//======================================================================== // This is a simple, but cool particle engine (buzz-word meaning many // small objects that are treated as points and drawn as textures // projected on simple geometry). // // This demonstration generates a colorful fountain-like animation. It // uses several advanced OpenGL teqhniques: // // 1) Lighting (per vertex) // 2) Alpha blending // 3) Fog // 4) Texturing // 5) Display lists (for drawing the static environment geometry) // 6) Vertex arrays (for drawing the particles) // 7) GL_EXT_separate_specular_color is used (if available) // // Even more so, this program uses multi threading. The program is // essentialy divided into a main rendering thread and a particle physics // calculation thread. My benchmarks under Windows 2000 on a single // processor system show that running this program as two threads instead // of a single thread means no difference (there may be a very marginal // advantage for the multi threaded case). On dual processor systems I // have had reports of 5-25% of speed increase when running this program // as two threads instead of one thread. // // The default behaviour of this program is to use two threads. To force // a single thread to be used, use the command line switch -s. // // To run a fixed length benchmark (60 s), use the command line switch -b. // // Benchmark results (640x480x16, best of three tests): // // CPU GFX 1 thread 2 threads // Athlon XP 2700+ GeForce Ti4200 (oc) 757 FPS 759 FPS // P4 2.8 GHz (SMT) GeForce FX5600 548 FPS 550 FPS // // One more thing: Press 'w' during the demo to toggle wireframe mode. //======================================================================== #include #include #include #include #include // Define tokens for GL_EXT_separate_specular_color if not already defined #ifndef GL_EXT_separate_specular_color #define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 #define GL_SINGLE_COLOR_EXT 0x81F9 #define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA #endif // GL_EXT_separate_specular_color // Some 's do not define M_PI #ifndef M_PI #define M_PI 3.141592654 #endif // Desired fullscreen resolution #define WIDTH 640 #define HEIGHT 480 //======================================================================== // Type definitions //======================================================================== typedef struct { float x,y,z; } VEC; // This structure is used for interleaved vertex arrays (see the // DrawParticles function) - Note: This structure SHOULD be packed on most // systems. It uses 32-bit fields on 32-bit boundaries, and is a multiple // of 64 bits in total (6x32=3x64). If it does not work, try using pragmas // or whatever to force the structure to be packed. typedef struct { GLfloat s, t; // Texture coordinates GLuint rgba; // Color (four ubytes packed into an uint) GLfloat x, y, z; // Vertex coordinates } VERTEX; //======================================================================== // Program control global variables //======================================================================== // "Running" flag (true if program shall continue to run) int running; // Window dimensions int width, height; // "wireframe" flag (true if we use wireframe view) int wireframe; // "multithreading" flag (true if we use multithreading) int multithreading; // Thread synchronization struct { double t; // Time (s) float dt; // Time since last frame (s) int p_frame; // Particle physics frame number int d_frame; // Particle draw frame number GLFWcond p_done; // Condition: particle physics done GLFWcond d_done; // Condition: particle draw done GLFWmutex particles_lock; // Particles data sharing mutex } thread_sync; //======================================================================== // Texture declarations (we hard-code them into the source code, since // they are so simple) //======================================================================== #define P_TEX_WIDTH 8 // Particle texture dimensions #define P_TEX_HEIGHT 8 #define F_TEX_WIDTH 16 // Floor texture dimensions #define F_TEX_HEIGHT 16 // Texture object IDs GLuint particle_tex_id, floor_tex_id; // Particle texture (a simple spot) const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = { 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00, 0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00, 0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00, 