Formatting.

This commit is contained in:
Camilla Berglund 2010-10-24 15:37:51 +02:00
parent 9c27d52b2e
commit b9f318f053

View File

@ -22,27 +22,26 @@
/* Animation speed (10.0 looks good) */ /* Animation speed (10.0 looks good) */
#define ANIMATION_SPEED 10.0 #define ANIMATION_SPEED 10.0
GLfloat alpha = 210.f, beta = -70.f;
GLfloat zoom = 2.f;
GLfloat alpha = 210.0f, beta = -70.0f; GLboolean running = GL_TRUE;
GLfloat zoom = 2.0f;
int running = 1;
struct Vertex struct Vertex
{ {
GLfloat x,y,z; GLfloat x, y, z;
GLfloat r,g,b; GLfloat r, g, b;
}; };
#define GRIDW 50 #define GRIDW 50
#define GRIDH 50 #define GRIDH 50
#define VERTEXNUM (GRIDW*GRIDH) #define VERTEXNUM (GRIDW*GRIDH)
#define QUADW (GRIDW-1) #define QUADW (GRIDW - 1)
#define QUADH (GRIDH-1) #define QUADH (GRIDH - 1)
#define QUADNUM (QUADW*QUADH) #define QUADNUM (QUADW*QUADH)
GLuint quad[4*QUADNUM]; GLuint quad[4 * QUADNUM];
struct Vertex vertex[VERTEXNUM]; struct Vertex vertex[VERTEXNUM];
/* The grid will look like this: /* The grid will look like this:
@ -56,47 +55,47 @@ struct Vertex vertex[VERTEXNUM];
* 0 1 2 * 0 1 2
*/ */
void initVertices( void ) //========================================================================
// Initialize grid geometry
//========================================================================
void init_vertices(void)
{ {
int x,y,p; int x, y, p;
/* place the vertices in a grid */ // Place the vertices in a grid
for(y=0;y<GRIDH;y++) for (y = 0; y < GRIDH; y++)
for(x=0;x<GRIDW;x++)
{ {
p = y*GRIDW + x; for (x = 0; x < GRIDW; x++)
{
p = y * GRIDW + x;
//vertex[p].x = (-GRIDW/2)+x+sin(2.0*M_PI*(double)y/(double)GRIDH); vertex[p].x = (GLfloat) (x - GRIDW / 2) / (GLfloat) (GRIDW / 2);
//vertex[p].y = (-GRIDH/2)+y+cos(2.0*M_PI*(double)x/(double)GRIDW); vertex[p].y = (GLfloat) (y - GRIDH / 2) / (GLfloat) (GRIDH / 2);
vertex[p].x = (GLfloat)(x-GRIDW/2)/(GLfloat)(GRIDW/2); vertex[p].z = 0;
vertex[p].y = (GLfloat)(y-GRIDH/2)/(GLfloat)(GRIDH/2);
vertex[p].z = 0;//sin(d*M_PI); if ((x % 4 < 2) ^ (y % 4 < 2))
//vertex[p].r = (GLfloat)x/(GLfloat)GRIDW;
//vertex[p].g = (GLfloat)y/(GLfloat)GRIDH;
//vertex[p].b = 1.0-((GLfloat)x/(GLfloat)GRIDW+(GLfloat)y/(GLfloat)GRIDH)/2.0;
if((x%4<2)^(y%4<2))
{
vertex[p].r = 0.0; vertex[p].r = 0.0;
}
else else
{ vertex[p].r = 1.0;
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;
}
} }
vertex[p].g = (GLfloat)y/(GLfloat)GRIDH; for (y = 0; y < QUADH; y++)
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); for (x = 0; x < QUADW; x++)
{
p = 4 * (y * QUADW + x);
/* first quad */ /* first quad */
quad[p+0] = y *GRIDW+x; /* some point */ quad[p + 0] = y * GRIDW + x; // Some point
quad[p+1] = y *GRIDW+x+1; /* neighbor at the right side */ 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 + 2] = (y + 1) * GRIDW + x + 1; // Upper right neighbor
quad[p+3] = (y+1)*GRIDW+x; /* upper neighbor */ quad[p + 3] = (y + 1) * GRIDW + x; // Upper neighbor
}
} }
} }
@ -105,29 +104,30 @@ double p[GRIDW][GRIDH];
double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH]; double vx[GRIDW][GRIDH], vy[GRIDW][GRIDH];
double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH]; double ax[GRIDW][GRIDH], ay[GRIDW][GRIDH];
//========================================================================
// Initialize grid
//========================================================================
void init_grid(void)
void initSurface( void )
{ {
int x, y; int x, y;
double dx, dy, d; double dx, dy, d;
for(y = 0; y<GRIDH; y++) for (y = 0; y < GRIDH; y++)
