ruby-glfw 0.9
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- data/README +1 -0
- data/README.API +73 -0
- data/Rakefile +120 -0
- data/examples/boing.rb +519 -0
- data/examples/gears.rb +327 -0
- data/examples/keytest.rb +117 -0
- data/examples/listmodes.rb +20 -0
- data/examples/mipmaps.rb +104 -0
- data/examples/mipmaps.tga +0 -0
- data/examples/particles.rb +837 -0
- data/examples/pong3d.rb +741 -0
- data/examples/pong3d_field.tga +0 -0
- data/examples/pong3d_instr.tga +0 -0
- data/examples/pong3d_menu.tga +0 -0
- data/examples/pong3d_title.tga +0 -0
- data/examples/pong3d_winner1.tga +0 -0
- data/examples/pong3d_winner2.tga +0 -0
- data/examples/splitview.rb +432 -0
- data/examples/triangle.rb +89 -0
- data/examples/wave.rb +294 -0
- data/ext/glfw/glfw.c +1094 -0
- data/ext/glfw/mkrf_conf.rb +70 -0
- data/glfw-src/Makefile +220 -0
- data/glfw-src/compile.ami +61 -0
- data/glfw-src/compile.bat +217 -0
- data/glfw-src/compile.sh +607 -0
- data/glfw-src/docs/Makefile +57 -0
- data/glfw-src/docs/Reference.pdf +0 -0
- data/glfw-src/docs/UsersGuide.pdf +0 -0
- data/glfw-src/docs/cleanup.bat +22 -0
- data/glfw-src/docs/glfwdoc.sty +80 -0
- data/glfw-src/docs/glfwrm.tex +3034 -0
- data/glfw-src/docs/glfwug.tex +2024 -0
- data/glfw-src/docs/readme.txt +80 -0
- data/glfw-src/examples/Makefile.amigaos.gcc +70 -0
- data/glfw-src/examples/Makefile.amigaos.vbcc +70 -0
- data/glfw-src/examples/Makefile.dos.djgpp +71 -0
- data/glfw-src/examples/Makefile.macosx.gcc +96 -0
- data/glfw-src/examples/Makefile.win32.bcc +75 -0
- data/glfw-src/examples/Makefile.win32.cross-mgw +79 -0
- data/glfw-src/examples/Makefile.win32.cygwin +79 -0
- data/glfw-src/examples/Makefile.win32.lcc +74 -0
- data/glfw-src/examples/Makefile.win32.mgw +75 -0
- data/glfw-src/examples/Makefile.win32.msvc +74 -0
- data/glfw-src/examples/Makefile.win32.ow +74 -0
- data/glfw-src/examples/Makefile.win32.pellesc +74 -0
- data/glfw-src/examples/Makefile.x11.in +54 -0
- data/glfw-src/examples/boing.c +606 -0
- data/glfw-src/examples/bundle.sh +46 -0
- data/glfw-src/examples/gears.c +382 -0
- data/glfw-src/examples/keytest.c +264 -0
- data/glfw-src/examples/listmodes.c +48 -0
- data/glfw-src/examples/mipmaps.c +126 -0
- data/glfw-src/examples/mipmaps.tga +0 -0
- data/glfw-src/examples/mtbench.c +301 -0
- data/glfw-src/examples/mthello.c +48 -0
- data/glfw-src/examples/particles.c +1148 -0
- data/glfw-src/examples/pong3d.c +839 -0
- data/glfw-src/examples/pong3d_field.tga +0 -0
- data/glfw-src/examples/pong3d_instr.tga +0 -0
- data/glfw-src/examples/pong3d_menu.tga +0 -0
- data/glfw-src/examples/pong3d_title.tga +0 -0
- data/glfw-src/examples/pong3d_winner1.tga +0 -0
- data/glfw-src/examples/pong3d_winner2.tga +0 -0
- data/glfw-src/examples/splitview.c +506 -0
- data/glfw-src/examples/triangle.c +108 -0
- data/glfw-src/examples/wave.c +397 -0
- data/glfw-src/images/opengl.gif +0 -0
- data/glfw-src/images/osicert.gif +0 -0
- data/glfw-src/include/GL/glfw.h +486 -0
- data/glfw-src/lib/amigaos/Makefile.amigaos.gcc +128 -0
- data/glfw-src/lib/amigaos/Makefile.amigaos.vbcc +128 -0
- data/glfw-src/lib/amigaos/SDI_compiler.h +94 -0
- data/glfw-src/lib/amigaos/amigaos_enable.c +51 -0
- data/glfw-src/lib/amigaos/amigaos_fullscreen.c +319 -0
- data/glfw-src/lib/amigaos/amigaos_glext.c +61 -0
- data/glfw-src/lib/amigaos/amigaos_init.c +284 -0
- data/glfw-src/lib/amigaos/amigaos_joystick.c +359 -0
- data/glfw-src/lib/amigaos/amigaos_thread.c +494 -0
- data/glfw-src/lib/amigaos/amigaos_time.c +206 -0
- data/glfw-src/lib/amigaos/amigaos_window.c +830 -0
- data/glfw-src/lib/amigaos/platform.h +337 -0
- data/glfw-src/lib/dos/Makefile.dos.djgpp +146 -0
- data/glfw-src/lib/dos/dos_enable.c +51 -0
- data/glfw-src/lib/dos/dos_events.c +173 -0
- data/glfw-src/lib/dos/dos_fullscreen.c +101 -0
- data/glfw-src/lib/dos/dos_glext.c +59 -0
- data/glfw-src/lib/dos/dos_init.c +105 -0
- data/glfw-src/lib/dos/dos_irq.s +246 -0
- data/glfw-src/lib/dos/dos_joystick.c +94 -0
- data/glfw-src/lib/dos/dos_keyboard.c +694 -0
- data/glfw-src/lib/dos/dos_mouse.c +337 -0
- data/glfw-src/lib/dos/dos_thread.c +267 -0
- data/glfw-src/lib/dos/dos_time.c +309 -0
- data/glfw-src/lib/dos/dos_window.c +563 -0
- data/glfw-src/lib/dos/platform.h +341 -0
- data/glfw-src/lib/enable.c +295 -0
- data/glfw-src/lib/fullscreen.c +95 -0
- data/glfw-src/lib/glext.c +201 -0
- data/glfw-src/lib/image.c +629 -0
- data/glfw-src/lib/init.c +108 -0
- data/glfw-src/lib/input.c +280 -0
- data/glfw-src/lib/internal.h +210 -0
- data/glfw-src/lib/joystick.c +101 -0
- data/glfw-src/lib/macosx/Makefile.macosx.gcc +172 -0
- data/glfw-src/lib/macosx/Makefile.macosx.gcc.universal +166 -0
- data/glfw-src/lib/macosx/libglfw.pc.in +11 -0
- data/glfw-src/lib/macosx/macosx_enable.c +42 -0
- data/glfw-src/lib/macosx/macosx_fullscreen.c +126 -0
- data/glfw-src/lib/macosx/macosx_glext.c +52 -0
- data/glfw-src/lib/macosx/macosx_init.c +194 -0
- data/glfw-src/lib/macosx/macosx_joystick.c +50 -0
- data/glfw-src/lib/macosx/macosx_thread.c +414 -0
- data/glfw-src/lib/macosx/macosx_time.c +112 -0
- data/glfw-src/lib/macosx/macosx_window.c +1279 -0
- data/glfw-src/lib/macosx/platform.h +349 -0
- data/glfw-src/lib/stream.c +194 -0
- data/glfw-src/lib/tga.c +405 -0
- data/glfw-src/lib/thread.c +340 -0
- data/glfw-src/lib/time.c +83 -0
- data/glfw-src/lib/win32/Makefile.win32.bcc +265 -0
- data/glfw-src/lib/win32/Makefile.win32.cross-mgw +274 -0
- data/glfw-src/lib/win32/Makefile.win32.cygwin +279 -0
- data/glfw-src/lib/win32/Makefile.win32.lcc +246 -0
- data/glfw-src/lib/win32/Makefile.win32.mgw +243 -0
- data/glfw-src/lib/win32/Makefile.win32.msvc +242 -0
- data/glfw-src/lib/win32/Makefile.win32.ow +242 -0
- data/glfw-src/lib/win32/Makefile.win32.pellesc +242 -0
- data/glfw-src/lib/win32/glfwdll.def +67 -0
- data/glfw-src/lib/win32/glfwdll_mgw1.def +67 -0
- data/glfw-src/lib/win32/glfwdll_mgw2.def +67 -0
- data/glfw-src/lib/win32/glfwdll_pellesc.def +65 -0
- data/glfw-src/lib/win32/libglfw.pc.in +11 -0
- data/glfw-src/lib/win32/platform.h +474 -0
- data/glfw-src/lib/win32/win32_dllmain.c +60 -0
- data/glfw-src/lib/win32/win32_enable.c +155 -0
- data/glfw-src/lib/win32/win32_fullscreen.c +317 -0
- data/glfw-src/lib/win32/win32_glext.c +85 -0
- data/glfw-src/lib/win32/win32_init.c +356 -0
- data/glfw-src/lib/win32/win32_joystick.c +234 -0
- data/glfw-src/lib/win32/win32_thread.c +511 -0
- data/glfw-src/lib/win32/win32_time.c +146 -0
- data/glfw-src/lib/win32/win32_window.c +1714 -0
- data/glfw-src/lib/window.c +727 -0
- data/glfw-src/lib/x11/Makefile.x11.in +243 -0
- data/glfw-src/lib/x11/platform.h +415 -0
- data/glfw-src/lib/x11/x11_enable.c +51 -0
- data/glfw-src/lib/x11/x11_fullscreen.c +524 -0
- data/glfw-src/lib/x11/x11_glext.c +69 -0
- data/glfw-src/lib/x11/x11_init.c +275 -0
- data/glfw-src/lib/x11/x11_joystick.c +371 -0
- data/glfw-src/lib/x11/x11_keysym2unicode.c +902 -0
- data/glfw-src/lib/x11/x11_thread.c +507 -0
- data/glfw-src/lib/x11/x11_time.c +154 -0
- data/glfw-src/lib/x11/x11_window.c +1746 -0
- data/glfw-src/license.txt +21 -0
- data/glfw-src/readme.html +927 -0
- data/glfw-src/support/d/examples/Makefile +59 -0
- data/glfw-src/support/d/examples/boing.d +610 -0
- data/glfw-src/support/d/examples/gears.d +379 -0
- data/glfw-src/support/d/examples/keytest.d +272 -0
- data/glfw-src/support/d/examples/listmodes.d +48 -0
- data/glfw-src/support/d/examples/mipmaps.d +126 -0
- data/glfw-src/support/d/examples/mtbench.d +304 -0
- data/glfw-src/support/d/examples/mthello.d +54 -0
- data/glfw-src/support/d/examples/particles.d +1150 -0
- data/glfw-src/support/d/examples/pong3d.d +840 -0
- data/glfw-src/support/d/examples/splitview.d +486 -0
- data/glfw-src/support/d/examples/triangle.d +108 -0
- data/glfw-src/support/d/examples/wave.d +400 -0
- data/glfw-src/support/d/imports/gl.d +4539 -0
- data/glfw-src/support/d/imports/glfw.d +349 -0
- data/glfw-src/support/d/imports/glu.d +328 -0
- data/glfw-src/support/d/lib/glfwdll.def +64 -0
- data/glfw-src/support/d/lib/glu32.def +56 -0
- data/glfw-src/support/d/lib/makefile +12 -0
- data/glfw-src/support/d/lib/opengl32.def +372 -0
- data/glfw-src/support/d/readme.html +83 -0
- data/glfw-src/support/delphi/examples/Triangle.dpr +105 -0
- data/glfw-src/support/delphi/lib/glfw.pas +437 -0
- data/glfw-src/support/delphi/readme.html +97 -0
- data/glfw-src/support/lua/examples/gears.lua +383 -0
- data/glfw-src/support/lua/examples/test1.lua +68 -0
- data/glfw-src/support/lua/readme.html +128 -0
- data/glfw-src/support/lua/src/luaglfw.c +1179 -0
- data/glfw-src/support/lua/src/luaglfw.h +48 -0
- data/glfw-src/support/lua/src/runlua.c +82 -0
- data/glfw-src/support/masm/examples/fpc.mac +47 -0
- data/glfw-src/support/masm/examples/makeit.bat +66 -0
- data/glfw-src/support/masm/examples/triangle.asm +232 -0
- data/glfw-src/support/masm/include/glfw.inc +326 -0
- data/glfw-src/support/masm/include/glu32.inc +55 -0
- data/glfw-src/support/masm/include/opengl32.inc +372 -0
- data/glfw-src/support/masm/lib/glfwdll.lib +0 -0
- data/glfw-src/support/masm/readme.html +170 -0
- data/glfw-src/support/msvc80/GLFW.sln +26 -0
- data/glfw-src/support/msvc80/GLFW.vcproj +257 -0
- data/glfw-src/support/msvc80/GLFWDLL.vcproj +287 -0
- data/glfw-src/support/visualbasic/bindings/glfw.bas +320 -0
- data/glfw-src/support/visualbasic/bindings/glu32.bas +284 -0
- data/glfw-src/support/visualbasic/bindings/opengl32.bas +999 -0
- data/glfw-src/support/visualbasic/examples/Triangle.bas +101 -0
- data/glfw-src/support/visualbasic/readme.html +164 -0
- data/website/index.html +84 -0
- data/website/style.css +110 -0
- metadata +301 -0
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//========================================================================
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// This is a small test application for GLFW.
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// The program prints "Hello world!", using two threads.
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//========================================================================
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#include <stdio.h>
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#include <GL/glfw.h>
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//========================================================================
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// HelloFun() - Thread function
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//========================================================================
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void GLFWCALL HelloFun( void *arg )
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{
