#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "texture.h"
#ifdef _WIN32
#define expf(x) ((float)exp((x)))
#endif
static int translate = 1;
static float ttrans[2];
static float transx, transy, rotx, roty;
static int ox = -1, oy = -1;
static int mot;
#define PAN 1
#define ROT 2
void pan(int x, int y)
{
transx += (x-ox)/500.;
transy -= (y-oy)/500.;
ox = x; oy = y;
glutPostRedisplay();
}
void rotate(int x, int y)
{
rotx += x-ox;
if (rotx > 360.)
rotx -= 360.;
else if (rotx < -360.)
rotx += 360.;
roty += y-oy;
if (roty > 360.)
roty -= 360.;
else if (roty < -360.)
roty += 360.;
ox = x; oy = y;
glutPostRedisplay();
}
void motion(int x, int y)
{
if (mot == PAN)
pan(x, y);
else if (mot == ROT)
rotate(x,y);
}
void mouse(int button, int state, int x, int y)
{
if(state == GLUT_DOWN)
{
switch(button)
{
case GLUT_LEFT_BUTTON:
mot = PAN;
motion(ox = x, oy = y);
break;
case GLUT_RIGHT_BUTTON:
mot = ROT;
motion(ox = x, oy = y);
break;
case GLUT_MIDDLE_BUTTON:
break;
}
}
else if (state == GLUT_UP)
{
mot = 0;
}
}
void animate(void)
{
ttrans[0] += .010f;
if (ttrans[0] == 1.0f)
ttrans[0] = 0.0f;
ttrans[1] -= .020f;
if (ttrans[1] <= 0.0f)
ttrans[1] = 1.0f;
glutPostRedisplay();
}
void xfunc(void)
{
static state = 1;
glutIdleFunc((state ^= 1) ? animate : NULL);
}
void help(void)
{
printf("Usage: cloudl [image]\n");
printf("'h' - help\n");
printf("'x' - toggle cloud motion\n");
printf("left mouse - pan\n");
printf("right mouse - rotate\n");
}
void init(char *filename)
{
GLfloat cloud_color[4] = { 1., 1., 1., 0., };
GLfloat fog_color[4], fog_density = 0.05, density, far_cull;
unsigned *image;
int width, height, components;
// 从文件中获取纹理数据
if (filename)
{
image = read_texture(filename, &width, &height, &components);
if (image == NULL)
{
fprintf(stderr, "Error: Can't load image file \"%s\".\n",filename);
exit(EXIT_FAILURE);
}
else
{
printf("%d x %d image loaded\n", width, height);
}
if (components != 1 && components != 2)
{
printf("warning: texture should be a l or la image\n");
}
if (components == 1)
{
int i;
GLubyte *p = (GLubyte *)image;
for(i = 0; i < width*height; i++)
{
p[i*4+3] = p[i*4+0];
}
components = 2;
}
}
// 程序自动生成纹理数据
else
{
int i, j;
unsigned char *img;
components = 4; width = height = 512;
image = (unsigned *) malloc(width*height*sizeof(unsigned));
img = (unsigned char *)image;
for (j = 0; j < height; j++)
for (i = 0; i < width; i++)
{
int w2 = width/2, h2 = height/2;
if (i & 32)
img[4*(i+j*width)+0] = 0xff;
else
img[4*(i+j*width)+1] = 0xff;
if (j&32)
img[4*(i+j*width)+2] = 0xff;
if ((i-w2)*(i-w2) + (j-h2)*(j-h2) > 64*64 && (i-w2)*(i-w2) + (j-h2)*(j-h2) < 300*300)
img[4*(i+j*width)+3] = 0xff;
}
}
// 纹理参数的定义
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexImage2D(GL_TEXTURE_2D, 0, components, width,
height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
image);
// 使用雾效
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(50.,1.,.1,far_cull = 10.);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.,0.,-5.5);
density = 1.- expf(-5.5 * fog_density * fog_density *
far_cull * far_cull);
#define MAX(a,b) ((a) > (b) ? (a) : (b))
#define MIN(a,b) ((a) < (b) ? (a) : (b))
density = MAX(MIN(density, 1.), 0.);
fog_color[0] = .23*.2 + density *.57*.2;
