#include #include #include #include #include "texture.h" #include "sm.h" /* Some files do not define M_PI... */ #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #ifndef __sgi /* Most math.h's do not define float versions of the trig functions. */ #define sinf(x) ((float)sin((x))) #define cosf(x) ((float)cos((x))) #define atan2f(y, x) ((float)atan2((y), (x))) #endif #if !defined(GL_VERSION_1_1) && !defined(GL_VERSION_1_2) #define glBindTexture glBindTextureEXT #endif static void *smoke; static int marshmallow; static int the_texture; static int texture_count; static int texture = 1; static float rot = 0; static float opacity = 1.0; static float intensity = 1.0; static float transx, transy, rotx, roty; static int ox = -1, oy = -1; static int mot = 0; #define PAN 1 #define ROT 2 void pan(int x, int y) { transx += (x-ox)/500.; transy -= (y-oy)/500.; ox = x; oy = y; glutPostRedisplay(); } void rotate(int x, int y) { rotx += x-ox; if (rotx > 360.) rotx -= 360.; else if (rotx < -360.) rotx += 360.; roty += y-oy; if (roty > 360.) roty -= 360.; else if (roty < -360.) roty += 360.; ox = x; oy = y; glutPostRedisplay(); } void motion(int x, int y) { if (mot == PAN) pan(x, y); else if (mot == ROT) rotate(x,y); } void mouse(int button, int state, int x, int y) { if(state == GLUT_DOWN) { switch(button) { case GLUT_LEFT_BUTTON: mot = PAN; motion(ox = x, oy = y); break; case GLUT_RIGHT_BUTTON: mot = ROT; motion(ox = x, oy = y); break; case GLUT_MIDDLE_BUTTON: break; } } else if (state == GLUT_UP) { mot = 0; } } void afunc(void) { static int state; if (state ^= 1) glEnable(GL_ALPHA_TEST); else glDisable(GL_ALPHA_TEST); } void bfunc(void) { static int state; if (state ^= 1) glEnable(GL_BLEND); else glDisable(GL_BLEND); } void mfunc(void) { marshmallow += 1; if (marshmallow > 2) marshmallow = 0; } void sfunc(void) { the_texture++; if (the_texture >= texture_count) the_texture = 0; } void tfunc(void) { static int state; if (state ^= 1) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); else glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } void fourfunc(void) { static int state; GLenum wrap; int i; glMatrixMode(GL_TEXTURE); if (state ^= 1) { wrap = GL_REPEAT; glScalef(4.f, 4.f, 1.f); } else { wrap = GL_CLAMP; glLoadIdentity(); } glMatrixMode(GL_MODELVIEW); for(i = 0; i < texture_count; i++) { glBindTexture(GL_TEXTURE_2D, i+1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); } } void help(void) { printf("Usage: fire image0 ... imagen\n"); printf("'h' - help\n"); printf("'a' - toggle alpha test\n"); printf("'b' - toggle blend\n"); printf("'s' - single step\n"); printf("'t' - toggle MODULATE or REPLACE\n"); printf("'m' - marshmallow\n"); printf("'x' - toggle animation\n"); printf("left mouse - pan\n"); printf("right mouse - rotate\n"); } void init(int argc, char *argv[]) { unsigned *image; int i, width, height, components; GLfloat pos[] = { 0.f, 1.f, 1.f, 0.f}; glEnable(GL_TEXTURE_2D); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); for(i = 0; i < argc; i++) { image = read_texture(argv[i], &width, &height, &components); if (image == NULL) { fprintf(stderr, "Error: Can't load image file \"%s\".