1 /* glschool_gl.c, Copyright (c) 2005-2012 David C. Lambert <dcl@panix.com>
2 *
3 * Permission to use, copy, modify, distribute, and sell this software and its
4 * documentation for any purpose is hereby granted without fee, provided that
5 * the above copyright notice appear in all copies and that both that
6 * copyright notice and this permission notice appear in supporting
7 * documentation. No representations are made about the suitability of this
8 * software for any purpose. It is provided "as is" without express or
9 * implied warranty.
10 */
11
12 #include "sphere.h"
13 #include "glschool_gl.h"
14 #include "sphere.h"
15 #include "tube.h"
16
17 void
glschool_drawGoal(double * goal,GLuint goalList)18 glschool_drawGoal(double *goal, GLuint goalList)
19 {
20 glColor3f(1.0, 0.0, 0.0);
21 glPushMatrix();
22 {
23 glTranslatef(goal[0], goal[1], goal[2]);
24 glColor3f(1.0, 0.0, 0.0);
25 glCallList(goalList);
26 }
27 glPopMatrix();
28 }
29
30 int
glschool_drawBoundingBox(BBox * bbox,Bool wire)31 glschool_drawBoundingBox(BBox *bbox, Bool wire)
32 {
33 int polys = 0;
34 double xMin = BBOX_XMIN(bbox);
35 double yMin = BBOX_YMIN(bbox);
36 double zMin = BBOX_ZMIN(bbox);
37
38 double xMax = BBOX_XMAX(bbox);
39 double yMax = BBOX_YMAX(bbox);
40 double zMax = BBOX_ZMAX(bbox);
41
42 glFrontFace(GL_CCW);
43 if (wire) glLineWidth(5.0);
44
45 /* back */
46 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
47 glColor3f(0.0, 0.0, .15);
48 glVertex3f(xMin, yMin, zMin);
49 glVertex3f(xMax, yMin, zMin);
50 glVertex3f(xMax, yMax, zMin);
51 glVertex3f(xMin, yMax, zMin);
52 polys++;
53 glEnd();
54
55 /* left */
56 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
57 glColor3f(0.0, 0.0, .2);
58 glVertex3f(xMin, yMin, zMax);
59 glVertex3f(xMin, yMin, zMin);
60 glVertex3f(xMin, yMax, zMin);
61 glVertex3f(xMin, yMax, zMax);
62 polys++;
63 glEnd();
64
65 /* right */
66 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
67 glColor3f(0.0, 0.0, .2);
68 glVertex3f(xMax, yMin, zMin);
69 glVertex3f(xMax, yMin, zMax);
70 glVertex3f(xMax, yMax, zMax);
71 glVertex3f(xMax, yMax, zMin);
72 polys++;
73 glEnd();
74
75 /* top */
76 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
77 glColor3f(0.0, 0.0, .1);
78 glVertex3f(xMax, yMax, zMax);
79 glVertex3f(xMin, yMax, zMax);
80 glVertex3f(xMin, yMax, zMin);
81 glVertex3f(xMax, yMax, zMin);
82 polys++;
83 glEnd();
84
85 /* bottom */
86 glBegin(wire ? GL_LINE_LOOP : GL_QUADS);
87 glColor3f(0.0, 0.0, .3);
88 glVertex3f(xMin, yMin, zMax);
89 glVertex3f(xMax, yMin, zMax);
90 glVertex3f(xMax, yMin, zMin);
91 glVertex3f(xMin, yMin, zMin);
92 polys++;
93 glEnd();
94
95 if (wire) glLineWidth(1.0);
96
97 return polys;
98 }
99
100 int
glschool_createBBoxList(BBox * bbox,GLuint * bboxList,int wire)101 glschool_createBBoxList(BBox *bbox, GLuint *bboxList, int wire)
102 {
103 int polys = 0;
104 *bboxList = glGenLists(1);
105 glNewList(*bboxList, GL_COMPILE);
106 polys = glschool_drawBoundingBox(bbox, wire);
107 glEndList();
108 return polys;
109 }
110
111 void
glschool_createDrawLists(BBox * bbox,GLuint * bboxList,GLuint * goalList,GLuint * fishList,int * fish_polys,int * box_polys,int wire)112 glschool_createDrawLists(BBox *bbox, GLuint *bboxList, GLuint *goalList, GLuint *fishList, int *fish_polys, int *box_polys, int wire)
113 {
114
115 int faces = 16;
116
117 *box_polys = 0;
118 *fish_polys = 0;
119
120 *box_polys += glschool_createBBoxList(bbox, bboxList, wire);
121
122 *box_polys = 0;
123 *fish_polys = 0;
124
125 *goalList = glGenLists(1);
126 glNewList(*goalList, GL_COMPILE);
127 glScalef (5, 5, 5);
128 *box_polys += unit_sphere (10, 10, wire);
129 glEndList();
130
131 *fishList = glGenLists(1);
132 glNewList(*fishList, GL_COMPILE);
133 *fish_polys += cone (0, 0, 0,
134 0, 0, 10,
135 2, 0,
136 faces, True, (faces <= 3), /* cap */
137 wire);
138 glTranslatef (0, 0, -0.3);
139 glScalef (2, 2, 2);
140 glRotatef (90, 1, 0, 0);
