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shapes.pir
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shapes.pir
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# Copyright (C) 2008-2009, Parrot Foundation.
=head1 TITLE
shapes.pir - Exercise basic OpenGL 1.1/GLUT 3 APIs by drawing animated shapes
=head1 SYNOPSIS
$ cd parrot-home
$ ./parrot examples/opengl/shapes.pir
=head1 DESCRIPTION
This example is slightly more complex than F<triangle.pir>, and exercises more
of the OpenGL 1.1 and GLUT 3 APIs. It is also a better behaved application,
correctly responding to reshape events, pausing on minimize, and so on.
To quit the example, press C<Q> or the C<ESCAPE> key, or close the window
using your window manager (using the X in the corner of the window title
bar, for example). To pause or restart the animation, press any other
ASCII key.
=cut
.loadlib 'math_ops'
.include 'datatypes.pasm'
.include 'opengl_defines.pasm'
.sub main :main
.param pmc argv
# Initialize GLUT, open main window, save window ID
.local int mode
.local pmc window
mode = .GLUT_DOUBLE | .GLUT_RGBA
mode |= .GLUT_DEPTH
mode |= .GLUT_STENCIL
window = new 'Integer'
window = init_glut(argv, mode, 'Shapes: OpenGL 1.x NCI Test')
set_global 'glut_window', window
# Init miscellaneous globals
init_globals()
# Create particle effect
init_particle_effect()
# Set up GLUT callbacks
.const 'Sub' draw = 'draw'
.const 'Sub' idle = 'idle'
.const 'Sub' reshape = 'reshape'
.const 'Sub' keyboard = 'keyboard'
.const 'Sub' visibility = 'visibility'
glutDisplayFunc (draw)
glutIdleFunc (idle)
glutReshapeFunc (reshape)
glutKeyboardFunc (keyboard)
glutVisibilityFunc(visibility)
# Enter the GLUT main loop
glutMainLoop()
.end
.sub init_glut
.param pmc argv
.param int display_mode
.param string window_title
# Load OpenGL library and a helper library for calling glutInit
load_bytecode 'OpenGL.pbc'
load_bytecode 'NCI/Utils.pbc'
# Import all OpenGL/GLU/GLUT functions
.local pmc import_gl
import_gl = get_global ['OpenGL'], '_export_all_functions'
import_gl()
# Set larger default window size
glutInitWindowSize(500, 500)
# Initialize GLUT, overwriting argv in place
.local pmc call_toolkit_init
call_toolkit_init = get_global ['NCI';'Utils'], 'call_toolkit_init'
.const 'Sub' glutInit = 'glutInit'
$P0 = call_toolkit_init(glutInit, argv)
copy argv, $P0
# Set display mode, create GLUT window, return window handle
glutInitDisplayMode(display_mode)
.local int window_id
window_id = glutCreateWindow(window_title)
.return (argv, window_id)
.end
.sub init_globals
# Set up global for current aspect ratio
.local pmc aspect
aspect = new 'Float'
aspect = 1.0
set_global 'aspect', aspect
# Set up global frame count
.local pmc frames
frames = new 'Integer'
frames = 0
set_global 'frames', frames
# Set up global flag for running/paused
.local pmc paused
paused = new 'Integer'
paused = 0
set_global 'paused', paused
# Set up time bases to control animation
.local pmc time_prev, time_curr, time_sim, time_sim_dt
.local num now
now = time
time_prev = new 'Float'