{ {
for(x = 0; x<GRIDW; x++) for (x = 0; x < GRIDW; x++)
{ {
dx = (double)(x-GRIDW/2); dx = (double) (x - GRIDW / 2);
dy = (double)(y-GRIDH/2); dy = (double) (y - GRIDH / 2);
d = sqrt( dx*dx + dy*dy ); d = sqrt(dx * dx + dy * dy);
if(d < 0.1 * (double)(GRIDW/2)) if (d < 0.1 * (double) (GRIDW / 2))
{ {
d = d * 10.0; d = d * 10.0;
p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0; p[x][y] = -cos(d * (M_PI / (double)(GRIDW * 4))) * 100.0;
} }
else else
{
p[x][y] = 0.0; p[x][y] = 0.0;
}
vx[x][y] = 0.0; vx[x][y] = 0.0;
vy[x][y] = 0.0; vy[x][y] = 0.0;
} }
@ -135,112 +135,114 @@ void initSurface( void )
} }
/* Draw view */ //========================================================================
void draw_screen( void ) // Draw scene
//========================================================================
void draw_scene(void)
{ {
/* Clear the color and depth buffers. */ // Clear the color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* We don't want to modify the projection matrix. */ // We don't want to modify the projection matrix
glMatrixMode(GL_MODELVIEW); glMatrixMode(GL_MODELVIEW);
glLoadIdentity(); glLoadIdentity();
/* Move back. */ // Move back
glTranslatef(0.0, 0.0, -zoom); glTranslatef(0.0, 0.0, -zoom);
/* Rotate the view */ // Rotate the view
glRotatef(beta, 1.0, 0.0, 0.0); glRotatef(beta, 1.0, 0.0, 0.0);
glRotatef(alpha, 0.0, 0.0, 1.0); glRotatef(alpha, 0.0, 0.0, 1.0);
//glDrawArrays(GL_POINTS,0,VERTEXNUM); /* Points only */ glDrawElements(GL_QUADS, 4 * QUADNUM, GL_UNSIGNED_INT, quad);
glDrawElements(GL_QUADS, 4*QUADNUM, GL_UNSIGNED_INT, quad);
//glDrawElements(GL_LINES, QUADNUM, GL_UNSIGNED_INT, quad);
glfwSwapBuffers(); glfwSwapBuffers();
} }
/* Initialize OpenGL */ //========================================================================
void setup_opengl( void ) // Initialize Miscellaneous OpenGL state
//========================================================================
void init_opengl(void)
{ {
/* Our shading model--Gouraud (smooth). */ // Use Gouraud (smooth) shading
glShadeModel(GL_SMOOTH); glShadeModel(GL_SMOOTH);
/* Culling. */ // Switch on the z-buffer
//glCullFace(GL_BACK);
//glFrontFace(GL_CCW);
//glEnable(GL_CULL_FACE);
/* Switch on the z-buffer. */
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3/*3 components per vertex (x,y,z)*/, GL_FLOAT, sizeof(struct Vertex), vertex); glVertexPointer(3, GL_FLOAT, sizeof(struct Vertex), vertex);
glColorPointer(3/*3 components per vertex (r,g,b)*/, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); //Pointer to the first color glColorPointer(3, GL_FLOAT, sizeof(struct Vertex), &vertex[0].r); // Pointer to the first color
glPointSize(2.0); glPointSize(2.0);
/* Background color is black. */ // Background color is black
glClearColor(0, 0, 0, 0); glClearColor(0, 0, 0, 0);
} }
/* Modify the height of each vertex according to the pressure. */ //========================================================================
void adjustGrid( void ) // Modify the height of each vertex according to the pressure
//========================================================================
void adjust_grid(void)
{ {
int pos; int pos;
int x, y; int x, y;
for(y = 0; y<GRIDH; y++) for (y = 0; y < GRIDH; y++)
{ {
for(x = 0; x<GRIDW; x++) for (x = 0; x < GRIDW; x++)
{ {
pos = y*GRIDW + x; pos = y * GRIDW + x;
vertex[pos].z = (float) (p[x][y]*(1.0/50.0)); vertex[pos].z = (float) (p[x][y] * (1.0 / 50.0));
} }
} }
} }
/* Calculate wave propagation */ //========================================================================
