1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397
|
/*****************************************************************************
* Wave Simulation in OpenGL
* (C) 2002 Jakob Thomsen
* http://home.in.tum.de/~thomsen
* Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com
* Modified for variable frame rate by Marcus Geelnard
* 2003-Jan-31: Minor cleanups and speedups / MG
*****************************************************************************/
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glfw.h>
#ifndef M_PI
#define M_PI 3.1415926535897932384626433832795
#endif
/* Maximum delta T to allow for differential calculations */
#define MAX_DELTA_T 0.01
/* Animation speed (10.0 looks good) */
#define ANIMATION_SPEED 10.0
GLfloat alpha = 210.0f, beta = -70.0f;
GLfloat zoom = 2.0f;
int running = 1;
struct Vertex
{
GLfloat x,y,z;
GLfloat r,g,b;
};
#define GRIDW 50
#define GRIDH 50
#define VERTEXNUM (GRIDW*GRIDH)
#define QUADW (GRIDW-1)
#define QUADH (GRIDH-1)
#define QUADNUM (QUADW*QUADH)
GLuint quad[4*QUADNUM];
struct Vertex vertex[VERTEXNUM];
/* The grid will look like this:
*
* 3 4 5
* *---*---*
* | | |
* | 0 | 1 |
* | | |
* *---*---*
* 0 1 2
*/
void initVertices( void )
{
int x,y,p;
/* place the vertices in a grid */
for(y=0;y<GRIDH;y++)
for(x=0;x<GRIDW;x++)
{
p = y*GRIDW + x;
//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH);
//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW);
vertex[p].x = (GLfloat)(x-GRIDW/2)/(GLfloat)(GRIDW/2);
vertex[p].y = (GLfloat)(y-GRIDH/2)/(GLfloat)(GRIDH/2);
vertex[p].z = 0;//sin(d*M_PI);
//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
if((x%4<2)^(y%4<2))
{
vertex[p].r = 0.0;
}
else
{
vertex[p].r=1.0;
}
vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
}
for(y=0;y<QUADH;y++)
for(x=0;x<QUADW;x++)
{
p = 4*(y*QUADW + x);
/* first quad */
quad[p+0] = y *GRIDW+x; /* some point */
quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */
quad[p+2] = (y+1)*GRIDW+x+1; /* upper right neighbor */
quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */
}
}
double dt;
double p[GRIDW][GRIDH];
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
void initSurface( void )
{
int x, y;
double dx, dy, d;
for(y = 0; y<GRIDH; y++)
{
for(x = 0; x<GRIDW; x++)
{
dx = (double)(x-GRIDW/2);
dy = (double)(y-GRIDH/2);
d = sqrt( dx*dx + dy*dy );
if(d < 0.1 * (double)(GRIDW/2))
{
d = d * 10.0;
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
}
else
{
p[x][y] = 0.0;
}
vx[x][y] = 0.0;
vy[x][y] = 0.0;
}
}
}
/* Draw view */
void draw_screen( void )
{
/* Clear the color and depth buffers. */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* We don't want to modify the projection matrix. */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
/* Move back. */
glTranslatef(0.0, 0.0, -zoom);
/* Rotate the view */
glRotatef(beta, 1.0, 0.0, 0.0);
glRotatef(alpha, 0.0, 0.0, 1.0);
//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */
glDrawElements(GL_QUADS, 4*QUADNUM, GL_UNSIGNED_INT, quad);
//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
glfwSwapBuffers();
}
/* Initialize OpenGL */
void setup_opengl( void )
{
/* Our shading model--Gouraud (smooth). */
glShadeModel(GL_SMOOTH);
/* Culling. */
//glCullFace(GL_BACK);
//glFrontFace(GL_CCW);
//glEnable(GL_CULL_FACE);
/* Switch on the z-buffer. */
glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex);
glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color
glPointSize(2.0);
/* Background color is black. */
glClearColor(0, 0, 0, 0);
}
/* Modify the height of each vertex according to the pressure. */
void adjustGrid( void )
{
int pos;
int x, y;
for(y = 0; y<GRIDH; y++)
{
for(x = 0; x<GRIDW; x++)
{
pos = y*GRIDW + x;
vertex[pos].z = (float) (p[x][y]*(1.0/50.0));
}
}
}
/* Calculate wave propagation */
void calc( void )
{
int x, y, x2, y2;
double time_step = dt * ANIMATION_SPEED;
/* compute accelerations */
for(x = 0; x < GRIDW; x++)
{
x2 = (x + 1) % GRIDW;
for(y = 0; y < GRIDH; y++)
{
ax[x][y] = p[x][y] - p[x2][y];
}
}
for(y = 0; y < GRIDH;y++)
{
y2 = (y + 1) % GRIDH;
for(x = 0; x < GRIDW; x++)
{
ay[x][y] = p[x][y] - p[x][y2];
}
}
/* compute speeds */
for(x = 0; x < GRIDW; x++)
{
for(y = 0; y < GRIDH; y++)
{
vx[x][y] = vx[x][y] + ax[x][y] * time_step;
vy[x][y] = vy[x][y] + ay[x][y] * time_step;
}
}
/* compute pressure */
for(x = 1; x < GRIDW; x++)
{
x2 = x - 1;
for(y = 1; y < GRIDH; y++)
{
y2 = y - 1;
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
}
}
}
/* Handle key strokes */
void GLFWCALL handle_key_down(int key, int action)
{
if( action != GLFW_PRESS )
{
return;
}
switch(key) {
case GLFW_KEY_ESC:
running = 0;
break;
case GLFW_KEY_SPACE:
initSurface();
break;
case GLFW_KEY_LEFT:
alpha+=5;
break;
case GLFW_KEY_RIGHT:
alpha-=5;
break;
case GLFW_KEY_UP:
beta-=5;
break;
case GLFW_KEY_DOWN:
beta+=5;
break;
case GLFW_KEY_PAGEUP:
if(zoom>1) zoom-=1;
break;
case GLFW_KEY_PAGEDOWN:
zoom+=1;
break;
default:
break;
}
}
/* Callback function for window resize events */
void GLFWCALL handle_resize( int width, int height )
{
float ratio = 1.0f;
if( height > 0 )
{
ratio = (float) width / (float) height;
}
/* Setup viewport (Place where the stuff will appear in the main window). */
glViewport(0, 0, width, height);
/*
* Change to the projection matrix and set
* our viewing volume.
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0);
}
/* Program entry point */
int main(int argc, char* argv[])
{
/* Dimensions of our window. */
int width, height;
/* Style of our window. */
int mode;
/* Frame time */
double t, t_old, dt_total;
/* Initialize GLFW */
if(glfwInit() == GL_FALSE)
{
fprintf(stderr, "GLFW initialization failed\n");
exit(-1);
}
/* Desired window properties */
width = 640;
height = 480;
mode = GLFW_WINDOW;
/* Open window */
if( glfwOpenWindow(width,height,0,0,0,0,16,0,mode) == GL_FALSE )
{
fprintf(stderr, "Could not open window\n");
glfwTerminate();
exit(-1);
}
/* Set title */
glfwSetWindowTitle( "Wave Simulation" );
/* Keyboard handler */
glfwSetKeyCallback( handle_key_down );
glfwEnable( GLFW_KEY_REPEAT );
/* Window resize handler */
glfwSetWindowSizeCallback( handle_resize );
/* Initialize OpenGL */
setup_opengl();
/* Initialize simulation */
initVertices();
initSurface();
adjustGrid();
/* Initialize timer */
t_old = glfwGetTime() - 0.01;
/* Main loop */
while(running)
{
/* Timing */
t = glfwGetTime();
dt_total = t - t_old;
t_old = t;
/* Safety - iterate if dt_total is too large */
while( dt_total > 0.0f )
{
/* Select iteration time step */
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt;
/* Calculate wave propagation */
calc();
}
/* Compute height of each vertex */
adjustGrid();
/* Draw wave grid to OpenGL display */
draw_screen();
/* Still running? */
running = running && glfwGetWindowParam( GLFW_OPENED );
}
glfwTerminate();
return 0;
}
|