141 if (faces > 3)
142 *fish_polys += unit_sphere (faces, faces, wire);
143 glEndList();
144 }
145
146
147 void
glschool_initLights(void)148 glschool_initLights(void)
149 {
150 GLfloat amb[4] = {0.1, 0.1, 0.1, 1.0};
151 GLfloat dif[4] = {1.0, 1.0, 1.0, 1.0};
152 GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
153 GLfloat pos[4] = {0.0, 50.0, -50.0, 1.0};
154
155 glMatrixMode(GL_MODELVIEW);
156 glLoadIdentity();
157
158 glLightfv(GL_LIGHT0, GL_POSITION, pos);
159 glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
160 glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);
161 glLightfv(GL_LIGHT0, GL_SPECULAR, spc);
162
163 glEnable(GL_LIGHT0);
164 glEnable(GL_LIGHTING);
165 }
166
167 void
glschool_initFog(void)168 glschool_initFog(void)
169 {
170 GLfloat fog[4] = {0.0, 0.0, 0.15, 1.0};
171
172 glEnable(GL_FOG);
173 glFogi(GL_FOG_MODE, GL_EXP2);
174 glFogfv(GL_FOG_COLOR, fog);
175 glFogf(GL_FOG_DENSITY, .0025);
176 glFogf(GL_FOG_START, -100);
177 }
178
179 void
glschool_initGLEnv(Bool doFog)180 glschool_initGLEnv(Bool doFog)
181 {
182 GLfloat spc[4] = {1.0, 1.0, 1.0, 1.0};
183
184 glClearDepth(1.0);
185 glDepthFunc(GL_LESS);
186
187 glEnable(GL_COLOR_MATERIAL);
188 glMateriali(GL_FRONT, GL_SHININESS, 128);
189 glMaterialfv(GL_FRONT, GL_SPECULAR, spc);
190 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, spc);
191
192 glEnable(GL_NORMALIZE);
193 glEnable(GL_DEPTH_TEST);
194 glShadeModel(GL_SMOOTH);
195 glEnable(GL_CULL_FACE);
196
197 glschool_initLights();
198 if (doFog) glschool_initFog();
199 }
200
201 void
glschool_reshape(int width,int height)202 glschool_reshape(int width, int height)
203 {
204 GLfloat h = (GLfloat) width / (GLfloat) height;
205
206 glViewport (0, 0, (GLint) width, (GLint) height);
207
208 glMatrixMode(GL_PROJECTION);
209 glLoadIdentity();
210 gluPerspective(60.0, h, 0.1, 451.0);
211
212 glMatrixMode(GL_MODELVIEW);
213 glLoadIdentity();
214 }
215
216 void
glschool_getColorVect(XColor * colors,int index,double * colorVect)217 glschool_getColorVect(XColor *colors, int index, double *colorVect)
218 {
219 colorVect[0] = colors[index].red / 65535.0;
220 colorVect[1] = colors[index].green / 65535.0;
221 colorVect[2] = colors[index].blue / 65535.0;
222 }
223
224 void
glschool_drawSchool(XColor * colors,School * s,GLuint bboxList,GLuint goalList,GLuint fishList,int rotCounter,Bool drawGoal_p,Bool drawBBox_p,int fish_polys,int box_polys,unsigned long * polys)225 glschool_drawSchool(XColor *colors, School *s,
226 GLuint bboxList, GLuint goalList, GLuint fishList,
227 int rotCounter, Bool drawGoal_p, Bool drawBBox_p,
228 int fish_polys, int box_polys, unsigned long *polys)
229 {
230 double xVect[3];
231 double colorVect[3];
232 int i = 0;
233 double rotTheta = 0.0;
234 double colTheta = 0.0;
235 Fish *f = (Fish *)0;
236 int nFish = SCHOOL_NFISH(s);
237 Fish *theFishes = SCHOOL_FISHES(s);
238
239 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
240
241 glMatrixMode(GL_MODELVIEW);
242 glLoadIdentity();
243
244 if (drawBBox_p) {
245 glDisable(GL_LIGHTING);
246 glCallList(bboxList);
247 glEnable(GL_LIGHTING);
248 *polys += box_polys;
249 }
250
251 if (drawGoal_p) glschool_drawGoal(SCHOOL_GOAL(s), goalList);
252
253 for(i = 0, f = theFishes; i < nFish; i++, f++) {
254 colTheta = glschool_computeNormalAndThetaToPlusZ(FISH_AVGVEL(f), xVect);
255 rotTheta = glschool_computeNormalAndThetaToPlusZ(FISH_VEL(f), xVect);
256
257 if (FISH_IAVGVEL(f,2) < 0.0) colTheta = 180.0 - colTheta;
258 if (FISH_VZ(f) < 0.0) rotTheta = 180.0 - rotTheta;
259
260 glschool_getColorVect(colors, (int)(colTheta+240)%360, colorVect);
261 glColor3f(colorVect[0], colorVect[1], colorVect[2]);
262
263 glPushMatrix();
264 {
265 glTranslatef(FISH_X(f), FISH_Y(f), FISH_Z(f));
266 glRotatef(180.0+rotTheta, xVect[0], xVect[1], xVect[2]);
267 glCallList(fishList);
268 *polys += fish_polys;
269 }
270 glPopMatrix();
271 }
272
273 glFinish();
274 }
275