void calc( void ) // Calculate wave propagation
//========================================================================
void calc_grid(void)
{ {
int x, y, x2, y2; int x, y, x2, y2;
double time_step = dt * ANIMATION_SPEED; double time_step = dt * ANIMATION_SPEED;
/* compute accelerations */ // Compute accelerations
for(x = 0; x < GRIDW; x++) for (x = 0; x < GRIDW; x++)
{ {
x2 = (x + 1) % GRIDW; x2 = (x + 1) % GRIDW;
for(y = 0; y < GRIDH; y++) for(y = 0; y < GRIDH; y++)
{
ax[x][y] = p[x][y] - p[x2][y]; ax[x][y] = p[x][y] - p[x2][y];
} }
}
for(y = 0; y < GRIDH;y++) for (y = 0; y < GRIDH; y++)
{ {
y2 = (y + 1) % GRIDH; y2 = (y + 1) % GRIDH;
for(x = 0; x < GRIDW; x++) for(x = 0; x < GRIDW; x++)
{
ay[x][y] = p[x][y] - p[x][y2]; ay[x][y] = p[x][y] - p[x][y2];
} }
}
/* compute speeds */ // Compute speeds
for(x = 0; x < GRIDW; x++) for (x = 0; x < GRIDW; x++)
{ {
for(y = 0; y < GRIDH; y++) for (y = 0; y < GRIDH; y++)
{ {
vx[x][y] = vx[x][y] + ax[x][y] * time_step; vx[x][y] = vx[x][y] + ax[x][y] * time_step;
vy[x][y] = vy[x][y] + ay[x][y] * time_step; vy[x][y] = vy[x][y] + ay[x][y] * time_step;
} }
} }
/* compute pressure */ // Compute pressure
for(x = 1; x < GRIDW; x++) for (x = 1; x < GRIDW; x++)
{ {
x2 = x - 1; x2 = x - 1;
for(y = 1; y < GRIDH; y++) for (y = 1; y < GRIDH; y++)
{ {
y2 = y - 1; y2 = y - 1;
p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step; p[x][y] = p[x][y] + (vx[x2][y] - vx[x][y] + vy[x][y2] - vy[x][y]) * time_step;
@ -249,35 +251,38 @@ void calc( void )
} }
/* Handle key strokes */ //========================================================================
// Handle key strokes
//========================================================================
void handle_key_down(GLFWwindow window, int key, int action) void handle_key_down(GLFWwindow window, int key, int action)
{ {
if( action != GLFW_PRESS ) if (action != GLFW_PRESS)
{
return; return;
}
switch(key) { switch (key)
{
case GLFW_KEY_ESC: case GLFW_KEY_ESC:
running = 0; running = 0;
break; break;
case GLFW_KEY_SPACE: case GLFW_KEY_SPACE:
initSurface(); init_grid();
break; break;
case GLFW_KEY_LEFT: case GLFW_KEY_LEFT:
alpha+=5; alpha += 5;
break; break;
case GLFW_KEY_RIGHT: case GLFW_KEY_RIGHT:
alpha-=5; alpha -= 5;
break; break;
case GLFW_KEY_UP: case GLFW_KEY_UP:
beta-=5; beta -= 5;
break; break;
case GLFW_KEY_DOWN: case GLFW_KEY_DOWN:
beta+=5; beta += 5;
break; break;
case GLFW_KEY_PAGEUP: case GLFW_KEY_PAGEUP:
if(zoom>1) zoom-=1; if (zoom > 1)
zoom -= 1;
break; break;
case GLFW_KEY_PAGEDOWN: case GLFW_KEY_PAGEDOWN:
zoom+=1; zoom+=1;
@ -288,115 +293,98 @@ void handle_key_down(GLFWwindow window, int key, int action)
} }
/* Callback function for window resize events */ //========================================================================
void handle_resize( GLFWwindow window, int width, int height ) // Callback function for window resize events
//========================================================================
void handle_resize(GLFWwindow window, int width, int height)
{ {
float ratio = 1.0f; float ratio = 1.f;
if( height > 0 ) if (height > 0)
{
ratio = (float) width / (float) height; ratio = (float) width / (float) height;
}
/* Setup viewport (Place where the stuff will appear in the main window). */ // Setup viewport
glViewport(0, 0, width, height); glViewport(0, 0, width, height);
/* // Change to the projection matrix and set our viewing volume
* Change to the projection matrix and set
* our viewing volume.
