| //======================================================================== |
| // This is a simple, but cool particle engine (buzz-word meaning many |
| // small objects that are treated as points and drawn as textures |
| // projected on simple geometry). |
| // |
| // This demonstration generates a colorful fountain-like animation. It |
| // uses several advanced OpenGL teqhniques: |
| // |
| // 1) Lighting (per vertex) |
| // 2) Alpha blending |
| // 3) Fog |
| // 4) Texturing |
| // 5) Display lists (for drawing the static environment geometry) |
| // 6) Vertex arrays (for drawing the particles) |
| // 7) GL_EXT_separate_specular_color is used (if available) |
| // |
| // Even more so, this program uses multi threading. The program is |
| // essentialy divided into a main rendering thread and a particle physics |
| // calculation thread. My benchmarks under Windows 2000 on a single |
| // processor system show that running this program as two threads instead |
| // of a single thread means no difference (there may be a very marginal |
| // advantage for the multi threaded case). On dual processor systems I |
| // have had reports of 5-25% of speed increase when running this program |
| // as two threads instead of one thread. |
| // |
| // The default behaviour of this program is to use two threads. To force |
| // a single thread to be used, use the command line switch -s. |
| // |
| // To run a fixed length benchmark (60 s), use the command line switch -b. |
| // |
| // Benchmark results (640x480x16, best of three tests): |
| // |
| // CPU GFX 1 thread 2 threads |
| // Athlon XP 2700+ GeForce Ti4200 (oc) 757 FPS 759 FPS |
| // P4 2.8 GHz (SMT) GeForce FX5600 548 FPS 550 FPS |
| // |
| // One more thing: Press 'w' during the demo to toggle wireframe mode. |
| //======================================================================== |
| |
| #include <stdlib.h> |
| #include <stdio.h> |
| #include <string.h> |
| #include <math.h> |
| |
| #define GLFW_INCLUDE_GLU |
| #include <GLFW/glfw3.h> |
| |
| #include <tinycthread.h> |
| |
| // Define tokens for GL_EXT_separate_specular_color if not already defined |
| #ifndef GL_EXT_separate_specular_color |
| #define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 |
| #define GL_SINGLE_COLOR_EXT 0x81F9 |
| #define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA |
| #endif // GL_EXT_separate_specular_color |
| |
| // Some <math.h>'s do not define M_PI |
| #ifndef M_PI |
| #define M_PI 3.141592654 |
| #endif |
| |
| // Desired fullscreen resolution |
| #define WIDTH 640 |
| #define HEIGHT 480 |
| |
| |
| //======================================================================== |
| // Type definitions |
| //======================================================================== |
| |
| typedef struct { float x,y,z; } VEC; |
| |
| // This structure is used for interleaved vertex arrays (see the |
| // DrawParticles function) - Note: This structure SHOULD be packed on most |
| // systems. It uses 32-bit fields on 32-bit boundaries, and is a multiple |
| // of 64 bits in total (6x32=3x64). If it does not work, try using pragmas |
| // or whatever to force the structure to be packed. |
| typedef struct { |
| GLfloat s, t; // Texture coordinates |
| GLuint rgba; // Color (four ubytes packed into an uint) |
| GLfloat x, y, z; // Vertex coordinates |
| } VERTEX; |
| |
| |
| //======================================================================== |
| // Program control global variables |
| //======================================================================== |
| |
| // "Running" flag (true if program shall continue to run) |
| int running; |
| |
| // Window dimensions |
| int width, height; |
| |
| // "wireframe" flag (true if we use wireframe view) |
| int wireframe; |
| |
| // "multithreading" flag (true if we use multithreading) |
| int multithreading; |
| |
| // Thread synchronization |
| struct { |
| double t; // Time (s) |
| float dt; // Time since last frame (s) |
| int p_frame; // Particle physics frame number |
| int d_frame; // Particle draw frame number |
| cnd_t p_done; // Condition: particle physics done |
| cnd_t d_done; // Condition: particle draw done |
| mtx_t particles_lock; // Particles data sharing mutex |
| } thread_sync; |
| |
| |
| //======================================================================== |
| // Texture declarations (we hard-code them into the source code, since |
| // they are so simple) |
| //======================================================================== |
| |
| #define P_TEX_WIDTH 8 // Particle texture dimensions |