0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00, 0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00, 0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 }; // Floor texture (your basic checkered floor) const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = { 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30, 0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0, 0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, }; //======================================================================== // These are fixed constants that control the particle engine. In a // modular world, these values should be variables... //======================================================================== // Maximum number of particles #define MAX_PARTICLES 3000 // Life span of a particle (in seconds) #define LIFE_SPAN 8.0f // A new particle is born every [BIRTH_INTERVAL] second #define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES) // Particle size (meters) #define PARTICLE_SIZE 0.7f // Gravitational constant (m/s^2) #define GRAVITY 9.8f // Base initial velocity (m/s) #define VELOCITY 8.0f // Bounce friction (1.0 = no friction, 0.0 = maximum friction) #define FRICTION 0.75f // "Fountain" height (m) #define FOUNTAIN_HEIGHT 3.0f // Fountain radius (m) #define FOUNTAIN_RADIUS 1.6f // Minimum delta-time for particle phisics (s) #define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f) //======================================================================== // Particle system global variables //======================================================================== // This structure holds all state for a single particle typedef struct { float x,y,z; // Position in space float vx,vy,vz; // Velocity vector float r,g,b; // Color of particle float life; // Life of particle (1.0 = newborn, < 0.0 = dead) int active; // Tells if this particle is active } PARTICLE; // Global vectors holding all particles. We use two vectors for double // buffering. static PARTICLE particles[ MAX_PARTICLES ]; // Global variable holding the age of the youngest particle static float min_age; // Color of latest born particle (used for fountain lighting) static float glow_color[4]; // Position of latest born particle (used for fountain lighting) static float glow_pos[4]; //======================================================================== // Object material and fog configuration constants //======================================================================== const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f}; const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f}; const GLfloat fountain_shininess = 12.0f; const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f}; const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f}; const GLfloat floor_shininess = 18.0f; const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f}; //======================================================================== // InitParticle() - Initialize a new particle //======================================================================== void InitParticle( PARTICLE *p, double t ) { float xy_angle, velocity; // Start position of particle is at the fountain blow-out p->x = 0.0f; p->y = 0.0f; p->z = FOUNTAIN_HEIGHT; // Start velocity is up (Z)... p->vz = 0.7f + (0.3f/4096.f) * (float) (rand() & 4095); // ...and a randomly chosen X/Y direction xy_angle = (2.f * (float)M_PI / 4096.f) * (float) (rand() & 4095); p->vx = 0.4f * (float) cos( xy_angle ); p->vy = 0.4f * (float) sin( xy_angle ); // Scale velocity vector according to a time-varying velocity velocity = VELOCITY*(0.8f + 0.1f*(float)(sin( 0.5*t )+sin( 1.31*t ))); p->vx *= velocity; p->vy *= velocity; p->vz *= velocity; // Color is time-varying p->r = 0.7f + 0.3f * (float) sin( 0.34*t + 0.1 ); p->g = 0.6f + 0.4f * (float) sin( 0.63*t + 1.1 ); p->b = 0.6f + 0.4f * (float) sin( 0.91*t + 2.1 ); // Store settings for fountain glow lighting glow_pos[0] = 0.4f * (float) sin( 1.34*t ); glow_pos[1] = 0.4f * (float) sin( 3.11*t ); glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f; glow_pos[3] = 1.0f; glow_color[0] = p->r; glow_color[1] = p->g; glow_color[2] = p->b; glow_color[3] = 1.0f; // The particle is new-born and active p->life = 1.0f; p->active = 1; } //======================================================================== // UpdateParticle() - Update a particle //======================================================================== #define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2) void UpdateParticle( PARTICLE *p, float dt ) { // If the particle is not active, we need not do anything if( !p->active ) { return; } // The particle is getting older... p->life = p->life - dt * (1.0f / LIFE_SPAN); // Did the particle die? if( p->life <= 0.0f ) { p->active = 0; return; } // Update particle velocity (apply gravity) p->vz = p->vz - GRAVITY * dt; // Update particle position p->x = p->x + p->vx * dt; p->y = p->y + p->vy * dt; p->z = p->z + p->vz * dt; // Simple collision detection + response if( p->vz < 0.0f ) { // Particles should bounce on the fountain (with friction) if( (p->x*p->x + p->y*p->y) < FOUNTAIN_R2 && p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2) ) { p->vz = -FRICTION * p->vz; p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 + FRICTION * (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 - p->z); } // Particles should bounce on the floor (with friction) else if( p->z < PARTICLE_SIZE/2 ) { p->vz = -FRICTION * p->vz; p->z = PARTICLE_SIZE/2 + FRICTION * (PARTICLE_SIZE/2 - p->z); } } } //======================================================================== // ParticleEngine() - The main frame for the particle engine. Called once // per frame. //======================================================================== void ParticleEngine( double t, float dt ) { int i; float dt2; // Update particles (iterated several times per frame if dt is too // large) while( dt > 0.0f ) { // Calculate delta time for this iteration dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T; // Update particles for( i = 0; i < MAX_PARTICLES; i ++ ) { UpdateParticle( &particles[ i ], dt2 ); } // Increase minimum age min_age += dt2; // Should we create any new particle(s)? while( min_age >= BIRTH_INTERVAL ) { min_age -= BIRTH_INTERVAL; // Find a dead particle to replace with a new one for( i = 0; i < MAX_PARTICLES; i ++ ) { if( !particles[ i ].active ) { InitParticle( &particles[ i ], t + min_age ); UpdateParticle( &particles[ i ], min_age ); break; } } } // Decrease frame delta time dt -= dt2; } } //======================================================================== // DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex // arrays for this in order to accelerate the drawing. //======================================================================== #define BATCH_PARTICLES 70 // Number of particles to draw in each batch // (70 corresponds to 7.5 KB = will not blow // the L1 data cache on most CPUs) #define PARTICLE_VERTS 4 // Number of vertices per particle void DrawParticles( double t, float dt ) { int i, particle_count; VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr; float alpha; GLuint rgba; VEC quad_lower_left, quad_lower_right; GLfloat mat[ 16 ]; PARTICLE *pptr; // Here comes the real trick with flat single primitive objects (s.c. // "billboards"): We must rotate the textured primitive so that it // always faces the viewer (is coplanar with the view-plane). // We: // 1) Create the primitive around origo (0,0,0) // 2) Rotate it so that it is coplanar with the view plane // 3) Translate it according to the particle position // Note that 1) and 2) is the same for all particles (done only once). // Get modelview matrix. We will only use the upper left 3x3 part of // the matrix, which represents the rotation. glGetFloatv( GL_MODELVIEW_MATRIX, mat ); // 1) & 2) We do it in one swift step: // Although not obvious, the following six lines represent two matrix/ // vector multiplications. The matrix is the inverse 3x3 rotation // matrix (i.e. the transpose of the same matrix), and the two vectors // represent the lower left corner of the quad, PARTICLE_SIZE/2 * // (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0). // The upper left/right corners of the quad is always the negative of // the opposite corners (regardless of rotation). quad_lower_left.x = (-PARTICLE_SIZE/2) * (mat[0] + mat[1]); quad_lower_left.y = (-PARTICLE_SIZE/2) * (mat[4] + mat[5]); quad_lower_left.z = (-PARTICLE_SIZE/2) * (mat[8] + mat[9]); quad_lower_right.x = (PARTICLE_SIZE/2) * (mat[0] - mat[1]); quad_lower_right.y = (PARTICLE_SIZE/2) * (mat[4] - mat[5]); quad_lower_right.z = (PARTICLE_SIZE/2) * (mat[8] - mat[9]); // Don't update z-buffer, since all particles are transparent! glDepthMask( GL_FALSE ); // Enable blending glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE ); // Select particle texture if( !wireframe ) { glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, particle_tex_id ); } // Set up vertex arrays. We use interleaved arrays, which is easier to // handle (in most situations) and it gives a linear memeory access // access pattern (which may give better performance in some // situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords, // 4 ubytes for color and 3 floats for vertex coord (in that order). // Most OpenGL cards / drivers are optimized for this format. glInterleavedArrays( GL_T2F_C4UB_V3F, 0, vertex_array ); // Is particle physics carried out in a separate thread? if( multithreading ) { // Wait for particle physics thread to be done glfwLockMutex( thread_sync.particles_lock ); while( running && thread_sync.p_frame <= thread_sync.d_frame ) { glfwWaitCond( thread_sync.p_done, thread_sync.particles_lock, 0.1 ); } // Store the frame time and delta time for the physics thread thread_sync.t = t; thread_sync.dt = dt; // Update frame counter thread_sync.d_frame ++; } else { // Perform particle physics in this thread ParticleEngine( t, dt ); } // Loop through all particles and build vertex arrays. particle_count = 0; vptr = vertex_array; pptr = particles; for( i = 0; i < MAX_PARTICLES; i ++ ) { if( pptr->active ) { // Calculate particle intensity (we set it to max during 75% // of its life, then it fades out) alpha = 4.0f * pptr->life; if( alpha > 1.0f ) { alpha = 1.0f; } // Convert color from float to 8-bit (store it in a 32-bit // integer using endian independent type casting) ((GLubyte *)&rgba)[0] = (GLubyte)(pptr->r * 255.0f); ((GLubyte *)&rgba)[1] = (GLubyte)(pptr->g * 255.0f); ((GLubyte *)&rgba)[2] = (GLubyte)(pptr->b * 255.0f); ((GLubyte *)&rgba)[3] = (GLubyte)(alpha * 255.0f); // 3) Translate the quad to the correct position in modelview // space and store its parameters in vertex arrays (we also // store texture coord and color information for each vertex). // Lower left corner vptr->s = 0.0f; vptr->t = 0.0f; vptr->rgba = rgba; vptr->x = pptr->x + quad_lower_left.x; vptr->y = pptr->y + quad_lower_left.y; vptr->z = pptr->z + quad_lower_left.z; vptr ++; // Lower right corner vptr->s = 1.0f; vptr->t = 0.0f; vptr->rgba = rgba; vptr->x = pptr->x + quad_lower_right.x; vptr->y = pptr->y + quad_lower_right.y; vptr->z = pptr->z + quad_lower_right.z; vptr ++; // Upper right corner vptr->s = 1.0f; vptr->t = 1.0f; vptr->rgba = rgba; vptr->x = pptr->x - quad_lower_left.x; vptr->y = pptr->y - quad_lower_left.y; vptr->z = pptr->z - quad_lower_left.z; vptr ++; // Upper left corner vptr->s = 0.0f; vptr->t = 1.0f; vptr->rgba = rgba; vptr->x = pptr->x - quad_lower_right.x; vptr->y = pptr->y - quad_lower_right.y; vptr->z = pptr->z - quad_lower_right.z; vptr ++; // Increase count of drawable particles particle_count ++; } // If we have filled up one batch of particles, draw it as a set // of quads using glDrawArrays. if( particle_count >= BATCH_PARTICLES ) { // The first argument tells which primitive type we use (QUAD) // The second argument tells the index of the first vertex (0) // The last argument is the vertex count glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); particle_count = 0; vptr = vertex_array; } // Next particle pptr ++; } // We are done with the particle data: Unlock mutex and signal physics // thread if( multithreading ) { glfwUnlockMutex( thread_sync.particles_lock ); glfwSignalCond( thread_sync.d_done ); } // Draw final batch of particles (if any) glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); // Disable vertex arrays (Note: glInterleavedArrays implicitly called // glEnableClientState for vertex, texture coord and color arrays) glDisableClientState( GL_VERTEX_ARRAY ); glDisableClientState( GL_TEXTURE_COORD_ARRAY ); glDisableClientState( GL_COLOR_ARRAY ); // Disable texturing and blending glDisable( GL_TEXTURE_2D ); glDisable( GL_BLEND ); // Allow Z-buffer updates again glDepthMask( GL_TRUE ); } //======================================================================== // Fountain geometry specification //======================================================================== #define FOUNTAIN_SIDE_POINTS 14 #define FOUNTAIN_SWEEP_STEPS 32 static const float fountain_side[ FOUNTAIN_SIDE_POINTS*2 ] = { 1.2f, 0.0f, 1.0f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f, 0.4f, 1.95f, 0.41f, 2.0f, 0.8f, 2.2f, 1.2f, 2.4f, 1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.0f, 1.0f, 3.0f, 0.5f, 3.0f, 0.0f, 3.0f }; static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = { 1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f, 1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f, 0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f, 0.0000f,1.00000f, 0.0000f,1.00000f }; //======================================================================== // DrawFountain() - Draw a fountain //======================================================================== void DrawFountain( void ) { static GLuint fountain_list = 0; double angle; float x, y; int m, n; // The first time, we build the fountain display list if( !fountain_list ) { // Start recording of a new display list fountain_list = glGenLists( 1 ); glNewList( fountain_list, GL_COMPILE_AND_EXECUTE ); // Set fountain material glMaterialfv( GL_FRONT, GL_DIFFUSE, fountain_diffuse ); glMaterialfv( GL_FRONT, GL_SPECULAR, fountain_specular ); glMaterialf( GL_FRONT, GL_SHININESS, fountain_shininess ); // Build fountain using triangle strips for( n = 0; n < FOUNTAIN_SIDE_POINTS-1; n ++ ) { glBegin( GL_TRIANGLE_STRIP ); for( m = 0; m <= FOUNTAIN_SWEEP_STEPS; m ++ ) { angle = (double) m * (2.0*M_PI/(double)FOUNTAIN_SWEEP_STEPS); x = (float) cos( angle ); y = (float) sin( angle ); // Draw triangle strip glNormal3f( x * fountain_normal[ n*2+2 ], y * fountain_normal[ n*2+2 ], fountain_normal[ n*2+3 ] ); glVertex3f( x * fountain_side[ n*2+2 ], y * fountain_side[ n*2+2 ], fountain_side[ n*2+3 ] ); glNormal3f( x * fountain_normal[ n*2 ], y * fountain_normal[ n*2 ], fountain_normal[ n*2+1 ] ); glVertex3f( x * fountain_side[ n*2 ], y * fountain_side[ n*2 ], fountain_side[ n*2+1 ] ); } glEnd(); } // End recording of display list glEndList(); } else { // Playback display list glCallList( fountain_list ); } } //======================================================================== // TesselateFloor() - Recursive function for building variable tesselated // floor //======================================================================== void TesselateFloor( float x1, float y1, float x2, float y2, int recursion ) { float delta, x, y; // Last recursion? if( recursion >= 5 ) { delta = 999999.0f; } else { x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2)); y = (float) (fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2)); delta = x*x + y*y; } // Recurse further? if( delta < 0.1f ) { x = (x1+x2) * 0.5f; y = (y1+y2) * 0.5f; TesselateFloor( x1,y1, x, y, recursion + 1 ); TesselateFloor( x,y1, x2, y, recursion + 1 ); TesselateFloor( x1, y, x,y2, recursion + 1 ); TesselateFloor( x, y, x2,y2, recursion + 1 ); } else { glTexCoord2f( x1*30.0f, y1*30.0f ); glVertex3f( x1*80.0f, y1*80.0f , 0.0f ); glTexCoord2f( x2*30.0f, y1*30.0f ); glVertex3f( x2*80.0f, y1*80.0f , 0.0f ); glTexCoord2f( x2*30.0f, y2*30.0f ); glVertex3f( x2*80.0f, y2*80.0f , 0.0f ); glTexCoord2f( x1*30.0f, y2*30.0f ); glVertex3f( x1*80.0f, y2*80.0f , 0.0f ); } } //======================================================================== // DrawFloor() - Draw floor. We builde the floor recursively, and let the // tesselation in the centre (near x,y=0,0) be high, while the selleation // around the edges be low. //======================================================================== void DrawFloor( void ) { static GLuint floor_list = 0; // Select floor texture if( !wireframe ) { glEnable( GL_TEXTURE_2D ); glBindTexture( GL_TEXTURE_2D, floor_tex_id ); } // The first time, we build the floor display list if( !floor_list ) { // Start recording of a new display list floor_list = glGenLists( 1 ); glNewList( floor_list, GL_COMPILE_AND_EXECUTE ); // Set floor material glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse ); glMaterialfv( GL_FRONT, GL_SPECULAR, floor_specular ); glMaterialf( GL_FRONT, GL_SHININESS, floor_shininess ); // Draw floor as a bunch of triangle strips (high tesselation // improves lighting) glNormal3f( 0.0f, 0.0f, 1.0f ); glBegin( GL_QUADS ); TesselateFloor( -1.0f,-1.0f, 0.0f,0.0f, 0 ); TesselateFloor( 0.0f,-1.0f, 1.0f,0.0f, 0 ); TesselateFloor( 0.0f, 0.0f, 1.0f,1.0f, 0 ); TesselateFloor( -1.0f, 0.0f, 0.0f,1.0f, 0 ); glEnd(); // End recording of display list glEndList(); } else { // Playback display list glCallList( floor_list ); } glDisable( GL_TEXTURE_2D ); } //======================================================================== // SetupLights() - Position and configure light sources //======================================================================== void SetupLights( void ) { float l1pos[4], l1amb[4], l1dif[4], l1spec[4]; float l2pos[4], l2amb[4], l2dif[4], l2spec[4]; // Set light source 1 parameters l1pos[0] = 0.0f; l1pos[1] = -9.0f; l1pos[2] = 8.0f; l1pos[3] = 1.0f; l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.0f; l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.0f; l1spec[0] = 1.0f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.0f; // Set light source 2 parameters l2pos[0] = -15.0f; l2pos[1] = 12.0f; l2pos[2] = 1.5f; l2pos[3] = 1.0f; l2amb[0] = 0.0f; l2amb[1] = 0.0f; l2amb[2] = 0.0f; l2amb[3] = 1.0f; l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.0f; l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.0f; l2spec[3] = 0.0f; // Configure light sources in OpenGL glLightfv( GL_LIGHT1, GL_POSITION, l1pos ); glLightfv( GL_LIGHT1, GL_AMBIENT, l1amb ); glLightfv( GL_LIGHT1, GL_DIFFUSE, l1dif ); glLightfv( GL_LIGHT1, GL_SPECULAR, l1spec ); glLightfv( GL_LIGHT2, GL_POSITION, l2pos ); glLightfv( GL_LIGHT2, GL_AMBIENT, l2amb ); glLightfv( GL_LIGHT2, GL_DIFFUSE, l2dif ); glLightfv( GL_LIGHT2, GL_SPECULAR, l2spec ); glLightfv( GL_LIGHT3, GL_POSITION, glow_pos ); glLightfv( GL_LIGHT3, GL_DIFFUSE, glow_color ); glLightfv( GL_LIGHT3, GL_SPECULAR, glow_color ); // Enable light sources glEnable( GL_LIGHT1 ); glEnable( GL_LIGHT2 ); glEnable( GL_LIGHT3 ); } //======================================================================== // Draw() - Main rendering function //======================================================================== void Draw( double t ) { double xpos, ypos, zpos, angle_x, angle_y, angle_z; static double t_old = 0.0; float dt; // Calculate frame-to-frame delta time dt = (float)(t-t_old); t_old = t; // Setup viewport glViewport( 0, 0, width, height ); // Clear color and Z-buffer glClearColor( 0.1f, 0.1f, 0.1f, 1.0f ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // Setup projection glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 65.0, (double)width/(double)height, 1.0, 60.0 ); // Setup camera glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // Rotate camera angle_x = 90.0 - 10.0; angle_y = 10.0 * sin( 0.3 * t ); angle_z = 10.0 * t; glRotated( -angle_x, 1.0, 0.0, 0.0 ); glRotated( -angle_y, 0.0, 1.0, 0.0 ); glRotated( -angle_z, 0.0, 0.0, 1.0 ); // Translate camera xpos = 15.0 * sin( (M_PI/180.0) * angle_z ) + 2.0 * sin( (M_PI/180.0) * 3.1 * t ); ypos = -15.0 * cos( (M_PI/180.0) * angle_z ) + 2.0 * cos( (M_PI/180.0) * 2.9 * t ); zpos = 4.0 + 2.0 * cos( (M_PI/180.0) * 4.9 * t ); glTranslated( -xpos, -ypos, -zpos ); // Enable face culling glFrontFace( GL_CCW ); glCullFace( GL_BACK ); glEnable( GL_CULL_FACE ); // Enable lighting SetupLights(); glEnable( GL_LIGHTING ); // Enable fog (dim details far away) glEnable( GL_FOG ); glFogi( GL_FOG_MODE, GL_EXP ); glFogf( GL_FOG_DENSITY, 0.05f ); glFogfv( GL_FOG_COLOR, fog_color ); // Draw floor DrawFloor(); // Enable Z-buffering glEnable( GL_DEPTH_TEST ); glDepthFunc( GL_LEQUAL ); glDepthMask( GL_TRUE ); // Draw fountain DrawFountain(); // Disable fog & lighting glDisable( GL_LIGHTING ); glDisable( GL_FOG ); // Draw all particles (must be drawn after all solid objects have been // drawn!) DrawParticles( t, dt ); // Z-buffer not needed anymore glDisable( GL_DEPTH_TEST ); } //======================================================================== // Resize() - GLFW window resize callback function //======================================================================== void GLFWCALL Resize( int x, int y ) { width = x; height = y > 0 ? y : 1; // Prevent division by zero in aspect calc. } //======================================================================== // Input callback functions //======================================================================== void GLFWCALL KeyFun( int key, int action ) { if( action == GLFW_PRESS ) { switch( key ) { case GLFW_KEY_ESC: running = 0; break; case 'W': wireframe = !wireframe; glPolygonMode( GL_FRONT_AND_BACK, wireframe ? GL_LINE : GL_FILL ); break; default: break; } } } //======================================================================== // PhysicsThreadFun() - Thread for updating particle physics //======================================================================== void GLFWCALL PhysicsThreadFun( void *arg ) { while( running ) { // Lock mutex glfwLockMutex( thread_sync.particles_lock ); // Wait for particle drawing to be done while( running && thread_sync.p_frame > thread_sync.d_frame ) { glfwWaitCond( thread_sync.d_done, thread_sync.particles_lock, 0.1 ); } // No longer running? if( !running ) { break; } // Update particles ParticleEngine( thread_sync.t, thread_sync.dt ); // Update frame counter thread_sync.p_frame ++; // Unlock mutex and signal drawing thread glfwUnlockMutex( thread_sync.particles_lock ); glfwSignalCond( thread_sync.p_done ); } } //======================================================================== // main() //======================================================================== int main( int argc, char **argv ) { int i, frames, benchmark; double t0, t; GLFWthread physics_thread = 0; // Use multithreading by default, but don't benchmark multithreading = 1; benchmark = 0; // Check command line arguments for( i = 1; i < argc; i ++ ) { // Use benchmarking? if( strcmp( argv[i], "-b" ) == 0 ) { benchmark = 1; } // Force multithreading off? else if( strcmp( argv[i], "-s" ) == 0 ) { multithreading = 0; } // With a Finder launch on Mac OS X we get a bogus -psn_0_46268417 // kind of argument (actual numbers vary). Ignore it. else if( strncmp( argv[i], "-psn_", 5) == 0 ); // Usage else { if( strcmp( argv[i], "-?" ) != 0 ) { printf( "Unknonwn option %s\n\n", argv[ i ] ); } printf( "Usage: %s [options]\n", argv[ 0 ] ); printf( "\n"); printf( "Options:\n" ); printf( " -b Benchmark (run program for 60 s)\n" ); printf( " -s Run program as single thread (default is to use two threads)\n" ); printf( " -? Display this text\n" ); printf( "\n"); printf( "Program runtime controls:\n" ); printf( " w Toggle wireframe mode\n" ); printf( " ESC Exit program\n" ); exit( 0 ); } } // Initialize GLFW if( !glfwInit() ) { fprintf( stderr, "Failed to initialize GLFW\n" ); exit( EXIT_FAILURE ); } // Open OpenGL fullscreen window if( !glfwOpenWindow( WIDTH, HEIGHT, 0,0,0,0, 16,0, GLFW_FULLSCREEN ) ) { fprintf( stderr, "Failed to open GLFW window\n" ); glfwTerminate(); exit( EXIT_FAILURE ); } // Set window title glfwSetWindowTitle( "Particle engine" ); // Disable VSync (we want to get as high FPS as possible!) glfwSwapInterval( 0 ); // Window resize callback function glfwSetWindowSizeCallback( Resize ); // Set keyboard input callback function glfwSetKeyCallback( KeyFun ); // Upload particle texture glGenTextures( 1, &particle_tex_id ); glBindTexture( GL_TEXTURE_2D, particle_tex_id ); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, P_TEX_WIDTH, P_TEX_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, particle_texture ); // Upload floor texture glGenTextures( 1, &floor_tex_id ); glBindTexture( GL_TEXTURE_2D, floor_tex_id ); glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture ); // Check if we have GL_EXT_separate_specular_color, and if so use it if( glfwExtensionSupported( "GL_EXT_separate_specular_color" ) ) { glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL_EXT, GL_SEPARATE_SPECULAR_COLOR_EXT ); } // Set filled polygon mode as default (not wireframe) glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); wireframe = 0; // Clear particle system for( i = 0; i < MAX_PARTICLES; i ++ ) { particles[ i ].active = 0; } min_age = 0.0f; // Set "running" flag running = 1; // Set initial times thread_sync.t = 0.0; thread_sync.dt = 0.001f; // Init threading if( multithreading ) { thread_sync.p_frame = 0; thread_sync.d_frame = 0; thread_sync.particles_lock = glfwCreateMutex(); thread_sync.p_done = glfwCreateCond(); thread_sync.d_done = glfwCreateCond(); physics_thread = glfwCreateThread( PhysicsThreadFun, NULL ); } // Main loop t0 = glfwGetTime(); frames = 0; while( running ) { // Get frame time t = glfwGetTime() - t0; // Draw... Draw( t ); // Swap buffers glfwSwapBuffers(); // Check if window was closed running = running && glfwGetWindowParam( GLFW_OPENED ); // Increase frame count frames ++; // End of benchmark? if( benchmark && t >= 60.0 ) { running = 0; } } t = glfwGetTime() - t0; // Wait for particle physics thread to die if( multithreading ) { glfwWaitThread( physics_thread, GLFW_WAIT ); } // Display profiling information printf( "%d frames in %.2f seconds = %.1f FPS", frames, t, (double)frames / t ); printf( " (multithreading %s)\n", multithreading ? "on" : "off" ); // Terminate OpenGL glfwTerminate(); exit( EXIT_SUCCESS ); }