499 lines
14 KiB
C
499 lines
14 KiB
C
#include <sys/time.h>
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#include <glm/glm.hpp>
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#define GLM_ENABLE_EXPERIMENTAL 1
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#include <glm/gtx/transform.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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#include "gl3.h"
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#include "sphere.h"
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#define EPSILON 1e-6
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#define PATH_VERTICES 10000
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#define ARROW_VERTICES 6
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// functions
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static void start_timer();
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static void wait_update_timer();
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static bool checkEvents();
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static int findCollision(double x1, double x2, double v1, double v2, float *line_strip, int nVertices, double *time, double *n1, double *n2);
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static int calculatePath(GLfloat *outline, int nOutlineVertices, GLfloat *path, GLfloat *times, int nPathVertices, double x1, double x2, double v1, double v2);
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static bool processEvent(XEvent *ev);
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static void select_outline(int i);
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static void init();
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static void cleanup();
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static void draw();
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// globals
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struct timeval start_time;
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unsigned long frames;
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double elapsed, frametime;
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GLInfo gl;
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GLuint program, program3d;
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unsigned int width = 100, height = 100;
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float speed = 1, flowtime = 0;
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int stopped = 0;
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int flowtime_index = 0;
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FILE *dumpfile;
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GLuint outlineVA, outlineVB;
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GLuint pathVA, pathVB[2];
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GLuint arrowVA, arrowVB;
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GLuint ballVA;
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int outline_index = 0;
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int outline_count = 12;
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int outline_lengths[] = {5, 5, 5, 5, 4, 4, 4, 4, 7, 7, 7, 13};
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GLfloat outlines[12][30] = {
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{-2, -1, 2, -1, 2, 1, -2, 1, -2, -1},
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{-2, -1, 2, -1, 2, 1, -2, 1, -2, -1},
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{-2, -1, 2, -1, 2, 1, -2, 1, -2, -1},
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{-2, -1, 2, -1, 2, 1, -2, 1, -2, -1},
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{-2, -1, 2, -1, 2, 4/sqrt(3) - 1, -2, -1},
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{-2, -1, 2, -1, 2, 4/sqrt(3) - 1, -2, -1},
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{-2, -1, 2, -1, 2, 4/sqrt(3) - 1, -2, -1},
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{-2, -1, 2, -1, 2, 4*tan(M_PI/8) - 1, -2, -1},
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{1, 1, 1, 0, 2.7614348, 0, 2.7614348, -1, -1, -1, -1, 1, 1, 1},
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{1, 1, 1, 0, 2.7614348, 0, 2.7614348, -1, -1, -1, -1, 1, 1, 1},
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{-1.2, 1, 1.2, 1, 0.2, 0, 1.2, -1, -1.2, -1, -0.2, 0, -1.2, 1},
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{-2, -1, -1, -1, -1, -0.05, 1, -0.05, 1, -1, 2, -1, 2, 1, 1, 1, 1, 0.05, -1, 0.05, -1, 1, -2, 1, -2, -1},
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};
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GLfloat starting_vectors[] = {
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-1, 0, 2, 0,
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-1, 0, 1.6, 2.4,
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-1, 0, 7.04, 8,
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-1, 0, 10, 7.34819206,
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0, -0.5, 1, -sqrt(3),
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0, -0.5, 1, 2.5*sqrt(3),
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0, -0.5, 5, 5,
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0.4, -0.7, -0.5, 1 + sqrt(2),
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-0.2, -0.5, 0.5, -0.5,
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0.5, 0.7, 1, -1,
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-0.2, -0.1, 2, 1,
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-1.5, -0.1, 1, 2*sqrt(2),
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};
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char filename[1000];
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int outline_length;
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GLfloat outline[1000];
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GLfloat starting_vector[4];
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int nPathVertices;
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GLfloat path[PATH_VERTICES*2];
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GLfloat times[PATH_VERTICES];
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GLfloat arrow[ARROW_VERTICES*2] = {0, 0, 1, 0, 0.9, 0.1, 1, 0, 0.9, -0.1, 1, 0};
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static void start_timer()
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{
