GENDROP.C

/******************************Module*Header*******************************\ 
* Module Name: gendrop.c
*
* The Splash style of the 3D Flying Objects screen saver.
*
* Simulation of a drop of water falling into a pool of water.
*
* Copyright (c) 1994 Microsoft Corporation
*
\**************************************************************************/

#include <stdlib.h>
#include <windows.h>
#include <GL\gl.h>
#include <string.h>
#include <math.h>
#include "ss3dfo.h"
#include "mesh.h"

#define FLOAT_SMALL (1e-6)

#define DROPPREC 10

// Remember from pre-calc:
// x = r cos th
// y = r sin th
// to convert from polar to rect, and that
// x = x' cos th - y' sin th
// y = x' sin th + y' cos th
// to rotate axes.
//
// Also, note that the equation for a lemniscate is:
// r = sqrt(sin 2*th)
//

static POINT3D *circle;
static POINT3D *drop;
static POINT3D *curves;
static MESH waterMesh;
static MESH waterInmesh;
static MESH waterOutmesh;
static MESH waterBorderMesh;
static MESH *drops;
static int iPrec;
static float fRadiusFact = 0.35f;

static GLfloat light0Pos[] = {100.0f, 100.0f, 100.0f, 0.0f};
static dropList[DROPPREC];

void genCurves()
{
int i;
double angle;
double step = -PI / (float)(iPrec - 1);
double start = PI / 2.0;
double rotSin = sin(PI / 4.0);
double rotCos = cos(PI / 4.0);
double aFract = 0.0;
double bFract = 1.0;
double fractInc = 1.0 / (double)(iPrec - 1);
POINT3D *pt = curves;

for (i = 0, angle = start; i < iPrec; i++, angle += step) {
circle[i].x = (float) (0.5 * cos(angle));
circle[i].y = (float) (0.5 * sin(angle));
}

step = (-PI / 4.0) / (float)(iPrec - 1);
start = PI / 4.0;

for (i = 0, angle = start; i < iPrec; i++, angle += step) {
double x, y, r;
double xrot, yrot;
double sinVal;

sinVal = sin(2.0 * angle);
if (sinVal < 0.0)
sinVal = -sinVal;

r = 1.5 * sqrt(sinVal);
x = r * cos(angle);
y = r * sin(angle);

xrot = x * rotCos - y * rotSin;
yrot = x * rotSin + y * rotCos - 1.0;

drop[i].x = (float) xrot;
drop[i].y = (float) yrot;
}


for (i = 0; i < DROPPREC; i++) {
int j;

for (j = 0; j < iPrec; j++, pt++) {
pt->x = (float) (aFract * circle[j].x +
bFract * drop[j].x);

pt->y = (float) (aFract * circle[j].y +
bFract * drop[j].y);

pt->z = 0.0f;
}
aFract += fractInc;
bFract -= fractInc;
}
}

#define NORMS(x, y) waterMesh.norms[((x) * iPrec) + y]
#define BNORMS(x, y) waterBorderMesh.norms[((x) * iPrec) + y]
#define INGRID(x, y) waterInmesh.pts[((x) * iPrec) + y]
#define OUTGRID(x, y) waterOutmesh.pts[((x) * iPrec) + y]
#define GRID(x, y) waterMesh.pts[((x) * iPrec) + y]
#define BGRID(x, y) waterBorderMesh.pts[((x) * iPrec) + y]

void genWater(double freq, double damp, double mag, double w, double minr)
{
int i;
int j;
double r;
double theta;
double thetaInc = (2.0 * PI) / (float)iPrec;
double posInc = 1.0 / (float)iPrec;
int facecount;
double xCenter = 0.0;
double zCenter = 0.0;
POINT3D norm;
static BOOL first = TRUE;

if (first) {
for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
for (j = 0, theta = 0.0; j < iPrec; j++, theta += thetaInc) {
float x, z;
float dx, dz;
float rr;

x = (float) cos(theta);
z = (float) sin(theta);

dx = x - (float) xCenter;
dz = z - (float) zCenter;

rr = (float) sqrt((dx * dx) + (dz * dz));
dx /= rr;
dz /= rr;
dx *= i / (float)(iPrec - 1);
dz *= i / (float)(iPrec - 1);
GRID(i, j).x = dx + (float) xCenter;
GRID(i, j).z = dz + (float) zCenter;