| #define P_TEX_HEIGHT 8 |
| #define F_TEX_WIDTH 16 // Floor texture dimensions |
| #define F_TEX_HEIGHT 16 |
| |
| // Texture object IDs |
| GLuint particle_tex_id, floor_tex_id; |
| |
| // Particle texture (a simple spot) |
| const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = { |
| 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, |
| 0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00, |
| 0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00, |
| 0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00, |
| 0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00, |
| 0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00, |
| 0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00, |
| 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 |
| }; |
| |
| // Floor texture (your basic checkered floor) |
| const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = { |
| 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, |
| 0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, |
| 0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, |
| 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, |
| 0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30, |
| 0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, |
| 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30, |
| 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, |
| 0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0, |
| 0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, |
| 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, |
| }; |
| |
| |
| //======================================================================== |
| // These are fixed constants that control the particle engine. In a |
| // modular world, these values should be variables... |
| //======================================================================== |
| |
| // Maximum number of particles |
| #define MAX_PARTICLES 3000 |
| |
| // Life span of a particle (in seconds) |
| #define LIFE_SPAN 8.0f |
| |
| // A new particle is born every [BIRTH_INTERVAL] second |
| #define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES) |
| |
| // Particle size (meters) |
| #define PARTICLE_SIZE 0.7f |
| |
| // Gravitational constant (m/s^2) |
| #define GRAVITY 9.8f |
| |
| // Base initial velocity (m/s) |
| #define VELOCITY 8.0f |
| |
| // Bounce friction (1.0 = no friction, 0.0 = maximum friction) |
| #define FRICTION 0.75f |
| |
| // "Fountain" height (m) |
| #define FOUNTAIN_HEIGHT 3.0f |
| |
| // Fountain radius (m) |
| #define FOUNTAIN_RADIUS 1.6f |
| |
| // Minimum delta-time for particle phisics (s) |
| #define MIN_DELTA_T (BIRTH_INTERVAL * 0.5f) |
| |
| |
| //======================================================================== |
| // Particle system global variables |
| //======================================================================== |
| |
| // This structure holds all state for a single particle |
| typedef struct { |
| float x,y,z; // Position in space |
| float vx,vy,vz; // Velocity vector |
| float r,g,b; // Color of particle |
| float life; // Life of particle (1.0 = newborn, < 0.0 = dead) |
| int active; // Tells if this particle is active |
| } PARTICLE; |
| |
| // Global vectors holding all particles. We use two vectors for double |
| // buffering. |
| static PARTICLE particles[ MAX_PARTICLES ]; |
| |
| // Global variable holding the age of the youngest particle |
| static float min_age; |
| |
| // Color of latest born particle (used for fountain lighting) |
| static float glow_color[4]; |
| |
| // Position of latest born particle (used for fountain lighting) |
| static float glow_pos[4]; |
| |
| |
| //======================================================================== |
| // Object material and fog configuration constants |
| //======================================================================== |
| |
| const GLfloat fountain_diffuse[4] = {0.7f,1.0f,1.0f,1.0f}; |
| const GLfloat fountain_specular[4] = {1.0f,1.0f,1.0f,1.0f}; |
| const GLfloat fountain_shininess = 12.0f; |
| const GLfloat floor_diffuse[4] = {1.0f,0.6f,0.6f,1.0f}; |
| const GLfloat floor_specular[4] = {0.6f,0.6f,0.6f,1.0f}; |
| const GLfloat floor_shininess = 18.0f; |
| const GLfloat fog_color[4] = {0.1f, 0.1f, 0.1f, 1.0f}; |
| |
| |
| //======================================================================== |
| // InitParticle() - Initialize a new particle |
| //======================================================================== |
| |
| void InitParticle( PARTICLE *p, double t ) |
| { |
| float xy_angle, velocity; |
