Clone of mesa.
Ви не можете вибрати більше 25 тем Теми мають розпочинатися з літери або цифри, можуть містити дефіси (-) і не повинні перевищувати 35 символів.

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770
  1. /*
  2. * This program is under the GNU GPL.
  3. * Use at your own risk.
  4. *
  5. * written by David Bucciarelli (tech.hmw@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. #ifdef WIN32
  13. #include <windows.h>
  14. #include <mmsystem.h>
  15. #endif
  16. #include <GL/glut.h>
  17. #include "readtex.c"
  18. #ifdef XMESA
  19. #include "GL/xmesa.h"
  20. static int fullscreen = 1;
  21. #endif
  22. #ifndef M_PI
  23. #define M_PI 3.1415926535
  24. #endif
  25. #define vinit(a,i,j,k) {\
  26. (a)[0]=i;\
  27. (a)[1]=j;\
  28. (a)[2]=k;\
  29. }
  30. #define vinit4(a,i,j,k,w) {\
  31. (a)[0]=i;\
  32. (a)[1]=j;\
  33. (a)[2]=k;\
  34. (a)[3]=w;\
  35. }
  36. #define vadds(a,dt,b) {\
  37. (a)[0]+=(dt)*(b)[0];\
  38. (a)[1]+=(dt)*(b)[1];\
  39. (a)[2]+=(dt)*(b)[2];\
  40. }
  41. #define vequ(a,b) {\
  42. (a)[0]=(b)[0];\
  43. (a)[1]=(b)[1];\
  44. (a)[2]=(b)[2];\
  45. }
  46. #define vinter(a,dt,b,c) {\
  47. (a)[0]=(dt)*(b)[0]+(1.0-dt)*(c)[0];\
  48. (a)[1]=(dt)*(b)[1]+(1.0-dt)*(c)[1];\
  49. (a)[2]=(dt)*(b)[2]+(1.0-dt)*(c)[2];\
  50. }
  51. #define clamp(a) ((a) < 0.0 ? 0.0 : ((a) < 1.0 ? (a) : 1.0))
  52. #define vclamp(v) {\
  53. (v)[0]=clamp((v)[0]);\
  54. (v)[1]=clamp((v)[1]);\
  55. (v)[2]=clamp((v)[2]);\
  56. }
  57. static int WIDTH = 640;
  58. static int HEIGHT = 480;
  59. static GLint T0 = 0;
  60. static GLint Frames = 0;
  61. static GLint NiceFog = 1;
  62. #define DIMP 20.0
  63. #define DIMTP 16.0
  64. #define RIDCOL 0.4
  65. #define NUMTREE 50
  66. #define TREEINR 2.5
  67. #define TREEOUTR 8.0
  68. #define AGRAV -9.8
  69. typedef struct
  70. {
  71. int age;
  72. float p[3][3];
  73. float v[3];
  74. float c[3][4];
  75. }
  76. part;
  77. static float treepos[NUMTREE][3];
  78. static float black[3] = { 0.0, 0.0, 0.0 };
  79. static float blu[3] = { 0.0, 0.2, 1.0 };
  80. static float blu2[3] = { 0.0, 1.0, 1.0 };
  81. static float fogcolor[4] = { 1.0, 1.0, 1.0, 1.0 };
  82. static float q[4][3] = {
  83. {-DIMP, 0.0, -DIMP},
  84. {DIMP, 0.0, -DIMP},
  85. {DIMP, 0.0, DIMP},
  86. {-DIMP, 0.0, DIMP}
  87. };
  88. static float qt[4][2] = {
  89. {-DIMTP, -DIMTP},
  90. {DIMTP, -DIMTP},
  91. {DIMTP, DIMTP},
  92. {-DIMTP, DIMTP}
  93. };
  94. static int win = 0;
  95. static int np;
  96. static float eject_r, dt, maxage, eject_vy, eject_vl;
  97. static short shadows;
  98. static float ridtri;
  99. static int fog = 1;
  100. static int help = 1;
  101. static int joyavailable = 0;
  102. static int joyactive = 0;
  103. static part *p;
  104. static GLuint groundid;
  105. static GLuint treeid;
  106. static float obs[3] = { 2.0, 1.0, 0.0 };
  107. static float dir[3];
  108. static float v = 0.0;
  109. static float alpha = -90.0;
  110. static float beta = 90.0;
  111. static float
  112. vrnd(void)
  113. {
  114. return (((float) rand()) / RAND_MAX);
  115. }
  116. static void
  117. setnewpart(part * p)
  118. {
  119. float a, v[3], *c;
