pixo 0.1.0
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- checksums.yaml +7 -0
- data/CODE_OF_CONDUCT.md +74 -0
- data/Gemfile +6 -0
- data/Gemfile.lock +23 -0
- data/LICENSE.txt +21 -0
- data/README.md +43 -0
- data/Rakefile +8 -0
- data/bin/console +14 -0
- data/bin/setup +8 -0
- data/ext/CMakeLists.txt +35 -0
- data/ext/libpixgem/extconf.rb +29 -0
- data/ext/libpixgem/include/opengl.h +4 -0
- data/ext/libpixgem/src/application.cpp +135 -0
- data/ext/libpixgem/src/application.hpp +28 -0
- data/ext/libpixgem/src/camera.cpp +28 -0
- data/ext/libpixgem/src/camera.hpp +22 -0
- data/ext/libpixgem/src/fade_candy.cpp +32 -0
- data/ext/libpixgem/src/fade_candy.hpp +22 -0
- data/ext/libpixgem/src/gem.cpp +58 -0
- data/ext/libpixgem/src/holder.cpp +9 -0
- data/ext/libpixgem/src/holder.hpp +8 -0
- data/ext/libpixgem/src/pattern.cpp +57 -0
- data/ext/libpixgem/src/pattern.hpp +25 -0
- data/ext/pixo/CMakeLists.txt +57 -0
- data/ext/pixo/README.md +3 -0
- data/ext/pixo/ext/glew/CMakeLists.txt +118 -0
- data/ext/pixo/ext/glew/LICENSE.txt +73 -0
- data/ext/pixo/ext/glew/Makefile +347 -0
- data/ext/pixo/ext/glew/README.md +192 -0
- data/ext/pixo/ext/glew/auto/Makefile +357 -0
- data/ext/pixo/ext/glew/auto/bin/filter_gl_ext.sh +523 -0
- data/ext/pixo/ext/glew/auto/bin/filter_gles_ext.sh +19 -0
- data/ext/pixo/ext/glew/auto/bin/filter_spec.py +38 -0
- data/ext/pixo/ext/glew/auto/bin/make.pl +223 -0
- data/ext/pixo/ext/glew/auto/bin/make_def_fun.pl +35 -0
- data/ext/pixo/ext/glew/auto/bin/make_def_var.pl +31 -0
- data/ext/pixo/ext/glew/auto/bin/make_enable_index.pl +45 -0
- data/ext/pixo/ext/glew/auto/bin/make_header.pl +71 -0
- data/ext/pixo/ext/glew/auto/bin/make_html.pl +55 -0
- data/ext/pixo/ext/glew/auto/bin/make_index.pl +38 -0
- data/ext/pixo/ext/glew/auto/bin/make_info.pl +59 -0
- data/ext/pixo/ext/glew/auto/bin/make_info_list.pl +47 -0
- data/ext/pixo/ext/glew/auto/bin/make_init.pl +59 -0
- data/ext/pixo/ext/glew/auto/bin/make_initd.pl +43 -0
- data/ext/pixo/ext/glew/auto/bin/make_list.pl +73 -0
- data/ext/pixo/ext/glew/auto/bin/make_list2.pl +44 -0
- data/ext/pixo/ext/glew/auto/bin/make_str.pl +53 -0
- data/ext/pixo/ext/glew/auto/bin/make_struct_fun.pl +36 -0
- data/ext/pixo/ext/glew/auto/bin/make_struct_var.pl +31 -0
- data/ext/pixo/ext/glew/auto/bin/parse_spec.pl +393 -0
- data/ext/pixo/ext/glew/auto/bin/parse_xml.py +131 -0
- data/ext/pixo/ext/glew/auto/bin/update_ext.sh +25 -0
- data/ext/pixo/ext/glew/auto/blacklist +14 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_AMD_gpu_association +23 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_ARB_get_proc_address +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_ATI_pixel_format_float +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_ATI_render_texture +42 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_EXT_create_context_es2_profile +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_EXT_create_context_es_profile +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_EXT_fbconfig_packed_float +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_EXT_framebuffer_sRGB +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_MESA_swap_control +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_NV_float_buffer +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_NV_vertex_array_range +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SGIS_shared_multisample +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SGIX_hyperpipe +26 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SGIX_swap_barrier +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SGIX_swap_group +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SGI_video_sync +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_SUN_video_resize +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_VERSION_1_2 +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_VERSION_1_3 +83 -0
- data/ext/pixo/ext/glew/auto/core/gl/GLX_VERSION_1_4 +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_APPLE_float_pixels +18 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_APPLE_pixel_buffer +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_APPLE_texture_range +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_draw_instanced +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_imaging +113 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_instanced_arrays +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_internalformat_query2 +104 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_matrix_palette +19 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_multitexture +73 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_robustness +31 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_separate_shader_objects +73 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_vertex_attrib_64bit +14 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ARB_vertex_blend +56 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATIX_point_sprites +10 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATIX_texture_env_combine3 +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATIX_texture_env_route +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATIX_vertex_shader_output_point_size +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_envmap_bumpmap +16 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_map_object_buffer +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_pn_triangles +15 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_separate_stencil +10 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_shader_texture_lod +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_texture_compression_3dc +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_ATI_vertex_streams +59 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_Cg_shader +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_bindable_uniform +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_debug_marker +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_depth_bounds_test +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_draw_instanced +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_draw_range_elements +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_fog_coord +17 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_framebuffer_sRGB +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_geometry_shader4 +27 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_gpu_program_parameters +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_gpu_shader4 +64 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_packed_float +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_pixel_buffer_object +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_secondary_color +28 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_array +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_buffer_object +10 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_compression_latc +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_compression_rgtc +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_cube_map +16 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_edge_clamp +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_integer +57 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_rectangle +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_texture_shared_exponent +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_timer_query +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_EXT_vertex_shader +157 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_KTX_buffer_region +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NVX_gpu_memory_info +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_depth_buffer_float +11 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_depth_range_unclamped +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_fragment_program2 +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_fragment_program4 +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_fragment_program_option +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_framebuffer_multisample_coverage +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_geometry_program4 +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_geometry_shader4 +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_gpu_program4 +24 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_gpu_program5 +10 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_parameter_buffer_object +12 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_present_video +16 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_tessellation_program5 +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_transform_feedback +40 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_vdpau_interop +19 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_vertex_program2_option +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_vertex_program3 +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_NV_vertex_program4 +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_SGIX_shadow +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_SUN_read_video_pixels +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_1_2 +50 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_1_2_1 +4 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_1_3 +147 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_1_4 +90 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_1_5 +75 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_2_0 +181 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_2_1 +33 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_3_0 +164 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_3_1 +42 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_3_2 +29 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_3_3 +7 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_0 +21 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_1 +3 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_2 +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_3 +6 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_4 +8 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_VERSION_4_5 +9 -0
