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@ -22,27 +22,26 @@ |
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/* Animation speed (10.0 looks good) */ |
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#define ANIMATION_SPEED 10.0 |
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GLfloat alpha = 210.f, beta = -70.f; |
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GLfloat zoom = 2.f; |
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GLfloat alpha = 210.0f, beta = -70.0f; |
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GLfloat zoom = 2.0f; |
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int running = 1; |
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GLboolean running = GL_TRUE; |
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struct Vertex |
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{ |
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GLfloat x,y,z; |
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GLfloat r,g,b; |
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GLfloat x, y, z; |
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GLfloat r, g, b; |
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}; |
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#define GRIDW 50 |
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#define GRIDH 50 |
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#define VERTEXNUM (GRIDW*GRIDH) |
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#define QUADW (GRIDW-1) |
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#define QUADH (GRIDH-1) |
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#define QUADW (GRIDW - 1) |
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#define QUADH (GRIDH - 1) |
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#define QUADNUM (QUADW*QUADH) |
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GLuint quad[4*QUADNUM]; |
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GLuint quad[4 * QUADNUM]; |
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struct Vertex vertex[VERTEXNUM]; |
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/* The grid will look like this:
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@ -56,47 +55,47 @@ struct Vertex vertex[VERTEXNUM]; |
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* 0 1 2 |
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*/ |
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void initVertices( void ) |
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//========================================================================
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// Initialize grid geometry
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//========================================================================
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void init_vertices(void) |
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{ |
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int x,y,p; |
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int x, y, p; |
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/* place the vertices in a grid */ |
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for(y=0;y<GRIDH;y++) |
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for(x=0;x<GRIDW;x++) |
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// Place the vertices in a grid
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for (y = 0; y < GRIDH; y++) |
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{ |
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p = y*GRIDW + x; |
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//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH);
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//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW);
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vertex[p].x = (GLfloat)(x-GRIDW/2)/(GLfloat)(GRIDW/2); |
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vertex[p].y = (GLfloat)(y-GRIDH/2)/(GLfloat)(GRIDH/2); |
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vertex[p].z = 0;//sin(d*M_PI);
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//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
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//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
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//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
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if((x%4<2)^(y%4<2)) |
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{ |
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vertex[p].r = 0.0; |
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} |
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else |
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{ |
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vertex[p].r=1.0; |
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} |
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vertex[p].g = (GLfloat)y/(GLfloat)GRIDH; |
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vertex[p].b = 1.f-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.f; |
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for (x = 0; x < GRIDW; x++) |
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{ |
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p = y * GRIDW + x; |
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vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2); |
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vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2); |
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vertex[p].z = 0; |
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if ((x % 4 < 2) ^ (y % 4 < 2)) |
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vertex[p].r = 0.0; |
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else |
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vertex[p].r = 1.0; |
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vertex[p].g = (GLfloat) y / (GLfloat) GRIDH; |
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vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f; |
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} |
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} |
