/* Newave - Ported from the original IrisGL SGI demo (see https://www.sgi.com/toolbox/src/) I've ported an old IrisGL demo, newave, to OpenGL and GLUT. This port has a couple of new features compared to the "ancient" GL demo: * environment mapping (very cool!) * texture mapping * line antialiasing (needs some work) * better wave propagation I haven't implemented the mesh editing found in the old demo. By default the program loads "texmap.rgb" and "spheremap.rgb" if no filenames are given as command line arguments. Specify the texture map as the first argument and the sphere map as the second argument. Left mouse rotates the scene, middle mouse or +/- keys zoom, right mouse for menu. Erik Larsen cayman@sprintmail.com */ #include #include #include #include "texture.h" #if defined(GL_EXT_texture_object) && !defined(GL_VERSION_1_1) #define glBindTexture(A,B) glBindTextureEXT(A,B) #define glGenTextures(A,B) glGenTexturesEXT(A,B) #endif #if defined(GL_EXT_polygon_offset) && !defined(GL_VERSION_1_1) #define glPolygonOffset(A,B) glPolygonOffsetEXT(A,B) /* OpenGL 1.1's polygon offset can be different for each polygon mode primitive type. The EXT extension has only one offset. */ #define GL_POLYGON_OFFSET_FILL GL_POLYGON_OFFSET_EXT #endif typedef int bool; #define true 1 #define false 0 /* Grid */ #define MAXGRID 63 enum {WIREFRAME, HIDDENLINE, FLATSHADED, SMOOTHSHADED, TEXTURED}; enum {FULLSCREEN, FACENORMALS, ANTIALIAS, ENVMAP}; enum {WEAK, NORMAL, STRONG}; enum {SMALL, MEDIUM, LARGE, XLARGE}; enum {CURRENT, FLAT, SPIKE, DIAGONALWALL, SIDEWALL, HOLE, MIDDLEBLOCK, DIAGONALBLOCK, CORNERBLOCK, HILL, HILLFOUR}; int displayMode = WIREFRAME; int resetMode = DIAGONALBLOCK; int grid = 17; float dt = 0.004; float force[MAXGRID][MAXGRID], veloc[MAXGRID][MAXGRID], posit[MAXGRID][MAXGRID], vertNorms[MAXGRID][MAXGRID][3], faceNorms[2][MAXGRID][MAXGRID][3], faceNormSegs[2][2][MAXGRID][MAXGRID][3]; bool waving = false, editing = false, drawFaceNorms = false, antialias = false, envMap = false; #define SQRTOFTWOINV 1.0 / 1.414213562 /* Some files do not define M_PI... */ #ifndef M_PI #define M_PI 3.14159265358979323846 #endif int texWidth, texHeight; GLubyte *texData; char *texFilename1 = "texmap.rgb", *texFilename2 = "spheremap.rgb"; GLuint texId1, texId2; float texCoords[MAXGRID][MAXGRID][2]; /* Viewing */ float sphi=90.0, stheta=45.0; float sdepth = 5.0/4.0 * MAXGRID; float zNear=15.0, zFar=100.0; float aspect = 5.0/4.0; long xsize, ysize; int downX, downY; bool leftButton = false, middleButton = false; int i,j; GLfloat lightPosition[] = { 0.0, 0.0, 1.0, 1.0}; int displayMenu, otherMenu, speedMenu, sizeMenu, resetMenu, mainMenu; void getforce(void) { float d; for(i=0;i 0) { add( avg, avg, faceNorms[0][i-1][j] ); add( avg, avg, faceNorms[1][i-1][j] ); } /* Left & above */ if (j > 0 && i < grid-1) { add( avg, avg, faceNorms[0][i][j-1] ); add( avg, avg, faceNorms[1][i][j-1] ); } /* Left & below */ if (j > 0 && i > 0) { add( avg, avg, faceNorms[1][i-1][j-1] ); } /* Normalize */ norm( avg ); copy( vertNorms[i][j], avg ); } } } void getFaceNormSegs(void) { float center0[3], center1[3], normSeg0[3], normSeg1[3]; float geom0[3], geom1[3], geom2[3], geom3[3]; for (i = 0; i < grid - 1; ++i) { for (j = 0; j < grid - 1; ++j) { geom0[0] = i; geom0[1] = j; geom0[2] = posit[i][j]; geom1[0] = i; geom1[1] = j+1; geom1[2] = posit[i][j+1]; geom2[0] = i+1; geom2[1] = j; geom2[2] = posit[i+1][j]; geom3[0] = i+1; geom3[1] = j+1; geom3[2] = posit[i+1][j+1]; /* find