mirror of
https://github.com/glfw/glfw.git
synced 2024-11-29 23:54:37 +00:00
9cc8fc0d0a
The cached error code cannot be made per-thread unless it required glfwInit (due to lack of __thread on OS X), which would be confusing and partially defeats the purpose of it. Beginners would use the generic error string facility instead of the error callback and then be confused by its nondescript messages. Storing the provided error code from within the error callback, whether globally or per-thread, requires just a few lines of code and hands control to the user without compromising thread safety.
471 lines
12 KiB
C
471 lines
12 KiB
C
/*****************************************************************************
|
|
* Wave Simulation in OpenGL
|
|
* (C) 2002 Jakob Thomsen
|
|
* http://home.in.tum.de/~thomsen
|
|
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
|
|
* Modified for variable frame rate by Marcus Geelnard
|
|
* 2003-Jan-31: Minor cleanups and speedups / MG
|
|
* 2010-10-24: Formatting and cleanup - Camilla Berglund
|
|
*****************************************************************************/
|
|
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
#include <math.h>
|
|
|
|
#define GLFW_INCLUDE_GLU
|
|
#include <GL/glfw3.h>
|
|
|
|
#ifndef M_PI
|
|
#define M_PI 3.1415926535897932384626433832795
|
|
#endif
|
|
|
|
// Maximum delta T to allow for differential calculations
|
|
#define MAX_DELTA_T 0.01
|
|
|
|
// Animation speed (10.0 looks good)
|
|
#define ANIMATION_SPEED 10.0
|
|
|
|
GLfloat alpha = 210.f, beta = -70.f;
|
|
GLfloat zoom = 2.f;
|
|
|
|
GLboolean running = GL_TRUE;
|
|
GLboolean locked = GL_FALSE;
|
|
|
|
int cursorX;
|
|
int cursorY;
|
|
|
|
struct Vertex
|
|
{
|
|
GLfloat x, y, z;
|
|
GLfloat r, g, b;
|
|
};
|
|
|
|
#define GRIDW 50
|
|
#define GRIDH 50
|
|
#define VERTEXNUM (GRIDW*GRIDH)
|
|
|
|
#define QUADW (GRIDW - 1)
|
|
#define QUADH (GRIDH - 1)
|
|
#define QUADNUM (QUADW*QUADH)
|
|
|
|
GLuint quad[4 * QUADNUM];
|
|
struct Vertex vertex[VERTEXNUM];
|
|
|
|
/* The grid will look like this:
|
|
*
|
|
* 3 4 5
|
|
* *---*---*
|
|
* | | |
|
|
* | 0 | 1 |
|
|
* | | |
|
|
* *---*---*
|
|
* 0 1 2
|
|
*/
|
|
|
|
//========================================================================
|
|
// Initialize grid geometry
|
|
//========================================================================
|
|
|
|
void init_vertices(void)
|
|
{
|
|
int x, y, p;
|
|
|
|
// Place the vertices in a grid
|
|
for (y = 0; y < GRIDH; y++)
|
|
{
|
|
for (x = 0; x < GRIDW; x++)
|
|
{
|
|
p = y * GRIDW + x;
|
|
|
|
vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
|
|
vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
|
|
vertex[p].z = 0;
|
|
|
|
if ((x % 4 < 2) ^ (y % 4 < 2))
|
|
vertex[p].r = 0.0;
|
|
else
|
|
vertex[p].r = 1.0;
|
|
|
|
vertex[p].g = (GLfloat) y / (GLfloat) GRIDH;
|
|
vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f;
|
|
}
|
|
}
|
|
|
|
for (y = 0; y < QUADH; y++)
|
|
{
|
|
for (x = 0; x < QUADW; x++)
|
|
{
|
|
p = 4 * (y * QUADW + x);
|
|
|
|
quad[p + 0] = y * GRIDW + x; // Some point
|
|
quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
|
|
quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
|
|
quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
|
|
}
|
|
}
|
|
}
|
|
|
|
double dt;
|
|
double p[GRIDW][GRIDH];
|
|
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
|
|
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
|
|
|
|
//========================================================================
|
|
// Initialize grid
|
|
//========================================================================
|
|
|
|
void init_grid(void)
|
|
{
|
|
int x, y;
|
|
double dx, dy, d;
|
|
|
|
for (y = 0; y < GRIDH; y++)
|
|
{
|
|
for (x = 0; x < GRIDW; x++)
|
|
{
|
|
dx = (double) (x - GRIDW / 2);
|
|
dy = (double) (y - GRIDH / 2);
|
|
d = sqrt(dx * dx + dy * dy);
|
|
if (d < 0.1 * (double) (GRIDW / 2))
|
|
{
|
|
d = d * 10.0;
|
|
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
|
|
}
|
|
else
|
|
p[x][y] = 0.0;
|
|
|
|
vx[x][y] = 0.0;
|
|
vy[x][y] = 0.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Draw scene
|
|
//========================================================================
|
|
|
|
void draw_scene(GLFWwindow window)
|
|
{
|
|
// Clear the color and depth buffers
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// We don't want to modify the projection matrix
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// Move back
|
|
glTranslatef(0.0, 0.0, -zoom);
|
|
// Rotate the view
|
|
glRotatef(beta, 1.0, 0.0, 0.0);
|
|
glRotatef(alpha, 0.0, 0.0, 1.0);
|
|
|
|
glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
|
|
|
|
glfwSwapBuffers(window);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Initialize Miscellaneous OpenGL state
|
|
//========================================================================
|
|
|
|
void init_opengl(void)
|
|
{
|
|
// Use Gouraud (smooth) shading
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
// Switch on the z-buffer
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
|
|
glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
|
|
|
|
glPointSize(2.0);
|
|
|
|
// Background color is black
|
|
glClearColor(0, 0, 0, 0);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Modify the height of each vertex according to the pressure
|
|
//========================================================================
|
|
|
|
void adjust_grid(void)
|
|
{
|
|
int pos;
|
|
int x, y;
|
|
|
|
for (y = 0; y < GRIDH; y++)
|
|
{
|
|
for (x = 0; x < GRIDW; x++)
|
|
{
|
|
pos = y * GRIDW + x;
|
|
vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Calculate wave propagation
|
|
//========================================================================
|
|
|
|
void calc_grid(void)
|
|
{
|
|
int x, y, x2, y2;
|
|
double time_step = dt * ANIMATION_SPEED;
|
|
|
|
// Compute accelerations
|
|
for (x = 0; x < GRIDW; x++)
|
|
{
|
|
x2 = (x + 1) % GRIDW;
|
|
for(y = 0; y < GRIDH; y++)
|
|
ax[x][y] = p[x][y] - p[x2][y];
|
|
}
|
|
|
|
for (y = 0; y < GRIDH; y++)
|
|
{
|
|
y2 = (y + 1) % GRIDH;
|
|
for(x = 0; x < GRIDW; x++)
|
|
ay[x][y] = p[x][y] - p[x][y2];
|
|
}
|
|
|
|
// Compute speeds
|
|
for (x = 0; x < GRIDW; x++)
|
|
{
|
|
for (y = 0; y < GRIDH; y++)
|
|
{
|
|
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
|
|
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
|
|
}
|
|
}
|
|
|
|
// Compute pressure
|
|
for (x = 1; x < GRIDW; x++)
|
|
{
|
|
x2 = x - 1;
|
|
for (y = 1; y < GRIDH; y++)
|
|
{
|
|
y2 = y - 1;
|
|
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Print errors
|
|
//========================================================================
|
|
|
|
static void error_callback(int error, const char* description)
|
|
{
|
|
fprintf(stderr, "Error: %s\n", description);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Handle key strokes
|
|
//========================================================================
|
|
|
|
void key_callback(GLFWwindow window, int key, int action)
|
|
{
|
|
if (action != GLFW_PRESS)
|
|
return;
|
|
|
|
switch (key)
|
|
{
|
|
case GLFW_KEY_ESCAPE:
|
|
running = 0;
|
|
break;
|
|
case GLFW_KEY_SPACE:
|
|
init_grid();
|
|
break;
|
|
case GLFW_KEY_LEFT:
|
|
alpha += 5;
|
|
break;
|
|
case GLFW_KEY_RIGHT:
|
|
alpha -= 5;
|
|
break;
|
|
case GLFW_KEY_UP:
|
|
beta -= 5;
|
|
break;
|
|
case GLFW_KEY_DOWN:
|
|
beta += 5;
|
|
break;
|
|
case GLFW_KEY_PAGE_UP:
|
|
zoom -= 0.25f;
|
|
if (zoom < 0.f)
|
|
zoom = 0.f;
|
|
break;
|
|
case GLFW_KEY_PAGE_DOWN:
|
|
zoom += 0.25f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Callback function for mouse button events
|
|
//========================================================================
|
|
|
|
void mouse_button_callback(GLFWwindow window, int button, int action)
|
|
{
|
|
if (button != GLFW_MOUSE_BUTTON_LEFT)
|
|
return;
|
|
|
|
if (action == GLFW_PRESS)
|
|
{
|
|
glfwSetInputMode(window, GLFW_CURSOR_MODE, GLFW_CURSOR_CAPTURED);
|
|
locked = GL_TRUE;
|
|
}
|
|
else
|
|
{
|
|
locked = GL_FALSE;
|
|
glfwSetInputMode(window, GLFW_CURSOR_MODE, GLFW_CURSOR_NORMAL);
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Callback function for cursor motion events
|
|
//========================================================================
|
|
|
|
void cursor_position_callback(GLFWwindow window, int x, int y)
|
|
{
|
|
if (locked)
|
|
{
|
|
alpha += (x - cursorX) / 10.f;
|
|
beta += (y - cursorY) / 10.f;
|
|
}
|
|
|
|
cursorX = x;
|
|
cursorY = y;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Callback function for scroll events
|
|
//========================================================================
|
|
|
|
void scroll_callback(GLFWwindow window, double x, double y)
|
|
{
|
|
zoom += (float) y / 4.f;
|
|
if (zoom < 0)
|
|
zoom = 0;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Callback function for window resize events
|
|
//========================================================================
|
|
|
|
void window_size_callback(GLFWwindow window, int width, int height)
|
|
{
|
|
float ratio = 1.f;
|
|
|
|
if (height > 0)
|
|
ratio = (float) width / (float) height;
|
|
|
|
// Setup viewport
|
|
glViewport(0, 0, width, height);
|
|
|
|
// Change to the projection matrix and set our viewing volume
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(60.0, ratio, 1.0, 1024.0);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Callback function for window close events
|
|
//========================================================================
|
|
|
|
static int window_close_callback(GLFWwindow window)
|
|
{
|
|
running = GL_FALSE;
|
|
return GL_TRUE;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// main
|
|
//========================================================================
|
|
|
|
int main(int argc, char* argv[])
|
|
{
|
|
GLFWwindow window;
|
|
double t, dt_total, t_old;
|
|
int width, height;
|
|
|
|
glfwSetErrorCallback(error_callback);
|
|
|
|
if (!glfwInit())
|
|
exit(EXIT_FAILURE);
|
|
|
|
window = glfwCreateWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL);
|
|
if (!window)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
glfwSetKeyCallback(window, key_callback);
|
|
glfwSetWindowCloseCallback(window, window_close_callback);
|
|
glfwSetWindowSizeCallback(window, window_size_callback);
|
|
glfwSetMouseButtonCallback(window, mouse_button_callback);
|
|
glfwSetCursorPosCallback(window, cursor_position_callback);
|
|
glfwSetScrollCallback(window, scroll_callback);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
glfwSwapInterval(1);
|
|
|
|
glfwGetWindowSize(window, &width, &height);
|
|
window_size_callback(window, width, height);
|
|
|
|
// Initialize OpenGL
|
|
init_opengl();
|
|
|
|
// Initialize simulation
|
|
init_vertices();
|
|
init_grid();
|
|
adjust_grid();
|
|
|
|
// Initialize timer
|
|
t_old = glfwGetTime() - 0.01;
|
|
|
|
while (running)
|
|
{
|
|
t = glfwGetTime();
|
|
dt_total = t - t_old;
|
|
t_old = t;
|
|
|
|
// Safety - iterate if dt_total is too large
|
|
while (dt_total > 0.f)
|
|
{
|
|
// Select iteration time step
|
|
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
|
|
dt_total -= dt;
|
|
|
|
// Calculate wave propagation
|
|
calc_grid();
|
|
}
|
|
|
|
// Compute height of each vertex
|
|
adjust_grid();
|
|
|
|
// Draw wave grid to OpenGL display
|
|
draw_scene(window);
|
|
|
|
glfwPollEvents();
|
|
}
|
|
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|