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/*
* Draw the "fire" test program on the six faces of a cube using
* fbo render-to-texture.
*
* Much of the code comes from David Bucciarelli's "fire"
* test program. The rest basically from Brian Paul's "gearbox" and
* fbotexture programs.
*
* By pressing the 'q' key, you can make the driver choose different
* internal texture RGBA formats by giving it different "format" and "type"
* arguments to the glTexImage2D function that creates the texture
* image being rendered to. If the driver doesn't support a texture image
* format as a render target, it will usually fall back to software when
* drawing the "fire" image, and frame-rate should drop considerably.
*
* Performance:
* The rendering speed of this program is usually dictated by fill rate
* and the fact that software fallbacks for glBitMap makes the driver
* operate synchronously. Low-end UMA hardware will probably see around
* 35 fps with the help screen disabled and 32bpp window- and user
* frame-buffers (2008).
*
* This program is released under GPL, following the "fire" licensing.
*
* Authors:
* David Bucciarelli ("fire")
* Brian Paul ("gearbox", "fbotexture")
* Thomas Hellstrom (Putting it together)
*
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>
#include "readtex.h"
/*
* Format of texture we render to.
*/
#define TEXINTFORMAT GL_RGBA
static GLuint texTypes[] =
{GL_UNSIGNED_BYTE,
GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_SHORT_5_5_5_1,
GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_INT_8_8_8_8_REV,
GL_UNSIGNED_SHORT_1_5_5_5_REV,
GL_UNSIGNED_SHORT_4_4_4_4_REV,
GL_UNSIGNED_INT_8_8_8_8,
GL_UNSIGNED_SHORT_5_5_5_1,
GL_UNSIGNED_SHORT_4_4_4_4,
GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_5_6_5_REV,
GL_UNSIGNED_SHORT_5_6_5,
GL_UNSIGNED_SHORT_5_6_5_REV};
static GLuint texFormats[] =
{GL_RGBA,
GL_RGBA,
GL_RGBA,
GL_RGBA,
GL_RGBA,
GL_RGBA,
GL_RGBA,
GL_BGRA,
GL_BGRA,
GL_BGRA,
GL_BGRA,
GL_BGRA,
GL_BGRA,
GL_RGB,
GL_RGB,
GL_BGR,
GL_BGR};
static const char *texNames[] =
{"GL_RGBA GL_UNSIGNED_BYTE",
"GL_RGBA GL_UNSIGNED_INT_8_8_8_8_REV",
"GL_RGBA GL_UNSIGNED_SHORT_1_5_5_5_REV",
"GL_RGBA GL_UNSIGNED_SHORT_4_4_4_4_REV",
"GL_RGBA GL_UNSIGNED_INT_8_8_8_8",
"GL_RGBA GL_UNSIGNED_INT_5_5_5_1",
"GL_RGBA GL_UNSIGNED_INT_4_4_4_4",
"GL_BGRA GL_UNSIGNED_INT_8_8_8_8_REV",
"GL_BGRA GL_UNSIGNED_SHORT_1_5_5_5_REV",
"GL_BGRA GL_UNSIGNED_SHORT_4_4_4_4_REV",
"GL_BGRA GL_UNSIGNED_INT_8_8_8_8",
"GL_BGRA GL_UNSIGNED_INT_5_5_5_1",
"GL_BGRA GL_UNSIGNED_INT_4_4_4_4",
"GL_RGB GL_UNSIGNED_INT_5_6_5",
"GL_RGB GL_UNSIGNED_INT_5_6_5_REV",
"GL_BGR GL_UNSIGNED_INT_5_6_5",
"GL_BGR GL_UNSIGNED_INT_5_6_5_REV"};
#ifndef M_PI
#define M_PI 3.1415926535
#endif
#define vinit(a,i,j,k) { \
(a)[0]=i; \
(a)[1]=j; \
(a)[2]=k; \
}
#define vinit4(a,i,j,k,w) { \
(a)[0]=i; \
(a)[1]=j; \
(a)[2]=k; \
(a)[3]=w; \
}
#define vadds(a,dt,b) { \
(a)[0]+=(dt)*(b)[0]; \
(a)[1]+=(dt)*(b)[1]; \
(a)[2]+=(dt)*(b)[2]; \
}
#define vequ(a,b) { \
(a)[0]=(b)[0]; \
(a)[1]=(b)[1]; \
(a)[2]=(b)[2]; \
}
#define vinter(a,dt,b,c) { \
(a)[0]=(dt)*(b)[0]+(1.0-dt)*(c)[0]; \
(a)[1]=(dt)*(b)[1]+(1.0-dt)*(c)[1]; \
(a)[2]=(dt)*(b)[2]+(1.0-dt)*(c)[2]; \
}
#define clamp(a) ((a) < 0.0 ? 0.0 : ((a) < 1.0 ? (a) : 1.0))
#define vclamp(v) { \
(v)[0]=clamp((v)[0]); \