time_prev = now
time_curr = new 'Float'
time_curr = now
time_sim = new 'Float'
time_sim = 0
time_sim_dt = new 'Float'
time_sim_dt = 0
set_global 'time_prev', time_prev
set_global 'time_curr', time_curr
set_global 'time_sim', time_sim
set_global 'time_sim_dt', time_sim_dt
# Create structure definition for float4 structure
.local pmc float4
float4 = new 'ResizablePMCArray'
push float4, .DATATYPE_FLOAT
push float4, 0
push float4, 0
push float4, .DATATYPE_FLOAT
push float4, 0
push float4, 0
push float4, .DATATYPE_FLOAT
push float4, 0
push float4, 0
push float4, .DATATYPE_FLOAT
push float4, 0
push float4, 0
set_global 'float4', float4
.end
.sub init_particle_effect
.local pmc pfx_pos, pfx_vel
pfx_pos = new 'ResizablePMCArray'
pfx_vel = new 'ResizablePMCArray'
new_particle(0, pfx_pos, pfx_vel)
set_global 'pfx_pos', pfx_pos
set_global 'pfx_vel', pfx_vel
.end
.sub draw
.local int buffers
buffers = .GL_COLOR_BUFFER_BIT | .GL_DEPTH_BUFFER_BIT
buffers |= .GL_STENCIL_BUFFER_BIT
glClear(buffers)
set_3d_view()
.local pmc time_sim_dt
.local num dt
time_sim_dt = get_global 'time_sim_dt'
dt = time_sim_dt
update_particle_effect(dt)
draw_reflected_scene()
draw_main_scene()
set_2d_view()
glutSwapBuffers()
.local pmc frames
frames = get_global 'frames'
inc frames
.end
.sub set_3d_view
# Simple 60 degree FOV perspective view
.local pmc aspect
aspect = get_global 'aspect'
glMatrixMode(.GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, aspect, 1, 100)
# Look at origin from (0,2,4), with +Y up
glMatrixMode(.GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0, 2, 4, 0, 0, 0, 0, 1, 0)
# Rotate view around origin, to see objects from all angles
.local pmc time_sim
.local num angle
time_sim = get_global 'time_sim'
angle = time_sim
angle *= -24
angle %= 360
glRotatef(angle, 0, 1, 0)
.end
.sub draw_reflected_scene
# First, make a stencil of the floor, so that reflected scene
# doesn't "leak out" of the reflective area
# Turn off everything we don't need
glDisable(.GL_DEPTH_TEST)
glColorMask(.GL_FALSE, .GL_FALSE, .GL_FALSE, .GL_FALSE)
# Set stencil for just the reflecting area
glEnable(.GL_STENCIL_TEST)
glStencilOp(.GL_REPLACE, .GL_REPLACE, .GL_REPLACE)
glStencilFunc(.GL_ALWAYS, 1, 0xffffffff)
# Draw the floor as the reflector
draw_floor()
# Now only draw where stencil is set
glStencilOp(.GL_KEEP, .GL_KEEP, .GL_KEEP)
glStencilFunc(.GL_EQUAL, 1, 0xffffffff)
# Turn back on the stuff we turned off
glEnable(.GL_DEPTH_TEST)
glColorMask(.GL_TRUE, .GL_TRUE, .GL_TRUE, .GL_TRUE)
# Flip reflection through the reflector
glPushMatrix()
glScalef(1, -1, 1)
# Account for the reversed normals
glEnable(.GL_NORMALIZE)
glCullFace(.GL_FRONT)
# Lights need to be reassigned after reflection
set_lights()
# Draw the reflected objects
draw_objects()
# Switch back to normal facing
glDisable(.GL_NORMALIZE)
glCullFace(.GL_BACK)
glPopMatrix()
# Done with stencil
glDisable(.GL_STENCIL_TEST)
.end
.sub draw_main_scene
#Draw floor blended over reflected scene
glEnable(.GL_BLEND)
glBlendFunc(.GL_SRC_ALPHA, .GL_ONE_MINUS_SRC_ALPHA)