\n", argv[i]); exit(EXIT_FAILURE); } else { printf("%d x %d image loaded\n", width, height); } glBindTexture(GL_TEXTURE_2D, i+1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); texture_count++; } glBindTexture(GL_TEXTURE_2D, 1+texture_count); image = read_texture("data/smoke.la", &width, &height, &components); if (image == NULL) { fprintf(stderr, "Error: Can't load image file \"%s\".\n", "smoke.la"); exit(EXIT_FAILURE); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); smoke = new_smoke(0.f, 0.f, 0.f, .0f, 2.5f, 0.f, 25, .4f, 1+texture_count); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_2D); glClearColor(.25f, .25f, .25f, .25f); glLightfv(GL_LIGHT0, GL_POSITION, pos); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.,1.,.1,20.); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.,0.,-5.5); glClearColor(.25f, .25f, .75f, .25f); glAlphaFunc(GL_GREATER, 0.016); glEnable(GL_ALPHA_TEST); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); } void animate(void) { static int cnt; if (cnt++ == 2) { the_texture++; if (the_texture >= texture_count) the_texture = 0; cnt = 0; } update_smoke(smoke, .003); glutPostRedisplay(); } void xfunc(void) { static int state = 1; glutIdleFunc((state ^= 1) ? animate : NULL); } void cube(void) { glBegin(GL_QUADS); glNormal3f(0.f, 0.f, -1.f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, -1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, -1.0); glNormal3f(0.f, 0.f, 1.f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, 1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, 1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); glNormal3f(0.f, 1.f, 0.f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, 1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); glNormal3f(0.f, -1.f, 0.f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, -1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, -1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 1.0); glNormal3f( 1.f, 0.f, 0.f); glTexCoord2f(0.0, 0.0); glVertex3f( 1.0, -1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f( 1.0, 1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f( 1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f( 1.0, -1.0, 1.0); glNormal3f(-1.f, 0.f, 0.f); glTexCoord2f(0.0, 0.0); glVertex3f(-1.0, -1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex3f(-1.0, 1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex3f(-1.0, 1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex3f(-1.0, -1.0, 1.0); glEnd(); } void logs(void) { static GLUquadricObj *quadric; if (!quadric) { quadric = gluNewQuadric(); glNewList(100, GL_COMPILE); gluQuadricOrientation(quadric, GLU_OUTSIDE); glTranslatef(0.f, 0.f, -2.f); gluCylinder(quadric, .5, .5, 4., 5, 1); glTranslatef(0.f, 0.f, 4.f); gluDisk(quadric, 0., .5, 10, 1); glTranslatef(0.f, 0.f, -4.f); gluQuadricOrientation(quadric, GLU_INSIDE); gluDisk(quadric, 0., .5, 10, 1); glEndList(); } glPushMatrix(); glTranslatef(0.f, -.5f, 0.f); glColor3f(.55f, .14f, .14f); glPushMatrix(); glRotatef(55., 0., 1., 0.); glCallList(100); glPopMatrix(); glPushMatrix(); glRotatef(-55., 0., 1., 0.); glCallList(100); glPopMatrix(); if (marshmallow) { glPushMatrix(); glColor4f(1.f, 1.f, 1.f, 1.f); glTranslatef(0.f, 1.7f, 0.f); glRotatef(45.f, 0.f, 0.f, 1.f); glRotatef(90.f, 0.f, 1.f, 0.f); glScalef(1., 1., .25f); glCallList(100); glPopMatrix(); glPushMatrix(); glColor4f(.1f, .1f, .1f, 1.f); glTranslatef(1.5f, 