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for(y=0;y<QUADH;y++) |
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for(x=0;x<QUADW;x++) |
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for (y = 0; y < QUADH; y++) |
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{ |
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p = 4*(y*QUADW + x); |
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/* first quad */ |
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quad[p+0] = y *GRIDW+x; /* some point */ |
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quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */ |
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quad[p+2] = (y+1)*GRIDW+x+1; /* upper right neighbor */ |
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quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */ |
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for (x = 0; x < QUADW; x++) |
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{ |
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p = 4 * (y * QUADW + x); |
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/* first quad */ |
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quad[p + 0] = y * GRIDW + x; // Some point
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quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side
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quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
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quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
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} |
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} |
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} |
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@ -105,298 +104,287 @@ double p[GRIDW][GRIDH]; |
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double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH]; |
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double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH]; |
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//========================================================================
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// Initialize grid
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//========================================================================
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void initSurface( void ) |
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void init_grid(void) |
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{ |
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int x, y; |
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double dx, dy, d; |
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int x, y; |
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double dx, dy, d; |
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for(y = 0; y<GRIDH; y++) |
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{ |
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for(x = 0; x<GRIDW; x++) |
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for (y = 0; y < GRIDH; y++) |
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{ |
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dx = (double)(x-GRIDW/2); |
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dy = (double)(y-GRIDH/2); |
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d = sqrt( dx*dx + dy*dy ); |
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if(d < 0.1 * (double)(GRIDW/2)) |
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{ |
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d = d * 10.0; |
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p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0; |
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} |
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else |
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{ |
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p[x][y] = 0.0; |
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} |
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vx[x][y] = 0.0; |
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vy[x][y] = 0.0; |
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for (x = 0; x < GRIDW; x++) |
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{ |
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dx = (double) (x - GRIDW / 2); |
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dy = (double) (y - GRIDH / 2); |
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d = sqrt(dx * dx + dy * dy); |
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if (d < 0.1 * (double) (GRIDW / 2)) |
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{ |
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d = d * 10.0; |
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p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0; |
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} |
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else |
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p[x][y] = 0.0; |
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vx[x][y] = 0.0; |
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vy[x][y] = 0.0; |
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} |
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} |
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} |
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} |
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/* Draw view */ |
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void draw_screen( void ) |
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//========================================================================
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// Draw scene
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//========================================================================
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void draw_scene(void) |
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{ |
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/* Clear the color and depth buffers. */ |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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// Clear the color and depth buffers