- data/ext/pixo/ext/glew/auto/core/gl/GL_WIN_swap_hint +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_ARB_create_context +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_ATI_render_texture_rectangle +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_EXT_create_context_es2_profile +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_EXT_create_context_es_profile +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_EXT_framebuffer_sRGB +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_EXT_pixel_format_packed_float +5 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_NV_gpu_affinity +13 -0
- data/ext/pixo/ext/glew/auto/core/gl/WGL_NV_vertex_array_range +6 -0
- data/ext/pixo/ext/glew/auto/custom.txt +7 -0
- data/ext/pixo/ext/glew/auto/doc/advanced.html +130 -0
- data/ext/pixo/ext/glew/auto/doc/basic.html +180 -0
- data/ext/pixo/ext/glew/auto/doc/build.html +49 -0
- data/ext/pixo/ext/glew/auto/doc/credits.html +2 -0
- data/ext/pixo/ext/glew/auto/doc/index.html +111 -0
- data/ext/pixo/ext/glew/auto/doc/install.html +126 -0
- data/ext/pixo/ext/glew/auto/doc/log.html +1073 -0
- data/ext/pixo/ext/glew/auto/src/eglew_head.h +88 -0
- data/ext/pixo/ext/glew/auto/src/eglew_mid.h +4 -0
- data/ext/pixo/ext/glew/auto/src/eglew_tail.h +15 -0
- data/ext/pixo/ext/glew/auto/src/footer.html +4 -0
- data/ext/pixo/ext/glew/auto/src/glew.rc +135 -0
- data/ext/pixo/ext/glew/auto/src/glew_head.c +285 -0
- data/ext/pixo/ext/glew/auto/src/glew_head.h +1129 -0
- data/ext/pixo/ext/glew/auto/src/glew_init_egl.c +45 -0
- data/ext/pixo/ext/glew/auto/src/glew_init_gl.c +206 -0
- data/ext/pixo/ext/glew/auto/src/glew_init_glx.c +53 -0
- data/ext/pixo/ext/glew/auto/src/glew_init_tail.c +67 -0
- data/ext/pixo/ext/glew/auto/src/glew_init_wgl.c +41 -0
- data/ext/pixo/ext/glew/auto/src/glew_license.h +32 -0
- data/ext/pixo/ext/glew/auto/src/glew_str_egl.c +17 -0
- data/ext/pixo/ext/glew/auto/src/glew_str_glx.c +17 -0
- data/ext/pixo/ext/glew/auto/src/glew_str_head.c +9 -0
- data/ext/pixo/ext/glew/auto/src/glew_str_tail.c +7 -0
- data/ext/pixo/ext/glew/auto/src/glew_str_wgl.c +17 -0
- data/ext/pixo/ext/glew/auto/src/glew_tail.h +67 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo.rc +123 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_egl.c +6 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_gl.c +7 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_glx.c +6 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_head.c +89 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_tail.c +598 -0
- data/ext/pixo/ext/glew/auto/src/glewinfo_wgl.c +8 -0
- data/ext/pixo/ext/glew/auto/src/glxew_head.h +106 -0
- data/ext/pixo/ext/glew/auto/src/glxew_mid.h +4 -0
- data/ext/pixo/ext/glew/auto/src/glxew_tail.h +20 -0
- data/ext/pixo/ext/glew/auto/src/header.html +98 -0
- data/ext/pixo/ext/glew/auto/src/khronos_license.h +23 -0
- data/ext/pixo/ext/glew/auto/src/mesa_license.h +24 -0
- data/ext/pixo/ext/glew/auto/src/visualinfo.rc +123 -0
- data/ext/pixo/ext/glew/auto/src/wglew_head.h +36 -0
- data/ext/pixo/ext/glew/auto/src/wglew_mid.h +4 -0
- data/ext/pixo/ext/glew/auto/src/wglew_tail.h +22 -0
- data/ext/pixo/ext/glew/build/cmake/CMakeLists.txt +215 -0
- data/ext/pixo/ext/glew/build/cmake/CopyImportedTargetProperties.cmake +88 -0
- data/ext/pixo/ext/glew/build/cmake/glew-config.cmake +60 -0
- data/ext/pixo/ext/glew/build/cmake/testbuild/CMakeLists.txt +25 -0
- data/ext/pixo/ext/glew/build/cmake/testbuild/main.c +23 -0
- data/ext/pixo/ext/glew/build/glew.rc +135 -0
- data/ext/pixo/ext/glew/build/glewinfo.rc +123 -0
- data/ext/pixo/ext/glew/build/vc10/common.props +29 -0
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- data/ext/pixo/ext/glew/build/vc10/glewinfo.vcxproj +252 -0
- data/ext/pixo/ext/glew/build/vc10/visualinfo.vcxproj +251 -0
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- data/ext/pixo/ext/glew/build/vc12/visualinfo.vcxproj +258 -0
- data/ext/pixo/ext/glew/build/vc6/Makefile +21 -0
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- data/ext/pixo/patterns/clouds.glsl +382 -0
- data/ext/pixo/patterns/cnoise.glsl +162 -0
- data/ext/pixo/patterns/corrente_continua.glsl +51 -0
- data/ext/pixo/patterns/drain.glsl +32 -0
- data/ext/pixo/patterns/dual_spiral.glsl +21 -0
- data/ext/pixo/patterns/ether.glsl +35 -0
- data/ext/pixo/patterns/fire.glsl +56 -0
- data/ext/pixo/patterns/fireball.glsl +229 -0
- data/ext/pixo/patterns/flame.glsl +101 -0
- data/ext/pixo/patterns/flower.glsl +27 -0
- data/ext/pixo/patterns/galaxy.glsl +50 -0
- data/ext/pixo/patterns/goop.glsl +117 -0
- data/ext/pixo/patterns/hypno_rings.glsl +13 -0
- data/ext/pixo/patterns/lightning.glsl +111 -0
- data/ext/pixo/patterns/paint.glsl +39 -0
- data/ext/pixo/patterns/plad.glsl +22 -0
- data/ext/pixo/patterns/plasam.glsl +30 -0
- data/ext/pixo/patterns/plasma_globe.glsl +215 -0
- data/ext/pixo/patterns/pulse.glsl +44 -0
- data/ext/pixo/patterns/pulsing_circles.glsl +32 -0
- data/ext/pixo/patterns/rainbow_ribbon.glsl +41 -0
- data/ext/pixo/patterns/rings.glsl +62 -0
- data/ext/pixo/patterns/sauron.glsl +220 -0
- data/ext/pixo/patterns/scales.glsl +64 -0
- data/ext/pixo/patterns/soccer.glsl +737 -0
- data/ext/pixo/patterns/spherical_polyhedra.glsl +251 -0
- data/ext/pixo/patterns/spiral.glsl +23 -0
- data/ext/pixo/patterns/star.glsl +518 -0
- data/ext/pixo/patterns/tiedy.glsl +39 -0
- data/ext/pixo/patterns/tunnel.glsl +145 -0
- data/ext/pixo/patterns/warping_grid.glsl +50 -0
- data/ext/pixo/pixlib/CMakeLists.txt +34 -0
- data/ext/pixo/pixlib/include/opc_client.h +205 -0
- data/ext/pixo/pixlib/include/pixlib/app.hpp +41 -0
- data/ext/pixo/pixlib/include/pixlib/camera.hpp +78 -0
- data/ext/pixo/pixlib/include/pixlib/cube.hpp +46 -0
- data/ext/pixo/pixlib/include/pixlib/drawable.hpp +11 -0
- data/ext/pixo/pixlib/include/pixlib/fade_candy.hpp +38 -0
- data/ext/pixo/pixlib/include/pixlib/led_cluster.hpp +58 -0
- data/ext/pixo/pixlib/include/pixlib/led_mesh.hpp +60 -0
- data/ext/pixo/pixlib/include/pixlib/led_renderer.hpp +36 -0
- data/ext/pixo/pixlib/include/pixlib/mesh.hpp +56 -0
- data/ext/pixo/pixlib/include/pixlib/pattern.hpp +21 -0
- data/ext/pixo/pixlib/include/pixlib/pattern_renderer.hpp +28 -0
- data/ext/pixo/pixlib/include/pixlib/renderer.hpp +32 -0
- data/ext/pixo/pixlib/include/pixlib/scene.hpp +39 -0
- data/ext/pixo/pixlib/include/pixlib/shader.hpp +19 -0
- data/ext/pixo/pixlib/include/pixlib/texture.hpp +34 -0
- data/ext/pixo/pixlib/include/pixlib/timer.hpp +19 -0
- data/ext/pixo/pixlib/include/pixlib.hpp +6 -0
- data/ext/pixo/pixlib/src/app.cpp +59 -0
- data/ext/pixo/pixlib/src/camera.cpp +106 -0
- data/ext/pixo/pixlib/src/cube.cpp +100 -0
- data/ext/pixo/pixlib/src/fade_candy.cpp +70 -0
- data/ext/pixo/pixlib/src/led_cluster.cpp +78 -0
- data/ext/pixo/pixlib/src/led_mesh.cpp +123 -0
- data/ext/pixo/pixlib/src/led_renderer.cpp +135 -0
- data/ext/pixo/pixlib/src/mesh.cpp +146 -0
- data/ext/pixo/pixlib/src/pattern.cpp +32 -0
- data/ext/pixo/pixlib/src/pattern_renderer.cpp +103 -0
- data/ext/pixo/pixlib/src/renderer.cpp +127 -0
- data/ext/pixo/pixlib/src/scene.cpp +52 -0
- data/ext/pixo/pixlib/src/shader.cpp +59 -0
- data/ext/pixo/pixlib/src/texture.cpp +62 -0
- data/ext/pixo/pixlib/src/timer.cpp +39 -0
- data/ext/pixo/src/CMakeLists.txt +14 -0
- data/ext/pixo/src/main.cpp +244 -0
- data/ext/pixo/src/opengl.h +4 -0
- data/lib/pixo/version.rb +3 -0
- data/lib/pixo.rb +7 -0
- data/pixo.gemspec +34 -0
- data/pkg/pixo-0.1.0.gem +0 -0
- metadata +1539 -0
@@ -0,0 +1,1068 @@
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//========================================================================
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// A simple particle engine with threaded physics
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// Copyright (c) Marcus Geelnard
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// Copyright (c) Camilla Berglund <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#if defined(_MSC_VER)
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// Make MS math.h define M_PI
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#define _USE_MATH_DEFINES
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <time.h>
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#include <tinycthread.h>
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#include <getopt.h>
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#include <linmath.h>
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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// Define tokens for GL_EXT_separate_specular_color if not already defined
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#ifndef GL_EXT_separate_specular_color
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#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8
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#define GL_SINGLE_COLOR_EXT 0x81F9
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#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA
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#endif // GL_EXT_separate_specular_color
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//========================================================================
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// Type definitions
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//========================================================================
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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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// 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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//========================================================================
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// Program control global variables
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//========================================================================
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// Window dimensions
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float aspect_ratio;
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// "wireframe" flag (true if we use wireframe view)
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int wireframe;
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// Thread synchronization
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struct {
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double t; // Time (s)
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float dt; // Time since last frame (s)
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int p_frame; // Particle physics frame number