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gettimeofday(&start_time, NULL);
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frames = 0;
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}
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static void wait_update_timer()
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{
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struct timeval current_time;
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double new_elapsed;
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gettimeofday(¤t_time, NULL);
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new_elapsed = current_time.tv_sec - start_time.tv_sec;
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new_elapsed += (current_time.tv_usec - start_time.tv_usec) * 1e-6;
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frametime = new_elapsed - elapsed;
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if(frametime < 0.01) { // frames < 10ms are considered too short; sleep a while and then measure again
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usleep(10000 - frametime*1e6);
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gettimeofday(¤t_time, NULL);
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new_elapsed = current_time.tv_sec - start_time.tv_sec;
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new_elapsed += (current_time.tv_usec - start_time.tv_usec) * 1e-6;
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frametime = new_elapsed - elapsed;
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}
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elapsed = new_elapsed;
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frames++;
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}
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static bool checkEvents() // get any events from the queue and the server, process them if neccessary, quit if wanted
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{
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XEvent ev;
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while(XCheckIfEvent(gl.display, &ev, alwaysTruePredicate, NULL)) { // we essentially want XCheckWindowEvent, but we want to avoid that events for other windows fill up the queue
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if(ev.xany.window != gl.win)
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continue;
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if(ev.type == KeyRelease) { // deal with autorepeat
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XEvent nev;
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if(XCheckIfEvent(gl.display, &nev, alwaysTruePredicate, NULL)) { // is there another event?
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if (nev.type == KeyPress && nev.xkey.time == ev.xkey.time && nev.xkey.keycode == ev.xkey.keycode) // which is equal, but KeyPress? Then it's just auto-repeat
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continue; // so we ignore both
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XPutBackEvent(gl.display, &nev); // otherwise put the event back, we will consider it in the next round
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}
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}
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if(processEvent(&ev))
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return true; // quit event queue and application
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}
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return false;
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}
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/********************************** INTERESTING PART STARTS HERE ***************************************************/
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static int findCollision(double x1, double x2, double v1, double v2, float *line_strip, int nVertices, double *time, double *n1, double *n2)
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{
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double a1, a2, w1, w2, t, s;
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int near_wall_count = 0;
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int index = -1;
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*time = INFINITY;
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for(int i = 0; i < nVertices - 1; i++) {
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a1 = line_strip[2*i];
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a2 = line_strip[2*i+1];
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w1 = line_strip[2*i+2] - a1;
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w2 = line_strip[2*i+3] - a2;
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// x + tv = a + sw
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s = ((x1-a1)*v2 - (x2-a2)*v1) / (w1*v2 - w2*v1);
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t = ((x1-a1)*w2 - (x2-a2)*w1) / (w1*v2 - w2*v1);
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if(s <= 1 && s >= 0) {
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if(t < EPSILON && t > -EPSILON)
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near_wall_count ++;
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else if(t > 0 && t < *time) {
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*time = t;
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if((x1-a1)*w2 - (x2-a2)*w1 >= 0) {
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*n1 = w2;
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*n2 = -w1;
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} else {
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*n1 = -w2;
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*n2 = w1;
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}
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index = i;
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}
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}
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}
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if(index == -1 || near_wall_count > 1) {
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return 0; // failed
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}
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else
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return 1;
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}
