/*
* Copyright 1995, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
*
* This source code ("Source Code") was originally derived from a
* code base owned by Silicon Graphics, Inc. ("SGI")
*
* LICENSE: SGI grants the user ("Licensee") permission to reproduce,
* distribute, and create derivative works from this Source Code,
* provided that: (1) the user reproduces this entire notice within
* both source and binary format redistributions and any accompanying
* materials such as documentation in printed or electronic format;
* (2) the Source Code is not to be used, or ported or modified for
* use, except in conjunction with OpenGL Performer; and (3) the
* names of Silicon Graphics, Inc. and SGI may not be used in any
* advertising or publicity relating to the Source Code without the
* prior written permission of SGI. No further license or permission
* may be inferred or deemed or construed to exist with regard to the
* Source Code or the code base of which it forms a part. All rights
* not expressly granted are reserved.
*
* This Source Code is provided to Licensee AS IS, without any
* warranty of any kind, either express, implied, or statutory,
* including, but not limited to, any warranty that the Source Code
* will conform to specifications, any implied warranties of
* merchantability, fitness for a particular purpose, and freedom
* from infringement, and any warranty that the documentation will
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*
* IN NO EVENT WILL SGI BE LIABLE FOR ANY DAMAGES, INCLUDING, BUT NOT
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* SOURCE CODE, WHETHER OR NOT BASED UPON WARRANTY, CONTRACT, TORT OR
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* USE, THE SOURCE CODE.
*
* Contact information: Silicon Graphics, Inc.,
* 1600 Amphitheatre Pkwy, Mountain View, CA 94043,
* or: http://www.sgi.com
*
* lpstate.c: Performer program to demonstrate use of pfLPointState
* Based on simple.c
*
* $Revision: 1.1 $ $Date: 2000/11/21 21:39:37 $
*
*/
#include <stdlib.h>
#include <math.h>
#include <Performer/pf.h>
#include <Performer/pfdu.h>
#include <Performer/pfutil.h>
/*------------------------------------------------------------------*/
#define NPOINTS2 50
#define NPOINTS (NPOINTS2 * (NPOINTS2 - 2))
static pfGeode*
initLPoints(void)
{
pfLPointState *lps;
pfTexGen *tgen;
pfTexture *tex;
pfGeoState *gst;
pfGeode *gd;
pfGeoSet *gs;
pfVec4 *colors;
pfVec3 *norms, *coords;
pfMatrix squash, squashInvTransp;
float phi, dphi, theta, dtheta;
int i, j, k;
void *arena = pfGetSharedArena();
/*------------------ Set up pfLPointState -------------------*/
lps = pfNewLPState(arena);
/* Enable perspective size computation */
pfLPStateMode(lps, PFLPS_SIZE_MODE, PF_ON);
/* Clamp point size between .25 and 4 pixels */
pfLPStateVal(lps, PFLPS_SIZE_MIN_PIXEL, .25f);