draw_floor()
# Done with blending
glDisable(.GL_BLEND)
# Set lights for upright view
set_lights()
# Draw objects (now in upright orientation)
draw_objects()
.end
.sub draw_floor
# Partially transparent grey (so that reflection shows through)
glColor4f(.7, .7, .7, .7)
# Rotate quadric from +Z up to +Y up
glPushMatrix()
glRotatef(90, 1, 0, 0)
# Annulus floor (shapes sit in various spots above it)
.local pmc glu_quadric
glu_quadric = gluNewQuadric()
gluDisk(glu_quadric, 1, 2, 128, 1)
gluDeleteQuadric(glu_quadric)
glPopMatrix()
.end
.sub set_lights
glEnable(.GL_LIGHT0)
# Light above origin
.local pmc float4, position
float4 = get_global 'float4'
position = new 'ManagedStruct', float4
position[0] = 0.0
position[1] = 2.0
position[2] = 0.0
position[3] = 1.0
glLightfv(.GL_LIGHT0, .GL_POSITION, position)
.end
.sub draw_objects
.local pmc time_sim
.local num time
time_sim = get_global 'time_sim'
time = time_sim
draw_rgb_triangle (time)
draw_lit_teapot ()
draw_particle_effect()
.end
.sub draw_rgb_triangle
.param num time
# Unlit spinning RGB triangle at -Z
.local num angle
angle = time
angle *= 45
angle %= 360
glPushMatrix()
glTranslatef(0, 0.04, -1.5)
glRotatef(angle, 0, 1, 0)
glBegin(.GL_TRIANGLES)
glColor3f(1, 0, 0)
glVertex3f(-.5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f( .5, 0, 0)
glColor3f(0, 0, 1)
glVertex3f(0 , 1, 0)
glEnd()
glPopMatrix()
.end
.sub draw_lit_teapot
# Lit cyan teapot at +X
glPushMatrix()
glTranslatef(1.5, .4, 0)
glRotatef(90, 0, 1, 0)
glEnable(.GL_LIGHTING)
.local pmc float4, color
float4 = get_global 'float4'
color = new 'ManagedStruct', float4
color[0] = 0.0
color[1] = 0.8
color[2] = 0.8
color[3] = 1.0
glMaterialfv(.GL_FRONT, .GL_AMBIENT_AND_DIFFUSE, color)
color[0] = 1.0
color[1] = 1.0
color[2] = 1.0
color[3] = 1.0
glMaterialfv(.GL_FRONT, .GL_SPECULAR, color)
glMaterialf (.GL_FRONT, .GL_SHININESS, 64)
glutSolidTeapot(.5)
glDisable(.GL_LIGHTING)
glPopMatrix()
.end
.sub new_particle
.param int particle_num
.param pmc pfx_pos
.param pmc pfx_vel
.local num x, y, z, vx, vy, vz
x = 4.0
y = 0.0
z = 0.0
vx = 0.0
vy = 0.135
vz = 0.0
.local num random
random = rand 0, 0.1
x += random
random = rand 0, 0.1
y += random
random = rand 0, 0.1
z += random
random = rand
random -= .5
random *= .01
vx += random
random = rand
random -= .5
random *= .01
vy += random
random = rand
random -= .5
random *= .01
vz += random
.local pmc pos
pos = new 'FixedFloatArray'
pos = 3
pos[0] = x
pos[1] = y
pos[2] = z
.local pmc vel
vel = new 'FixedFloatArray'
vel = 3
vel[0] = vx
vel[1] = vy
vel[2] = vz
pfx_pos[particle_num] = pos
pfx_vel[particle_num] = vel
.end
.sub update_particle_effect
.param num dt
# "Black hole" particle effect at +Z
# Speed up time a little; this effect is *slow*
dt *= 30.0
# Global particle state arrays
.local pmc pfx_pos, pfx_vel
pfx_pos = get_global 'pfx_pos'
pfx_vel = get_global 'pfx_vel'
# Add a particle at random
.local int count
count = pfx_pos
if count > 1000 goto update_particles
.local num random
random = rand 0, 4
if random > dt goto update_particles
