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Formatted particles example.
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@ -68,18 +68,24 @@
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// Type definitions
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//========================================================================
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typedef struct { float x,y,z; } VEC;
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typedef struct
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{
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float x, y, z;
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} Vec3;
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// This structure is used for interleaved vertex arrays (see the
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// DrawParticles function) - Note: This structure SHOULD be packed on most
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// systems. It uses 32-bit fields on 32-bit boundaries, and is a multiple
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// of 64 bits in total (6x32=3x64). If it does not work, try using pragmas
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// or whatever to force the structure to be packed.
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typedef struct {
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// draw_particles function)
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//
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// NOTE: This structure SHOULD be packed on most systems. It uses 32-bit fields
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// on 32-bit boundaries, and is a multiple of 64 bits in total (6x32=3x64). If
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// it does not work, try using pragmas or whatever to force the structure to be
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// packed.
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typedef struct
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{
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GLfloat s, t; // Texture coordinates
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GLuint rgba; // Color (four ubytes packed into an uint)
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GLfloat x, y, z; // Vertex coordinates
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} VERTEX;
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} Vertex;
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//========================================================================
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@ -165,7 +171,7 @@ const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = {
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#define MAX_PARTICLES 3000
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// Life span of a particle (in seconds)
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#define LIFE_SPAN 8.0f
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#define LIFE_SPAN 8.f
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// A new particle is born every [BIRTH_INTERVAL] second
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#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES)
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@ -177,13 +183,13 @@ const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = {
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#define GRAVITY 9.8f
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// Base initial velocity (m/s)
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#define VELOCITY 8.0f
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#define VELOCITY 8.f
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// Bounce friction (1.0 = no friction, 0.0 = maximum friction)
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#define FRICTION 0.75f
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// "Fountain" height (m)
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#define FOUNTAIN_HEIGHT 3.0f
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#define FOUNTAIN_HEIGHT 3.f
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// Fountain radius (m)
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#define FOUNTAIN_RADIUS 1.6f
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@ -223,26 +229,26 @@ static float glow_pos[4];
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// Object material and fog configuration constants
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//========================================================================
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const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f};
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const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f};
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const GLfloat fountain_shininess = 12.0f;
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const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f};
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const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f};
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const GLfloat floor_shininess = 18.0f;
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const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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const GLfloat fountain_diffuse[4] = { 0.7f, 1.f, 1.f, 1.f };
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const GLfloat fountain_specular[4] = { 1.f, 1.f, 1.f, 1.f };
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const GLfloat fountain_shininess = 12.f;
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const GLfloat floor_diffuse[4] = { 1.f, 0.6f, 0.6f, 1.f };
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const GLfloat floor_specular[4] = { 0.6f, 0.6f, 0.6f, 1.f };
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const GLfloat floor_shininess = 18.f;
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const GLfloat fog_color[4] = { 0.1f, 0.1f, 0.1f, 1.f };
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//========================================================================
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// InitParticle() - Initialize a new particle
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// Initialize a new particle
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//========================================================================
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void InitParticle( PARTICLE *p, double t )
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static void init_particle(PARTICLE *p, double t)
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{
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float xy_angle, velocity;
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// Start position of particle is at the fountain blow-out
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p->x = 0.0f;
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p->y = 0.0f;
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p->x = 0.f;
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p->y = 0.f;
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p->z = FOUNTAIN_HEIGHT;
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// Start velocity is up (Z)...
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@ -267,44 +273,42 @@ void InitParticle( PARTICLE *p, double t )
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// Store settings for fountain glow lighting
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glow_pos[0] = 0.4f * (float) sin(1.34 * t);
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glow_pos[1] = 0.4f * (float) sin(3.11 * t);
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glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f;
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glow_pos[3] = 1.0f;
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glow_pos[2] = FOUNTAIN_HEIGHT + 1.f;
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glow_pos[3] = 1.f;
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glow_color[0] = p->r;
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glow_color[1] = p->g;
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glow_color[2] = p->b;
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glow_color[3] = 1.0f;
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glow_color[3] = 1.f;
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// The particle is new-born and active
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p->life = 1.0f;
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p->life = 1.f;
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p->active = 1;
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}
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//========================================================================
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// UpdateParticle() - Update a particle
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// Update a particle
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//========================================================================
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#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2)
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void UpdateParticle( PARTICLE *p, float dt )
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static void update_particle(PARTICLE *p, float dt)
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{
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// If the particle is not active, we need not do anything
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if (!p->active)
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{
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return;
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}
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// The particle is getting older...