pfLPStateVal(lps, PFLPS_SIZE_MAX_PIXEL, 4.0f);
/* Real-world point size is .15 meters */
pfLPStateVal(lps, PFLPS_SIZE_ACTUAL, .15f);
/* Fade points smaller than 2 pixels */
pfLPStateVal(lps, PFLPS_TRANSP_PIXEL_SIZE, 2.0f);
/* Linear fade, scaled by .6 and alpha clamped at .1 */
pfLPStateVal(lps, PFLPS_TRANSP_EXPONENT, 1.0f);
pfLPStateVal(lps, PFLPS_TRANSP_SCALE, .6f);
pfLPStateVal(lps, PFLPS_TRANSP_CLAMP, .1f);
/* Points are fogged as if 4 times closer than they really are */
pfLPStateVal(lps, PFLPS_FOG_SCALE, .25f);
/* Compute true, slant range from eye to points */
pfLPStateMode(lps, PFLPS_RANGE_MODE, PFLPS_RANGE_MODE_TRUE);
/* Points are bidirectional with purple back color */
pfLPStateMode(lps, PFLPS_SHAPE_MODE, PFLPS_SHAPE_MODE_BI_COLOR);
pfLPStateBackColor(lps, 1.f, 0.0f, 1.f, 1.0f);
/*
* Point shape is 60 horiz and 90 degrees vertical with
* no roll, falloff of 1 and ambient intensity of .1
*/
pfLPStateShape(lps, 60.0f, 90.0f, 0.0f, 1, .1f);
/*------------------ Set up pfGeoState -------------------*/
gst = pfNewGState(arena);
/* Specify high-quality transparency */
pfGStateMode(gst, PFSTATE_TRANSPARENCY,
PFTR_BLEND_ALPHA | PFTR_NO_OCCLUDE);
pfGStateVal(gst, PFSTATE_ALPHAREF, 0.0f);
pfGStateMode(gst, PFSTATE_ALPHAFUNC, PFAF_GREATER);
pfGStateMode(gst, PFSTATE_ANTIALIAS, PFAA_ON);
pfGStateMode(gst, PFSTATE_ENFOG, 0);
pfGStateMode(gst, PFSTATE_ENLIGHTING, 0);
pfGStateMode(gst, PFSTATE_ENTEXTURE, 1);
pfGStateMode(gst, PFSTATE_ENLPOINTSTATE, 1);
pfGStateAttr(gst, PFSTATE_LPOINTSTATE, lps);
/*------------------ Configure texturing -------------------*/
tgen = pfNewTGen(arena);
tex = pfNewTex(arena);
/*#define USE_TEXTURE_MAPPING_FOR_DIRECTIONALITY*/
#ifdef USE_TEXTURE_MAPPING_FOR_DIRECTIONALITY
/*
* Use texture mapping for directionality. CPU computes size
* and range and fog attenuation
*/
pfLPStateMode(lps, PFLPS_DIR_MODE, PFLPS_DIR_MODE_TEX);
pfLPStateMode(lps, PFLPS_TRANSP_MODE, PFLPS_TRANSP_MODE_ALPHA);
pfLPStateMode(lps, PFLPS_FOG_MODE, PFLPS_FOG_MODE_ALPHA);
pfuMakeLPStateShapeTex(lps, tex, 256);
pfGStateAttr(gst, PFSTATE_TEXTURE, tex);
pfTGenMode(tgen, PF_S, PFTG_SPHERE_MAP);
pfTGenMode(tgen, PF_T, PFTG_SPHERE_MAP);
#else
/*
* Use texture mapping for range and fog attenuation. CPU
* computes size and directionality.
*/
pfLPStateMode(lps, PFLPS_DIR_MODE, PFLPS_DIR_MODE_ALPHA);
pfLPStateMode(lps, PFLPS_TRANSP_MODE, PFLPS_TRANSP_MODE_TEX);
pfLPStateMode(lps, PFLPS_FOG_MODE, PFLPS_FOG_MODE_TEX);
pfuMakeLPStateRangeTex(lps, tex, 256, pfNewFog(NULL));
pfGStateAttr(gst, PFSTATE_TEXTURE, tex);
pfTGenPlane(tgen, PF_S, 0.0f, 0.0f, 1.0f, 0.0f);
pfTGenPlane(tgen, PF_T, 0.0f, 0.0f, 1.0f, 0.0f);
pfTGenMode(tgen, PF_S, PFTG_EYE_LINEAR_IDENT);
pfTGenMode(tgen, PF_T, PFTG_EYE_LINEAR_IDENT);
#endif
pfGStateAttr(gst, PFSTATE_TEXGEN, tgen);
