e454f97acc
git-svn-id: file:///fltk/svn/fltk/branches/branch-1.3@7903 ea41ed52-d2ee-0310-a9c1-e6b18d33e121
843 lines
22 KiB
C++
843 lines
22 KiB
C++
//
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// "$Id$"
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//
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// Fractal drawing demo for the Fast Light Tool Kit (FLTK).
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//
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// This is a GLUT demo program, with modifications to
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// demonstrate how to add FLTK controls to a GLUT program. The GLUT
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// code is unchanged except for the end (search for FLTK to find changes).
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//
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// Copyright 1998-2010 by Bill Spitzak and others.
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Library General Public
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// License as published by the Free Software Foundation; either
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// version 2 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Library General Public License for more details.
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//
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// You should have received a copy of the GNU Library General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307
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// USA.
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//
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// Please report all bugs and problems on the following page:
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//
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// http://www.fltk.org/str.php
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//
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#include "config.h"
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#if !HAVE_GL || !HAVE_GL_GLU_H
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#include <FL/Fl.H>
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#include <FL/fl_message.H>
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int main(int, char**) {
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fl_alert("This demo does not work without GL and GLU (%d)");
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return 1;
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}
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#else
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/*
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* To compile: cc -o fractals fractals.c -lGL -lGLU -lX11 -lglut -lXmu -lm
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*
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* Usage: fractals
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*
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* Homework 6, Part 2: fractal mountains and fractal trees
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* (Pretty Late)
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*
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* Draws fractal mountains and trees -- and an island of mountains in water
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* (I tried having trees on the island but it didn't work too well.)
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*
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* Two viewer modes: polar and flying (both restrained to y>0 for up vector).
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* Keyboard 0->9 and +/- control speed when flying.
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*
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* Only keyboard commands are 0-9 and +/- for speed in flying mode.
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*
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* Fog would make the island look much better, but I couldn't get it to work
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* correctly. Would line up on -z axis not from eye.
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*
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* Philip Winston - 3/4/95
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* pwinston@hmc.edu
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* http://www.cs.hmc.edu/people/pwinston
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*
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*/
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#include <FL/glut.H>
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#include <FL/glu.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include <limits.h> /* ULONG_MAX is defined here */
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#include <float.h> /* FLT_MAX is atleast defined here */
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#include <time.h> /* for random seed */
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#include "fracviewer.h"
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#if defined(WIN32) || defined(__EMX__)
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# define drand48() (((float) rand())/((float) RAND_MAX))
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# define srand48(x) (srand((x)))
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#elif defined __APPLE__
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# define drand48() (((float) rand())/((float) RAND_MAX))
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# define srand48(x) (srand((x)))
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#endif
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typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF,
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MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES,
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AXES } DisplayLists;
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#define MAXLEVEL 8
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int Rebuild = 1, /* Rebuild display list in next display? */
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fractal = TREE, /* What fractal are we building */
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Level = 4; /* levels of recursion for fractals */
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int DrawAxes = 0;
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/***************************************************************/
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/************************* VECTOR JUNK *************************/
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/***************************************************************/
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/* print vertex to stderr */
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void printvert(float v[3])
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{
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fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]);
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}
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#if 0 // removed for FL, it is in fracviewer.c
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/* normalizes v */