new_particle(count, pfx_pos, pfx_vel)
# Update all particles
update_particles:
dec count
if count < 0 goto update_particles_end
# Update particle states
update_particle(pfx_pos, pfx_vel, count, dt)
goto update_particles
update_particles_end:
.end
.sub update_particle
.param pmc pfx_pos
.param pmc pfx_vel
.param int particle_num
.param num dt
.local pmc pos, vel
pos = pfx_pos[particle_num]
vel = pfx_vel[particle_num]
# Constants
.const num G = -.075 # Gravitational force constant
.const num Cd = -.00033 # Coefficient of drag
.const num event_grav = -.3 # Gravity at "event horizon"
.const num min_dist2 = .001 # Minimum distance**2 before calc blows up
.const num escape_dist = 30 # Distance at which "escape" occurs
# Particle states
.local num x, y, z, vx, vy, vz
x = pos[0]
y = pos[1]
z = pos[2]
vx = vel[0]
vy = vel[1]
vz = vel[2]
# Calculate distance and distance squared
.local num x2, y2, z2, dist2, dist
x2 = x * x
y2 = y * y
z2 = z * z
dist2 = x2 + y2
dist2 += z2
if dist2 >= min_dist2 goto dist2_ok
dist2 = min_dist2
dist2_ok:
dist = sqrt dist2
# If distance is too great, particle has "escaped"; regenerate it
if dist < escape_dist goto dist_ok
new_particle(particle_num, pfx_pos, pfx_vel)
.return ()
dist_ok:
# Compute gravity force
.local num grav
grav = G / dist2
# If gravity is too strong, it has "passed the event horizon"; regenerate it
if grav > event_grav goto grav_ok
new_particle(particle_num, pfx_pos, pfx_vel)
.return ()
grav_ok:
# Calculate gravity vector (always directed toward center of "hole")
.local num gx, gy, gz
gx = x / dist
gy = y / dist
gz = z / dist
gx *= grav
gy *= grav
gz *= grav
# Calculate drag vector (always directed opposite of velocity)
# NOTE: Using drag proportional to velocity, instead of velocity squared
.local num dragx, dragy, dragz
dragx = Cd * vx
dragy = Cd * vy
dragz = Cd * vz
# Acceleration is gravity + drag
.local num ax, ay, az
ax = gx + dragx
ay = gy + dragy
az = gz + dragz
# Update velocity and position with simple Euler integration
.local num dvx, dvy, dvz
.local num dx, dy, dz
dvx = ax * dt
dvy = ay * dt
dvz = az * dt
vx += dvx
vy += dvy
vz += dvz
dx = vx * dt
dy = vy * dt
dz = vz * dt
x += dx
y += dy
z += dz
# Save new values back to particle state
vel[0] = vx
vel[1] = vy
vel[2] = vz
pos[0] = x
pos[1] = y
pos[2] = z
.end
.sub draw_particle_effect
# "Black hole" particle effect at +Z
# Make it visually interesting
glPushMatrix()
glTranslatef(0, .3, 1.5)
glRotatef(-20, 0, 0, 1)
glRotatef( 90, 1, 0, 0)
glScalef(.15, .15, .15)
# OpenGL state for "glowing transparent particles"
glEnable(.GL_BLEND)
glBlendFunc(.GL_SRC_ALPHA, .GL_ONE)
glDepthMask(.GL_FALSE)
glPointSize(4)
# XXXX: Disabled for now because it's broken on many systems;
# will replace later with textured quads
# glEnable(.GL_POINT_SMOOTH)
# # Show plane of effect
# glColor4f(1, 1, 1, .2)
# glBegin(.GL_QUADS)
# glVertex3f(-2, -2, 0)
# glVertex3f( 2, -2, 0)
# glVertex3f( 2, 2, 0)
# glVertex3f(-2, 2, 0)
# glEnd()
# Start drawing particles
glColor4f(1, 1, 1, .5)
glBegin(.GL_POINTS)