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int d_frame; // Particle draw frame number
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cnd_t p_done; // Condition: particle physics done
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cnd_t d_done; // Condition: particle draw done
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mtx_t particles_lock; // Particles data sharing mutex
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} thread_sync;
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//========================================================================
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// Texture declarations (we hard-code them into the source code, since
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// they are so simple)
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//========================================================================
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#define P_TEX_WIDTH 8 // Particle texture dimensions
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#define P_TEX_HEIGHT 8
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#define F_TEX_WIDTH 16 // Floor texture dimensions
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#define F_TEX_HEIGHT 16
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// Texture object IDs
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GLuint particle_tex_id, floor_tex_id;
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// Particle texture (a simple spot)
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const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00,
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0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00,
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0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00,
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0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00,
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0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00,
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0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
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};
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// Floor texture (your basic checkered floor)
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const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = {
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30,
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0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0,
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0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0,
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0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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};
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//========================================================================
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// These are fixed constants that control the particle engine. In a
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// modular world, these values should be variables...
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//========================================================================
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// Maximum number of particles
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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.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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// Particle size (meters)
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#define PARTICLE_SIZE 0.7f
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// Gravitational constant (m/s^2)
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#define GRAVITY 9.8f
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// Base initial velocity (m/s)
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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.f
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// Fountain radius (m)
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#define FOUNTAIN_RADIUS 1.6f
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// Minimum delta-time for particle phisics (s)
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#define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f)
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//========================================================================
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// Particle system global variables
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//========================================================================
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// This structure holds all state for a single particle
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typedef struct {
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float x,y,z; // Position in space
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float vx,vy,vz; // Velocity vector
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float r,g,b; // Color of particle
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float life; // Life of particle (1.0 = newborn, < 0.0 = dead)
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int active; // Tells if this particle is active
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} PARTICLE;
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// Global vectors holding all particles. We use two vectors for double
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// buffering.
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static PARTICLE particles[MAX_PARTICLES];
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// Global variable holding the age of the youngest particle
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static float min_age;
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// Color of latest born particle (used for fountain lighting)
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static float glow_color[4];
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// Position of latest born particle (used for fountain lighting)
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static float glow_pos[4];
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//========================================================================
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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.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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// Print usage information
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//========================================================================
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static void usage(void)
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{
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printf("Usage: particles [-bfhs]\n");
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printf("Options:\n");
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printf(" -f Run in full screen\n");
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printf(" -h Display this help\n");
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printf(" -s Run program as single thread (default is to use two threads)\n");
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printf("\n");
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printf("Program runtime controls:\n");
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printf(" W Toggle wireframe mode\n");
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printf(" Esc Exit program\n");
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}
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//========================================================================
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// Initialize a new particle
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//========================================================================
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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.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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p->vz = 0.7f + (0.3f / 4096.f) * (float) (rand() & 4095);
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// ...and a randomly chosen X/Y direction
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xy_angle = (2.f * (float) M_PI / 4096.f) * (float) (rand() & 4095);
|
257
|
+
p->vx = 0.4f * (float) cos(xy_angle);
|
258
|
+
p->vy = 0.4f * (float) sin(xy_angle);
|
259
|
+
|
260
|
+
// Scale velocity vector according to a time-varying velocity
|
261
|
+
velocity = VELOCITY * (0.8f + 0.1f * (float) (sin(0.5 * t) + sin(1.31 * t)));
|
262
|
+
p->vx *= velocity;
|
263
|
+
p->vy *= velocity;
|
264
|
+
p->vz *= velocity;
|
265
|
+
|
266
|
+
// Color is time-varying
|
267
|
+
p->r = 0.7f + 0.3f * (float) sin(0.34 * t + 0.1);
|
268
|
+
p->g = 0.6f + 0.4f * (float) sin(0.63 * t + 1.1);
|
269
|
+
p->b = 0.6f + 0.4f * (float) sin(0.91 * t + 2.1);
|
270
|
+
|
271
|
+
// Store settings for fountain glow lighting
|
272
|
+
glow_pos[0] = 0.4f * (float) sin(1.34 * t);
|
273
|
+
glow_pos[1] = 0.4f * (float) sin(3.11 * t);
|
274
|
+
glow_pos[2] = FOUNTAIN_HEIGHT + 1.f;
|
275
|
+
glow_pos[3] = 1.f;
|
276
|
+
glow_color[0] = p->r;
|
277
|
+
glow_color[1] = p->g;
|
278
|
+
glow_color[2] = p->b;
|
279
|
+
glow_color[3] = 1.f;
|
280
|
+
|
281
|
+
// The particle is new-born and active
|
282
|
+
p->life = 1.f;
|
283
|
+
p->active = 1;
|
284
|
+
}
|
285
|
+
|
286
|
+
|
287
|
+
//========================================================================
|
288
|
+
// Update a particle
|
289
|
+
//========================================================================
|
290
|
+
|
291
|
+
#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2)
|
292
|
+
|
293
|
+
static void update_particle(PARTICLE *p, float dt)
|
294
|
+
{
|
295
|
+
// If the particle is not active, we need not do anything
|
296
|
+
if (!p->active)
|
297
|
+
return;
|
298
|
+
|
299
|
+
// The particle is getting older...