| |
| // Start position of particle is at the fountain blow-out |
| p->x = 0.0f; |
| p->y = 0.0f; |
| p->z = FOUNTAIN_HEIGHT; |
| |
| // Start velocity is up (Z)... |
| p->vz = 0.7f + (0.3f/4096.f) * (float) (rand() & 4095); |
| |
| // ...and a randomly chosen X/Y direction |
| xy_angle = (2.f * (float)M_PI / 4096.f) * (float) (rand() & 4095); |
| p->vx = 0.4f * (float) cos( xy_angle ); |
| p->vy = 0.4f * (float) sin( xy_angle ); |
| |
| // Scale velocity vector according to a time-varying velocity |
| velocity = VELOCITY*(0.8f + 0.1f*(float)(sin( 0.5*t )+sin( 1.31*t ))); |
| p->vx *= velocity; |
| p->vy *= velocity; |
| p->vz *= velocity; |
| |
| // Color is time-varying |
| p->r = 0.7f + 0.3f * (float) sin( 0.34*t + 0.1 ); |
| p->g = 0.6f + 0.4f * (float) sin( 0.63*t + 1.1 ); |
| p->b = 0.6f + 0.4f * (float) sin( 0.91*t + 2.1 ); |
| |
| // Store settings for fountain glow lighting |
| glow_pos[0] = 0.4f * (float) sin( 1.34*t ); |
| glow_pos[1] = 0.4f * (float) sin( 3.11*t ); |
| glow_pos[2] = FOUNTAIN_HEIGHT + 1.0f; |
| glow_pos[3] = 1.0f; |
| glow_color[0] = p->r; |
| glow_color[1] = p->g; |
| glow_color[2] = p->b; |
| glow_color[3] = 1.0f; |
| |
| // The particle is new-born and active |
| p->life = 1.0f; |
| p->active = 1; |
| } |
| |
| |
| //======================================================================== |
| // UpdateParticle() - Update a particle |
| //======================================================================== |
| |
| #define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2) |
| |
| void UpdateParticle( PARTICLE *p, float dt ) |
| { |
| // If the particle is not active, we need not do anything |
| if( !p->active ) |
| { |
| return; |
| } |
| |
| // The particle is getting older... |
| p->life = p->life - dt * (1.0f / LIFE_SPAN); |
| |
| // Did the particle die? |
| if( p->life <= 0.0f ) |
| { |
| p->active = 0; |
| return; |
| } |
| |
| // Update particle velocity (apply gravity) |
| p->vz = p->vz - GRAVITY * dt; |
| |
| // Update particle position |
| p->x = p->x + p->vx * dt; |
| p->y = p->y + p->vy * dt; |
| p->z = p->z + p->vz * dt; |
| |
| // Simple collision detection + response |
| if( p->vz < 0.0f ) |
| { |
| // Particles should bounce on the fountain (with friction) |
| if( (p->x*p->x + p->y*p->y) < FOUNTAIN_R2 && |
| p->z < (FOUNTAIN_HEIGHT + PARTICLE_SIZE/2) ) |
| { |
| p->vz = -FRICTION * p->vz; |
| p->z = FOUNTAIN_HEIGHT + PARTICLE_SIZE/2 + |
| FRICTION * (FOUNTAIN_HEIGHT + |
| PARTICLE_SIZE/2 - p->z); |
| } |
| |
| // Particles should bounce on the floor (with friction) |
| else if( p->z < PARTICLE_SIZE/2 ) |
| { |
| p->vz = -FRICTION * p->vz; |
| p->z = PARTICLE_SIZE/2 + |
| FRICTION * (PARTICLE_SIZE/2 - p->z); |
| } |
| |
| } |
| } |
| |
| |
| //======================================================================== |
| // ParticleEngine() - The main frame for the particle engine. Called once |
| // per frame. |
| //======================================================================== |
| |
| void ParticleEngine( double t, float dt ) |
| { |
| int i; |
| float dt2; |
| |
| // Update particles (iterated several times per frame if dt is too |
| // large) |
| while( dt > 0.0f ) |
| { |
| // Calculate delta time for this iteration |
| dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T; |
| |
| // Update particles |
| for( i = 0; i < MAX_PARTICLES; i ++ ) |
| { |
| UpdateParticle( &particles[ i ], dt2 ); |
| } |
| |
| // Increase minimum age |
| min_age += dt2; |
| |
| // Should we create any new particle(s)? |
| while( min_age >= BIRTH_INTERVAL ) |
| { |
| min_age -= BIRTH_INTERVAL; |
| |
| // Find a dead particle to replace with a new one |
| for( i = 0; i < MAX_PARTICLES; i ++ ) |
| { |
| if( !particles[ i ].active ) |
| { |
| InitParticle( &particles[ i ], t + min_age ); |
| UpdateParticle( &particles[ i ], min_age ); |
| break; |
| } |
| } |
| } |
| |
| // Decrease frame delta time |
| dt -= dt2; |
| } |
| } |
| |
| |
| //======================================================================== |
| // DrawParticles() - Draw all active particles. We use OpenGL 1.1 vertex |
| // arrays for this in order to accelerate the drawing. |
| //======================================================================== |
| |
| #define BATCH_PARTICLES 70 // Number of particles to draw in each batch |
| // (70 corresponds to 7.5 KB = will not blow |
| // the L1 data cache on most CPUs) |
| #define PARTICLE_VERTS 4 // Number of vertices per particle |
| |
| void DrawParticles( double t, float dt ) |
| { |
| int i, particle_count; |