(v)[1]=clamp((v)[1]); \
(v)[2]=clamp((v)[2]); \
}
static GLint WinWidth = 800, WinHeight = 800;
static GLint TexWidth, TexHeight;
static GLuint TexObj;
static GLuint MyFB;
static GLuint DepthRB;
static GLboolean WireFrame = GL_FALSE;
static GLboolean Anim = GL_TRUE;
static GLint texType = 0;
static GLint T0 = 0;
static GLint Frames = 0;
static GLint Win = 0;
static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
static GLfloat CubeRot = 0.0;
static void
idle(void);
static void
CheckError(int line)
{
GLenum err = glGetError();
if (err) {
printf("GL Error 0x%x at line %d\n", (int) err, line);
exit(1);
}
}
static void
cleanup(void)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, &MyFB);
glDeleteRenderbuffersEXT(1, &DepthRB);
glDeleteTextures(1, &TexObj);
glutDestroyWindow(Win);
}
static GLint NiceFog = 1;
#define DIMP 20.0
#define DIMTP 16.0
#define RIDCOL 0.4
#define NUMTREE 50
#define TREEINR 2.5
#define TREEOUTR 8.0
#define AGRAV -9.8
typedef struct
{
int age;
float p[3][3];
float v[3];
float c[3][4];
}
part;
static float treepos[NUMTREE][3];
static float black[3] = { 0.0, 0.0, 0.0 };
static float blu[3] = { 1.0, 0.2, 0.0 };
static float blu2[3] = { 1.0, 1.0, 0.0 };
static float fogcolor[4] = { 1.0, 1.0, 1.0, 1.0 };
static float q[4][3] = {
{-DIMP, 0.0, -DIMP},
{DIMP, 0.0, -DIMP},
{DIMP, 0.0, DIMP},
{-DIMP, 0.0, DIMP}
};
static float qt[4][2] = {
{-DIMTP, -DIMTP},
{DIMTP, -DIMTP},
{DIMTP, DIMTP},
{-DIMTP, DIMTP}
};
static int np;
static float eject_r, dt, maxage, eject_vy, eject_vl;
static short shadows;
static float ridtri;
static int fog = 0;
static int help = 1;
static part *p;
static GLuint groundid;
static GLuint treeid;
static float obs[3] = { 2.0, 1.0, 0.0 };
static float dir[3];
static float v = 0.0;
static float alpha = -84.0;
static float beta = 90.0;
static float
vrnd(void)
{
return (((float) rand()) / RAND_MAX);
}
static void
setnewpart(part * p)
{
float a, v[3], *c;
p->age = 0;
a = vrnd() * 3.14159265359 * 2.0;
vinit(v, sin(a) * eject_r * vrnd(), 0.15, cos(a) * eject_r * vrnd());
vinit(p->p[0], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->p[1], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->p[2], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri,
v[2] + vrnd() * ridtri);
vinit(p->v, v[0] * eject_vl / (eject_r / 2),
vrnd() * eject_vy + eject_vy / 2, v[2] * eject_vl / (eject_r / 2));
c = blu;
vinit4(p->c[0], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
vinit4(p->c[1], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
vinit4(p->c[2], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL),
c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0);
}
static void
setpart(part * p)
{
float fact;
if (p->p[0][1] < 0.1) {
setnewpart(p);
return;
}
p->v[1] += AGRAV * dt;
vadds(p->p[0], dt, p->v);
vadds(p->p[1], dt, p->v);
vadds(p->p[2], dt, p->v);
p->age++;
if ((p->age) > maxage) {
vequ(p->c[0], blu2);
vequ(p->c[1], blu2);
vequ(p->c[2], blu2);
}
else {
fact = 1.0 / maxage;
vadds(p->c[0], fact, blu2);
vclamp(p->c[0]);
p->c[0][3] = fact * (maxage - p->age);
vadds(p->c[1], fact, blu2);
vclamp(p->c[1]);
p->c[1][3] = fact * (maxage - p->age);
vadds(p->c[2], fact, blu2);
vclamp(p->c[2]);
p->c[2][3] = fact * (maxage - p->age);
}
}
static void
