diff options
author | sanine <sanine.not@pm.me> | 2022-08-23 13:38:27 -0500 |
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committer | sanine <sanine.not@pm.me> | 2022-08-23 13:38:27 -0500 |
commit | 3afbf2a13b2dada445fb667bf25600407fea480a (patch) | |
tree | 551329e6f74fc9f177616de0d6739e8b5331ae96 /libs/glfw-3.3.8/examples/wave.c | |
parent | 261e3f991221fbad6bbf262f5e65b773e4b6c73e (diff) | |
parent | 25ed7eb9f84e9a822f698ad803901fbb2a5354cf (diff) |
:wMerge branch 'gl-window' into main
Diffstat (limited to 'libs/glfw-3.3.8/examples/wave.c')
-rw-r--r-- | libs/glfw-3.3.8/examples/wave.c | 462 |
1 files changed, 462 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/examples/wave.c b/libs/glfw-3.3.8/examples/wave.c new file mode 100644 index 0000000..7acb8b9 --- /dev/null +++ b/libs/glfw-3.3.8/examples/wave.c @@ -0,0 +1,462 @@ +/***************************************************************************** + * Wave Simulation in OpenGL + * (C) 2002 Jakob Thomsen + * http://home.in.tum.de/~thomsen + * Modified for GLFW by Sylvain Hellegouarch - sh@programmationworld.com + * Modified for variable frame rate by Marcus Geelnard + * 2003-Jan-31: Minor cleanups and speedups / MG + * 2010-10-24: Formatting and cleanup - Camilla Löwy + *****************************************************************************/ + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> + +#include <glad/gl.h> +#define GLFW_INCLUDE_NONE +#include <GLFW/glfw3.h> + +#include <linmath.h> + +// Maximum delta T to allow for differential calculations +#define MAX_DELTA_T 0.01 + +// Animation speed (10.0 looks good) +#define ANIMATION_SPEED 10.0 + +GLfloat alpha = 210.f, beta = -70.f; +GLfloat zoom = 2.f; + +double cursorX; +double cursorY; + +struct Vertex +{ + GLfloat x, y, z; + GLfloat r, g, b; +}; + +#define GRIDW 50 +#define GRIDH 50 +#define VERTEXNUM (GRIDW*GRIDH) + +#define QUADW (GRIDW - 1) +#define QUADH (GRIDH - 1) +#define QUADNUM (QUADW*QUADH) + +GLuint quad[4 * QUADNUM]; +struct Vertex vertex[VERTEXNUM]; + +/* The grid will look like this: + * + * 3 4 5 + * *---*---* + * | | | + * | 0 | 1 | + * | | | + * *---*---* + * 0 1 2 + */ + +//======================================================================== +// Initialize grid geometry +//======================================================================== + +void init_vertices(void) +{ + int x, y, p; + + // Place the vertices in a grid + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + p = y * GRIDW + x; + + vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2); + vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2); + vertex[p].z = 0; + + if ((x % 4 < 2) ^ (y % 4 < 2)) + vertex[p].r = 0.0; + else + vertex[p].r = 1.0; + + vertex[p].g = (GLfloat) y / (GLfloat) GRIDH; + vertex[p].b = 1.f - ((GLfloat) x / (GLfloat) GRIDW + (GLfloat) y / (GLfloat) GRIDH) / 2.f; + } + } + + for (y = 0; y < QUADH; y++) + { + for (x = 0; x < QUADW; x++) + { + p = 4 * (y * QUADW + x); + + quad[p + 0] = y * GRIDW + x; // Some point + quad[p + 1] = y * GRIDW + x + 1; // Neighbor at the right side + quad[p + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor + quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor + } + } +} + +double dt; +double p[GRIDW][GRIDH]; +double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH]; +double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH]; + +//======================================================================== +// Initialize grid +//======================================================================== + +void init_grid(void) +{ + int x, y; + double dx, dy, d; + + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + dx = (double) (x - GRIDW / 2); + dy = (double) (y - GRIDH / 2); + d = sqrt(dx * dx + dy * dy); + if (d < 0.1 * (double) (GRIDW / 2)) + { + d = d * 10.0; + p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0; + } + else + p[x][y] = 0.0; + + vx[x][y] = 0.0; + vy[x][y] = 0.0; + } + } +} + + +//======================================================================== +// Draw scene +//======================================================================== + +void draw_scene(GLFWwindow* window) +{ + // Clear the color and depth buffers + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + // We don't want to modify the projection matrix + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + // Move back + glTranslatef(0.0, 0.0, -zoom); + // Rotate the view + glRotatef(beta, 1.0, 0.0, 0.0); + glRotatef(alpha, 0.0, 0.0, 1.0); + + glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad); + + glfwSwapBuffers(window); +} + + +//======================================================================== +// Initialize Miscellaneous OpenGL state +//======================================================================== + +void init_opengl(void) +{ + // Use Gouraud (smooth) shading + glShadeModel(GL_SMOOTH); + + // Switch on the z-buffer + glEnable(GL_DEPTH_TEST); + + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex); + glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color + + glPointSize(2.0); + + // Background color is black + glClearColor(0, 0, 0, 0); +} + + +//======================================================================== +// Modify