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							1068 lines
						
					
					
						
							35 KiB
						
					
					
				
			
		
		
	
	
							1068 lines
						
					
					
						
							35 KiB
						
					
					
				//======================================================================== | 
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// A simple particle engine with threaded physics | 
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// Copyright (c) Marcus Geelnard | 
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// Copyright (c) Camilla Berglund <elmindreda@elmindreda.org> | 
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// | 
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// This software is provided 'as-is', without any express or implied | 
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// warranty. In no event will the authors be held liable for any damages | 
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// arising from the use of this software. | 
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// | 
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// Permission is granted to anyone to use this software for any purpose, | 
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// including commercial applications, and to alter it and redistribute it | 
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// freely, subject to the following restrictions: | 
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// | 
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// 1. The origin of this software must not be misrepresented; you must not | 
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//    claim that you wrote the original software. If you use this software | 
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//    in a product, an acknowledgment in the product documentation would | 
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//    be appreciated but is not required. | 
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// | 
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// 2. Altered source versions must be plainly marked as such, and must not | 
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//    be misrepresented as being the original software. | 
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// | 
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// 3. This notice may not be removed or altered from any source | 
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//    distribution. | 
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// | 
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//======================================================================== | 
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 | 
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#if defined(_MSC_VER) | 
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 // Make MS math.h define M_PI | 
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 #define _USE_MATH_DEFINES | 
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#endif | 
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 | 
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#include <stdlib.h> | 
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#include <stdio.h> | 
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#include <string.h> | 
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#include <math.h> | 
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#include <time.h> | 
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 | 
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#include <tinycthread.h> | 
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#include <getopt.h> | 
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#include <linmath.h> | 
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 | 
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#include <glad/glad.h> | 
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#include <GLFW/glfw3.h> | 
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 | 
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// Define tokens for GL_EXT_separate_specular_color if not already defined | 
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#ifndef GL_EXT_separate_specular_color | 
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#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT  0x81F8 | 
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#define GL_SINGLE_COLOR_EXT               0x81F9 | 
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#define GL_SEPARATE_SPECULAR_COLOR_EXT    0x81FA | 
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#endif // GL_EXT_separate_specular_color | 
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 | 
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 | 
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//======================================================================== | 
						|
// Type definitions | 
						|
//======================================================================== | 
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 | 
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typedef struct | 
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{ | 
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    float x, y, z; | 
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} Vec3; | 
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 | 
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// This structure is used for interleaved vertex arrays (see the | 
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// draw_particles function) | 
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// | 
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// NOTE: This structure SHOULD be packed on most systems. It uses 32-bit fields | 
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// on 32-bit boundaries, and is a multiple of 64 bits in total (6x32=3x64). If | 
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// it does not work, try using pragmas or whatever to force the structure to be | 
						|