  120. p->age = 0;
  121. a = vrnd() * 3.14159265359 * 2.0;
  122. vinit(v, sin(a) * eject_r * vrnd(), 0.15, cos(a) * eject_r * vrnd());
  123. vinit(p->p[0], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
  124. v[2] + vrnd() * ridtri);
  125. vinit(p->p[1], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
  126. v[2] + vrnd() * ridtri);
  127. vinit(p->p[2], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
  128. v[2] + vrnd() * ridtri);
  129. vinit(p->v, v[0] * eject_vl / (eject_r / 2),
  130. vrnd() * eject_vy + eject_vy / 2, v[2] * eject_vl / (eject_r / 2));
  131. c = blu;
  132. vinit4(p->c[0], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  133. c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  134. c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
  135. vinit4(p->c[1], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  136. c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  137. c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
  138. vinit4(p->c[2], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  139. c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
  140. c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
  141. }
  142. static void
  143. setpart(part * p)
  144. {
  145. float fact;
  146. if (p->p[0][1] < 0.1) {
  147. setnewpart(p);
  148. return;
  149. }
  150. p->v[1] += AGRAV * dt;
  151. vadds(p->p[0], dt, p->v);
  152. vadds(p->p[1], dt, p->v);
  153. vadds(p->p[2], dt, p->v);
  154. p->age++;
  155. if ((p->age) > maxage) {
  156. vequ(p->c[0], blu2);
  157. vequ(p->c[1], blu2);
  158. vequ(p->c[2], blu2);
  159. }
  160. else {
  161. fact = 1.0 / maxage;
  162. vadds(p->c[0], fact, blu2);
  163. vclamp(p->c[0]);
  164. p->c[0][3] = fact * (maxage - p->age);
  165. vadds(p->c[1], fact, blu2);
  166. vclamp(p->c[1]);
  167. p->c[1][3] = fact * (maxage - p->age);
  168. vadds(p->c[2], fact, blu2);
  169. vclamp(p->c[2]);
  170. p->c[2][3] = fact * (maxage - p->age);
  171. }
  172. }
  173. static void
  174. drawtree(float x, float y, float z)
  175. {
  176. glBegin(GL_QUADS);
  177. glTexCoord2f(0.0, 0.0);
  178. glVertex3f(x - 1.5, y + 0.0, z);
  179. glTexCoord2f(1.0, 0.0);
  180. glVertex3f(x + 1.5, y + 0.0, z);
  181. glTexCoord2f(1.0, 1.0);
  182. glVertex3f(x + 1.5, y + 3.0, z);
  183. glTexCoord2f(0.0, 1.0);
  184. glVertex3f(x - 1.5, y + 3.0, z);
  185. glTexCoord2f(0.0, 0.0);
  186. glVertex3f(x, y + 0.0, z - 1.5);
  187. glTexCoord2f(1.0, 0.0);
  188. glVertex3f(x, y + 0.0, z + 1.5);
  189. glTexCoord2f(1.0, 1.0);
  190. glVertex3f(x, y + 3.0, z + 1.5);
  191. glTexCoord2f(0.0, 1.0);
  192. glVertex3f(x, y + 3.0, z - 1.5);
  193. glEnd();
  194. }
  195. static void
  196. calcposobs(void)
  197. {
  198. dir[0] = sin(alpha * M_PI / 180.0);
  199. dir[2] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
  200. dir[1] = cos(beta * M_PI / 180.0);
  201. if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5)
  202. dir[0] = 0;
  203. if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5)
  204. dir[1] = 0;
  205. if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5)
  206. dir[2] = 0;
  207. obs[0] += v * dir[0];
