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@thaenor
Created January 10, 2015 14:14
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openGL particle rain snow and hail effects
// May Ang
// [email protected]
// CS 161 - Animation & Visualization
// Final Project - Rain/Hail/Snow Simulation
//source: https://classes.soe.ucsc.edu/cmps161/Winter09/projects/mang/finalproject.html
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <GL/glut.h>
#include <GL/gl.h>
#define MAX_PARTICLES 1000
#define WCX 640
#define WCY 480
#define RAIN 0
#define SNOW 1
#define HAIL 2
float slowdown = 2.0;
float velocity = 0.0;
float zoom = -40.0;
float pan = 0.0;
float tilt = 0.0;
float hailsize = 0.1;
int loop;
int fall;
//floor colors
float r = 0.0;
float g = 1.0;
float b = 0.0;
float ground_points[21][21][3];
float ground_colors[21][21][4];
float accum = -10.0;
typedef struct {
// Life
bool alive; // is the particle alive?
float life; // particle lifespan
float fade; // decay
// color
float red;
float green;
float blue;
// Position/direction
float xpos;
float ypos;
float zpos;
// Velocity/Direction, only goes down in y dir
float vel;
// Gravity
float gravity;
}particles;
// Paticle System
particles par_sys[MAX_PARTICLES];
void normal_keys(unsigned char key, int x, int y) {
if (key == 'r') { // Rain
fall = RAIN;
glutPostRedisplay();
}
if (key == 'h') { // Hail
fall = HAIL;
glutPostRedisplay();
}
if (key == 's') { // Snow
fall = SNOW;
glutPostRedisplay();
}
if (key == '=') { //really '+' - make hail bigger
hailsize += 0.01;
}
if (key == '-') { // make hail smaller
if (hailsize > 0.1) hailsize -= 0.01;
}
if (key == ',') { // really '<' slow down
if (slowdown > 4.0) slowdown += 0.01;
}
if (key == '.') { // really '>' speed up
if (slowdown > 1.0) slowdown -= 0.01;
}
if (key == 'q') { // QUIT
exit(0);
}
}
void special_keys(int key, int x, int y) {
if (key == GLUT_KEY_UP) {
zoom += 1.0;
}
if (key == GLUT_KEY_DOWN) {
zoom -= 1.0;
}
if (key == GLUT_KEY_RIGHT) {
pan += 1.0;
}
if (key == GLUT_KEY_LEFT) {
pan -= 1.0;
}
if (key == GLUT_KEY_PAGE_UP) {
tilt -= 1.0;
}
if (key == GLUT_KEY_PAGE_DOWN) {
tilt += 1.0;
}
}
// Initialize/Reset Particles - give them their attributes
void initParticles(int i) {
par_sys[i].alive = true;
par_sys[i].life = 1.0;
par_sys[i].fade = float(rand()%100)/1000.0f+0.003f;
par_sys[i].xpos = (float) (rand() % 21) - 10;
par_sys[i].ypos = 10.0;
par_sys[i].zpos = (float) (rand() % 21) - 10;
par_sys[i].red = 0.5;
par_sys[i].green = 0.5;
par_sys[i].blue = 1.0;
par_sys[i].vel = velocity;
par_sys[i].gravity = -0.8;//-0.8;
}
void init( ) {
int x, z;
glShadeModel(GL_SMOOTH);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClearDepth(1.0);
glEnable(GL_DEPTH_TEST);
// Ground Verticies
// Ground Colors
for (z = 0; z < 21; z++) {
for (x = 0; x < 21; x++) {
ground_points[x][z][0] = x - 10.0;
ground_points[x][z][1] = accum;
ground_points[x][z][2] = z - 10.0;
ground_colors[z][x][0] = r; // red value
ground_colors[z][x][1] = g; // green value
ground_colors[z][x][2] = b; // blue value
ground_colors[z][x][3] = 0.0; // acummulation factor
}
}
// Initialize particles
for (loop = 0; loop < MAX_PARTICLES; loop++) {
initParticles(loop);
}
}
// For Rain
void drawRain() {
float x, y, z;
for (loop = 0; loop < MAX_PARTICLES; loop=loop+2) {
if (par_sys[loop].alive == true) {
x = par_sys[loop].xpos;
y = par_sys[loop].ypos;
z = par_sys[loop].zpos + zoom;
// Draw particles
glColor3f(0.5, 0.5, 1.0);
glBegin(GL_LINES);
glVertex3f(x, y, z);
glVertex3f(x, y+0.5, z);
glEnd();
// Update values
//Move
// Adjust slowdown for speed!