|
300
|
+
p->life -= dt * (1.f / LIFE_SPAN);
|
301
|
+
|
302
|
+
// Did the particle die?
|
303
|
+
if (p->life <= 0.f)
|
304
|
+
{
|
305
|
+
p->active = 0;
|
306
|
+
return;
|
307
|
+
}
|
308
|
+
|
309
|
+
// Apply gravity
|
310
|
+
p->vz = p->vz - GRAVITY * dt;
|
311
|
+
|
312
|
+
// Update particle position
|
313
|
+
p->x = p->x + p->vx * dt;
|
314
|
+
p->y = p->y + p->vy * dt;
|
315
|
+
p->z = p->z + p->vz * dt;
|
316
|
+
|
317
|
+
// Simple collision detection + response
|
318
|
+
if (p->vz < 0.f)
|
319
|
+
{
|
320
|
+
// Particles should bounce on the fountain (with friction)
|
321
|
+
if ((p->x * p->x + p->y * p->y) < FOUNTAIN_R2 &&
|
322
|
+
p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE / 2))
|
323
|
+
{
|
324
|
+
p->vz = -FRICTION * p->vz;
|
325
|
+
p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE / 2 +
|
326
|
+
FRICTION * (FOUNTAIN_HEIGHT +
|
327
|
+
PARTICLE_SIZE / 2 - p->z);
|
328
|
+
}
|
329
|
+
|
330
|
+
// Particles should bounce on the floor (with friction)
|
331
|
+
else if (p->z < PARTICLE_SIZE / 2)
|
332
|
+
{
|
333
|
+
p->vz = -FRICTION * p->vz;
|
334
|
+
p->z = PARTICLE_SIZE / 2 +
|
335
|
+
FRICTION * (PARTICLE_SIZE / 2 - p->z);
|
336
|
+
}
|
337
|
+
}
|
338
|
+
}
|
339
|
+
|
340
|
+
|
341
|
+
//========================================================================
|
342
|
+
// The main frame for the particle engine. Called once per frame.
|
343
|
+
//========================================================================
|
344
|
+
|
345
|
+
static void particle_engine(double t, float dt)
|
346
|
+
{
|
347
|
+
int i;
|
348
|
+
float dt2;
|
349
|
+
|
350
|
+
// Update particles (iterated several times per frame if dt is too large)
|
351
|
+
while (dt > 0.f)
|
352
|
+
{
|
353
|
+
// Calculate delta time for this iteration
|
354
|
+
dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T;
|
355
|
+
|
356
|
+
for (i = 0; i < MAX_PARTICLES; i++)
|
357
|
+
update_particle(&particles[i], dt2);
|
358
|
+
|
359
|
+
min_age += dt2;
|
360
|
+
|
361
|
+
// Should we create any new particle(s)?
|
362
|
+
while (min_age >= BIRTH_INTERVAL)
|
363
|
+
{
|
364
|
+
min_age -= BIRTH_INTERVAL;
|
365
|
+
|
366
|
+
// Find a dead particle to replace with a new one
|
367
|
+
for (i = 0; i < MAX_PARTICLES; i++)
|
368
|
+
{
|
369
|
+
if (!particles[i].active)
|
370
|
+
{
|
371
|
+
init_particle(&particles[i], t + min_age);
|
372
|
+
update_particle(&particles[i], min_age);
|
373
|
+
break;
|
374
|
+
}
|
375
|
+
}
|
376
|
+
}
|
377
|
+
|
378
|
+
dt -= dt2;
|
379
|
+
}
|
380
|
+
}
|
381
|
+
|
382
|
+
|
383
|
+
//========================================================================
|
384
|
+
// Draw all active particles. We use OpenGL 1.1 vertex
|
385
|
+
// arrays for this in order to accelerate the drawing.
|
386
|
+
//========================================================================
|
387
|
+
|
388
|
+
#define BATCH_PARTICLES 70 // Number of particles to draw in each batch
|
389
|
+
// (70 corresponds to 7.5 KB = will not blow
|
390
|
+
// the L1 data cache on most CPUs)
|
391
|
+
#define PARTICLE_VERTS 4 // Number of vertices per particle
|
392
|
+
|
393
|
+
static void draw_particles(GLFWwindow* window, double t, float dt)
|
394
|
+
{
|
395
|
+
int i, particle_count;
|
396
|
+
Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS];
|
397
|
+
Vertex* vptr;
|
398
|
+
float alpha;
|
399
|
+
GLuint rgba;
|
400
|
+
Vec3 quad_lower_left, quad_lower_right;
|
401
|
+
GLfloat mat[16];
|
402
|
+
PARTICLE* pptr;
|
403
|
+
|
404
|
+
// Here comes the real trick with flat single primitive objects (s.c.
|
405
|
+
// "billboards"): We must rotate the textured primitive so that it
|
406
|
+
// always faces the viewer (is coplanar with the view-plane).
|
407
|
+
// We:
|
408
|
+
// 1) Create the primitive around origo (0,0,0)
|
409
|
+
// 2) Rotate it so that it is coplanar with the view plane
|
410
|
+
// 3) Translate it according to the particle position
|
411
|
+
// Note that 1) and 2) is the same for all particles (done only once).
|
412
|
+
|
413
|
+
// Get modelview matrix. We will only use the upper left 3x3 part of
|
414
|
+
// the matrix, which represents the rotation.
|
415
|
+
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
|
416
|
+
|
417
|
+
// 1) & 2) We do it in one swift step:
|
418
|
+
// Although not obvious, the following six lines represent two matrix/
|
419
|
+
// vector multiplications. The matrix is the inverse 3x3 rotation
|
420
|
+
// matrix (i.e. the transpose of the same matrix), and the two vectors
|
421
|
+
// represent the lower left corner of the quad, PARTICLE_SIZE/2 *
|
422
|
+
// (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0).
|
423
|
+
// The upper left/right corners of the quad is always the negative of
|
424
|
+
// the opposite corners (regardless of rotation).
|
425
|
+
quad_lower_left.x = (-PARTICLE_SIZE / 2) * (mat[0] + mat[1]);
|
426
|
+
quad_lower_left.y = (-PARTICLE_SIZE / 2) * (mat[4] + mat[5]);
|
427
|
+
quad_lower_left.z = (-PARTICLE_SIZE / 2) * (mat[8] + mat[9]);
|
428
|
+
quad_lower_right.x = (PARTICLE_SIZE / 2) * (mat[0] - mat[1]);
|
429
|
+
quad_lower_right.y = (PARTICLE_SIZE / 2) * (mat[4] - mat[5]);
|
430
|
+
quad_lower_right.z = (PARTICLE_SIZE / 2) * (mat[8] - mat[9]);
|
431
|
+
|
432
|
+
// Don't update z-buffer, since all particles are transparent!
