);
+               glFrontFace(GL_CW);
+               glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+               glLineWidth(3.0);
+
+               if(sel_gear) {
+                       glColor3f(0.2, 1.0, 0.3);
+                       sel_gear->draw();
+               } else {
+                       glColor3f(1.0, 0.75, 0.2);
+                       hover_gear->draw();
+               }
+
+               glPopAttrib();
+       }
+
+       glUseProgram(shadow_pass ? 0 : sdr_shadow_notex);
+       machine->draw();
+       glUseProgram(0);
 
        glPopMatrix();
 }
 
-void reshape(int x, int y)
+static void reshape(int x, int y)
 {
+       win_width = x;
+       win_height = y;
+
        glViewport(0, 0, x, y);
 
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
-       gluPerspective(50.0, (float)x / (float)y, 0.05, 100.0);
+       gluPerspective(50.0, (float)x / (float)y, 0.01, 50.0);
 }
 
-void keyb(unsigned char key, int x, int y)
+static void keyb(unsigned char key, int x, int y)
 {
        switch(key) {
        case 27:
                exit(0);
+
+       case 'w':
+               opt_gear_wireframe = !opt_gear_wireframe;
+               glutPostRedisplay();
+               break;
+
+       case 's':
+               dbg_show_shadowmap = !dbg_show_shadowmap;
+               glutPostRedisplay();
+               break;
        }
 }
 
-void mouse(int bn, int st, int x, int y)
+static void mouse(int bn, int st, int x, int y)
 {
+       int bidx = bn - GLUT_LEFT_BUTTON;
+       bool down = st == GLUT_DOWN;
+
        prev_mx = x;
        prev_my = y;
-       bnstate[bn - GLUT_LEFT_BUTTON] = st == GLUT_DOWN;
+       bnstate[bidx] = down;
+
+       if(bidx == 0) {
+               if(down) {
+                       sel_gear = pick_gear(x, y);
+                       sel_hit_pos = pick_hit.pos;
+               } else {
+                       sel_gear = 0;
+               }
+       }
+
+       if(bidx == 3 || bidx == 4) {    /* wheel */
+               if(hover_gear) {
+                       float dz = bidx == 4 ? 1 : -1;
+                       hover_gear->set_position(hover_gear->get_position() + hover_gear->get_axis() * dz);
+                       machine->invalidate_meshing();
+               }
+       }
 }
 
-void motion(int x, int y)
+static void motion(int x, int y)
 {
        int dx = x - prev_mx;
        int dy = y - prev_my;
@@ -130,17 +409,55 @@ void motion(int x, int y)
 
        if(!dx && !dy) return;
 
-       if(bnstate[0]) {
-               cam_theta += dx * 0.5;
-               cam_phi += dy * 0.5;
+       if(sel_gear) {
+               float speed = 0.5;
+               Vec3 offs = Vec3(dx * speed, -dy * speed, 0.0);
+               offs = sel_gear->get_dir_matrix() * offs;
 
-               if(cam_phi < -90) cam_phi = -90;
-               if(cam_phi > 90) cam_phi = 90;
-               glutPostRedisplay();
-       }
-       if(bnstate[2]) {
-               cam_dist += dy * 0.05;
-               if(cam_dist < 0.0) cam_dist = 0.0;
-               glutPostRedisplay();
+               sel_gear->set_position(sel_gear->get_position() + offs);
+               machine->invalidate_meshing();
+
+       } else {
+               if(bnstate[0]) {
+                       cam_theta += dx * 0.5;
+                       cam_phi += dy * 0.5;
+
+                       if(cam_phi < -90) cam_phi = -90;
+                       if(cam_phi > 90) cam_phi = 90;
+                       glutPostRedisplay();
+               }
+               if(bnstate[2]) {
+                       cam_dist += dy * 0.01;
+                       if(cam_dist < 0.0) cam_dist = 0.0;
+                       glutPostRedisplay();
+               }
        }
 }
+
+static void passive_motion(int x, int y)
+{
+       prev_mx = x;
+       prev_my = y;
+}
+
+static Gear *pick_gear(int x, int y)
+{
+       double pt[3];
+       double viewmat[16], projmat[16];
+       int vp[4];
+       Ray ray;
+
+       y = win_height - y;
+
+       glGetDoublev(GL_MODELVIEW_MATRIX, viewmat);
+       glGetDoublev(GL_PROJECTION_MATRIX, projmat);
+       glGetIntegerv(GL_VIEWPORT, vp);
+
+       gluUnProject(x, y, 0, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+       ray.origin = Vec3(pt[0], pt[1], pt[2]) * 1000.0f;
+
+       gluUnProject(x, y, 1, viewmat, projmat, vp, pt, pt + 1, pt + 2);
+       ray.dir = Vec3(pt[0], pt[1], pt[2]) * 1000.0f - ray.origin;
+
+       return machine->intersect_gear(ray, &pick_hit);
+}