www.pudn.com > water&sky.rar > WATER.C



#include 
#include 
#include 
#include 
#include "texture.h"

#ifdef _WIN32
#define expf(x) ((float)exp((x)))
#define sinf(x) ((float)sin((x)))
#define M_PI 3.14159265
#endif

static int rgb;
static int translate = 1;
static int mesh = 1;
static float ttrans[2];
static float transx, transy, rotx, roty;
static float amplitude = 0.03;
static float freq = 5.0f;
static float phase = .00003;
static int ox = -1, oy = -1;
static int mot;
#define PAN	1
#define ROT	2

void 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 ffunc(void) { freq *= 2.f; }
void Ffunc(void) { freq /= 2.f; }
void mfunc(void) { mesh ^= 1; }

void wire(void)  
{
    static int w;
    if (w ^= 1)  
	{ 
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
    }  
	else  
	{ 
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
    }
}

void light(void)  
{
    static int l;
    if (l ^= 1) 
		glEnable(GL_LIGHTING);
    else 
		glDisable(GL_LIGHTING);
}

void up(void) { amplitude += .01; }
void down(void) { amplitude -= .01; }
void left(void) { phase -= .00001; }
void right(void) { phase += .00001; }

void animate(void)  
{
    ttrans[0] += .005f;
    if (ttrans[0] == 1.0f)  
		ttrans[0] = 0.0f;
    ttrans[1] -= .0025f;
    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: water [image]\n");
    printf("'h'            - help\n");
    printf("'l'            - toggle lighting\n");
    printf("'f'            - increase frequency\n");
    printf("'F'            - decrease frequency\n");
    printf("'m'            - toggle mesh\n");
    printf("'w'            - toggle wireframe\n");
    printf("'x'            - toggle water motion\n");
    printf("'UP'           - increase amplitude\n");
    printf("'DOWN'         - decrease amplitude\n");
    printf("'RIGHT'        - increase phase change\n");
    printf("'LEFT'         - decreae phase change\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 < 3) rgb = 0;
    }  
	//  由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);
    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, cloud_color);
    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);
    glEnable(GL_TEXTURE_2D); 
	// 使用雾
    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 + density *.57;
    fog_color[1] = .35 + density *.45;
    fog_color[2] = .78 + density *.22;

    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);
}

void draw_mesh(void)  
{
    if (mesh)	//  以四边形模式进行绘制 
	{ 
		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();
    }  
	else		//  以多个三角形面片的形式进行绘制 
	{ 
		#define MESH 32 
		int i, j; 
		static float off;
		float d = 1.f/MESH;
		for(i = 0; i < MESH; i++)  
		{
			glBegin(GL_TRIANGLE_STRIP);
			for(j = 0; j < MESH; j++)  
			{ 
				float s = (float)j*d; 
				float t = (float)i*d; 
				float x = -1.0 + 2.f*s; 
				float z = -1.0 + 2.f*t; 
				float y = amplitude*sinf(freq*2.f*M_PI*t+off); 
				glTexCoord2f(s, t); glVertex3f(x, y, z); 
				s += d; t += d; 
				x = -1.0 + 2.f*s; 
				z = -1.0 + 2.f*t; 
				y = amplitude*sinf(freq*2.f*M_PI*t+off); 
				glTexCoord2f(s, t); glVertex3f(x, y, z); 
				off += phase;
			}
			glEnd();
		}
    }
}

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);
    if (!rgb) 
		glColor3f(.31, .41, .97);
    else 
		glColor3f(1.f,1.f,1.f);
    glTranslatef(0.f,-1.f,0.f);
    glMatrixMode(GL_TEXTURE);
    glPushMatrix();
    glTranslatef(ttrans[0], ttrans[1], 0.);
    glScalef(10.f, 10.f,1.f);
    draw_mesh();
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    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 'l': light(); break;
		case 'f': ffunc(); break;
		case 'F': Ffunc(); break;
		case 'm': mfunc(); break;
		case 'w': wire(); break;
		case 'x': xfunc(); break;
		case 'h': help(); break;
		case '\033': exit(EXIT_SUCCESS); break;
		default: break;
    }
    glutPostRedisplay();
}


void special(int key, int x, int y)  
{
    switch(key)  
	{
		case GLUT_KEY_UP:	up(); break;
		case GLUT_KEY_DOWN:	down(); break;
		case GLUT_KEY_LEFT:	left(); break;
		case GLUT_KEY_RIGHT:right(); break;
    }
}

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]);
    init(argc == 1 ? "water1.bw" : argv[1]);
    glutDisplayFunc(display);

    glutKeyboardFunc(key);
    glutSpecialFunc(special);
    glutReshapeFunc(reshape);
    glutMouseFunc(mouse);
    glutMotionFunc(motion);
    glutIdleFunc(animate);
    glutVisibilityFunc(visible);

    glutMainLoop();
    return 0;
}