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// Print the first part of the message
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printf( "Hello " );
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}
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//========================================================================
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// main() - Main function (main thread)
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//========================================================================
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int main( void )
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{
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GLFWthread thread;
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// Initialise GLFW
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if( !glfwInit() )
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{
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return 0;
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}
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// Create thread
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thread = glfwCreateThread( HelloFun, NULL );
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// Wait for thread to die
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glfwWaitThread( thread, GLFW_WAIT );
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// Print the rest of the message
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printf( "world!\n" );
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// Terminate GLFW
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glfwTerminate();
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return 0;
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}
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//========================================================================
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// This is a simple, but cool particle engine (buzz-word meaning many
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// small objects that are treated as points and drawn as textures
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// projected on simple geometry).
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//
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// This demonstration generates a colorful fountain-like animation. It
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// uses several advanced OpenGL teqhniques:
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//
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// 1) Lighting (per vertex)
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// 2) Alpha blending
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// 3) Fog
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// 4) Texturing
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// 5) Display lists (for drawing the static environment geometry)
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// 6) Vertex arrays (for drawing the particles)
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// 7) GL_EXT_separate_specular_color is used (if available)
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//
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// Even more so, this program uses multi threading. The program is
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// essentialy divided into a main rendering thread and a particle physics
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// calculation thread. My benchmarks under Windows 2000 on a single
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// processor system show that running this program as two threads instead
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// of a single thread means no difference (there may be a very marginal
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// advantage for the multi threaded case). On dual processor systems I
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// have had reports of 5-25% of speed increase when running this program
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// as two threads instead of one thread.
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//
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// The default behaviour of this program is to use two threads. To force
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// a single thread to be used, use the command line switch -s.
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//
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// To run a fixed length benchmark (60 s), use the command line switch -b.
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//
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// Benchmark results (640x480x16, best of three tests):
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//
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// CPU GFX 1 thread 2 threads
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// Athlon XP 2700+ GeForce Ti4200 (oc) 757 FPS 759 FPS
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// P4 2.8 GHz (SMT) GeForce FX5600 548 FPS 550 FPS
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//
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// One more thing: Press 'w' during the demo to toggle wireframe mode.
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//========================================================================
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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 <GL/glfw.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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// Some <math.h>'s do not define M_PI
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#ifndef M_PI
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#define M_PI 3.141592654
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#endif
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// Desired fullscreen resolution
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#define WIDTH 640
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#define HEIGHT 480
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//========================================================================
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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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// 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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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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// "Running" flag (true if program shall continue to run)
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int running;
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// Window dimensions
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int width, height;
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// "wireframe" flag (true if we use wireframe view)
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int wireframe;
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// "multithreading" flag (true if we use multithreading)
|
|
95
|
+
int multithreading;
|
|
96
|
+
|
|
97
|
+
// Thread synchronization
|
|
98
|
+
struct {
|
|
99
|
+
double t; // Time (s)
|
|
100
|
+
float dt; // Time since last frame (s)
|
|
101
|
+
int p_frame; // Particle physics frame number
|
|
102
|
+
int d_frame; // Particle draw frame number
|
|
103
|
+
GLFWcond p_done; // Condition: particle physics done
|
|
104
|
+
GLFWcond d_done; // Condition: particle draw done
|
|
105
|
+
GLFWmutex particles_lock; // Particles data sharing mutex
|
|
106
|
+
} thread_sync;
|
|
107
|
+
|
|
108
|
+
|
|
109
|
+
//========================================================================
|
|
110
|
+
// Texture declarations (we hard-code them into the source code, since
|
|
111
|
+
// they are so simple)
|
|
112
|
+
//========================================================================
|
|
113
|
+
|
|
114
|
+
#define P_TEX_WIDTH 8 // Particle texture dimensions
|
|
115
|
+
#define P_TEX_HEIGHT 8
|
|
116
|
+
#define F_TEX_WIDTH 16 // Floor texture dimensions
|
|
117
|
+
#define F_TEX_HEIGHT 16
|
|
118
|
+
|
|
119
|
+
// Texture object IDs
|
|
120
|
+
GLuint particle_tex_id, floor_tex_id;
|
|
121
|
+
|
|
122
|
+
// Particle texture (a simple spot)
|
|
123
|
+
const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = {
|
|
124
|
+
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
|
|
125
|
+
0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00,
|
|
126
|
+
0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00,
|
|
127
|
+
0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00,
|
|
128
|
+
0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00,
|
|
129
|
+
0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00,
|
|
130
|
+
0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00,
|
|
131
|
+
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
|
|
132
|
+
};
|
|
133
|
+
|
|
134
|
+
// Floor texture (your basic checkered floor)
|
|
135
|
+
const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = {
|
|
136
|
+
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
|
|
137
|
+
0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
|
|
138
|
+
0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30,
|
|
139
|
+
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
|
|
140
|
+
0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30,
|
|
141
|
+
0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
|
|
142
|
+
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30,
|
|
143
|
+
0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
|
|
144
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
|
|
145
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff,
|
|
146
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0,
|
|
147
|
+
0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
|
|
148
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0,
|
|
149
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0,
|
|
150
|
+
0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
|
|
151
|
+
0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
|
|
152
|
+
};
|
|
153
|
+
|
|
154
|
+
|
|
155
|
+
//========================================================================
|
|
156
|
+
// These are fixed constants that control the particle engine. In a
|
|
157
|
+
// modular world, these values should be variables...
