/* * Draw the "fire" test program on the six faces of a cube using * fbo render-to-texture. * * Much of the code comes from David Bucciarelli's "fire" * test program. The rest basically from Brian Paul's "gearbox" and * fbotexture programs. * * By pressing the 'q' key, you can make the driver choose different * internal texture RGBA formats by giving it different "format" and "type" * arguments to the glTexImage2D function that creates the texture * image being rendered to. If the driver doesn't support a texture image * format as a render target, it will usually fall back to software when * drawing the "fire" image, and frame-rate should drop considerably. * * Performance: * The rendering speed of this program is usually dictated by fill rate * and the fact that software fallbacks for glBitMap makes the driver * operate synchronously. Low-end UMA hardware will probably see around * 35 fps with the help screen disabled and 32bpp window- and user * frame-buffers (2008). * * This program is released under GPL, following the "fire" licensing. * * Authors: * David Bucciarelli ("fire") * Brian Paul ("gearbox", "fbotexture") * Thomas Hellstrom (Putting it together) * */ #include #include #include #include #include #include #include "readtex.h" /* * Format of texture we render to. */ #define TEXINTFORMAT GL_RGBA static GLuint texTypes[] = {GL_UNSIGNED_BYTE, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_INT_8_8_8_8_REV, GL_UNSIGNED_SHORT_1_5_5_5_REV, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_INT_8_8_8_8, GL_UNSIGNED_SHORT_5_5_5_1, GL_UNSIGNED_SHORT_4_4_4_4, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_5_6_5_REV}; static GLuint texFormats[] = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA, GL_BGRA, GL_BGRA, GL_BGRA, GL_BGRA, GL_BGRA, GL_BGRA, GL_RGB, GL_RGB, GL_BGR, GL_BGR}; static const char *texNames[] = {"GL_RGBA GL_UNSIGNED_BYTE", "GL_RGBA GL_UNSIGNED_INT_8_8_8_8_REV", "GL_RGBA GL_UNSIGNED_SHORT_1_5_5_5_REV", "GL_RGBA GL_UNSIGNED_SHORT_4_4_4_4_REV", "GL_RGBA GL_UNSIGNED_INT_8_8_8_8", "GL_RGBA GL_UNSIGNED_INT_5_5_5_1", "GL_RGBA GL_UNSIGNED_INT_4_4_4_4", "GL_BGRA GL_UNSIGNED_INT_8_8_8_8_REV", "GL_BGRA GL_UNSIGNED_SHORT_1_5_5_5_REV", "GL_BGRA GL_UNSIGNED_SHORT_4_4_4_4_REV", "GL_BGRA GL_UNSIGNED_INT_8_8_8_8", "GL_BGRA GL_UNSIGNED_INT_5_5_5_1", "GL_BGRA GL_UNSIGNED_INT_4_4_4_4", "GL_RGB GL_UNSIGNED_INT_5_6_5", "GL_RGB GL_UNSIGNED_INT_5_6_5_REV", "GL_BGR GL_UNSIGNED_INT_5_6_5", "GL_BGR GL_UNSIGNED_INT_5_6_5_REV"}; #ifndef M_PI #define M_PI 3.1415926535 #endif #define vinit(a,i,j,k) { \ (a)[0]=i; \ (a)[1]=j; \ (a)[2]=k; \ } #define vinit4(a,i,j,k,w) { \ (a)[0]=i; \ (a)[1]=j; \ (a)[2]=k; \ (a)[3]=w; \ } #define vadds(a,dt,b) { \ (a)[0]+=(dt)*(b)[0]; \ (a)[1]+=(dt)*(b)[1]; \ (a)[2]+=(dt)*(b)[2]; \ } #define vequ(a,b) { \ (a)[0]=(b)[0]; \ (a)[1]=(b)[1]; \ (a)[2]=(b)[2]; \ } #define vinter(a,dt,b,c) { \ (a)[0]=(dt)*(b)[0]+(1.0-dt)*(c)[0]; \ (a)[1]=(dt)*(b)[1]+(1.0-dt)*(c)[1]; \ (a)[2]=(dt)*(b)[2]+(1.0-dt)*(c)[2]; \ } #define clamp(a) ((a) < 0.0 ? 0.0 : ((a) < 1.0 ? (a) : 1.0)) #define vclamp(v) { \ (v)[0]=clamp((v)[0]); \ (v)[1]=clamp((v)[1]); \ (v)[2]=clamp((v)[2]); \ } static GLint WinWidth = 800, WinHeight = 800; static GLint TexWidth, TexHeight; static GLuint TexObj; static GLuint MyFB; static GLuint DepthRB; static GLboolean WireFrame = GL_FALSE; static GLboolean Anim = GL_TRUE; static GLint texType = 0; static GLint T0 = 0; static GLint Frames = 0; static GLint Win = 0; static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0; static GLfloat CubeRot = 0.0; static void idle(void); static void CheckError(int line) { GLenum err = glGetError(); if (err) { printf("GL Error 0x%x at line %d\n", (int) err, line); exit(1); } } static void