pfGStateMode(gst, PFSTATE_ENTEXGEN, 1);
/* Make PFGS_POINTS pfGeoSet arranged in a sphere */
gd = pfNewGeode();
gs = pfNewGSet(arena);
pfGSetPrimType(gs, PFGS_POINTS);
pfGSetNumPrims(gs, NPOINTS);
colors = pfMalloc(sizeof(pfVec4) * NPOINTS, arena);
coords = pfMalloc(sizeof(pfVec3) * NPOINTS, arena);
norms = pfMalloc(sizeof(pfVec3) * NPOINTS, arena);
pfGSetAttr(gs, PFGS_NORMAL3, PFGS_PER_VERTEX, norms, NULL);
pfGSetAttr(gs, PFGS_COLOR4, PFGS_PER_VERTEX, colors, NULL);
pfGSetAttr(gs, PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL);
pfGSetGState(gs, gst);
pfAddGSet(gd, gs);
/* Squash sphere into an ellipse so perspective point size
is more easily seen
*/
pfMakeRotMat(squash, 90.0f, 1.0f, 0.0f, 0.0f);
pfPostScaleMat(squash, squash, 1.0f, 2.0f, .5f);
pfInvertAffMat(squashInvTransp, squash);
pfTransposeMat(squashInvTransp, squashInvTransp);
dphi = 180.0f / (NPOINTS2-1);
dtheta = 360.0f / NPOINTS2;
phi = dphi;
for (k=0, i=0; i<NPOINTS2 - 2; i++)
{
float ct, st, sp, cp;
theta = 0.0f;
pfSinCos(phi, &sp, &cp);
for (j=0; j<NPOINTS2; j++, k++)
{
pfSetVec4(colors[k], 1.0f, 1.0f, 1.0f, 1.0f);
pfSinCos(theta, &st, &ct);
pfSetVec3(norms[k], ct * sp, st * sp, cp);
pfScaleVec3(coords[k], 10.0f, norms[k]);
pfXformPt3(coords[k], coords[k], squash);
pfXformVec3(norms[k], norms[k], squashInvTransp);
pfNormalizeVec3(norms[k]);
theta += dtheta;
}
phi += dphi;
}
return gd;
}
int
main (int argc, char *argv[])
{
double t = 0.;
pfScene *scene;
pfDCS *dcs;
pfPipe *p;
pfPipeWindow *pw;
pfChannel *chan;
pfSphere bsphere;
pfCoord view;
/* Initialize Performer */
pfInit();
/* Use default multiprocessing mode based on number of
* processors and add the lpoint process to it.
*/
pfMultiprocess(PFMP_DEFAULT | PFMP_FORK_LPOINT);
/* Configure multiprocessing mode and start parallel
* processes.
*/
pfConfig();
/* Create and attach morph to a pfScene. */
scene = pfNewScene();
dcs = pfNewDCS();
pfAddChild(dcs, initLPoints());
pfAddChild(scene, dcs);
/* determine extent of scene's geometry */
pfGetNodeBSphere (scene, &bsphere);
/* Configure and open GL window */
p = pfGetPipe(0);
pw = pfNewPWin(p);
pfPWinName(pw, argv[0]);
pfPWinOriginSize(pw, 0, 0, 500, 500);
pfOpenPWin(pw);
pfConfigPWin(pw);
/* Create and configure a pfChannel. */
chan = pfNewChan(p);
pfChanScene(chan, scene);
pfChanNearFar(chan, 1.0f, 10.0f * bsphere.radius);
pfChanFOV(chan, 45.0f, 0.0f);
pfCopyVec3(view.xyz, bsphere.center);
view.xyz[PF_Y] -= 2.0f * bsphere.radius;
pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
pfChanView(chan, view.xyz, view.hpr);
/* Simulate for twenty seconds. */
while (t < 20.0f)
{
pfMatrix mat;
/* Spin lightpoints */
t = pfGetTime();
pfMakeRotMat(mat, t*17.0f, 0.0f, 0.0f, 1.0f);
pfDCSMat(dcs, mat);
/* Initiate cull/draw for this frame. */
pfFrame();
}
/* Terminate parallel processes and exit. */
pfExit();
return 0;
}