diff options
Diffstat (limited to 'tests/glfw/particles.c')
-rw-r--r-- | tests/glfw/particles.c | 1166 |
1 files changed, 0 insertions, 1166 deletions
diff --git a/tests/glfw/particles.c b/tests/glfw/particles.c deleted file mode 100644 index 15c133a0..00000000 --- a/tests/glfw/particles.c +++ /dev/null @@ -1,1166 +0,0 @@ -//======================================================================== -// This is a simple, but cool particle engine (buzz-word meaning many -// small objects that are treated as points and drawn as textures -// projected on simple geometry). -// -// This demonstration generates a colorful fountain-like animation. It -// uses several advanced OpenGL teqhniques: -// -// 1) Lighting (per vertex) -// 2) Alpha blending -// 3) Fog -// 4) Texturing -// 5) Display lists (for drawing the static environment geometry) -// 6) Vertex arrays (for drawing the particles) -// 7) GL_EXT_separate_specular_color is used (if available) -// -// Even more so, this program uses multi threading. The program is -// essentialy divided into a main rendering thread and a particle physics -// calculation thread. My benchmarks under Windows 2000 on a single -// processor system show that running this program as two threads instead -// of a single thread means no difference (there may be a very marginal -// advantage for the multi threaded case). On dual processor systems I -// have had reports of 5-25% of speed increase when running this program -// as two threads instead of one thread. -// -// The default behaviour of this program is to use two threads. To force -// a single thread to be used, use the command line switch -s. -// -// To run a fixed length benchmark (60 s), use the command line switch -b. -// -// Benchmark results (640x480x16, best of three tests): -// -// CPU GFX 1 thread 2 threads -// Athlon XP 2700+ GeForce Ti4200 (oc) 757 FPS 759 FPS -// P4 2.8 GHz (SMT) GeForce FX5600 548 FPS 550 FPS -// -// One more thing: Press 'w' during the demo to toggle wireframe mode. -//======================================================================== - -#include <stdlib.h> -#include <stdio.h> -#include <string.h> -#include <math.h> -#include <GL/glfw.h> - -#ifdef EMSCRIPTEN -#include <emscripten/emscripten.h> -#endif - -// Define tokens for GL_EXT_separate_specular_color if not already defined -#ifndef GL_EXT_separate_specular_color -#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 -#define GL_SINGLE_COLOR_EXT 0x81F9 -#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA -#endif // GL_EXT_separate_specular_color - -// Some <math.h>'s do not define M_PI -#ifndef M_PI -#define M_PI 3.141592654 -#endif - -// Desired fullscreen resolution -#define WIDTH 640 -#define HEIGHT 480 - - -//======================================================================== -// Type definitions -//======================================================================== - -typedef struct { float x,y,z; } VEC; - -// This structure is used for interleaved vertex arrays (see the -// DrawParticles function) - Note: This structure SHOULD be packed on most -// systems. It uses 32-bit fields on 32-bit boundaries, and is a multiple -// of 64 bits in total (6x32=3x64). If it does not work, try using pragmas -// or whatever to force the structure to be packed. -typedef struct { - GLfloat s, t; // Texture coordinates - GLuint rgba; // Color (four ubytes packed into an uint) - GLfloat x, y, z; // Vertex coordinates -} VERTEX; - - -//======================================================================== -// Program control global variables -//======================================================================== - -// "Running" flag (true if program shall continue to run) -int running; - -// Window dimensions -int width, height; - -// "wireframe" flag (true if we use wireframe view) -int wireframe; - -// "multithreading" flag (true if we use multithreading) -int multithreading; - -// Thread