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void normalize(GLfloat v[3])
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{
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GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
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if (d == 0)
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fprintf(stderr, "Zero length vector in normalize\n");
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else
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v[0] /= d; v[1] /= d; v[2] /= d;
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}
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/* calculates a normalized crossproduct to v1, v2 */
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void ncrossprod(float v1[3], float v2[3], float cp[3])
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{
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cp[0] = v1[1]*v2[2] - v1[2]*v2[1];
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cp[1] = v1[2]*v2[0] - v1[0]*v2[2];
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cp[2] = v1[0]*v2[1] - v1[1]*v2[0];
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normalize(cp);
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}
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#endif
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/* calculates normal to the triangle designated by v1, v2, v3 */
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void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3])
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{
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float vec1[3], vec2[3];
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vec1[0] = v3[0] - v1[0]; vec2[0] = v2[0] - v1[0];
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vec1[1] = v3[1] - v1[1]; vec2[1] = v2[1] - v1[1];
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vec1[2] = v3[2] - v1[2]; vec2[2] = v2[2] - v1[2];
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ncrossprod(vec2, vec1, norm);
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}
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float xzlength(float v1[3], float v2[3])
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{
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return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) +
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(v1[2] - v2[2])*(v1[2] - v2[2]));
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}
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float xzslope(float v1[3], float v2[3])
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{
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return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0]))
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: FLT_MAX);
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}
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/***************************************************************/
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/************************ MOUNTAIN STUFF ***********************/
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/***************************************************************/
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GLfloat DispFactor[MAXLEVEL]; /* Array of what to multiply random number
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by for a given level to get midpoint
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displacement */
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GLfloat DispBias[MAXLEVEL]; /* Array of what to add to random number
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before multiplying it by DispFactor */
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#define NUMRANDS 191
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float RandTable[NUMRANDS]; /* hash table of random numbers so we can
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raise the same midpoints by the same amount */
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/* The following are for permitting an edge of a moutain to be */
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/* pegged so it won't be displaced up or down. This makes it */
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/* easier to setup scenes and makes a single moutain look better */
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GLfloat Verts[3][3], /* Vertices of outside edges of mountain */
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Slopes[3]; /* Slopes between these outside edges */
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int Pegged[3]; /* Is this edge pegged or not */
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/*
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* Comes up with a new table of random numbers [0,1)
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*/
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void InitRandTable(unsigned int seed)
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{
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int i;
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srand48((long) seed);
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for (i = 0; i < NUMRANDS; i++)
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RandTable[i] = drand48() - 0.5;
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}
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/* calculate midpoint and displace it if required */
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void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3],
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int edge, int level)
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{
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unsigned hash;
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mid[0] = (v1[0] + v2[0]) / 2;
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mid[1] = (v1[1] + v2[1]) / 2;
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mid[2] = (v1[2] + v2[2]) / 2;
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if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid)
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- Slopes[edge]) > 0.00001)) {
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srand48((int)((v1[0]+v2[0])*23344));
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hash = unsigned(drand48() * 7334334);
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srand48((int)((v2[2]+v1[2])*43433));
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hash = (unsigned)(drand48() * 634344 + hash) % NUMRANDS;
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mid[1] += ((RandTable[hash] + DispBias[level]) * DispFactor[level]);
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}
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}
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/*
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* Recursive moutain drawing routine -- from lecture with addition of
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* allowing an edge to be pegged. This function requires the above
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* globals to be set, as well as the Level global for fractal level
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*/