# Global particle state arrays
.local pmc pfx_pos, pfx_vel
pfx_pos = get_global 'pfx_pos'
pfx_vel = get_global 'pfx_vel'
# Loop over all particles, updating and drawing them
.local int count
count = pfx_pos
draw_particle_loop:
dec count
if count < 0 goto draw_particle_loop_end
# Draw particle
.local pmc pos
.local num x, y, z
pos = pfx_pos[count]
x = pos[0]
y = pos[1]
z = pos[2]
glVertex3f(x, y, z)
goto draw_particle_loop
# Finished with all particles
draw_particle_loop_end:
glEnd()
# Done, return to normal OpenGL state
glDepthMask(.GL_TRUE)
glDisable(.GL_BLEND)
glPopMatrix()
.end
.sub set_2d_view
glMatrixMode(.GL_PROJECTION)
glLoadIdentity()
glMatrixMode(.GL_MODELVIEW)
glLoadIdentity()
.end
.sub idle
# Update wall clock times
.local pmc time_prev, time_curr
.local num prev, now, dt
time_prev = get_global 'time_prev'
time_curr = get_global 'time_curr'
prev = time_curr
time_prev = prev
now = time
time_curr = now
dt = now - prev
# Update simulation time, if unpaused
.local pmc paused
paused = get_global 'paused'
unless paused goto update_time_sim
dt = 0
update_time_sim:
.local pmc time_sim, time_sim_dt
time_sim = get_global 'time_sim'
time_sim_dt = get_global 'time_sim_dt'
time_sim_dt = dt
time_sim += dt
# Request redraw if sim time updated
unless paused goto post_redisplay
.return ()
post_redisplay:
glutPostRedisplay()
.end
.sub reshape
.param int width
.param int height
# Avoid division by 0
if height goto height_ok
height = 1
height_ok:
# Set global aspect ratio
.local pmc aspect
.local num ratio
aspect = get_global 'aspect'
ratio = width / height
aspect = ratio
# Set drawing viewport
glViewport(0, 0, width, height)
.end
.sub keyboard
.param int key
.param int x
.param int y
# For ESCAPE, 'Q', and 'q', exit program
if key == 27 goto quit
if key == 81 goto quit
if key == 113 goto quit
goto toggle_pause
quit:
# Show FPS
.local pmc time_sim, frames
time_sim = get_global 'time_sim'
frames = get_global 'frames'
if frames goto frames_ok
frames = 1
frames_ok:
.local num f, s, fps
f = frames
s = time_sim
fps = f / s
print 'FPS: '
say fps
# Destroy window and exit
.local pmc glut_window
glut_window = get_global 'glut_window'
glutDestroyWindow(glut_window)
end
# For all other keys, just toggle pause
toggle_pause:
.local pmc paused
paused = get_global 'paused'
paused = not paused
.end
.sub visibility
.param int state
# XXXX: Weirdly, on Debian-testing/GNOME minimize doesn't
# properly trigger the callback, but hide/show does.
# print 'Visibility change; new state: '
# say state
if state == .GLUT_NOT_VISIBLE goto hidden
.const 'Sub' idle = 'idle'
glutIdleFunc(idle)
.return ()
hidden:
# XXXX: Idle callbacks are indeed being turned off, but
# this just seems to shift most user CPU to system CPU
$P0 = null
glutIdleFunc($P0)
.end
#
# OLD AND UNUSED
#
.sub draw_floor_old
glColor4f(.7, .7, .7, .7)
glBegin(.GL_QUADS)
glVertex3f( 2, 0, 2)
glVertex3f( 2, 0, -2)
glVertex3f(-2, 0, -2)
glVertex3f(-2, 0, 2)
glEnd()
.end
# Local Variables:
# mode: pir
# fill-column: 100
# End:
# vim: expandtab shiftwidth=4 ft=pir: