glfw/examples/boing.c
Camilla Berglund 9cc8fc0d0a Removed glfwGetError and glfwErrorString.
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.
2012-12-30 01:50:03 +01:00

625 lines
17 KiB
C

/*****************************************************************************
* Title: GLBoing
* Desc: Tribute to Amiga Boing.
* Author: Jim Brooks <gfx@jimbrooks.org>
* Original Amiga authors were R.J. Mical and Dale Luck.
* GLFW conversion by Marcus Geelnard
* Notes: - 360' = 2*PI [radian]
*
* - Distances between objects are created by doing a relative
* Z translations.
*
* - Although OpenGL enticingly supports alpha-blending,
* the shadow of the original Boing didn't affect the color
* of the grid.
*
* - [Marcus] Changed timing scheme from interval driven to frame-
* time based animation steps (which results in much smoother
* movement)
*
* History of Amiga Boing:
*
* Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in
* 1985. According to legend, it was written ad-hoc in one night by
* R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast
* and smooth, attendees did not believe the Amiga prototype was really doing
* the rendering. Suspecting a trick, they began looking around the booth for
* a hidden computer or VCR.
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define GLFW_INCLUDE_GLU
#include <GL/glfw3.h>
/*****************************************************************************
* Various declarations and macros
*****************************************************************************/
/* Prototypes */
void init( void );
void display( void );
void reshape( GLFWwindow window, int w, int h );
void DrawBoingBall( void );
void BounceBall( double dt );
void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi );
void DrawGrid( void );
#define RADIUS 70.f
#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */
#define STEP_LATITUDE 22.5f
#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f)
#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */
#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */
#define BOUNCE_HEIGHT (RADIUS * 2.1f)
#define BOUNCE_WIDTH (RADIUS * 2.1f)
#define SHADOW_OFFSET_X -20.f
#define SHADOW_OFFSET_Y 10.f
#define SHADOW_OFFSET_Z 0.f
#define WALL_L_OFFSET 0.f
#define WALL_R_OFFSET 5.f
/* Animation speed (50.0 mimics the original GLUT demo speed) */
#define ANIMATION_SPEED 50.f
/* Maximum allowed delta time per physics iteration */
#define MAX_DELTA_T 0.02f
/* Draw ball, or its shadow */
typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM;
/* Vertex type */
typedef struct {float x; float y; float z;} vertex_t;
/* Global vars */
GLfloat deg_rot_y = 0.f;
GLfloat deg_rot_y_inc = 2.f;
GLfloat ball_x = -RADIUS;
GLfloat ball_y = -RADIUS;
GLfloat ball_x_inc = 1.f;
GLfloat ball_y_inc = 2.f;
DRAW_BALL_ENUM drawBallHow;
double t;
double t_old = 0.f;
double dt;
/* Random number generator */
#ifndef RAND_MAX
#define RAND_MAX 4095
#endif
/* PI */
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/*****************************************************************************
* Truncate a degree.
*****************************************************************************/
GLfloat TruncateDeg( GLfloat deg )
{
if ( deg >= 360.f )
return (deg - 360.f);
else
return deg;
}
/*****************************************************************************
* Convert a degree (360-based) into a radian.
* 360' = 2 * PI
*****************************************************************************/
double deg2rad( double deg )
{
return deg / 360 * (2 * M_PI);
}
/*****************************************************************************
* 360' sin().
*****************************************************************************/
double sin_deg( double deg )
{
return sin( deg2rad( deg ) );
}
/*****************************************************************************
* 360' cos().
*****************************************************************************/
double cos_deg( double deg )
{
return cos( deg2rad( deg ) );
}
/*****************************************************************************
* Compute a cross product (for a normal vector).
*
* c = a x b
*****************************************************************************/
void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n )
{
GLfloat u1, u2, u3;
GLfloat v1, v2, v3;
u1 = b.x - a.x;
u2 = b.y - a.y;
u3 = b.y - a.z;
v1 = c.x - a.x;
v2 = c.y - a.y;
v3 = c.z - a.z;
n->x = u2 * v3 - v2 * v3;
n->y = u3 * v1 - v3 * u1;
n->z = u1 * v2 - v1 * u2;
}
/*****************************************************************************
* Calculate the angle to be passed to gluPerspective() so that a scene
* is visible. This function originates from the OpenGL Red Book.
*
* Parms : size
* The size of the segment when the angle is intersected at "dist"
* (ie at the outermost edge of the angle of vision).
*
* dist
* Distance from viewpoint to scene.