drawtree(float x, float y, float z)
{
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex3f(x - 1.5, y + 0.0, z);
glTexCoord2f(1.0, 0.0);
glVertex3f(x + 1.5, y + 0.0, z);
glTexCoord2f(1.0, 1.0);
glVertex3f(x + 1.5, y + 3.0, z);
glTexCoord2f(0.0, 1.0);
glVertex3f(x - 1.5, y + 3.0, z);
glTexCoord2f(0.0, 0.0);
glVertex3f(x, y + 0.0, z - 1.5);
glTexCoord2f(1.0, 0.0);
glVertex3f(x, y + 0.0, z + 1.5);
glTexCoord2f(1.0, 1.0);
glVertex3f(x, y + 3.0, z + 1.5);
glTexCoord2f(0.0, 1.0);
glVertex3f(x, y + 3.0, z - 1.5);
glEnd();
}
static void
calcposobs(void)
{
dir[0] = sin(alpha * M_PI / 180.0);
dir[2] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0);
dir[1] = cos(beta * M_PI / 180.0);
if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5)
dir[0] = 0;
if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5)
dir[1] = 0;
if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5)
dir[2] = 0;
obs[0] += v * dir[0];
obs[1] += v * dir[1];
obs[2] += v * dir[2];
}
static void
printstring(void *font, const char *string)
{
int len, i;
len = (int) strlen(string);
for (i = 0; i < len; i++)
glutBitmapCharacter(font, string[i]);
}
static void
printhelp(void)
{
glColor4f(0.0, 0.0, 0.0, 0.5);
glRecti(40, 40, 600, 440);
glColor3f(1.0, 0.0, 0.0);
glRasterPos2i(300, 420);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Help");
glRasterPos2i(60, 390);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "h - Toggle Help");
glRasterPos2i(60, 360);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "t - Increase particle size");
glRasterPos2i(60, 330);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "T - Decrease particle size");
glRasterPos2i(60, 300);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "r - Increase emission radius");
glRasterPos2i(60, 270);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "R - Decrease emission radius");
glRasterPos2i(60, 240);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "f - Toggle Fog");
glRasterPos2i(60, 210);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "s - Toggle shadows");
glRasterPos2i(60, 180);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "q - Toggle texture format & type");
glRasterPos2i(60, 150);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "a - Increase velocity");
glRasterPos2i(60, 120);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "z - Decrease velocity");
glRasterPos2i(60, 90);
printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Arrow Keys - Rotate");
}
static void
drawfire(void)
{
static char frbuf[80] = "";
int j;
static double t0 = -1.;
double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = (t - t0) * 1.0;
t0 = t;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
glDisable(GL_LIGHTING);
glShadeModel(GL_FLAT);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP);
glFogfv(GL_FOG_COLOR, fogcolor);
glFogf(GL_FOG_DENSITY, 0.1);
glViewport(0, 0, (GLint) TexWidth, (GLint) TexHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0, TexWidth/ (float) TexHeight, 0.1, 30.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (NiceFog)
glHint(GL_FOG_HINT, GL_NICEST);
else
glHint(GL_FOG_HINT, GL_DONT_CARE);
glEnable(GL_DEPTH_TEST);
if (fog)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
glDepthMask(GL_TRUE);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