*/
glMatrixMode(GL_PROJECTION); glMatrixMode(GL_PROJECTION);
glLoadIdentity(); glLoadIdentity();
gluPerspective(60.0, ratio, 1.0, 1024.0); gluPerspective(60.0, ratio, 1.0, 1024.0);
} }
/* Program entry point */ //========================================================================
// main
//========================================================================
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
/* Dimensions of our window. */
int width, height;
/* Style of our window. */
int mode;
/* Frame time */
double t, t_old, dt_total;
GLFWwindow window; GLFWwindow window;
double t, dt_total, t_old;
/* Initialize GLFW */ if (!glfwInit())
if(glfwInit() == GL_FALSE)
{ {
fprintf(stderr, "GLFW initialization failed\n"); fprintf(stderr, "GLFW initialization failed\n");
exit(-1); exit(EXIT_FAILURE);
} }
/* Desired window properties */ window = glfwOpenWindow(640, 480, GLFW_WINDOWED, "Wave Simulation", NULL);
width = 640;
height = 480;
mode = GLFW_WINDOWED;
glfwOpenWindowHint(GLFW_DEPTH_BITS, 16);
/* Open window */
window = glfwOpenWindow(width, height, mode, "Wave Simulation", NULL);
if (!window) if (!window)
{ {
fprintf(stderr, "Could not open window\n"); fprintf(stderr, "Could not open window\n");
glfwTerminate(); exit(EXIT_FAILURE);
exit(-1);
} }
glfwSwapInterval( 1 ); glfwSwapInterval(1);
/* Keyboard handler */ // Keyboard handler
glfwSetKeyCallback( window, handle_key_down ); glfwSetKeyCallback(window, handle_key_down);
glfwEnable( window, GLFW_KEY_REPEAT ); glfwEnable(window, GLFW_KEY_REPEAT);
/* Window resize handler */ // Window resize handler
glfwSetWindowSizeCallback( window, handle_resize ); glfwSetWindowSizeCallback(window, handle_resize);
/* Initialize OpenGL */ // Initialize OpenGL
setup_opengl(); init_opengl();
/* Initialize simulation */ // Initialize simulation
initVertices(); init_vertices();
initSurface(); init_grid();
adjustGrid(); adjust_grid();
/* Initialize timer */ // Initialize timer
t_old = glfwGetTime() - 0.01; t_old = glfwGetTime() - 0.01;
/* Main loop */ while (running)
while(running)
{ {
/* Timing */
t = glfwGetTime(); t = glfwGetTime();
dt_total = t - t_old; dt_total = t - t_old;
t_old = t; t_old = t;
/* Safety - iterate if dt_total is too large */ // Safety - iterate if dt_total is too large
while( dt_total > 0.0f ) while (dt_total > 0.f)
{ {
/* Select iteration time step */ // Select iteration time step
dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; dt = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total;
dt_total -= dt; dt_total -= dt;
/* Calculate wave propagation */ // Calculate wave propagation
calc(); calc_grid();
} }
/* Compute height of each vertex */ // Compute height of each vertex
adjustGrid(); adjust_grid();
/* Draw wave grid to OpenGL display */ // Draw wave grid to OpenGL display
draw_screen(); draw_scene();
glfwPollEvents(); glfwPollEvents();
/* Still running? */ // Still running?
running = running && glfwIsWindow( window ); running = running && glfwIsWindow(window);
} }
glfwTerminate(); exit(EXIT_SUCCESS);
return 0;
} }