TWAVE.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

#include "glos.h"

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <gl\glaux.h>

#define PI 3.14159265358979323846

#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))

static void CALLBACK Animate(void );
static void SetColorMap(void );
static void InitMesh(void );
static void InitMaterials(void );
static void InitTexture(void );
static void Init(void );
static void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_c(void );
static void CALLBACK Key_s(void );
static void CALLBACK Key_l(void );
static void CALLBACK Key_d(void );
static void CALLBACK Key_SPACE(void );
static void CALLBACK Key_n(void );
static void CALLBACK Key_a(void );
static GLenum Args(int argc,char **argv );

GLenum rgb, doubleBuffer;

GLint colorIndexes1[3];
GLint colorIndexes2[3];
GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;

GLenum smooth = GL_TRUE;
GLenum lighting = GL_TRUE;
GLenum depth = GL_TRUE;
GLenum stepMode = GL_FALSE;
GLenum spinMode = GL_FALSE;
GLint contouring = 0;

GLint widthX, widthY;
GLint checkerSize;
float height;

GLint frames, curFrame = 0, nextFrame = 0;

struct facet {
float color[3];
float normal[3];
};
struct coord {
float vertex[3];
float normal[3];
};
struct mesh {
GLint widthX, widthY;
GLint numFacets;
GLint numCoords;
GLint frames;
struct coord *coords;
struct facet *facets;
} theMesh;

GLubyte contourTexture1[] = {
255, 255, 255, 255,
255, 255, 255, 255,
255, 255, 255, 255,
127, 127, 127, 127,
};
GLubyte contourTexture2[] = {
255, 255, 255, 255,
255, 127, 127, 127,
255, 127, 127, 127,
255, 127, 127, 127,
};


static void CALLBACK Animate(void)
{
struct coord *coord;
struct facet *facet;
float *lastColor;
float *thisColor;
GLint i, j;

glClear(clearMask);

if (nextFrame || !stepMode) {
curFrame++;
}
if (curFrame >= theMesh.frames) {
curFrame = 0;
}

if ((nextFrame || !stepMode) && spinMode) {
glRotatef(5.0, 0.0, 0.0, 1.0);
}
nextFrame = 0;

for (i = 0; i < theMesh.widthX; i++) {
glBegin(GL_QUAD_STRIP);
lastColor = NULL;
for (j = 0; j < theMesh.widthY; j++) {
facet = GETFACET(curFrame, i, j);
if (!smooth && lighting) {
glNormal3fv(facet->normal);
}
if (lighting) {
if (rgb) {
thisColor = facet->color;
glColor3fv(facet->color);
} else {
thisColor = facet->color;
glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES,
facet->color);
}
} else {
if (rgb) {
thisColor = facet->color;
glColor3fv(facet->color);
} else {
thisColor = facet->color;
glIndexf(facet->color[1]);
}
}

if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) {
if (lastColor) {
glEnd();
glBegin(GL_QUAD_STRIP);
}
coord = GETCOORD(curFrame, i, j);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);

coord = GETCOORD(curFrame, i+1, j);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);
}

coord = GETCOORD(curFrame, i, j+1);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);

coord = GETCOORD(curFrame, i+1, j+1);
if (smooth && lighting) {
glNormal3fv(coord->normal);
}
glVertex3fv(coord->vertex);

lastColor = thisColor;
}
glEnd();
}

glFlush();
if (doubleBuffer) {
auxSwapBuffers();
}
}

static void SetColorMap(void)
{
static float green[3] = {0.2, 1.0, 0.2};
static float red[3] = {1.0, 0.2, 0.2};
float *color, percent;
GLint *indexes, entries, i, j;

entries = auxGetColorMapSize();

colorIndexes1[0] = 1;
colorIndexes1[1] = 1 + (GLint)((entries - 1) * 0.3);
colorIndexes1[2] = (GLint)((entries - 1) * 0.5);
colorIndexes2[0] = 1 + (GLint)((entries - 1) * 0.5);
colorIndexes2[1] = 1 + (GLint)((entries - 1) * 0.8);
colorIndexes2[2] = entries - 1;

for (i = 0; i < 2; i++) {
switch (i) {
case 0:
color = green;
indexes = colorIndexes1;
break;
case 1:
color = red;
indexes = colorIndexes2;
break;
}