// packed. | 
						|
typedef struct | 
						|
{ | 
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    GLfloat s, t;         // Texture coordinates | 
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    GLuint  rgba;         // Color (four ubytes packed into an uint) | 
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    GLfloat x, y, z;      // Vertex coordinates | 
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} Vertex; | 
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 | 
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 | 
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//======================================================================== | 
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// Program control global variables | 
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//======================================================================== | 
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 | 
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// Window dimensions | 
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float aspect_ratio; | 
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 | 
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// "wireframe" flag (true if we use wireframe view) | 
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int wireframe; | 
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 | 
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// Thread synchronization | 
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struct { | 
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    double    t;         // Time (s) | 
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    float     dt;        // Time since last frame (s) | 
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    int       p_frame;   // Particle physics frame number | 
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    int       d_frame;   // Particle draw frame number | 
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    cnd_t     p_done;    // Condition: particle physics done | 
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    cnd_t     d_done;    // Condition: particle draw done | 
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    mtx_t     particles_lock; // Particles data sharing mutex | 
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} thread_sync; | 
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 | 
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 | 
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//======================================================================== | 
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// Texture declarations (we hard-code them into the source code, since | 
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// they are so simple) | 
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//======================================================================== | 
						|
 | 
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#define P_TEX_WIDTH  8    // Particle texture dimensions | 
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#define P_TEX_HEIGHT 8 | 
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#define F_TEX_WIDTH  16   // Floor texture dimensions | 
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#define F_TEX_HEIGHT 16 | 
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 | 
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// Texture object IDs | 
						|
GLuint particle_tex_id, floor_tex_id; | 
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 | 
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// Particle texture (a simple spot) | 
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const unsigned char particle_texture[ P_TEX_WIDTH * P_TEX_HEIGHT ] = { | 
						|
    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, | 
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    0x00, 0x00, 0x11, 0x22, 0x22, 0x11, 0x00, 0x00, | 
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    0x00, 0x11, 0x33, 0x88, 0x77, 0x33, 0x11, 0x00, | 
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    0x00, 0x22, 0x88, 0xff, 0xee, 0x77, 0x22, 0x00, | 
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    0x00, 0x22, 0x77, 0xee, 0xff, 0x88, 0x22, 0x00, | 
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    0x00, 0x11, 0x33, 0x77, 0x88, 0x33, 0x11, 0x00, | 
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    0x00, 0x00, 0x11, 0x33, 0x22, 0x11, 0x00, 0x00, | 
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    0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 | 
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}; | 
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 | 
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// Floor texture (your basic checkered floor) | 
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const unsigned char floor_texture[ F_TEX_WIDTH * F_TEX_HEIGHT ] = { | 
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    0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, | 
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    0xff, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, | 
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    0xf0, 0xcc, 0xee, 0xff, 0xf0, 0xf0, 0xf0, 0xf0, 0x30, 0x66, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, | 
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    0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xee, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, | 
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    0xf0, 0xf0, 0xf0, 0xf0, 0xcc, 0xf0, 0xf0, 0xf0, 0x30, 0x30, 0x55, 0x30, 0x30, 0x44, 0x30, 0x30, | 
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    0xf0, 0xdd, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, | 
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    0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x60, 0x30, | 
