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📄 glflare.c

📁 学习c++必备
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/* This source code is based on Direct3D-based code written by Stephen   Coy of Microsoft.  All credit for the original implementation of the   idea should go to Stephen.  While I referenced Stephen's code during   the writing of my code, my code was completely written by me from   scratch.  The algorithms are basically the same to ease critical   comparison of the OpenGL and Direct3D versions.  *//* The image files used by this program are derived from images   developed by Microsoft. */#include <GL/glut.h>#include <stdio.h>#include <stdlib.h>#include <string.h>#include <math.h>#if !defined(GL_VERSION_1_1)/* Assume the texture object extension is supported. */#define glBindTexture(A,B)     glBindTextureEXT(A,B)#endif#include "loadlum.h"GLfloat red[3] = {1.0, 0.0, 0.0};GLfloat green[3] = {0.0, 1.0, 0.0};GLfloat blue[3] = {0.0, 0.0, 1.0};GLfloat from[3] = {0.0, 0.0, 20.0};GLfloat at[3] = {0.0, 0.0, 0.0};GLfloat near_clip = 1.0;int useMipmaps = 0, verbose = 0;GLuint logoTex, flareTex[6], shineTex[10];typedef struct t_flare {  int type;             /* flare texture index, 0..5 */  float scale;  float loc;            /* postion on axis */  GLfloat color[3];} Flare;Flareset_flare(int type, float location, float scale, GLfloat color[3], float colorScale){  Flare ret;  ret.type = type;  ret.loc = location;  ret.scale = scale;  ret.color[0] = color[0] * colorScale;  ret.color[1] = color[1] * colorScale;  ret.color[2] = color[2] * colorScale;  return ret;}Flare flare[20];int num_flares = 0;static float tic = 0.0;float position[3];int shine_tic = 0;voidinit_flares(void){  /* Shines */  flare[0] = set_flare(-1, 1.0, 0.3, blue, 1.0);  flare[1] = set_flare(-1, 1.0, 0.2, green, 1.0);  flare[2] = set_flare(-1, 1.0, 0.25, red, 1.0);  /* Flares, ordered to eliminate redundant texture binds */  flare[3] = set_flare(1, 0.5, 0.2f, red, 0.3);  flare[4] = set_flare(2, 1.3, 0.04f, red, 0.6);  flare[5] = set_flare(3, 1.0, 0.1f, red, 0.4);  flare[6] = set_flare(3, 0.2, 0.05f, red, 0.3);  flare[7] = set_flare(0, 0.0, 0.04f, red, 0.3);  flare[8] = set_flare(5, -0.25, 0.07f, red, 0.5);  flare[9] = set_flare(5, -0.4, 0.02f, red, 0.6);  flare[10] = set_flare(5, -0.6, 0.04f, red, 0.4);  flare[11] = set_flare(5, -1.0, 0.03f, red, 0.2);  num_flares = 12;}#include "vec3d.c"  /* Simple 3D vector math routines. */voidDoFlares(GLfloat from[3], GLfloat at[3], GLfloat light[3], GLfloat near_clip){  GLfloat view_dir[3], tmp[3], light_dir[3], position[3], dx[3], dy[3],    center[3], axis[3], sx[3], sy[3], dot, global_scale = 1.5;  GLuint bound_to = 0;  int i;  /* view_dir = normalize(at-from) */  vdiff(view_dir, at, from);  vnorm(view_dir);  /* center = from + near_clip * view_dir */  vscale(tmp, view_dir, near_clip);  vadd(center, from, tmp);  /* light_dir = normalize(light-from) */  vdiff(light_dir, light, from);  vnorm(light_dir);  /* light = from + dot(light,view_dir)*near_clip*light_dir */  dot = vdot(light_dir, view_dir);  vscale(tmp, light_dir, near_clip / dot);  vadd(light, from, light_dir);  /* axis = light - center */  vdiff(axis, light, center);  vcopy(dx, axis);  /* dx = normalize(axis) */  vnorm(dx);  /* dy = cross(dx,view_dir) */  vcross(dy, dx, view_dir);  glDisable(GL_DEPTH_TEST);  glDisable(GL_DITHER);  glEnable(GL_BLEND);  glBlendFunc(GL_ONE, GL_ONE);  for (i = 0; i < num_flares; i++) {    vscale(sx, dx, flare[i].scale * global_scale);    vscale(sy, dy, flare[i].scale * global_scale);    glColor3fv(flare[i].color);    /* Note logic below to eliminate duplicate texture binds. */    if (flare[i].type < 0) {      if (bound_to)	glEnd();      glBindTexture(GL_TEXTURE_2D, shineTex[shine_tic]);      bound_to = shineTex[shine_tic];      shine_tic = (shine_tic + 1) % 10;      glBegin(GL_QUADS);    } else {      if (bound_to != flareTex[flare[i].type]) {	glEnd();        