| VERTEX vertex_array[ BATCH_PARTICLES * PARTICLE_VERTS ], *vptr; |
| float alpha; |
| GLuint rgba; |
| VEC quad_lower_left, quad_lower_right; |
| GLfloat mat[ 16 ]; |
| PARTICLE *pptr; |
| |
| // Here comes the real trick with flat single primitive objects (s.c. |
| // "billboards"): We must rotate the textured primitive so that it |
| // always faces the viewer (is coplanar with the view-plane). |
| // We: |
| // 1) Create the primitive around origo (0,0,0) |
| // 2) Rotate it so that it is coplanar with the view plane |
| // 3) Translate it according to the particle position |
| // Note that 1) and 2) is the same for all particles (done only once). |
| |
| // Get modelview matrix. We will only use the upper left 3x3 part of |
| // the matrix, which represents the rotation. |
| glGetFloatv( GL_MODELVIEW_MATRIX, mat ); |
| |
| // 1) & 2) We do it in one swift step: |
| // Although not obvious, the following six lines represent two matrix/ |
| // vector multiplications. The matrix is the inverse 3x3 rotation |
| // matrix (i.e. the transpose of the same matrix), and the two vectors |
| // represent the lower left corner of the quad, PARTICLE_SIZE/2 * |
| // (-1,-1,0), and the lower right corner, PARTICLE_SIZE/2 * (1,-1,0). |
| // The upper left/right corners of the quad is always the negative of |
| // the opposite corners (regardless of rotation). |
| quad_lower_left.x = (-PARTICLE_SIZE/2) * (mat[0] + mat[1]); |
| quad_lower_left.y = (-PARTICLE_SIZE/2) * (mat[4] + mat[5]); |
| quad_lower_left.z = (-PARTICLE_SIZE/2) * (mat[8] + mat[9]); |
| quad_lower_right.x = (PARTICLE_SIZE/2) * (mat[0] - mat[1]); |
| quad_lower_right.y = (PARTICLE_SIZE/2) * (mat[4] - mat[5]); |
| quad_lower_right.z = (PARTICLE_SIZE/2) * (mat[8] - mat[9]); |
| |
| // Don't update z-buffer, since all particles are transparent! |
| glDepthMask( GL_FALSE ); |
| |
| // Enable blending |
| glEnable( GL_BLEND ); |
| glBlendFunc( GL_SRC_ALPHA, GL_ONE ); |
| |
| // Select particle texture |
| if( !wireframe ) |
| { |
| glEnable( GL_TEXTURE_2D ); |
| glBindTexture( GL_TEXTURE_2D, particle_tex_id ); |
| } |
| |
| // Set up vertex arrays. We use interleaved arrays, which is easier to |
| // handle (in most situations) and it gives a linear memeory access |
| // access pattern (which may give better performance in some |
| // situations). GL_T2F_C4UB_V3F means: 2 floats for texture coords, |
| // 4 ubytes for color and 3 floats for vertex coord (in that order). |
| // Most OpenGL cards / drivers are optimized for this format. |
| glInterleavedArrays( GL_T2F_C4UB_V3F, 0, vertex_array ); |
| |
| // Is particle physics carried out in a separate thread? |
| if( multithreading ) |
| { |
| // Wait for particle physics thread to be done |
| mtx_lock( &thread_sync.particles_lock ); |
| while( running && thread_sync.p_frame <= thread_sync.d_frame ) |
| { |
| struct timespec ts = { 0, 100000000 }; |
| cnd_timedwait( &thread_sync.p_done, &thread_sync.particles_lock, |
| &ts ); |
| } |
| |
| // Store the frame time and delta time for the physics thread |
| thread_sync.t = t; |
| thread_sync.dt = dt; |
| |
| // Update frame counter |
| thread_sync.d_frame ++; |
| } |
| else |
| { |
| // Perform particle physics in this thread |
| ParticleEngine( t, dt ); |
| } |
| |
| // Loop through all particles and build vertex arrays. |
| particle_count = 0; |
| vptr = vertex_array; |
| pptr = particles; |
| for( i = 0; i < MAX_PARTICLES; i ++ ) |
| { |
| if( pptr->active ) |
| { |
| // Calculate particle intensity (we set it to max during 75% |
| // of its life, then it fades out) |
| alpha = 4.0f * pptr->life; |
| if( alpha > 1.0f ) |
| { |
| alpha = 1.0f; |
| } |
| |
| // Convert color from float to 8-bit (store it in a 32-bit |
| // integer using endian independent type casting) |
| ((GLubyte *)&rgba)[0] = (GLubyte)(pptr->r * 255.0f); |
| ((GLubyte *)&rgba)[1] = (GLubyte)(pptr->g * 255.0f); |
| ((GLubyte *)&rgba)[2] = (GLubyte)(pptr->b * 255.0f); |
| ((GLubyte *)&rgba)[3] = (GLubyte)(alpha * 255.0f); |
| |
| // 3) Translate the quad to the correct position in modelview |
| // space and store its parameters in vertex arrays (we also |
| // store texture coord and color information for each vertex). |
| |
| // Lower left corner |
| vptr->s = 0.0f; |
| vptr->t = 0.0f; |
| vptr->rgba = rgba; |
| vptr->x = pptr->x + quad_lower_left.x; |
| vptr->y = pptr->y + quad_lower_left.y; |
| vptr->z = pptr->z + quad_lower_left.z; |
| vptr ++; |
| |
| // Lower right corner |
| vptr->s = 1.0f; |
| vptr->t = 0.0f; |
| vptr->rgba = rgba; |
| vptr->x = pptr->x + quad_lower_right.x; |
| vptr->y = pptr->y + quad_lower_right.y; |