|
|
158
|
+
//========================================================================
|
|
159
|
+
|
|
160
|
+
// Maximum number of particles
|
|
161
|
+
#define MAX_PARTICLES 3000
|
|
162
|
+
|
|
163
|
+
// Life span of a particle (in seconds)
|
|
164
|
+
#define LIFE_SPAN 8.0f
|
|
165
|
+
|
|
166
|
+
// A new particle is born every [BIRTH_INTERVAL] second
|
|
167
|
+
#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES)
|
|
168
|
+
|
|
169
|
+
// Particle size (meters)
|
|
170
|
+
#define PARTICLE_SIZE 0.7f
|
|
171
|
+
|
|
172
|
+
// Gravitational constant (m/s^2)
|
|
173
|
+
#define GRAVITY 9.8f
|
|
174
|
+
|
|
175
|
+
// Base initial velocity (m/s)
|
|
176
|
+
#define VELOCITY 8.0f
|
|
177
|
+
|
|
178
|
+
// Bounce friction (1.0 = no friction, 0.0 = maximum friction)
|
|
179
|
+
#define FRICTION 0.75f
|
|
180
|
+
|
|
181
|
+
// "Fountain" height (m)
|
|
182
|
+
#define FOUNTAIN_HEIGHT 3.0f
|
|
183
|
+
|
|
184
|
+
// Fountain radius (m)
|
|
185
|
+
#define FOUNTAIN_RADIUS 1.6f
|
|
186
|
+
|
|
187
|
+
// Minimum delta-time for particle phisics (s)
|
|
188
|
+
#define MIN_DELTA_T (BIRTH_INTERVAL*0.5)
|
|
189
|
+
|
|
190
|
+
|
|
191
|
+
//========================================================================
|
|
192
|
+
// Particle system global variables
|
|
193
|
+
//========================================================================
|
|
194
|
+
|
|
195
|
+
// This structure holds all state for a single particle
|
|
196
|
+
typedef struct {
|
|
197
|
+
float x,y,z; // Position in space
|
|
198
|
+
float vx,vy,vz; // Velocity vector
|
|
199
|
+
float r,g,b; // Color of particle
|
|
200
|
+
float life; // Life of particle (1.0 = newborn, < 0.0 = dead)
|
|
201
|
+
int active; // Tells if this particle is active
|
|
202
|
+
} PARTICLE;
|
|
203
|
+
|
|
204
|
+
// Global vectors holding all particles. We use two vectors for double
|
|
205
|
+
// buffering.
|
|
206
|
+
static PARTICLE particles[ MAX_PARTICLES ];
|
|
207
|
+
|
|
208
|
+
// Global variable holding the age of the youngest particle
|
|
209
|
+
static float min_age;
|
|
210
|
+
|
|
211
|
+
// Color of latest born particle (used for fountain lighting)
|
|
212
|
+
static float glow_color[4];
|
|
213
|
+
|
|
214
|
+
// Position of latest born particle (used for fountain lighting)
|
|
215
|
+
static float glow_pos[4];
|
|
216
|
+
|
|
217
|
+
|
|
218
|
+
//========================================================================
|
|
219
|
+
// Object material and fog configuration constants
|
|
220
|
+
//========================================================================
|
|
221
|
+
|
|
222
|
+
const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f};
|
|
223
|
+
const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f};
|
|
224
|
+
const GLfloat fountain_shininess = 12.0f;
|
|
225
|
+
const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f};
|
|
226
|
+
const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f};
|
|
227
|
+
const GLfloat floor_shininess = 18.0f;
|
|
228
|
+
const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
|
|
229
|
+
|
|
230
|
+
|
|
231
|
+
//========================================================================
|
|
232
|
+
// InitParticle() - Initialize a new particle
|
|
233
|
+
//========================================================================
|
|
234
|
+
|
|
235
|
+
void InitParticle( PARTICLE *p, double t )
|
|
236
|
+
{
|
|
237
|
+
float xy_angle, velocity;
|
|
238
|
+
|
|
239
|
+
// Start position of particle is at the fountain blow-out
|
|
240
|
+
p->x = 0.0f;
|
|
241
|
+
p->y = 0.0f;
|
|
242
|
+
p->z = FOUNTAIN_HEIGHT;
|
|
243
|
+
|
|
244
|
+
// Start velocity is up (Z)...
|
|
245
|
+
p->vz = 0.7f + (0.3/4096.0) * (float) (rand() & 4095);
|
|
246
|
+
|
|
247
|
+
// ...and a randomly chosen X/Y direction
|
|
248
|
+
xy_angle = (2.0*M_PI/4096.0) * (float) (rand() & 4095);
|
|
249
|
+
p->vx = 0.4f * (float) cos( xy_angle );
|
|
250
|
+
p->vy = 0.4f * (float) sin( xy_angle );
|
|
251
|
+
|
|
252
|
+
// Scale velocity vector according to a time-varying velocity
|
|
253
|
+
velocity = VELOCITY*(0.8f + 0.1f*(float)(sin( 0.5*t )+sin( 1.31*t )));
|
|
254
|
+
p->vx *= velocity;
|
|
255
|
+
p->vy *= velocity;
|
|
256
|
+
p->vz *= velocity;
|
|
257
|
+
|
|
258
|
+
// Color is time-varying
|
|
259
|
+
p->r = 0.7f + 0.3f * (float) sin( 0.34*t + 0.1 );
|
|
260
|
+
p->g = 0.6f + 0.4f * (float) sin( 0.63*t + 1.1 );
|
|
261
|
+
p->b = 0.6f + 0.4f * (float) sin( 0.91*t + 2.1 );
|
|
262
|
+
|
|
263
|
+
// Store settings for fountain glow lighting
|
|
264
|
+
glow_pos[0] = 0.4f * (float) sin( 1.34*t );
|
|
265
|
+
glow_pos[1] = 0.4f * (float) sin( 3.11*t );
|
|
266
|
+
glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f;
|
|
267
|
+
glow_pos[3] = 1.0f;
|
|
268
|
+
glow_color[0] = p->r;
|
|
269
|
+
glow_color[1] = p->g;
|
|
270
|
+
glow_color[2] = p->b;
|
|
271
|
+
glow_color[3] = 1.0f;
|
|
272
|
+
|
|
273
|
+
// The particle is new-born and active
|
|
274
|
+
p->life = 1.0f;
|
|
275
|
+
p->active = 1;
|
|
276
|
+
}
|
|
277
|
+
|
|
278
|
+
|
|
279
|
+
//========================================================================
|
|
280
|
+
// UpdateParticle() - Update a particle
|
|
281
|
+
//========================================================================
|
|
282
|
+
|
|
283
|
+
#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2)
|
|
284
|
+
|
|
285
|
+
void UpdateParticle( PARTICLE *p, float dt )
|
|
286
|
+
{
|
|
287
|
+
// If the particle is not active, we need not do anything
|
|
288
|
+
if( !p->active )
|
|
289
|
+
{
|
|
290
|
+
return;
|
|
291
|
+
}
|
|
292
|
+
|
|
293
|
+
// The particle is getting older...
|
|
294
|
+
p->life = p->life - dt * (1.0f / LIFE_SPAN);
|
|
295
|
+
|
|
296
|
+
// Did the particle die?
