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1153 lines
38 KiB
C
1153 lines
38 KiB
C
//========================================================================
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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)
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int multithreading;
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// Thread synchronization
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struct {
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double t; // Time (s)
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float dt; // Time since last frame (s)
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int p_frame; // Particle physics frame number
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int d_frame; // Particle draw frame number
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GLFWcond p_done; // Condition: particle physics done
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GLFWcond d_done; // Condition: particle draw done
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GLFWmutex particles_lock; // Particles data sharing mutex
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} thread_sync;
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//========================================================================
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// Texture declarations (we hard-code them into the source code, since
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// they are so simple)
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//========================================================================
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#define P_TEX_WIDTH 8 // Particle texture dimensions
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#define P_TEX_HEIGHT 8
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#define F_TEX_WIDTH 16 // Floor texture dimensions
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#define F_TEX_HEIGHT 16
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// Texture object IDs
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GLuint particle_tex_id, floor_tex_id;
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// Particle texture (a simple spot)
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const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = {
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00,
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0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00,
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0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00,
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0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00,
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0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00,
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0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
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};
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// Floor texture (your basic checkered floor)
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const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = {
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30,
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0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30,
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0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0,
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0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0,
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0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0,
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};
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//========================================================================
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// These are fixed constants that control the particle engine. In a
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// modular world, these values should be variables...
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//========================================================================
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// Maximum number of particles
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#define MAX_PARTICLES 3000
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// Life span of a particle (in seconds)
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#define LIFE_SPAN 8.0f
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// A new particle is born every [BIRTH_INTERVAL] second
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#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES)
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// Particle size (meters)
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#define PARTICLE_SIZE 0.7f
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// Gravitational constant (m/s^2)
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#define GRAVITY 9.8f
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// Base initial velocity (m/s)
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#define VELOCITY 8.0f
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// Bounce friction (1.0 = no friction, 0.0 = maximum friction)
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#define FRICTION 0.75f
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// "Fountain" height (m)
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#define FOUNTAIN_HEIGHT 3.0f
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// Fountain radius (m)
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#define FOUNTAIN_RADIUS 1.6f
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// Minimum delta-time for particle phisics (s)
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#define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f)
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//========================================================================
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// Particle system global variables
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//========================================================================
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// This structure holds all state for a single particle
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typedef struct {
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float x,y,z; // Position in space
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float vx,vy,vz; // Velocity vector
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float r,g,b; // Color of particle
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float life; // Life of particle (1.0 = newborn, < 0.0 = dead)
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int active; // Tells if this particle is active
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} PARTICLE;
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// Global vectors holding all particles. We use two vectors for double
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// buffering.
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static PARTICLE particles[ MAX_PARTICLES ];
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// Global variable holding the age of the youngest particle
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static float min_age;
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// Color of latest born particle (used for fountain lighting)
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static float glow_color[4];
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// Position of latest born particle (used for fountain lighting)
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static float glow_pos[4];
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//========================================================================
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// Object material and fog configuration constants
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//========================================================================
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const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f};
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const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f};
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const GLfloat fountain_shininess = 12.0f;
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const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f};
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const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f};
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const GLfloat floor_shininess = 18.0f;
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const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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//========================================================================
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// InitParticle() - Initialize a new particle
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//========================================================================
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void InitParticle( PARTICLE *p, double t )
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{
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float xy_angle, velocity;
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// Start position of particle is at the fountain blow-out
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p->x = 0.0f;
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p->y = 0.0f;
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p->z = FOUNTAIN_HEIGHT;
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// Start velocity is up (Z)...
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p->vz = 0.7f + (0.3f/4096.f) * (float) (rand() & 4095);
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// ...and a randomly chosen X/Y direction
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xy_angle = (2.f * (float)M_PI / 4096.f) * (float) (rand() & 4095);
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p->vx = 0.4f * (float) cos( xy_angle );
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p->vy = 0.4f * (float) sin( xy_angle );
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// Scale velocity vector according to a time-varying velocity
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velocity = VELOCITY*(0.8f + 0.1f*(float)(sin( 0.5*t )+sin( 1.31*t )));
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p->vx *= velocity;
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p->vy *= velocity;
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p->vz *= velocity;
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// Color is time-varying
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p->r = 0.7f + 0.3f * (float) sin( 0.34*t + 0.1 );
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p->g = 0.6f + 0.4f * (float) sin( 0.63*t + 1.1 );
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p->b = 0.6f + 0.4f * (float) sin( 0.91*t + 2.1 );
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// Store settings for fountain glow lighting
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glow_pos[0] = 0.4f * (float) sin( 1.34*t );
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glow_pos[1] = 0.4f * (float) sin( 3.11*t );
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glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f;
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glow_pos[3] = 1.0f;
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glow_color[0] = p->r;
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glow_color[1] = p->g;
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glow_color[2] = p->b;
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glow_color[3] = 1.0f;
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// The particle is new-born and active
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p->life = 1.0f;
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p->active = 1;
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}
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//========================================================================
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// UpdateParticle() - Update a particle
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//========================================================================
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#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2)
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void UpdateParticle( PARTICLE *p, float dt )
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{
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// If the particle is not active, we need not do anything
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if( !p->active )
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{
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return;
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}
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// The particle is getting older...
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p->life = p->life - dt * (1.0f / LIFE_SPAN);
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// Did the particle die?
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if( p->life <= 0.0f )
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{
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p->active = 0;
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return;
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}
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// Update particle velocity (apply gravity)
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p->vz = p->vz - GRAVITY * dt;
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// Update particle position
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p->x = p->x + p->vx * dt;
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p->y = p->y + p->vy * dt;
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p->z = p->z + p->vz * dt;
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// Simple collision detection + response
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if( p->vz < 0.0f )
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{
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// Particles should bounce on the fountain (with friction)
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if( (p->x*p->x + p->y*p->y) < FOUNTAIN_R2 &&
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p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2) )
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{
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p->vz = -FRICTION * p->vz;
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p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 +
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FRICTION * (FOUNTAIN_HEIGHT +
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PARTICLE_SIZE/2 - p->z);
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}
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// Particles should bounce on the floor (with friction)
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else if( p->z < PARTICLE_SIZE/2 )
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{
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p->vz = -FRICTION * p->vz;
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p->z = PARTICLE_SIZE/2 +
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FRICTION * (PARTICLE_SIZE/2 - p->z);
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}
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}
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}
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//========================================================================
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// ParticleEngine() - The main frame for the particle engine. Called once
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// per frame.
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//========================================================================
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void ParticleEngine( double t, float dt )
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{
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int i;
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float dt2;
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// Update particles (iterated several times per frame if dt is too
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// large)
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while( dt > 0.0f )
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{
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// Calculate delta time for this iteration
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dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T;
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// Update particles
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for( i = 0; i < MAX_PARTICLES; i ++ )
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{
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UpdateParticle( &particles[ i ], dt2 );
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}
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// Increase minimum age
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min_age += dt2;
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// Should we create any new particle(s)?
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while( min_age >= BIRTH_INTERVAL )
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{
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min_age -= BIRTH_INTERVAL;
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// Find a dead particle to replace with a new one
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for( i = 0; i < MAX_PARTICLES; i ++ )
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{
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if( !particles[ i ].active )
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{
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InitParticle( &particles[ i ], t + min_age );
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UpdateParticle( &particles[ i ], min_age );
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break;
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}
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}
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}
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// Decrease frame delta time
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dt -= dt2;
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}
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}
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//========================================================================
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// DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex
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// arrays for this in order to accelerate the drawing.
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//========================================================================
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#define BATCH_PARTICLES 70 // Number of particles to draw in each batch
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// (70 corresponds to 7.5 KB = will not blow
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// the L1 data cache on most CPUs)
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#define PARTICLE_VERTS 4 // Number of vertices per particle
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void DrawParticles( double t, float dt )
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{
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int i, particle_count;
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VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr;
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float alpha;
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GLuint rgba;
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VEC quad_lower_left, quad_lower_right;
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GLfloat mat[ 16 ];
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PARTICLE *pptr;
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// Here comes the real trick with flat single primitive objects (s.c.
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// "billboards"): We must rotate the textured primitive so that it
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// always faces the viewer (is coplanar with the view-plane).
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// We:
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// 1) Create the primitive around origo (0,0,0)
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// 2) Rotate it so that it is coplanar with the view plane
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// 3) Translate it according to the particle position
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// Note that 1) and 2) is the same for all particles (done only once).
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// Get modelview matrix. We will only use the upper left 3x3 part of
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// the matrix, which represents the rotation.
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glGetFloatv( GL_MODELVIEW_MATRIX, mat );
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// 1) & 2) We do it in one swift step:
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// Although not obvious, the following six lines represent two matrix/
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// vector multiplications. The matrix is the inverse 3x3 rotation
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// matrix (i.e. the transpose of the same matrix), and the two vectors
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// represent the lower left corner of the quad, PARTICLE_SIZE/2 *
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// (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0).
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// The upper left/right corners of the quad is always the negative of
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// the opposite corners (regardless of rotation).
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quad_lower_left.x = (-PARTICLE_SIZE/2) * (mat[0] + mat[1]);
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quad_lower_left.y = (-PARTICLE_SIZE/2) * (mat[4] + mat[5]);
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quad_lower_left.z = (-PARTICLE_SIZE/2) * (mat[8] + mat[9]);
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quad_lower_right.x = (PARTICLE_SIZE/2) * (mat[0] - mat[1]);
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quad_lower_right.y = (PARTICLE_SIZE/2) * (mat[4] - mat[5]);
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quad_lower_right.z = (PARTICLE_SIZE/2) * (mat[8] - mat[9]);
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// 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 );
|
|
}
|
|
|