cleanup(void) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glDeleteFramebuffersEXT(1, &MyFB); glDeleteRenderbuffersEXT(1, &DepthRB); glDeleteTextures(1, &TexObj); glutDestroyWindow(Win); } static GLint NiceFog = 1; #define DIMP 20.0 #define DIMTP 16.0 #define RIDCOL 0.4 #define NUMTREE 50 #define TREEINR 2.5 #define TREEOUTR 8.0 #define AGRAV -9.8 typedef struct { int age; float p[3][3]; float v[3]; float c[3][4]; } part; static float treepos[NUMTREE][3]; static float black[3] = { 0.0, 0.0, 0.0 }; static float blu[3] = { 1.0, 0.2, 0.0 }; static float blu2[3] = { 1.0, 1.0, 0.0 }; static float fogcolor[4] = { 1.0, 1.0, 1.0, 1.0 }; static float q[4][3] = { {-DIMP, 0.0, -DIMP}, {DIMP, 0.0, -DIMP}, {DIMP, 0.0, DIMP}, {-DIMP, 0.0, DIMP} }; static float qt[4][2] = { {-DIMTP, -DIMTP}, {DIMTP, -DIMTP}, {DIMTP, DIMTP}, {-DIMTP, DIMTP} }; static int np; static float eject_r, dt, maxage, eject_vy, eject_vl; static short shadows; static float ridtri; static int fog = 0; static int help = 1; static part *p; static GLuint groundid; static GLuint treeid; static float obs[3] = { 2.0, 1.0, 0.0 }; static float dir[3]; static float v = 0.0; static float alpha = -84.0; static float beta = 90.0; static float vrnd(void) { return (((float) rand()) / RAND_MAX); } static void setnewpart(part * p) { float a, v[3], *c; p->age = 0; a = vrnd() * 3.14159265359 * 2.0; vinit(v, sin(a) * eject_r * vrnd(), 0.15, cos(a) * eject_r * vrnd()); vinit(p->p[0], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri, v[2] + vrnd() * ridtri); vinit(p->p[1], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri, v[2] + vrnd() * ridtri); vinit(p->p[2], v[0] + vrnd() * ridtri, v[1] + vrnd() * ridtri, v[2] + vrnd() * ridtri); vinit(p->v, v[0] * eject_vl / (eject_r / 2), vrnd() * eject_vy + eject_vy / 2, v[2] * eject_vl / (eject_r / 2)); c = blu; vinit4(p->c[0], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0); vinit4(p->c[1], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0); vinit4(p->c[2], c[0] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[1] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), c[2] * ((1.0 - RIDCOL) + vrnd() * RIDCOL), 1.0); } static void setpart(part * p) { float fact; if (p->p[0][1] < 0.1) { setnewpart(p); return; } p->v[1] += AGRAV * dt; vadds(p->p[0], dt, p->v); vadds(p->p[1], dt, p->v); vadds(p->p[2], dt, p->v); p->age++; if ((p->age) > maxage) { vequ(p->c[0], blu2); vequ(p->c[1], blu2); vequ(p->c[2], blu2); } else { fact = 1.0 / maxage; vadds(p->c[0], fact, blu2); vclamp(p->c[0]); p->c[0][3] = fact * (maxage - p->age); vadds(p->c[1], fact, blu2); vclamp(p->c[1]); p->c[1][3] = fact * (maxage - p->age); vadds(p->c[2], fact, blu2); vclamp(p->c[2]); p->c[2][3] = fact * (maxage - p->age); } } static void drawtree(float x, float y, float z) { glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex3f(x - 1.5, y + 0.0, z); glTexCoord2f(1.0, 0.0); glVertex3f(x + 1.5, y + 0.0, z); glTexCoord2f(1.0, 1.0); glVertex3f(x + 1.5, y + 3.0, z); glTexCoord2f(0.0, 1.0); glVertex3f(x - 1.5, y + 3.0, z); glTexCoord2f(0.0, 0.0); glVertex3f(x, y + 0.0, z - 1.5); glTexCoord2f(1.0, 0.0); glVertex3f(x, y + 0.0, z + 1.5); glTexCoord2f(1.0, 1.0); glVertex3f(x, y + 3.0, z + 1.5); glTexCoord2f(0.0, 1.0); glVertex3f(x, y + 3.0, z - 1.5); glEnd(); } static void calcposobs(void) { dir[0] = sin(alpha * M_PI / 180.0); dir[2] = cos(alpha * M_PI / 180.0) * sin(beta * M_PI / 180.0); dir[1] = cos(beta * M_PI / 180.0); if (dir[0] < 1.0e-5 && dir[0] > -1.0e-5) dir[0] = 0; if (dir[1] < 1.0e-5 && dir[1] > -1.0e-5) dir[1] = 0; if (dir[2] < 1.0e-5 && dir[2] > -1.0e-5) dir[2] = 0; obs[0] += v * dir[0]; obs[1] += v * dir[1]; obs[2] += v * dir[2]; } static void printstring(void *font, const char *string) { int len, i; len = (int) strlen(string); for (i = 0; i < len; i++) glutBitmapCharacter(font, string[i]); } static void printhelp(void) { glColor4f(0.0, 0.0, 0.0, 0.5); glRecti(40, 40, 600, 440); glColor3f(1.0, 0.0, 0.0); glRasterPos2i(300, 420); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Help"); glRasterPos2i(60, 390); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "h - Toggle Help"); glRasterPos2i(60, 360); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "t - Increase particle size"); glRasterPos2i(60, 330); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "T - Decrease particle size"); glRasterPos2i(60, 300); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "r - Increase emission radius"); glRasterPos2i(60, 270); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "R - Decrease emission radius"); glRasterPos2i(60, 240); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "f - Toggle Fog"); glRasterPos2i(60, 210); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "s - Toggle shadows"); glRasterPos2i(60, 180); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "q - Toggle texture format & type"); glRasterPos2i(60, 150); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "a - Increase velocity"); glRasterPos2i(60, 120); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "z - Decrease velocity"); glRasterPos2i(60, 90); printstring(GLUT_BITMAP_TIMES_ROMAN_24, "Arrow Keys - Rotate"); } static void drawfire(void) { static char frbuf[80] = ""; int j; static double t0 = -1.; double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; if (t0 < 0.0) t0 = t; dt = (t - t0) * 1.0; t0 = t; glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); glDisable(GL_LIGHTING); glShadeModel(GL_FLAT); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_FOG); glFogi(GL_FOG_MODE, GL_EXP); glFogfv(GL_FOG_COLOR, fogcolor); glFogf(GL_FOG_DENSITY, 0.1); glViewport(0, 0, (GLint) TexWidth, (GLint) TexHeight); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(70.0, TexWidth/ (float) TexHeight, 0.1, 30.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (NiceFog) glHint(GL_FOG_HINT, GL_NICEST); else glHint(GL_FOG_HINT, GL_DONT_CARE); glEnable(GL_DEPTH_TEST); if (fog) glEnable(GL_FOG); else glDisable(GL_FOG); glDepthMask(GL_TRUE); glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); calcposobs(); gluLookAt(obs[0], obs[1], obs[2], obs[0] + dir[0], obs[1] + dir[1], obs[2] + dir[2], 0.0, 1.0, 0.0); glColor4f(1.0, 1.0, 1.0, 1.0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, groundid); glBegin(GL_QUADS); glTexCoord2fv(qt[0]); glVertex3fv(q[0]); glTexCoord2fv(qt[1]); glVertex3fv(q[1]); glTexCoord2fv(qt[2]); glVertex3fv(q[2]); glTexCoord2fv(qt[3]); glVertex3fv(q[3]); glEnd(); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GEQUAL, 0.9); glBindTexture(GL_TEXTURE_2D, treeid); for (j = 0; j < NUMTREE; j++) drawtree(treepos[j][0], treepos[j][1], treepos[j][2]); glDisable(GL_TEXTURE_2D); glDepthMask(GL_FALSE); glDisable(GL_ALPHA_TEST); if (shadows) { glBegin(GL_TRIANGLES); for (j = 0; j < np; j++) { glColor4f(black[0], black[1], black[2], p[j].c[0][3]); glVertex3f(p[j].p[0][0], 0.1, p[j].p[0][2]); glColor4f(black[0], black[1], black[2], p[j].c[1][3]); glVertex3f(p[j].p[1][0], 0.1, p[j].p[1][2]); glColor4f(black[0], black[1], black[2], p[j].c[2][3]); glVertex3f(p[j].p[2][0], 0.1, p[j].p[2][2]); } glEnd(); } glBegin(GL_TRIANGLES); for (j = 0; j < np; j++) { glColor4fv(p[j].c[0]); glVertex3fv(p[j].p[0]); glColor4fv(p[j].c[1]); glVertex3fv(p[j].p[1]); glColor4fv(p[j].c[2]); glVertex3fv(p[j].p[2]); setpart(&p[j]); } glEnd(); glDisable(GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(-0.5, 639.5, -0.5, 479.5 , -1.0, 1.