/******************************Module*Header*******************************\
* Module Name: gentex.c
*
* The Textured Flag style of the 3D Flying Objects screen saver.
*
* Texture maps .BMP files onto a simulation of a flag waving in the breeze.
*
* Copyright (c) 1994 Microsoft Corporation
*
\**************************************************************************/
#include <stdlib.h>
#include <windows.h>
#include <GL\gl.h>
#include <GL\glu.h>
#include <string.h>
#include <math.h>
#include "ss3dfo.h"
static float winTotalwidth = (float)0.75;
static float winTotalheight = (float)0.75 * (float)0.75;
#define MAX_FRAMES 20
// IPREC is the number of faces in the mesh that models the flag.
#define IPREC 15
static int Frames = 10;
static MESH winMesh[MAX_FRAMES];
static float sinAngle = (float)0.0;
static float xTrans = (float)0.0;
static int curMatl = 0;
// Material properties.
static RGBA matlBrightSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
static RGBA matlDimSpecular = {0.5f, 0.5f, 0.5f, 1.0f};
static RGBA matlNoSpecular = {0.0f, 0.0f, 0.0f, 0.0f};
// Lighting properties.
static GLfloat light0Pos[] = {20.0f, 5.0f, 20.0f, 0.0f};
static GLfloat light1Pos[] = {-20.0f, 5.0f, 0.0f, 0.0f};
static RGBA light1Ambient = {0.0f, 0.0f, 0.0f, 0.0f};
static RGBA light1Diffuse = {0.4f, 0.4f, 0.4f, 1.0f};
static RGBA light1Specular = {0.0f, 0.0f, 0.0f, 0.0f};
static RGBA flagColors[] = {{1.0f, 1.0f, 1.0f, 1.0f},
{0.94f, 0.37f, 0.13f, 1.0f}, // red
};
// Default texture resource
TEX_RES gTexRes = { TEX_BMP, IDB_DEFTEX };
/******************************Public*Routine******************************\
* iPtInList
*
* Add a vertex and its normal to the mesh. If the vertex already exists,
* add in the normal to the existing normal (we to accumulate the average
* normal at each vertex). Normalization of the normals is the
* responsibility of the caller.
*
\**************************************************************************/
static int iPtInList(MESH *mesh, int start,
POINT3D *p, POINT3D *norm, BOOL blend)
{
int i;
POINT3D *pts = mesh->pts + start;
if (blend) {
for (i = start; i < mesh->numPoints; i++, pts++) {
if ((pts->x == p->x) && (pts->y == p->y) && (pts->z == p->z)) {
mesh->norms[i].x += norm->x;
mesh->norms[i].y += norm->y;
mesh->norms[i].z += norm->z;
return i;
}
}
} else {
i = mesh->numPoints;
}
mesh->pts[i] = *p;
mesh->norms[i] = *norm;
mesh->numPoints++;
return i;
}
/******************************Public*Routine******************************\
* getZpos
*
* Get the z-position (depth) of the "wavy" flag component at the given x.
*
* The function used to model the wave is:
*
* 1/2
* z = x * sin((2*PI*x + sinAngle) / 4)
*
* The shape of the wave varies from frame to frame by changing the
* phase, sinAngle.
*
\**************************************************************************/
float getZpos(float x)
{
float xAbs = x - xTrans;
float angle = sinAngle + ((float) (2.0 * PI) * (xAbs / winTotalwidth));
xAbs = winTotalwidth - xAbs;
// xAbs += (winTotalwidth / 2.0);
return (float)((sin((double)angle) / 4.0) *
sqrt((double)(xAbs / winTotalwidth )));
}
/******************************Public*Routine******************************\
* genTex
*
* Generate a mesh representing a frame of the flag. The phase, sinAngle,
* is a global variable.
*
\**************************************************************************/
void genTex(MESH *winMesh)
{
POINT3D pos;
POINT3D pts[4];
float w, h;
int i;
newMesh(winMesh, IPREC * IPREC, IPREC * IPREC);
// Width and height of each face
w = (winTotalwidth) / (float)(IPREC + 1);
h = winTotalheight;
// Generate the mesh data. At equally spaced intervals along the x-axis,
// we compute the z-position of the flag surface.
pos.y = (float) 0.0;
pos.z = (float) 0.0;
for (i = 0, pos.x = xTrans; i < IPREC; i++, pos.x += w) {
int faceCount = winMesh->numFaces;
pts[0].x = (float)pos.x;
pts[0].y = (float)(pos.y);
pts[0].z = getZpos(pos.x);
pts[1].x = (float)pos.x;
pts[1].y = (float)(pos.y + h);
pts[1].z = getZpos(pos.x);
pts[2].x = (float)(pos.x + w);
pts[2].y = (float)(pos.y);
pts[2].z = getZpos(pos.x + w);
pts[3].x = (float)(pos.x + w);
pts[3].y = (float)(pos.y + h);
pts[3].z = getZpos(pos.x + w);
// Compute the face normal.
