📄 cloudl.c
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#include <math.h>#include <stdio.h>#include <stdlib.h>#include <GL/glut.h>#include "texture.h"#ifdef _WIN32#define expf(x) ((float)exp((x)))#endifstatic 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 2void 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;}
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