|
|
297
|
+
if( p->life <= 0.0f )
|
|
298
|
+
{
|
|
299
|
+
p->active = 0;
|
|
300
|
+
return;
|
|
301
|
+
}
|
|
302
|
+
|
|
303
|
+
// Update particle velocity (apply gravity)
|
|
304
|
+
p->vz = p->vz - GRAVITY * dt;
|
|
305
|
+
|
|
306
|
+
// Update particle position
|
|
307
|
+
p->x = p->x + p->vx * dt;
|
|
308
|
+
p->y = p->y + p->vy * dt;
|
|
309
|
+
p->z = p->z + p->vz * dt;
|
|
310
|
+
|
|
311
|
+
// Simple collision detection + response
|
|
312
|
+
if( p->vz < 0.0f )
|
|
313
|
+
{
|
|
314
|
+
// Particles should bounce on the fountain (with friction)
|
|
315
|
+
if( (p->x*p->x + p->y*p->y) < FOUNTAIN_R2 &&
|
|
316
|
+
p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2) )
|
|
317
|
+
{
|
|
318
|
+
p->vz = -FRICTION * p->vz;
|
|
319
|
+
p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 +
|
|
320
|
+
FRICTION * (FOUNTAIN_HEIGHT +
|
|
321
|
+
PARTICLE_SIZE/2 - p->z);
|
|
322
|
+
}
|
|
323
|
+
|
|
324
|
+
// Particles should bounce on the floor (with friction)
|
|
325
|
+
else if( p->z < PARTICLE_SIZE/2 )
|
|
326
|
+
{
|
|
327
|
+
p->vz = -FRICTION * p->vz;
|
|
328
|
+
p->z = PARTICLE_SIZE/2 +
|
|
329
|
+
FRICTION * (PARTICLE_SIZE/2 - p->z);
|
|
330
|
+
}
|
|
331
|
+
|
|
332
|
+
}
|
|
333
|
+
}
|
|
334
|
+
|
|
335
|
+
|
|
336
|
+
//========================================================================
|
|
337
|
+
// ParticleEngine() - The main frame for the particle engine. Called once
|
|
338
|
+
// per frame.
|
|
339
|
+
//========================================================================
|
|
340
|
+
|
|
341
|
+
void ParticleEngine( double t, float dt )
|
|
342
|
+
{
|
|
343
|
+
int i;
|
|
344
|
+
float dt2;
|
|
345
|
+
|
|
346
|
+
// Update particles (iterated several times per frame if dt is too
|
|
347
|
+
// large)
|
|
348
|
+
while( dt > 0.0f )
|
|
349
|
+
{
|
|
350
|
+
// Calculate delta time for this iteration
|
|
351
|
+
dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T;
|
|
352
|
+
|
|
353
|
+
// Update particles
|
|
354
|
+
for( i = 0; i < MAX_PARTICLES; i ++ )
|
|
355
|
+
{
|
|
356
|
+
UpdateParticle( &particles[ i ], dt2 );
|
|
357
|
+
}
|
|
358
|
+
|
|
359
|
+
// Increase minimum age
|
|
360
|
+
min_age += dt2;
|
|
361
|
+
|
|
362
|
+
// Should we create any new particle(s)?
|
|
363
|
+
while( min_age >= BIRTH_INTERVAL )
|
|
364
|
+
{
|
|
365
|
+
min_age -= BIRTH_INTERVAL;
|
|
366
|
+
|
|
367
|
+
// Find a dead particle to replace with a new one
|
|
368
|
+
for( i = 0; i < MAX_PARTICLES; i ++ )
|
|
369
|
+
{
|
|
370
|
+
if( !particles[ i ].active )
|
|
371
|
+
{
|
|
372
|
+
InitParticle( &particles[ i ], t + min_age );
|
|
373
|
+
UpdateParticle( &particles[ i ], min_age );
|
|
374
|
+
break;
|
|
375
|
+
}
|
|
376
|
+
}
|
|
377
|
+
}
|
|
378
|
+
|
|
379
|
+
// Decrease frame delta time
|
|
380
|
+
dt -= dt2;
|
|
381
|
+
}
|
|
382
|
+
}
|
|
383
|
+
|
|
384
|
+
|
|
385
|
+
//========================================================================
|
|
386
|
+
// DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex
|
|
387
|
+
// arrays for this in order to accelerate the drawing.
|
|
388
|
+
//========================================================================
|
|
389
|
+
|
|
390
|
+
#define BATCH_PARTICLES 70 // Number of particles to draw in each batch
|
|
391
|
+
// (70 corresponds to 7.5 KB = will not blow
|
|
392
|
+
// the L1 data cache on most CPUs)
|
|
393
|
+
#define PARTICLE_VERTS 4 // Number of vertices per particle
|
|
394
|
+
|
|
395
|
+
void DrawParticles( double t, float dt )
|
|
396
|
+
{
|
|
397
|
+
int i, particle_count;
|
|
398
|
+
VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr;
|
|
399
|
+
float alpha;
|
|
400
|
+
GLuint rgba;
|
|
401
|
+
VEC quad_lower_left, quad_lower_right;
|
|
402
|
+
GLfloat mat[ 16 ];
|
|
403
|
+
PARTICLE *pptr;
|
|
404
|
+
|
|
405
|
+
// Here comes the real trick with flat single primitive objects (s.c.
|
|
406
|
+
// "billboards"): We must rotate the textured primitive so that it
|
|
407
|
+
// always faces the viewer (is coplanar with the view-plane).
|
|
408
|
+
// We:
|
|
409
|
+
// 1) Create the primitive around origo (0,0,0)
|
|
410
|
+
// 2) Rotate it so that it is coplanar with the view plane
|
|
411
|
+
// 3) Translate it according to the particle position
|
|
412
|
+
// Note that 1) and 2) is the same for all particles (done only once).
|
|
413
|
+
|
|
414
|
+
// Get modelview matrix. We will only use the upper left 3x3 part of
|
|
415
|
+
// the matrix, which represents the rotation.
|
|
416
|
+
glGetFloatv( GL_MODELVIEW_MATRIX, mat );
|
|
417
|
+
|
|
418
|
+
// 1) & 2) We do it in one swift step:
|
|
419
|
+
// Although not obvious, the following six lines represent two matrix/
|
|
420
|
+
// vector multiplications. The matrix is the inverse 3x3 rotation
|
|
421
|
+
// matrix (i.e. the transpose of the same matrix), and the two vectors
|
|
422
|
+
// represent the lower left corner of the quad, PARTICLE_SIZE/2 *
|
|
423
|
+
// (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0).
|
|
424
|
+
// The upper left/right corners of the quad is always the negative of
|
|
425
|
+
// the opposite corners (regardless of rotation).
|
|
426
|
+
quad_lower_left.x = (-PARTICLE_SIZE/2) * (mat[0] + mat[1]);
|
|
427
|
+
quad_lower_left.y = (-PARTICLE_SIZE/2) * (mat[4] + mat[5]);
|
|
428
|
+
quad_lower_left.z = (-PARTICLE_SIZE/2) * (mat[8] + mat[9]);
|
|
429
|
+
quad_lower_right.x = (PARTICLE_SIZE/2) * (mat[0] - mat[1]);
|
|
430
|
+
quad_lower_right.y = (PARTICLE_SIZE/2) * (mat[4] - mat[5]);
|
|
431
|
+
quad_lower_right.z = (PARTICLE_SIZE/2) * (mat[8] - mat[9]);
|
|
432
|
+
|
|
433
|
+
// Don't update z-buffer, since all particles are transparent!
|
|
434
|
+
glDepthMask( GL_FALSE );
|
|
435
|
+
|
|
436
|
+
// Enable blending
|
|
437
|
+
glEnable( GL_BLEND );
|
|
438
|
+
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
|
|
439
|
+
|
|
440
|
+
// Select particle texture
|
|
441
|
+
if( !wireframe )
|
|
442
|
+
{
|
|
443
|
+
glEnable( GL_TEXTURE_2D );
|
|
444
|
+
glBindTexture( GL_TEXTURE_2D, particle_tex_id );
|
|
445
|
+
}
|
|
446
|
+
|
|
447
|
+
// Set up vertex arrays. We use interleaved arrays, which is easier to
|
|
448
|
+
// handle (in most situations) and it gives a linear memeory access
|
|
449
|
+
// access pattern (which may give better performance in some
|
|
450
|
+
// situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords,
|
|
451
|
+
// 4 ubytes for color and 3 floats for vertex coord (in that order).
|
|
452
|
+
// Most OpenGL cards / drivers are optimized for this format.
|
|
453
|
+
glInterleavedArrays( GL_T2F_C4UB_V3F, 0, vertex_array );
|
|
454
|
+
|
|
455
|
+
// Is particle physics carried out in a separate thread?
|
|
456
|
+
if( multithreading )
|
|
457
|
+
{
|
|
458
|
+
// Wait for particle physics thread to be done
|
|
459
|
+
glfwLockMutex( thread_sync.particles_lock );
|
|
460
|
+
while( running && thread_sync.p_frame <= thread_sync.d_frame )
|
|
461
|
+
{
|
|
462
|
+
glfwWaitCond( thread_sync.p_done, thread_sync.particles_lock,
|
|
463
|
+
0.1 );
|
|
464
|
+
}
|
|
465
|
+
|
|
466
|
+
// Store the frame time and delta time for the physics thread
|
|
467
|
+
thread_sync.t = t;
|
|
468
|
+
thread_sync.dt = dt;
|
|
469
|
+
|
|
470
|
+
// Update frame counter
|
|
471
|
+
thread_sync.d_frame ++;
|
|
472
|
+
}
|
|
473
|
+
else
|
|
474
|
+
{
|
|
475
|
+
// Perform particle physics in this thread
|
|
476
|
+
ParticleEngine( t, dt );
|
|
477
|
+
}
|
|
478
|
+
|
|
479
|
+
// Loop through all particles and build vertex arrays.
