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ogl2particle.c
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ogl2particle.c
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/************************************************************************
* *
* Copyright (C) 2002-2004 3Dlabs Inc. Ltd. *
* *
* All rights reserved. *
* *
* Redistribution and use in source and binary forms, with or without *
* modification, are permitted provided that the following conditions *
* are met: *
* *
* Redistributions of source code must retain the above copyright *
* notice, this list of conditions and the following disclaimer. *
* *
* Redistributions in binary form must reproduce the above *
* copyright notice, this list of conditions and the following *
* disclaimer in the documentation and/or other materials provided *
* with the distribution. *
* *
* Neither the name of the 3Dlabs nor the names of its *
* contributors may be used to endorse or promote products derived *
* from this software without specific prior written permission. *
* *
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS *
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT *
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS *
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE *
* COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, *
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, *
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; *
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER *
* CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT *
* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN *
* ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE *
* POSSIBILITY OF SUCH DAMAGE. *
* *
/************************************************************************/
//
// The source of the shaders itself are in plain text files. Files ending in
// .vert are vertex shaders, and files ending in .frag are fragment shaders.
//
#define GL_GLEXT_PROTOTYPES
#include "ogl2particle.h"
//
// flags for doing animation
//
float ParticleTime;
//
// Handle of the window we're rendering to
//
static GLint window;
int printOglError(char *file, int line)
{
//
// Returns 1 if an OpenGL error occurred, 0 otherwise.
//
GLenum glErr;
int retCode = 0;
glErr = glGetError();
while (glErr != GL_NO_ERROR)
{
printf("glError in file %s @ line %d: %s\n", file, line, gluErrorString(glErr));
retCode = 1;
glErr = glGetError();
}
return retCode;
}
/******************************************************************************/
/*
/* GLUT glue
/*
/******************************************************************************/
int Args(int argc, char **argv)
{
int i;
for (i = 1; i < argc; i++)
{
if (strcmp(argv[i], "-loop") == 0)
{
if (i+1 >= argc || argv[i+1][0] == '-')
{
printf("-loop no count given.\n");
return FALSE;
}
}
else
{
printf("%s (Bad option)\n", argv[i]);
return FALSE;
}
}
return TRUE;
}
void display(void)
{
glLoadIdentity();
glScalef( 0.25f, 0.25f, 0.25f );
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
drawPoints();
glFlush();
glutSwapBuffers();
}
void updateAnim()
{
int location;
location = getUniLoc(ProgramObject, "currentTime");
ParticleTime += 0.002f;
if (ParticleTime > 15.0)
ParticleTime = 0.0;
glUniform1fARB(location, ParticleTime);
printOpenGLError();
}
void play(void)
{
updateAnim();
printOpenGLError();
glutPostRedisplay();
printOpenGLError();
}
void key( unsigned char keyPressed, int x, int y )
{
switch( keyPressed )
{
case 'q':
exit( EXIT_SUCCESS );
break;
default:
break;
}
}
void reshape(int wid, int ht)
{
float vp = 0.8f;
float aspect = (float) wid / (float) ht;
glViewport(0, 0, wid, ht);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, wid, ht);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// glOrtho(-1.0, 1.0, -1.0, 1.0, -10.0, 10.0);
glFrustum(-vp, vp, -vp / aspect, vp / aspect, 3, 10.0);
gluLookAt( 3.0f, // eye
3.0f,
3.0f,
0.0f, // center
0.0f,
0.0f,
0.0f, // up
1.0f,
0.0f );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -5.0);
}
// The recommended technique for querying OpenGL extensions;
// from http://opengl.org/resources/features/OGLextensions/
int isExtensionSupported( const char *extension )
{
const GLubyte *extensions = NULL;
const GLubyte *start;
GLubyte *where, *terminator;
/* Extension names should not have spaces. */
where = (GLubyte *) strchr(extension, ' ');
if (where || *extension == '\0')
return 0;
extensions = glGetString(GL_EXTENSIONS);
/* It takes a bit of care to be fool-proof about parsing the
OpenGL extensions string. Don't be fooled by sub-strings, etc. */
start = extensions;
for (;;) {
where = (GLubyte *) strstr((const char *) start, extension);
if (!where)
break;
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ')
if (*terminator == ' ' || *terminator == '\0')
return 1;
start = terminator;
}
return 0;
}
/******************************************************************************/
/*
/* Main
/*
/******************************************************************************/
int main( int argc, char **argv )
{
int success = 0;
GLcharARB *VertexShaderSource, *FragmentShaderSource;
int error = 0;
if (Args(argc, argv) == FALSE)
exit(0);
glutInit( &argc, argv );
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
glutInitWindowSize(500, 500);
window = glutCreateWindow( "Fire and Smoke" );
glutIdleFunc( play );
glutDisplayFunc( display );
glutKeyboardFunc( key );
glutReshapeFunc( reshape );
printOpenGLError();
if ( !isExtensionSupported( "GL_ARB_shader_objects" ) ||
!isExtensionSupported( "GL_ARB_fragment_shader" ) ||
!isExtensionSupported( "GL_ARB_vertex_shader" ) ||
!isExtensionSupported( "GL_ARB_shading_language_100" ) )
{
printf("OpenGL Shading Language extensions not available\n" );
return 1;
}
if( error )
{
printf( "ERROR from wglGetProcAddress\n" );
}
createPoints( numParticles );
glDepthFunc( GL_LESS );
glEnable( GL_DEPTH_TEST );
glClearColor( 0.0f, 0.67f, 0.94f, 1.0f );
ParticleTime = 0.0f;
readShaderSource( "smoke", &VertexShaderSource, &FragmentShaderSource );
success = installParticleShaders( VertexShaderSource, FragmentShaderSource );
if ( success )
{
glutMainLoop();
}
else
{
printf( "Error installing particle shaders" );
scanf( "%d", ParticleTime );
}
return 0;
}