  208. obs[1] += v * dir[1];
  209. obs[2] += v * dir[2];
  210. }
  211. static void
  212. printstring(void *font, char *string)
  213. {
  214. int len, i;
  215. len = (int) strlen(string);
  216. for (i = 0; i < len; i++)
  217. glutBitmapCharacter(font, string[i]);
  218. }
  219. static void
  220. reshape(int width, int height)
  221. {
  222. WIDTH = width;
  223. HEIGHT = height;
  224. glViewport(0, 0, (GLint) width, (GLint) height);
  225. glMatrixMode(GL_PROJECTION);
  226. glLoadIdentity();
  227. gluPerspective(70.0, width / (float) height, 0.1, 30.0);
  228. glMatrixMode(GL_MODELVIEW);
  229. }
  230. static void
  231. printhelp(void)
  232. {
  233. glColor4f(0.0, 0.0, 0.0, 0.5);
  234. glRecti(40, 40, 600, 440);
  235. glColor3f(1.0, 0.0, 0.0);
  236. glRasterPos2i(300, 420);
  237. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Help");
  238. glRasterPos2i(60, 390);
  239. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "h - Togle Help");
  240. glRasterPos2i(60, 360);
  241. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "t - Increase particle size");
  242. glRasterPos2i(60, 330);
  243. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "T - Decrease particle size");
  244. glRasterPos2i(60, 300);
  245. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "r - Increase emission radius");
  246. glRasterPos2i(60, 270);
  247. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "R - Decrease emission radius");
  248. glRasterPos2i(60, 240);
  249. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "f - Togle Fog");
  250. glRasterPos2i(60, 210);
  251. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "s - Togle shadows");
  252. glRasterPos2i(60, 180);
  253. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Arrow Keys - Rotate");
  254. glRasterPos2i(60, 150);
  255. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "a - Increase velocity");
  256. glRasterPos2i(60, 120);
  257. printstring(GLUT_BITMAP_TIMES_ROMAN_24, "z - Decrease velocity");
  258. glRasterPos2i(60, 90);
  259. if (joyavailable)
  260. printstring(GLUT_BITMAP_TIMES_ROMAN_24,
  261. "j - Togle jostick control (Joystick control available)");
  262. else
  263. printstring(GLUT_BITMAP_TIMES_ROMAN_24,
  264. "(No Joystick control available)");
  265. }
  266. static void
  267. dojoy(void)
  268. {
  269. #ifdef WIN32
  270. static UINT max[2] = { 0, 0 };
  271. static UINT min[2] = { 0xffffffff, 0xffffffff }, center[2];
  272. MMRESULT res;
  273. JOYINFO joy;
  274. res = joyGetPos(JOYSTICKID1, &joy);
  275. if (res == JOYERR_NOERROR) {
  276. joyavailable = 1;
  277. if (max[0] < joy.wXpos)
  278. max[0] = joy.wXpos;
  279. if (min[0] > joy.wXpos)
  280. min[0] = joy.wXpos;
  281. center[0] = (max[0] + min[0]) / 2;
  282. if (max[1] < joy.wYpos)
  283. max[1] = joy.wYpos;
  284. if (min[1] > joy.wYpos)
  285. min[1] = joy.wYpos;
  286. center[1] = (max[1] + min[1]) / 2;
  287. if (joyactive) {
  288. if (fabs(center[0] - (float) joy.wXpos) > 0.1 * (max[0] - min[0]))
  289. alpha +=
  290. 2.5 * (center[0] - (float) joy.wXpos) / (max[0] - min[0]);
  291. if (fabs(center[1] - (float) joy.wYpos) > 0.1 * (max[1] - min[1]))