calcposobs();
gluLookAt(obs[0], obs[1], obs[2],
obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2],
0.0, 1.0, 0.0);
glColor4f(1.0, 1.0, 1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, groundid);
glBegin(GL_QUADS);
glTexCoord2fv(qt[0]);
glVertex3fv(q[0]);
glTexCoord2fv(qt[1]);
glVertex3fv(q[1]);
glTexCoord2fv(qt[2]);
glVertex3fv(q[2]);
glTexCoord2fv(qt[3]);
glVertex3fv(q[3]);
glEnd();
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GEQUAL, 0.9);
glBindTexture(GL_TEXTURE_2D, treeid);
for (j = 0; j < NUMTREE; j++)
drawtree(treepos[j][0], treepos[j][1], treepos[j][2]);
glDisable(GL_TEXTURE_2D);
glDepthMask(GL_FALSE);
glDisable(GL_ALPHA_TEST);
if (shadows) {
glBegin(GL_TRIANGLES);
for (j = 0; j < np; j++) {
glColor4f(black[0], black[1], black[2], p[j].c[0][3]);
glVertex3f(p[j].p[0][0], 0.1, p[j].p[0][2]);
glColor4f(black[0], black[1], black[2], p[j].c[1][3]);
glVertex3f(p[j].p[1][0], 0.1, p[j].p[1][2]);
glColor4f(black[0], black[1], black[2], p[j].c[2][3]);
glVertex3f(p[j].p[2][0], 0.1, p[j].p[2][2]);
}
glEnd();
}
glBegin(GL_TRIANGLES);
for (j = 0; j < np; j++) {
glColor4fv(p[j].c[0]);
glVertex3fv(p[j].p[0]);
glColor4fv(p[j].c[1]);
glVertex3fv(p[j].p[1]);
glColor4fv(p[j].c[2]);
glVertex3fv(p[j].p[2]);
setpart(&p[j]);
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_FOG);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.5, 639.5, -0.5, 479.5
, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glColor3f(1.0, 0.0, 0.0);
glRasterPos2i(10, 10);
printstring(GLUT_BITMAP_HELVETICA_18, frbuf);
glColor3f(0.0, 0.0, 1.0);
glRasterPos2i(10, 450);
printstring(GLUT_BITMAP_HELVETICA_18, texNames[texType]);
glColor3f(1.0, 0.0, 0.0);
glRasterPos2i(10, 470);
printstring(GLUT_BITMAP_HELVETICA_10,
"Fire V1.5 Written by David Bucciarelli (tech.hmw@plus.it)");
if (help)
printhelp();
glPopMatrix();
glDepthMask(GL_TRUE);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 2000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
sprintf(frbuf, "Frame rate: %f", fps);
T0 = t;
Frames = 0;
}
}
}
static void
regen_texImage(void)
{
glBindTexture(GL_TEXTURE_2D, TexObj);
glTexImage2D(GL_TEXTURE_2D, 0, TEXINTFORMAT, TexWidth, TexHeight, 0,
texFormats[texType], texTypes[texType], NULL);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, TexObj, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
static void
key(unsigned char key, int x, int y)
{
switch (key) {
case 27:
cleanup();
exit(0);
break;
case ' ':
Anim = !Anim;
glutIdleFunc(Anim ? idle : NULL);
break;
case 'a':
v += 0.0005;
break;
case 'z':
v -= 0.0005;
break;
case 'h':
help = (!help);
break;
case 'f':
fog = (!fog);
break;
case 's':
shadows = !shadows;
break;
case 'R':
eject_r -= 0.03;
break;
case 'r':
eject_r += 0.03;
break;
case 't':
ridtri += 0.005;
break;
case 'T':
ridtri -= 0.005;
break;
case 'v':
ViewRotZ += 5.0;
break;
case 'V':
ViewRotZ -= 5.0;
break;
case 'w':
WireFrame = !WireFrame;
break;
case 'q':
if (++texType > 16)
texType = 0;
regen_texImage();
break;
case 'n':
NiceFog = !NiceFog;
printf("NiceFog %d\n", NiceFog);
break;
}
glutPostRedisplay();
}
static void
inittextures(void)
{
GLenum gluerr;
GLubyte tex[128][128][4];
glGenTextures(1, &groundid);