*****************************************************************************/
GLfloat PerspectiveAngle( GLfloat size,
GLfloat dist )
{
GLfloat radTheta, degTheta;
radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist );
degTheta = (180.f * radTheta) / (GLfloat) M_PI;
return degTheta;
}
#define BOING_DEBUG 0
/*****************************************************************************
* init()
*****************************************************************************/
void init( void )
{
/*
* Clear background.
*/
glClearColor( 0.55f, 0.55f, 0.55f, 0.f );
glShadeModel( GL_FLAT );
}
/*****************************************************************************
* display()
*****************************************************************************/
void display(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
drawBallHow = DRAW_BALL_SHADOW;
DrawBoingBall();
DrawGrid();
drawBallHow = DRAW_BALL;
DrawBoingBall();
glPopMatrix();
glFlush();
}
/*****************************************************************************
* reshape()
*****************************************************************************/
void reshape( GLFWwindow window, int w, int h )
{
glViewport( 0, 0, (GLsizei)w, (GLsizei)h );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ),
(GLfloat)w / (GLfloat)h,
1.0,
VIEW_SCENE_DIST );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */
0.0, 0.0, 0.0, /* center of vision */
0.0, -1.0, 0.0 ); /* up vector */
}
/*****************************************************************************
* Draw the Boing ball.
*
* The Boing ball is sphere in which each facet is a rectangle.
* Facet colors alternate between red and white.
* The ball is built by stacking latitudinal circles. Each circle is composed
* of a widely-separated set of points, so that each facet is noticably large.
*****************************************************************************/
void DrawBoingBall( void )
{
GLfloat lon_deg; /* degree of longitude */
double dt_total, dt2;
glPushMatrix();
glMatrixMode( GL_MODELVIEW );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/* Update ball position and rotation (iterate if necessary) */
dt_total = dt;
while( dt_total > 0.0 )
{
dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt2;
BounceBall( dt2 );
deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) );
}
/* Set ball position */
glTranslatef( ball_x, ball_y, 0.0 );
/*
* Offset the shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
{
glTranslatef( SHADOW_OFFSET_X,
SHADOW_OFFSET_Y,
SHADOW_OFFSET_Z );
}
/*
* Tilt the ball.
*/
glRotatef( -20.0, 0.0, 0.0, 1.0 );
/*
* Continually rotate ball around Y axis.
*/
glRotatef( deg_rot_y, 0.0, 1.0, 0.0 );
/*
* Set OpenGL state for Boing ball.
*/
glCullFace( GL_FRONT );
glEnable( GL_CULL_FACE );
glEnable( GL_NORMALIZE );
/*
* Build a faceted latitude slice of the Boing ball,
* stepping same-sized vertical bands of the sphere.
*/
for ( lon_deg = 0;
lon_deg < 180;
lon_deg += STEP_LONGITUDE )
{
/*
* Draw a latitude circle at this longitude.
*/
DrawBoingBallBand( lon_deg,
lon_deg + STEP_LONGITUDE );
}
glPopMatrix();
return;
}
/*****************************************************************************
* Bounce the ball.
*****************************************************************************/
void BounceBall( double delta_t )
{
GLfloat sign;
GLfloat deg;
/* Bounce on walls */
if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) )
{
ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) )
{
ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX;
deg_rot_y_inc = -deg_rot_y_inc;
}
/* Bounce on floor / roof */
if ( ball_y > BOUNCE_HEIGHT/2 )
{
ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
if ( ball_y < -BOUNCE_HEIGHT/2*0.85 )
{
ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX;
}
/* Update ball position */
ball_x += ball_x_inc * ((float)delta_t*ANIMATION_SPEED);
ball_y += ball_y_inc * ((float)delta_t*ANIMATION_SPEED);
/*
* Simulate the effects of gravity on Y movement.
*/
if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0;
deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT;
if ( deg > 80 ) deg = 80;
if ( deg < 10 ) deg = 10;
ball_y_inc = sign * 4.f * (float) sin_deg( deg );
}
/*****************************************************************************
* Draw a faceted latitude band of the Boing ball.
*
* Parms: long_lo, long_hi
* Low and high longitudes of slice, resp.
*****************************************************************************/
void DrawBoingBallBand( GLfloat long_lo,
GLfloat long_hi )
{
vertex_t vert_ne; /* "ne" means south-east, so on */
vertex_t vert_nw;
vertex_t vert_sw;
vertex_t vert_se;
vertex_t vert_norm;
GLfloat lat_deg;
static int colorToggle = 0;
/*
* Iterate thru the points of a latitude circle.
* A latitude circle is a 2D set of X,Z points.