the height of each vertex according to the pressure +//======================================================================== + +void adjust_grid(void) +{ + int pos; + int x, y; + + for (y = 0; y < GRIDH; y++) + { + for (x = 0; x < GRIDW; x++) + { + pos = y * GRIDW + x; + vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0)); + } + } +} + + +//======================================================================== +// Calculate wave propagation +//======================================================================== + +void calc_grid(void) +{ + int x, y, x2, y2; + double time_step = dt * ANIMATION_SPEED; + + // Compute accelerations + for (x = 0; x < GRIDW; x++) + { + x2 = (x + 1) % GRIDW; + for(y = 0; y < GRIDH; y++) + ax[x][y] = p[x][y] - p[x2][y]; + } + + for (y = 0; y < GRIDH; y++) + { + y2 = (y + 1) % GRIDH; + for(x = 0; x < GRIDW; x++) + ay[x][y] = p[x][y] - p[x][y2]; + } + + // Compute speeds + for (x = 0; x < GRIDW; x++) + { + 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++) + { + y2 = y - 1; + p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step; + } + } +} + + +//======================================================================== +// Print errors +//======================================================================== + +static void error_callback(int error, const char* description) +{ + fprintf(stderr, "Error: %s\n", description); +} + + +//======================================================================== +// Handle key strokes +//======================================================================== + +void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) +{ + if (action != GLFW_PRESS) + return; + + switch (key) + { + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + 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_PAGE_UP: + zoom -= 0.25f; + if (zoom < 0.f) + zoom = 0.f; + break; + case GLFW_KEY_PAGE_DOWN: + zoom += 0.25f; + break; + default: + break; + } +} + + +//======================================================================== +// Callback function for mouse button events +//======================================================================== + +void mouse_button_callback(GLFWwindow* window, int button, int action, int mods) +{ + if (button != GLFW_MOUSE_BUTTON_LEFT) + return; + + if (action == GLFW_PRESS) + { + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED); + glfwGetCursorPos(window, &cursorX, &cursorY); + } + else + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); +} + + +//======================================================================== +// Callback function for cursor motion events +//======================================================================== + +void cursor_position_callback(GLFWwindow* window, double x, double y) +{ + if (glfwGetInputMode(window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + alpha += (GLfloat) (x - cursorX) / 10.f; + beta += (GLfloat) (y - cursorY) / 10.f; + + cursorX = x; + cursorY = y; + } +} + + +//======================================================================== +// Callback function for scroll events +//======================================================================== + +void scroll_callback(GLFWwindow* window, double x, double y) +{ + zoom += (float) y / 4.f; + if (zoom < 0) + zoom = 0; +} + + +//======================================================================== +// Callback function for framebuffer resize events +//======================================================================== + +void framebuffer_size_callback(GLFWwindow* window, int width, int height) +{ + float ratio = 1.f; + mat4x4 projection; + + 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); + mat4x4_perspective(projection, + 60.f * (float) M_PI / 180.f, + ratio, + 1.f, 1024.f); + glLoadMatrixf((const GLfloat*) projection); +} + + +//======================================================================== +// main +//======================================================================== + +int main(int argc, char* argv[]) +{ + GLFWwindow* window; + double t, dt_total, t_old; + int width, height; + + glfwSetErrorCallback(error_callback); + + if (!glfwInit()) + exit(EXIT_FAILURE); + + window = glfwCreateWindow(640, 480, "Wave Simulation", NULL, NULL); + if (!window) + { + glfwTerminate(); + exit(EXIT_FAILURE); + } + + glfwSetKeyCallback(window, key_callback); + glfwSetFramebufferSizeCallback(window, framebuffer_size_callback); + glfwSetMouseButtonCallback(window, mouse_button_callback); + glfwSetCursorPosCallback(window, cursor_position_callback); + glfwSetScrollCallback(window, scroll_callback); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval(1); + + glfwGetFramebufferSize(window, &width, &height); + framebuffer_size_callback(window, width, height); + + // Initialize OpenGL + init_opengl(); + + // Initialize simulation + init_vertices(); + init_grid(); + adjust_grid(); + + // Initialize timer + t_old = glfwGetTime() - 0.01; + + while (!glfwWindowShouldClose(window)) + { + 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(); + + // Draw wave grid to OpenGL display + draw_scene(window); + + glfwPollEvents(); + } + + glfwTerminate(); + exit(EXIT_SUCCESS); +} + |