/* * This program is under the GNU GPL. * Use at your own risk. * * written by David Bucciarelli (tech.hmw@plus.it) * Humanware s.r.l. */ #include <assert.h> #include <stdio.h> #include <stdlib.h> #include <math.h> #include <time.h> #include <string.h> #ifdef WIN32 #include <windows.h> #include <mmsystem.h> #endif #include <GL/glut.h> #include "readtex.h" #ifdef XMESA #include "GL/xmesa.h" static int fullscreen = 1; #endif #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 int WIDTH = 640; static int HEIGHT = 480; static GLint T0 = 0; static GLint Frames = 0; 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 win = 0; static int np; static float eject_r, dt, maxage, eject_vy, eject_vl; static short shadows; static float ridtri; static int fog = 1; static int help = 1; static int joyavailable = 0; static int joyactive = 0; 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, char *string) { int len, i; len = (int) strlen(string); for (i = 0; i < len; i++) glutBitmapCharacter(font, string[i]); } static void reshape(int width, int height) { WIDTH = width; HEIGHT = height; glViewport(0, 0, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70.0, width / (float) height, 0.1, 30.0); glMatrixMode(GL_MODELVIEW); } 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, "Arrow Keys - Rotate"); 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); if (joyavailable) printstring(GLUT_BITMAP_TIMES_ROMAN_24, "j - Toggle jostick control (Joystick control available)"); else printstring(GLUT_BITMAP_TIMES_ROMAN_24, "(No Joystick control available)"); } static void dojoy(void) { #ifdef WIN32 static UINT max[2] = { 0, 0 }; static UINT min[2] = { 0xffffffff, 0xffffffff }, center[2]; MMRESULT res; JOYINFO joy; res = joyGetPos(JOYSTICKID1, &joy); if (res == JOYERR_NOERROR) { joyavailable = 1; if (max[0] < joy.wXpos) max[0] = joy.wXpos; if (min[0] > joy.wXpos) min[0] = joy.wXpos; center[0] = (max[0] + min[0]) / 2; if (max[1] < joy.wYpos) max[1] = joy.wYpos; if (min[1] > joy.wYpos) min[1] = joy.wYpos; center[1] = (max[1] + min[1]) / 2; if (joyactive) { if (fabs(center[0] - (float) joy.wXpos) > 0.1 * (max[0] - min[0])) alpha += 2.5 * (center[0] - (float) joy.wXpos) / (max[0] - min[0]); if (fabs(center[1] - (float) joy.wYpos) > 0.1 * (max[1] - min[1])) beta += 2.5 * (center[1] - (float) joy.wYpos) / (max[1] - min[1]); if (joy.wButtons & JOY_BUTTON1) v += 0.01; if (joy.wButtons & JOY_BUTTON2) v -= 0.01; } } else joyavailable = 0; #endif } 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; dojoy(); 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); #if 1 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(); #else /* Subdivide the ground into a bunch of quads. This improves fog * if GL_FOG_HINT != GL_NICEST */ { float x, y; float dx = 1.0, dy = 1.0; glBegin(GL_QUADS); for (y = -DIMP; y < DIMP; y += 1.0) { for (x = -DIMP; x < DIMP; x += 1.0) { glTexCoord2f(0, 0); glVertex3f(x, 0, y); glTexCoord2f(1, 0); glVertex3f(x+dx, 0, y); glTexCoord2f(1, 1); glVertex3f(x+dx, 0, y+dy); glTexCoord2f(0, 1); glVertex3f(x, 0, y+dy); } } glEnd(); } #endif 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); glRasterPos2i(370, 470); printstring(GLUT_BITMAP_HELVETICA_10, "Fire V1.5 Written by David Bucciarelli (tech.hmw@plus.it)"); if (help) printhelp(); reshape(WIDTH, HEIGHT); glPopMatrix(); glutSwapBuffers(); 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 idle(void) { glutPostRedisplay(); } static void special(int key, int x, int y) { switch (key) { case GLUT_KEY_LEFT: alpha += 2.0; break; case GLUT_KEY_RIGHT: alpha -= 2.0; break; case GLUT_KEY_DOWN: beta -= 2.0; break; case GLUT_KEY_UP: beta += 2.0; break; } glutPostRedisplay(); } static void key(unsigned char key, int x, int y) { switch (key) { case 27: exit(0); break; case 'a': v += 0.0005; break; case 'z': v -= 0.0005; break; case 'j': joyactive = (!joyactive); 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; #ifdef XMESA case ' ': XMesaSetFXmode(fullscreen ? XMESA_FX_FULLSCREEN : XMESA_FX_WINDOW); fullscreen = (!fullscreen); break; #endif 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)); } int main(int ac, char **av) { int i; fprintf(stderr, "Fire V1.5\nWritten by David Bucciarelli (tech.hmw@plus.it)\n"); /* Default settings */ 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]); if (np <= 0 || np > 1000000) { fprintf(stderr, "Invalid input.\n"); exit(-1); } } if (ac == 4) { WIDTH = atoi(av[2]); HEIGHT = atoi(av[3]); } glutInitWindowSize(WIDTH, HEIGHT); glutInit(&ac, av); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); if (!(win = glutCreateWindow("Fire"))) { fprintf(stderr, "Error opening a window.\n"); exit(-1); } reshape(WIDTH, HEIGHT); inittextures(); glShadeModel(GL_FLAT); glEnable(GL_DEPTH_TEST); 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); assert(np > 0); p = (part *) malloc(sizeof(part) * np); assert(p); for (i = 0; i < np; i++) setnewpart(&p[i]); inittree(); glutKeyboardFunc(key); glutSpecialFunc(special); glutDisplayFunc(drawfire); glutIdleFunc(idle); glutReshapeFunc(reshape); glutMainLoop(); return (0); }