mirror of
https://github.com/glfw/glfw.git
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62074f3dea
This updates to a newer version of glad2 and switches to the header-only variant. This also (finally) switches to the newer glad2 loader signature that allows us to pass in glfwGetInstanceProcAddress directly.
1075 lines
35 KiB
C
1075 lines
35 KiB
C
//========================================================================
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// A simple particle engine with threaded physics
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// Copyright (c) Marcus Geelnard
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// Copyright (c) Camilla Löwy <elmindreda@glfw.org>
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//
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// This software is provided 'as-is', without any express or implied
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// warranty. In no event will the authors be held liable for any damages
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// arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it
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// freely, subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software
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// in a product, an acknowledgment in the product documentation would
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// be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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//========================================================================
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#if defined(_MSC_VER)
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// Make MS math.h define M_PI
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#define _USE_MATH_DEFINES
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#endif
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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 <time.h>
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#include <tinycthread.h>
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#include <getopt.h>
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#include <linmath.h>
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#define GLAD_GL_IMPLEMENTATION
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#include <glad/gl.h>
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.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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//========================================================================
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// Type definitions
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//========================================================================
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typedef struct
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{
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float x, y, z;
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} Vec3;
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// This structure is used for interleaved vertex arrays (see the
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// draw_particles function)
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//
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// NOTE: This structure SHOULD be packed on most systems. It uses 32-bit fields
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// on 32-bit boundaries, and is a multiple of 64 bits in total (6x32=3x64). If
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// it does not work, try using pragmas or whatever to force the structure to be
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// packed.
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typedef struct
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{
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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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// Window dimensions
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float aspect_ratio;
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// "wireframe" flag (true if we use wireframe view)
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int wireframe;
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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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cnd_t p_done; // Condition: particle physics done
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cnd_t d_done; // Condition: particle draw done
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mtx_t 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.f
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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.f
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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.f
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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.f, 1.f, 1.f };
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const GLfloat fountain_specular[4] = { 1.f, 1.f, 1.f, 1.f };
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const GLfloat fountain_shininess = 12.f;
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const GLfloat floor_diffuse[4] = { 1.f, 0.6f, 0.6f, 1.f };
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const GLfloat floor_specular[4] = { 0.6f, 0.6f, 0.6f, 1.f };
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const GLfloat floor_shininess = 18.f;
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const GLfloat fog_color[4] = { 0.1f, 0.1f, 0.1f, 1.f };
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//========================================================================
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// Print usage information
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//========================================================================
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static void usage(void)
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{
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printf("Usage: particles [-bfhs]\n");
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printf("Options:\n");
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printf(" -f Run in full screen\n");
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printf(" -h Display this help\n");
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printf(" -s Run program as single thread (default is to use two threads)\n");
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printf("\n");
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printf("Program runtime controls:\n");
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printf(" W Toggle wireframe mode\n");
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printf(" Esc Exit program\n");
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}
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//========================================================================
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// Initialize a new particle
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//========================================================================
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static void init_particle(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.f;
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p->y = 0.f;
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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.f;
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glow_pos[3] = 1.f;
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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.f;
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// The particle is new-born and active
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p->life = 1.f;
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p->active = 1;
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}
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//========================================================================
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// 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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static void update_particle(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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return;
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// The particle is getting older...
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p->life -= dt * (1.f / LIFE_SPAN);
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// Did the particle die?
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if (p->life <= 0.f)
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{
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p->active = 0;
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return;
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}
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// 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.f)
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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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// The main frame for the particle engine. Called once per frame.
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//========================================================================
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static void particle_engine(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 large)
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while (dt > 0.f)
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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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for (i = 0; i < MAX_PARTICLES; i++)
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update_particle(&particles[i], dt2);
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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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init_particle(&particles[i], t + min_age);
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update_particle(&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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dt -= dt2;
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}
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}
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//========================================================================
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// 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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static void draw_particles(GLFWwindow* window, 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];
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Vertex* vptr;
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float alpha;
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GLuint rgba;
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Vec3 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!