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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/* We don't want to modify the projection matrix. */ |
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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// We don't want to modify the projection matrix
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glMatrixMode(GL_MODELVIEW); |
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glLoadIdentity(); |
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/* Move back. */ |
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glTranslatef(0.0, 0.0, -zoom); |
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/* Rotate the view */ |
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glRotatef(beta, 1.0, 0.0, 0.0); |
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glRotatef(alpha, 0.0, 0.0, 1.0); |
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// Move back
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glTranslatef(0.0, 0.0, -zoom); |
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// Rotate the view
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glRotatef(beta, 1.0, 0.0, 0.0); |
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glRotatef(alpha, 0.0, 0.0, 1.0); |
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//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */
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glDrawElements(GL_QUADS, 4*QUADNUM, GL_UNSIGNED_INT, quad); |
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//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
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glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad); |
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glfwSwapBuffers(); |
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glfwSwapBuffers(); |
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} |
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/* Initialize OpenGL */ |
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void setup_opengl( void ) |
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//========================================================================
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// Initialize Miscellaneous OpenGL state
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//========================================================================
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void init_opengl(void) |
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{ |
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/* Our shading model--Gouraud (smooth). */ |
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glShadeModel(GL_SMOOTH); |
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// Use Gouraud (smooth) shading
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glShadeModel(GL_SMOOTH); |
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/* Culling. */ |
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//glCullFace(GL_BACK);
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//glFrontFace(GL_CCW);
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//glEnable(GL_CULL_FACE);
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// Switch on the z-buffer
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glEnable(GL_DEPTH_TEST); |
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/* Switch on the z-buffer. */ |
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glEnable(GL_DEPTH_TEST); |
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex); |
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glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
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glEnableClientState(GL_VERTEX_ARRAY); |
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glEnableClientState(GL_COLOR_ARRAY); |
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glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex); |
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glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color
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glPointSize(2.0); |
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glPointSize(2.0); |
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/* Background color is black. */ |
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glClearColor(0, 0, 0, 0); |
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// Background color is black
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glClearColor(0, 0, 0, 0); |
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} |
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/* Modify the height of each vertex according to the pressure. */ |
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void adjustGrid( void ) |
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//========================================================================
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// Modify the height of each vertex according to the pressure
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//========================================================================
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void adjust_grid(void) |
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{ |
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int pos; |
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int x, y; |
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int pos; |
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int x, y; |
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for(y = 0; y<GRIDH; y++) |
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{ |
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for(x = 0; x<GRIDW; x++) |
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for (y = 0; y < GRIDH; y++) |
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{ |
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pos = y*GRIDW + x; |
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vertex[pos].z = (float) (p[x][y]*(1.0/50.0)); |
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for (x = 0; x < GRIDW; x++) |