|
|
480
|
+
particle_count = 0;
|
|
481
|
+
vptr = vertex_array;
|
|
482
|
+
pptr = particles;
|
|
483
|
+
for( i = 0; i < MAX_PARTICLES; i ++ )
|
|
484
|
+
{
|
|
485
|
+
if( pptr->active )
|
|
486
|
+
{
|
|
487
|
+
// Calculate particle intensity (we set it to max during 75%
|
|
488
|
+
// of its life, then it fades out)
|
|
489
|
+
alpha = 4.0f * pptr->life;
|
|
490
|
+
if( alpha > 1.0f )
|
|
491
|
+
{
|
|
492
|
+
alpha = 1.0f;
|
|
493
|
+
}
|
|
494
|
+
|
|
495
|
+
// Convert color from float to 8-bit (store it in a 32-bit
|
|
496
|
+
// integer using endian independent type casting)
|
|
497
|
+
((GLubyte *)&rgba)[0] = (GLubyte)(pptr->r * 255.0f);
|
|
498
|
+
((GLubyte *)&rgba)[1] = (GLubyte)(pptr->g * 255.0f);
|
|
499
|
+
((GLubyte *)&rgba)[2] = (GLubyte)(pptr->b * 255.0f);
|
|
500
|
+
((GLubyte *)&rgba)[3] = (GLubyte)(alpha * 255.0f);
|
|
501
|
+
|
|
502
|
+
// 3) Translate the quad to the correct position in modelview
|
|
503
|
+
// space and store its parameters in vertex arrays (we also
|
|
504
|
+
// store texture coord and color information for each vertex).
|
|
505
|
+
|
|
506
|
+
// Lower left corner
|
|
507
|
+
vptr->s = 0.0f;
|
|
508
|
+
vptr->t = 0.0f;
|
|
509
|
+
vptr->rgba = rgba;
|
|
510
|
+
vptr->x = pptr->x + quad_lower_left.x;
|
|
511
|
+
vptr->y = pptr->y + quad_lower_left.y;
|
|
512
|
+
vptr->z = pptr->z + quad_lower_left.z;
|
|
513
|
+
vptr ++;
|
|
514
|
+
|
|
515
|
+
// Lower right corner
|
|
516
|
+
vptr->s = 1.0f;
|
|
517
|
+
vptr->t = 0.0f;
|
|
518
|
+
vptr->rgba = rgba;
|
|
519
|
+
vptr->x = pptr->x + quad_lower_right.x;
|
|
520
|
+
vptr->y = pptr->y + quad_lower_right.y;
|
|
521
|
+
vptr->z = pptr->z + quad_lower_right.z;
|
|
522
|
+
vptr ++;
|
|
523
|
+
|
|
524
|
+
// Upper right corner
|
|
525
|
+
vptr->s = 1.0f;
|
|
526
|
+
vptr->t = 1.0f;
|
|
527
|
+
vptr->rgba = rgba;
|
|
528
|
+
vptr->x = pptr->x - quad_lower_left.x;
|
|
529
|
+
vptr->y = pptr->y - quad_lower_left.y;
|
|
530
|
+
vptr->z = pptr->z - quad_lower_left.z;
|
|
531
|
+
vptr ++;
|
|
532
|
+
|
|
533
|
+
// Upper left corner
|
|
534
|
+
vptr->s = 0.0f;
|
|
535
|
+
vptr->t = 1.0f;
|
|
536
|
+
vptr->rgba = rgba;
|
|
537
|
+
vptr->x = pptr->x - quad_lower_right.x;
|
|
538
|
+
vptr->y = pptr->y - quad_lower_right.y;
|
|
539
|
+
vptr->z = pptr->z - quad_lower_right.z;
|
|
540
|
+
vptr ++;
|
|
541
|
+
|
|
542
|
+
// Increase count of drawable particles
|
|
543
|
+
particle_count ++;
|
|
544
|
+
}
|
|
545
|
+
|
|
546
|
+
// If we have filled up one batch of particles, draw it as a set
|
|
547
|
+
// of quads using glDrawArrays.
|
|
548
|
+
if( particle_count >= BATCH_PARTICLES )
|
|
549
|
+
{
|
|
550
|
+
// The first argument tells which primitive type we use (QUAD)
|
|
551
|
+
// The second argument tells the index of the first vertex (0)
|
|
552
|
+
// The last argument is the vertex count
|
|
553
|
+
glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count );
|
|
554
|
+
particle_count = 0;
|
|
555
|
+
vptr = vertex_array;
|
|
556
|
+
}
|
|
557
|
+
|
|
558
|
+
// Next particle
|
|
559
|
+
pptr ++;
|
|
560
|
+
}
|
|
561
|
+
|
|
562
|
+
// We are done with the particle data: Unlock mutex and signal physics
|
|
563
|
+
// thread
|
|
564
|
+
if( multithreading )
|
|
565
|
+
{
|
|
566
|
+
glfwUnlockMutex( thread_sync.particles_lock );
|
|
567
|
+
glfwSignalCond( thread_sync.d_done );
|
|
568
|
+
}
|
|
569
|
+
|
|
570
|
+
// Draw final batch of particles (if any)
|
|
571
|
+
glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count );
|
|
572
|
+
|
|
573
|
+
// Disable vertex arrays (Note: glInterleavedArrays implicitly called
|
|
574
|
+
// glEnableClientState for vertex, texture coord and color arrays)
|
|
575
|
+
glDisableClientState( GL_VERTEX_ARRAY );
|
|
576
|
+
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
|
|
577
|
+
glDisableClientState( GL_COLOR_ARRAY );
|
|
578
|
+
|
|
579
|
+
// Disable texturing and blending
|
|
580
|
+
glDisable( GL_TEXTURE_2D );
|
|
581
|
+
glDisable( GL_BLEND );
|
|
582
|
+
|
|
583
|
+
// Allow Z-buffer updates again
|
|
584
|
+
glDepthMask( GL_TRUE );
|
|
585
|
+
}
|
|
586
|
+
|
|
587
|
+
|
|
588
|
+
//========================================================================
|
|
589
|
+
// Fountain geometry specification
|
|
590
|
+
//========================================================================
|
|
591
|
+
|
|
592
|
+
#define FOUNTAIN_SIDE_POINTS 14
|
|
593
|
+
#define FOUNTAIN_SWEEP_STEPS 32
|
|
594
|
+
|
|
595
|
+
static const float fountain_side[ FOUNTAIN_SIDE_POINTS*2 ] = {
|
|
596
|
+
1.2f, 0.0f, 1.0f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f,
|
|
597
|
+
0.4f, 1.95f, 0.41f, 2.0f, 0.8f, 2.2f, 1.2f, 2.4f,
|
|
598
|
+
1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.0f, 1.0f, 3.0f,
|
|
599
|
+
0.5f, 3.0f, 0.0f, 3.0f
|
|
600
|
+
};
|
|
601
|
+
|
|
602
|
+
static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = {
|
|
603
|
+
1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f,
|
|
604
|
+
1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f,
|
|
605
|
+
0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f,
|
|
606
|
+
0.0000f,1.00000f, 0.0000f,1.00000f
|
|
607
|
+
};
|
|
608
|
+
|
|
609
|
+
|
|
610
|
+
//========================================================================
|
|
611
|
+
// DrawFountain() - Draw a fountain
|
|
612
|
+
//========================================================================
|
|
613
|
+
|
|
614
|
+
void DrawFountain( void )
|
|
615
|
+
{
|
|
616
|
+
static GLuint fountain_list = 0;
|
|
617
|
+
double angle;
|
|
618
|
+
float x, y;
|
|
619
|
+
int m, n;
|
|
620
|
+
|
|
621
|
+
// The first time, we build the fountain display list
|
|
622
|
+
if( !fountain_list )
|
|
623
|
+
{
|
|
624
|
+
// Start recording of a new display list
|
|
625
|
+
fountain_list = glGenLists( 1 );
|
|
626
|
+
glNewList( fountain_list, GL_COMPILE_AND_EXECUTE );
|
|
627
|
+
|
|
628
|
+
// Set fountain material
|
|
629
|
+
glMaterialfv( GL_FRONT, GL_DIFFUSE, fountain_diffuse );
|
|
630
|
+
glMaterialfv( GL_FRONT, GL_SPECULAR, fountain_specular );
|
|
631
|
+
glMaterialf( GL_FRONT, GL_SHININESS, fountain_shininess );
|
|
632
|
+
|
|
633
|
+
// Build fountain using triangle strips
|
|
634
|
+
for( n = 0; n < FOUNTAIN_SIDE_POINTS-1; n ++ )
|
|
635
|
+
{
|
|
636
|
+
glBegin( GL_TRIANGLE_STRIP );
|
|
637
|
+
for( m = 0; m <= FOUNTAIN_SWEEP_STEPS; m ++ )
|
|
638
|
+
{
|
|
639
|
+
angle = (double) m * (2.0*M_PI/(double)FOUNTAIN_SWEEP_STEPS);
|
|
640
|
+
x = (float) cos( angle );
|
|
641
|
+
y = (float) sin( angle );
|
|
642
|
+
|
|
643
|
+
// Draw triangle strip
|
|
644
|
+
glNormal3f( x * fountain_normal[ n*2+2 ],
|
|
645
|
+
y * fountain_normal[ n*2+2 ],
|
|
646
|
+
fountain_normal[ n*2+3 ] );
|
|
647
|
+
glVertex3f( x * fountain_side[ n*2+2 ],
|
|
648
|
+
y * fountain_side[ n*2+2 ],
|
|
649
|
+
fountain_side[ n*2+3 ] );
|
|
650
|
+
glNormal3f( x * fountain_normal[ n*2 ],
|
|
651
|
+
y * fountain_normal[ n*2 ],
|
|
652
|
+
fountain_normal[ n*2+1 ] );
|
|
653
|
+
glVertex3f( x * fountain_side[ n*2 ],
|
|
654
|
+
y * fountain_side[ n*2 ],
|
|
655
|
+
fountain_side[ n*2+1 ] );
|
|
656
|
+
}
|
|
657
|
+
glEnd();
|
|
658
|
+
}
|
|
659
|
+
|
|
660
|
+
// End recording of display list
|
|
661
|
+
glEndList();
|
|
662
|
+
}
|
|
663
|
+
else
|
|
664
|
+
{
|
|
665
|
+
// Playback display list
|
|
666
|
+
glCallList( fountain_list );
|
|
667
|
+
}
|
|
668
|
+
}
|
|
669
|
+
|
|
670
|
+
|
|
671
|
+
//========================================================================
|
|
672
|
+
// TesselateFloor() - Recursive function for building variable tesselated
|
|
673
|
+
// floor
|
|
674
|
+
//========================================================================
|
|
675
|
+
|
|
676
|
+
void TesselateFloor( float x1, float y1, float x2, float y2,
|
|
677
|
+
int recursion )
|
|
678
|
+
{
|
|
679
|
+
float delta, x, y;
|
|
680
|
+
|
|
681
|
+
// Last recursion?