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    0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0x33, 0x33, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x33, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x20, 0x30, 0x30, 0xf0, 0xff, 0xf0, 0xf0, 0xdd, 0xf0, 0xf0, 0xff, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x55, 0x33, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xf0, | 
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    0x30, 0x44, 0x66, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xaa, 0xf0, 0xf0, 0xcc, 0xf0, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xff, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xdd, 0xf0, | 
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    0x30, 0x30, 0x30, 0x77, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, | 
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    0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0x30, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, 0xf0, | 
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}; | 
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 | 
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 | 
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//======================================================================== | 
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// These are fixed constants that control the particle engine. In a | 
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// modular world, these values should be variables... | 
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//======================================================================== | 
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 | 
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// Maximum number of particles | 
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#define MAX_PARTICLES   3000 | 
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 | 
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// Life span of a particle (in seconds) | 
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#define LIFE_SPAN       8.f | 
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 | 
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// A new particle is born every [BIRTH_INTERVAL] second | 
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#define BIRTH_INTERVAL (LIFE_SPAN/(float)MAX_PARTICLES) | 
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 | 
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// Particle size (meters) | 
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#define PARTICLE_SIZE   0.7f | 
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 | 
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// Gravitational constant (m/s^2) | 
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#define GRAVITY         9.8f | 
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 | 
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// Base initial velocity (m/s) | 
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#define VELOCITY        8.f | 
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 | 
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// Bounce friction (1.0 = no friction, 0.0 = maximum friction) | 
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#define FRICTION        0.75f | 
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 | 
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// "Fountain" height (m) | 
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#define FOUNTAIN_HEIGHT 3.f | 
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 | 
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// Fountain radius (m) | 
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#define FOUNTAIN_RADIUS 1.6f | 
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 | 
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// Minimum delta-time for particle phisics (s) | 
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#define MIN_DELTA_T     (BIRTH_INTERVAL * 0.5f) | 
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 | 
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 | 
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//======================================================================== | 
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// Particle system global variables | 
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//======================================================================== | 
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 | 
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// This structure holds all state for a single particle | 
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typedef struct { | 
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    float x,y,z;     // Position in space | 
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    float vx,vy,vz;  // Velocity vector | 
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    float r,g,b;     // Color of particle | 
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    float life;      // Life of particle (1.0 = newborn, < 0.0 = dead) | 
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    int   active;    // Tells if this particle is active | 
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} PARTICLE; | 
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 | 
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// Global vectors holding all particles. We use two vectors for double | 
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// buffering. | 
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static PARTICLE particles[MAX_PARTICLES]; | 
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 | 
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// Global variable holding the age of the youngest particle | 
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static float min_age; | 
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 | 
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// Color of latest born particle (used for fountain lighting) | 
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static float glow_color[4]; | 
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 | 
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// Position of latest born particle (used for fountain lighting) | 