center of triangle face by averaging three vertices */ add( center0, geom2, geom0 ); add( center0, center0, geom1 ); scalDiv( center0, 3.0 ); add( center1, geom2, geom1 ); add( center1, center1, geom3 ); scalDiv( center1, 3.0 ); /* translate normal to center of triangle face to get normal segment */ add( normSeg0, center0, faceNorms[0][i][j] ); add( normSeg1, center1, faceNorms[1][i][j] ); copy( faceNormSegs[0][0][i][j], center0 ); copy( faceNormSegs[1][0][i][j], center1 ); copy( faceNormSegs[0][1][i][j], normSeg0 ); copy( faceNormSegs[1][1][i][j], normSeg1 ); } } } void getTexCoords(void) { for (i = 0; i < grid; ++i) { for (j = 0; j < grid; ++j) { texCoords[i][j][0] = (float)j/(float)(grid-1); texCoords[i][j][1] = (float)i/(float)(grid-1); } } } void wave(void) { if (waving) { getforce(); getvelocity(); getposition(); glutPostRedisplay(); } } void go(void) { waving = true; editing = false; glutIdleFunc(wave); } void stop(void) { waving = false; glutIdleFunc(NULL); } void edit(void) { stop(); editing = true; } void reverse(void) { for(i=1;i<(grid-1);i++) for(j=1;j<(grid-1);j++) veloc[i][j]= -veloc[i][j]; if (!waving) go(); } void reset(int value) { if (waving) stop(); if (value != CURRENT) resetMode = value; for(i=0;i grid/3 && j > grid/3)&&(i < grid*2/3 && j < grid*2/3))) ? grid/4 : 0.0; break; case DIAGONALWALL: posit[i][j]= (((grid-i)-j<3) && ((grid-i)-j>0)) ? grid/6 : 0.0; break; case SIDEWALL: posit[i][j]= (i==1) ? grid/4 : 0.0; break; case DIAGONALBLOCK: posit[i][j]= ((grid-i)-j<3) ? grid/6 : 0.0; break; case MIDDLEBLOCK: posit[i][j]= ((i > grid/3 && j > grid/3)&&(i < grid*2/3 && j < grid*2/3)) ? grid/4 : 0.0; break; case CORNERBLOCK: posit[i][j]= ((i > grid*3/4 && j > grid*3/4)) ? grid/4 : 0.0; break; case HILL: posit[i][j]= (sin(M_PI * ((float)i/(float)grid)) + sin(M_PI * ((float)j/(float)grid)))* grid/6.0; break; case HILLFOUR: posit[i][j]= (sin(M_PI*2 * ((float)i/(float)grid)) + sin(M_PI*2 * ((float)j/(float)grid)))* grid/6.0; break; } if (i==0||j==0||i==grid-1||j==grid-1) posit[i][j]=0.0; } glutPostRedisplay(); } void setSize(int value) { int prevGrid = grid; switch(value) { case SMALL : grid = MAXGRID/4; break; case MEDIUM: grid = MAXGRID/2; break; case LARGE : grid = MAXGRID/1.5; break; case XLARGE : grid = MAXGRID; break; } if (prevGrid > grid) { reset(resetMode); } zNear= grid/10.0; zFar= grid*3.0; sdepth = 5.0/4.0 * grid; getTexCoords(); glutPostRedisplay(); } void setSpeed(int value) { switch(value) { case WEAK : dt = 0.001; break; case NORMAL: dt = 0.004; break; case STRONG: dt = 0.008; break; } } void setDisplay(int value) { displayMode = value; switch(value) { case WIREFRAME : glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); break; case HIDDENLINE: glShadeModel(GL_FLAT); glDisable(GL_LIGHTING); break; case FLATSHADED : glShadeModel(GL_FLAT); glEnable(GL_LIGHTING); break; case SMOOTHSHADED: glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); break; case TEXTURED: glShadeModel(GL_SMOOTH); glEnable(GL_LIGHTING); break; } glutPostRedisplay(); } void setOther(int value) { switch (value) { case FULLSCREEN: glutFullScreen(); break; case FACENORMALS: drawFaceNorms = !drawFaceNorms; break; case ANTIALIAS: antialias = !antialias; if (antialias) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_LINE_SMOOTH); glLineWidth(1.5); } else { glDisable(GL_BLEND); glDisable(GL_LINE_SMOOTH); glLineWidth(1.0); } break; case ENVMAP: envMap = !envMap; if (envMap) { glBindTexture(GL_TEXTURE_2D, texId2); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } else { glBindTexture(GL_TEXTURE_2D, texId1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); } break; } glutPostRedisplay(); } void setMain(int value) { switch(value) { case 1: edit(); break; case 2: go(); break; /* set idle func to something */ case 3: stop(); break; /* set idle func to null */ case 4: reverse(); break; case 5: exit(0); break; } } void drawFaceNormals(void) { glColor3f(1.0,1.0,1.0); for (i = 0; i < grid - 1; ++i) { for (j = 0; j < grid - 1; ++j) { glBegin(GL_LINES); glVertex3fv(faceNormSegs[0][0][i][j]); glVertex3fv(faceNormSegs[0][1][i][j]); glEnd(); glBegin(GL_LINES); glVertex3fv(faceNormSegs[1][0][i][j]); glVertex3fv(faceNormSegs[1][1][i][j]); glEnd(); } } } void drawSmoothShaded(void) { glColor3f(0.8f, 0.2f, 0.8f); for (i = 0; i < grid - 1; ++i) { glBegin(GL_TRIANGLE_STRIP); for (j = 0; j < grid; ++j) { glNormal3fv( vertNorms[i][j] ); glVertex3f( i, j, posit[i][j] ); glNormal3fv( vertNorms[i+1][j] ); glVertex3f( i+1, j, posit[i+1][j] ); } glEnd(); } } void drawWireframe(void) { glColor3f(1.0, 1.0, 1.0); for(i=0;i 1 && argv[1] != 0) texFilename1 = argv[1]; if (argc > 2 && argv[2] != 0) texFilename2 = argv[2]; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glClearColor(0.0, 0.0, 0.0, 0.0); glPolygonOffset(1.0, 1.0); glEnable(GL_CULL_FACE); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT, GL_DIFFUSE); glLightfv (GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_LIGHT0); loadImageTexture(); setSize(MEDIUM); setSpeed(NORMAL); setDisplay(TEXTURED); setOther(ENVMAP); reset(HILLFOUR); glutReshapeFunc(reshape); glutDisplayFunc(display); glutVisibilityFunc(visibility); glutKeyboardFunc(keyboard); glutMouseFunc(mouse); glutMotionFunc(motion); displayMenu = glutCreateMenu(setDisplay); glutAddMenuEntry("Wireframe", WIREFRAME); glutAddMenuEntry("Hidden Line", HIDDENLINE); glutAddMenuEntry("Flat Shaded", FLATSHADED); glutAddMenuEntry("Smooth Shaded", SMOOTHSHADED); glutAddMenuEntry("Textured", TEXTURED); otherMenu = glutCreateMenu(setOther); glutAddMenuEntry("Full Screen", FULLSCREEN); glutAddMenuEntry("Face Normals", FACENORMALS); glutAddMenuEntry("Antialias", ANTIALIAS); glutAddMenuEntry("Environment Map", ENVMAP); speedMenu = glutCreateMenu(setSpeed); glutAddMenuEntry("Weak", WEAK); glutAddMenuEntry("Normal", NORMAL); glutAddMenuEntry("Strong", STRONG); sizeMenu = glutCreateMenu(setSize); glutAddMenuEntry("Small", SMALL); glutAddMenuEntry("Medium", MEDIUM); glutAddMenuEntry("Large", LARGE); glutAddMenuEntry("Extra Large", XLARGE); resetMenu = glutCreateMenu(reset); glutAddMenuEntry("Current", CURRENT); glutAddMenuEntry("Spike", SPIKE); glutAddMenuEntry("Hole", HOLE); glutAddMenuEntry("Diagonal Wall", DIAGONALWALL); glutAddMenuEntry("Side Wall", SIDEWALL); glutAddMenuEntry("Middle Block", MIDDLEBLOCK); glutAddMenuEntry("Diagonal Block", DIAGONALBLOCK); glutAddMenuEntry("Corner Block", CORNERBLOCK); glutAddMenuEntry("Hill", HILL); glutAddMenuEntry("Hill Four", HILLFOUR); mainMenu = glutCreateMenu(setMain); glutAddMenuEntry("Go", 2); glutAddMenuEntry("Stop", 3); glutAddMenuEntry("Reverse", 4); glutAddSubMenu("Display", displayMenu); glutAddSubMenu("Reset", resetMenu); glutAddSubMenu("Size", sizeMenu); glutAddSubMenu("Speed", speedMenu); glutAddSubMenu("Other", otherMenu); glutAddMenuEntry("Exit", 5); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); }