INGRID(i, j).y = 0.0f;
OUTGRID(i, j).y = 0.0f;
}
}
}


for (i = (iPrec - 1), r = 1.0; i >= 0; i--, r -= posInc) {
float val;

if (i == 0) {
if (minr != 0.0)
val = (float) (-mag * cos(w + (r * freq)) * exp((-damp * r)/2.0));
else
val = INGRID(0, 0).y * 0.95f;
} else
val = OUTGRID(i - 1, 0).y * 0.95f;

for (j = 0; j < iPrec; j++)
OUTGRID(i, j).y = val;
}


for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
for (j = 0; j < iPrec; j++) {
if (i == iPrec-1)
INGRID(i, j).y = -OUTGRID(i, j).y;
else
INGRID(i, j).y = INGRID(i + 1, j).y * 0.95f;
}
}


waterMesh.numFaces = 0;
waterBorderMesh.numFaces = 0;

for (i = 0; i < iPrec; i++) {
for (j = 0; j < iPrec; j++) {
NORMS(i, j).x = 0.0f;
NORMS(i, j).y = 0.0f;
NORMS(i, j).z = 0.0f;
}
}

for (i = 0, r = 0.0; i < iPrec; i++, r += posInc) {
for (j = 0, theta = 0.0; j < iPrec; j++, theta += thetaInc) {
GRID(i, j).y = OUTGRID(i, j).y + INGRID(i, j).y;


if (i == (iPrec - 1)) {
GRID(i, j).y = 0.0f;

BGRID(0, j).x = GRID(i, j).x;
BGRID(0, j).z = GRID(i, j).z;
BGRID(0, j).y = GRID(i, j).y;

BGRID(1, j).x = GRID(i, j).x;
BGRID(1, j).z = GRID(i, j).z;
BGRID(1, j).y = -0.5f;
}
}
}

for (i = 0; i < 2; i++) {
for (j = 0; j < iPrec; j++) {
BNORMS(i, j).x = 0.0f;
BNORMS(i, j).y = 0.0f;
BNORMS(i, j).z = 0.0f;
}
}

for (facecount = 0, i = 0; i < (iPrec - 1); i++) {
for (j = 0; j < iPrec; j++) {
int k, l;

k = i + 1;

if (j == (iPrec - 1))
l = 0;
else
l = j + 1;

ss_calcNorm(&norm, &GRID(k, j), &GRID(i, j), &GRID(i, l));

if (norm.x > -FLOAT_SMALL && norm.x < FLOAT_SMALL &&
norm.y > -FLOAT_SMALL && norm.y < FLOAT_SMALL &&
norm.z > -FLOAT_SMALL && norm.z < FLOAT_SMALL)
ss_calcNorm(&norm, &GRID(i, l), &GRID(k, l), &GRID(k, j));


waterMesh.faces[facecount].material = 0;
waterMesh.faces[facecount].norm = norm;

NORMS(i, j).x += norm.x;
NORMS(i, j).y += norm.y;
NORMS(i, j).z += norm.z;

NORMS(k, j).x += norm.x;
NORMS(k, j).y += norm.y;
NORMS(k, j).z += norm.z;

NORMS(i, l).x += norm.x;
NORMS(i, l).y += norm.y;
NORMS(i, l).z += norm.z;

NORMS(k, l).x += norm.x;
NORMS(k, l).y += norm.y;
NORMS(k, l).z += norm.z;

waterMesh.faces[facecount].p[0] = (k * iPrec) + j;
waterMesh.faces[facecount].p[1] = (i * iPrec) + j;
waterMesh.faces[facecount].p[2] = (k * iPrec) + l;
waterMesh.faces[facecount].p[3] = (i * iPrec) + l;
waterMesh.numFaces++;
facecount++;
}
}

waterMesh.numPoints = iPrec * iPrec;

for (facecount = 0, i = 0; i < 1; i++) {
for (j = 0; j < iPrec; j++) {
int k, l;

k = i + 1;

if (j == (iPrec - 1))
l = 0;
else
l = j + 1;

ss_calcNorm(&norm, &BGRID(k, j), &BGRID(i, j), &BGRID(i, l));

waterBorderMesh.faces[facecount].material = 0;
waterBorderMesh.faces[facecount].norm = norm;