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static float glow_pos[4]; | 
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 | 
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 | 
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//======================================================================== | 
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// Object material and fog configuration constants | 
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//======================================================================== | 
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 | 
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const GLfloat fountain_diffuse[4]  = { 0.7f, 1.f,  1.f,  1.f }; | 
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const GLfloat fountain_specular[4] = {  1.f, 1.f,  1.f,  1.f }; | 
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const GLfloat fountain_shininess   = 12.f; | 
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const GLfloat floor_diffuse[4]     = { 1.f,  0.6f, 0.6f, 1.f }; | 
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const GLfloat floor_specular[4]    = { 0.6f, 0.6f, 0.6f, 1.f }; | 
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const GLfloat floor_shininess      = 18.f; | 
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const GLfloat fog_color[4]         = { 0.1f, 0.1f, 0.1f, 1.f }; | 
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 | 
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 | 
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//======================================================================== | 
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// Print usage information | 
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//======================================================================== | 
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 | 
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static void usage(void) | 
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{ | 
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    printf("Usage: particles [-bfhs]\n"); | 
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    printf("Options:\n"); | 
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    printf(" -f   Run in full screen\n"); | 
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    printf(" -h   Display this help\n"); | 
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    printf(" -s   Run program as single thread (default is to use two threads)\n"); | 
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    printf("\n"); | 
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    printf("Program runtime controls:\n"); | 
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    printf(" W    Toggle wireframe mode\n"); | 
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    printf(" Esc  Exit program\n"); | 
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} | 
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 | 
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 | 
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//======================================================================== | 
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// Initialize a new particle | 
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//======================================================================== | 
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 | 
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static void init_particle(PARTICLE *p, double t) | 
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{ | 
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    float xy_angle, velocity; | 
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 | 
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    // Start position of particle is at the fountain blow-out | 
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    p->x = 0.f; | 
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    p->y = 0.f; | 
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    p->z = FOUNTAIN_HEIGHT; | 
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 | 
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    // Start velocity is up (Z)... | 
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    p->vz = 0.7f + (0.3f / 4096.f) * (float) (rand() & 4095); | 
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 | 
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    // ...and a randomly chosen X/Y direction | 
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    xy_angle = (2.f * (float) M_PI / 4096.f) * (float) (rand() & 4095); | 
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    p->vx = 0.4f * (float) cos(xy_angle); | 
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    p->vy = 0.4f * (float) sin(xy_angle); | 
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 | 
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    // Scale velocity vector according to a time-varying velocity | 
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    velocity = VELOCITY * (0.8f + 0.1f * (float) (sin(0.5 * t) + sin(1.31 * t))); | 
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    p->vx *= velocity; | 
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    p->vy *= velocity; | 
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    p->vz *= velocity; | 
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 | 
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    // Color is time-varying | 
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    p->r = 0.7f + 0.3f * (float) sin(0.34 * t + 0.1); | 
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    p->g = 0.6f + 0.4f * (float) sin(0.63 * t + 1.1); | 
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    p->b = 0.6f + 0.4f * (float) sin(0.91 * t + 2.1); | 
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 | 
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    // Store settings for fountain glow lighting | 