glBindTexture(GL_TEXTURE_2D, flareTex[flare[i].type]);        bound_to = flareTex[flare[i].type];	glBegin(GL_QUADS);      }    }    /* position = center + flare[i].loc * axis */    vscale(tmp, axis, flare[i].loc);    vadd(position, center, tmp);    glTexCoord2f(0.0, 0.0);    vadd(tmp, position, sx);    vadd(tmp, tmp, sy);    glVertex3fv(tmp);    glTexCoord2f(1.0, 0.0);    vdiff(tmp, position, sx);    vadd(tmp, tmp, sy);    glVertex3fv(tmp);    glTexCoord2f(1.0, 1.0);    vdiff(tmp, position, sx);    vdiff(tmp, tmp, sy);    glVertex3fv(tmp);    glTexCoord2f(0.0, 1.0);    vadd(tmp, position, sx);    vdiff(tmp, tmp, sy);    glVertex3fv(tmp);  }  glEnd();}voidDoBackground(void){  glEnable(GL_DITHER);  glDisable(GL_BLEND);  glBindTexture(GL_TEXTURE_2D, logoTex);  glBegin(GL_QUADS);  glColor3f(0.0, 0.0, 1.0);  glTexCoord2f(0.075, 0.1);  glVertex3f(-11.0, -7.0, 0.0);  glColor3f(0.8, 0.8, 1.0);  glTexCoord2f(1.0, 0.1);  glVertex3f(11.0, -7.0, 0.0);  glColor3f(0.0, 0.0, 1.0);  glTexCoord2f(1.0, 0.9);  glVertex3f(11.0, 7.0, 0.0);  glColor3f(0.0, 0.5, 1.0);  glTexCoord2f(0.075, 0.9);  glVertex3f(-11.0, 7.0, 0.0);  glEnd();}voiddisplay(void){  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);  position[0] = sin(tic * 0.73) * 6;  position[1] = 4.0 + 8.0 * sin(tic * 0.678);  position[2] = sin(tic * 0.895) * 6;  DoBackground();  DoFlares(from, at, position, near_clip);  glutSwapBuffers();}voididle(void){  tic += 0.08f;  glutPostRedisplay();}voidvisible(int vis){  if (vis == GLUT_VISIBLE)    glutIdleFunc(idle);  else    glutIdleFunc(NULL);}voidsetup_texture(char *filename, GLuint texobj,  GLenum minFilter, GLenum maxFilter){  unsigned char *buf;  int width, height, components;  glBindTexture(GL_TEXTURE_2D, texobj);  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);  glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter);  if (verbose)    printf("Loading %s:", filename);  buf = load_luminance(filename, &width, &height, &components);  if (verbose)    printf(" %dx%dx%d\n", width, height, components);  if (useMipmaps)    gluBuild2DMipmaps(GL_TEXTURE_2D, 1, width, height,      GL_LUMINANCE, GL_UNSIGNED_BYTE, buf);  else    glTexImage2D(GL_TEXTURE_2D, 0, 1, width, height, 0,      GL_LUMINANCE, GL_UNSIGNED_BYTE, buf);  free(buf);}voidload_textures(void){  char filename[256];  GLenum minFilter, maxFilter;  int id = 1, i;  glPixelStorei(GL_UNPACK_ALIGNMENT, 1);  if (useMipmaps) {    minFilter = GL_LINEAR_MIPMAP_LINEAR;    maxFilter = GL_LINEAR;  } else {    minFilter = GL_LINEAR;    maxFilter = GL_LINEAR;  }  logoTex = id;  setup_texture("OpenGL.bw", logoTex, minFilter, maxFilter);  id++;  if (!useMipmaps) {    minFilter = GL_NEAREST;    maxFilter = GL_NEAREST;  }  for (i = 0; i < 10; i++) {    shineTex[i] = id;    sprintf(filename, "Shine%d.bw", i);    setup_texture(filename, shineTex[i], minFilter, maxFilter);    id++;  }  for (i = 0; i < 6; i++) {    flareTex[i] = id;    sprintf(filename, "Flare%d.bw", i + 1);    setup_texture(filename, flareTex[i], minFilter, maxFilter);    id++;  }}intmain(int argc, char **argv){  int i;  glutInit(&argc, argv);  for (i=1; i<argc; i++) {    if (!strcmp(argv[i], "-mipmap"))      useMipmaps = 1;    else if (!strcmp(argv[i], "-v"))      verbose = 1;  }  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);  glutCreateWindow("glflare");  glutDisplayFunc(display);  glutVisibilityFunc(visible);  init_flares();  glMatrixMode(GL_PROJECTION);  glLoadIdentity();  gluPerspective(    60.0,               /* field of view in degree */    1.0,                /* aspect ratio */    0.5, 30.0);  glMatrixMode(GL_MODELVIEW);  glLoadIdentity();  gluLookAt(    from[0], from[1], from[2],    at[0], at[1], at[2],    0.0, 1.0, 0.);      /* up is in positive Y direction */  load_textures();  glEnable(GL_TEXTURE_2D);  glutMainLoop();  return 0;             /* ANSI C requires main to return int. */}

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