|
|
682
|
+
if( recursion >= 5 )
|
|
683
|
+
{
|
|
684
|
+
delta = 999999.0f;
|
|
685
|
+
}
|
|
686
|
+
else
|
|
687
|
+
{
|
|
688
|
+
x = fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2);
|
|
689
|
+
y = fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2);
|
|
690
|
+
delta = x*x + y*y;
|
|
691
|
+
}
|
|
692
|
+
|
|
693
|
+
// Recurse further?
|
|
694
|
+
if( delta < 0.1f )
|
|
695
|
+
{
|
|
696
|
+
x = (x1+x2) * 0.5f;
|
|
697
|
+
y = (y1+y2) * 0.5f;
|
|
698
|
+
TesselateFloor( x1,y1, x, y, recursion + 1 );
|
|
699
|
+
TesselateFloor( x,y1, x2, y, recursion + 1 );
|
|
700
|
+
TesselateFloor( x1, y, x,y2, recursion + 1 );
|
|
701
|
+
TesselateFloor( x, y, x2,y2, recursion + 1 );
|
|
702
|
+
}
|
|
703
|
+
else
|
|
704
|
+
{
|
|
705
|
+
glTexCoord2f( x1*30.0f, y1*30.0f );
|
|
706
|
+
glVertex3f( x1*80.0f, y1*80.0f , 0.0f );
|
|
707
|
+
glTexCoord2f( x2*30.0f, y1*30.0f );
|
|
708
|
+
glVertex3f( x2*80.0f, y1*80.0f , 0.0f );
|
|
709
|
+
glTexCoord2f( x2*30.0f, y2*30.0f );
|
|
710
|
+
glVertex3f( x2*80.0f, y2*80.0f , 0.0f );
|
|
711
|
+
glTexCoord2f( x1*30.0f, y2*30.0f );
|
|
712
|
+
glVertex3f( x1*80.0f, y2*80.0f , 0.0f );
|
|
713
|
+
}
|
|
714
|
+
}
|
|
715
|
+
|
|
716
|
+
|
|
717
|
+
//========================================================================
|
|
718
|
+
// DrawFloor() - Draw floor. We builde the floor recursively, and let the
|
|
719
|
+
// tesselation in the centre (near x,y=0,0) be high, while the selleation
|
|
720
|
+
// around the edges be low.
|
|
721
|
+
//========================================================================
|
|
722
|
+
|
|
723
|
+
void DrawFloor( void )
|
|
724
|
+
{
|
|
725
|
+
static GLuint floor_list = 0;
|
|
726
|
+
|
|
727
|
+
// Select floor texture
|
|
728
|
+
if( !wireframe )
|
|
729
|
+
{
|
|
730
|
+
glEnable( GL_TEXTURE_2D );
|
|
731
|
+
glBindTexture( GL_TEXTURE_2D, floor_tex_id );
|
|
732
|
+
}
|
|
733
|
+
|
|
734
|
+
// The first time, we build the floor display list
|
|
735
|
+
if( !floor_list )
|
|
736
|
+
{
|
|
737
|
+
// Start recording of a new display list
|
|
738
|
+
floor_list = glGenLists( 1 );
|
|
739
|
+
glNewList( floor_list, GL_COMPILE_AND_EXECUTE );
|
|
740
|
+
|
|
741
|
+
// Set floor material
|
|
742
|
+
glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse );
|
|
743
|
+
glMaterialfv( GL_FRONT, GL_SPECULAR, floor_specular );
|
|
744
|
+
glMaterialf( GL_FRONT, GL_SHININESS, floor_shininess );
|
|
745
|
+
|
|
746
|
+
// Draw floor as a bunch of triangle strips (high tesselation
|
|
747
|
+
// improves lighting)
|
|
748
|
+
glNormal3f( 0.0f, 0.0f, 1.0f );
|
|
749
|
+
glBegin( GL_QUADS );
|
|
750
|
+
TesselateFloor( -1.0f,-1.0f, 0.0f,0.0f, 0 );
|
|
751
|
+
TesselateFloor( 0.0f,-1.0f, 1.0f,0.0f, 0 );
|
|
752
|
+
TesselateFloor( 0.0f, 0.0f, 1.0f,1.0f, 0 );
|
|
753
|
+
TesselateFloor( -1.0f, 0.0f, 0.0f,1.0f, 0 );
|
|
754
|
+
glEnd();
|
|
755
|
+
|
|
756
|
+
// End recording of display list
|
|
757
|
+
glEndList();
|
|
758
|
+
}
|
|
759
|
+
else
|
|
760
|
+
{
|
|
761
|
+
// Playback display list
|
|
762
|
+
glCallList( floor_list );
|
|
763
|
+
}
|
|
764
|
+
|
|
765
|
+
glDisable( GL_TEXTURE_2D );
|
|
766
|
+
|
|
767
|
+
}
|
|
768
|
+
|
|
769
|
+
|
|
770
|
+
//========================================================================
|
|
771
|
+
// SetupLights() - Position and configure light sources
|
|
772
|
+
//========================================================================
|
|
773
|
+
|
|
774
|
+
void SetupLights( void )
|
|
775
|
+
{
|
|
776
|
+
float l1pos[4], l1amb[4], l1dif[4], l1spec[4];
|
|
777
|
+
float l2pos[4], l2amb[4], l2dif[4], l2spec[4];
|
|
778
|
+
|
|
779
|
+
// Set light source 1 parameters
|
|
780
|
+
l1pos[0] = 0.0f; l1pos[1] = -9.0f; l1pos[2] = 8.0f; l1pos[3] = 1.0f;
|
|
781
|
+
l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.0f;
|
|
782
|
+
l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.0f;
|
|
783
|
+
l1spec[0] = 1.0f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.0f;
|
|
784
|
+
|
|
785
|
+
// Set light source 2 parameters
|
|
786
|
+
l2pos[0] = -15.0f; l2pos[1] = 12.0f; l2pos[2] = 1.5f; l2pos[3] = 1.0f;
|
|
787
|
+
l2amb[0] = 0.0f; l2amb[1] = 0.0f; l2amb[2] = 0.0f; l2amb[3] = 1.0f;
|
|
788
|
+
l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.0f;
|
|
789
|
+
l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.0f; l2spec[3] = 0.0f;
|
|
790
|
+
|
|
791
|
+
// Configure light sources in OpenGL
|
|
792
|
+
glLightfv( GL_LIGHT1, GL_POSITION, l1pos );
|
|
793
|
+
glLightfv( GL_LIGHT1, GL_AMBIENT, l1amb );
|
|
794
|
+
glLightfv( GL_LIGHT1, GL_DIFFUSE, l1dif );
|
|
795
|
+
glLightfv( GL_LIGHT1, GL_SPECULAR, l1spec );
|
|
796
|
+
glLightfv( GL_LIGHT2, GL_POSITION, l2pos );
|
|
797
|
+
glLightfv( GL_LIGHT2, GL_AMBIENT, l2amb );
|
|
798
|
+
glLightfv( GL_LIGHT2, GL_DIFFUSE, l2dif );
|
|
799
|
+
glLightfv( GL_LIGHT2, GL_SPECULAR, l2spec );
|
|
800
|
+
glLightfv( GL_LIGHT3, GL_POSITION, glow_pos );
|
|
801
|
+
glLightfv( GL_LIGHT3, GL_DIFFUSE, glow_color );
|
|
802
|
+
glLightfv( GL_LIGHT3, GL_SPECULAR, glow_color );
|
|
803
|
+
|
|
804
|
+
// Enable light sources
|
|
805
|
+
glEnable( GL_LIGHT1 );
|
|
806
|
+
glEnable( GL_LIGHT2 );
|
|
807
|
+
glEnable( GL_LIGHT3 );
|
|
808
|
+
}
|
|
809
|
+
|
|
810
|
+
|
|
811
|
+
//========================================================================
|
|
812
|
+
// Draw() - Main rendering function
|
|
813
|
+
//========================================================================
|
|
814
|
+
|
|
815
|
+
void Draw( double t )
|
|
816
|
+
{
|
|
817
|
+
double xpos, ypos, zpos, angle_x, angle_y, angle_z;
|
|
818
|
+
static double t_old = 0.0;
|
|
819
|
+
float dt;
|