synchronization -struct { - double t; // Time (s) - float dt; // Time since last frame (s) - int p_frame; // Particle physics frame number - int d_frame; // Particle draw frame number - GLFWcond p_done; // Condition: particle physics done - GLFWcond d_done; // Condition: particle draw done - GLFWmutex particles_lock; // Particles data sharing mutex -} thread_sync; - - -//======================================================================== -// Texture declarations (we hard-code them into the source code, since -// they are so simple) -//======================================================================== - -#define P_TEX_WIDTH 8 // Particle texture dimensions -#define P_TEX_HEIGHT 8 -#define F_TEX_WIDTH 16 // Floor texture dimensions -#define F_TEX_HEIGHT 16 - -// Texture object IDs -GLuint particle_tex_id, floor_tex_id; - -// Particle texture (a simple spot) -const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = { - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, - 0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00, - 0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00, - 0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00, - 0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00, - 0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00, - 0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00, - 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 -}; - -// Floor texture (your basic checkered floor) -const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = { - 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, - 0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, - 0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, - 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, - 0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30, - 0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, - 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30, - 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, - 0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0, - 0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, - 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, -}; - - -//======================================================================== -// These are fixed constants that control the particle engine. In a -// modular world, these values should be variables... -//======================================================================== - -// Maximum number of particles -#define MAX_PARTICLES 3000 - -// Life span of a particle (in seconds) -#define LIFE_SPAN 8.0f - -// A new particle is born every [BIRTH_INTERVAL] second -#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES) - -// Particle size (meters) -#define PARTICLE_SIZE 0.7f - -// Gravitational constant (m/s^2) -#define GRAVITY 9.8f - -// Base initial velocity (m/s) -#define VELOCITY 8.0f - -// Bounce friction (1.0 = no friction, 0.0 = maximum friction) -#define FRICTION 0.75f - -// "Fountain" height (m) -#define FOUNTAIN_HEIGHT 3.0f - -// Fountain radius (m) -#define FOUNTAIN_RADIUS 1.6f - -// Minimum delta-time for particle phisics (s) -#define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f) - - -//======================================================================== -// Particle system global variables -//======================================================================== - -// This structure holds all state for a single particle -typedef struct { - float x,y,z; // Position in space - float vx,vy,vz; // Velocity vector - float r,g,b; // Color of particle - float life; // Life of particle (1.0 = newborn, < 0.0 = dead) - int active; // Tells if this particle is active -} PARTICLE; - -// Global vectors holding all particles. We use two vectors for double -// buffering. -static PARTICLE particles[ MAX_PARTICLES ]; - -// Global variable holding the age of the youngest particle -static float min_age; - -// Color of latest born