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glColor3f(1.0, 0.0, 0.0); glRasterPos2i(10, 10); printstring(GLUT_BITMAP_HELVETICA_18, frbuf); glColor3f(0.0, 0.0, 1.0); glRasterPos2i(10, 450); printstring(GLUT_BITMAP_HELVETICA_18, texNames[texType]); glColor3f(1.0, 0.0, 0.0); glRasterPos2i(10, 470); printstring(GLUT_BITMAP_HELVETICA_10, "Fire V1.5 Written by David Bucciarelli (tech.hmw@plus.it)"); if (help) printhelp(); glPopMatrix(); glDepthMask(GL_TRUE); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); Frames++; { GLint t = glutGet(GLUT_ELAPSED_TIME); if (t - T0 >= 2000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; sprintf(frbuf, "Frame rate: %f", fps); T0 = t; Frames = 0; } } } static void regen_texImage(void) { glBindTexture(GL_TEXTURE_2D, TexObj); glTexImage2D(GL_TEXTURE_2D, 0, TEXINTFORMAT, TexWidth, TexHeight, 0, texFormats[texType], texTypes[texType], NULL); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, TexObj, 0); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); } static void key(unsigned char key, int x, int y) { switch (key) { case 27: cleanup(); exit(0); break; case ' ': Anim = !Anim; glutIdleFunc(Anim ? idle : NULL); break; case 'a': v += 0.0005; break; case 'z': v -= 0.0005; break; case 'h': help = (!help); break; case 'f': fog = (!fog); break; case 's': shadows = !shadows; break; case 'R': eject_r -= 0.03; break; case 'r': eject_r += 0.03; break; case 't': ridtri += 0.005; break; case 'T': ridtri -= 0.005; break; case 'v': ViewRotZ += 5.0; break; case 'V': ViewRotZ -= 5.0; break; case 'w': WireFrame = !WireFrame; break; case 'q': if (++texType > 16) texType = 0; regen_texImage(); break; case 'n': NiceFog = !NiceFog; printf("NiceFog %d\n", NiceFog); break; } glutPostRedisplay(); } static void inittextures(void) { GLenum gluerr; GLubyte tex[128][128][4]; glGenTextures(1, &groundid); glBindTexture(GL_TEXTURE_2D, groundid); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); if (!LoadRGBMipmaps("../images/s128.rgb", GL_RGB)) { fprintf(stderr, "Error reading a texture.\n"); exit(-1); } glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glGenTextures(1, &treeid); glBindTexture(GL_TEXTURE_2D, treeid); if (1) { int w, h; GLenum format; int x, y; GLubyte *image = LoadRGBImage("../images/tree3.rgb", &w, &h, &format); if (!image) { fprintf(stderr, "Error reading a texture.\n"); exit(-1); } for (y = 0; y < 128; y++) for (x = 0; x < 128; x++) { tex[x][y][0] = image[(y + x * 128) * 3]; tex[x][y][1] = image[(y + x * 128) * 3 + 1]; tex[x][y][2] = image[(y + x * 128) * 3 + 2]; if ((tex[x][y][0] == tex[x][y][1]) && (tex[x][y][1] == tex[x][y][2]) && (tex[x][y][2] == 255)) tex[x][y][3] = 0; else tex[x][y][3] = 255; } if ((gluerr = gluBuild2DMipmaps(GL_TEXTURE_2D, 4, 128, 128, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid *) (tex)))) { fprintf(stderr, "GLULib%s\n", (char *) gluErrorString(gluerr)); exit(-1); } } else { if (!LoadRGBMipmaps("../images/tree2.rgba", GL_RGBA)) { fprintf(stderr, "Error reading a texture.\n"); exit(-1); } } glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } static void inittree(void) { int i; float dist; for (i = 0; i < NUMTREE; i++) do { treepos[i][0] = vrnd() * TREEOUTR * 2.0 - TREEOUTR; treepos[i][1] = 0.0; treepos[i][2] = vrnd() * TREEOUTR * 2.0 - TREEOUTR; dist = sqrt(treepos[i][0] * treepos[i][0] + treepos[i][2] * treepos[i][2]); } while ((dist < TREEINR) || (dist > TREEOUTR)); } static int init_fire(int ac, char *av[]) { int i; np = 800; eject_r = -0.65; dt = 0.015; eject_vy = 4; eject_vl = 1; shadows = 1; ridtri = 0.25; maxage = 1.0 / dt; if (ac == 2) np = atoi(av[1]); inittextures(); p = (part *) malloc(sizeof(part) * np); for (i = 0; i < np; i++) setnewpart(&p[i]); inittree(); return (0); } static void DrawCube(void) { static const GLfloat