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    glow_pos[0] = 0.4f * (float) sin(1.34 * t); | 
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    glow_pos[1] = 0.4f * (float) sin(3.11 * t); | 
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    glow_pos[2] = FOUNTAIN_HEIGHT + 1.f; | 
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    glow_pos[3] = 1.f; | 
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    glow_color[0] = p->r; | 
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    glow_color[1] = p->g; | 
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    glow_color[2] = p->b; | 
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    glow_color[3] = 1.f; | 
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 | 
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    // The particle is new-born and active | 
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    p->life = 1.f; | 
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    p->active = 1; | 
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} | 
						|
 | 
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 | 
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//======================================================================== | 
						|
// Update a particle | 
						|
//======================================================================== | 
						|
 | 
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#define FOUNTAIN_R2 (FOUNTAIN_RADIUS+PARTICLE_SIZE/2)*(FOUNTAIN_RADIUS+PARTICLE_SIZE/2) | 
						|
 | 
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static void update_particle(PARTICLE *p, float dt) | 
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{ | 
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    // If the particle is not active, we need not do anything | 
						|
    if (!p->active) | 
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        return; | 
						|
 | 
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    // The particle is getting older... | 
						|
    p->life -= dt * (1.f / LIFE_SPAN); | 
						|
 | 
						|
    // Did the particle die? | 
						|
    if (p->life <= 0.f) | 
						|
    { | 
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        p->active = 0; | 
						|
        return; | 
						|
    } | 
						|
 | 
						|
    // 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.f) | 
						|
    { | 
						|
        // 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); | 
						|
        } | 
						|
    } | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// The main frame for the particle engine. Called once per frame. | 
						|
//======================================================================== | 
						|
 | 
						|
static void particle_engine(double t, float dt) | 
						|
{ | 
						|
    int i; | 
						|
    float dt2; | 
						|
 | 
						|
    // Update particles (iterated several times per frame if dt is too large) | 
						|
    while (dt > 0.f) | 
						|
    { | 
						|
        // Calculate delta time for this iteration | 
						|
        dt2 = dt < MIN_DELTA_T ? dt : MIN_DELTA_T; | 
						|
 | 
						|
        for (i = 0;  i < MAX_PARTICLES;  i++) | 
						|
            update_particle(&particles[i], dt2); | 
						|
 | 
						|
        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) | 
						|
                { | 
						|
                    init_particle(&particles[i], t + min_age); | 
						|
                    update_particle(&particles[i], min_age); | 
						|
                    break; | 
						|
                } | 
						|
            } | 
						|
        } | 
						|
 | 
						|
        dt -= dt2; | 
						|
    } | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// 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 | 
						|
 | 
						|
static void draw_particles(GLFWwindow* window, double t, float dt) | 
						|
{ | 
						|
    int i, particle_count; | 
						|
    Vertex vertex_array[BATCH_PARTICLES * PARTICLE_VERTS]; | 
						|
    Vertex* vptr; | 
						|
    float alpha; | 
						|
    GLuint rgba; | 
						|
    Vec3 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); | 
						|
 | 
						|
    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); | 
						|
 | 
						|
    // Wait for particle physics thread to be done | 
						|
    mtx_lock(&thread_sync.particles_lock); | 
						|
    while (!glfwWindowShouldClose(window) && | 
						|
            thread_sync.p_frame <= thread_sync.d_frame) | 
						|
    { | 
						|
        struct timespec ts; | 
						|
        clock_gettime(CLOCK_REALTIME, &ts); | 
						|
        ts.tv_nsec += 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++; | 
						|
 | 
						|
    // 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.f * pptr->life; | 
						|
            if (alpha > 1.f) | 
						|
                alpha = 1.f; | 
						|
 | 
						|
            // 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.f); | 
						|
            ((GLubyte*) &rgba)[1] = (GLubyte)(pptr->g * 255.f); | 
						|
            ((GLubyte*) &rgba)[2] = (GLubyte)(pptr->b * 255.f); | 
						|
            ((GLubyte*) &rgba)[3] = (GLubyte)(alpha * 255.f); | 
						|
 | 
						|
            // 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.f; | 
						|
            vptr->t    = 0.f; | 
						|
            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.f; | 
						|
            vptr->t    = 0.f; | 
						|
            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.f; | 
						|
            vptr->t    = 1.f; | 
						|
            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.f; | 
						|
            vptr->t    = 1.f; | 
						|
            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 | 
						|
    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); | 
						|
 | 
						|
    glDisable(GL_TEXTURE_2D); | 
						|
    glDisable(GL_BLEND); | 
						|
 | 
						|
    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.f,  1.f, 0.2f,  0.41f, 0.3f, 0.4f, 0.35f, | 
						|
    0.4f, 1.95f, 0.41f, 2.f, 0.8f, 2.2f,  1.2f, 2.4f, | 
						|
    1.5f, 2.7f,  1.55f,2.95f, 1.6f, 3.f,  1.f, 3.f, | 