|
433
|
+
glDepthMask(GL_FALSE);
|
434
|
+
|
435
|
+
glEnable(GL_BLEND);
|
436
|
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
437
|
+
|
438
|
+
// Select particle texture
|
439
|
+
if (!wireframe)
|
440
|
+
{
|
441
|
+
glEnable(GL_TEXTURE_2D);
|
442
|
+
glBindTexture(GL_TEXTURE_2D, particle_tex_id);
|
443
|
+
}
|
444
|
+
|
445
|
+
// Set up vertex arrays. We use interleaved arrays, which is easier to
|
446
|
+
// handle (in most situations) and it gives a linear memeory access
|
447
|
+
// access pattern (which may give better performance in some
|
448
|
+
// situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords,
|
449
|
+
// 4 ubytes for color and 3 floats for vertex coord (in that order).
|
450
|
+
// Most OpenGL cards / drivers are optimized for this format.
|
451
|
+
glInterleavedArrays(GL_T2F_C4UB_V3F, 0, vertex_array);
|
452
|
+
|
453
|
+
// Wait for particle physics thread to be done
|
454
|
+
mtx_lock(&thread_sync.particles_lock);
|
455
|
+
while (!glfwWindowShouldClose(window) &&
|
456
|
+
thread_sync.p_frame <= thread_sync.d_frame)
|
457
|
+
{
|
458
|
+
struct timespec ts;
|
459
|
+
clock_gettime(CLOCK_REALTIME, &ts);
|
460
|
+
ts.tv_nsec += 100000000;
|
461
|
+
cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
|
462
|
+
}
|
463
|
+
|
464
|
+
// Store the frame time and delta time for the physics thread
|
465
|
+
thread_sync.t = t;
|
466
|
+
thread_sync.dt = dt;
|
467
|
+
|
468
|
+
// Update frame counter
|
469
|
+
thread_sync.d_frame++;
|
470
|
+
|
471
|
+
// Loop through all particles and build vertex arrays.
|
472
|
+
particle_count = 0;
|
473
|
+
vptr = vertex_array;
|
474
|
+
pptr = particles;
|
475
|
+
|
476
|
+
for (i = 0; i < MAX_PARTICLES; i++)
|
477
|
+
{
|
478
|
+
if (pptr->active)
|
479
|
+
{
|
480
|
+
// Calculate particle intensity (we set it to max during 75%
|
481
|
+
// of its life, then it fades out)
|
482
|
+
alpha = 4.f * pptr->life;
|
483
|
+
if (alpha > 1.f)
|
484
|
+
alpha = 1.f;
|
485
|
+
|
486
|
+
// Convert color from float to 8-bit (store it in a 32-bit
|
487
|
+
// integer using endian independent type casting)
|
488
|
+
((GLubyte*) &rgba)[0] = (GLubyte)(pptr->r * 255.f);
|
489
|
+
((GLubyte*) &rgba)[1] = (GLubyte)(pptr->g * 255.f);
|
490
|
+
((GLubyte*) &rgba)[2] = (GLubyte)(pptr->b * 255.f);
|
491
|
+
((GLubyte*) &rgba)[3] = (GLubyte)(alpha * 255.f);
|
492
|
+
|
493
|
+
// 3) Translate the quad to the correct position in modelview
|
494
|
+
// space and store its parameters in vertex arrays (we also
|
495
|
+
// store texture coord and color information for each vertex).
|
496
|
+
|
497
|
+
// Lower left corner
|
498
|
+
vptr->s = 0.f;
|
499
|
+
vptr->t = 0.f;
|
500
|
+
vptr->rgba = rgba;
|
501
|
+
vptr->x = pptr->x + quad_lower_left.x;
|
502
|
+
vptr->y = pptr->y + quad_lower_left.y;
|
503
|
+
vptr->z = pptr->z + quad_lower_left.z;
|
504
|
+
vptr ++;
|
505
|
+
|
506
|
+
// Lower right corner
|
507
|
+
vptr->s = 1.f;
|
508
|
+
vptr->t = 0.f;
|
509
|
+
vptr->rgba = rgba;
|
510
|
+
vptr->x = pptr->x + quad_lower_right.x;
|
511
|
+
vptr->y = pptr->y + quad_lower_right.y;
|
512
|
+
vptr->z = pptr->z + quad_lower_right.z;
|
513
|
+
vptr ++;
|
514
|
+
|
515
|
+
// Upper right corner
|
516
|
+
vptr->s = 1.f;
|
517
|
+
vptr->t = 1.f;
|
518
|
+
vptr->rgba = rgba;
|
519
|
+
vptr->x = pptr->x - quad_lower_left.x;
|
520
|
+
vptr->y = pptr->y - quad_lower_left.y;
|
521
|
+
vptr->z = pptr->z - quad_lower_left.z;
|
522
|
+
vptr ++;
|
523
|
+
|
524
|
+
// Upper left corner
|
525
|
+
vptr->s = 0.f;
|
526
|
+
vptr->t = 1.f;
|
527
|
+
vptr->rgba = rgba;
|
528
|
+
vptr->x = pptr->x - quad_lower_right.x;
|
529
|
+
vptr->y = pptr->y - quad_lower_right.y;
|
530
|
+
vptr->z = pptr->z - quad_lower_right.z;
|
531
|
+
vptr ++;
|
532
|
+
|
533
|
+
// Increase count of drawable particles
|
534
|
+
particle_count ++;
|
535
|
+
}
|
536
|
+
|
537
|
+
// If we have filled up one batch of particles, draw it as a set
|
538
|
+
// of quads using glDrawArrays.
|
539
|
+
if (particle_count >= BATCH_PARTICLES)
|
540
|
+
{
|
541
|
+
// The first argument tells which primitive type we use (QUAD)
|
542
|
+
// The second argument tells the index of the first vertex (0)
|
543
|
+
// The last argument is the vertex count
|
544
|
+
glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count);
|
545
|
+
particle_count = 0;
|
546
|
+
vptr = vertex_array;
|
547
|
+
}
|
548
|
+
|
549
|
+
// Next particle
|
550
|
+
pptr++;
|
551
|
+
}
|
552
|
+
|
553
|
+
// We are done with the particle data
|
554
|
+
mtx_unlock(&thread_sync.particles_lock);
|
555
|
+
cnd_signal(&thread_sync.d_done);
|
556
|
+
|
557
|
+
// Draw final batch of particles (if any)
|
558
|
+
glDrawArrays(GL_QUADS, 0, PARTICLE_VERTS * particle_count);
|
559
|
+
|
560
|
+
// Disable vertex arrays (Note: glInterleavedArrays implicitly called
|
561
|
+
// glEnableClientState for vertex, texture coord and color arrays)
|
562
|
+
glDisableClientState(GL_VERTEX_ARRAY);
|
563
|
+