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glDepthMask(GL_FALSE);
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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 memory 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);
|
|
|
|
// Wait for particle physics thread to be done
|
|
mtx_lock(&thread_sync.particles_lock);
|
|
while (!glfwWindowShouldClose(window) &&
|
|
thread_sync.p_frame <= thread_sync.d_frame)
|
|
{
|
|
struct timespec ts;
|
|
clock_gettime(CLOCK_REALTIME, &ts);
|
|
ts.tv_nsec += 100 * 1000 * 1000;
|
|
ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000);
|
|
ts.tv_nsec %= 1000 * 1000 * 1000;
|
|
cnd_timedwait(&thread_sync.p_done, &thread_sync.particles_lock, &ts);
|
|
}
|
|
|
|
// 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++;
|
|
|
|
// 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.f * pptr->life;
|
|
if (alpha > 1.f)
|
|
alpha = 1.f;
|
|
|
|
// 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.f);
|
|
((GLubyte*) &rgba)[1] = (GLubyte)(pptr->g * 255.f);
|
|
((GLubyte*) &rgba)[2] = (GLubyte)(pptr->b * 255.f);
|
|
((GLubyte*) &rgba)[3] = (GLubyte)(alpha * 255.f);
|
|
|
|
// 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.f;
|
|
vptr->t = 0.f;
|
|
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.f;
|
|
vptr->t = 0.f;
|
|
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.f;
|
|
vptr->t = 1.f;
|
|
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.f;
|
|
vptr->t = 1.f;
|
|
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
|
|
mtx_unlock(&thread_sync.particles_lock);
|
|
cnd_signal(&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);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_BLEND);
|
|
|
|
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.f, 1.f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f,
|
|
0.4f, 1.95f, 0.41f, 2.f, 0.8f, 2.2f, 1.2f, 2.4f,
|
|
1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.f, 1.f, 3.f,
|
|
0.5f, 3.f, 0.f, 3.f
|
|
};
|
|
|
|
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
|
|
};
|
|
|
|
|
|
//========================================================================
|
|
// Draw a fountain
|
|
//========================================================================
|
|
|
|
static void draw_fountain(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)
|
|
{
|
|
fountain_list = glGenLists(1);
|
|
glNewList(fountain_list, GL_COMPILE_AND_EXECUTE);
|
|
|
|
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();
|
|
}
|
|
|
|
glEndList();
|
|
}
|
|
else
|
|
glCallList(fountain_list);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Recursive function for building variable tessellated floor
|
|
//========================================================================
|
|
|
|
static void tessellate_floor(float x1, float y1, float x2, float y2, int depth)
|
|
{
|
|
float delta, x, y;
|
|
|
|
// Last recursion?
|
|
if (depth >= 5)
|
|
delta = 999999.f;
|
|
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;
|
|
tessellate_floor(x1, y1, x, y, depth + 1);
|
|
tessellate_floor(x, y1, x2, y, depth + 1);
|
|
tessellate_floor(x1, y, x, y2, depth + 1);
|
|
tessellate_floor(x, y, x2, y2, depth + 1);
|
|
}
|
|
else
|
|
{
|
|
glTexCoord2f(x1 * 30.f, y1 * 30.f);
|
|
glVertex3f( x1 * 80.f, y1 * 80.f, 0.f);
|
|
glTexCoord2f(x2 * 30.f, y1 * 30.f);
|
|
glVertex3f( x2 * 80.f, y1 * 80.f, 0.f);
|
|
glTexCoord2f(x2 * 30.f, y2 * 30.f);
|
|
glVertex3f( x2 * 80.f, y2 * 80.f, 0.f);
|
|
glTexCoord2f(x1 * 30.f, y2 * 30.f);
|
|
glVertex3f( x1 * 80.f, y2 * 80.f, 0.f);
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Draw floor. We build the floor recursively and let the tessellation in the
|
|
// center (near x,y=0,0) be high, while the tessellation around the edges be
|
|
// low.
