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part3.c
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#include <stdio.h>
#include <math.h>
#define M_PI 3.14159265358979f
#define RAND_MAX 2
/* application window title */
char *AppTitle = "Spinning Quark";
/* external OS-dependant functions */
struct htime
{
unsigned char blob[16];
};
/* global data */
int width, height;
int info;
int frames;
int font;
float fps;
int texture;
float dir[2][3];
float phi[2][3];
float rx[2], ry[2];
float vx[2], vy[2];
struct htime tv;
/* data initialization function */
int gl_data( void )
{
int i, j;
srand( time( NULL ) );
info = 1;
for( i = 0; i < 2; i++ )
{
for( j = 0; j < 3; j++ )
{
dir[i][j] = (float) ( 2 * ( rand() % 2 ) - 1 );
phi[i][j] = 2.0f * M_PI * (float) rand() / RAND_MAX;
}
rx[i] = 360.0f * (float) rand() / RAND_MAX;
ry[i] = 360.0f * (float) rand() / RAND_MAX;
vx[i] = 20.0f * (float) ( 2 * ( rand() % 2 ) - 1 );
vy[i] = 20.0f * (float) ( 2 * ( rand() % 2 ) - 1 );
}
return( 0 );
}
/* gl initialization function */
int gl_init( void )
{
int i, j, k;
double dx, alpha;
unsigned char *map;
/*
qobj = gluNewQuadric();
gluQuadricTexture( qobj, GL_TRUE );
*/
if( ! ( map = (unsigned char *) malloc( 128 * 128 * 3 ) ) )
{
// perror( "malloc" );
return( 1 );
}
k = 0;
for( i = 0; i < 128; i++ )
{
dx = (double) ( i - 64 ) / 64.0;
for( j = 0; j < 128; j++ )
{
alpha = 0.2f * ( cos( 8 * M_PI * ( dx ) ) + 1.0f );
map[k++] = (unsigned char) ( alpha * 255.0 );
alpha = 0.2f * ( cos( 8 * M_PI * ( dx + 0.05 ) ) + 1.0f );
map[k++] = (unsigned char) ( alpha * 255.0 );
alpha = 0.2f * ( cos( 8 * M_PI * ( dx + 0.10 ) ) + 1.0f );
map[k++] = (unsigned char) ( alpha * 255.0 );
}
}
/*
glTexImage2D( GL_TEXTURE_2D, 0, 3, 128, 128, 0,
GL_RGB, GL_UNSIGNED_BYTE, map );
*/
free( map );
/*
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE );
*/
return( 0 );
}
/* window drawing function */
void gl_draw( void )
{
int i, j;
float r, g, b;
// glClear( GL_COLOR_BUFFER_BIT );
if( fps )
{
for( i = 0; i < 2; i++ )
{
for( j = 0; j < 3; j++ )
{
if( ! ( rand() % ( (int) ( fps * 8.0f ) ) ) )
{
dir[i][j] = (float) ( rand() % 3 - 1 );
}
// phi[i][j] += dir[i][j] / fps;
}
// rx[i] += vx[i] / fps;
// ry[i] += vy[i] / fps;
}
}
// glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -16.0f );
// glEnable( GL_TEXTURE_2D );
for( i = 0; i < 2; i++ )
{
r = (float) ( ( sin( phi[i][0] ) + 1.0f ) *
( sin( phi[i][0] ) + 1.0f ) ) / 2.0f;
g = (float) ( ( sin( phi[i][1] ) + 1.0f ) *
( sin( phi[i][1] ) + 1.0f ) ) / 2.0f;
b = (float) ( ( sin( phi[i][2] ) + 1.0f ) *
( sin( phi[i][2] ) + 1.0f ) ) / 2.0f;
glColor3f( r, g, b );
glPushMatrix();
glRotatef( rx[i], 1.0f, 0.0f, 0.0f );
glRotatef( ry[i], 0.0f, 1.0f, 0.0f );
// gluSphere( qobj, 4.0f, 32, 32 );
glPopMatrix();
}
// glDisable( GL_TEXTURE_2D );
glFinish();
frames++;
}