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
564
|
+
glDisableClientState(GL_COLOR_ARRAY);
|
565
|
+
|
566
|
+
glDisable(GL_TEXTURE_2D);
|
567
|
+
glDisable(GL_BLEND);
|
568
|
+
|
569
|
+
glDepthMask(GL_TRUE);
|
570
|
+
}
|
571
|
+
|
572
|
+
|
573
|
+
//========================================================================
|
574
|
+
// Fountain geometry specification
|
575
|
+
//========================================================================
|
576
|
+
|
577
|
+
#define FOUNTAIN_SIDE_POINTS 14
|
578
|
+
#define FOUNTAIN_SWEEP_STEPS 32
|
579
|
+
|
580
|
+
static const float fountain_side[FOUNTAIN_SIDE_POINTS * 2] =
|
581
|
+
{
|
582
|
+
1.2f, 0.f, 1.f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f,
|
583
|
+
0.4f, 1.95f, 0.41f, 2.f, 0.8f, 2.2f, 1.2f, 2.4f,
|
584
|
+
1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.f, 1.f, 3.f,
|
585
|
+
0.5f, 3.f, 0.f, 3.f
|
586
|
+
};
|
587
|
+
|
588
|
+
static const float fountain_normal[FOUNTAIN_SIDE_POINTS * 2] =
|
589
|
+
{
|
590
|
+
1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f,
|
591
|
+
1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f,
|
592
|
+
0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f,
|
593
|
+
0.0000f,1.00000f, 0.0000f,1.00000f
|
594
|
+
};
|
595
|
+
|
596
|
+
|
597
|
+
//========================================================================
|
598
|
+
// Draw a fountain
|
599
|
+
//========================================================================
|
600
|
+
|
601
|
+
static void draw_fountain(void)
|
602
|
+
{
|
603
|
+
static GLuint fountain_list = 0;
|
604
|
+
double angle;
|
605
|
+
float x, y;
|
606
|
+
int m, n;
|
607
|
+
|
608
|
+
// The first time, we build the fountain display list
|
609
|
+
if (!fountain_list)
|
610
|
+
{
|
611
|
+
fountain_list = glGenLists(1);
|
612
|
+
glNewList(fountain_list, GL_COMPILE_AND_EXECUTE);
|
613
|
+
|
614
|
+
glMaterialfv(GL_FRONT, GL_DIFFUSE, fountain_diffuse);
|
615
|
+
glMaterialfv(GL_FRONT, GL_SPECULAR, fountain_specular);
|
616
|
+
glMaterialf(GL_FRONT, GL_SHININESS, fountain_shininess);
|
617
|
+
|
618
|
+
// Build fountain using triangle strips
|
619
|
+
for (n = 0; n < FOUNTAIN_SIDE_POINTS - 1; n++)
|
620
|
+
{
|
621
|
+
glBegin(GL_TRIANGLE_STRIP);
|
622
|
+
for (m = 0; m <= FOUNTAIN_SWEEP_STEPS; m++)
|
623
|
+
{
|
624
|
+
angle = (double) m * (2.0 * M_PI / (double) FOUNTAIN_SWEEP_STEPS);
|
625
|
+
x = (float) cos(angle);
|
626
|
+
y = (float) sin(angle);
|
627
|
+
|
628
|
+
// Draw triangle strip
|
629
|
+
glNormal3f(x * fountain_normal[n * 2 + 2],
|
630
|
+
y * fountain_normal[n * 2 + 2],
|
631
|
+
fountain_normal[n * 2 + 3]);
|
632
|
+
glVertex3f(x * fountain_side[n * 2 + 2],
|
633
|
+
y * fountain_side[n * 2 + 2],
|
634
|
+
fountain_side[n * 2 +3 ]);
|
635
|
+
glNormal3f(x * fountain_normal[n * 2],
|
636
|
+
y * fountain_normal[n * 2],
|
637
|
+
fountain_normal[n * 2 + 1]);
|
638
|
+
glVertex3f(x * fountain_side[n * 2],
|
639
|
+
y * fountain_side[n * 2],
|
640
|
+
fountain_side[n * 2 + 1]);
|
641
|
+
}
|
642
|
+
|
643
|
+
glEnd();
|
644
|
+
}
|
645
|
+
|
646
|
+
glEndList();
|
647
|
+
}
|
648
|
+
else
|
649
|
+
glCallList(fountain_list);
|
650
|
+
}
|
651
|
+
|
652
|
+
|
653
|
+
//========================================================================
|
654
|
+
// Recursive function for building variable tesselated floor
|
655
|
+
//========================================================================
|
656
|
+
|
657
|
+
static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
|
658
|
+
{
|
659
|
+
float delta, x, y;
|
660
|
+
|
661
|
+
// Last recursion?
|
662
|
+
if (depth >= 5)
|
663
|
+
delta = 999999.f;
|
664
|
+
else
|
665
|
+
{
|
666
|
+
x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2));
|
667
|
+
y = (float) (fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2));
|
668
|
+
delta = x*x + y*y;
|
669
|
+
}
|
670
|
+
|
671
|
+
// Recurse further?
|
672
|
+
if (delta < 0.1f)
|
673
|
+
{
|
674
|
+
x = (x1 + x2) * 0.5f;
|
675
|
+
y = (y1 + y2) * 0.5f;
|
676
|
+
tessellate_floor(x1, y1, x, y, depth + 1);
|
677
|
+
tessellate_floor(x, y1, x2, y, depth + 1);
|
678
|
+
tessellate_floor(x1, y, x, y2, depth + 1);
|
679
|
+
tessellate_floor(x, y, x2, y2, depth + 1);
|
680
|
+
}
|
681
|
+
else
|
682
|
+
{
|
683
|
+
glTexCoord2f(x1 * 30.f, y1 * 30.f);
|
684
|
+
glVertex3f( x1 * 80.f, y1 * 80.f, 0.f);
|
685
|
+
glTexCoord2f(x2 * 30.f, y1 * 30.f);
|
686
|
+
glVertex3f( x2 * 80.f, y1 * 80.f, 0.f);
|
687
|
+
glTexCoord2f(x2 * 30.f, y2 * 30.f);
|
688
|
+
glVertex3f( x2 * 80.f, y2 * 80.f, 0.f);
|
689
|
+
glTexCoord2f(x1 * 30.f, y2 * 30.f);
|
690
|
+
glVertex3f( x1 * 80.f, y2 * 80.f, 0.f);
|
691
|
+
}
|
692
|
+
}
|
693
|
+
|
694
|
+
|
695
|
+
//========================================================================
|
696
|
+
// Draw floor. We build the floor recursively and let the tessellation in the
|
697
|
+
// center (near x,y=0,0) be high, while the tessellation around the edges be
|
698
|
+
// low.
