#include #include #include #include "texture.h" #include #ifndef __sgi /* Most math.h's do not define float versions of the math functions. */ #define expf(x) ((float)exp((x))) #define fabsf(x) ((float)fabs((x))) #endif static int pstyle; static float transx, transy, rotx, roty; static int ox = -1, oy = -1; static int mot; #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 pfunc(void) { pstyle = (pstyle+1) % 4; } void help(void) { printf("Usage: lightp [image]\n"); printf("'h' - help\n"); printf("'p' - toggle point mode\n"); printf("left mouse - pan\n"); printf("right mouse - rotate\n"); } void init(char *filename) { GLfloat fog_color[4], fog_density = 0.05, density, far_cull; unsigned *image; int width, height, components; if (filename) { image = read_texture(filename, &width, &height, &components); if (image == NULL) { fprintf(stderr, "Error: Can't load image file \"%s\".\n", filename); exit(EXIT_FAILURE); } else { printf("%d x %d image loaded\n", width, height); } if (components != 1 && components != 2) { printf("must be a l or la image\n"); exit(EXIT_FAILURE); } if (components == 1) { /* hack for RE */ int i; GLubyte *p = (GLubyte *)image; for(i = 0; i < width*height; i++) { p[i*4+3] = p[i*4+0]; } components = 2; } } else { int i, j; unsigned char *img; components = 4; width = height = 512; image = (unsigned *) malloc(width*height*sizeof(unsigned)); img = (unsigned char *)image; for (j = 0; j < height; j++) for (i = 0; i < width; i++) { int w2 = width/2, h2 = height/2; if (i & 32) img[4*(i+j*width)+0] = 0xff; else img[4*(i+j*width)+1] = 0xff; if (j&32) img[4*(i+j*width)+2] = 0xff; if ((i-w2)*(i-w2) + (j-h2)*(j-h2) > 64*64 && (i-w2)*(i-w2) + (j-h2)*(j-h2) < 300*300) img[4*(i+j*width)+3] = 0xff; } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); 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_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, image); /*glEnable(GL_TEXTURE_2D);*/ glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(50.,1.,.1,far_cull = 10.); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.,0.,-5.5); density = 1.- expf(-5.5 * fog_density * fog_density * far_cull * far_cull); #define MAX(a,b) ((a) > (b) ? (a) : (b)) #define MIN(a,b) ((a) < (b) ? (a) : (b)) density = MAX(MIN(density, 1.), 0.); fog_color[0] = .23*.19 + density *.57*.19; fog_color[1] = .35*.19 + density *.45*.19; fog_color[2] = .78*.19 + density *.22*.19; glClearColor(fog_color[0], fog_color[1], fog_color[2], 1.f); glFogi(GL_FOG_MODE, GL_EXP2); glFogf(GL_FOG_DENSITY, fog_density); glFogfv(GL_FOG_COLOR, fog_color); if (fog_density > 0) glEnable(GL_FOG); glLineWidth(2.0f); glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPointSize(10.f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); } void draw_base(void) { glColor4f(.1, .3, .1, 1.0); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f); glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f); glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f); glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f); glEnd(); } void draw_runway(void) { glColor4f(.1, .1, .1, 1.0); glPushMatrix(); glScalef(.1f, 1.f, 1.f); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f); glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f); glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f); glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f); glEnd(); glPopMatrix(); } /* v0 = v1*mat */ void xform(float *v0, float *mat, float *v1) { v0[0] = v1[0]*mat[0] + v1[1]*mat[4] + v1[2]*mat[8] + v1[3]*mat[12]; v0[1] = v1[1]*mat[1] + v1[1]*mat[5] + v1[2]*mat[9] + v1[3]*mat[13]; v0[2] = v1[2]*mat[2] + v1[1]*mat[6] + v1[2]*mat[10] + v1[3]*mat[14]; v0[3] = v1[3]*mat[3] + v1[1]*mat[7] + v1[2]*mat[11] + v1[3]*mat[15]; } /* m0 = m1*m2 */ void xformm(float *m0, float *m1, float *m2) { int i, j; for(i = 0; i < 4; i++) { for(j = 0; j < 4; j++) { m0[4*i+j] = m1[4*i+0]*m2[4*0+j] + m1[4*i+1]*m2[4*1+j] + m1[4*i+2]*m2[4*2+j] + m1[4*i+3]*m2[4*3+j]; } } } void draw_quad(float x, float y, float z) { glPushMatrix(); glTranslatef(x, y, z); glRotatef(90.f, 1.f, 0.f, 0.f); glScalef(.03f, .03f, .03f); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f); glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f); glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f); glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f); glEnd(); glPopMatrix(); } void draw_lights(void) { int i; GLfloat mat[16], matv[16], matp[16]; float v0[4], v1[4], v[4]; glEnable(GL_BLEND); glColor4f(1.f, 1.f, 1.f, 1.0); glPushMatrix(); if (pstyle != 3) { glScalef(.1f, 1.f, 1.f); if (pstyle == 0) glDisable(GL_POINT_SMOOTH); else glEnable(GL_POINT_SMOOTH); if (pstyle == 1) glPointSize(13.f); glGetFloatv(GL_MODELVIEW_MATRIX, matv); glGetFloatv(GL_PROJECTION_MATRIX, matp); xformm(mat, matv, matp); v[0] = -1.f; v[1] = 0.0f; v[3] = 1.0f; for(i = 0; i <= 20; i++) { if (pstyle == 2) { float s; v[2] = -1.f+2.f/20*i; v[0] -= 1.; xform(v0, mat, v); v[0] += 2.; xform(v1, mat, v); v[0] -= 1.; s = fabsf(v0[0]/v0[3] - v1[0]/v1[3]); glPointSize(10.f*s); } glBegin(GL_POINTS); glVertex3f(-1.f, 0.f, -1.f+2.f/20*i); glVertex3f( 1.f, 0.f, -1.f+2.f/20*i); glEnd(); } } else { glEnable(GL_TEXTURE_2D); glScalef(1.f, 10.f, 1.f); for(i = 0; i <= 20; i++) { float v = -1.f+2.f/20*i; draw_quad(-.1f, 0.f, v); draw_quad( .1f, 0.f, v); } glDisable(GL_TEXTURE_2D); } glPopMatrix(); glDisable(GL_BLEND); } void display(void) { glClear(GL_COLOR_BUFFER_BIT); glPushMatrix(); glTranslatef(transx, transy, 0.f); glRotatef(rotx, 0., 1., 0.); glRotatef(roty, 1., 0., 0.); glScalef(10.f,1.f,10.f); glTranslatef(0.f,-.4f,0.f); draw_base(); draw_runway(); draw_lights(); glPopMatrix(); 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 'p': pfunc(); break; case 'h': help(); 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); (void)glutCreateWindow(argv[0]); init(argc == 1 ? "data/light.bw" : argv[1]); glutDisplayFunc(display); glutKeyboardFunc(key); glutReshapeFunc(reshape); glutMouseFunc(mouse); glutMotionFunc(motion); glutMainLoop(); return 0; }