Clone of mesa.
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rain.cxx 7.2KB

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  1. /*
  2. * This program is under the GNU GPL.
  3. * Use at your own risk.
  4. *
  5. * written by David Bucciarelli (humanware@plus.it)
  6. * Humanware s.r.l.
  7. */
  8. #include <stdio.h>
  9. #include <stdlib.h>
  10. #include <math.h>
  11. #include <time.h>
  12. #include <GL/glut.h>
  13. #include "particles.h"
  14. extern "C" {
  15. #include "image.h"
  16. }
  17. #ifdef WIN32
  18. #include <windows.h>
  19. #include <mmsystem.h>
  20. #endif
  21. #ifdef XMESA
  22. #include "GL/xmesa.h"
  23. static int fullscreen=1;
  24. #endif
  25. static int WIDTH=640;
  26. static int HEIGHT=480;
  27. static int NUMPART=7500;
  28. #define FRAME 50
  29. static float fogcolor[4]={1.0,1.0,1.0,1.0};
  30. #define DIMP 40.0
  31. #define DIMTP 32.0
  32. static float q[4][3]={
  33. {-DIMP,0.0,-DIMP},
  34. {DIMP,0.0,-DIMP},
  35. {DIMP,0.0,DIMP},
  36. {-DIMP,0.0,DIMP}
  37. };
  38. static float qt[4][2]={
  39. {-DIMTP,-DIMTP},
  40. {DIMTP,-DIMTP},
  41. {DIMTP,DIMTP},
  42. {-DIMTP,DIMTP}
  43. };
  44. static int win=0;
  45. static int fog=1;
  46. static int help=1;
  47. static GLuint groundid;
  48. static float obs[3]={2.0,1.0,0.0};
  49. static float dir[3];
  50. static float v=0.0;
  51. static float alpha=-90.0;
  52. static float beta=90.0;
  53. static particleSystem *ps;
  54. static float gettime()
  55. {
  56. static clock_t told=0;
  57. clock_t tnew,ris;
  58. tnew=clock();
  59. ris=tnew-told;
  60. told=tnew;
  61. return(ris/(float)CLOCKS_PER_SEC);
  62. }
  63. static float gettimerain()
  64. {
  65. static clock_t told=0;
  66. clock_t tnew,ris;
  67. tnew=clock();
  68. ris=tnew-told;
  69. told=tnew;
  70. return(ris/(float)CLOCKS_PER_SEC);
  71. }
  72. static void calcposobs(void)
  73. {
  74. dir[0]=sin(alpha*M_PI/180.0);
  75. dir[2]=cos(alpha*M_PI/180.0)*sin(beta*M_PI/180.0);
  76. dir[1]=cos(beta*M_PI/180.0);
  77. obs[0]+=v*dir[0];
  78. obs[1]+=v*dir[1];
  79. obs[2]+=v*dir[2];
  80. rainParticle::setRainingArea(obs[0]-7.0f,-0.2f,obs[2]-7.0f,obs[0]+7.0f,8.0f,obs[2]+7.0f);
  81. }
  82. static void printstring(void *font, char *string)
  83. {
  84. int len,i;
  85. len=(int)strlen(string);
  86. for(i=0;i<len;i++)
  87. glutBitmapCharacter(font,string[i]);
  88. }
  89. static void reshape(int width, int height)
  90. {
  91. WIDTH=width;
  92. HEIGHT=height;
  93. glViewport(0,0,(GLint)width,(GLint)height);
  94. glMatrixMode(GL_PROJECTION);
  95. glLoadIdentity();
  96. gluPerspective(70.0,width/(float)height,0.1,30.0);
  97. glMatrixMode(GL_MODELVIEW);
  98. }
  99. static void printhelp(void)
  100. {
  101. glEnable(GL_BLEND);
  102. glColor4f(0.0,0.0,0.0,0.5);
  103. glRecti(40,40,600,440);
  104. glDisable(GL_BLEND);
  105. glColor3f(1.0,0.0,0.0);
  106. glRasterPos2i(300,420);
  107. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Help");
  108. glRasterPos2i(60,390);
  109. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"h - Togle Help");
  110. glRasterPos2i(60,360);
  111. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"f - Togle Fog");
  112. glRasterPos2i(60,330);
  113. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"Arrow Keys - Rotate");
  114. glRasterPos2i(60,300);
  115. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"a - Increase velocity");
  116. glRasterPos2i(60,270);
  117. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"z - Decrease velocity");
  118. glRasterPos2i(60,240);
  119. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"l - Increase rain length");
  120. glRasterPos2i(60,210);
  121. printstring(GLUT_BITMAP_TIMES_ROMAN_24,"k - Increase rain length");
  122. }
  123. static void drawrain(void)
  124. {
  125. static int count=0;
  126. static char frbuf[80];
  127. float fr;
  128. glEnable(GL_DEPTH_TEST);
  129. if(fog)
  130. glEnable(GL_FOG);
  131. else
  132. glDisable(GL_FOG);
  133. glDepthMask(GL_TRUE);
  134. glClearColor(1.0,1.0,1.0,1.0);
  135. glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
  136. glPushMatrix();
  137. calcposobs();
  138. gluLookAt(obs[0],obs[1],obs[2],
  139. obs[0]+dir[0],obs[1]+dir[1],obs[2]+dir[2],
  140. 0.0,1.0,0.0);
  141. glColor4f(1.0,1.0,1.0,1.0);
  142. glEnable(GL_TEXTURE_2D);
  143. glBindTexture(GL_TEXTURE_2D,groundid);
  144. glBegin(GL_QUADS);
  145. glTexCoord2fv(qt[0]);
  146. glVertex3fv(q[0]);