3.4f, 0.f); glRotatef(45.f, 0.f, 0.f, 1.f); glRotatef(90.f, 0.f, 1.f, 0.f); glScalef(.2f, .2f, 1.f); glCallList(100); glPopMatrix(); if (marshmallow == 2) { extern void drawDinosaur(void); glDisable(GL_COLOR_MATERIAL); glPushMatrix(); glTranslatef(10.f, 0.f, 0.f); glRotatef(180.f, 0.f, 1.f, 0.f); glScalef(.5f, .5f, .5f); drawDinosaur(); glPopMatrix(); } } glPopMatrix(); } static void calcMatrix(void); void display(void) { glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glLoadIdentity(); #define RAD(x) (((x)*M_PI)/180.) gluLookAt(-sinf(RAD(rotx))*5.5,transy,cosf(RAD(rotx))*5.5, 0.,0.,0., 0.,1.,0.); glTranslatef(0.f, 0.f, transx*10.f); /* floor */ glColor4f(0.f,.2f,0.f,1.f); glBegin(GL_POLYGON); glVertex3f(-4.0, -1.0, -4.0); glVertex3f( 4.0, -1.0, -4.0); glVertex3f( 4.0, -1.0, 4.0); glVertex3f(-4.0, -1.0, 4.0); glEnd(); glEnable(GL_COLOR_MATERIAL); glEnable(GL_LIGHTING); glColor3f(.1f,.1f,.1f); glPushMatrix(); glTranslatef(-1.f, -1.+.2f, -1.5f); glScalef(.2f,.2f, .2f); logs(); /*cube();*/ glDisable(GL_LIGHTING); glPopMatrix(); glPushMatrix(); glTranslatef(-1.f, -1.f+.2f, -1.5f); calcMatrix(); draw_smoke(smoke); glPopMatrix(); glPushMatrix(); glTranslatef(/*(delta/2.f*/-1.f, /*delta*/-.25f, -1.5f); calcMatrix(); glScalef(1.f,1.f,1.); if (texture) { glBindTexture(GL_TEXTURE_2D, the_texture+1); glEnable(GL_TEXTURE_2D); } glColor4f(intensity, intensity, intensity, opacity); glRotatef(rot, 0., 0., 1.); glDepthMask(0); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0); glEnd(); glDepthMask(1); glPopMatrix(); glDisable(GL_TEXTURE_2D); glutSwapBuffers(); } void reshape(int w, int h) { glViewport(0, 0, w, h); } /* ARGSUSED1 */ void key(unsigned char key, int x, int y) { switch(key) { case 'a': afunc(); break; case 'b': bfunc(); break; case 'h': help(); break; case 'm': mfunc(); break; case 's': sfunc(); break; case 't': tfunc(); break; case 'x': xfunc(); break; case '\033': exit(EXIT_SUCCESS); break; default: break; } glutPostRedisplay(); } int main(int argc, char** argv) { glutInitWindowSize(512, 512); glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE|GLUT_DEPTH); (void)glutCreateWindow(argv[0]); init(argc-1, argv+1); glutDisplayFunc(display); glutKeyboardFunc(key); glutReshapeFunc(reshape); glutMouseFunc(mouse); glutMotionFunc(motion); glutIdleFunc(animate); glutMainLoop(); return 0; } void buildRot(float theta, float x, float y, float z, float m[16]) { float d = x*x + y*y + z*z; float ct = cosf(RAD(theta)), st = sinf(RAD(theta)); /* normalize */ if (d > 0) { d = 1/d; x *= d; y *= d; z *= d; } m[ 0] = 1; m[ 1] = 0; m[ 2] = 0; m[ 3] = 0; m[ 4] = 0; m[ 5] = 1; m[ 6] = 0; m[ 7] = 0; m[ 8] = 0; m[ 9] = 0; m[10] = 1; m[11] = 0; m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1; /* R = uu' + cos(theta)*(I-uu') + sin(theta)*S * * S = 0 -z y u' = (x, y, z) * z 0 -x * -y x 0 */ m[0] = x*x + ct*(1-x*x) + st*0; m[4] = x*y + ct*(0-x*y) + st*-z; m[8] = x*z + ct*(0-x*z) + st*y; m[1] = y*x + ct*(0-y*x) + st*z; m[5] = y*y + ct*(1-y*y) + st*0; m[9] = y*z + ct*(0-y*z) + st*-x; m[2] = z*x + ct*(0-z*x) + st*-y; m[6] = z*y + ct*(0-z*y) + st*x; m[10]= z*z + ct*(1-z*z) + st*0; } static void calcMatrix(void) { float mat[16]; glGetFloatv(GL_MODELVIEW_MATRIX, mat); buildRot(-180*atan2f(mat[8], mat[10])/M_PI, 0, 1, 0, mat); glMultMatrixf(mat); }