*/
for ( lat_deg = 0;
lat_deg <= (360 - STEP_LATITUDE);
lat_deg += STEP_LATITUDE )
{
/*
* Color this polygon with red or white.
*/
if ( colorToggle )
glColor3f( 0.8f, 0.1f, 0.1f );
else
glColor3f( 0.95f, 0.95f, 0.95f );
#if 0
if ( lat_deg >= 180 )
if ( colorToggle )
glColor3f( 0.1f, 0.8f, 0.1f );
else
glColor3f( 0.5f, 0.5f, 0.95f );
#endif
colorToggle = ! colorToggle;
/*
* Change color if drawing shadow.
*/
if ( drawBallHow == DRAW_BALL_SHADOW )
glColor3f( 0.35f, 0.35f, 0.35f );
/*
* Assign each Y.
*/
vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS;
vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS;
/*
* Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude.
* Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude),
* while long=90 (sin(90)=1) is at equator.
*/
vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo ));
vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE ));
vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo ));
/*
* Draw the facet.
*/
glBegin( GL_POLYGON );
CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm );
glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z );
glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z );
glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z );
glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z );
glVertex3f( vert_se.x, vert_se.y, vert_se.z );
glEnd();
#if BOING_DEBUG
printf( "----------------------------------------------------------- \n" );
printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi );
printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z );
printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z );
printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z );
printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z );
#endif
}
/*
* Toggle color so that next band will opposite red/white colors than this one.
*/
colorToggle = ! colorToggle;
/*
* This circular band is done.
*/
return;
}
/*****************************************************************************
* Draw the purple grid of lines, behind the Boing ball.
* When the Workbench is dropped to the bottom, Boing shows 12 rows.
*****************************************************************************/
void DrawGrid( void )
{
int row, col;
const int rowTotal = 12; /* must be divisible by 2 */
const int colTotal = rowTotal; /* must be same as rowTotal */
const GLfloat widthLine = 2.0; /* should be divisible by 2 */
const GLfloat sizeCell = GRID_SIZE / rowTotal;
const GLfloat z_offset = -40.0;
GLfloat xl, xr;
GLfloat yt, yb;
glPushMatrix();
glDisable( GL_CULL_FACE );
/*
* Another relative Z translation to separate objects.
*/
glTranslatef( 0.0, 0.0, DIST_BALL );
/*
* Draw vertical lines (as skinny 3D rectangles).
*/
for ( col = 0; col <= colTotal; col++ )
{
/*
* Compute co-ords of line.
*/
xl = -GRID_SIZE / 2 + col * sizeCell;
xr = xl + widthLine;
yt = GRID_SIZE / 2;
yb = -GRID_SIZE / 2 - widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
/*
* Draw horizontal lines (as skinny 3D rectangles).
*/
for ( row = 0; row <= rowTotal; row++ )
{
/*
* Compute co-ords of line.
*/
yt = GRID_SIZE / 2 - row * sizeCell;
yb = yt - widthLine;
xl = -GRID_SIZE / 2;
xr = GRID_SIZE / 2 + widthLine;
glBegin( GL_POLYGON );
glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */
glVertex3f( xr, yt, z_offset ); /* NE */
glVertex3f( xl, yt, z_offset ); /* NW */
glVertex3f( xl, yb, z_offset ); /* SW */
glVertex3f( xr, yb, z_offset ); /* SE */
glEnd();
}
glPopMatrix();
return;
}
/*======================================================================*
* main()
*======================================================================*/
int main( void )
{
GLFWwindow window;
int width, height;
/* Init GLFW */
if( !glfwInit() )
exit( EXIT_FAILURE );
glfwWindowHint(GLFW_DEPTH_BITS, 16);
window = glfwCreateWindow( 400, 400, GLFW_WINDOWED, "Boing (classic Amiga demo)", NULL );
if (!window)
{
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowSizeCallback(window, reshape);
glfwMakeContextCurrent(window);
glfwSwapInterval( 1 );
glfwGetWindowSize(window, &width, &height);
reshape(window, width, height);
glfwSetInputMode( window, GLFW_STICKY_KEYS, GL_TRUE );
glfwSetTime( 0.0 );
init();
/* Main loop */
for (;;)
{
/* Timing */
t = glfwGetTime();
dt = t - t_old;
t_old = t;
/* Draw one frame */
display();
/* Swap buffers */
glfwSwapBuffers(window);
glfwPollEvents();
/* Check if we are still running */
if (glfwGetKey( window, GLFW_KEY_ESCAPE ))
break;
if (glfwGetWindowParam(window, GLFW_CLOSE_REQUESTED))
break;
}
glfwTerminate();
exit( EXIT_SUCCESS );
}