|
|
//========================================================================
|
|
|
|
static void draw_floor(void)
|
|
{
|
|
static GLuint floor_list = 0;
|
|
|
|
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)
|
|
{
|
|
floor_list = glGenLists(1);
|
|
glNewList(floor_list, GL_COMPILE_AND_EXECUTE);
|
|
|
|
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 tessellation
|
|
// improves lighting)
|
|
glNormal3f(0.f, 0.f, 1.f);
|
|
glBegin(GL_QUADS);
|
|
tessellate_floor(-1.f, -1.f, 0.f, 0.f, 0);
|
|
tessellate_floor( 0.f, -1.f, 1.f, 0.f, 0);
|
|
tessellate_floor( 0.f, 0.f, 1.f, 1.f, 0);
|
|
tessellate_floor(-1.f, 0.f, 0.f, 1.f, 0);
|
|
glEnd();
|
|
|
|
glEndList();
|
|
}
|
|
else
|
|
glCallList(floor_list);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Position and configure light sources
|
|
//========================================================================
|
|
|
|
static void setup_lights(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.f; l1pos[1] = -9.f; l1pos[2] = 8.f; l1pos[3] = 1.f;
|
|
l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.f;
|
|
l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.f;
|
|
l1spec[0] = 1.f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.f;
|
|
|
|
// Set light source 2 parameters
|
|
l2pos[0] = -15.f; l2pos[1] = 12.f; l2pos[2] = 1.5f; l2pos[3] = 1.f;
|
|
l2amb[0] = 0.f; l2amb[1] = 0.f; l2amb[2] = 0.f; l2amb[3] = 1.f;
|
|
l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.f;
|
|
l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.f; l2spec[3] = 0.f;
|
|
|
|
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);
|
|
|
|
glEnable(GL_LIGHT1);
|
|
glEnable(GL_LIGHT2);
|
|
glEnable(GL_LIGHT3);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Main rendering function
|
|
//========================================================================
|
|
|
|
static void draw_scene(GLFWwindow* window, double t)
|
|
{
|
|
double xpos, ypos, zpos, angle_x, angle_y, angle_z;
|
|
static double t_old = 0.0;
|
|
float dt;
|
|
mat4x4 projection;
|
|
|
|
// Calculate frame-to-frame delta time
|
|
dt = (float) (t - t_old);
|
|
t_old = t;
|
|
|
|
mat4x4_perspective(projection,
|
|
65.f * (float) M_PI / 180.f,
|
|
aspect_ratio,
|
|
1.0, 60.0);
|
|
|
|
glClearColor(0.1f, 0.1f, 0.1f, 1.f);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf((const GLfloat*) projection);
|
|
|
|
// 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);
|
|
|
|
glFrontFace(GL_CCW);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
setup_lights();
|
|
glEnable(GL_LIGHTING);
|
|
|
|
glEnable(GL_FOG);
|
|
glFogi(GL_FOG_MODE, GL_EXP);
|
|
glFogf(GL_FOG_DENSITY, 0.05f);
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
|
|
draw_floor();
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_TRUE);
|
|
|
|
draw_fountain();
|
|
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_FOG);
|
|
|
|
// Particles must be drawn after all solid objects have been drawn
|
|
draw_particles(window, t, dt);
|
|
|
|
// Z-buffer not needed anymore
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Window resize callback function
|
|
//========================================================================
|
|
|
|
static void resize_callback(GLFWwindow* window, int width, int height)
|
|
{
|
|
glViewport(0, 0, width, height);
|
|
aspect_ratio = height ? width / (float) height : 1.f;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Key callback functions
|
|
//========================================================================
|
|
|
|
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
|
{
|
|
if (action == GLFW_PRESS)
|
|
{
|
|
switch (key)
|
|
{
|
|
case GLFW_KEY_ESCAPE:
|
|
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
|
break;
|
|
case GLFW_KEY_W:
|
|
wireframe = !wireframe;