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static float cutoff = -1;
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void FMR(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int level)
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{
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if (level == Level) {
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GLfloat norm[3];
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if (v1[1] <= cutoff && v2[1]<=cutoff && v3[1]<=cutoff) return;
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triagnormal(v1, v2, v3, norm);
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glNormal3fv(norm);
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glVertex3fv(v1);
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glVertex3fv(v2);
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glVertex3fv(v3);
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} else {
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GLfloat m1[3], m2[3], m3[3];
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Midpoint(m1, v1, v2, 0, level);
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Midpoint(m2, v2, v3, 1, level);
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Midpoint(m3, v3, v1, 2, level);
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FMR(v1, m1, m3, level + 1);
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FMR(m1, v2, m2, level + 1);
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FMR(m3, m2, v3, level + 1);
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FMR(m1, m2, m3, level + 1);
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}
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}
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/*
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* sets up lookup tables and calls recursive mountain function
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*/
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void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3],
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int pegged[3])
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{
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GLfloat lengths[MAXLEVEL];
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GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 };
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GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 };
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int i;
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float avglen = (xzlength(v1, v2) +
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xzlength(v2, v3) +
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xzlength(v3, v1) / 3);
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for (i = 0; i < 3; i++) {
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Verts[0][i] = v1[i]; /* set mountain vertex globals */
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Verts[1][i] = v2[i];
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Verts[2][i] = v3[i];
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Pegged[i] = pegged[i];
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}
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Slopes[0] = xzslope(Verts[0], Verts[1]); /* set edge slope globals */
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Slopes[1] = xzslope(Verts[1], Verts[2]);
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Slopes[2] = xzslope(Verts[2], Verts[0]);
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lengths[0] = avglen;
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for (i = 1; i < Level; i++) {
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lengths[i] = lengths[i-1]/2; /* compute edge length for each level */
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}
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for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */
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DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7]));
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DispBias[i] = ((i <= 7) ? bias[i] : bias[7]);
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}
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glBegin(GL_TRIANGLES);
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FMR(v1, v2, v3, 0); /* issues no GL but vertex calls */
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glEnd();
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}
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/*
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* draw a mountain and build the display list
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*/
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void CreateMountain(void)
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{
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GLfloat v1[3] = { 0, 0, -1 }, v2[3] = { -1, 0, 1 }, v3[3] = { 1, 0, 1 };
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int pegged[3] = { 1, 1, 1 };
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glNewList(MOUNTAIN, GL_COMPILE);
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glPushAttrib(GL_LIGHTING_BIT);
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glCallList(MOUNTAIN_MAT);
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FractalMountain(v1, v2, v3, pegged);
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glPopAttrib();
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glEndList();
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}
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/*
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* new random numbers to make a different moutain
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*/
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void NewMountain(void)
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{
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InitRandTable(time(NULL));
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}
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/***************************************************************/
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/***************************** TREE ****************************/
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/***************************************************************/
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long TreeSeed; /* for srand48 - remember so we can build "same tree"
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at a different level */
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/*
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* recursive tree drawing thing, fleshed out from class notes pseudocode
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*/
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void FractalTree(int level)
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{
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long savedseed; /* need to save seeds while building tree too */
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if (level == Level) {
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glPushMatrix();
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glRotatef(drand48()*180, 0, 1, 0);