for (j = indexes[0]; j < indexes[1]; j++) {
percent = 0.2 + 0.8 * (j - indexes[0]) /
(float)(indexes[1] - indexes[0]);
auxSetOneColor(j, percent*color[0], percent*color[1],
percent*color[2]);
}
for (j=indexes[1]; j<=indexes[2]; j++) {
percent = (j - indexes[1]) / (float)(indexes[2] - indexes[1]);
auxSetOneColor(j, percent*(1-color[0])+color[0],
percent*(1-color[1])+color[1],
percent*(1-color[2])+color[2]);
}
}
}

static void InitMesh(void)
{
struct coord *coord;
struct facet *facet;
float dp1[3], dp2[3];
float *pt1, *pt2, *pt3;
float angle, d, x, y;
GLint numFacets, numCoords, frameNum, i, j;

theMesh.widthX = widthX;
theMesh.widthY = widthY;
theMesh.frames = frames;

numFacets = widthX * widthY;
numCoords = (widthX + 1) * (widthY + 1);

theMesh.numCoords = numCoords;
theMesh.numFacets = numFacets;

theMesh.coords = (struct coord *)malloc(frames*numCoords*
sizeof(struct coord));
theMesh.facets = (struct facet *)malloc(frames*numFacets*
sizeof(struct facet));
if (theMesh.coords == NULL || theMesh.facets == NULL) {
//printf("Out of memory.\n");
auxQuit();
}

for (frameNum = 0; frameNum < frames; frameNum++) {
for (i = 0; i <= widthX; i++) {
x = i / (float)widthX;
for (j = 0; j <= widthY; j++) {
y = j / (float)widthY;

d = sqrt(x*x+y*y);
if (d == 0.0) {
d = 0.0001;
}
angle = 2 * PI * d + (2 * PI / frames * frameNum);

coord = GETCOORD(frameNum, i, j);

coord->vertex[0] = x - 0.5;
coord->vertex[1] = y - 0.5;
coord->vertex[2] = (height - height * d) * cos(angle);

coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI *
sin(angle) + cos(angle));
coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI *
sin(angle) + cos(angle));
coord->normal[2] = -1;

d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+
coord->normal[1]*coord->normal[1]+1);
coord->normal[0] *= d;
coord->normal[1] *= d;
coord->normal[2] *= d;
}
}
for (i = 0; i < widthX; i++) {
for (j = 0; j < widthY; j++) {
facet = GETFACET(frameNum, i, j);
if (((i/checkerSize)%2)^(j/checkerSize)%2) {
if (rgb) {
facet->color[0] = 1.0;
facet->color[1] = 0.2;
facet->color[2] = 0.2;
} else {
facet->color[0] = colorIndexes1[0];
facet->color[1] = colorIndexes1[1];
facet->color[2] = colorIndexes1[2];
}
} else {
if (rgb) {
facet->color[0] = 0.2;
facet->color[1] = 1.0;
facet->color[2] = 0.2;
} else {
facet->color[0] = colorIndexes2[0];
facet->color[1] = colorIndexes2[1];
facet->color[2] = colorIndexes2[2];
}
}
pt1 = GETCOORD(frameNum, i, j)->vertex;
pt2 = GETCOORD(frameNum, i, j+1)->vertex;
pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;

dp1[0] = pt2[0] - pt1[0];
dp1[1] = pt2[1] - pt1[1];
dp1[2] = pt2[2] - pt1[2];

dp2[0] = pt3[0] - pt2[0];
dp2[1] = pt3[1] - pt2[1];
dp2[2] = pt3[2] - pt2[2];

facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1];
facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2];
facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];

d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+
facet->normal[1]*facet->normal[1]+
facet->normal[2]*facet->normal[2]);

facet->normal[0] *= d;
facet->normal[1] *= d;
facet->normal[2] *= d;
}
}
}
}

static void InitMaterials(void)
{
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 150.0, 0.0};
static float front_mat_shininess[] = {60.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
static float back_mat_shininess[] = {60.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {GL_TRUE};

glMatrixMode(GL_PROJECTION);
gluPerspective(450, 1.0, 0.5, 10.0);

glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);

glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
if (rgb) {
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
}

if (rgb) {
glEnable(GL_COLOR_MATERIAL);
} else {
SetColorMap();
}
}

static void InitTexture(void)
{

glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}

static void Init(void)
{

glClearColor(0.0, 0.0, 0.0, 0.0);

glShadeModel(GL_SMOOTH);

glFrontFace(GL_CW);

glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);

