/* This source code is based on Direct3D-based code written by Stephen Coy of Microsoft. All credit for the original implementation of the idea should go to Stephen. While I referenced Stephen's code during the writing of my code, my code was completely written by me from scratch. The algorithms are basically the same to ease critical comparison of the OpenGL and Direct3D versions. */ /* The image files used by this program are derived from images developed by Microsoft. */ #include #include #include #include #include #if !defined(GL_VERSION_1_1) /* Assume the texture object extension is supported. */ #define glBindTexture(A,B) glBindTextureEXT(A,B) #endif #include "loadlum.h" GLfloat red[3] = {1.0, 0.0, 0.0}; GLfloat green[3] = {0.0, 1.0, 0.0}; GLfloat blue[3] = {0.0, 0.0, 1.0}; GLfloat from[3] = {0.0, 0.0, 20.0}; GLfloat at[3] = {0.0, 0.0, 0.0}; GLfloat near_clip = 1.0; int useMipmaps = 0, verbose = 0; GLuint logoTex, flareTex[6], shineTex[10]; typedef struct t_flare { int type; /* flare texture index, 0..5 */ float scale; float loc; /* postion on axis */ GLfloat color[3]; } Flare; Flare set_flare(int type, float location, float scale, GLfloat color[3], float colorScale) { Flare ret; ret.type = type; ret.loc = location; ret.scale = scale; ret.color[0] = color[0] * colorScale; ret.color[1] = color[1] * colorScale; ret.color[2] = color[2] * colorScale; return ret; } Flare flare[20]; int num_flares = 0; static float tic = 0.0; float position[3]; int shine_tic = 0; void init_flares(void) { /* Shines */ flare[0] = set_flare(-1, 1.0, 0.3, blue, 1.0); flare[1] = set_flare(-1, 1.0, 0.2, green, 1.0); flare[2] = set_flare(-1, 1.0, 0.25, red, 1.0); /* Flares, ordered to eliminate redundant texture binds */ flare[3] = set_flare(1, 0.5, 0.2f, red, 0.3); flare[4] = set_flare(2, 1.3, 0.04f, red, 0.6); flare[5] = set_flare(3, 1.0, 0.1f, red, 0.4); flare[6] = set_flare(3, 0.2, 0.05f, red, 0.3); flare[7] = set_flare(0, 0.0, 0.04f, red, 0.3); flare[8] = set_flare(5, -0.25, 0.07f, red, 0.5); flare[9] = set_flare(5, -0.4, 0.02f, red, 0.6); flare[10] = set_flare(5, -0.6, 0.04f, red, 0.4); flare[11] = set_flare(5, -1.0, 0.03f, red, 0.2); num_flares = 12; } #include "vec3d.c" /* Simple 3D vector math routines. */ void DoFlares(GLfloat from[3], GLfloat at[3], GLfloat light[3], GLfloat near_clip) { GLfloat view_dir[3], tmp[3], light_dir[3], position[3], dx[3], dy[3], center[3], axis[3], sx[3], sy[3], dot, global_scale = 1.5; GLuint bound_to = 0; int i; /* view_dir = normalize(at-from) */ vdiff(view_dir, at, from); vnorm(view_dir); /* center = from + near_clip * view_dir */ vscale(tmp, view_dir, near_clip); vadd(center, from, tmp); /* light_dir = normalize(light-from) */ vdiff(light_dir, light, from); vnorm(light_dir); /* light = from + dot(light,view_dir)*near_clip*light_dir */ dot = vdot(light_dir, view_dir); vscale(tmp, light_dir, near_clip / dot); vadd(light, from, light_dir); /* axis = light - center */ vdiff(axis, light, center); vcopy(dx, axis); /* dx = normalize(axis) */ vnorm(dx); /* dy = cross(dx,view_dir) */ vcross(dy, dx, view_dir); glDisable(GL_DEPTH_TEST); glDisable(GL_DITHER); glEnable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE); for (i = 0; i < num_flares; i++) { vscale(sx, dx, flare[i].scale * global_scale); vscale(sy, dy, flare[i].scale * global_scale); glColor3fv(flare[i].color); /* Note logic below to eliminate duplicate texture binds. */ if (flare[i].type < 0) { if (bound_to) glEnd(); glBindTexture(GL_TEXTURE_2D, shineTex[shine_tic]); bound_to = shineTex[shine_tic]; shine_tic = (shine_tic + 1) % 10; glBegin(GL_QUADS); } else { if (bound_to != flareTex[flare[i].type]) { glEnd(); glBindTexture(GL_TEXTURE_2D, flareTex[flare[i].type]); bound_to = flareTex[flare[i].type]; glBegin(GL_QUADS); } } /* position = center + flare[i].loc * axis */ vscale(tmp, axis, flare[i].loc); vadd(position, center, tmp); glTexCoord2f(0.0, 0.0); vadd(tmp, position, sx); vadd(tmp, tmp, sy); glVertex3fv(tmp); glTexCoord2f(1.0, 0.0); vdiff(tmp, position, sx); vadd(tmp, tmp, sy); glVertex3fv(tmp); glTexCoord2f(1.0, 1.0); vdiff(tmp, position, sx); vdiff(tmp, tmp, sy); glVertex3fv(tmp); glTexCoord2f(0.0, 1.0); vadd(tmp, position, sx); vdiff(tmp, tmp, sy); glVertex3fv(tmp); } glEnd(); } void DoBackground(void) { glEnable(GL_DITHER); glDisable(GL_BLEND); glBindTexture(GL_TEXTURE_2D, logoTex); glBegin(GL_QUADS); glColor3f(0.0, 0.0, 1.0); glTexCoord2f(0.075, 0.1); glVertex3f(-11.0, -7.0, 0.0); glColor3f(0.8, 0.8, 1.0); glTexCoord2f(1.0, 0.1); glVertex3f(11.0, -7.0, 0.0); glColor3f(0.0, 0.0, 1.0); glTexCoord2f(1.0, 0.9); glVertex3f(11.0, 7.0, 0.0); glColor3f(0.0, 0.5, 1.0); glTexCoord2f(0.075, 0.9); glVertex3f(-11.0, 7.0, 0.0); glEnd(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); position[0] = sin(tic * 0.73) * 6; position[1] = 4.0 + 8.0 * sin(tic * 0.678); position[2] = sin(tic * 0.895) * 6; DoBackground(); DoFlares(from, at, position, near_clip); glutSwapBuffers(); } void idle(void) { tic += 0.08f; glutPostRedisplay(); } void visible(int vis) { if (vis == GLUT_VISIBLE) glutIdleFunc(idle); else glutIdleFunc(NULL); } void setup_texture(char *filename, GLuint texobj, GLenum minFilter, GLenum maxFilter) { unsigned char *buf; int width, height, components; glBindTexture(GL_TEXTURE_2D, texobj); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter); if (verbose) printf("Loading %s:", filename); buf = load_luminance(filename, &width, &height, &components); if (verbose) printf(" %dx%dx%d\n", width, height, components); if (useMipmaps) gluBuild2DMipmaps(GL_TEXTURE_2D, 1, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, buf); else glTexImage2D(GL_TEXTURE_2D, 0, 1, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buf); free(buf); } void load_textures(void) { char filename[256]; GLenum minFilter, maxFilter; int id = 1, i; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (useMipmaps) { minFilter = GL_LINEAR_MIPMAP_LINEAR; maxFilter = GL_LINEAR; } else { minFilter = GL_LINEAR; maxFilter = GL_LINEAR; } logoTex = id; setup_texture("OpenGL.bw", logoTex, minFilter, maxFilter); id++; if (!useMipmaps) { minFilter = GL_NEAREST; maxFilter = GL_NEAREST; } for (i = 0; i < 10; i++) { shineTex[i] = id; sprintf(filename, "Shine%d.bw", i); setup_texture(filename, shineTex[i], minFilter, maxFilter); id++; } for (i = 0; i < 6; i++) { flareTex[i] = id; sprintf(filename, "Flare%d.bw", i + 1); setup_texture(filename, flareTex[i], minFilter, maxFilter); id++; } } int main(int argc, char **argv) { int i; glutInit(&argc, argv); for (i=1; i