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static int calculatePath(GLfloat *outline, int nOutlineVertices, GLfloat *path, GLfloat *times, int nPathVertices, double x1, double x2, double v1, double v2)
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{
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double t, n1, n2, v1new, v2new, ttotal;
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memset(path, 0, nPathVertices*2*sizeof(GLfloat));
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path[0] = x1;
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path[1] = x2;
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times[0] = ttotal = 0;
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for(int i = 1; i < nPathVertices; i++) {
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if(findCollision(x1, x2, v1, v2, outline, nOutlineVertices, &t, &n1, &n2) == 0) { // we hit a singularity, so just stay here and set the next time to infinity
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path[2*i] = x1;
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path[2*i+1] = x2;
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times[i] = INFINITY;
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return i + 1;
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}
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x1 += t * v1;
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x2 += t * v2;
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v1new = v1 - 2 * (v1*n1 + v2*n2) * n1 / (n1*n1 + n2*n2); // reflect v along the normal to n
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v2new = v2 - 2 * (v1*n1 + v2*n2) * n2 / (n1*n1 + n2*n2);
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v1 = v1new;
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v2 = v2new;
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ttotal += t;
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path[2*i] = x1;
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path[2*i+1] = x2;
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times[i] = ttotal;
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}
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return nPathVertices;
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}
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static bool processEvent(XEvent *ev)
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{
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int state;
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switch(ev->type) {
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case ConfigureNotify:
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// printf("ConfigureNotify Event, new dimensions: %d %d %d %d\n", ev->xconfigure.x, ev->xconfigure.y, ev->xconfigure.width, ev->xconfigure.height);
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width = ev->xconfigure.width;
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height = ev->xconfigure.height;
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glViewport(0, 0, width, height);
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break;
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case KeyPress:
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state = ev->xkey.state & (ShiftMask | LockMask | ControlMask);
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// printf("KeyPress Event, keycode: %d, state: %d, masked state: %d\n", ev->xkey.keycode, ev->xkey.state, state);
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if(state == 0 && ev->xkey.keycode == 26) {
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printf("Quit\n");
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return true;
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} else if(state == 0 && ev->xkey.keycode == 27) {
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select_outline(0);
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} else if (state == 0 && ev->xkey.keycode == 114) {
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speed *= 2;
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} else if (state == 0 && ev->xkey.keycode == 113) {
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speed *= 0.5;
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} else if (state == 0 && ev->xkey.keycode == 65) {
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stopped = !stopped;
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} else if (state == 0 && ev->xkey.keycode >= 10 && ev->xkey.keycode <= 19) {
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if(ev->xkey.keycode - 10 < outline_count)
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select_outline(ev->xkey.keycode - 10);
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}
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break;
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case KeyRelease:
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state = ev->xkey.state & (ShiftMask | LockMask | ControlMask);
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// printf("KeyRelease Event, keycode: %d, state: %d, masked state: %d\n", ev->xkey.keycode, ev->xkey.state, state);
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break;
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case ClientMessage:
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if((Atom)ev->xclient.message_type == gl.wm_protocols && (Atom)ev->xclient.data.l[0] == gl.wm_delete_window) {
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printf("Window closed\n");
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return true;
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}
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break;
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default:
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// printf("Event of type %d\n", ev->type);
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break;
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}
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return false;
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}
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static int load_outline(const char *filename)
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{
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int c;
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FILE *f = fopen(filename, "r");