InitMaterials();
InitTexture();
InitMesh();

glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0, 0.4, -1.8);
glScalef(2.0, 2.0, 2.0);
glRotatef(-35.0, 1.0, 0.0, 0.0);
glRotatef(35.0, 0.0, 0.0, 1.0);
}

static void CALLBACK Reshape(int width, int height)
{

glViewport(0, 0, (GLint)width, (GLint)height);
}

static void CALLBACK Key_c(void)
{
contouring++;
if (contouring == 1) {
static GLfloat map[4] = {0, 0, 20, 0};

glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGenfv(GL_S, GL_OBJECT_PLANE, map);
glTexGenfv(GL_T, GL_OBJECT_PLANE, map);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
} else if (contouring == 2) {
static GLfloat map[4] = {0, 0, 20, 0};

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTexGenfv(GL_S, GL_EYE_PLANE, map);
glTexGenfv(GL_T, GL_EYE_PLANE, map);
glPopMatrix();
} else {
contouring = 0;
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_2D);
}
}

static void CALLBACK Key_s(void)
{
smooth = !smooth;
if (smooth) {
glShadeModel(GL_SMOOTH);
} else {
glShadeModel(GL_FLAT);
}
}

static void CALLBACK Key_l(void)
{
lighting = !lighting;
if (lighting) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
if (rgb) {
glEnable(GL_COLOR_MATERIAL);
}
} else {
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
if (rgb) {
glDisable(GL_COLOR_MATERIAL);
}
}
}

static void CALLBACK Key_d(void)
{
depth = !depth;
if (depth) {
glEnable(GL_DEPTH_TEST);
clearMask |= GL_DEPTH_BUFFER_BIT;
} else {
glDisable(GL_DEPTH_TEST);
clearMask &= ~GL_DEPTH_BUFFER_BIT;
}
}

static void CALLBACK Key_SPACE(void)
{
stepMode = !stepMode;

if (stepMode) {
auxIdleFunc(0);
/* tkDisplayFunc(Animate); */
} else {
auxIdleFunc(Animate);
/* tkDisplayFunc(0);*/
}
}

static void CALLBACK Key_n(void)
{
if (stepMode) {
nextFrame = 1;
}
}

static void CALLBACK Key_a(void)
{
spinMode = !spinMode;
}

static GLenum Args(int argc, char **argv)
{
GLint i;

rgb = GL_TRUE;
doubleBuffer = GL_TRUE;


frames = 10;
widthX = 10;
widthY = 10;
checkerSize = 2;
height = 0.2;

for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-grid") == 0) {
if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') {
//printf("-grid (No numbers).\n");
return GL_FALSE;
} else {
widthX = atoi(argv[++i]);
widthY = atoi(argv[++i]);
}
} else if (strcmp(argv[i], "-size") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-checker (No number).\n");
return GL_FALSE;
} else {
checkerSize = atoi(argv[++i]);
}
} else if (strcmp(argv[i], "-wave") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-wave (No number).\n");
return GL_FALSE;
} else {
height = atof(argv[++i]);
}
} else if (strcmp(argv[i], "-frames") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-frames (No number).\n");
return GL_FALSE;
} else {
frames = atoi(argv[++i]);
}
} else {
//printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}

void main(int argc, char **argv)
{
GLenum type;

if (Args(argc, argv) == GL_FALSE) {
auxQuit();
}

auxInitPosition(0, 0, 300, 300);

type = AUX_DEPTH16;
type |= (rgb) ? AUX_RGB : AUX_INDEX;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;

auxInitDisplayMode(type);

if (auxInitWindow("Wave Demo") == GL_FALSE) {
auxQuit();
}

Init();

auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_c, Key_c);
auxKeyFunc(AUX_s, Key_s);
auxKeyFunc(AUX_l, Key_l);
auxKeyFunc(AUX_d, Key_d);
auxKeyFunc(AUX_SPACE, Key_SPACE);
auxKeyFunc(AUX_n, Key_n);
auxKeyFunc(AUX_a, Key_a);
auxIdleFunc(Animate);
auxMainLoop(Animate);
}