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p->life = p->life - dt * (1.0f / LIFE_SPAN);
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p->life -= dt * (1.f / LIFE_SPAN);
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// Did the particle die?
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if( p->life <= 0.0f )
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if (p->life <= 0.f)
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{
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p->active = 0;
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return;
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}
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// Update particle velocity (apply gravity)
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// Apply gravity
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p->vz = p->vz - GRAVITY * dt;
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// Update particle position
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@ -313,7 +317,7 @@ void UpdateParticle( PARTICLE *p, float dt )
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p->z = p->z + p->vz * dt;
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// Simple collision detection + response
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if( p->vz < 0.0f )
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if (p->vz < 0.f)
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{
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// Particles should bounce on the fountain (with friction)
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if ((p->x * p->x + p->y * p->y) < FOUNTAIN_R2 &&
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p->z = PARTICLE_SIZE / 2 +
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FRICTION * (PARTICLE_SIZE / 2 - p->z);
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}
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}
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}
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//========================================================================
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// ParticleEngine() - The main frame for the particle engine. Called once
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// per frame.
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// The main frame for the particle engine. Called once per frame.
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//========================================================================
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void ParticleEngine( double t, float dt )
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static void particle_engine(double t, float dt)
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{
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int i;
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float dt2;
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// Update particles (iterated several times per frame if dt is too
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// large)
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while( dt > 0.0f )
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// Update particles (iterated several times per frame if dt is too large)
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while (dt > 0.f)
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{
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// Calculate delta time for this iteration
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dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T;
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// Update particles
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for (i = 0; i < MAX_PARTICLES; i++)
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{
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UpdateParticle( &particles[ i ], dt2 );
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}
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update_particle(&particles[i], dt2);
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// Increase minimum age
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min_age += dt2;
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// Should we create any new particle(s)?
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@ -373,21 +370,20 @@ void ParticleEngine( double t, float dt )
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{
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if (!particles[i].active)
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{
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InitParticle( &particles[ i ], t + min_age );
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UpdateParticle( &particles[ i ], min_age );
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init_particle(&particles[i], t + min_age);
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update_particle(&particles[i], min_age);
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break;
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}
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}
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}
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// Decrease frame delta time
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dt -= dt2;
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}
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}
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//========================================================================
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// DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex
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// Draw all active particles. We use OpenGL 1.1 vertex
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// arrays for this in order to accelerate the drawing.
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//========================================================================
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@ -396,13 +392,14 @@ void ParticleEngine( double t, float dt )
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// the L1 data cache on most CPUs)
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#define PARTICLE_VERTS 4 // Number of vertices per particle
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void DrawParticles( double t, float dt )
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static void draw_particles(double t, float dt)
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{
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int i, particle_count;
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VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr;
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Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS];
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Vertex* vptr;
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float alpha;
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GLuint rgba;
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VEC quad_lower_left, quad_lower_right;
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Vec3 quad_lower_left, quad_lower_right;
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GLfloat mat[16];
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PARTICLE* pptr;
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@ -437,7 +434,6 @@ void DrawParticles( double t, float dt )
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// Don't update z-buffer, since all particles are transparent!
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glDepthMask(GL_FALSE);
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// Enable blending
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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@ -464,8 +460,7 @@ void DrawParticles( double t, float dt )
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while (running && thread_sync.p_frame <= thread_sync.d_frame)
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{
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struct timespec ts = { 0, 100000000 };
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cnd_timedwait( &thread_sync.p_done, &thread_sync.particles_lock,
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&ts );
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cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
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}
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// Store the frame time and delta time for the physics thread
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else
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{
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// Perform particle physics in this thread
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ParticleEngine( t, dt );
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particle_engine(t, dt);
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}
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// Loop through all particles and build vertex arrays.
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particle_count = 0;
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vptr = vertex_array;
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pptr = particles;
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for (i = 0; i < MAX_PARTICLES; i++)
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{
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if (pptr->active)
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{
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// Calculate particle intensity (we set it to max during 75%
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// of its life, then it fades out)
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alpha = 4.0f * pptr->life;
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if( alpha > 1.0f )
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{
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alpha = 1.0f;
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}
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alpha = 4.f * pptr->life;
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if (alpha > 1.f)
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alpha = 1.f;
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// Convert color from float to 8-bit (store it in a 32-bit
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// integer using endian independent type casting)
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((GLubyte *)&rgba)[0] = (GLubyte)(pptr->r * 255.0f);
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((GLubyte *)&rgba)[1] = (GLubyte)(pptr->g * 255.0f);
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((GLubyte *)&rgba)[2] = (GLubyte)(pptr->b * 255.0f);
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((GLubyte *)&rgba)[3] = (GLubyte)(alpha * 255.0f);
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((GLubyte*) &rgba)[0] = (GLubyte)(pptr->r * 255.f);
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((GLubyte*) &rgba)[1] = (GLubyte)(pptr->g * 255.f);
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((GLubyte*) &rgba)[2] = (GLubyte)(pptr->b * 255.f);
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((GLubyte*) &rgba)[3] = (GLubyte)(alpha * 255.f);
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// 3) Translate the quad to the correct position in modelview
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// space and store its parameters in vertex arrays (we also
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// store texture coord and color information for each vertex).
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// Lower left corner
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vptr->s = 0.0f;
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vptr->t = 0.0f;
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vptr->s = 0.f;
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vptr->t = 0.f;
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vptr->rgba = rgba;
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vptr->x = pptr->x + quad_lower_left.x;
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vptr->y = pptr->y + quad_lower_left.y;
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vptr ++;
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// Lower right corner
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vptr->s = 1.0f;
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vptr->t = 0.0f;
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vptr->s = 1.f;
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vptr->t = 0.f;
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vptr->rgba = rgba;
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vptr->x = pptr->x + quad_lower_right.x;
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vptr->y = pptr->y + quad_lower_right.y;
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@ -527,8 +521,8 @@ void DrawParticles( double t, float dt )
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vptr ++;
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// Upper right corner
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vptr->s = 1.0f;
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vptr->t = 1.0f;
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vptr->s = 1.f;
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vptr->t = 1.f;
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vptr->rgba = rgba;
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vptr->x = pptr->x - quad_lower_left.x;
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vptr->y = pptr->y - quad_lower_left.y;
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@ -536,8 +530,8 @@ void DrawParticles( double t, float dt )
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vptr ++;
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// Upper left corner
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vptr->s = 0.0f;
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vptr->t = 1.0f;
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vptr->s = 0.f;
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vptr->t = 1.f;
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vptr->rgba = rgba;
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vptr->x = pptr->x - quad_lower_right.x;
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vptr->y = pptr->y - quad_lower_right.y;
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@ -581,11 +575,9 @@ void DrawParticles( double t, float dt )
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// Disable texturing and blending
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_BLEND);
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// Allow Z-buffer updates again
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glDepthMask(GL_TRUE);
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}
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#define FOUNTAIN_SIDE_POINTS 14
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#define FOUNTAIN_SWEEP_STEPS 32
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static const float fountain_side[ FOUNTAIN_SIDE_POINTS*2 ] = {
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1.2f, 0.0f, 1.0f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f,
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0.4f, 1.95f, 0.41f, 2.0f, 0.8f, 2.2f, 1.2f, 2.4f,
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1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.0f, 1.0f, 3.0f,
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0.5f, 3.0f, 0.0f, 3.0f
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static const float fountain_side[FOUNTAIN_SIDE_POINTS * 2] =
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{
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1.2f, 0.f, 1.f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f,
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0.4f, 1.95f, 0.41f, 2.f, 0.8f, 2.2f, 1.2f, 2.4f,
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1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.f, 1.f, 3.f,
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0.5f, 3.f, 0.f, 3.f
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};
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static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = {
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static const float fountain_normal[FOUNTAIN_SIDE_POINTS * 2] =
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{
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1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f,
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1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f,
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0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f,
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@ -613,10 +607,10 @@ static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = {
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//========================================================================
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// DrawFountain() - Draw a fountain
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// Draw a fountain
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//========================================================================
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void DrawFountain( void )
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static void draw_fountain(void)
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{
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static GLuint fountain_list = 0;
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double angle;
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@ -626,11 +620,9 @@ void DrawFountain( void )
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// The first time, we build the fountain display list
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if (!fountain_list)
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{
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// Start recording of a new display list
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fountain_list = glGenLists(1);
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glNewList(fountain_list, GL_COMPILE_AND_EXECUTE);
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// Set fountain material
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glMaterialfv(GL_FRONT, GL_DIFFUSE, fountain_diffuse);
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glMaterialfv(GL_FRONT, GL_SPECULAR, fountain_specular);
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glMaterialf(GL_FRONT, GL_SHININESS, fountain_shininess);
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@ -659,35 +651,28 @@ void DrawFountain( void )
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y * fountain_side[n * 2],
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fountain_side[n * 2 + 1]);
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}
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glEnd();
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}
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// End recording of display list
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glEndList();
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}
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else
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{
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// Playback display list
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glCallList(fountain_list);
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}
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}
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//========================================================================
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// TesselateFloor() - Recursive function for building variable tesselated
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// floor
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// Recursive function for building variable tesselated floor
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//========================================================================
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void TesselateFloor( float x1, float y1, float x2, float y2,
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int recursion )
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static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
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{
|
||||
float delta, x, y;
|
||||
|
||||
// Last recursion?
|
||||
if( recursion >= 5 )
|
||||
{
|
||||
delta = 999999.0f;
|
||||
}
|
||||
if (depth >= 5)
|
||||
delta = 999999.f;
|
||||
else
|
||||
{
|
||||
x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2));
|
||||
|
@ -700,36 +685,35 @@ void TesselateFloor( float x1, float y1, float x2, float y2,
|
|||
{
|
||||
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 );
|
||||
tessellate_floor(x1, y1, x, y, depth + 1);
|
||||
tessellate_floor(x, y1, x2, y, depth + 1);
|
||||
tessellate_floor(x1, y, x, y2, depth + 1);
|
||||
tessellate_floor(x, y, x2, y2, depth + 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 );
|
||||
glTexCoord2f(x1 * 30.f, y1 * 30.f);
|
||||
glVertex3f( x1 * 80.f, y1 * 80.f, 0.f);
|
||||
glTexCoord2f(x2 * 30.f, y1 * 30.f);
|
||||
glVertex3f( x2 * 80.f, y1 * 80.f, 0.f);
|
||||
glTexCoord2f(x2 * 30.f, y2 * 30.f);
|
||||
glVertex3f( x2 * 80.f, y2 * 80.f, 0.f);
|
||||
glTexCoord2f(x1 * 30.f, y2 * 30.f);
|
||||
glVertex3f( x1 * 80.f, y2 * 80.f, 0.f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// 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.
|
||||
// Draw floor. We build the floor recursively and let the tessellation in the
|
||||
// center (near x,y=0,0) be high, while the tessellation around the edges be
|
||||
// low.
|
||||
//========================================================================
|
||||
|
||||
void DrawFloor( void )
|
||||
static void draw_floor(void)
|
||||
{
|
||||
static GLuint floor_list = 0;
|
||||
|
||||
// Select floor texture
|
||||
if (!wireframe)
|
||||
{
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
@ -739,33 +723,27 @@ void DrawFloor( void )
|
|||
// 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 );
|
||||
glNormal3f(0.f, 0.f, 1.f);
|
||||
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 );
|
||||
tessellate_floor(-1.f, -1.f, 0.f, 0.f, 0);
|
||||
tessellate_floor( 0.f, -1.f, 1.f, 0.f, 0);
|
||||
tessellate_floor( 0.f, 0.f, 1.f, 1.f, 0);
|
||||
tessellate_floor(-1.f, 0.f, 0.f, 1.f, 0);
|
||||
glEnd();
|
||||
|
||||
// End recording of display list
|
||||
glEndList();
|
||||
}
|
||||
else
|
||||
{
|
||||
// Playback display list
|
||||
glCallList(floor_list);
|
||||
}
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
|
@ -773,27 +751,26 @@ void DrawFloor( void )
|
|||
|
||||
|
||||
//========================================================================
|
||||
// SetupLights() - Position and configure light sources
|
||||
// Position and configure light sources
|
||||
//========================================================================
|
||||
|
||||
void SetupLights( void )
|
||||
static void setup_lights(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;
|
||||
l1pos[0] = 0.f; l1pos[1] = -9.f; l1pos[2] = 8.f; l1pos[3] = 1.f;
|
||||
l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.f;
|
||||
l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.f;
|
||||
l1spec[0] = 1.f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.f;
|
||||
|
||||
// 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;
|
||||
l2pos[0] = -15.f; l2pos[1] = 12.f; l2pos[2] = 1.5f; l2pos[3] = 1.f;
|
||||
l2amb[0] = 0.f; l2amb[1] = 0.f; l2amb[2] = 0.f; l2amb[3] = 1.f;
|
||||
l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.f;
|
||||
l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.f; l2spec[3] = 0.f;
|
||||
|
||||
// Configure light sources in OpenGL
|
||||
glLightfv(GL_LIGHT1, GL_POSITION, l1pos);
|
||||
glLightfv(GL_LIGHT1, GL_AMBIENT, l1amb);
|
||||
glLightfv(GL_LIGHT1, GL_DIFFUSE, l1dif);
|
||||
|
@ -806,7 +783,6 @@ void SetupLights( void )
|
|||
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);
|
||||
|
@ -814,10 +790,10 @@ void SetupLights( void )
|
|||
|
||||
|
||||
//========================================================================
|
||||
// Draw() - Main rendering function
|
||||
// Main rendering function
|
||||
//========================================================================
|
||||
|
||||
void Draw( double t )
|
||||
static void draw_scene(double t)
|
||||
{
|
||||
double xpos, ypos, zpos, angle_x, angle_y, angle_z;
|
||||
static double t_old = 0.0;
|
||||
|
@ -827,14 +803,11 @@ void Draw( double t )
|
|||
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 );
|
||||
glClearColor(0.1f, 0.1f, 0.1f, 1.f);
|
||||
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);
|
||||
|
@ -859,39 +832,31 @@ void Draw( double 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();
|
||||
setup_lights();
|
||||
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();
|
||||
draw_floor();
|
||||
|
||||
// Enable Z-buffering
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
// Draw fountain
|
||||
DrawFountain();
|
||||
draw_fountain();
|
||||
|
||||
// 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 );
|
||||
// Particles must be drawn after all solid objects have been drawn
|
||||
draw_particles(t, dt);
|
||||
|
||||
// Z-buffer not needed anymore
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
@ -899,21 +864,21 @@ void Draw( double t )
|
|||
|
||||
|
||||
//========================================================================
|
||||
// Resize() - GLFW window resize callback function
|
||||
// Window resize callback function
|
||||
//========================================================================
|
||||
|
||||
void Resize( GLFWwindow* window, int x, int y )
|
||||
static void resize_callback(GLFWwindow* window, int w, int h)
|
||||
{
|
||||
width = x;
|
||||
height = y > 0 ? y : 1; // Prevent division by zero in aspect calc.
|
||||
width = w;
|
||||
height = h > 0 ? h : 1; // Prevent division by zero in aspect calc.
|
||||
}
|
||||
|
||||
|
||||
//========================================================================
|
||||
// Input callback functions
|
||||
// Key callback functions
|
||||
//========================================================================
|
||||
|
||||
void KeyFun( GLFWwindow* window, int key, int scancode, int action, int mods )
|
||||
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (action == GLFW_PRESS)
|
||||
{
|
||||
|
@ -935,32 +900,27 @@ void KeyFun( GLFWwindow* window, int key, int scancode, int action, int mods )
|
|||
|
||||
|
||||
//========================================================================
|
||||
// PhysicsThreadFun() - Thread for updating particle physics
|
||||
// Thread for updating particle physics
|
||||
//========================================================================
|
||||
|
||||
int PhysicsThreadFun( void *arg )
|
||||
static int physics_thread_main(void* arg)
|
||||
{
|
||||
while( running )
|
||||
for (;;)
|
||||
{
|
||||
// Lock mutex
|
||||
mtx_lock(&thread_sync.particles_lock);
|
||||
|
||||
// Wait for particle drawing to be done
|
||||
while (running && thread_sync.p_frame > thread_sync.d_frame)
|
||||
{
|
||||
struct timespec ts = { 0, 100000000 };
|
||||
cnd_timedwait( &thread_sync.d_done, &thread_sync.particles_lock,
|
||||
&ts );
|
||||
cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
|
||||
}
|
||||
|
||||
// No longer running?