| vptr->z = pptr->z + quad_lower_right.z; |
| vptr ++; |
| |
| // Upper right corner |
| vptr->s = 1.0f; |
| vptr->t = 1.0f; |
| vptr->rgba = rgba; |
| vptr->x = pptr->x - quad_lower_left.x; |
| vptr->y = pptr->y - quad_lower_left.y; |
| vptr->z = pptr->z - quad_lower_left.z; |
| vptr ++; |
| |
| // Upper left corner |
| vptr->s = 0.0f; |
| vptr->t = 1.0f; |
| vptr->rgba = rgba; |
| vptr->x = pptr->x - quad_lower_right.x; |
| vptr->y = pptr->y - quad_lower_right.y; |
| vptr->z = pptr->z - quad_lower_right.z; |
| vptr ++; |
| |
| // Increase count of drawable particles |
| particle_count ++; |
| } |
| |
| // If we have filled up one batch of particles, draw it as a set |
| // of quads using glDrawArrays. |
| if( particle_count >= BATCH_PARTICLES ) |
| { |
| // The first argument tells which primitive type we use (QUAD) |
| // The second argument tells the index of the first vertex (0) |
| // The last argument is the vertex count |
| glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); |
| particle_count = 0; |
| vptr = vertex_array; |
| } |
| |
| // Next particle |
| pptr ++; |
| } |
| |
| // We are done with the particle data: Unlock mutex and signal physics |
| // thread |
| if( multithreading ) |
| { |
| mtx_unlock( &thread_sync.particles_lock ); |
| cnd_signal( &thread_sync.d_done ); |
| } |
| |
| // Draw final batch of particles (if any) |
| glDrawArrays( GL_QUADS, 0, PARTICLE_VERTS * particle_count ); |
| |
| // Disable vertex arrays (Note: glInterleavedArrays implicitly called |
| // glEnableClientState for vertex, texture coord and color arrays) |
| glDisableClientState( GL_VERTEX_ARRAY ); |
| glDisableClientState( GL_TEXTURE_COORD_ARRAY ); |
| glDisableClientState( GL_COLOR_ARRAY ); |
| |
| // Disable texturing and blending |
| glDisable( GL_TEXTURE_2D ); |
| glDisable( GL_BLEND ); |
| |
| // Allow Z-buffer updates again |
| glDepthMask( GL_TRUE ); |
| } |
| |
| |
| //======================================================================== |
| // Fountain geometry specification |
| //======================================================================== |
| |
| #define FOUNTAIN_SIDE_POINTS 14 |
| #define FOUNTAIN_SWEEP_STEPS 32 |
| |
| static const float fountain_side[ FOUNTAIN_SIDE_POINTS*2 ] = { |
| 1.2f, 0.0f, 1.0f, 0.2f, 0.41f, 0.3f, 0.4f, 0.35f, |
| 0.4f, 1.95f, 0.41f, 2.0f, 0.8f, 2.2f, 1.2f, 2.4f, |
| 1.5f, 2.7f, 1.55f,2.95f, 1.6f, 3.0f, 1.0f, 3.0f, |
| 0.5f, 3.0f, 0.0f, 3.0f |
| }; |
| |
| static const float fountain_normal[ FOUNTAIN_SIDE_POINTS*2 ] = { |
| 1.0000f, 0.0000f, 0.6428f, 0.7660f, 0.3420f, 0.9397f, 1.0000f, 0.0000f, |
| 1.0000f, 0.0000f, 0.3420f,-0.9397f, 0.4226f,-0.9063f, 0.5000f,-0.8660f, |
| 0.7660f,-0.6428f, 0.9063f,-0.4226f, 0.0000f,1.00000f, 0.0000f,1.00000f, |
| 0.0000f,1.00000f, 0.0000f,1.00000f |
| }; |
| |
| |
| //======================================================================== |
| // DrawFountain() - Draw a fountain |
| //======================================================================== |
| |
| void DrawFountain( void ) |
| { |
| static GLuint fountain_list = 0; |
| double angle; |
| float x, y; |
| int m, n; |
| |
| // The first time, we build the fountain display list |
| if( !fountain_list ) |
| { |
| // Start recording of a new display list |
| fountain_list = glGenLists( 1 ); |
| glNewList( fountain_list, GL_COMPILE_AND_EXECUTE ); |
| |
| // Set fountain material |
| glMaterialfv( GL_FRONT, GL_DIFFUSE, fountain_diffuse ); |
| glMaterialfv( GL_FRONT, GL_SPECULAR, fountain_specular ); |
| glMaterialf( GL_FRONT, GL_SHININESS, fountain_shininess ); |
| |
| // Build fountain using triangle strips |
| for( n = 0; n < FOUNTAIN_SIDE_POINTS-1; n ++ ) |
| { |
| glBegin( GL_TRIANGLE_STRIP ); |
| for( m = 0; m <= FOUNTAIN_SWEEP_STEPS; m ++ ) |
| { |
| angle = (double) m * (2.0*M_PI/(double)FOUNTAIN_SWEEP_STEPS); |
| x = (float) cos( angle ); |
| y = (float) sin( angle ); |
| |
| // Draw triangle strip |
| glNormal3f( x * fountain_normal[ n*2+2 ], |
| y * fountain_normal[ n*2+2 ], |
| fountain_normal[ n*2+3 ] ); |
| glVertex3f( x * fountain_side[ n*2+2 ], |
| y * fountain_side[ n*2+2 ], |
| fountain_side[ n*2+3 ] ); |
| glNormal3f( x * fountain_normal[ n*2 ], |
| y * fountain_normal[ n*2 ], |
| fountain_normal[ n*2+1 ] ); |
| glVertex3f( x * fountain_side[ n*2 ], |
| y * fountain_side[ n*2 ], |
| fountain_side[ n*2+1 ] ); |
| } |
| glEnd(); |
| } |
| |
| // End recording of display list |
| glEndList(); |
| } |
| else |
| { |
| // Playback display list |
| glCallList( fountain_list ); |
| } |
| } |
| |
| |