|
820
|
+
|
|
821
|
+
// Calculate frame-to-frame delta time
|
|
822
|
+
dt = (float)(t-t_old);
|
|
823
|
+
t_old = t;
|
|
824
|
+
|
|
825
|
+
// Setup viewport
|
|
826
|
+
glViewport( 0, 0, width, height );
|
|
827
|
+
|
|
828
|
+
// Clear color and Z-buffer
|
|
829
|
+
glClearColor( 0.1f, 0.1f, 0.1f, 1.0f );
|
|
830
|
+
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
831
|
+
|
|
832
|
+
// Setup projection
|
|
833
|
+
glMatrixMode( GL_PROJECTION );
|
|
834
|
+
glLoadIdentity();
|
|
835
|
+
gluPerspective( 65.0, (double)width/(double)height, 1.0, 60.0 );
|
|
836
|
+
|
|
837
|
+
// Setup camera
|
|
838
|
+
glMatrixMode( GL_MODELVIEW );
|
|
839
|
+
glLoadIdentity();
|
|
840
|
+
|
|
841
|
+
// Rotate camera
|
|
842
|
+
angle_x = 90.0 - 10.0;
|
|
843
|
+
angle_y = 10.0 * sin( 0.3 * t );
|
|
844
|
+
angle_z = 10.0 * t;
|
|
845
|
+
glRotated( -angle_x, 1.0, 0.0, 0.0 );
|
|
846
|
+
glRotated( -angle_y, 0.0, 1.0, 0.0 );
|
|
847
|
+
glRotated( -angle_z, 0.0, 0.0, 1.0 );
|
|
848
|
+
|
|
849
|
+
// Translate camera
|
|
850
|
+
xpos = 15.0 * sin( (M_PI/180.0) * angle_z ) +
|
|
851
|
+
2.0 * sin( (M_PI/180.0) * 3.1 * t );
|
|
852
|
+
ypos = -15.0 * cos( (M_PI/180.0) * angle_z ) +
|
|
853
|
+
2.0 * cos( (M_PI/180.0) * 2.9 * t );
|
|
854
|
+
zpos = 4.0 + 2.0 * cos( (M_PI/180.0) * 4.9 * t );
|
|
855
|
+
glTranslated( -xpos, -ypos, -zpos );
|
|
856
|
+
|
|
857
|
+
// Enable face culling
|
|
858
|
+
glFrontFace( GL_CCW );
|
|
859
|
+
glCullFace( GL_BACK );
|
|
860
|
+
glEnable( GL_CULL_FACE );
|
|
861
|
+
|
|
862
|
+
// Enable lighting
|
|
863
|
+
SetupLights();
|
|
864
|
+
glEnable( GL_LIGHTING );
|
|
865
|
+
|
|
866
|
+
// Enable fog (dim details far away)
|
|
867
|
+
glEnable( GL_FOG );
|
|
868
|
+
glFogi( GL_FOG_MODE, GL_EXP );
|
|
869
|
+
glFogf( GL_FOG_DENSITY, 0.05f );
|
|
870
|
+
glFogfv( GL_FOG_COLOR, fog_color );
|
|
871
|
+
|
|
872
|
+
// Draw floor
|
|
873
|
+
DrawFloor();
|
|
874
|
+
|
|
875
|
+
// Enable Z-buffering
|
|
876
|
+
glEnable( GL_DEPTH_TEST );
|
|
877
|
+
glDepthFunc( GL_LEQUAL );
|
|
878
|
+
glDepthMask( GL_TRUE );
|
|
879
|
+
|
|
880
|
+
// Draw fountain
|
|
881
|
+
DrawFountain();
|
|
882
|
+
|
|
883
|
+
// Disable fog & lighting
|
|
884
|
+
glDisable( GL_LIGHTING );
|
|
885
|
+
glDisable( GL_FOG );
|
|
886
|
+
|
|
887
|
+
// Draw all particles (must be drawn after all solid objects have been
|
|
888
|
+
// drawn!)
|
|
889
|
+
DrawParticles( t, dt );
|
|
890
|
+
|
|
891
|
+
// Z-buffer not needed anymore
|
|
892
|
+
glDisable( GL_DEPTH_TEST );
|
|
893
|
+
}
|
|
894
|
+
|
|
895
|
+
|
|
896
|
+
//========================================================================
|
|
897
|
+
// Resize() - GLFW window resize callback function
|
|
898
|
+
//========================================================================
|
|
899
|
+
|
|
900
|
+
void GLFWCALL Resize( int x, int y )
|
|
901
|
+
{
|
|
902
|
+
width = x;
|
|
903
|
+
height = y > 0 ? y : 1; // Prevent division by zero in aspect calc.
|
|
904
|
+
}
|
|
905
|
+
|
|
906
|
+
|
|
907
|
+
//========================================================================
|
|
908
|
+
// Input callback functions
|
|
909
|
+
//========================================================================
|
|
910
|
+
|
|
911
|
+
void GLFWCALL KeyFun( int key, int action )
|
|
912
|
+
{
|
|
913
|
+
if( action == GLFW_PRESS )
|
|
914
|
+
{
|
|
915
|
+
switch( key )
|
|
916
|
+
{
|
|
917
|
+
case GLFW_KEY_ESC:
|
|
918
|
+
running = 0;
|
|
919
|
+
break;
|
|
920
|
+
case 'W':
|
|
921
|
+
wireframe = !wireframe;
|
|
922
|
+
glPolygonMode( GL_FRONT_AND_BACK,
|
|
923
|
+
wireframe ? GL_LINE : GL_FILL );
|
|
924
|
+
break;
|
|
925
|
+
default:
|
|
926
|
+
break;
|
|
927
|
+
}
|
|
928
|
+
}
|
|
929
|
+
}
|
|
930
|
+
|
|
931
|
+
|
|
932
|
+
//========================================================================
|
|
933
|
+
// PhysicsThreadFun() - Thread for updating particle physics
|
|
934
|
+
//========================================================================
|
|
935
|
+
|
|
936
|
+
void GLFWCALL PhysicsThreadFun( void *arg )
|
|
937
|
+
{
|
|
938
|
+
while( running )
|
|
939
|
+
{
|
|
940
|
+
// Lock mutex
|
|
941
|
+
glfwLockMutex( thread_sync.particles_lock );
|
|
942
|
+
|
|
943
|
+
// Wait for particle drawing to be done
|
|
944
|
+
while( running && thread_sync.p_frame > thread_sync.d_frame )
|
|
945
|
+
{
|
|
946
|
+
glfwWaitCond( thread_sync.d_done, thread_sync.particles_lock,
|
|
947
|
+
0.1 );
|
|
948
|
+
}
|
|
949
|
+
|
|
950
|
+
// No longer running?
|
|
951
|
+
if( !running )
|
|
952
|
+
{
|
|
953
|
+
break;
|
|
954
|
+
}
|
|
955
|
+
|
|
956
|
+
// Update particles
|
|
957
|
+
ParticleEngine( thread_sync.t, thread_sync.dt );
|
|
958
|
+
|
|
959
|
+
// Update frame counter
|
|
960
|
+
thread_sync.p_frame ++;
|
|
961
|
+
|
|
962
|
+
// Unlock mutex and signal drawing thread
|
|
963
|
+
glfwUnlockMutex( thread_sync.particles_lock );
|
|
964
|
+
glfwSignalCond( thread_sync.p_done );
|
|
965
|
+
}
|
|
966
|
+
}
|
|
967
|
+
|
|
968
|
+
|
|
969
|
+
//========================================================================
|
|
970
|
+
// main()
|
|
971
|
+
//========================================================================
|
|
972
|
+
|
|
973
|
+
int main( int argc, char **argv )
|
|
974
|
+
{
|
|
975
|
+
int i, frames, benchmark;
|
|
976
|
+
double t0, t;
|
|
977
|
+
GLFWthread physics_thread = 0;
|
|
978
|
+
|
|
979
|
+
// Use multithreading by default, but don't benchmark
|
|
980
|
+
multithreading = 1;
|
|
981
|
+
benchmark = 0;
|
|
982
|
+
|
|
983
|
+
// Check command line arguments
|
|
984
|
+
for( i = 1; i < argc; i ++ )
|
|
985
|
+
{
|
|
986
|
+
// Use benchmarking?