  147. glTexCoord2fv(qt[1]);
  148. glVertex3fv(q[1]);
  149. glTexCoord2fv(qt[2]);
  150. glVertex3fv(q[2]);
  151. glTexCoord2fv(qt[3]);
  152. glVertex3fv(q[3]);
  153. glEnd();
  154. // Particle System
  155. glDisable(GL_TEXTURE_2D);
  156. glShadeModel(GL_SMOOTH);
  157. glEnable(GL_BLEND);
  158. ps->draw();
  159. ps->addTime(gettimerain());
  160. glShadeModel(GL_FLAT);
  161. if((count % FRAME)==0) {
  162. fr=gettime();
  163. sprintf(frbuf,"Frame rate: %f",FRAME/fr);
  164. }
  165. glDisable(GL_TEXTURE_2D);
  166. glDisable(GL_DEPTH_TEST);
  167. glDisable(GL_FOG);
  168. glMatrixMode(GL_PROJECTION);
  169. glLoadIdentity();
  170. glOrtho(-0.5,639.5,-0.5,479.5,-1.0,1.0);
  171. glMatrixMode(GL_MODELVIEW);
  172. glLoadIdentity();
  173. glColor3f(1.0,0.0,0.0);
  174. glRasterPos2i(10,10);
  175. printstring(GLUT_BITMAP_HELVETICA_18,frbuf);
  176. glRasterPos2i(350,470);
  177. printstring(GLUT_BITMAP_HELVETICA_10,"Rain V1.0 Written by David Bucciarelli (humanware@plus.it)");
  178. if(help)
  179. printhelp();
  180. reshape(WIDTH,HEIGHT);
  181. glPopMatrix();
  182. glutSwapBuffers();
  183. count++;
  184. }
  185. static void special(int key, int x, int y)
  186. {
  187. switch (key) {
  188. case GLUT_KEY_LEFT:
  189. alpha+=2.0;
  190. break;
  191. case GLUT_KEY_RIGHT:
  192. alpha-=2.0;
  193. break;
  194. case GLUT_KEY_DOWN:
  195. beta-=2.0;
  196. break;
  197. case GLUT_KEY_UP:
  198. beta+=2.0;
  199. break;
  200. }
  201. }
  202. static void key(unsigned char key, int x, int y)
  203. {
  204. switch (key) {
  205. case 27:
  206. exit(0);
  207. break;
  208. case 'a':
  209. v+=0.01;
  210. break;
  211. case 'z':
  212. v-=0.01;
  213. break;
  214. case 'l':
  215. rainParticle::setLength(rainParticle::getLength()+0.025f);
  216. break;
  217. case 'k':
  218. rainParticle::setLength(rainParticle::getLength()-0.025f);
  219. break;
  220. case 'h':
  221. help=(!help);
  222. break;
  223. case 'f':
  224. fog=(!fog);
  225. break;
  226. #ifdef XMESA
  227. case ' ':
  228. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  229. fullscreen=(!fullscreen);
  230. break;
  231. #endif
  232. }
  233. }
  234. static void inittextures(void)
  235. {
  236. IMAGE *img;
  237. GLenum gluerr;
  238. glGenTextures(1,&groundid);
  239. glBindTexture(GL_TEXTURE_2D,groundid);
  240. if(!(img=ImageLoad("s128.rgb"))) {
  241. fprintf(stderr,"Error reading a texture.\n");
  242. exit(-1);
  243. }
  244. glPixelStorei(GL_UNPACK_ALIGNMENT,4);
  245. if((gluerr=(GLenum)gluBuild2DMipmaps(GL_TEXTURE_2D, 3, img->sizeX, img->sizeY, GL_RGB,
  246. GL_UNSIGNED_BYTE, (GLvoid *)(img->data)))) {
  247. fprintf(stderr,"GLULib%s\n",gluErrorString(gluerr));
  248. exit(-1);
  249. }
  250. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
  251. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
  252. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
  253. glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
  254. glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_DECAL);
  255. }
  256. static void initparticle(void)
  257. {
  258. ps=new particleSystem;
  259. rainParticle::setRainingArea(-7.0f,-0.2f,-7.0f,7.0f,8.0f,7.0f);
  260. for(int i=0;i<NUMPART;i++) {
  261. rainParticle *p=new rainParticle;
  262. p->randomHeight();
  263. ps->addParticle((particle *)p);
  264. }
  265. }
  266. int main(int ac,char **av)
  267. {
  268. fprintf(stderr,"Rain V1.0\nWritten by David Bucciarelli (humanware@plus.it)\n");
  269. /* Default settings */
  270. WIDTH=640;
  271. HEIGHT=480;
  272. glutInitWindowPosition(0,0);
  273. glutInitWindowSize(WIDTH,HEIGHT);
  274. glutInit(&ac,av);
  275. glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH|GLUT_DOUBLE);
  276. if(!(win=glutCreateWindow("Rain"))) {
  277. fprintf(stderr,"Error opening a window.\n");
  278. exit(-1);
  279. }
  280. reshape(WIDTH,HEIGHT);
  281. inittextures();
  282. glShadeModel(GL_FLAT);
  283. glEnable(GL_DEPTH_TEST);
  284. glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
  285. glEnable(GL_FOG);
  286. glFogi(GL_FOG_MODE,GL_EXP);
  287. glFogfv(GL_FOG_COLOR,fogcolor);
  288. glFogf(GL_FOG_DENSITY,0.1);
  289. #ifdef FX
  290. glHint(GL_FOG_HINT,GL_NICEST);
  291. #endif
  292. initparticle();
  293. glutKeyboardFunc(key);
  294. glutSpecialFunc(special);
  295. glutDisplayFunc(drawrain);
  296. glutIdleFunc(drawrain);
  297. glutReshapeFunc(reshape);
  298. glutMainLoop();
  299. return(0);
  300. }