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if(!f)
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return 0;
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double x, y, vx, vy, x0, y0;
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printf("Loading file %s:\n", filename);
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if(fscanf(f, "%lf %lf %lf %lf", &x, &y, &vx, &vy) != 4)
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return 0;
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printf("Line: %lf %lf %lf %lf\n", x, y, vx, vy);
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starting_vector[0] = x;
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starting_vector[1] = y;
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starting_vector[2] = vx;
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starting_vector[3] = vy;
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do { c = fgetc(f); } while(c != EOF && c != '\n');
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fscanf(f, "%lf %lf", &x0, &y0);
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printf("Line: %lf %lf\n", x0, y0);
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outline[0] = x0;
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outline[1] = y0;
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outline_length = 1;
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while(!feof(f)) {
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if(fscanf(f, "%lf %lf", &x, &y) != 2)
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continue;
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do { c = fgetc(f); } while(c != EOF && c != '\n');
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printf("Line: %lf %lf\n", x, y);
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outline[outline_length*2] = x;
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outline[outline_length*2+1] = y;
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outline_length++;
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}
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outline[outline_length*2] = x0;
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outline[outline_length*2+1] = y0;
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outline_length++;
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fclose(f);
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return 1;
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}
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static void select_outline(int i)
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{
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load_outline(filename);
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nPathVertices = calculatePath(outline, outline_length, path, times, PATH_VERTICES, starting_vector[0], starting_vector[1], starting_vector[2], starting_vector[3]);
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//nPathVertices = calculatePath(outlines[i], outline_lengths[i], path, times, PATH_VERTICES, starting_vectors[4*i], starting_vectors[4*i+1], starting_vectors[4*i+2], starting_vectors[4*i+3]);
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printf("Calculated path until time: %.2f\n", times[nPathVertices - 1]);
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glBindBuffer(GL_ARRAY_BUFFER, outlineVB);
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// glBufferData(GL_ARRAY_BUFFER, outline_lengths[i]*2*sizeof(GLfloat), outlines[i], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, outline_length*2*sizeof(GLfloat), outline, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, pathVB[0]);
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glBufferData(GL_ARRAY_BUFFER, nPathVertices*2*sizeof(GLfloat), path, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, pathVB[1]);
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glBufferData(GL_ARRAY_BUFFER, nPathVertices*sizeof(GLfloat), times, GL_STATIC_DRAW);
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// outline_index = i;
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flowtime = 0;
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flowtime_index = 0;
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stopped = 1;
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speed = 1;
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}
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static void init()
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{
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glGenVertexArrays(1, &outlineVA);
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glBindVertexArray(outlineVA);
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glGenBuffers(1, &outlineVB);
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glBindBuffer(GL_ARRAY_BUFFER, outlineVB);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glGenVertexArrays(1, &arrowVA);
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glBindVertexArray(arrowVA);
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glGenBuffers(1, &arrowVB);
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glBindBuffer(GL_ARRAY_BUFFER, arrowVB);
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glBufferData(GL_ARRAY_BUFFER, ARROW_VERTICES*2*sizeof(GLfloat), arrow, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glGenVertexArrays(1, &pathVA);
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glBindVertexArray(pathVA);
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glGenBuffers(2, pathVB);
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glBindBuffer(GL_ARRAY_BUFFER, pathVB[0]);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, pathVB[1]);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
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select_outline(outline_index);
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// ball
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generateSphere(20, 20, &ballVA);
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initShaders("vertex.glsl", "fragment.glsl", &program);
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initShaders("vertex3d.glsl", "fragment3d.glsl", &program3d);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glEnable(GL_CULL_FACE);
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glFrontFace(GL_CW);
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}
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static void cleanup()
