--- /dev/null
+/*
+ * 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)
+ *
+ */
+
+#define GL_GLEXT_PROTOTYPES
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <GL/glut.h>
+#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",
+ "BL_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 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
+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 '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<argc; i++ ) {
+ if (strcmp(argv[i], "-info")==0) {
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+ }
+ }
+}
+
+
+static void
+visible(int vis)
+{
+ if (vis == GLUT_VISIBLE)
+ glutIdleFunc(idle);
+ else
+ glutIdleFunc(NULL);
+}
+
+
+int
+main(int argc, char *argv[])
+{
+ glutInit(&argc, argv);
+
+ glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
+
+ glutInitWindowSize(WinWidth, WinHeight);
+ Win = glutCreateWindow("fbo_firecube");
+ init(argc, argv);
+
+ glutDisplayFunc(draw);
+ glutReshapeFunc(reshape);
+ glutKeyboardFunc(key);
+ glutSpecialFunc(special);
+ glutVisibilityFunc(visible);
+
+ glutMainLoop();
+ return 0; /* ANSI C requires main to return int. */
+}