particle (used for fountain lighting) -static float glow_color[4]; - -// Position of latest born particle (used for fountain lighting) -static float glow_pos[4]; - - -//======================================================================== -// Object material and fog configuration constants -//======================================================================== - -const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f}; -const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f}; -const GLfloat fountain_shininess = 12.0f; -const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f}; -const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f}; -const GLfloat floor_shininess = 18.0f; -const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f}; - - -//======================================================================== -// InitParticle() - Initialize a new particle -//======================================================================== - -void InitParticle( PARTICLE *p, double t ) -{ - float xy_angle, velocity; - - // Start position of particle is at the fountain blow-out - p->x = 0.0f; - p->y = 0.0f; - p->z = FOUNTAIN_HEIGHT; - - // Start velocity is up (Z)... - p->vz = 0.7f + (0.3f/4096.f) * (float) (rand() & 4095); - - // ...and a randomly chosen X/Y direction - xy_angle = (2.f * (float)M_PI / 4096.f) * (float) (rand() & 4095); - p->vx = 0.4f * (float) cos( xy_angle ); - p->vy = 0.4f * (float) sin( xy_angle ); - - // Scale velocity vector according to a time-varying velocity - velocity = VELOCITY*(0.8f + 0.1f*(float)(sin( 0.5*t )+sin( 1.31*t ))); - p->vx *= velocity; - p->vy *= velocity; - p->vz *= velocity; - - // Color is time-varying - p->r = 0.7f + 0.3f * (float) sin( 0.34*t + 0.1 ); - p->g = 0.6f + 0.4f * (float) sin( 0.63*t + 1.1 ); - p->b = 0.6f + 0.4f * (float) sin( 0.91*t + 2.1 ); - - // Store settings for fountain glow lighting - glow_pos[0] = 0.4f * (float) sin( 1.34*t ); - glow_pos[1] = 0.4f * (float) sin( 3.11*t ); - glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f; - glow_pos[3] = 1.0f; - glow_color[0] = p->r; - glow_color[1] = p->g; - glow_color[2] = p->b; - glow_color[3] = 1.0f; - - // The particle is new-born and active - p->life = 1.0f; - p->active = 1; -} - - -//======================================================================== -// UpdateParticle() - Update a particle -//======================================================================== - -#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2) - -void UpdateParticle( PARTICLE *p, float dt ) -{ - // If the particle is not active, we need not do anything - if( !p->active ) - { - return; - } - - // The particle is getting older... - p->life = p->life - dt * (1.0f / LIFE_SPAN); - - // Did the particle die? - if( p->life <= 0.0f ) - { - p->active = 0; - return; - } - - // Update particle velocity (apply gravity) - p->vz = p->vz - GRAVITY * dt; - - // Update particle position - p->x = p->x + p->vx * dt; - p->y = p->y + p->vy * dt; - p->z = p->z + p->vz * dt; - - // Simple collision detection + response - if( p->vz < 0.0f ) - { - // Particles should bounce on the fountain (with friction) - if( (p->x*p->x + p->y*p->y) < FOUNTAIN_R2 && - p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2) ) - { - p->vz = -FRICTION * p->vz; - p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 + - FRICTION * (FOUNTAIN_HEIGHT + - PARTICLE_SIZE/2 - p->z); - } - - // Particles should bounce on the floor (with friction) - else if( p->z < PARTICLE_SIZE/2 ) - { - p->vz = -FRICTION * p->vz; - p->z = PARTICLE_SIZE/2 + - FRICTION * (PARTICLE_SIZE/2 - p->z); - } - - } -} - - -//======================================================================== -// ParticleEngine() - The main frame for the particle engine. Called once -// per frame. -//======================================================================== - -void ParticleEngine( double t, float dt ) -{ - int i; - float