xenocara/dist/Mesa/progs/demos/fire.c

778 lines
16 KiB
C
Raw Normal View History

2006-11-25 11:56:37 -07:00
/*
* This program is under the GNU GPL.
* Use at your own risk.
*
* written by David Bucciarelli (tech.hmw@plus.it)
* Humanware s.r.l.
*/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <string.h>
#ifdef WIN32
#include <windows.h>
#include <mmsystem.h>
#endif
#include <GL/glut.h>
#include "readtex.h"
#ifdef XMESA
#include "GL/xmesa.h"
static int fullscreen = 1;
#endif
#ifndef M_PI
#define M_PI 3.1415926535
#endif
#define vinit(a,i,j,k) {\
(a)[0]=i;\
(a)[1]=j;\
(a)[2]=k;\
}
#define vinit4(a,i,j,k,w) {\
(a)[0]=i;\
(a)[1]=j;\
(a)[2]=k;\
(a)[3]=w;\
}
#define vadds(a,dt,b) {\
(a)[0]+=(dt)*(b)[0];\
(a)[1]+=(dt)*(b)[1];\
(a)[2]+=(dt)*(b)[2];\
}
#define vequ(a,b) {\
(a)[0]=(b)[0];\
(a)[1]=(b)[1];\
(a)[2]=(b)[2];\
}
#define vinter(a,dt,b,c) {\
(a)[0]=(dt)*(b)[0]+(1.0-dt)*(c)[0];\
(a)[1]=(dt)*(b)[1]+(1.0-dt)*(c)[1];\
(a)[2]=(dt)*(b)[2]+(1.0-dt)*(c)[2];\
}
#define clamp(a) ((a) < 0.0 ? 0.0 : ((a) < 1.0 ? (a) : 1.0))
#define vclamp(v) {\
(v)[0]=clamp((v)[0]);\
(v)[1]=clamp((v)[1]);\
(v)[2]=clamp((v)[2]);\
}
static int WIDTH = 640;
static int HEIGHT = 480;
static GLint T0 = 0;
static GLint Frames = 0;
static GLint NiceFog = 1;
#define DIMP 20.0
#define DIMTP 16.0
#define RIDCOL 0.4
#define NUMTREE 50
#define TREEINR 2.5
#define TREEOUTR 8.0
#define AGRAV -9.8
typedef struct
{
int age;
float p[3][3];
float v[3];
float c[3][4];
}
part;
static float treepos[NUMTREE][3];
static float black[3] = { 0.0, 0.0, 0.0 };
static float blu[3] = { 1.0, 0.2, 0.0 };
static float blu2[3] = { 1.0, 1.0, 0.0 };
static float fogcolor[4] = { 1.0, 1.0, 1.0, 1.0 };
static float q[4][3] = {
{-DIMP, 0.0, -DIMP},
{DIMP, 0.0, -DIMP},
{DIMP, 0.0, DIMP},
{-DIMP, 0.0, DIMP}
};
static float qt[4][2] = {
{-DIMTP, -DIMTP},
{DIMTP, -DIMTP},
{DIMTP, DIMTP},
{-DIMTP, DIMTP}
};
static int win = 0;
static int np;
static float eject_r, dt, maxage, eject_vy, eject_vl;
static short shadows;
static float ridtri;
static int fog = 1;
static int help = 1;
static int joyavailable = 0;
static int joyactive = 0;
static part *p;
static GLuint groundid;
static GLuint treeid;
static float obs[3] = { 2.0, 1.0, 0.0 };
static float dir[3];
static float v = 0.0;
static float alpha = -84.0;
static float beta = 90.0;
static float
vrnd(void)
{
return (((float) rand()) / RAND_MAX);
}
static void
setnewpart(part * p)
{
float a, v[3], *c;
p->age = 0;
a = vrnd() * 3.14159265359 * 2.0;
vinit(v, sin(a) * eject_r * vrnd(), 0.15, cos(a) * eject_r * vrnd());
vinit(p->p[0], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->p[1], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->p[2], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->v, v[0] * eject_vl / (eject_r / 2),
vrnd() * eject_vy + eject_vy / 2, v[2] * eject_vl / (eject_r / 2));
c = blu;
vinit4(p->c[0], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
vinit4(p->c[1], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
vinit4(p->c[2], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
}
static void
setpart(part * p)
{
float fact;
if (p->p[0][1] < 0.1) {
setnewpart(p);
return;
}
p->v[1] += AGRAV * dt;
vadds(p->p[0], dt, p->v);
vadds(p->p[1], dt, p->v);
vadds(p->p[2], dt, p->v);
p->age++;
if ((p->age) > maxage) {
vequ(p->c[0], blu2);
vequ(p->c[1], blu2);
vequ(p->c[2], blu2);