  292. beta += 2.5 * (center[1] - (float) joy.wYpos) / (max[1] - min[1]);
  293. if (joy.wButtons & JOY_BUTTON1)
  294. v += 0.01;
  295. if (joy.wButtons & JOY_BUTTON2)
  296. v -= 0.01;
  297. }
  298. }
  299. else
  300. joyavailable = 0;
  301. #endif
  302. }
  303. static void
  304. drawfire(void)
  305. {
  306. static char frbuf[80] = "";
  307. int j;
  308. dojoy();
  309. if (NiceFog)
  310. glHint(GL_FOG_HINT, GL_NICEST);
  311. else
  312. glHint(GL_FOG_HINT, GL_DONT_CARE);
  313. glEnable(GL_DEPTH_TEST);
  314. if (fog)
  315. glEnable(GL_FOG);
  316. else
  317. glDisable(GL_FOG);
  318. glDepthMask(GL_TRUE);
  319. glClearColor(1.0, 1.0, 1.0, 1.0);
  320. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  321. glPushMatrix();
  322. calcposobs();
  323. gluLookAt(obs[0], obs[1], obs[2],
  324. obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
  325. 0.0, 1.0, 0.0);
  326. glColor4f(1.0, 1.0, 1.0, 1.0);
  327. glEnable(GL_TEXTURE_2D);
  328. glBindTexture(GL_TEXTURE_2D, groundid);
  329. #if 1
  330. glBegin(GL_QUADS);
  331. glTexCoord2fv(qt[0]);
  332. glVertex3fv(q[0]);
  333. glTexCoord2fv(qt[1]);
  334. glVertex3fv(q[1]);
  335. glTexCoord2fv(qt[2]);
  336. glVertex3fv(q[2]);
  337. glTexCoord2fv(qt[3]);
  338. glVertex3fv(q[3]);
  339. glEnd();
  340. #else
  341. /* Subdivide the ground into a bunch of quads. This improves fog
  342. * if GL_FOG_HINT != GL_NICEST
  343. */
  344. {
  345. float x, y;
  346. float dx = 1.0, dy = 1.0;
  347. glBegin(GL_QUADS);
  348. for (y = -DIMP; y < DIMP; y += 1.0) {
  349. for (x = -DIMP; x < DIMP; x += 1.0) {
  350. glTexCoord2f(0, 0); glVertex3f(x, 0, y);
  351. glTexCoord2f(1, 0); glVertex3f(x+dx, 0, y);
  352. glTexCoord2f(1, 1); glVertex3f(x+dx, 0, y+dy);
  353. glTexCoord2f(0, 1); glVertex3f(x, 0, y+dy);
  354. }
  355. }
  356. glEnd();
  357. }
  358. #endif
  359. glEnable(GL_ALPHA_TEST);
  360. glAlphaFunc(GL_GEQUAL, 0.9);
  361. glBindTexture(GL_TEXTURE_2D, treeid);
  362. for (j = 0; j < NUMTREE; j++)
  363. drawtree(treepos[j][0], treepos[j][1], treepos[j][2]);
  364. glDisable(GL_TEXTURE_2D);
  365. glDepthMask(GL_FALSE);
  366. glDisable(GL_ALPHA_TEST);
  367. if (shadows) {
  368. glBegin(GL_TRIANGLES);
  369. for (j = 0; j < np; j++) {
  370. glColor4f(black[0], black[1], black[2], p[j].c[0][3]);
  371. glVertex3f(p[j].p[0][0], 0.1, p[j].p[0][2]);
  372. glColor4f(black[0], black[1], black[2], p[j].c[1][3]);
  373. glVertex3f(p[j].p[1][0], 0.1, p[j].p[1][2]);
  374. glColor4f(black[0], black[1], black[2], p[j].c[2][3]);
  375. glVertex3f(p[j].p[2][0], 0.1, p[j].p[2][2]);
  376. }
  377. glEnd();
  378. }
  379. glBegin(GL_TRIANGLES);
  380. for (j = 0; j < np; j++) {
  381. glColor4fv(p[j].c[0]);
  382. glVertex3fv(p[j].p[0]);
  383. glColor4fv(p[j].c[1]);
  384. glVertex3fv(p[j].p[1]);
  385. glColor4fv(p[j].c[2]);
  386. glVertex3fv(p[j].p[2]);
  387. setpart(&p[j]);
  388. }
  389. glEnd();
  390. glDisable(GL_TEXTURE_2D);
  391. glDisable(GL_ALPHA_TEST);
  392. glDisable(GL_DEPTH_TEST);
  393. glDisable(GL_FOG);
  394. glMatrixMode(GL_PROJECTION);
  395. glLoadIdentity();