						|
    0.5f, 3.f,  0.f, 3.f | 
						|
}; | 
						|
 | 
						|
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 | 
						|
}; | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Draw a fountain | 
						|
//======================================================================== | 
						|
 | 
						|
static void draw_fountain(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) | 
						|
    { | 
						|
        fountain_list = glGenLists(1); | 
						|
        glNewList(fountain_list, GL_COMPILE_AND_EXECUTE); | 
						|
 | 
						|
        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(); | 
						|
        } | 
						|
 | 
						|
        glEndList(); | 
						|
    } | 
						|
    else | 
						|
        glCallList(fountain_list); | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Recursive function for building variable tesselated floor | 
						|
//======================================================================== | 
						|
 | 
						|
static void tessellate_floor(float x1, float y1, float x2, float y2, int depth) | 
						|
{ | 
						|
    float delta, x, y; | 
						|
 | 
						|
    // Last recursion? | 
						|
    if (depth >= 5) | 
						|
        delta = 999999.f; | 
						|
    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; | 
						|
        tessellate_floor(x1, y1,  x,  y, depth + 1); | 
						|
        tessellate_floor(x, y1, x2,  y, depth + 1); | 
						|
        tessellate_floor(x1,  y,  x, y2, depth + 1); | 
						|
        tessellate_floor(x,  y, x2, y2, depth + 1); | 
						|
    } | 
						|
    else | 
						|
    { | 
						|
        glTexCoord2f(x1 * 30.f, y1 * 30.f); | 
						|
        glVertex3f(  x1 * 80.f, y1 * 80.f, 0.f); | 
						|
        glTexCoord2f(x2 * 30.f, y1 * 30.f); | 
						|
        glVertex3f(  x2 * 80.f, y1 * 80.f, 0.f); | 
						|
        glTexCoord2f(x2 * 30.f, y2 * 30.f); | 
						|
        glVertex3f(  x2 * 80.f, y2 * 80.f, 0.f); | 
						|
        glTexCoord2f(x1 * 30.f, y2 * 30.f); | 
						|
        glVertex3f(  x1 * 80.f, y2 * 80.f, 0.f); | 
						|
    } | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Draw floor. We build the floor recursively and let the tessellation in the | 
						|
// center (near x,y=0,0) be high, while the tessellation around the edges be | 
						|
// low. | 
						|
//======================================================================== | 
						|
 | 
						|
static void draw_floor(void) | 
						|
{ | 
						|
    static GLuint floor_list = 0; | 
						|
 | 
						|
    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) | 
						|
    { | 
						|
        floor_list = glGenLists(1); | 
						|
        glNewList(floor_list, GL_COMPILE_AND_EXECUTE); | 
						|
 | 
						|
        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.f, 0.f, 1.f); | 
						|
        glBegin(GL_QUADS); | 
						|
        tessellate_floor(-1.f, -1.f, 0.f, 0.f, 0); | 
						|
        tessellate_floor( 0.f, -1.f, 1.f, 0.f, 0); | 
						|
        tessellate_floor( 0.f,  0.f, 1.f, 1.f, 0); | 
						|
        tessellate_floor(-1.f,  0.f, 0.f, 1.f, 0); | 
						|
        glEnd(); | 
						|
 | 
						|
        glEndList(); | 
						|
    } | 
						|
    else | 
						|
        glCallList(floor_list); | 
						|
 | 
						|
    glDisable(GL_TEXTURE_2D); | 
						|
 | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Position and configure light sources | 
						|
//======================================================================== | 
						|
 | 
						|
static void setup_lights(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.f;  l1pos[1] = -9.f; l1pos[2] =   8.f;  l1pos[3] = 1.f; | 
						|
    l1amb[0] = 0.2f;  l1amb[1] = 0.2f;  l1amb[2] = 0.2f;  l1amb[3] = 1.f; | 
						|
    l1dif[0] = 0.8f;  l1dif[1] = 0.4f;  l1dif[2] = 0.2f;  l1dif[3] = 1.f; | 
						|
    l1spec[0] = 1.f; l1spec[1] = 0.6f; l1spec[2] = 0.2f; l1spec[3] = 0.f; | 
						|
 | 
						|
    // Set light source 2 parameters | 
						|
    l2pos[0] =  -15.f; l2pos[1] =  12.f; l2pos[2] = 1.5f; l2pos[3] =  1.f; | 
						|
    l2amb[0] =    0.f; l2amb[1] =   0.f; l2amb[2] =  0.f; l2amb[3] =  1.f; | 
						|
    l2dif[0] =   0.2f; l2dif[1] =  0.4f; l2dif[2] = 0.8f; l2dif[3] =  1.f; | 
						|
    l2spec[0] =  0.2f; l2spec[1] = 0.6f; l2spec[2] = 1.f; l2spec[3] = 0.f; | 
						|
 | 
						|
    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); | 
						|
 | 
						|
    glEnable(GL_LIGHT1); | 
						|
    glEnable(GL_LIGHT2); | 
						|
    glEnable(GL_LIGHT3); | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Main rendering function | 
						|
//======================================================================== | 
						|
 | 
						|
static void draw_scene(GLFWwindow* window, double t) | 
						|
{ | 
						|
    double xpos, ypos, zpos, angle_x, angle_y, angle_z; | 
						|
    static double t_old = 0.0; | 
						|
    float dt; | 
						|
    mat4x4 projection; | 
						|
 | 
						|
    // Calculate frame-to-frame delta time | 
						|
    dt = (float) (t - t_old); | 
						|
    t_old = t; | 
						|
 | 
						|
    mat4x4_perspective(projection, | 
						|
                       65.f * (float) M_PI / 180.f, | 
						|
                       aspect_ratio, | 
						|
                       1.0, 60.0); | 
						|
 | 
						|
    glClearColor(0.1f, 0.1f, 0.1f, 1.f); | 
						|
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
						|
 | 
						|
    glMatrixMode(GL_PROJECTION); | 
						|
    glLoadMatrixf((const GLfloat*) projection); | 
						|
 | 
						|
    // 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); | 
						|
 | 
						|
    glFrontFace(GL_CCW); | 
						|
    glCullFace(GL_BACK); | 
						|
    glEnable(GL_CULL_FACE); | 
						|
 | 
						|
    setup_lights(); | 
						|
    glEnable(GL_LIGHTING); | 
						|
 | 
						|
    glEnable(GL_FOG); | 
						|
    glFogi(GL_FOG_MODE, GL_EXP); | 
						|
    glFogf(GL_FOG_DENSITY, 0.05f); | 
						|
    glFogfv(GL_FOG_COLOR, fog_color); | 
						|
 | 
						|
    draw_floor(); | 
						|
 | 
						|
    glEnable(GL_DEPTH_TEST); | 
						|
    glDepthFunc(GL_LEQUAL); | 
						|
    glDepthMask(GL_TRUE); | 
						|