|
||||
if (!running)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
// Update particles
|
||||
ParticleEngine( thread_sync.t, thread_sync.dt );
|
||||
particle_engine(thread_sync.t, thread_sync.dt);
|
||||
|
||||
// Update frame counter
|
||||
thread_sync.p_frame++;
|
||||
|
@ -975,7 +935,7 @@ int PhysicsThreadFun( void *arg )
|
|||
|
||||
|
||||
//========================================================================
|
||||
// main()
|
||||
// main
|
||||
//========================================================================
|
||||
|
||||
int main(int argc, char** argv)
|
||||
|
@ -989,32 +949,27 @@ int main( int argc, char **argv )
|
|||
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 );
|
||||
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");
|
||||
|
@ -1025,18 +980,16 @@ int main( int argc, char **argv )
|
|||
printf("Program runtime controls:\n");
|
||||
printf(" w Toggle wireframe mode\n");
|
||||
printf(" ESC Exit program\n");
|
||||
exit( 0 );
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize GLFW
|
||||
if (!glfwInit())
|
||||
{
|
||||
fprintf(stderr, "Failed to initialize GLFW\n");
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
|
||||
// Open OpenGL fullscreen window
|
||||
window = glfwCreateWindow(WIDTH, HEIGHT, "Particle Engine",
|
||||
glfwGetPrimaryMonitor(), NULL);
|
||||
if (!window)
|
||||
|
@ -1051,11 +1004,8 @@ int main( int argc, char **argv )
|
|||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(0);
|
||||
|
||||
// Window resize callback function
|
||||
glfwSetWindowSizeCallback( window, Resize );
|
||||
|
||||
// Set keyboard input callback function
|
||||
glfwSetKeyCallback( window, KeyFun );
|
||||
glfwSetWindowSizeCallback(window, resize_callback);
|
||||
glfwSetKeyCallback(window, key_callback);
|
||||
|
||||
// Upload particle texture
|
||||
glGenTextures(1, &particle_tex_id);
|
||||
|
@ -1079,7 +1029,6 @@ int main( int argc, char **argv )
|
|||
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT,
|
||||
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture);
|
||||
|
||||
// Check if we have GL_EXT_separate_specular_color, and if so use it
|
||||
if (glfwExtensionSupported("GL_EXT_separate_specular_color"))
|
||||
{
|
||||
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT,
|
||||
|
@ -1092,19 +1041,16 @@ int main( int argc, char **argv )
|
|||
|
||||
// Clear particle system
|
||||
for (i = 0; i < MAX_PARTICLES; i++)
|
||||
{
|
||||
particles[i].active = 0;
|
||||
}
|
||||
min_age = 0.0f;
|
||||
|
||||
// Set "running" flag
|
||||
min_age = 0.f;
|
||||
|
||||
running = 1;
|
||||
|
||||
// Set initial times
|
||||
thread_sync.t = 0.0;
|
||||
thread_sync.dt = 0.001f;
|
||||
|
||||
// Init threading
|
||||
if (multithreading)
|
||||
{
|
||||
thread_sync.p_frame = 0;
|
||||
|
@ -1113,56 +1059,46 @@ int main( int argc, char **argv )
|
|||
cnd_init(&thread_sync.p_done);
|
||||
cnd_init(&thread_sync.d_done);
|
||||
|
||||
if (thrd_create( &physics_thread, PhysicsThreadFun, NULL ) != thrd_success)
|
||||
if (thrd_create(&physics_thread, physics_thread_main, NULL) != thrd_success)
|
||||
{
|
||||
glfwTerminate();
|
||||
exit(EXIT_FAILURE);
|
||||
}
|
||||
}
|
||||
|
||||
// Main loop
|
||||
t0 = glfwGetTime();
|
||||
frames = 0;
|
||||
|
||||
while (running)
|
||||
{
|
||||
// Get frame time
|
||||
t = glfwGetTime() - t0;
|
||||
|
||||
// Draw...
|
||||
Draw( t );
|
||||
draw_scene(t);
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
|
||||
// Check if window was closed
|
||||
running = running && !glfwWindowShouldClose(window);
|
||||
|
||||
// Increase frame count
|
||||
frames++;
|
||||
|
||||
// End of benchmark?
|
||||
if (benchmark && t >= 60.0)
|
||||
{
|
||||
running = 0;
|
||||
}
|
||||
}
|
||||
|
||||
t = glfwGetTime() - t0;
|
||||
|
||||
// Wait for particle physics thread to die
|
||||
if (multithreading)
|
||||
{
|
||||
thrd_join(physics_thread, NULL);
|
||||
}
|
||||
|
||||
// Display profiling information
|
||||
printf( "%d frames in %.2f seconds = %.1f FPS", frames, t,
|
||||
(double)frames / t );
|
||||
printf("%d frames in %.2f seconds = %.1f FPS", frames, t, (double) frames / t);
|
||||
printf(" (multithreading %s)\n", multithreading ? "on" : "off");
|
||||
|
||||
glfwDestroyWindow(window);
|
||||
|
||||
// Terminate OpenGL
|
||||
glfwTerminate();
|
||||
|
||||
exit(EXIT_SUCCESS);
|
||||
|
|
Loading…
Reference in New Issue
Block a user