|
699
|
+
//========================================================================
|
700
|
+
|
701
|
+
static void draw_floor(void)
|
702
|
+
{
|
703
|
+
static GLuint floor_list = 0;
|
704
|
+
|
705
|
+
if (!wireframe)
|
706
|
+
{
|
707
|
+
glEnable(GL_TEXTURE_2D);
|
708
|
+
glBindTexture(GL_TEXTURE_2D, floor_tex_id);
|
709
|
+
}
|
710
|
+
|
711
|
+
// The first time, we build the floor display list
|
712
|
+
if (!floor_list)
|
713
|
+
{
|
714
|
+
floor_list = glGenLists(1);
|
715
|
+
glNewList(floor_list, GL_COMPILE_AND_EXECUTE);
|
716
|
+
|
717
|
+
glMaterialfv(GL_FRONT, GL_DIFFUSE, floor_diffuse);
|
718
|
+
glMaterialfv(GL_FRONT, GL_SPECULAR, floor_specular);
|
719
|
+
glMaterialf(GL_FRONT, GL_SHININESS, floor_shininess);
|
720
|
+
|
721
|
+
// Draw floor as a bunch of triangle strips (high tesselation
|
722
|
+
// improves lighting)
|
723
|
+
glNormal3f(0.f, 0.f, 1.f);
|
724
|
+
glBegin(GL_QUADS);
|
725
|
+
tessellate_floor(-1.f, -1.f, 0.f, 0.f, 0);
|
726
|
+
tessellate_floor( 0.f, -1.f, 1.f, 0.f, 0);
|
727
|
+
tessellate_floor( 0.f, 0.f, 1.f, 1.f, 0);
|
728
|
+
tessellate_floor(-1.f, 0.f, 0.f, 1.f, 0);
|
729
|
+
glEnd();
|
730
|
+
|
731
|
+
glEndList();
|
732
|
+
}
|
733
|
+
else
|
734
|
+
glCallList(floor_list);
|
735
|
+
|
736
|
+
glDisable(GL_TEXTURE_2D);
|
737
|
+
|
738
|
+
}
|
739
|
+
|
740
|
+
|
741
|
+
//========================================================================
|
742
|
+
// Position and configure light sources
|
743
|
+
//========================================================================
|
744
|
+
|
745
|
+
static void setup_lights(void)
|
746
|
+
{
|
747
|
+
float l1pos[4], l1amb[4], l1dif[4], l1spec[4];
|
748
|
+
float l2pos[4], l2amb[4], l2dif[4], l2spec[4];
|
749
|
+
|
750
|
+
// Set light source 1 parameters
|
751
|
+
l1pos[0] = 0.f; l1pos[1] = -9.f; l1pos[2] = 8.f; l1pos[3] = 1.f;
|
752
|
+
l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.f;
|
753
|
+
l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.f;
|
754
|
+
l1spec[0] = 1.f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.f;
|
755
|
+
|
756
|
+
// Set light source 2 parameters
|
757
|
+
l2pos[0] = -15.f; l2pos[1] = 12.f; l2pos[2] = 1.5f; l2pos[3] = 1.f;
|
758
|
+
l2amb[0] = 0.f; l2amb[1] = 0.f; l2amb[2] = 0.f; l2amb[3] = 1.f;
|
759
|
+
l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.f;
|
760
|
+
l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.f; l2spec[3] = 0.f;
|
761
|
+
|
762
|
+
glLightfv(GL_LIGHT1, GL_POSITION, l1pos);
|
763
|
+
glLightfv(GL_LIGHT1, GL_AMBIENT, l1amb);
|
764
|
+
glLightfv(GL_LIGHT1, GL_DIFFUSE, l1dif);
|
765
|
+
glLightfv(GL_LIGHT1, GL_SPECULAR, l1spec);
|
766
|
+
glLightfv(GL_LIGHT2, GL_POSITION, l2pos);
|
767
|
+
glLightfv(GL_LIGHT2, GL_AMBIENT, l2amb);
|
768
|
+
glLightfv(GL_LIGHT2, GL_DIFFUSE, l2dif);
|
769
|
+
glLightfv(GL_LIGHT2, GL_SPECULAR, l2spec);
|
770
|
+
glLightfv(GL_LIGHT3, GL_POSITION, glow_pos);
|
771
|
+
glLightfv(GL_LIGHT3, GL_DIFFUSE, glow_color);
|
772
|
+
glLightfv(GL_LIGHT3, GL_SPECULAR, glow_color);
|
773
|
+
|
774
|
+
glEnable(GL_LIGHT1);
|
775
|
+
glEnable(GL_LIGHT2);
|
776
|
+
glEnable(GL_LIGHT3);
|
777
|
+
}
|
778
|
+
|
779
|
+
|
780
|
+
//========================================================================
|
781
|
+
// Main rendering function
|
782
|
+
//========================================================================
|
783
|
+
|
784
|
+
static void draw_scene(GLFWwindow* window, double t)
|
785
|
+
{
|
786
|
+
double xpos, ypos, zpos, angle_x, angle_y, angle_z;
|
787
|
+
static double t_old = 0.0;
|
788
|
+
float dt;
|
789
|
+
mat4x4 projection;
|
790
|
+
|
791
|
+
// Calculate frame-to-frame delta time
|
792
|
+
dt = (float) (t - t_old);
|
793
|
+
t_old = t;
|
794
|
+
|
795
|
+
mat4x4_perspective(projection,
|
796
|
+
65.f * (float) M_PI / 180.f,
|
797
|
+
aspect_ratio,
|
798
|
+
1.0, 60.0);
|
799
|
+
|
800
|
+
glClearColor(0.1f, 0.1f, 0.1f, 1.f);
|
801
|
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
802
|
+
|
803
|
+
glMatrixMode(GL_PROJECTION);
|
804
|
+
glLoadMatrixf((const GLfloat*) projection);
|
805
|
+
|
806
|
+
// Setup camera
|
807
|
+
glMatrixMode(GL_MODELVIEW);
|
808
|
+
glLoadIdentity();
|
809
|
+
|
810
|
+
// Rotate camera
|
811
|
+
angle_x = 90.0 - 10.0;
|
812
|
+
angle_y = 10.0 * sin(0.3 * t);
|
813
|
+
angle_z = 10.0 * t;
|
814
|
+
glRotated(-angle_x, 1.0, 0.0, 0.0);
|
815
|
+
glRotated(-angle_y, 0.0, 1.0, 0.0);
|
816
|
+
glRotated(-angle_z, 0.0, 0.0, 1.0);
|
817
|
+
|
818
|
+
// Translate camera
|
819
|
+
xpos = 15.0 * sin((M_PI / 180.0) * angle_z) +
|
820
|
+
2.0 * sin((M_PI / 180.0) * 3.1 * t);
|
821
|
+
ypos = -15.0 * cos((M_PI / 180.0) * angle_z) +
|
822
|
+
2.0 * cos((M_PI / 180.0) * 2.9 * t);
|
823
|
+
zpos = 4.0 + 2.0 * cos((M_PI / 180.0) * 4.9 * t);
|
824
|
+
glTranslated(-xpos, -ypos, -zpos);
|
825
|
+
|
826
|
+
glFrontFace(GL_CCW);
|
827
|
+
glCullFace(GL_BACK);
|
828
|
+
glEnable(GL_CULL_FACE);
|
829
|
+
|
830
|
+
setup_lights();
|
831
|
+
glEnable(GL_LIGHTING);
|
832
|
+
|
833
|
+
glEnable(GL_FOG);
|
834
|
+
glFogi(GL_FOG_MODE, GL_EXP);
|
835
|
+
glFogf(GL_FOG_DENSITY, 0.05f);
|
836
|
+
glFogfv(GL_FOG_COLOR, fog_color);
|
837
|
+
|
838
|
+
draw_floor();
|
839
|
+
|
840
|
+
glEnable(GL_DEPTH_TEST);
|
841
|
+
glDepthFunc(GL_LEQUAL);
|
842
|
+
glDepthMask(GL_TRUE);
|
843
|
+
|
844
|
+
draw_fountain();
|
845
|
+
|
846
|
+
glDisable(GL_LIGHTING);
|
847
|
+
glDisable(GL_FOG);
|
848
|
+
|
849
|
+
// Particles must be drawn after all solid objects have been drawn
|
850
|
+
draw_particles(window, t, dt);
|
851
|
+
|
852
|
+
// Z-buffer not needed anymore
|
853
|
+
glDisable(GL_DEPTH_TEST);
|
854
|
+
}
|
855
|
+
|
856
|
+
|
857
|
+
//========================================================================
|
858
|
+
// Window resize callback function
|
859
|
+
//========================================================================
|
860
|
+
|
861
|
+
static void resize_callback(GLFWwindow* window, int width, int height)
|
862
|
+
{
|
863
|
+
glViewport(0, 0, width, height);
|
864
|
+
aspect_ratio = height ? width / (float) height : 1.f;
|
865
|
+
}
|
866
|
+
|
867
|
+
|
868
|
+
//========================================================================
|
869
|
+
// Key callback functions
|
870
|
+
//========================================================================
|
871
|
+
|
872
|
+
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
873
|
+
{
|
874
|
+
if (action == GLFW_PRESS)
