static void drawfire(void) { static char frbuf[80] = ""; int j; 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 ([email protected])"); 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 DrawFire(ModeInfo * mi) { int j; firestruct *fs = &fire[MI_SCREEN(mi)]; Bool wire = MI_IS_WIREFRAME(mi); mi->polygon_count = 0; if (do_wander && !fs->button_down_p) { GLfloat x, y, z; # define SINOID(SCALE,SIZE) \ ((((1 + sin((fs->frame * (SCALE)) / 2 * M_PI)) / 2.0) * (SIZE)) - (SIZE)/2) x = SINOID(0.031, 0.85); y = SINOID(0.017, 0.25); z = SINOID(0.023, 0.85); fs->frame++; fs->obs[0] = x + DEF_OBS[0]; fs->obs[1] = y + DEF_OBS[1]; fs->obs[2] = z + DEF_OBS[2]; fs->dir[1] = y; fs->dir[2] = z; } glEnable(GL_DEPTH_TEST); if (fs->fog) glEnable(GL_FOG); else glDisable(GL_FOG); glDepthMask(GL_TRUE); glClearColor(0.5, 0.5, 0.8, 1.0); /* sky in the distance */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); calcposobs(fs); gltrackball_rotate (fs->trackball); gluLookAt(fs->obs[0], fs->obs[1], fs->obs[2], fs->obs[0] + fs->dir[0], fs->obs[1] + fs->dir[1], fs->obs[2] + fs->dir[2], 0.0, 1.0, 0.0); glEnable(GL_TEXTURE_2D); /* draw ground using the computed texture */ if (do_texture) { glColor4f(1.0,1.0,1.0,1.0); /* white to get texture in it's true color */ #ifdef HAVE_GLBINDTEXTURE glBindTexture(GL_TEXTURE_2D, fs->groundid); #endif /* HAVE_GLBINDTEXTURE */ } else glColor4f(0.54, 0.27, 0.07, 1.0); /* untextured ground color */ 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]); mi->polygon_count++; glEnd(); glAlphaFunc(GL_GEQUAL, 0.9); if (fs->num_trees) { /* here do_texture IS True - and color used is white */ glEnable(GL_ALPHA_TEST); #ifdef HAVE_GLBINDTEXTURE glBindTexture(GL_TEXTURE_2D,fs->treeid); #endif /* HAVE_GLBINDTEXTURE */ for(j=0;j<fs->num_trees;j++) mi->polygon_count += drawtree(fs->treepos[j].x ,fs->treepos[j].y ,fs->treepos[j].z ); glDisable(GL_ALPHA_TEST); } glDisable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); if (fs->shadows) { /* draw shadows with black color */ glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLES); for (j = 0; j < fs->np; j++) { glColor4f(black[0], black[1], black[2], fs->p[j].c[0][3]); glVertex3f(fs->p[j].p[0][0], 0.1, fs->p[j].p[0][2]); glColor4f(black[0], black[1], black[2], fs->p[j].c[1][3]); glVertex3f(fs->p[j].p[1][0], 0.1, fs->p[j].p[1][2]); glColor4f(black[0], black[1], black[2], fs->p[j].c[2][3]); glVertex3f(fs->p[j].p[2][0], 0.1, fs->p[j].p[2][2]); mi->polygon_count++; } glEnd(); } glBegin(wire ? GL_LINE_STRIP : GL_TRIANGLES); for (j = 0; j < fs->np; j++) { /* draw particles: colors are computed in setpart */ glColor4fv(fs->p[j].c[0]); glVertex3fv(fs->p[j].p[0]); glColor4fv(fs->p[j].c[1]); glVertex3fv(fs->p[j].p[1]); glColor4fv(fs->p[j].c[2]); glVertex3fv(fs->p[j].p[2]); mi->polygon_count++; setpart(fs, &fs->p[j]); } glEnd(); /* draw rain particles if no fire particles */ if (!fs->np) { float timeused = gettimerain(); glDisable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glBegin(GL_LINES); for (j = 0; j < NUMPART; j++) { glColor4f(0.7f,0.95f,1.0f,0.0f); glVertex3fv(fs->r[j].oldpos); glColor4f(0.3f,0.7f,1.0f,1.0f); glVertex3fv(fs->r[j].pos); setpartrain(fs, &fs->r[j],timeused); mi->polygon_count++; } glEnd(); glShadeModel(GL_FLAT); } glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); /* manage framerate display */ if (MI_IS_FPS(mi)) do_fps (mi); glPopMatrix(); }