// Setting SMOOTH_BORDER will render the border (the sides of the "pool")
// with smooth shading. This effect is good at higher tesselations, but
// doesn't really look that good for low tesselations.
//
// A possible enhancement for later: use smooth shading if tesselation
// exceeds some threshold. Should we just pick some arbitrary threshold?
// Make it a setup option? Things look pretty good now, so don't bother?

#if SMOOTH_BORDER
BNORMS(i, j).x += norm.x;
BNORMS(i, j).y += norm.y;
BNORMS(i, j).z += norm.z;

if (i) {
BNORMS(i-1, j).x += norm.x;
BNORMS(i-1, j).y += norm.y;
BNORMS(i-1, j).z += norm.z;
}
if (j) {
BNORMS(i, j-1).x += norm.x;
BNORMS(i, j-1).y += norm.y;
BNORMS(i, j-1).z += norm.z;
}

BNORMS(k, j).x += norm.x;
BNORMS(k, j).y += norm.y;
BNORMS(k, j).z += norm.z;

BNORMS(i, l).x += norm.x;
BNORMS(i, l).y += norm.y;
BNORMS(i, l).z += norm.z;
#else
BNORMS(i, j) = norm;

if (i)
BNORMS(i-1, j) = norm;
if (j)
BNORMS(i, j-1) = norm;

BNORMS(k, j) = norm;
BNORMS(i, l) = norm;
#endif

waterBorderMesh.faces[facecount].p[0] = (k * iPrec) + j;
waterBorderMesh.faces[facecount].p[1] = (i * iPrec) + j;
waterBorderMesh.faces[facecount].p[2] = (k * iPrec) + l;
waterBorderMesh.faces[facecount].p[3] = (i * iPrec) + l;
waterBorderMesh.numFaces++;
facecount++;
}
}
waterBorderMesh.numPoints = 2 * iPrec;

ss_normalizeNorms(waterBorderMesh.norms, waterBorderMesh.numPoints);
ss_normalizeNorms(waterMesh.norms, waterMesh.numPoints);

first = FALSE;
}


void initDropScene()
{
int i;

iPrec = (int)(fTesselFact * 10.5);
if (iPrec < 4)
iPrec = 4;

if (fTesselFact > fRadiusFact)
fRadiusFact = fTesselFact;

circle = (POINT3D *)SaverAlloc(iPrec * sizeof(POINT3D));
drop = (POINT3D *)SaverAlloc(iPrec * sizeof(POINT3D));
curves = (POINT3D *)SaverAlloc(DROPPREC * iPrec * sizeof(POINT3D));
drops = (MESH *)SaverAlloc(DROPPREC * sizeof(MESH));

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.5, 1.5, -1.5, 1.5, 0.0, 3.0);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glTranslatef(0.0f, 0.0f, -1.5f);

glDisable(GL_CULL_FACE);

newMesh(&waterInmesh, iPrec * iPrec, iPrec * iPrec + iPrec);
newMesh(&waterOutmesh, iPrec * iPrec, iPrec * iPrec + iPrec);
newMesh(&waterMesh, iPrec * iPrec, iPrec * iPrec + iPrec);
newMesh(&waterBorderMesh, iPrec, 2 * iPrec);
genCurves();

for (i = 0; i < DROPPREC; i++)
revolveSurface(&drops[i], &curves[i * iPrec], iPrec);
for (i = 0; i < DROPPREC; i++) {
GLuint id = 0x10 + i;
dropList[i] = id;
MakeList(id, &drops[i]);
}
for (i = 0; i < DROPPREC; i++) {
delMesh(&drops[i]);
}