 | 
						|
    draw_fountain(); | 
						|
 | 
						|
    glDisable(GL_LIGHTING); | 
						|
    glDisable(GL_FOG); | 
						|
 | 
						|
    // Particles must be drawn after all solid objects have been drawn | 
						|
    draw_particles(window, t, dt); | 
						|
 | 
						|
    // Z-buffer not needed anymore | 
						|
    glDisable(GL_DEPTH_TEST); | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Window resize callback function | 
						|
//======================================================================== | 
						|
 | 
						|
static void resize_callback(GLFWwindow* window, int width, int height) | 
						|
{ | 
						|
    glViewport(0, 0, width, height); | 
						|
    aspect_ratio = height ? width / (float) height : 1.f; | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Key callback functions | 
						|
//======================================================================== | 
						|
 | 
						|
static void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) | 
						|
{ | 
						|
    if (action == GLFW_PRESS) | 
						|
    { | 
						|
        switch (key) | 
						|
        { | 
						|
            case GLFW_KEY_ESCAPE: | 
						|
                glfwSetWindowShouldClose(window, GLFW_TRUE); | 
						|
                break; | 
						|
            case GLFW_KEY_W: | 
						|
                wireframe = !wireframe; | 
						|
                glPolygonMode(GL_FRONT_AND_BACK, | 
						|
                              wireframe ? GL_LINE : GL_FILL); | 
						|
                break; | 
						|
            default: | 
						|
                break; | 
						|
        } | 
						|
    } | 
						|
} | 
						|
 | 
						|
 | 
						|
//======================================================================== | 
						|
// Thread for updating particle physics | 
						|
//======================================================================== | 
						|
 | 
						|
static int physics_thread_main(void* arg) | 
						|
{ | 
						|
    GLFWwindow* window = arg; | 
						|
 | 
						|
    for (;;) | 
						|
    { | 
						|
        mtx_lock(&thread_sync.particles_lock); | 
						|
 | 
						|
        // Wait for particle drawing to be done | 
						|
        while (!glfwWindowShouldClose(window) && | 
						|
               thread_sync.p_frame > thread_sync.d_frame) | 
						|
        { | 
						|
            struct timespec ts; | 
						|
            clock_gettime(CLOCK_REALTIME, &ts); | 
						|
            ts.tv_nsec += 100000000; | 
						|
            cnd_timedwait(&thread_sync.d_done, &thread_sync.particles_lock, &ts); | 
						|
        } | 
						|
 | 
						|
        if (glfwWindowShouldClose(window)) | 
						|
            break; | 
						|
 | 
						|
        // Update particles | 
						|
        particle_engine(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 ch, width, height; | 
						|
    thrd_t physics_thread = 0; | 
						|
    GLFWwindow* window; | 
						|
    GLFWmonitor* monitor = NULL; | 
						|
 | 
						|
    if (!glfwInit()) | 
						|
    { | 
						|
        fprintf(stderr, "Failed to initialize GLFW\n"); | 
						|
        exit(EXIT_FAILURE); | 
						|
    } | 
						|
 | 
						|
    while ((ch = getopt(argc, argv, "fh")) != -1) | 
						|
    { | 
						|
        switch (ch) | 
						|
        { | 
						|
            case 'f': | 
						|
                monitor = glfwGetPrimaryMonitor(); | 
						|
                break; | 
						|
            case 'h': | 
						|
                usage(); | 
						|
                exit(EXIT_SUCCESS); | 
						|
        } | 
						|
    } | 
						|
 | 
						|
    if (monitor) | 
						|
    { | 
						|
        const GLFWvidmode* mode = glfwGetVideoMode(monitor); | 
						|
 | 
						|
        glfwWindowHint(GLFW_RED_BITS, mode->redBits); | 
						|
        glfwWindowHint(GLFW_GREEN_BITS, mode->greenBits); | 
						|
        glfwWindowHint(GLFW_BLUE_BITS, mode->blueBits); | 
						|
        glfwWindowHint(GLFW_REFRESH_RATE, mode->refreshRate); | 
						|
 | 
						|
        width  = mode->width; | 
						|
        height = mode->height; | 
						|
    } | 
						|
    else | 
						|
    { | 
						|
        width  = 640; | 
						|
        height = 480; | 
						|
    } | 
						|
 | 
						|
    window = glfwCreateWindow(width, height, "Particle Engine", monitor, NULL); | 
						|
    if (!window) | 
						|
    { | 
						|
        fprintf(stderr, "Failed to create GLFW window\n"); | 
						|
        glfwTerminate(); | 
						|
        exit(EXIT_FAILURE); | 
						|
    } | 
						|
 | 
						|
    if (monitor) | 
						|
        glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); | 
						|
 | 
						|
    glfwMakeContextCurrent(window); | 
						|
    gladLoadGLLoader((GLADloadproc) glfwGetProcAddress); | 
						|
    glfwSwapInterval(1); | 
						|
 | 
						|
    glfwSetFramebufferSizeCallback(window, resize_callback); | 
						|
    glfwSetKeyCallback(window, key_callback); | 
						|
 | 
						|
    // Set initial aspect ratio | 
						|
    glfwGetFramebufferSize(window, &width, &height); | 
						|
    resize_callback(window, width, height); | 
						|
 | 
						|
    // 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); | 
						|
 | 
						|
    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; | 
						|
 | 
						|
    // Set initial times | 
						|
    thread_sync.t  = 0.0; | 
						|
    thread_sync.dt = 0.001f; | 
						|
    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, physics_thread_main, window) != thrd_success) | 
						|
    { | 
						|
        glfwTerminate(); | 
						|
        exit(EXIT_FAILURE); | 
						|
    } | 
						|
 | 
						|
    glfwSetTime(0.0); | 
						|
 | 
						|
    while (!glfwWindowShouldClose(window)) | 
						|
    { | 
						|
        draw_scene(window, glfwGetTime()); | 
						|
 | 
						|
        glfwSwapBuffers(window); | 
						|
        glfwPollEvents(); | 
						|
    } | 
						|
 | 
						|
    thrd_join(physics_thread, NULL); | 
						|
 | 
						|
    glfwDestroyWindow(window); | 
						|
    glfwTerminate(); | 
						|
 | 
						|
    exit(EXIT_SUCCESS); | 
						|
} | 
						|
 | 
						|
 |