glBindTexture(GL_TEXTURE_2D, groundid);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (!LoadRGBMipmaps("../images/s128.rgb", GL_RGB)) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glGenTextures(1, &treeid);
glBindTexture(GL_TEXTURE_2D, treeid);
if (1)
{
int w, h;
GLenum format;
int x, y;
GLubyte *image = LoadRGBImage("../images/tree3.rgb", &w, &h, &format);
if (!image) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
for (y = 0; y < 128; y++)
for (x = 0; x < 128; x++) {
tex[x][y][0] = image[(y + x * 128) * 3];
tex[x][y][1] = image[(y + x * 128) * 3 + 1];
tex[x][y][2] = image[(y + x * 128) * 3 + 2];
if ((tex[x][y][0] == tex[x][y][1]) &&
(tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255))
tex[x][y][3] = 0;
else
tex[x][y][3] = 255;
}
if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA,
GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) {
fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr));
exit(-1);
}
}
else {
if (!LoadRGBMipmaps("../images/tree2.rgba", GL_RGBA)) {
fprintf(stderr, "Error reading a texture.\n");
exit(-1);
}
}
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
static void
inittree(void)
{
int i;
float dist;
for (i = 0; i < NUMTREE; i++)
do {
treepos[i][0] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
treepos[i][1] = 0.0;
treepos[i][2] = vrnd() * TREEOUTR * 2.0 - TREEOUTR;
dist =
sqrt(treepos[i][0] * treepos[i][0] +
treepos[i][2] * treepos[i][2]);
} while ((dist < TREEINR) || (dist > TREEOUTR));
}
static int
init_fire(int ac, char *av[])
{
int i;
np = 800;
eject_r = -0.65;
dt = 0.015;
eject_vy = 4;
eject_vl = 1;
shadows = 1;
ridtri = 0.25;
maxage = 1.0 / dt;
if (ac == 2)
np = atoi(av[1]);
inittextures();
p = (part *) malloc(sizeof(part) * np);
for (i = 0; i < np; i++)
setnewpart(&p[i]);
inittree();
return (0);
}
static void
DrawCube(void)
{
static const GLfloat texcoords[4][2] = {
{ 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
};
static const GLfloat vertices[4][2] = {
{ -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
};
static const GLfloat xforms[6][4] = {
{ 0, 0, 1, 0 },
{ 90, 0, 1, 0 },
{ 180, 0, 1, 0 },
{ 270, 0, 1, 0 },
{ 90, 1, 0, 0 },
{ -90, 1, 0, 0 }
};
static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
GLint i, j;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(ViewRotX, 1.0, 0.0, 0.0);
glRotatef(15, 1, 0, 0);
glRotatef(CubeRot, 0, 1, 0);
glScalef(4, 4, 4);
for (i = 0; i < 6; i++) {
glPushMatrix();
glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
glTranslatef(0, 0, 1.1);
glBegin(GL_POLYGON);
glNormal3f(0, 0, 1);
for (j = 0; j < 4; j++) {
glTexCoord2fv(texcoords[j]);
glVertex2fv(vertices[j]);
}
glEnd();
glPopMatrix();
}
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
static void
draw(void)
{
float ar;
static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
drawfire();
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,
GL_SEPARATE_SPECULAR_COLOR);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
glDisable(GL_BLEND);
glDisable(GL_FOG);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
glClear(GL_DEPTH_BUFFER_BIT);
/* draw textured cube */
glViewport(0, 0, WinWidth, WinHeight);
glClearColor(0.5, 0.5, 0.8, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
ar = (float) (WinWidth) / WinHeight;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
glBindTexture(GL_TEXTURE_2D, TexObj);
DrawCube();
/* finish up */
glutSwapBuffers();
}
static void
idle(void)
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */
glutPostRedisplay();
}
/* change view angle */
static void
special(int k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case GLUT_KEY_UP:
ViewRotX += 5.0;
break;
case GLUT_KEY_DOWN:
ViewRotX -= 5.0;
break;
case GLUT_KEY_LEFT:
ViewRotY += 5.0;
break;
case GLUT_KEY_RIGHT:
ViewRotY -= 5.0;
break;
default:
return;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
reshape(int width, int height)
{
WinWidth = width;
WinHeight = height;
}
static void
init_fbotexture()
{
static const GLenum depthFormats[] = {
GL_DEPTH_COMPONENT,
GL_DEPTH_COMPONENT16,
GL_DEPTH_COMPONENT32
};
static int numDepthFormats = sizeof(depthFormats) / sizeof(depthFormats[0]);
GLint i;
GLenum stat;
/* gen framebuffer id, delete it, do some assertions, just for testing */
glGenFramebuffersEXT(1, &MyFB);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB);
glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &i);
/* Make texture object/image */
glGenTextures(1, &TexObj);
glBindTexture(GL_TEXTURE_2D, TexObj);
/* make one image level. */
glTexImage2D(GL_TEXTURE_2D, 0, TEXINTFORMAT, TexWidth, TexHeight, 0,
texFormats[texType], texTypes[texType], NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
CheckError(__LINE__);
/* Render color to texture */
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, TexObj, 0);
CheckError(__LINE__);
/* make depth renderbuffer */
glGenRenderbuffersEXT(1, &DepthRB);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB);
/* we may have to try several formats */
for (i = 0; i < numDepthFormats; i++) {
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, depthFormats[i],
TexWidth, TexHeight);
CheckError(__LINE__);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, DepthRB);
CheckError(__LINE__);
stat = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (stat == GL_FRAMEBUFFER_COMPLETE_EXT) {
break;
}
}
if (stat != GL_FRAMEBUFFER_COMPLETE_EXT) {
fprintf(stderr, "Error: unable to get usable FBO combination!\n");
exit(1);
}
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT,
GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i);
CheckError(__LINE__);
printf("Depth renderbuffer size = %d bits\n", i);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
/*
* Check for completeness.
*/
}
static void
init(int argc, char *argv[])
{
GLint i;
if (!glutExtensionSupported("GL_EXT_framebuffer_object")) {
fprintf(stderr, "Sorry, GL_EXT_framebuffer_object is required!\n");
exit(1);
}
TexWidth = 512;
TexHeight = 512;
init_fbotexture();
init_fire(argc, argv);
for ( i=1; i<argc; i++ ) {
if (strcmp(argv[i], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
}
}
static void
visible(int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc(Anim ? idle : NULL);
else
glutIdleFunc(NULL);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(WinWidth, WinHeight);
Win = glutCreateWindow("fbo_firecube");
glewInit();
init(argc, argv);
glutDisplayFunc(draw);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutVisibilityFunc(visible);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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