| //======================================================================== |
| // TesselateFloor() - Recursive function for building variable tesselated |
| // floor |
| //======================================================================== |
| |
| void TesselateFloor( float x1, float y1, float x2, float y2, |
| int recursion ) |
| { |
| float delta, x, y; |
| |
| // Last recursion? |
| if( recursion >= 5 ) |
| { |
| delta = 999999.0f; |
| } |
| else |
| { |
| x = (float) (fabs(x1) < fabs(x2) ? fabs(x1) : fabs(x2)); |
| y = (float) (fabs(y1) < fabs(y2) ? fabs(y1) : fabs(y2)); |
| delta = x*x + y*y; |
| } |
| |
| // Recurse further? |
| if( delta < 0.1f ) |
| { |
| x = (x1+x2) * 0.5f; |
| y = (y1+y2) * 0.5f; |
| TesselateFloor( x1,y1, x, y, recursion + 1 ); |
| TesselateFloor( x,y1, x2, y, recursion + 1 ); |
| TesselateFloor( x1, y, x,y2, recursion + 1 ); |
| TesselateFloor( x, y, x2,y2, recursion + 1 ); |
| } |
| else |
| { |
| glTexCoord2f( x1*30.0f, y1*30.0f ); |
| glVertex3f( x1*80.0f, y1*80.0f , 0.0f ); |
| glTexCoord2f( x2*30.0f, y1*30.0f ); |
| glVertex3f( x2*80.0f, y1*80.0f , 0.0f ); |
| glTexCoord2f( x2*30.0f, y2*30.0f ); |
| glVertex3f( x2*80.0f, y2*80.0f , 0.0f ); |
| glTexCoord2f( x1*30.0f, y2*30.0f ); |
| glVertex3f( x1*80.0f, y2*80.0f , 0.0f ); |
| } |
| } |
| |
| |
| //======================================================================== |
| // DrawFloor() - Draw floor. We builde the floor recursively, and let the |
| // tesselation in the centre (near x,y=0,0) be high, while the selleation |
| // around the edges be low. |
| //======================================================================== |
| |
| void DrawFloor( void ) |
| { |
| static GLuint floor_list = 0; |
| |
| // Select floor texture |
| if( !wireframe ) |
| { |
| glEnable( GL_TEXTURE_2D ); |
| glBindTexture( GL_TEXTURE_2D, floor_tex_id ); |
| } |
| |
| // The first time, we build the floor display list |
| if( !floor_list ) |
| { |
| // Start recording of a new display list |
| floor_list = glGenLists( 1 ); |
| glNewList( floor_list, GL_COMPILE_AND_EXECUTE ); |
| |
| // Set floor material |
| glMaterialfv( GL_FRONT, GL_DIFFUSE, floor_diffuse ); |
| glMaterialfv( GL_FRONT, GL_SPECULAR, floor_specular ); |
| glMaterialf( GL_FRONT, GL_SHININESS, floor_shininess ); |
| |
| // Draw floor as a bunch of triangle strips (high tesselation |
| // improves lighting) |
| glNormal3f( 0.0f, 0.0f, 1.0f ); |
| glBegin( GL_QUADS ); |
| TesselateFloor( -1.0f,-1.0f, 0.0f,0.0f, 0 ); |
| TesselateFloor( 0.0f,-1.0f, 1.0f,0.0f, 0 ); |
| TesselateFloor( 0.0f, 0.0f, 1.0f,1.0f, 0 ); |
| TesselateFloor( -1.0f, 0.0f, 0.0f,1.0f, 0 ); |
| glEnd(); |
| |
| // End recording of display list |
| glEndList(); |
| } |
| else |
| { |
| // Playback display list |
| glCallList( floor_list ); |
| } |
| |
| glDisable( GL_TEXTURE_2D ); |
| |
| } |
| |
| |
| //======================================================================== |
| // SetupLights() - Position and configure light sources |
| //======================================================================== |
| |
| void SetupLights( void ) |
| { |
| float l1pos[4], l1amb[4], l1dif[4], l1spec[4]; |
| float l2pos[4], l2amb[4], l2dif[4], l2spec[4]; |
| |
| // Set light source 1 parameters |
| l1pos[0] = 0.0f; l1pos[1] = -9.0f; l1pos[2] = 8.0f; l1pos[3] = 1.0f; |
| l1amb[0] = 0.2f; l1amb[1] = 0.2f; l1amb[2] = 0.2f; l1amb[3] = 1.0f; |
| l1dif[0] = 0.8f; l1dif[1] = 0.4f; l1dif[2] = 0.2f; l1dif[3] = 1.0f; |
| l1spec[0] = 1.0f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.0f; |
| |
| // Set light source 2 parameters |
| l2pos[0] = -15.0f; l2pos[1] = 12.0f; l2pos[2] = 1.5f; l2pos[3] = 1.0f; |
| l2amb[0] = 0.0f; l2amb[1] = 0.0f; l2amb[2] = 0.0f; l2amb[3] = 1.0f; |
| l2dif[0] = 0.2f; l2dif[1] = 0.4f; l2dif[2] = 0.8f; l2dif[3] = 1.0f; |
| l2spec[0] = 0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.0f; l2spec[3] = 0.0f; |
| |
| // Configure light sources in OpenGL |
| glLightfv( GL_LIGHT1, GL_POSITION, l1pos ); |
| glLightfv( GL_LIGHT1, GL_AMBIENT, l1amb ); |
| glLightfv( GL_LIGHT1, GL_DIFFUSE, l1dif ); |
| glLightfv( GL_LIGHT1, GL_SPECULAR, l1spec ); |
| glLightfv( GL_LIGHT2, GL_POSITION, l2pos ); |
| glLightfv( GL_LIGHT2, GL_AMBIENT, l2amb ); |
| glLightfv( GL_LIGHT2, GL_DIFFUSE, l2dif ); |
| glLightfv( GL_LIGHT2, GL_SPECULAR, l2spec ); |
| glLightfv( GL_LIGHT3, GL_POSITION, glow_pos ); |
| glLightfv( GL_LIGHT3, GL_DIFFUSE, glow_color ); |
| glLightfv( GL_LIGHT3, GL_SPECULAR, glow_color ); |
| |
| // Enable light sources |
| glEnable( GL_LIGHT1 ); |
| glEnable( GL_LIGHT2 ); |
| glEnable( GL_LIGHT3 ); |
| } |
| |
| |