|
|
glPolygonMode(GL_FRONT_AND_BACK,
|
|
wireframe ? GL_LINE : GL_FILL);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// Thread for updating particle physics
|
|
//========================================================================
|
|
|
|
static int physics_thread_main(void* arg)
|
|
{
|
|
GLFWwindow* window = arg;
|
|
|
|
for (;;)
|
|
{
|
|
mtx_lock(&thread_sync.particles_lock);
|
|
|
|
// Wait for particle drawing to be done
|
|
while (!glfwWindowShouldClose(window) &&
|
|
thread_sync.p_frame > thread_sync.d_frame)
|
|
{
|
|
struct timespec ts;
|
|
clock_gettime(CLOCK_REALTIME, &ts);
|
|
ts.tv_nsec += 100 * 1000 * 1000;
|
|
ts.tv_sec += ts.tv_nsec / (1000 * 1000 * 1000);
|
|
ts.tv_nsec %= 1000 * 1000 * 1000;
|
|
cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts);
|
|
}
|
|
|
|
if (glfwWindowShouldClose(window))
|
|
break;
|
|
|
|
// Update particles
|
|
particle_engine(thread_sync.t, thread_sync.dt);
|
|
|
|
// Update frame counter
|
|
thread_sync.p_frame++;
|
|
|
|
// Unlock mutex and signal drawing thread
|
|
mtx_unlock(&thread_sync.particles_lock);
|
|
cnd_signal(&thread_sync.p_done);
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//========================================================================
|
|
// main
|
|
//========================================================================
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
int ch, width, height;
|
|
thrd_t physics_thread = 0;
|
|
GLFWwindow* window;
|
|
GLFWmonitor* monitor = NULL;
|
|
|
|
if (!glfwInit())
|
|
{
|
|
fprintf(stderr, "Failed to initialize GLFW\n");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
while ((ch = getopt(argc, argv, "fh")) != -1)
|
|
{
|
|
switch (ch)
|
|
{
|
|
case 'f':
|
|
monitor = glfwGetPrimaryMonitor();
|
|
break;
|
|
case 'h':
|
|
usage();
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
}
|
|
|
|
if (monitor)
|
|
{
|
|
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
|
|
|
|
glfwWindowHint(GLFW_RED_BITS, mode->redBits);
|
|
glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits);
|
|
glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits);
|
|
glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate);
|
|
|
|
width = mode->width;
|
|
height = mode->height;
|
|
}
|
|
else
|
|
{
|
|
width = 640;
|
|
height = 480;
|
|
}
|
|
|
|
window = glfwCreateWindow(width, height, "Particle Engine", monitor, NULL);
|
|
if (!window)
|
|
{
|
|
fprintf(stderr, "Failed to create GLFW window\n");
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
if (monitor)
|
|
glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
gladLoadGL(glfwGetProcAddress);
|
|
glfwSwapInterval(1);
|
|
|
|
glfwSetFramebufferSizeCallback(window, resize_callback);
|
|
glfwSetKeyCallback(window, key_callback);
|
|
|
|
// Set initial aspect ratio
|
|
glfwGetFramebufferSize(window, &width, &height);
|
|
resize_callback(window, width, height);
|
|
|
|
// 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);
|
|
|
|
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;
|
|
|
|
// Set initial times
|
|
thread_sync.t = 0.0;
|
|
thread_sync.dt = 0.001f;
|
|
thread_sync.p_frame = 0;
|
|
thread_sync.d_frame = 0;
|
|
|
|
mtx_init(&thread_sync.particles_lock, mtx_timed);
|
|
cnd_init(&thread_sync.p_done);
|
|
cnd_init(&thread_sync.d_done);
|
|
|
|
if (thrd_create(&physics_thread, physics_thread_main, window) != thrd_success)
|
|
{
|
|
glfwTerminate();
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
glfwSetTime(0.0);
|
|
|
|
while (!glfwWindowShouldClose(window))
|
|
{
|
|
draw_scene(window, glfwGetTime());
|
|
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
thrd_join(physics_thread, NULL);
|
|
|
|
glfwDestroyWindow(window);
|
|
glfwTerminate();
|
|
|
|
exit(EXIT_SUCCESS);
|
|
}
|
|
|