fog_color[1] = .35*.2 + density *.45*.2;
fog_color[2] = .78*.5 + density *.22*.2;
glClearColor(fog_color[0], fog_color[1], fog_color[2], 1.f);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, fog_density);
glFogfv(GL_FOG_COLOR, fog_color);
if (fog_density > 0)
glEnable(GL_FOG);
glLineWidth(2.0f);
glEnable(GL_LINE_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glPointSize(10.f);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
}
void draw_base(void)
{
glColor4f(.1, .3, .1, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f);
glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f);
glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f);
glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f);
glEnd();
}
void draw_runway(void)
{
glColor4f(.1, .1, .1, 1.0);
glPushMatrix();
glScalef(.1f, 1.f, 1.f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f);
glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f);
glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f);
glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f);
glEnd();
glPopMatrix();
}
void quad(float x, float y, float z)
{
glPushMatrix();
glTranslatef(x, y, z);
glRotatef(90.f, 1.f, 0.f, 0.f);
glScalef(.03f, .03f, .03f);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-1.f, 0.f, -1.f);
glTexCoord2f(0, 1); glVertex3f(-1.f, 0.f, 1.f);
glTexCoord2f(1, 1); glVertex3f( 1.f, 0.f, 1.f);
glTexCoord2f(1, 0); glVertex3f( 1.f, 0.f, -1.f);
glEnd();
glPopMatrix();
}
void draw_lights(void)
{
int i;
glEnable(GL_BLEND);
glColor4f(.7f, .7f, .1f, 1.0);
glPushMatrix();
glScalef(.1f, 1.f, 1.f);
glEnable(GL_POINT_SMOOTH);
for(i = 0; i <= 20; i++)
{
glPointSize((float)i/2.);
glBegin(GL_POINTS);
glVertex3f(-1.f, 0.f, -1.f+2.f/20*i);
glVertex3f( 1.f, 0.f, -1.f+2.f/20*i);
glEnd();
}
glPopMatrix();
glDisable(GL_BLEND);
}
void draw_fog(void)
{
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glTranslatef(ttrans[0], ttrans[1], 0.);
glColor4f(1.f, 1.f, 1.f, 1.0);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex3f(-1., .2, -1.);
glTexCoord2f(0, 5); glVertex3f(-1., .2, 1.);
glTexCoord2f(5, 5); glVertex3f( 1., .2, 1.);
glTexCoord2f(5, 0); glVertex3f( 1., .2, -1.);
glEnd();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
glPushMatrix();
glTranslatef(transx, transy, 0.f);
glRotatef(rotx, 0., 1., 0.);
glRotatef(roty, 1., 0., 0.);
glScalef(10,1,10);
glTranslatef(0.f,-1.f,0.f);
draw_base();
draw_runway();
draw_lights();
draw_fog();
glPopMatrix();
glutSwapBuffers();
}
void reshape(int w, int h)
{
glViewport(0, 0, w, h);
}
void key(unsigned char key, int x, int y)
{
switch(key)
{
case 'x': xfunc(); break;
case 'h': help(); break;
case '\033': exit(EXIT_SUCCESS); break;
default: break;
}
glutPostRedisplay();
}
void visible(int state)
{
if (state == GLUT_VISIBLE)
glutIdleFunc(animate);
else
glutIdleFunc(NULL);
}
int main(int argc, char** argv)
{
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE);
glutInitWindowSize(400, 300);
glutInit(&argc, argv);
glutCreateWindow(argv[0]);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutIdleFunc(animate);
glutVisibilityFunc(visible);
init(argc == 1 ? "clouds.bw" : argv[1]);
glutMainLoop();
return 0;
}