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Formatting.
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9c27d52b2e
commit
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218
examples/wave.c
218
examples/wave.c
@ -22,11 +22,10 @@
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/* Animation speed (10.0 looks good) */
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#define ANIMATION_SPEED 10.0
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GLfloat alpha = 210.f, beta = -70.f;
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GLfloat zoom = 2.f;
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GLfloat alpha = 210.0f, beta = -70.0f;
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GLfloat zoom = 2.0f;
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int running = 1;
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GLboolean running = GL_TRUE;
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struct Vertex
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{
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@ -56,47 +55,47 @@ struct Vertex vertex[VERTEXNUM];
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* 0 1 2
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*/
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void initVertices( void )
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//========================================================================
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// Initialize grid geometry
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//========================================================================
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void init_vertices(void)
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{
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int x, y, p;
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/* place the vertices in a grid */
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// Place the vertices in a grid
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for (y = 0; y < GRIDH; y++)
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{
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for (x = 0; x < GRIDW; x++)
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{
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p = y * GRIDW + x;
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//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH);
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//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW);
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vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
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vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
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vertex[p].z = 0;//sin(d*M_PI);
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//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
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//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
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//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
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vertex[p].z = 0;
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if ((x % 4 < 2) ^ (y % 4 < 2))
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{
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vertex[p].r = 0.0;
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}
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else
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{
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vertex[p].r = 1.0;
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}
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vertex[p].g = (GLfloat) y / (GLfloat) GRIDH;
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vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f;
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}
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}
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for (y = 0; y < QUADH; y++)
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{
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for (x = 0; x < QUADW; x++)
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{
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p = 4 * (y * QUADW + x);
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/* first quad */
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quad[p+0] = y *GRIDW+x; /* some point */
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quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */
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quad[p+2] = (y+1)*GRIDW+x+1; /* upper right neighbor */
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quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */
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quad[p + 0] = y * GRIDW + x; // Some point
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quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
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quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
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quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
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}
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}
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}
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@ -105,9 +104,11 @@ double p[GRIDW][GRIDH];
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double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
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double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
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//========================================================================
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// Initialize grid
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//========================================================================
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void initSurface( void )
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void init_grid(void)
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{
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int x, y;
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double dx, dy, d;
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@ -125,9 +126,8 @@ void initSurface( void )
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p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
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}
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else
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{
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p[x][y] = 0.0;
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}
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vx[x][y] = 0.0;
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vy[x][y] = 0.0;
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}
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@ -135,57 +135,60 @@ void initSurface( void )
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}
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/* Draw view */
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void draw_screen( void )
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//========================================================================
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// Draw scene
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//========================================================================
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void draw_scene(void)
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{
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/* Clear the color and depth buffers. */
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// Clear the color and depth buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* We don't want to modify the projection matrix. */
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// We don't want to modify the projection matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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/* Move back. */
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// Move back
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glTranslatef(0.0, 0.0, -zoom);
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/* Rotate the view */
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// Rotate the view
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glRotatef(beta, 1.0, 0.0, 0.0);
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glRotatef(alpha, 0.0, 0.0, 1.0);
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//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */
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glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
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//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
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glfwSwapBuffers();
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}
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/* Initialize OpenGL */
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void setup_opengl( void )
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//========================================================================
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// Initialize Miscellaneous OpenGL state
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//========================================================================
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void init_opengl(void)
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{
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/* Our shading model--Gouraud (smooth). */
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// Use Gouraud (smooth) shading
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glShadeModel(GL_SMOOTH);
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/* Culling. */
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//glCullFace(GL_BACK);
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//glFrontFace(GL_CCW);
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//glEnable(GL_CULL_FACE);
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/* Switch on the z-buffer. */
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// Switch on the z-buffer
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glEnable(GL_DEPTH_TEST);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex);
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glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color
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glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
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glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
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glPointSize(2.0);
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/* Background color is black. */
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// Background color is black
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glClearColor(0, 0, 0, 0);
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}
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/* Modify the height of each vertex according to the pressure. */
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void adjustGrid( void )
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//========================================================================
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// Modify the height of each vertex according to the pressure
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//========================================================================
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void adjust_grid(void)
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{
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int pos;
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int x, y;
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@ -201,32 +204,31 @@ void adjustGrid( void )
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}
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/* Calculate wave propagation */
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void calc( void )
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//========================================================================
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// Calculate wave propagation
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//========================================================================
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void calc_grid(void)
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{
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int x, y, x2, y2;
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double time_step = dt * ANIMATION_SPEED;
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/* compute accelerations */
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// Compute accelerations
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for (x = 0; x < GRIDW; x++)
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{
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x2 = (x + 1) % GRIDW;
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for(y = 0; y < GRIDH; y++)