|
875
|
+
{
|
876
|
+
switch (key)
|
877
|
+
{
|
878
|
+
case GLFW_KEY_ESCAPE:
|
879
|
+
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
880
|
+
break;
|
881
|
+
case GLFW_KEY_W:
|
882
|
+
wireframe = !wireframe;
|
883
|
+
glPolygonMode(GL_FRONT_AND_BACK,
|
884
|
+
wireframe ? GL_LINE : GL_FILL);
|
885
|
+
break;
|
886
|
+
default:
|
887
|
+
break;
|
888
|
+
}
|
889
|
+
}
|
890
|
+
}
|
891
|
+
|
892
|
+
|
893
|
+
//========================================================================
|
894
|
+
// Thread for updating particle physics
|
895
|
+
//========================================================================
|
896
|
+
|
897
|
+
static int physics_thread_main(void* arg)
|
898
|
+
{
|
899
|
+
GLFWwindow* window = arg;
|
900
|
+
|
901
|
+
for (;;)
|
902
|
+
{
|
903
|
+
mtx_lock(&thread_sync.particles_lock);
|
904
|
+
|
905
|
+
// Wait for particle drawing to be done
|
906
|
+
while (!glfwWindowShouldClose(window) &&
|
907
|
+
thread_sync.p_frame > thread_sync.d_frame)
|
908
|
+
{
|
909
|
+
struct timespec ts;
|
910
|
+
clock_gettime(CLOCK_REALTIME, &ts);
|
911
|
+
ts.tv_nsec += 100000000;
|
912
|
+
cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
|
913
|
+
}
|
914
|
+
|
915
|
+
if (glfwWindowShouldClose(window))
|
916
|
+
break;
|
917
|
+
|
918
|
+
// Update particles
|
919
|
+
particle_engine(thread_sync.t, thread_sync.dt);
|
920
|
+
|
921
|
+
// Update frame counter
|
922
|
+
thread_sync.p_frame++;
|
923
|
+
|
924
|
+
// Unlock mutex and signal drawing thread
|
925
|
+
mtx_unlock(&thread_sync.particles_lock);
|
926
|
+
cnd_signal(&thread_sync.p_done);
|
927
|
+
}
|
928
|
+
|
929
|
+
return 0;
|
930
|
+
}
|
931
|
+
|
932
|
+
|
933
|
+
//========================================================================
|
934
|
+
// main
|
935
|
+
//========================================================================
|
936
|
+
|
937
|
+
int main(int argc, char** argv)
|
938
|
+
{
|
939
|
+
int ch, width, height;
|
940
|
+
thrd_t physics_thread = 0;
|
941
|
+
GLFWwindow* window;
|
942
|
+
GLFWmonitor* monitor = NULL;
|
943
|
+
|
944
|
+
if (!glfwInit())
|
945
|
+
{
|
946
|
+
fprintf(stderr, "Failed to initialize GLFW\n");
|
947
|
+
exit(EXIT_FAILURE);
|
948
|
+
}
|
949
|
+
|
950
|
+
while ((ch = getopt(argc, argv, "fh")) != -1)
|
951
|
+
{
|
952
|
+
switch (ch)
|
953
|
+
{
|
954
|
+
case 'f':
|
955
|
+
monitor = glfwGetPrimaryMonitor();
|
956
|
+
break;
|
957
|
+
case 'h':
|
958
|
+
usage();
|
959
|
+
exit(EXIT_SUCCESS);
|
960
|
+
}
|
961
|
+
}
|
962
|
+
|
963
|
+
if (monitor)
|
964
|
+
{
|
965
|
+
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
966
|
+
|
967
|
+
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
968
|
+
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
|
969
|
+
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
970
|
+
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
971
|
+
|
972
|
+
width = mode->width;
|
973
|
+
height = mode->height;
|
974
|
+
}
|
975
|
+
else
|
976
|
+
{
|
977
|
+
width = 640;
|
978
|
+
height = 480;
|
979
|
+
}
|
980
|
+
|
981
|
+
window = glfwCreateWindow(width, height, "Particle Engine", monitor, NULL);
|
982
|
+
if (!window)
|
983
|
+
{
|
984
|
+
fprintf(stderr, "Failed to create GLFW window\n");
|
985
|
+
glfwTerminate();
|
986
|
+
exit(EXIT_FAILURE);
|
987
|
+
}
|
988
|
+
|
989
|
+
if (monitor)
|
990
|
+
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
991
|
+
|
992
|
+
glfwMakeContextCurrent(window);
|
993
|
+
gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
|
994
|
+
glfwSwapInterval(1);
|
995
|
+
|
996
|
+
glfwSetFramebufferSizeCallback(window, resize_callback);
|
997
|
+
glfwSetKeyCallback(window, key_callback);
|
998
|
+
|
999
|
+
// Set initial aspect ratio
|
1000
|
+
glfwGetFramebufferSize(window, &width, &height);
|
1001
|
+
resize_callback(window, width, height);
|
1002
|
+
|
1003
|
+
// Upload particle texture
|
1004
|
+
glGenTextures(1, &particle_tex_id);
|
1005
|
+
glBindTexture(GL_TEXTURE_2D, particle_tex_id);
|
1006
|
+
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
1007
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
1008
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
1009
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
1010
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
1011
|
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, P_TEX_WIDTH, P_TEX_HEIGHT,
|
1012
|
+
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, particle_texture);
|
1013
|
+
|
1014
|
+
// Upload floor texture
|
1015
|
+
glGenTextures(1, &floor_tex_id);
|
1016
|
+
glBindTexture(GL_TEXTURE_2D, floor_tex_id);
|
1017
|
+
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
1018
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
1019
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
1020
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
1021
|
+
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
1022
|
+
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT,
|
1023
|
+
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture);
|
1024
|
+
|
1025
|
+
if (glfwExtensionSupported("GL_EXT_separate_specular_color"))
|
1026
|
+
{
|
1027
|
+
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL_EXT,
|
1028
|
+
GL_SEPARATE_SPECULAR_COLOR_EXT);
|
1029
|
+
}
|
1030
|
+
|
1031
|
+
// Set filled polygon mode as default (not wireframe)
|
1032
|
+
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
1033
|
+
wireframe = 0;
|
1034
|
+
|
1035
|
+
// Set initial times
|
1036
|
+
thread_sync.t = 0.0;
|
1037
|
+
thread_sync.dt = 0.001f;
|
1038
|
+
thread_sync.p_frame = 0;
|
1039
|
+
thread_sync.d_frame = 0;
|
1040
|
+
|
1041
|
+
mtx_init(&thread_sync.particles_lock, mtx_timed);
|
1042
|
+
cnd_init(&thread_sync.p_done);
|
1043
|
+
cnd_init(&thread_sync.d_done);
|
1044
|
+
|
1045
|
+
if (thrd_create(&physics_thread, physics_thread_main, window) != thrd_success)
|
1046
|
+
{
|
1047
|
+
glfwTerminate();
|
1048
|
+
exit(EXIT_FAILURE);
|
1049
|
+
}
|
1050
|
+
|
1051
|
+
glfwSetTime(0.0);
|
1052
|
+
|
1053
|
+
while (!glfwWindowShouldClose(window))
|
1054
|
+
{
|
1055
|
+
draw_scene(window, glfwGetTime());
|
1056
|
+
|
1057
|
+
glfwSwapBuffers(window);
|
1058
|
+
glfwPollEvents();
|
1059
|
+
}
|
1060
|
+
|
1061
|
+
thrd_join(physics_thread, NULL);
|
1062
|
+
|
1063
|
+
glfwDestroyWindow(window);
|
1064
|
+
glfwTerminate();
|
1065
|
+
|
1066
|
+
exit(EXIT_SUCCESS);
|
1067
|
+
}
|
1068
|
+
|