texcoords[4][2] = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } }; static const GLfloat vertices[4][2] = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }; static const GLfloat xforms[6][4] = { { 0, 0, 1, 0 }, { 90, 0, 1, 0 }, { 180, 0, 1, 0 }, { 270, 0, 1, 0 }, { 90, 1, 0, 0 }, { -90, 1, 0, 0 } }; static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 }; GLint i, j; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); glEnable(GL_TEXTURE_2D); glPushMatrix(); glRotatef(ViewRotX, 1.0, 0.0, 0.0); glRotatef(15, 1, 0, 0); glRotatef(CubeRot, 0, 1, 0); glScalef(4, 4, 4); for (i = 0; i < 6; i++) { glPushMatrix(); glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]); glTranslatef(0, 0, 1.1); glBegin(GL_POLYGON); glNormal3f(0, 0, 1); for (j = 0; j < 4; j++) { glTexCoord2fv(texcoords[j]); glVertex2fv(vertices[j]); } glEnd(); glPopMatrix(); } glPopMatrix(); glDisable(GL_TEXTURE_2D); } static void draw(void) { float ar; static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; drawfire(); glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); glDisable(GL_BLEND); glDisable(GL_FOG); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); glClear(GL_DEPTH_BUFFER_BIT); /* draw textured cube */ glViewport(0, 0, WinWidth, WinHeight); glClearColor(0.5, 0.5, 0.8, 0.0); glClear(GL_COLOR_BUFFER_BIT); ar = (float) (WinWidth) / WinHeight; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glBindTexture(GL_TEXTURE_2D, TexObj); DrawCube(); /* finish up */ glutSwapBuffers(); } static void idle(void) { static double t0 = -1.; double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; if (t0 < 0.0) t0 = t; dt = t - t0; t0 = t; CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */ glutPostRedisplay(); } /* change view angle */ static void special(int k, int x, int y) { (void) x; (void) y; switch (k) { case GLUT_KEY_UP: ViewRotX += 5.0; break; case GLUT_KEY_DOWN: ViewRotX -= 5.0; break; case GLUT_KEY_LEFT: ViewRotY += 5.0; break; case GLUT_KEY_RIGHT: ViewRotY -= 5.0; break; default: return; } glutPostRedisplay(); } /* new window size or exposure */ static void reshape(int width, int height) { WinWidth = width; WinHeight = height; } static void init_fbotexture() { GLint i; /* gen framebuffer id, delete it, do some assertions, just for testing */ glGenFramebuffersEXT(1, &MyFB); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, MyFB); glGetIntegerv(GL_FRAMEBUFFER_BINDING_EXT, &i); /* Make texture object/image */ glGenTextures(1, &TexObj); glBindTexture(GL_TEXTURE_2D, TexObj); /* make one image level. */ glTexImage2D(GL_TEXTURE_2D, 0, TEXINTFORMAT, TexWidth, TexHeight, 0, texFormats[texType], texTypes[texType], NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); CheckError(__LINE__); /* Render color to texture */ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, TexObj, 0); CheckError(__LINE__); /* make depth renderbuffer */ glGenRenderbuffersEXT(1, &DepthRB); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, DepthRB); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, TexWidth, TexHeight); CheckError(__LINE__); glGetRenderbufferParameterivEXT(GL_RENDERBUFFER_EXT, GL_RENDERBUFFER_DEPTH_SIZE_EXT, &i); CheckError(__LINE__); printf("Depth renderbuffer size = %d bits\n", i); /* attach DepthRB to MyFB */ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, DepthRB); CheckError(__LINE__); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); /* * Check for completeness. */ } static void init(int argc, char *argv[]) { GLint i; if (!glutExtensionSupported("GL_EXT_framebuffer_object")) { fprintf(stderr, "Sorry, GL_EXT_framebuffer_object is required!\n"); exit(1); } TexWidth = 512; TexHeight = 512; init_fbotexture(); init_fire(argc, argv); for ( i=1; i