| //======================================================================== |
| // Draw() - Main rendering function |
| //======================================================================== |
| |
| void Draw( double t ) |
| { |
| double xpos, ypos, zpos, angle_x, angle_y, angle_z; |
| static double t_old = 0.0; |
| float dt; |
| |
| // Calculate frame-to-frame delta time |
| dt = (float)(t-t_old); |
| t_old = t; |
| |
| // Setup viewport |
| glViewport( 0, 0, width, height ); |
| |
| // Clear color and Z-buffer |
| glClearColor( 0.1f, 0.1f, 0.1f, 1.0f ); |
| glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
| |
| // Setup projection |
| glMatrixMode( GL_PROJECTION ); |
| glLoadIdentity(); |
| gluPerspective( 65.0, (double)width/(double)height, 1.0, 60.0 ); |
| |
| // Setup camera |
| glMatrixMode( GL_MODELVIEW ); |
| glLoadIdentity(); |
| |
| // Rotate camera |
| angle_x = 90.0 - 10.0; |
| angle_y = 10.0 * sin( 0.3 * t ); |
| angle_z = 10.0 * t; |
| glRotated( -angle_x, 1.0, 0.0, 0.0 ); |
| glRotated( -angle_y, 0.0, 1.0, 0.0 ); |
| glRotated( -angle_z, 0.0, 0.0, 1.0 ); |
| |
| // Translate camera |
| xpos = 15.0 * sin( (M_PI/180.0) * angle_z ) + |
| 2.0 * sin( (M_PI/180.0) * 3.1 * t ); |
| ypos = -15.0 * cos( (M_PI/180.0) * angle_z ) + |
| 2.0 * cos( (M_PI/180.0) * 2.9 * t ); |
| zpos = 4.0 + 2.0 * cos( (M_PI/180.0) * 4.9 * t ); |
| glTranslated( -xpos, -ypos, -zpos ); |
| |
| // Enable face culling |
| glFrontFace( GL_CCW ); |
| glCullFace( GL_BACK ); |
| glEnable( GL_CULL_FACE ); |
| |
| // Enable lighting |
| SetupLights(); |
| glEnable( GL_LIGHTING ); |
| |
| // Enable fog (dim details far away) |
| glEnable( GL_FOG ); |
| glFogi( GL_FOG_MODE, GL_EXP ); |
| glFogf( GL_FOG_DENSITY, 0.05f ); |
| glFogfv( GL_FOG_COLOR, fog_color ); |
| |
| // Draw floor |
| DrawFloor(); |
| |
| // Enable Z-buffering |
| glEnable( GL_DEPTH_TEST ); |
| glDepthFunc( GL_LEQUAL ); |
| glDepthMask( GL_TRUE ); |
| |
| // Draw fountain |
| DrawFountain(); |
| |
| // Disable fog & lighting |
| glDisable( GL_LIGHTING ); |
| glDisable( GL_FOG ); |
| |
| // Draw all particles (must be drawn after all solid objects have been |
| // drawn!) |
| DrawParticles( t, dt ); |
| |
| // Z-buffer not needed anymore |
| glDisable( GL_DEPTH_TEST ); |
| } |
| |
| |
| //======================================================================== |
| // Resize() - GLFW window resize callback function |
| //======================================================================== |
| |
| void Resize( GLFWwindow* window, int x, int y ) |
| { |
| width = x; |
| height = y > 0 ? y : 1; // Prevent division by zero in aspect calc. |
| } |
| |
| |
| //======================================================================== |
| // Input callback functions |
| //======================================================================== |
| |
| void KeyFun( GLFWwindow* window, int key, int scancode, int action, int mods ) |
| { |
| if( action == GLFW_PRESS ) |
| { |
| switch( key ) |
| { |
| case GLFW_KEY_ESCAPE: |
| running = 0; |
| break; |
| case GLFW_KEY_W: |
| wireframe = !wireframe; |
| glPolygonMode( GL_FRONT_AND_BACK, |
| wireframe ? GL_LINE : GL_FILL ); |
| break; |
| default: |
| break; |
| } |
| } |
| } |
| |
| |
| //======================================================================== |
| // PhysicsThreadFun() - Thread for updating particle physics |
| //======================================================================== |
| |
| int PhysicsThreadFun( void *arg ) |
| { |
| while( running ) |
| { |
| // Lock mutex |
| mtx_lock( &thread_sync.particles_lock ); |
| |
| // Wait for particle drawing to be done |
| while( running && thread_sync.p_frame > thread_sync.d_frame ) |
| { |
| struct timespec ts = { 0, 100000000 }; |
| cnd_timedwait( &thread_sync.d_done, &thread_sync.particles_lock, |
| &ts ); |
| } |
| |
| // No longer running? |
| if( !running ) |
| { |
| break; |
| } |
| |
| // Update particles |
| ParticleEngine( thread_sync.t, thread_sync.dt ); |
| |
| // Update frame counter |
| thread_sync.p_frame ++; |
| |
| // Unlock mutex and signal drawing thread |
| mtx_unlock( &thread_sync.particles_lock ); |
| cnd_signal( &thread_sync.p_done ); |
| } |
| |
| return 0; |
| } |
| |
| |
| //======================================================================== |
| // main() |
| //======================================================================== |
| |
| int main( int argc, char **argv ) |
| { |
| int i, frames, benchmark; |
| double t0, t; |
| thrd_t physics_thread = 0; |
| GLFWwindow* window; |
| |
| // Use multithreading by default, but don't benchmark |
| multithreading = 1; |
| benchmark = 0; |
| |
| // Check command line arguments |
| for( i = 1; i < argc; i ++ ) |
| { |
| // Use benchmarking? |
| if( strcmp( argv[i], "-b" ) == 0 ) |
| { |
| benchmark = 1; |
| } |
| |
| // Force multithreading off? |
| else if( strcmp( argv[i], "-s" ) == 0 ) |
| { |
| multithreading = 0; |
| } |
| |
| // With a Finder launch on Mac OS X we get a bogus -psn_0_46268417 |
| // kind of argument (actual numbers vary). Ignore it. |
| else if( strncmp( argv[i], "-psn_", 5) == 0 ); |
| |
| // Usage |
| else |
| { |
| if( strcmp( argv[i], "-?" ) != 0 ) |
| { |
| printf( "Unknonwn option %s\n\n", argv[ i ] ); |
| } |
| printf( "Usage: %s [options]\n", argv[ 0 ] ); |
| printf( "\n"); |
| printf( "Options:\n" ); |
| printf( " -b Benchmark (run program for 60 s)\n" ); |
| printf( " -s Run program as single thread (default is to use two threads)\n" ); |
| printf( " -? Display this text\n" ); |
| printf( "\n"); |
| printf( "Program runtime controls:\n" ); |
| printf( " w Toggle wireframe mode\n" ); |
| printf( " ESC Exit program\n" ); |
| exit( 0 ); |
| } |
| } |
| |
| // Initialize GLFW |
| if( !glfwInit() ) |
| { |
| fprintf( stderr, "Failed to initialize GLFW\n" ); |
| exit( EXIT_FAILURE ); |
| } |
| |
| // Open OpenGL fullscreen window |
| window = glfwCreateWindow( WIDTH, HEIGHT, "Particle Engine", |
| glfwGetPrimaryMonitor(), NULL); |
| if( !window ) |
| { |
| fprintf( stderr, "Failed to open GLFW window\n" ); |
| glfwTerminate(); |
| exit( EXIT_FAILURE ); |
| } |
| |
| glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); |
| |
| glfwMakeContextCurrent(window); |
| glfwSwapInterval( 0 ); |
| |
| // Window resize callback function |
| glfwSetWindowSizeCallback( window, Resize ); |
| |
| // Set keyboard input callback function |
| glfwSetKeyCallback( window, KeyFun ); |
| |
| // Upload particle texture |
| glGenTextures( 1, &particle_tex_id ); |
| glBindTexture( GL_TEXTURE_2D, particle_tex_id ); |
| glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, P_TEX_WIDTH, P_TEX_HEIGHT, |
| 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, particle_texture ); |
| |
| // Upload floor texture |
| glGenTextures( 1, &floor_tex_id ); |
| glBindTexture( GL_TEXTURE_2D, floor_tex_id ); |
| glPixelStorei( GL_UNPACK_ALIGNMENT, 1 ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
| glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
| glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, F_TEX_WIDTH, F_TEX_HEIGHT, |
| 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, floor_texture ); |
| |
| // Check if we have GL_EXT_separate_specular_color, and if so use it |
| if( glfwExtensionSupported( "GL_EXT_separate_specular_color" ) ) |
| { |
| glLightModeli( GL_LIGHT_MODEL_COLOR_CONTROL_EXT, |
| GL_SEPARATE_SPECULAR_COLOR_EXT ); |
| } |
| |
| // Set filled polygon mode as default (not wireframe) |
| glPolygonMode( GL_FRONT_AND_BACK, GL_FILL ); |
| wireframe = 0; |
| |
| // Clear particle system |
| for( i = 0; i < MAX_PARTICLES; i ++ ) |
| { |
| particles[ i ].active = 0; |
| } |
| min_age = 0.0f; |
| |
| // Set "running" flag |
| running = 1; |
| |
| // Set initial times |
| thread_sync.t = 0.0; |
| thread_sync.dt = 0.001f; |
| |
| // Init threading |
| if( multithreading ) |
| { |
| thread_sync.p_frame = 0; |
| thread_sync.d_frame = 0; |
| mtx_init(&thread_sync.particles_lock, mtx_timed); |
| cnd_init(&thread_sync.p_done); |
| cnd_init(&thread_sync.d_done); |
| |
| if (thrd_create( &physics_thread, PhysicsThreadFun, NULL ) != thrd_success) |
| { |
| glfwTerminate(); |
| exit(EXIT_FAILURE); |
| } |
| } |
| |
| // Main loop |
| t0 = glfwGetTime(); |
| frames = 0; |
| while( running ) |
| { |
| // Get frame time |
| t = glfwGetTime() - t0; |
| |
| // Draw... |
| Draw( t ); |
| |
| // Swap buffers |
| glfwSwapBuffers(window); |
| glfwPollEvents(); |
| |
| // Check if window was closed |
| running = running && !glfwWindowShouldClose( window ); |
| |
| // Increase frame count |
| frames ++; |
| |
| // End of benchmark? |
| if( benchmark && t >= 60.0 ) |
| { |
| running = 0; |
| } |
| } |
| t = glfwGetTime() - t0; |
| |
| // Wait for particle physics thread to die |
| if( multithreading ) |
| { |
| thrd_join( physics_thread, NULL ); |
| } |
| |
| // Display profiling information |
| printf( "%d frames in %.2f seconds = %.1f FPS", frames, t, |
| (double)frames / t ); |
| printf( " (multithreading %s)\n", multithreading ? "on" : "off" ); |
| |
| glfwDestroyWindow(window); |
| |
| // Terminate OpenGL |
| glfwTerminate(); |
| |
| exit( EXIT_SUCCESS ); |
| } |
| |