  396. glOrtho(-0.5, 639.5, -0.5, 479.5, -1.0, 1.0);
  397. glMatrixMode(GL_MODELVIEW);
  398. glLoadIdentity();
  399. glColor3f(1.0, 0.0, 0.0);
  400. glRasterPos2i(10, 10);
  401. printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
  402. glRasterPos2i(370, 470);
  403. printstring(GLUT_BITMAP_HELVETICA_10,
  404. "Fire V1.5 Written by David Bucciarelli (tech.hmw@plus.it)");
  405. if (help)
  406. printhelp();
  407. reshape(WIDTH, HEIGHT);
  408. glPopMatrix();
  409. glutSwapBuffers();
  410. Frames++;
  411. {
  412. GLint t = glutGet(GLUT_ELAPSED_TIME);
  413. if (t - T0 >= 2000) {
  414. GLfloat seconds = (t - T0) / 1000.0;
  415. GLfloat fps = Frames / seconds;
  416. sprintf(frbuf, "Frame rate: %f", fps);
  417. T0 = t;
  418. Frames = 0;
  419. }
  420. }
  421. }
  422. static void
  423. idle(void)
  424. {
  425. glutPostRedisplay();
  426. }
  427. static void
  428. special(int key, int x, int y)
  429. {
  430. switch (key) {
  431. case GLUT_KEY_LEFT:
  432. alpha += 2.0;
  433. break;
  434. case GLUT_KEY_RIGHT:
  435. alpha -= 2.0;
  436. break;
  437. case GLUT_KEY_DOWN:
  438. beta -= 2.0;
  439. break;
  440. case GLUT_KEY_UP:
  441. beta += 2.0;
  442. break;
  443. }
  444. glutPostRedisplay();
  445. }
  446. static void
  447. key(unsigned char key, int x, int y)
  448. {
  449. switch (key) {
  450. case 27:
  451. exit(0);
  452. break;
  453. case 'a':
  454. v += 0.01;
  455. break;
  456. case 'z':
  457. v -= 0.01;
  458. break;
  459. case 'j':
  460. joyactive = (!joyactive);
  461. break;
  462. case 'h':
  463. help = (!help);
  464. break;
  465. case 'f':
  466. fog = (!fog);
  467. break;
  468. case 's':
  469. shadows = !shadows;
  470. break;
  471. case 'R':
  472. eject_r -= 0.03;
  473. break;
  474. case 'r':
  475. eject_r += 0.03;
  476. break;
  477. case 't':
  478. ridtri += 0.005;
  479. break;
  480. case 'T':
  481. ridtri -= 0.005;
  482. break;
  483. #ifdef XMESA
  484. case ' ':
  485. XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW);
  486. fullscreen = (!fullscreen);
  487. break;
  488. #endif
  489. case 'n':
  490. NiceFog = !NiceFog;
  491. printf("NiceFog %d\n", NiceFog);
  492. break;
  493. }
  494. glutPostRedisplay();
  495. }
  496. static void
  497. inittextures(void)
  498. {
  499. GLenum gluerr;
  500. GLubyte tex[128][128][4];
  501. glGenTextures(1, &groundid);
  502. glBindTexture(GL_TEXTURE_2D, groundid);
  503. glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
  504. if (!LoadRGBMipmaps("../images/s128.rgb", GL_RGB)) {
  505. fprintf(stderr, "Error reading a texture.\n");
  506. exit(-1);
  507. }
  508. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  509. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  510. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
  511. GL_LINEAR_MIPMAP_LINEAR);
  512. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  513. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
  514. glGenTextures(1, &treeid);
  515. glBindTexture(GL_TEXTURE_2D, treeid);
  516. if (1)
  517. {
  518. int w, h;
  519. GLenum format;
  520. int x, y;
  521. GLubyte *image = LoadRGBImage("../images/tree3.rgb", &w, &h, &format);