|
|
987
|
+
if( strcmp( argv[i], "-b" ) == 0 )
|
|
988
|
+
{
|
|
989
|
+
benchmark = 1;
|
|
990
|
+
}
|
|
991
|
+
|
|
992
|
+
// Force multithreading off?
|
|
993
|
+
else if( strcmp( argv[i], "-s" ) == 0 )
|
|
994
|
+
{
|
|
995
|
+
multithreading = 0;
|
|
996
|
+
}
|
|
997
|
+
|
|
998
|
+
// With a Finder launch on Mac OS X we get a bogus -psn_0_46268417
|
|
999
|
+
// kind of argument (actual numbers vary). Ignore it.
|
|
1000
|
+
else if( strncmp( argv[i], "-psn_", 5) == 0 );
|
|
1001
|
+
|
|
1002
|
+
// Usage
|
|
1003
|
+
else
|
|
1004
|
+
{
|
|
1005
|
+
if( strcmp( argv[i], "-?" ) != 0 )
|
|
1006
|
+
{
|
|
1007
|
+
printf( "Unknonwn option %s\n\n", argv[ i ] );
|
|
1008
|
+
}
|
|
1009
|
+
printf( "Usage: %s [options]\n", argv[ 0 ] );
|
|
1010
|
+
printf( "\n");
|
|
1011
|
+
printf( "Options:\n" );
|
|
1012
|
+
printf( " -b Benchmark (run program for 60 s)\n" );
|
|
1013
|
+
printf( " -s Run program as single thread (default is to use two threads)\n" );
|
|
1014
|
+
printf( " -? Display this text\n" );
|
|
1015
|
+
printf( "\n");
|
|
1016
|
+
printf( "Program runtime controls:\n" );
|
|
1017
|
+
printf( " w Toggle wireframe mode\n" );
|
|
1018
|
+
printf( " ESC Exit program\n" );
|
|
1019
|
+
exit( 0 );
|
|
1020
|
+
}
|
|
1021
|
+
}
|
|
1022
|
+
|
|
1023
|
+
// Initialize GLFW
|
|
1024
|
+
glfwInit();
|
|
1025
|
+
|
|
1026
|
+
// Open OpenGL fullscreen window
|
|
1027
|
+
if( !glfwOpenWindow( WIDTH, HEIGHT, 5,6,5,0, 16,0, GLFW_FULLSCREEN ) )
|
|
1028
|
+
{
|
|
1029
|
+
glfwTerminate();
|
|
1030
|
+
exit( 0 );
|
|
1031
|
+
}
|
|
1032
|
+
|
|
1033
|
+
// Set window title
|
|
1034
|
+
glfwSetWindowTitle( "Particle engine" );
|
|
1035
|
+
|
|
1036
|
+
// Disable VSync (we want to get as high FPS as possible!)
|
|
1037
|
+
glfwSwapInterval( 0 );
|
|
1038
|
+
|
|
1039
|
+
// Window resize callback function
|
|
1040
|
+
glfwSetWindowSizeCallback( Resize );
|
|
1041
|
+
|
|
1042
|
+
// Set keyboard input callback function
|
|
1043
|
+
glfwSetKeyCallback( KeyFun );
|
|
1044
|
+
|
|
1045
|
+
// Upload particle texture
|
|
1046
|
+
glGenTextures( 1, &particle_tex_id );
|
|
1047
|
+
glBindTexture( GL_TEXTURE_2D, particle_tex_id );
|
|
1048
|
+
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
|
1049
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
|
|
1050
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
|
|
1051
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
1052
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
1053
|
+
glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, P_TEX_WIDTH, P_TEX_HEIGHT,
|
|
1054
|
+
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, particle_texture );
|
|
1055
|
+
|
|
1056
|
+
// Upload floor texture
|
|
1057
|
+
glGenTextures( 1, &floor_tex_id );
|
|
1058
|
+
glBindTexture( GL_TEXTURE_2D, floor_tex_id );
|
|
1059
|
+
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
|
1060
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
|
|
1061
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
|
|
1062
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
1063
|
+
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
1064
|
+
glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT,
|
|
1065
|
+
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture );
|
|
1066
|
+
|
|
1067
|
+
// Check if we have GL_EXT_separate_specular_color, and if so use it
|
|
1068
|
+
// (This extension should ALWAYS be used when OpenGL lighting is used
|
|
1069
|
+
// together with texturing, since it gives more realistic results)
|
|
1070
|
+
if( glfwExtensionSupported( "GL_EXT_separate_specular_color" ) )
|
|
1071
|
+
{
|
|
1072
|
+
glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL_EXT,
|
|
1073
|
+
GL_SEPARATE_SPECULAR_COLOR_EXT );
|
|
1074
|
+
}
|
|
1075
|
+
|
|
1076
|
+
// Set filled polygon mode as default (not wireframe)
|
|
1077
|
+
glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
|
|
1078
|
+
wireframe = 0;
|
|
1079
|
+
|
|
1080
|
+
// Clear particle system
|
|
1081
|
+
for( i = 0; i < MAX_PARTICLES; i ++ )
|
|
1082
|
+
{
|
|
1083
|
+
particles[ i ].active = 0;
|
|
1084
|
+
}
|
|
1085
|
+
min_age = 0.0f;
|
|
1086
|
+
|
|
1087
|
+
// Set "running" flag
|
|
1088
|
+
running = 1;
|
|
1089
|
+
|
|
1090
|
+
// Set initial times
|
|
1091
|
+
thread_sync.t = 0.0;
|
|
1092
|
+
thread_sync.dt = 0.001f;
|
|
1093
|
+
|
|
1094
|
+
// Init threading
|
|
1095
|
+
if( multithreading )
|
|
1096
|
+
{
|
|
1097
|
+
thread_sync.p_frame = 0;
|
|
1098
|
+
thread_sync.d_frame = 0;
|
|
1099
|
+
thread_sync.particles_lock = glfwCreateMutex();
|
|
1100
|
+
thread_sync.p_done = glfwCreateCond();
|
|
1101
|
+
thread_sync.d_done = glfwCreateCond();
|
|
1102
|
+
physics_thread = glfwCreateThread( PhysicsThreadFun, NULL );
|
|
1103
|
+
}
|
|
1104
|
+
|
|
1105
|
+
// Main loop
|
|
1106
|
+
t0 = glfwGetTime();
|
|
1107
|
+
frames = 0;
|
|
1108
|
+
while( running )
|
|
1109
|
+
{
|
|
1110
|
+
// Get frame time
|
|
1111
|
+
t = glfwGetTime() - t0;
|
|
1112
|
+
|
|
1113
|
+
// Draw...
|
|
1114
|
+
Draw( t );
|
|
1115
|
+
|
|
1116
|
+
// Swap buffers
|
|
1117
|
+
glfwSwapBuffers();
|
|
1118
|
+
|
|
1119
|
+
// Check if window was closed
|
|
1120
|
+
running = running && glfwGetWindowParam( GLFW_OPENED );
|
|
1121
|
+
|
|
1122
|
+
// Increase frame count
|
|
1123
|
+
frames ++;
|
|
1124
|
+
|
|
1125
|
+
// End of benchmark?
|
|
1126
|
+
if( benchmark && t >= 60.0 )
|
|
1127
|
+
{
|
|
1128
|
+
running = 0;
|
|
1129
|
+
}
|
|
1130
|
+
}
|
|
1131
|
+
t = glfwGetTime() - t0;
|
|
1132
|
+
|
|
1133
|
+
// Wait for particle physics thread to die
|
|
1134
|
+
if( multithreading )
|
|
1135
|
+
{
|
|
1136
|
+
glfwWaitThread( physics_thread, GLFW_WAIT );
|
|
1137
|
+
}
|
|
1138
|
+
|
|
1139
|
+
// Display profiling information
|
|
1140
|
+
printf( "%d frames in %.2f seconds = %.1f FPS", frames, t,
|
|
1141
|
+
(double)frames / t );
|
|
1142
|
+
printf( " (multithreading %s)\n", multithreading ? "on" : "off" );
|
|
1143
|
+
|
|
1144
|
+
// Terminate OpenGL
|
|
1145
|
+
glfwTerminate();
|
|
1146
|
+
|
|
1147
|
+
return 0;
|
|
1148
|
+
}
|