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{
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ax[x][y] = p[x][y] - p[x2][y];
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}
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}
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for (y = 0; y < GRIDH; y++)
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{
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y2 = (y + 1) % GRIDH;
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for(x = 0; x < GRIDW; x++)
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{
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ay[x][y] = p[x][y] - p[x][y2];
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}
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}
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/* compute speeds */
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// Compute speeds
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for (x = 0; x < GRIDW; x++)
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{
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for (y = 0; y < GRIDH; y++)
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@ -236,7 +238,7 @@ void calc( void )
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}
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}
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/* compute pressure */
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// Compute pressure
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for (x = 1; x < GRIDW; x++)
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{
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x2 = x - 1;
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@ -249,20 +251,22 @@ void calc( void )
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}
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/* Handle key strokes */
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//========================================================================
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// Handle key strokes
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//========================================================================
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void handle_key_down(GLFWwindow window, int key, int action)
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{
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if (action != GLFW_PRESS)
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{
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return;
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}
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switch(key) {
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switch (key)
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{
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case GLFW_KEY_ESC:
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running = 0;
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break;
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case GLFW_KEY_SPACE:
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initSurface();
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init_grid();
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break;
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case GLFW_KEY_LEFT:
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alpha += 5;
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@ -277,7 +281,8 @@ void handle_key_down(GLFWwindow window, int key, int action)
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beta += 5;
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break;
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case GLFW_KEY_PAGEUP:
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if(zoom>1) zoom-=1;
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if (zoom > 1)
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zoom -= 1;
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break;
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case GLFW_KEY_PAGEDOWN:
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zoom+=1;
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@ -288,115 +293,98 @@ void handle_key_down(GLFWwindow window, int key, int action)
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}
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/* Callback function for window resize events */
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//========================================================================
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// Callback function for window resize events
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//========================================================================
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void handle_resize(GLFWwindow window, int width, int height)
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{
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float ratio = 1.0f;
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float ratio = 1.f;
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if (height > 0)
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{
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ratio = (float) width / (float) height;
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}
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/* Setup viewport (Place where the stuff will appear in the main window). */
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// Setup viewport
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glViewport(0, 0, width, height);
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/*
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* Change to the projection matrix and set
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* our viewing volume.
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*/
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// Change to the projection matrix and set our viewing volume
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(60.0, ratio, 1.0, 1024.0);
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}
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/* Program entry point */
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//========================================================================
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// main
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//========================================================================
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int main(int argc, char* argv[])
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{
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/* Dimensions of our window. */
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int width, height;
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/* Style of our window. */
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int mode;
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/* Frame time */
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double t, t_old, dt_total;
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GLFWwindow window;
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double t, dt_total, t_old;
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/* Initialize GLFW */
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if(glfwInit() == GL_FALSE)
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if (!glfwInit())
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{
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fprintf(stderr, "GLFW initialization failed\n");
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exit(-1);
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exit(EXIT_FAILURE);
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}
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/* Desired window properties */
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width = 640;
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height = 480;
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mode = GLFW_WINDOWED;
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glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
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/* Open window */
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window = glfwOpenWindow(width, height, mode, "Wave Simulation", NULL);
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window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL);
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if (!window)
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{
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fprintf(stderr, "Could not open window\n");
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glfwTerminate();
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exit(-1);
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exit(EXIT_FAILURE);
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}
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glfwSwapInterval(1);
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/* Keyboard handler */
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// Keyboard handler
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glfwSetKeyCallback(window, handle_key_down);
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glfwEnable(window, GLFW_KEY_REPEAT);
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/* Window resize handler */
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// Window resize handler
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glfwSetWindowSizeCallback(window, handle_resize);
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/* Initialize OpenGL */
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setup_opengl();
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// Initialize OpenGL
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init_opengl();
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/* Initialize simulation */
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initVertices();
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initSurface();
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adjustGrid();
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// Initialize simulation
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init_vertices();
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init_grid();
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adjust_grid();
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/* Initialize timer */
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// Initialize timer
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t_old = glfwGetTime() - 0.01;
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/* Main loop */
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while (running)
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{
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/* Timing */
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t = glfwGetTime();
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dt_total = t - t_old;
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t_old = t;
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/* Safety - iterate if dt_total is too large */
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while( dt_total > 0.0f )
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// Safety - iterate if dt_total is too large
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while (dt_total > 0.f)
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{
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/* Select iteration time step */
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// Select iteration time step
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dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
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dt_total -= dt;
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/* Calculate wave propagation */
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calc();
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// Calculate wave propagation
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calc_grid();
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}
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/* Compute height of each vertex */
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adjustGrid();
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// Compute height of each vertex
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adjust_grid();
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/* Draw wave grid to OpenGL display */
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draw_screen();
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// Draw wave grid to OpenGL display
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draw_scene();
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glfwPollEvents();
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/* Still running? */
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// Still running?
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running = running && glfwIsWindow(window);
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}
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glfwTerminate();
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return 0;
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exit(EXIT_SUCCESS);
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}
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