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glCallList(STEMANDLEAVES);
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glPopMatrix();
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} else {
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glCallList(STEM);
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glPushMatrix();
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glRotatef(drand48()*180, 0, 1, 0);
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glTranslatef(0, 1, 0);
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glScalef(0.7, 0.7, 0.7);
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savedseed = (long)((ulong)drand48()*ULONG_MAX);
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glPushMatrix();
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glRotatef(110 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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FractalTree(level + 1);
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glPopMatrix();
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srand48(savedseed);
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savedseed = (long)((ulong)drand48()*ULONG_MAX);
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glPushMatrix();
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glRotatef(-130 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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FractalTree(level + 1);
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glPopMatrix();
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srand48(savedseed);
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glPushMatrix();
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glRotatef(-20 + drand48()*40, 0, 1, 0);
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glRotatef(30 + drand48()*20, 0, 0, 1);
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FractalTree(level + 1);
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glPopMatrix();
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glPopMatrix();
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}
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}
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/*
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* Create display lists for a leaf, a set of leaves, and a stem
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*/
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void CreateTreeLists(void)
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{
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GLUquadricObj *cylquad = gluNewQuadric();
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int i;
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glNewList(STEM, GL_COMPILE);
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glPushMatrix();
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glRotatef(-90, 1, 0, 0);
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gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 );
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glPopMatrix();
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glEndList();
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glNewList(LEAF, GL_COMPILE); /* I think this was jeff allen's leaf idea */
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glBegin(GL_TRIANGLES);
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glNormal3f(-0.1, 0, 0.25); /* not normalized */
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glVertex3f(0, 0, 0);
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glVertex3f(0.25, 0.25, 0.1);
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glVertex3f(0, 0.5, 0);
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glNormal3f(0.1, 0, 0.25);
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glVertex3f(0, 0, 0);
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glVertex3f(0, 0.5, 0);
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glVertex3f(-0.25, 0.25, 0.1);
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glEnd();
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glEndList();
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glNewList(STEMANDLEAVES, GL_COMPILE);
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glPushMatrix();
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glPushAttrib(GL_LIGHTING_BIT);
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glCallList(STEM);
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glCallList(LEAF_MAT);
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for(i = 0; i < 3; i++) {
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glTranslatef(0, 0.333, 0);
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glRotatef(90, 0, 1, 0);
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glPushMatrix();
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glRotatef(0, 0, 1, 0);
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glRotatef(50, 1, 0, 0);
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glCallList(LEAF);
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glPopMatrix();
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glPushMatrix();
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glRotatef(180, 0, 1, 0);
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glRotatef(60, 1, 0, 0);
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glCallList(LEAF);
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glPopMatrix();
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}
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glPopAttrib();
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glPopMatrix();
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glEndList();
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gluDeleteQuadric(cylquad);
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}
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/*
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* draw and build display list for tree
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*/
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void CreateTree(void)
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{
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srand48(TreeSeed);
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glNewList(TREE, GL_COMPILE);
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glPushMatrix();
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glPushAttrib(GL_LIGHTING_BIT);
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glCallList(TREE_MAT);
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glTranslatef(0, -1, 0);
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FractalTree(0);
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glPopAttrib();
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glPopMatrix();
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glEndList();
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}
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/*
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* new seed for a new tree (groan)
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*/
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void NewTree(void)
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{
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TreeSeed = time(NULL);
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}