ss_calcNorm(&winMesh->faces[faceCount].norm, pts + 2, pts + 1, pts);
// Add the face to the mesh.
winMesh->faces[faceCount].material = 0;
winMesh->faces[faceCount].p[0] = iPtInList(winMesh, 0, pts,
&winMesh->faces[faceCount].norm, TRUE);
winMesh->faces[faceCount].p[1] = iPtInList(winMesh, 0, pts + 1,
&winMesh->faces[faceCount].norm, TRUE);
winMesh->faces[faceCount].p[2] = iPtInList(winMesh, 0, pts + 2,
&winMesh->faces[faceCount].norm, TRUE);
winMesh->faces[faceCount].p[3] = iPtInList(winMesh, 0, pts + 3,
&winMesh->faces[faceCount].norm, TRUE);
winMesh->numFaces++;
}
// Normalize the vertex normals in the mesh.
ss_normalizeNorms(winMesh->norms, winMesh->numPoints);
}
/******************************Public*Routine******************************\
* initTexScene
*
* Initialize the screen saver.
*
* This function is exported to the main module in ss3dfo.c.
*
\**************************************************************************/
void initTexScene()
{
int i;
float angleDelta;
TEXTURE tex;
float aspectRatio;
// Initialize the transform.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-0.25, 1.0, -0.25, 1.0, 0.0, 3.0);
glTranslatef(0.0f, 0.0f, -1.5f);
// Initialize and turn on lighting.
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT1, GL_AMBIENT, (GLfloat *) &light1Ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, (GLfloat *) &light1Diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, (GLfloat *) &light1Specular);
glLightfv(GL_LIGHT1, GL_POSITION, light1Pos);
glEnable(GL_LIGHT1);
glDisable(GL_DEPTH_TEST);
// Leave OpenGL in a state ready to accept the model view transform (we
// are going to have the flag vary its orientation from frame to frame).
glMatrixMode(GL_MODELVIEW);
// Define orientation of polygon faces.
glFrontFace(GL_CW);
// glEnable(GL_CULL_FACE);
Frames = (int)((float)(MAX_FRAMES / 2) * fTesselFact);
// Load user texture - if that fails load default texture resource
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if( ss_LoadTextureFile( &gTexFile, &tex ) ||
ss_LoadTextureResource( &gTexRes, &tex) )
{
glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
ss_SetTexture( &tex );
// Correct aspect ratio of flag to match image.
//
// The 1.4 is a correction factor to account for the length of the
// curve that models the surface ripple of the waving flag. This
// factor is the length of the curve at zero phase. It would be
// more accurate to determine the length of the curve at each phase,
// but this is a sufficient approximation for our purposes.
aspectRatio = ((float) tex.height / (float) tex.width)
* (float) 1.4;
if (aspectRatio < (float) 1.0) {
winTotalwidth = (float)0.75;
winTotalheight = winTotalwidth * aspectRatio;
} else {
winTotalheight = (float) 0.75;
winTotalwidth = winTotalheight / aspectRatio;
};
}
if (Frames < 5)
Frames = 5;
if (Frames > MAX_FRAMES)
Frames = MAX_FRAMES;
// Generate the geometry data (stored in the array of mesh structures),
// for each frame of the animation. The shape of the flag is varied by
// changing the global variable sinAngle.
angleDelta = (float)(2.0 * PI) / (float)Frames;
sinAngle = (float) 0.0;
for (i = 0; i < Frames; i++) {
genTex(&winMesh[i]);
sinAngle += angleDelta;
}
}
/******************************Public*Routine******************************\
* delTexScene
*
* Cleanup the data associated with this screen saver.
*
* This function is exported to the main module in ss3dfo.c.
*
\**************************************************************************/
void delTexScene()
{
int i;
for (i = 0; i < Frames; i++)
delMesh(&winMesh[i]);
}
/******************************Public*Routine******************************\
* updateTexScene
*
* Generate a scene by taking one of the meshes and rendering it with
* OpenGL.
*
* This function is exported to the main module in ss3dfo.c.
*
\**************************************************************************/
void updateTexScene(int flags)
{
MESH *mesh;
MFACE *faces;
int i;
static double mxrot = 23.0;
static double myrot = 23.0;
static double mzrot = 5.7;
static double mxrotInc = 0.0;
static double myrotInc = 3.0;
static double mzrotInc = 0.0;
static int h = 0;
static int frameNum = 0;
POINT3D *pp;
POINT3D *pn;
int lastC, lastD;
int aOffs, bOffs, cOffs, dOffs;
int a, b;
GLfloat s = (GLfloat) 0.0;
GLfloat ds;
// In addition to having the flag wave (an effect acheived by switching
// meshes from frame to frame), the flag changes its orientation from
// frame to frame. This is done by applying a model view transform.
glLoadIdentity();
glRotatef((float)mxrot, 1.0f, 0.0f, 0.0f);
glRotatef((float)myrot, 0.0f, 1.0f, 0.0f);
glRotatef((float)mzrot, 0.0f, 0.0f, 1.0f);
// Divide the texture into IPREC slices. ds is the texture coordinate
// delta we apply as we move along the x-axis.
ds = (GLfloat)1.0 / (GLfloat)IPREC;
// Setup the material property of the flag. The material property, light
// properties, and polygon orientation will interact with the texture.
curMatl = 0;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, (GLfloat *) &flagColors[0]);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (GLfloat *) &matlBrightSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, (float) 60.0);
// Pick the mesh for the current frame.
mesh = &winMesh[frameNum];
// Take the geometry data is the mesh and convert it to a single OpenGL
// quad strip. If smooth shading is required, use the vertex normals stored
// in the mesh. Otherwise, use the face normals.
//
// As we define each vertex, we also define a corresponding vertex and
// texture coordinate.
glBegin(GL_QUAD_STRIP);
pp = mesh->pts;
pn = mesh->norms;
for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1];
i < mesh->numFaces; i++, faces++) {
a = faces->p[0];
b = faces->p[1];
if (!bSmoothShading) {
// Since flag is a single quad strip, this isn't needed.
// But lets keep it in case we ever change to a more
// complex model (ie., one that uses more than one quad
// strip).
#if 0
if ((a != lastC) || (b != lastD)) {
glNormal3fv((GLfloat *)&(faces - 1)->norm);
glTexCoord2f(s, (float) 0.0);
glVertex3fv((GLfloat *)((char *)pp +
(lastC << 3) + (lastC << 2)));
glTexCoord2f(s, (float) 1.0);
glVertex3fv((GLfloat *)((char *)pp +
(lastD << 3) + (lastD << 2)));
s += ds;
glEnd();
glBegin(GL_QUAD_STRIP);
}
#endif
if (faces->material != curMatl) {
curMatl = faces->material;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
(GLfloat *) &matlNoSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &flagColors[curMatl]);
}
glNormal3fv((GLfloat *)&faces->norm);
glTexCoord2f(s, (float) 0.0);
glVertex3fv((GLfloat *)((char *)pp + (a << 3) + (a << 2)));
glTexCoord2f(s, (float) 1.0);
glVertex3fv((GLfloat *)((char *)pp + (b << 3) + (b << 2)));
s += ds;
} else {
// Since flag is a single quad strip, this isn't needed.
// But lets keep it in case we ever change to a more
// complex model (ie., one that uses more than one quad
// strip).
#if 0
if ((a != lastC) || (b != lastD)) {
cOffs = (lastC << 3) + (lastC << 2);
dOffs = (lastD << 3) + (lastD << 2);
glTexCoord2f(s, (float) 0.0);
glNormal3fv((GLfloat *)((char *)pn + cOffs));
glVertex3fv((GLfloat *)((char *)pp + cOffs));
glTexCoord2f(s, (float) 1.0);
glNormal3fv((GLfloat *)((char *)pn + dOffs));
glVertex3fv((GLfloat *)((char *)pp + dOffs));
s += ds;
glEnd();
glBegin(GL_QUAD_STRIP);
}
#endif
aOffs = (a << 3) + (a << 2);
bOffs = (b << 3) + (b << 2);
if (faces->material != curMatl) {
curMatl = faces->material;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
(GLfloat *) &matlNoSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &flagColors[curMatl]);
}
glTexCoord2f(s, (float) 0.0);
glNormal3fv((GLfloat *)((char *)pn + aOffs));
glVertex3fv((GLfloat *)((char *)pp + aOffs));
glTexCoord2f(s, (float) 1.0);
glNormal3fv((GLfloat *)((char *)pn + bOffs));
glVertex3fv((GLfloat *)((char *)pp + bOffs));
s += ds;
}
lastC = faces->p[2];
lastD = faces->p[3];
}
if (!bSmoothShading) {
glNormal3fv((GLfloat *)&(faces - 1)->norm);
glTexCoord2f(s, (float) 0.0);
glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2)));
glTexCoord2f(s, (float) 1.0);
glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2)));
} else {
cOffs = (lastC << 3) + (lastC << 2);
dOffs = (lastD << 3) + (lastD << 2);
glTexCoord2f(s, (float) 0.0);
glNormal3fv((GLfloat *)((char *)pn + cOffs));
glVertex3fv((GLfloat *)((char *)pp + cOffs));
glTexCoord2f(s, (float) 1.0);
glNormal3fv((GLfloat *)((char *)pn + dOffs));
glVertex3fv((GLfloat *)((char *)pp + dOffs));
}
glEnd();
// Transfer the image to the floating OpenGL window.
// Determine the flag orientation for the next frame.
// What we are doing is an oscillating rotation about the y-axis
// (mxrotInc and mzrotInc are currently 0).
mxrot += mxrotInc;
myrot += myrotInc;
mzrot += mzrotInc;
if ((myrot < -65.0) || (myrot > 25.0))
myrotInc = -myrotInc;
frameNum++;
if (frameNum >= Frames)
frameNum = 0;
}