}
else {
fact = 1.0 / maxage;
vadds(p->c[0], fact, blu2);
vclamp(p->c[0]);
p->c[0][3] = fact * (maxage - p->age);
vadds(p->c[1], fact, blu2);
vclamp(p->c[1]);
p->c[1][3] = fact * (maxage - p->age);
vadds(p->c[2], fact, blu2);
vclamp(p->c[2]);
p->c[2][3] = fact * (maxage - p->age);
}
}
static void
drawtree(float x, float y, float z)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(x - 1.5, y + 0.0, z);
glTexCoord2f(1.0, 0.0);
glVertex3f(x + 1.5, y + 0.0, z);
glTexCoord2f(1.0, 1.0);
glVertex3f(x + 1.5, y + 3.0, z);
glTexCoord2f(0.0, 1.0);
glVertex3f(x - 1.5, y + 3.0, z);
glTexCoord2f(0.0, 0.0);
glVertex3f(x, y + 0.0, z - 1.5);
glTexCoord2f(1.0, 0.0);
glVertex3f(x, y + 0.0, z + 1.5);
glTexCoord2f(1.0, 1.0);
glVertex3f(x, y + 3.0, z + 1.5);
glTexCoord2f(0.0, 1.0);
glVertex3f(x, y + 3.0, z - 1.5);
glEnd();
}
static void
calcposobs(void)
{
dir[0] = sin(alpha * M_PI / 180.0);
dir[2] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
dir[1] = cos(beta * M_PI / 180.0);
if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5)
dir[0] = 0;
if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5)
dir[1] = 0;
if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5)
dir[2] = 0;
obs[0] += v * dir[0];
obs[1] += v * dir[1];
obs[2] += v * dir[2];
}
static void
printstring(void *font, char *string)
{
int len, i;
len = (int) strlen(string);
for (i = 0; i < len; i++)
glutBitmapCharacter(font, string[i]);
}
static void
reshape(int width, int height)
{
WIDTH = width;
HEIGHT = height;
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0, width / (float) height, 0.1, 30.0);
glMatrixMode(GL_MODELVIEW);
}
static void
printhelp(void)
{
glColor4f(0.0, 0.0, 0.0, 0.5);
glRecti(40, 40, 600, 440);
glColor3f(1.0, 0.0, 0.0);
glRasterPos2i(300, 420);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Help");
glRasterPos2i(60, 390);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "h - Toggle Help");
glRasterPos2i(60, 360);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "t - Increase particle size");
glRasterPos2i(60, 330);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "T - Decrease particle size");
glRasterPos2i(60, 300);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "r - Increase emission radius");
glRasterPos2i(60, 270);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "R - Decrease emission radius");
glRasterPos2i(60, 240);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "f - Toggle Fog");
glRasterPos2i(60, 210);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "s - Toggle shadows");
glRasterPos2i(60, 180);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Arrow Keys - Rotate");
glRasterPos2i(60, 150);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "a - Increase velocity");
glRasterPos2i(60, 120);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "z - Decrease velocity");
glRasterPos2i(60, 90);
if (joyavailable)
printstring(GLUT_BITMAP_TIMES_ROMAN_24,
"j - Toggle jostick control (Joystick control available)");
else
printstring(GLUT_BITMAP_TIMES_ROMAN_24,
"(No Joystick control available)");
}
static void
dojoy(void)
{
#ifdef WIN32
static UINT max[2] = { 0, 0 };
static UINT min[2] = { 0xffffffff, 0xffffffff }, center[2];
MMRESULT res;
JOYINFO joy;
res = joyGetPos(JOYSTICKID1, &joy);
if (res == JOYERR_NOERROR) {
joyavailable = 1;
if (max[0] < joy.wXpos)