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/***************************************************************/
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/*********************** FRACTAL PLANET ************************/
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/***************************************************************/
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void CreateIsland(void)
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{
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cutoff = .06;
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CreateMountain();
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cutoff = -1;
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glNewList(ISLAND, GL_COMPILE);
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glPushAttrib(GL_LIGHTING_BIT);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glCallList(WATER_MAT);
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(10, 0.01, 10);
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glVertex3f(10, 0.01, -10);
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glVertex3f(-10, 0.01, -10);
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glVertex3f(-10, 0.01, 10);
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glEnd();
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glPushMatrix();
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glTranslatef(0, -0.1, 0);
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glCallList(MOUNTAIN);
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glPopMatrix();
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glPushMatrix();
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glRotatef(135, 0, 1, 0);
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glTranslatef(0.2, -0.15, -0.4);
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glCallList(MOUNTAIN);
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glPopMatrix();
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glPushMatrix();
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glRotatef(-60, 0, 1, 0);
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glTranslatef(0.7, -0.07, 0.5);
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glCallList(MOUNTAIN);
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glPopMatrix();
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glPushMatrix();
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glRotatef(-175, 0, 1, 0);
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glTranslatef(-0.7, -0.05, -0.5);
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glCallList(MOUNTAIN);
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glPopMatrix();
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glPushMatrix();
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glRotatef(165, 0, 1, 0);
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glTranslatef(-0.9, -0.12, 0.0);
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glCallList(MOUNTAIN);
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glPopMatrix();
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|
|
|
glPopMatrix();
|
|
glPopAttrib();
|
|
glEndList();
|
|
}
|
|
|
|
|
|
void NewFractals(void)
|
|
{
|
|
NewMountain();
|
|
NewTree();
|
|
}
|
|
|
|
void Create(int fract)
|
|
{
|
|
switch(fract) {
|
|
case MOUNTAIN:
|
|
CreateMountain();
|
|
break;
|
|
case TREE:
|
|
CreateTree();
|
|
break;
|
|
case ISLAND:
|
|
CreateIsland();
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/***************************************************************/
|
|
/**************************** OPENGL ***************************/
|
|
/***************************************************************/
|
|
|
|
|
|
void SetupMaterials(void)
|
|
{
|
|
GLfloat mtn_ambuse[] = { 0.426, 0.256, 0.108, 1.0 };
|
|
GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 };
|
|
GLfloat mtn_shininess[] = { 10 };
|
|
|
|
GLfloat water_ambuse[] = { 0.0, 0.1, 0.5, 1.0 };
|
|
GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 };
|
|
GLfloat water_shininess[] = { 10 };
|
|
|
|
GLfloat tree_ambuse[] = { 0.4, 0.25, 0.1, 1.0 };
|
|
GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
GLfloat tree_shininess[] = { 0 };
|
|
|
|
GLfloat leaf_ambuse[] = { 0.0, 0.8, 0.0, 1.0 };
|
|
GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 };
|
|
GLfloat leaf_shininess[] = { 10 };
|
|
|
|
glNewList(MOUNTAIN_MAT, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse);
|
|
glMaterialfv(GL_FRONT, GL_SPECULAR, mtn_specular);
|
|
glMaterialfv(GL_FRONT, GL_SHININESS, mtn_shininess);
|
|
glEndList();
|
|
|
|
glNewList(WATER_MAT, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, water_ambuse);
|
|
glMaterialfv(GL_FRONT, GL_SPECULAR, water_specular);
|
|
glMaterialfv(GL_FRONT, GL_SHININESS, water_shininess);
|
|
glEndList();
|
|
|
|
glNewList(TREE_MAT, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tree_ambuse);
|
|
glMaterialfv(GL_FRONT, GL_SPECULAR, tree_specular);
|
|
glMaterialfv(GL_FRONT, GL_SHININESS, tree_shininess);
|
|
glEndList();
|
|
|
|
glNewList(LEAF_MAT, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, leaf_ambuse);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, leaf_specular);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, leaf_shininess);
|
|
glEndList();
|
|
}
|
|
|
|
void myGLInit(void)
|
|
{
|
|
GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 };
|
|
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 };
|
|
GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 };
|
|
|
|
GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 };
|
|
|
|
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
|
|
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
|
|
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
|
|
|
glEnable(GL_LIGHTING);
|
|
glEnable(GL_LIGHT0);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
glEnable(GL_NORMALIZE);
|
|
#if 0
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
#endif
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
#if 0
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
#endif
|
|
|
|
SetupMaterials();
|
|
CreateTreeLists();
|
|
|
|
glFlush();
|
|
}
|
|
|
|
/***************************************************************/
|
|
/************************ GLUT STUFF ***************************/
|
|
/***************************************************************/
|
|
|
|
int winwidth = 1;
|
|
int winheight = 1;
|
|
|
|
void reshape(int w, int h)
|
|
{
|
|
glViewport(0,0,w,h);
|
|
|
|
winwidth = w;
|
|
winheight = h;
|
|
}
|
|
|
|
void display(void)
|
|
{
|
|
time_t curtime;
|
|
char buf[255];
|
|
static time_t fpstime = 0;
|
|
static int fpscount = 0;
|
|
static int fps = 0;
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluPerspective(60.0, (GLdouble)winwidth/winheight, 0.01, 100);
|
|
agvViewTransform();
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
if (Rebuild) {
|
|
Create(fractal);
|
|
Rebuild = 0;
|
|
}
|
|
|
|
glCallList(fractal);
|
|
|
|
if (DrawAxes)
|
|
glCallList(AXES);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluOrtho2D(0.0, winwidth, 0.0, winheight);
|
|
|
|
sprintf(buf, "FPS=%d", fps);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
gl_font(FL_HELVETICA, 12);
|
|
gl_draw(buf, 10, 10);
|
|
|
|
//
|
|
// Use glFinish() instead of glFlush() to avoid getting many frames
|
|
// ahead of the display (problem with some Linux OpenGL implementations...)