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{ |
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pos = y * GRIDW + x; |
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vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0)); |
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} |
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} |
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} |
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} |
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/* Calculate wave propagation */ |
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void calc( void ) |
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//========================================================================
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// Calculate wave propagation
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//========================================================================
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void calc_grid(void) |
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{ |
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int x, y, x2, y2; |
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double time_step = dt * ANIMATION_SPEED; |
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/* compute accelerations */ |
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for(x = 0; x < GRIDW; x++) |
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{ |
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x2 = (x + 1) % GRIDW; |
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for(y = 0; y < GRIDH; y++) |
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int x, y, x2, y2; |
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double time_step = dt * ANIMATION_SPEED; |
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// Compute accelerations
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for (x = 0; x < GRIDW; x++) |
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{ |
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ax[x][y] = p[x][y] - p[x2][y]; |
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x2 = (x + 1) % GRIDW; |
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for(y = 0; y < GRIDH; y++) |
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ax[x][y] = p[x][y] - p[x2][y]; |
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} |
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} |
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for(y = 0; y < GRIDH;y++) |
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{ |
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y2 = (y + 1) % GRIDH; |
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for(x = 0; x < GRIDW; x++) |
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for (y = 0; y < GRIDH; y++) |
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{ |
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ay[x][y] = p[x][y] - p[x][y2]; |
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y2 = (y + 1) % GRIDH; |
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for(x = 0; x < GRIDW; x++) |
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ay[x][y] = p[x][y] - p[x][y2]; |
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} |
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} |
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/* compute speeds */ |
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for(x = 0; x < GRIDW; x++) |
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{ |
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for(y = 0; y < GRIDH; y++) |
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// Compute speeds
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for (x = 0; x < GRIDW; x++) |
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{ |
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vx[x][y] = vx[x][y] + ax[x][y] * time_step; |
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vy[x][y] = vy[x][y] + ay[x][y] * time_step; |
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for (y = 0; y < GRIDH; y++) |
|
|
|
|
{ |
|
|
|
|
vx[x][y] = vx[x][y] + ax[x][y] * time_step; |
|
|
|
|
vy[x][y] = vy[x][y] + ay[x][y] * time_step; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/* compute pressure */ |
|
|
|
|
for(x = 1; x < GRIDW; x++) |
|
|
|
|
{ |
|
|
|
|
x2 = x - 1; |
|
|
|
|
for(y = 1; y < GRIDH; y++) |
|
|
|
|
// Compute pressure
|
|
|
|
|
for (x = 1; x < GRIDW; x++) |
|
|
|
|
{ |
|
|
|
|
y2 = y - 1; |
|
|
|
|
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step; |
|
|
|
|
x2 = x - 1; |
|
|
|
|
for (y = 1; y < GRIDH; y++) |
|
|
|
|
{ |
|
|
|
|
y2 = y - 1; |
|
|
|
|
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* Handle key strokes */ |
|
|
|
|
//========================================================================
|
|
|
|
|
// Handle key strokes
|
|
|
|
|
//========================================================================
|
|
|
|
|
|
|
|
|
|
void handle_key_down(GLFWwindow window, int key, int action) |
|
|
|
|
{ |
|
|
|
|
if( action != GLFW_PRESS ) |
|
|
|
|
{ |
|
|
|
|
return; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
switch(key) { |
|
|
|
|
case GLFW_KEY_ESC: |
|
|
|
|
running = 0; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_SPACE: |
|
|
|
|
initSurface(); |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_LEFT: |
|
|
|
|
alpha+=5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_RIGHT: |
|
|
|
|
alpha-=5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_UP: |
|
|
|
|
beta-=5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_DOWN: |
|
|
|
|
beta+=5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_PAGEUP: |
|
|
|
|
if(zoom>1) zoom-=1; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_PAGEDOWN: |
|
|
|
|
zoom+=1; |
|
|
|
|
break; |
|
|
|
|
default: |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
if (action != GLFW_PRESS) |
|
|
|
|
return; |
|
|
|
|
|
|
|
|
|
switch (key) |
|
|
|
|
{ |
|
|
|
|
case GLFW_KEY_ESC: |
|
|
|
|
running = 0; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_SPACE: |
|
|
|
|
init_grid(); |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_LEFT: |
|
|
|
|
alpha += 5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_RIGHT: |
|
|
|
|