SaverFree(circle);
SaverFree(drop);
SaverFree(curves);
SaverFree(drops);
}

void delDropScene()
{
delMesh(&waterMesh);
delMesh(&waterInmesh);
delMesh(&waterOutmesh);
delMesh(&waterBorderMesh);
}

void updateDropScene(int flags)
{
static double zrot = 0.0;
static double yrot = 0.0;
static double mxrot = 0.0;
static double myrot = 0.0;
static double mzrot = 0.0;
static double mxrotInc = 0.0;
static double myrotInc = 0.1;
static double zrotInc = 3.0;
static double yrotInc = 1.5;
static double mzrotInc = 0.0;
static double ypos = 1.0;
static int dropnum = 0;
static double radius = 0.3;
static double damp = 1.0;
static double mag = 0.0;
static double w = 1.0;
static double freq = 1.0;
static double dist;
static double minr = 0.0;
static int h = 0;
RGBA color;

glPushMatrix();

zrot += zrotInc;
if (zrot >= 45.0) {
zrot = 45.0;
zrotInc = -(2.0 + ((float)rand() / (float)RAND_MAX) * 3.0);
} else if (zrot <= -45.0) {
zrot = -45.0;
zrotInc = 2.0 + ((float)rand() / (float)RAND_MAX) * 3.0;
}

yrot += yrotInc;
if (yrot >= 10.0) {
yrot = 10.0;
yrotInc = -(1.0 + ((float)rand() / (float)RAND_MAX) * 2.0);
} else if (zrot <= -10.0) {
yrot = -10.0;
yrotInc = 1.0 + ((float)rand() / (float)RAND_MAX) * 2.0;
}

if ((ypos + 0.5 < -radius) && (mag < 0.05)) {
radius = (float)rand() / (6.0 * (float)RAND_MAX) + 0.1;
ypos = 1.0;
dropnum = 0;
}

dist = (ypos + 0.5);

if ((dist > -radius / 2.0) && (dist < radius / 2.0)) {
if (dist <= 0.0)
dist = radius / 2.0;
else
dist = (radius / 2.0) - dist;
freq = (0.25 * PI) / dist;
if (freq < 0.2)
freq = 0.2;

minr = radius;

damp = 20.0;
mag = (0.35 / fRadiusFact) + 0.2 * dist;

w = 0;
} else {
minr -= 0.05;
if (minr < 0.0)
minr = 0.0;

mag = mag * 0.95;
if (minr == 0.0) {
w -= (PI / 6.0);
mag *= 0.75;
}
if (damp > 0.0)
damp -= 1.0;
}

genWater(freq, damp, mag, w, minr);

glRotatef((GLfloat) zrot, 0.0f, 0.0f, 1.0f);
glRotatef(30.0f, 1.0f, 0.0f, 0.0f);

glPushMatrix();
glTranslatef(0.0f, -0.5f, 0.0f);
glRotatef((GLfloat) (myrot * (180.0 / PI)), 0.0f, 1.0f, 0.0f);

if (bColorCycle) {
ss_HsvToRgb((float)h, 1.0f, 1.0f, &color );

glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &color);
h++;
h %= 360;
} else {
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &Material[6].kd);
}

updateObject(&waterMesh, bSmoothShading);

if (bSmoothShading)
glShadeModel(GL_FLAT);

if (!bColorCycle)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &Material[2].kd);

updateObject2(&waterBorderMesh, FALSE);
glPopMatrix();

if (bSmoothShading)
glShadeModel(GL_SMOOTH);

if (dist > -radius) {

if (!bColorCycle)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &Material[6].kd);
glTranslatef(0.0f, (GLfloat) ypos, 0.0f);
glScalef((GLfloat) radius, (GLfloat) radius, (GLfloat) radius);
glRotatef(180.0f, 1.0f, 0.0f, 0.0f);
glEnable(GL_NORMALIZE);
glCallList(dropList[dropnum]);
glDisable(GL_NORMALIZE);

}

myrot += myrotInc;

ypos -= 0.08;
dropnum = (int) ((DROPPREC - 1) - (ypos * (DROPPREC - 1)));
if (dropnum > (DROPPREC - 1))
dropnum = DROPPREC - 1;

glPopMatrix();
}