|
|
//
|
|
|
|
glFinish();
|
|
|
|
// Update frames-per-second
|
|
fpscount ++;
|
|
curtime = time(NULL);
|
|
if ((curtime - fpstime) >= 2)
|
|
{
|
|
fps = (fps + fpscount / (curtime - fpstime)) / 2;
|
|
fpstime = curtime;
|
|
fpscount = 0;
|
|
}
|
|
}
|
|
|
|
void visible(int v)
|
|
{
|
|
if (v == GLUT_VISIBLE)
|
|
agvSetAllowIdle(1);
|
|
else {
|
|
glutIdleFunc(NULL);
|
|
agvSetAllowIdle(0);
|
|
}
|
|
}
|
|
|
|
void menuuse(int v)
|
|
{
|
|
if (v == GLUT_MENU_NOT_IN_USE)
|
|
agvSetAllowIdle(1);
|
|
else {
|
|
glutIdleFunc(NULL);
|
|
agvSetAllowIdle(0);
|
|
}
|
|
}
|
|
|
|
/***************************************************************/
|
|
/******************* MENU SETUP & HANDLING *********************/
|
|
/***************************************************************/
|
|
|
|
typedef enum { MENU_QUIT, MENU_RAND, MENU_MOVE, MENU_AXES } MenuChoices;
|
|
|
|
void setlevel(int value)
|
|
{
|
|
Level = value;
|
|
Rebuild = 1;
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
void choosefract(int value)
|
|
{
|
|
fractal = value;
|
|
Rebuild = 1;
|
|
glutPostRedisplay();
|
|
}
|
|
|
|
void handlemenu(int value)
|
|
{
|
|
switch (value) {
|
|
case MENU_QUIT:
|
|
exit(0);
|
|
break;
|
|
case MENU_RAND:
|
|
NewFractals();
|
|
Rebuild = 1;
|
|
glutPostRedisplay();
|
|
break;
|
|
case MENU_AXES:
|
|
DrawAxes = !DrawAxes;
|
|
glutPostRedisplay();
|
|
break;
|
|
}
|
|
}
|
|
|
|
void MenuInit(void)
|
|
{
|
|
int submenu3, submenu2, submenu1;
|
|
|
|
submenu1 = glutCreateMenu(setlevel);
|
|
glutAddMenuEntry((char *)"0", 0); glutAddMenuEntry((char *)"1", 1);
|
|
glutAddMenuEntry((char *)"2", 2); glutAddMenuEntry((char *)"3", 3);
|
|
glutAddMenuEntry((char *)"4", 4); glutAddMenuEntry((char *)"5", 5);
|
|
glutAddMenuEntry((char *)"6", 6); glutAddMenuEntry((char *)"7", 7);
|
|
glutAddMenuEntry((char *)"8", 8);
|
|
|
|
submenu2 = glutCreateMenu(choosefract);
|
|
glutAddMenuEntry((char *)"Moutain", MOUNTAIN);
|
|
glutAddMenuEntry((char *)"Tree", TREE);
|
|
glutAddMenuEntry((char *)"Island", ISLAND);
|
|
|
|
submenu3 = glutCreateMenu(agvSwitchMoveMode);
|
|
glutAddMenuEntry((char *)"Flying", FLYING);
|
|
glutAddMenuEntry((char *)"Polar", POLAR);
|
|
|
|
glutCreateMenu(handlemenu);
|
|
glutAddSubMenu((char *)"Level", submenu1);
|
|
glutAddSubMenu((char *)"Fractal", submenu2);
|
|
glutAddSubMenu((char *)"Movement", submenu3);
|
|
glutAddMenuEntry((char *)"New Fractal", MENU_RAND);
|
|
glutAddMenuEntry((char *)"Toggle Axes", MENU_AXES);
|
|
glutAddMenuEntry((char *)"Quit", MENU_QUIT);
|
|
glutAttachMenu(GLUT_RIGHT_BUTTON);
|
|
}
|
|
|
|
|
|
/***************************************************************/
|
|
/**************************** MAIN *****************************/
|
|