max[0] = joy.wXpos;
if (min[0] > joy.wXpos)
min[0] = joy.wXpos;
center[0] = (max[0] + min[0]) / 2;
if (max[1] < joy.wYpos)
max[1] = joy.wYpos;
if (min[1] > joy.wYpos)
min[1] = joy.wYpos;
center[1] = (max[1] + min[1]) / 2;
if (joyactive) {
if (fabs(center[0] - (float) joy.wXpos) > 0.1 * (max[0] - min[0]))
alpha +=
2.5 * (center[0] - (float) joy.wXpos) / (max[0] - min[0]);
if (fabs(center[1] - (float) joy.wYpos) > 0.1 * (max[1] - min[1]))
beta += 2.5 * (center[1] - (float) joy.wYpos) / (max[1] - min[1]);
if (joy.wButtons & JOY_BUTTON1)
v += 0.01;
if (joy.wButtons & JOY_BUTTON2)
v -= 0.01;
}
}
else
joyavailable = 0;
#endif
}
static void
drawfire(void)
{
static char frbuf[80] = "";
int j;
static double t0 = -1.;
double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = (t - t0) * 1.0;
t0 = t;
dojoy();
if (NiceFog)
glHint(GL_FOG_HINT, GL_NICEST);
else
glHint(GL_FOG_HINT, GL_DONT_CARE);
glEnable(GL_DEPTH_TEST);
if (fog)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
glDepthMask(GL_TRUE);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
calcposobs();
gluLookAt(obs[0], obs[1], obs[2],
obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
0.0, 1.0, 0.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, groundid);
#if 1
glBegin(GL_QUADS);
glTexCoord2fv(qt[0]);
glVertex3fv(q[0]);
glTexCoord2fv(qt[1]);
glVertex3fv(q[1]);
glTexCoord2fv(qt[2]);
glVertex3fv(q[2]);
glTexCoord2fv(qt[3]);
glVertex3fv(q[3]);
glEnd();
#else
/* Subdivide the ground into a bunch of quads. This improves fog
* if GL_FOG_HINT != GL_NICEST
*/
{
float x, y;
float dx = 1.0, dy = 1.0;
glBegin(GL_QUADS);
for (y = -DIMP; y < DIMP; y += 1.0) {
for (x = -DIMP; x < DIMP; x += 1.0) {
glTexCoord2f(0, 0); glVertex3f(x, 0, y);
glTexCoord2f(1, 0); glVertex3f(x+dx, 0, y);
glTexCoord2f(1, 1); glVertex3f(x+dx, 0, y+dy);
glTexCoord2f(0, 1); glVertex3f(x, 0, y+dy);
}
}
glEnd();
}
#endif
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.9);
glBindTexture(GL_TEXTURE_2D, treeid);
for (j = 0; j < NUMTREE; j++)
drawtree(treepos[j][0], treepos[j][1], treepos[j][2]);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
if (shadows) {
glBegin(GL_TRIANGLES);
for (j = 0; j < np; j++) {
glColor4f(black[0], black[1], black[2], p[j].c[0][3]);
glVertex3f(p[j].p[0][0], 0.1, p[j].p[0][2]);
glColor4f(black[0], black[1], black[2], p[j].c[1][3]);
glVertex3f(p[j].p[1][0], 0.1, p[j].p[1][2]);
glColor4f(black[0], black[1], black[2], p[j].c[2][3]);
glVertex3f(p[j].p[2][0], 0.1, p[j].p[2][2]);
}
glEnd();
}
glBegin(GL_TRIANGLES);
for (j = 0; j < np; j++) {
glColor4fv(p[j].c[0]);
glVertex3fv(p[j].p[0]);
glColor4fv(p[j].c[1]);
glVertex3fv(p[j].p[1]);
glColor4fv(p[j].c[2]);
glVertex3fv(p[j].p[2]);
setpart(&p[j]);
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0, 0.0, 0.0);
glRasterPos2i(10, 10);
printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
glRasterPos2i(370, 470);
printstring(GLUT_BITMAP_HELVETICA_10,
"Fire V1.5 Written by David Bucciarelli (tech.hmw@plus.it)");
if (help)
printhelp();
reshape(WIDTH, HEIGHT);
glPopMatrix();
glutSwapBuffers();
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 2000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
sprintf(frbuf, "Frame rate: %f", fps);
T0 = t;
Frames = 0;
}
}
}
static void
idle(void)
{
glutPostRedisplay();
}
static void
special(int key, int x, int y)
{
switch (key) {