  522. if (!image) {
  523. fprintf(stderr, "Error reading a texture.\n");
  524. exit(-1);
  525. }
  526. for (y = 0; y < 128; y++)
  527. for (x = 0; x < 128; x++) {
  528. tex[x][y][0] = image[(y + x * 128) * 3];
  529. tex[x][y][1] = image[(y + x * 128) * 3 + 1];
  530. tex[x][y][2] = image[(y + x * 128) * 3 + 2];
  531. if ((tex[x][y][0] == tex[x][y][1]) &&
  532. (tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255))
  533. tex[x][y][3] = 0;
  534. else
  535. tex[x][y][3] = 255;
  536. }
  537. if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA,
  538. GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) {
  539. fprintf(stderr, "GLULib%s\n", gluErrorString(gluerr));
  540. exit(-1);
  541. }
  542. }
  543. else {
  544. if (!LoadRGBMipmaps("../images/tree2.rgba", GL_RGBA)) {
  545. fprintf(stderr, "Error reading a texture.\n");
  546. exit(-1);
  547. }
  548. }
  549. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  550. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  551. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
  552. GL_LINEAR_MIPMAP_LINEAR);
  553. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  554. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  555. }
  556. static void
  557. inittree(void)
  558. {
  559. int i;
  560. float dist;
  561. for (i = 0; i < NUMTREE; i++)
  562. do {
  563. treepos[i][0] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
  564. treepos[i][1] = 0.0;
  565. treepos[i][2] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
  566. dist =
  567. sqrt(treepos[i][0] * treepos[i][0] +
  568. treepos[i][2] * treepos[i][2]);
  569. } while ((dist < TREEINR) || (dist > TREEOUTR));
  570. }
  571. int
  572. main(int ac, char **av)
  573. {
  574. int i;
  575. fprintf(stderr,
  576. "Fire V1.5\nWritten by David Bucciarelli (tech.hmw@plus.it)\n");
  577. /* Default settings */
  578. np = 800;
  579. eject_r = 0.1;
  580. dt = 0.015;
  581. eject_vy = 4;
  582. eject_vl = 1;
  583. shadows = 1;
  584. ridtri = 0.1;
  585. maxage = 1.0 / dt;
  586. if (ac == 2)
  587. np = atoi(av[1]);
  588. if (ac == 4) {
  589. WIDTH = atoi(av[2]);
  590. HEIGHT = atoi(av[3]);
  591. }
  592. glutInitWindowPosition(0, 0);
  593. glutInitWindowSize(WIDTH, HEIGHT);
  594. glutInit(&ac, av);
  595. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  596. if (!(win = glutCreateWindow("Fire"))) {
  597. fprintf(stderr, "Error opening a window.\n");
  598. exit(-1);
  599. }
  600. reshape(WIDTH, HEIGHT);
  601. inittextures();
  602. glShadeModel(GL_FLAT);
  603. glEnable(GL_DEPTH_TEST);
  604. glEnable(GL_BLEND);
  605. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  606. glEnable(GL_FOG);
  607. glFogi(GL_FOG_MODE, GL_EXP);
  608. glFogfv(GL_FOG_COLOR, fogcolor);
  609. glFogf(GL_FOG_DENSITY, 0.1);
  610. p = malloc(sizeof(part) * np);
  611. for (i = 0; i < np; i++)
  612. setnewpart(&p[i]);
  613. inittree();
  614. glutKeyboardFunc(key);
  615. glutSpecialFunc(special);
  616. glutDisplayFunc(drawfire);
  617. glutIdleFunc(idle);
  618. glutReshapeFunc(reshape);
  619. glutMainLoop();
  620. return (0);
  621. }