/***************************************************************/
|
|
|
|
// FLTK-style callbacks to Glut menu callback translators:
|
|
void setlevel(Fl_Widget*, void *value) {setlevel(long(value));}
|
|
|
|
void choosefract(Fl_Widget*, void *value) {choosefract(long(value));}
|
|
|
|
void handlemenu(Fl_Widget*, void *value) {handlemenu(long(value));}
|
|
|
|
#include <FL/Fl_Button.H>
|
|
#include <FL/Fl_Group.H>
|
|
#include <FL/Fl_Window.H>
|
|
|
|
int main(int argc, char** argv)
|
|
{
|
|
// glutInit(&argc, argv); // this line removed for FLTK
|
|
|
|
// create FLTK window:
|
|
Fl_Window window(512+20, 512+100);
|
|
window.resizable(window);
|
|
|
|
// create a bunch of buttons:
|
|
Fl_Group *g = new Fl_Group(110,50,400-110,30,"Level:");
|
|
g->align(FL_ALIGN_LEFT);
|
|
g->begin();
|
|
Fl_Button *b;
|
|
b = new Fl_Button(110,50,30,30,"0"); b->callback(setlevel,(void*)0);
|
|
b = new Fl_Button(140,50,30,30,"1"); b->callback(setlevel,(void*)1);
|
|
b = new Fl_Button(170,50,30,30,"2"); b->callback(setlevel,(void*)2);
|
|
b = new Fl_Button(200,50,30,30,"3"); b->callback(setlevel,(void*)3);
|
|
b = new Fl_Button(230,50,30,30,"4"); b->callback(setlevel,(void*)4);
|
|
b = new Fl_Button(260,50,30,30,"5"); b->callback(setlevel,(void*)5);
|
|
b = new Fl_Button(290,50,30,30,"6"); b->callback(setlevel,(void*)6);
|
|
b = new Fl_Button(320,50,30,30,"7"); b->callback(setlevel,(void*)7);
|
|
b = new Fl_Button(350,50,30,30,"8"); b->callback(setlevel,(void*)8);
|
|
g->end();
|
|
|
|
b = new Fl_Button(400,50,100,30,"New Fractal"); b->callback(handlemenu,(void*)MENU_RAND);
|
|
|
|
b = new Fl_Button( 10,10,100,30,"Mountain"); b->callback(choosefract,(void*)MOUNTAIN);
|
|
b = new Fl_Button(110,10,100,30,"Tree"); b->callback(choosefract,(void*)TREE);
|
|
b = new Fl_Button(210,10,100,30,"Island"); b->callback(choosefract,(void*)ISLAND);
|
|
b = new Fl_Button(400,10,100,30,"Quit"); b->callback(handlemenu,(void*)MENU_QUIT);
|
|
|
|
|
|
window.show(argc,argv); // glut will die unless parent window visible
|
|
window.begin(); // this will cause Glut window to be a child
|
|
glutInitWindowSize(512, 512);
|
|
glutInitWindowPosition(10,90); // place it inside parent window
|
|
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE);
|
|
glutCreateWindow("Fractal Planet?");
|
|
window.end();
|
|
window.resizable(glut_window);
|
|
|
|
agvInit(1); /* 1 cause we don't have our own idle */
|
|
|
|
glutReshapeFunc(reshape);
|
|
glutDisplayFunc(display);
|
|
glutVisibilityFunc(visible);
|
|
glutMenuStateFunc(menuuse);
|
|
|
|
NewFractals();
|
|
agvMakeAxesList(AXES);
|
|
myGLInit();
|
|
MenuInit();
|
|
|
|
glutMainLoop(); // you could use Fl::run() instead
|
|
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
//
|
|
// End of "$Id$".
|
|
//
|