case GLUT_KEY_LEFT:
alpha += 2.0;
break;
case GLUT_KEY_RIGHT:
alpha -= 2.0;
break;
case GLUT_KEY_DOWN:
beta -= 2.0;
break;
case GLUT_KEY_UP:
beta += 2.0;
break;
}
glutPostRedisplay();
}
static void
key(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
case 'a':
v += 0.0005;
break;
case 'z':
v -= 0.0005;
break;
case 'j':
joyactive = (!joyactive);
break;
case 'h':
help = (!help);
break;
case 'f':
fog = (!fog);
break;
case 's':
shadows = !shadows;
break;
case 'R':
eject_r -= 0.03;
break;
case 'r':
eject_r += 0.03;
break;
case 't':
ridtri += 0.005;
break;
case 'T':
ridtri -= 0.005;
break;
#ifdef XMESA
case ' ':
XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
fullscreen = (!fullscreen);
break;
#endif
case 'n':
NiceFog = !NiceFog;
printf("NiceFog %d\n", NiceFog);
break;
}
glutPostRedisplay();
}
static void
inittextures(void)
{
GLenum gluerr;
GLubyte tex[128][128][4];
glGenTextures(1, &groundid);
glBindTexture(GL_TEXTURE_2D, groundid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (!LoadRGBMipmaps("../images/s128.rgb", GL_RGB)) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glGenTextures(1, &treeid);
glBindTexture(GL_TEXTURE_2D, treeid);
if (1)
{
int w, h;
GLenum format;
int x, y;
GLubyte *image = LoadRGBImage("../images/tree3.rgb", &w, &h, &format);
if (!image) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
for (y = 0; y < 128; y++)
for (x = 0; x < 128; x++) {
tex[x][y][0] = image[(y + x * 128) * 3];
tex[x][y][1] = image[(y + x * 128) * 3 + 1];
tex[x][y][2] = image[(y + x * 128) * 3 + 2];
if ((tex[x][y][0] == tex[x][y][1]) &&
(tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255))
tex[x][y][3] = 0;
else
tex[x][y][3] = 255;
}
if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA,
GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) {
fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
exit(-1);
}
}
else {
if (!LoadRGBMipmaps("../images/tree2.rgba", GL_RGBA)) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void
inittree(void)
{
int i;
float dist;
for (i = 0; i < NUMTREE; i++)
do {
treepos[i][0] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
treepos[i][1] = 0.0;
treepos[i][2] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
dist =
sqrt(treepos[i][0] * treepos[i][0] +
treepos[i][2] * treepos[i][2]);
} while ((dist < TREEINR) || (dist > TREEOUTR));
}
int
main(int ac, char **av)
{
int i;
fprintf(stderr,
"Fire V1.5\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
/* Default settings */
np = 800;
eject_r = -0.65;
dt = 0.015;
eject_vy = 4;
eject_vl = 1;
shadows = 1;
ridtri = 0.25;
maxage = 1.0 / dt;
if (ac == 2)
np = atoi(av[1]);
if (ac == 4) {
WIDTH = atoi(av[2]);
HEIGHT = atoi(av[3]);
}
glutInitWindowPosition(0, 0);
glutInitWindowSize(WIDTH, HEIGHT);
glutInit(&ac, av);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
if (!(win = glutCreateWindow("Fire"))) {
fprintf(stderr, "Error opening a window.\n");
exit(-1);
}
reshape(WIDTH, HEIGHT);
inittextures();
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP);
glFogfv(GL_FOG_COLOR, fogcolor);
glFogf(GL_FOG_DENSITY, 0.1);
p = (part *) malloc(sizeof(part) * np);
for (i = 0; i < np; i++)
setnewpart(&p[i]);
inittree();
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutDisplayFunc(drawfire);
glutIdleFunc(idle);
glutReshapeFunc(reshape);
glutMainLoop();
return (0);
}