dt2; - - // Update particles (iterated several times per frame if dt is too - // large) - while( dt > 0.0f ) - { - // Calculate delta time for this iteration - dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T; - - // Update particles - for( i = 0; i < MAX_PARTICLES; i ++ ) - { - UpdateParticle( &particles[ i ], dt2 ); - } - - // Increase minimum age - min_age += dt2; - - // Should we create any new particle(s)? - while( min_age >= BIRTH_INTERVAL ) - { - min_age -= BIRTH_INTERVAL; - - // Find a dead particle to replace with a new one - for( i = 0; i < MAX_PARTICLES; i ++ ) - { - if( !particles[ i ].active ) - { - InitParticle( &particles[ i ], t + min_age ); - UpdateParticle( &particles[ i ], min_age ); - break; - } - } - } - - // Decrease frame delta time - dt -= dt2; - } -} - - -//======================================================================== -// DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex -// arrays for this in order to accelerate the drawing. -//======================================================================== - -#define BATCH_PARTICLES 70 // Number of particles to draw in each batch - // (70 corresponds to 7.5 KB = will not blow - // the L1 data cache on most CPUs) -#define PARTICLE_VERTS 4 // Number of vertices per particle - -void DrawParticles( double t, float dt ) -{ - int i, particle_count; - VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr; - float alpha; - GLuint rgba; - VEC quad_lower_left, quad_lower_right; - GLfloat mat[ 16 ]; - PARTICLE *pptr; - - // Here comes the real trick with flat single primitive objects (s.c. - // "billboards"): We must rotate the textured primitive so that it - // always faces the viewer (is coplanar with the view-plane). - // We: - // 1) Create the primitive around origo (0,0,0) - // 2) Rotate it so that it is coplanar with the view plane - // 3) Translate it according to the particle position - // Note that 1) and 2) is the same for all particles (done only once). - - // Get modelview matrix. We will only use the upper left 3x3 part of - // the matrix, which represents the rotation. - glGetFloatv( GL_MODELVIEW_MATRIX, mat ); - - // 1) & 2) We do it in one swift step: - // Although not obvious, the following six lines represent two matrix/ - // vector multiplications. The matrix is the inverse 3x3 rotation - // matrix (i.e. the transpose of the same matrix), and the two vectors - // represent the lower left corner of the quad, PARTICLE_SIZE/2 * - // (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0). - // The upper left/right corners of the quad is always the negative of - // the opposite corners (regardless of rotation). - quad_lower_left.x = (-PARTICLE_SIZE/2) * (mat[0] + mat[1]); - quad_lower_left.y = (-PARTICLE_SIZE/2) * (mat[4] + mat[5]); - quad_lower_left.z = (-PARTICLE_SIZE/2) * (mat[8] + mat[9]); - quad_lower_right.x = (PARTICLE_SIZE/2) * (mat[0] - mat[1]); - quad_lower_right.y = (PARTICLE_SIZE/2) * (mat[4] - mat[5]); - quad_lower_right.z = (PARTICLE_SIZE/2) * (mat[8] - mat[9]); - - // Don't update z-buffer, since all particles are transparent! - glDepthMask( GL_FALSE ); - - // Enable blending - glEnable( GL_BLEND ); - glBlendFunc( GL_SRC_ALPHA, GL_ONE ); - - // Select particle texture - if( !wireframe ) - { - glEnable( GL_TEXTURE_2D ); - glBindTexture( GL_TEXTURE_2D, particle_tex_id ); - } - - // Set up vertex arrays. We use interleaved arrays, which is easier to - // handle (in most situations) and it gives a linear memeory access - // access pattern (which may give better performance in some - // situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords, - // 4 ubytes for color and 3 floats for vertex coord (in that order). - // Most OpenGL cards / drivers are optimized for this format. - glInterleavedArrays( GL_T2F_C4UB_V3F, 0, vertex_array ); - - // Is particle physics carried out in a separate thread? - if( multithreading ) - { - // Wait for particle physics thread to be done - glfwLockMutex( thread_sync.particles_lock ); - while( running && thread_sync.p_frame <= thread_sync.d_frame ) - { - glfwWaitCond( thread_sync.p_done, thread_sync.particles_lock, - 0.1 ); - } - - // Store the frame time and delta time for the physics thread - thread_sync.t = t; - thread_sync.dt = dt; - - // Update frame counter - thread_sync.d_frame ++; - } - else - { - // Perform particle physics in this thread - ParticleEngine( t, dt ); - } - - // Loop through all particles and build vertex arrays. - particle_count = 0; - vptr = vertex_array; - pptr = particles; - for( i = 0; i < MAX_PARTICLES; i ++ ) - { - if( pptr->active ) - { - // Calculate particle intensity (we set it to max during 75% - // of its life, then it fades out) - alpha = 4.0f * pptr->life; - if( alpha > 1.0f ) - { - alpha = 1.0f; - } - - // Convert color from float to 8-bit (store it in a 32-bit - // integer using endian independent type casting) - ((GLubyte *)&rgba)[0] = (GLubyte)(pptr->r * 255.0f); - ((GLubyte *)&rgba)[1] = (GLubyte)(pptr->g * 255.0f); - ((GLubyte *)&rgba)[2] = (GLubyte)(pptr->b * 255.0f); - ((GLubyte *)&rgba)[3] = (GLubyte)(alpha * 255.0f); - - // 3) Translate the quad to the correct position in modelview - // space and store its parameters in vertex arrays (we also - // store texture coord and color information for each vertex). - - // Lower left corner - vptr->s = 0.0f; - vptr->t = 0.0f; - vptr->rgba = rgba; - vptr->x = pptr->x + quad_lower_left.x; - vptr->y = pptr->y + quad_lower_left.y; - vptr->z = pptr->z + quad_lower_left.z; - vptr ++; - - // Lower right corner - vptr->s = 1.0f; - vptr->t = 0.0f; - vptr->rgba = rgba; - vptr->x = pptr->x + quad_lower_right.x; - vptr->y = pptr->y + quad_lower_right.y; - vptr->z = pptr->z + quad_lower_right.z; - vptr ++; - - // Upper right corner - vptr->s = 1.0f; - vptr->t = 1.0f; - vptr->rgba = rgba; - vptr->x = pptr->x - quad_lower_left.x; - vptr->y = pptr->y - quad_lower_left.y; - vptr->z = pptr->z - quad_lower_left.z; - vptr ++; - - // Upper left corner - vptr->s = 0.0f; - vptr->t = 1.0f; - vptr->rgba = rgba; - vptr->x = pptr->x - quad_lower_right.x; - vptr->y = pptr->y - quad_lower_right.y; - vptr->z = pptr->z - quad_lower_right.z; - vptr ++; - - // Increase count of drawable particles - particle_count ++; - } - - // If we have filled up one batch of particles, draw it as a set - // of quads using glDrawArrays. - if( particle_count >= BATCH_PARTICLES ) - { - // The first argument tells which primitive type we use (QUAD) - // The second argument tells the index of the first vertex (0) - // The last argument is the vertex count - glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); - particle_count = 0; - vptr = vertex_array; - } - - // Next particle - pptr ++; - } - - // We are done with the particle data: Unlock mutex and signal physics - // thread - if( multithreading ) - { - glfwUnlockMutex( thread_sync.particles_lock ); - glfwSignalCond( thread_sync.d_done ); - } - - // Draw final batch of particles (if any) - glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); - - // Disable vertex arrays (Note: glInterleavedArrays implicitly called - // glEnableClientState for vertex, texture coord and color arrays) - glDisableClientState( GL_VERTEX_ARRAY ); - glDisableClientState( GL_TEXTURE_COORD_ARRAY ); - glDisableClientState( GL_COLOR_ARRAY ); - - // Disable texturing and blending - glDisable( GL_TEXTURE_2D ); - glDisable( GL_BLEND ); - - // Allow Z-buffer updates again - glDepthMask( GL_TRUE ); -} - - -//======================================================================== -// Fountain geometry specification -//======================================================================== - -#define FOUNTAIN_SIDE_POINTS 14 -#define FOUNTAIN_SWEEP_STEPS 32 - -static const float fountain_side[ FOUNTAIN_SIDE_POINTS*2 ] = { - 1.2f, 0.0f, 1.0f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f, - 0.4f, 1.95f, 0.41f, 2.0f, 0.8f, 2.2f, 1.2f, 2.4f, - 1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.0f, 1.0f, 3.0f, - 0.5f, 3.0f, 0.0f, 3.0f -}; - -static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = { - 1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f, - 1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f, - 0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f, - 0.0000f,1.00000f, 0.0000f,1.00000f -}; - - -//======================================================================== -// DrawFountain() - Draw a fountain -//======================================================================== - -void DrawFountain( void ) -{ - static GLuint fountain_list = 0; - double angle; - float x, y; - int m, n; - - // The first time, we build the fountain display list - if( !fountain_list ) - { - // Start recording of a new display list - fountain_list = glGenLists( 1 ); - glNewList( fountain_list, GL_COMPILE_AND_EXECUTE ); - - // Set fountain material - glMaterialfv( GL_FRONT, GL_DIFFUSE, fountain_diffuse ); - glMaterialfv( GL_FRONT, GL_SPECULAR, fountain_specular ); - glMaterialf( GL_FRONT, GL_SHININESS, fountain_shininess ); - - // Build fountain using triangle strips - for( n = 0; n < FOUNTAIN_SIDE_POINTS-1; n ++ ) - { - glBegin( GL_TRIANGLE_STRIP ); - for( m = 0; m <= FOUNTAIN_SWEEP_STEPS; m ++ ) - { - angle = (double) m * (2.0*M_PI/(double)FOUNTAIN_SWEEP_STEPS); - x = (float) cos( angle ); - y = (float) sin( angle ); - - // Draw triangle strip - glNormal3f( x * fountain_normal[ n*2+2 ], - y * fountain_normal[ n*2+2 ], - fountain_normal[ n*2+3 ] ); - glVertex3f( x * fountain_side[ n*2+2 ], - y * fountain_side[ n*2+2 ], - fountain_side[ n*2+3 ] ); - glNormal3f( x * fountain_normal[ n*2 ], - y * fountain_normal[ n*2 ], - fountain_normal[ n*2+1 ] ); - glVertex3f( x * fountain_side[ n*2 ], - y * fountain_side[ n*2 ], - fountain_side[ n*2+1 ] ); - } - glEnd(); - } - - // End recording of display list - glEndList(); - } - else - { - // Playback display list - glCallList( fountain_list ); - } -} - - -//======================================================================== -// TesselateFloor() - Recursive function for building variable tesselated -// floor -//======================================================================== - -void TesselateFloor( float x1, float y1, float x2, float y2, - int recursion ) -{ - float delta, x, y; - - // Last recursion? - if( recursion >= 5 ) - { - delta = 999999.0f; - } - else - { - x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2)); - y = (float) (fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2)); - delta = x*x + y*y; - } - - // Recurse further? - if( delta < 0.1f ) - { - x = (x1+x2) * 0.5f; - y = (y1+y2) * 0.5f; - TesselateFloor( x1,y1, x, y, recursion + 1 ); - TesselateFloor( x,y1, x2, y, recursion + 1 ); - TesselateFloor( x1, y, x,y2, recursion + 1 ); - TesselateFloor( x, y, x2,y2, recursion + 1 ); - } - else - { - glTexCoord2f( x1*30.0f, y1*30.0f ); - glVertex3f( x1*80.0f, y1*80.0f , 0.0f ); - glTexCoord2f( x2*30.0f, y1*30.0f ); - glVertex3f( x2*80.0f, y1*80.0f , 0.0f ); - glTexCoord2f( x2*30.0f, y2*30.0f ); - glVertex3f( x2*80.0f, y2*80.0f , 0.0f ); - glTexCoord2f( x1*30.0f, y2*30.0f ); - glVertex3f( x1*80.0f, y2*80.0f , 0.0f ); - } -} - - -//======================================================================== -// DrawFloor() - Draw floor. We builde the floor recursively, and let the -// tesselation in the centre (near x,y=0,0) be high, while the selleation -// around the edges be low. -//======================================================================== - -void DrawFloor( void ) -{ - static GLuint floor_list = 0; - - // Select floor texture - if( !wireframe ) - { - glEnable( GL_TEXTURE_2D ); - glBindTexture( GL_TEXTURE_2D, floor_tex_id ); - } - - // The first time, we build the floor display list - if( !floor_list ) - { - // Start recording of a new display list - floor_list = glGenLists( 1 ); - glNewList( floor_list, GL_COMPILE_AND_EXECUTE ); - - // Set floor material - glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse ); - glMaterialfv( GL_FRONT, GL_SPECULAR, floor_specular ); - glMaterialf( GL_FRONT, GL_SHININESS, floor_shininess ); - - // Draw floor as a bunch of triangle strips (high tesselation - // improves lighting) - glNormal3f( 0.0f, 0.0f, 1.0f ); - glBegin( GL_QUADS ); - TesselateFloor( -1.0f,-1.0f, 0.0f,0.0f, 0 ); - TesselateFloor( 0.0f,-1.0f, 1.0f,0.0f, 0 ); - TesselateFloor( 0.0f, 0.0f, 1.0f,1.0f, 0 ); - TesselateFloor( -1.0f, 0.0f, 0.0f,1.0f, 0 ); - glEnd(); - - // End recording of display list - glEndList(); - } - else - { - // Playback display list - glCallList( floor_list ); - } - - glDisable( GL_TEXTURE_2D ); - -} - - -//======================================================================== -// SetupLights() - Position and configure light sources -//======================================================================== - -void SetupLights( void ) -{ - float l1pos[4], l1amb[4], l1dif[4], l1spec[4]; - float l2pos[4], l2amb[4], l2dif[4], l2spec[4]; - - // Set light source 1 parameters - l1pos[0] = 0.0f; l1pos[1] = -9.0f; l1pos[2] = 8.0f; l1pos[3] = 1.0f; - l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.0f; - l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.0f; - l1spec[0] = 1.0f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.0f; - - // Set light source 2 parameters - l2pos[0] = -15.0f; l2pos[1] = 12.0f; l2pos[2] = 1.5f; l2pos[3] = 1.0f; - l2amb[0] = 0.0f; l2amb[1] = 0.0f; l2amb[2] = 0.0f; l2amb[3] = 1.0f; - l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.0f; - l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.0f; l2spec[3] = 0.0f; - - // Configure light sources in OpenGL - glLightfv( GL_LIGHT1, GL_POSITION, l1pos ); - glLightfv( GL_LIGHT1, GL_AMBIENT, l1amb ); - glLightfv( GL_LIGHT1, GL_DIFFUSE, l1dif ); - glLightfv( GL_LIGHT1, GL_SPECULAR, l1spec ); - glLightfv( GL_LIGHT2, GL_POSITION, l2pos ); - glLightfv( GL_LIGHT2, GL_AMBIENT, l2amb ); - glLightfv( GL_LIGHT2, GL_DIFFUSE, l2dif ); - glLightfv( GL_LIGHT2, GL_SPECULAR, l2spec ); - glLightfv( GL_LIGHT3, GL_POSITION, glow_pos ); - glLightfv( GL_LIGHT3, GL_DIFFUSE, glow_color ); - glLightfv( GL_LIGHT3, GL_SPECULAR, glow_color ); - - // Enable light sources - glEnable( GL_LIGHT1 ); - glEnable( GL_LIGHT2 ); - glEnable( GL_LIGHT3 ); -} - - -//======================================================================== -// Draw() - Main rendering function -//======================================================================== - -void Draw( double t ) -{ - double xpos, ypos, zpos, angle_x, angle_y, angle_z; - static double t_old = 0.0; - float dt; - - // Calculate frame-to-frame delta time - dt = (float)(t-t_old); - t_old = t; - - // Setup viewport - glViewport( 0, 0, width, height ); - - // Clear color and Z-buffer - glClearColor( 0.1f, 0.1f, 0.1f, 1.0f ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - - // Setup projection - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - gluPerspective( 65.0, (double)width/(double)height, 1.0, 60.0 ); - - // Setup camera - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - - // Rotate camera - angle_x = 90.0 - 10.0; - angle_y = 10.0 * sin( 0.3 * t ); - angle_z = 10.0 * t; - glRotated( -angle_x, 1.0, 0.0, 0.0 ); - glRotated( -angle_y, 0.0, 1.0, 0.0 ); - glRotated( -angle_z, 0.0, 0.0, 1.0 ); - - // Translate camera - xpos = 15.0 * sin( (M_PI/180.0) * angle_z ) + - 2.0 * sin( (M_PI/180.0) * 3.1 * t ); - ypos = -15.0 * cos( (M_PI/180.0) * angle_z ) + - 2.0 * cos( (M_PI/180.0) * 2.9 * t ); - zpos = 4.0 + 2.0 * cos( (M_PI/180.0) * 4.9 * t ); - glTranslated( -xpos, -ypos, -zpos ); - - // Enable face culling - glFrontFace( GL_CCW ); - glCullFace( GL_BACK ); - glEnable( GL_CULL_FACE ); - - // Enable lighting - SetupLights(); - glEnable( GL_LIGHTING ); - - // Enable fog (dim details far away) - glEnable( GL_FOG ); - glFogi( GL_FOG_MODE, GL_EXP ); - glFogf( GL_FOG_DENSITY, 0.05f ); - glFogfv( GL_FOG_COLOR, fog_color ); - - // Draw floor - DrawFloor(); - - // Enable Z-buffering - glEnable( GL_DEPTH_TEST ); - glDepthFunc( GL_LEQUAL ); - glDepthMask( GL_TRUE ); - - // Draw fountain - DrawFountain(); - - // Disable fog & lighting - glDisable( GL_LIGHTING ); - glDisable( GL_FOG ); - - // Draw all particles (must be drawn after all solid objects have been - // drawn!) - DrawParticles( t, dt ); - - // Z-buffer not needed anymore - glDisable( GL_DEPTH_TEST ); -} - - -//======================================================================== -// Resize() - GLFW window resize callback function -//======================================================================== - -void GLFWCALL Resize( int x, int y ) -{ - width = x; - height = y > 0 ? y : 1; // Prevent division by zero in aspect calc. -} - - -//======================================================================== -// Input callback functions -//======================================================================== - -void GLFWCALL KeyFun( int key, int action ) -{ - if( action == GLFW_PRESS ) - { - switch( key ) - { - case GLFW_KEY_ESC: - running = 0; - break; - case 'W': - wireframe = !wireframe; - glPolygonMode( GL_FRONT_AND_BACK, - wireframe ? GL_LINE : GL_FILL ); - break; - default: - break; - } - } -} - - -//======================================================================== -// PhysicsThreadFun() - Thread for updating particle physics -//======================================================================== - -void GLFWCALL PhysicsThreadFun( void *arg ) -{ - while( running ) - { - // Lock mutex - glfwLockMutex( thread_sync.particles_lock ); - - // Wait for particle drawing to be done - while( running && thread_sync.p_frame > thread_sync.d_frame ) - { - glfwWaitCond( thread_sync.d_done, thread_sync.particles_lock, - 0.1 ); - } - - // No longer running? - if( !running ) - { - break; - } - - // Update particles - ParticleEngine( thread_sync.t, thread_sync.dt ); - - // Update frame counter - thread_sync.p_frame ++; - - // Unlock mutex and signal drawing thread - glfwUnlockMutex( thread_sync.particles_lock ); - glfwSignalCond( thread_sync.p_done ); - } -} - - -//======================================================================== -// main() -//======================================================================== - -double t0, t; -int frames, benchmark; -void iteration(){ - // Get frame time - t = glfwGetTime() - t0; - - // Draw... - Draw( t ); - - // Swap buffers - glfwSwapBuffers(); - - // Check if window was closed - running = running && glfwGetWindowParam( GLFW_OPENED ); - - // Increase frame count - frames ++; - - // End of benchmark? - if( benchmark && t >= 60.0 ) - { - running = 0; - } -} - -int main( int argc, char **argv ) -{ - int i; - GLFWthread physics_thread = 0; - - // Use multithreading by default, but don't benchmark - multithreading = 1; - benchmark = 0; - - // Check command line arguments - for( i = 1; i < argc; i ++ ) - { - // Use benchmarking? - if( strcmp( argv[i], "-b" ) == 0 ) - { - benchmark = 1; - } - - // Force multithreading off? - else if( strcmp( argv[i], "-s" ) == 0 ) - { - multithreading = 0; - } - - // With a Finder launch on Mac OS X we get a bogus -psn_0_46268417 - // kind of argument (actual numbers vary). Ignore it. - else if( strncmp( argv[i], "-psn_", 5) == 0 ); - - // Usage - else - { - if( strcmp( argv[i], "-?" ) != 0 ) - { - printf( "Unknonwn option %s\n\n", argv[ i ] ); - } - printf( "Usage: %s [options]\n", argv[ 0 ] ); - printf( "\n"); - printf( "Options:\n" ); - printf( " -b Benchmark (run program for 60 s)\n" ); - printf( " -s Run program as single thread (default is to use two threads)\n" ); - printf( " -? Display this text\n" ); - printf( "\n"); - printf( "Program runtime controls:\n" ); - printf( " w Toggle wireframe mode\n" ); - printf( " ESC Exit program\n" ); - exit( 0 ); - } - } < |