alpha -= 5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_UP: |
|
|
|
|
beta -= 5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_DOWN: |
|
|
|
|
beta += 5; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_PAGEUP: |
|
|
|
|
if (zoom > 1) |
|
|
|
|
zoom -= 1; |
|
|
|
|
break; |
|
|
|
|
case GLFW_KEY_PAGEDOWN: |
|
|
|
|
zoom+=1; |
|
|
|
|
break; |
|
|
|
|
default: |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* Callback function for window resize events */ |
|
|
|
|
void handle_resize( GLFWwindow window, int width, int height ) |
|
|
|
|
//========================================================================
|
|
|
|
|
// Callback function for window resize events
|
|
|
|
|
//========================================================================
|
|
|
|
|
|
|
|
|
|
void handle_resize(GLFWwindow window, int width, int height) |
|
|
|
|
{ |
|
|
|
|
float ratio = 1.0f; |
|
|
|
|
|
|
|
|
|
if( height > 0 ) |
|
|
|
|
{ |
|
|
|
|
ratio = (float) width / (float) height; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/* Setup viewport (Place where the stuff will appear in the main window). */ |
|
|
|
|
glViewport(0, 0, width, height); |
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* Change to the projection matrix and set |
|
|
|
|
* our viewing volume. |
|
|
|
|
*/ |
|
|
|
|
glMatrixMode(GL_PROJECTION); |
|
|
|
|
glLoadIdentity(); |
|
|
|
|
gluPerspective(60.0, ratio, 1.0, 1024.0); |
|
|
|
|
float ratio = 1.f; |
|
|
|
|
|
|
|
|
|
if (height > 0) |
|
|
|
|
ratio = (float) width / (float) height; |
|
|
|
|
|
|
|
|
|
// Setup viewport
|
|
|
|
|
glViewport(0, 0, width, height); |
|
|
|
|
|
|
|
|
|
// Change to the projection matrix and set our viewing volume
|
|
|
|
|
glMatrixMode(GL_PROJECTION); |
|
|
|
|
glLoadIdentity(); |
|
|
|
|
gluPerspective(60.0, ratio, 1.0, 1024.0); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* Program entry point */ |
|
|
|
|
//========================================================================
|
|
|
|
|
// main
|
|
|
|
|
//========================================================================
|
|
|
|
|
|
|
|
|
|
int main(int argc, char* argv[]) |
|
|
|
|
{ |
|
|
|
|
/* Dimensions of our window. */ |
|
|
|
|
int width, height; |
|
|
|
|
/* Style of our window. */ |
|
|
|
|
int mode; |
|
|
|
|
/* Frame time */ |
|
|
|
|
double t, t_old, dt_total; |
|
|
|
|
GLFWwindow window; |
|
|
|
|
|
|
|
|
|
/* Initialize GLFW */ |
|
|
|
|
if(glfwInit() == GL_FALSE) |
|
|
|
|
{ |
|
|
|
|
fprintf(stderr, "GLFW initialization failed\n"); |
|
|
|
|
exit(-1); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/* Desired window properties */ |
|
|
|
|
width = 640; |
|
|
|
|
height = 480; |
|
|
|
|
mode = GLFW_WINDOWED; |
|
|
|
|
|
|
|
|
|
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16); |
|
|
|
|
|
|
|
|
|
/* Open window */ |
|
|
|
|
window = glfwOpenWindow(width, height, mode, "Wave Simulation", NULL); |
|
|
|
|
if (!window) |
|
|
|
|
{ |
|
|
|
|
fprintf(stderr, "Could not open window\n"); |
|
|
|
|
glfwTerminate(); |
|
|
|
|
exit(-1); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
glfwSwapInterval( 1 ); |
|
|
|
|
|
|
|
|
|
/* Keyboard handler */ |
|
|
|
|
glfwSetKeyCallback( window, handle_key_down ); |
|
|
|
|
glfwEnable( window, GLFW_KEY_REPEAT ); |
|
|
|
|
|
|
|
|
|
/* Window resize handler */ |
|
|
|
|
glfwSetWindowSizeCallback( window, handle_resize ); |
|
|
|
|
|
|
|
|
|
/* Initialize OpenGL */ |
|
|
|
|
setup_opengl(); |
|
|
|
|
|
|
|
|
|
/* Initialize simulation */ |
|
|
|
|
initVertices(); |
|
|
|
|
initSurface(); |
|
|
|
|
adjustGrid(); |
|
|
|
|
|
|
|
|
|
/* Initialize timer */ |
|
|
|
|
t_old = glfwGetTime() - 0.01; |
|
|
|
|
|
|
|
|
|
/* Main loop */ |
|
|
|
|
while(running) |
|
|
|
|
{ |
|
|
|
|
/* Timing */ |
|
|
|
|
t = glfwGetTime(); |
|
|
|
|
dt_total = t - t_old; |
|
|
|
|
t_old = t; |
|
|
|
|
|
|
|
|
|
/* Safety - iterate if dt_total is too large */ |
|
|
|
|
while( dt_total > 0.0f ) |
|
|
|
|
GLFWwindow window; |
|
|
|
|
double t, dt_total, t_old; |
|
|
|
|
|
|
|
|
|
if (!glfwInit()) |
|
|
|
|
{ |
|
|
|
|
/* Select iteration time step */ |
|
|
|
|
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; |
|
|
|
|
dt_total -= dt; |
|
|
|
|
fprintf(stderr, "GLFW initialization failed\n"); |
|
|
|
|
exit(EXIT_FAILURE); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/* Calculate wave propagation */ |
|
|
|
|
calc(); |
|
|
|
|
window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL); |
|
|
|
|
if (!window) |
|
|
|
|
{ |
|
|
|
|
fprintf(stderr, "Could not open window\n"); |
|
|
|
|
exit(EXIT_FAILURE); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
/* Compute height of each vertex */ |
|
|
|
|
adjustGrid(); |
|
|
|
|
glfwSwapInterval(1); |
|
|
|
|
|
|
|
|
|
// Keyboard handler
|
|
|
|
|
glfwSetKeyCallback(window, handle_key_down); |
|
|
|
|
glfwEnable(window, GLFW_KEY_REPEAT); |
|
|
|
|
|
|
|
|
|
// Window resize handler
|
|
|
|
|
glfwSetWindowSizeCallback(window, handle_resize); |
|
|
|
|
|
|
|
|
|
// Initialize OpenGL
|
|
|
|
|
init_opengl(); |
|
|
|
|
|
|
|
|
|
/* Draw wave grid to OpenGL display */ |
|
|
|
|
draw_screen(); |
|
|
|
|
// Initialize simulation
|
|
|
|
|
init_vertices(); |
|
|
|
|
init_grid(); |
|
|
|
|
adjust_grid(); |
|
|
|
|
|
|
|
|
|
glfwPollEvents(); |
|
|
|
|
// Initialize timer
|
|
|
|
|
t_old = glfwGetTime() - 0.01; |
|
|
|
|
|
|
|
|
|
/* Still running? */ |
|
|
|
|
running = running && glfwIsWindow( window ); |
|
|
|
|
} |
|
|
|
|
while (running) |
|
|
|
|
{ |
|
|
|
|
t = glfwGetTime(); |
|
|
|
|
dt_total = t - t_old; |
|
|
|
|
t_old = t; |
|
|
|
|
|
|
|
|
|
// Safety - iterate if dt_total is too large
|
|
|
|
|
while (dt_total > 0.f) |
|
|
|
|
{ |
|
|
|
|
// Select iteration time step
|
|
|
|
|
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; |
|
|
|
|
dt_total -= dt; |
|
|
|
|
|
|
|
|
|
// Calculate wave propagation
|
|
|
|
|
calc_grid(); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
// Compute height of each vertex
|
|
|
|
|
adjust_grid(); |
|
|
|
|
|
|
|
|
|
glfwTerminate(); |
|
|
|
|
// Draw wave grid to OpenGL display
|
|
|
|
|
draw_scene(); |
|
|
|
|
|
|
|
|
|
return 0; |
|
|
|
|
glfwPollEvents(); |
|
|
|
|
|
|
|
|
|
// Still running?
|
|
|
|
|
running = running && glfwIsWindow(window); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
exit(EXIT_SUCCESS); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|