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{
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// fclose(dumpfile);
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}
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static void draw()
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{
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glClearColor(1, 1, 1, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if(!stopped)
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flowtime += frametime*speed;
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glm::mat4 proj = glm::perspective((float)M_PI/4, (float)width / (float)height, 0.1f, 100.0f);
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glm::mat4 view = glm::lookAt(glm::vec3(0,0,7), glm::vec3(0,0,0), glm::vec3(0,1,0));
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glUseProgram(program);
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// draw arrow
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glm::mat4 rotation = glm::mat4(1.0);
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// GLfloat x = starting_vectors[4*outline_index+2];
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// GLfloat y = starting_vectors[4*outline_index+3];
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GLfloat x = starting_vector[2];
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GLfloat y = starting_vector[3];
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GLfloat norm = sqrt(x*x + y*y);
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x *= 0.5/norm;
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y *= 0.5/norm;
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rotation[0][0] = x;
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rotation[0][1] = y;
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rotation[1][0] = -y;
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rotation[1][1] = x;
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// glm::mat4 model = glm::translate(glm::vec3(starting_vectors[4*outline_index], starting_vectors[4*outline_index+1], 0)) * rotation;
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glm::mat4 model = glm::translate(glm::vec3(starting_vector[0], starting_vector[1], 0)) * rotation;
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glm::mat4 mvp = proj * view * model;
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glUniformMatrix4fv(glGetUniformLocation(program, "mvp"), 1, GL_FALSE, &mvp[0][0]);
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glUniform1i(glGetUniformLocation(program, "type"), 2);
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glBindVertexArray(arrowVA);
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glDrawArrays(GL_LINES, 0, ARROW_VERTICES);
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// draw outline and path
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mvp = proj * view;
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glUniformMatrix4fv(glGetUniformLocation(program, "mvp"), 1, GL_FALSE, &mvp[0][0]);
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glUniform1i(glGetUniformLocation(program, "type"), 1);
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glBindVertexArray(outlineVA);
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// glDrawArrays(GL_LINE_STRIP, 0, outline_lengths[outline_index]);
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glDrawArrays(GL_LINE_STRIP, 0, outline_length);
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glUniform1i(glGetUniformLocation(program, "type"), 0);
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glUniform1f(glGetUniformLocation(program, "time"), flowtime);
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glBindVertexArray(pathVA);
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glDrawArrays(GL_LINE_STRIP, 0, nPathVertices);
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// calculate ball position from flowtime (and flowtime_index), times and path
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GLfloat pos[3];
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while(flowtime_index < nPathVertices - 1 && times[flowtime_index+1] < flowtime)
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flowtime_index++;
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if(flowtime_index < nPathVertices - 1) {
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pos[0] = path[2*flowtime_index + 0] + (path[2*flowtime_index + 2] - path[2*flowtime_index + 0])*(flowtime - times[flowtime_index])/(times[flowtime_index+1] - times[flowtime_index]);
|
|
pos[1] = path[2*flowtime_index + 1] + (path[2*flowtime_index + 3] - path[2*flowtime_index + 1])*(flowtime - times[flowtime_index])/(times[flowtime_index+1] - times[flowtime_index]);
|
|
pos[2] = 0;
|
|
} else {
|
|
pos[0] = path[2*flowtime_index + 0];
|
|
pos[1] = path[2*flowtime_index + 1];
|
|
pos[2] = 0;
|
|
}
|
|
|
|
// draw ball
|
|
glm::mat4 mv = view * glm::translate(glm::vec3(pos[0], pos[1], pos[2])) * glm::scale(glm::vec3(0.05f, 0.05f, 0.05f));
|
|
mvp = proj * mv;
|
|
glm::mat3 normal_transform = glm::transpose(glm::inverse(glm::mat3(mv)));
|
|
|
|
glUseProgram(program3d);
|
|
glUniformMatrix4fv(glGetUniformLocation(program3d, "mvp"), 1, GL_FALSE, &mvp[0][0]);
|
|
glUniformMatrix3fv(glGetUniformLocation(program3d, "normal_transform"), 1, GL_FALSE, &normal_transform[0][0]);
|
|
glBindVertexArray(ballVA);
|
|
glDrawElements(GL_TRIANGLES, 6*20*20, GL_UNSIGNED_INT, 0);
|
|
|
|
// GLuint pixels[width*height];
|
|
// glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels);
|
|
// fwrite(pixels, sizeof(GLuint), width*height, dumpfile);
|
|
|
|
glXSwapBuffers(gl.display, gl.win);
|
|
}
|
|
|
|
int main(int argc, char * const *argv)
|
|
{
|
|
int screen = 0;
|
|
int opt;
|
|
|
|
while ((opt = getopt(argc, argv, "s:n:f:")) != -1) {
|
|
switch (opt) {
|
|
case 's':
|
|
screen = atoi(optarg);
|
|
break;
|
|
case 'n':
|
|
outline_index = atoi(optarg) - 1;
|
|
break;
|
|
case 'f':
|
|
strncpy(filename, optarg, 1000);
|
|
break;
|
|
default:
|
|
fprintf(stderr, "Usage: %s [-s screen] [-f file]\n", argv[0]);
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
if(!initGL(screen, StructureNotifyMask | KeyPressMask | KeyReleaseMask, &gl))
|
|
return 1;
|
|
|
|
init();
|
|
start_timer();
|
|
|
|
while(!checkEvents()) {
|
|
draw();
|
|
wait_update_timer();
|
|
}
|
|
|
|
cleanup();
|
|
destroyGL(&gl);
|
|
|
|
return 0;
|
|
}
|