par_sys[loop].ypos += par_sys[loop].vel / (slowdown*1000);
par_sys[loop].vel += par_sys[loop].gravity;
// Decay
par_sys[loop].life -= par_sys[loop].fade;
if (par_sys[loop].ypos <= -10) {
par_sys[loop].life = -1.0;
}
//Revive
if (par_sys[loop].life < 0.0) {
initParticles(loop);
}
}
}
}
// For Hail
void drawHail() {
float x, y, z;
for (loop = 0; loop < MAX_PARTICLES; loop=loop+2) {
if (par_sys[loop].alive == true) {
x = par_sys[loop].xpos;
y = par_sys[loop].ypos;
z = par_sys[loop].zpos + zoom;
// Draw particles
glColor3f(0.8, 0.8, 0.9);
glBegin(GL_QUADS);
// Front
glVertex3f(x-hailsize, y-hailsize, z+hailsize); // lower left
glVertex3f(x-hailsize, y+hailsize, z+hailsize); // upper left
glVertex3f(x+hailsize, y+hailsize, z+hailsize); // upper right
glVertex3f(x+hailsize, y-hailsize, z+hailsize); // lower left
//Left
glVertex3f(x-hailsize, y-hailsize, z+hailsize);
glVertex3f(x-hailsize, y-hailsize, z-hailsize);
glVertex3f(x-hailsize, y+hailsize, z-hailsize);
glVertex3f(x-hailsize, y+hailsize, z+hailsize);
// Back
glVertex3f(x-hailsize, y-hailsize, z-hailsize);
glVertex3f(x-hailsize, y+hailsize, z-hailsize);
glVertex3f(x+hailsize, y+hailsize, z-hailsize);
glVertex3f(x+hailsize, y-hailsize, z-hailsize);
//Right
glVertex3f(x+hailsize, y+hailsize, z+hailsize);
glVertex3f(x+hailsize, y+hailsize, z-hailsize);
glVertex3f(x+hailsize, y-hailsize, z-hailsize);
glVertex3f(x+hailsize, y-hailsize, z+hailsize);
//Top
glVertex3f(x-hailsize, y+hailsize, z+hailsize);
glVertex3f(x-hailsize, y+hailsize, z-hailsize);
glVertex3f(x+hailsize, y+hailsize, z-hailsize);
glVertex3f(x+hailsize, y+hailsize, z+hailsize);
//Bottom
glVertex3f(x-hailsize, y-hailsize, z+hailsize);
glVertex3f(x-hailsize, y-hailsize, z-hailsize);
glVertex3f(x+hailsize, y-hailsize, z-hailsize);
glVertex3f(x+hailsize, y-hailsize, z+hailsize);
glEnd();
// Update values
//Move
if (par_sys[loop].ypos <= -10) {
par_sys[loop].vel = par_sys[loop].vel * -1.0;
}
par_sys[loop].ypos += par_sys[loop].vel / (slowdown*1000); // * 1000
par_sys[loop].vel += par_sys[loop].gravity;
// Decay
par_sys[loop].life -= par_sys[loop].fade;
//Revive
if (par_sys[loop].life < 0.0) {
initParticles(loop);
}
}
}
}
// For Snow
void drawSnow() {
float x, y, z;
for (loop = 0; loop < MAX_PARTICLES; loop=loop+2) {
if (par_sys[loop].alive == true) {
x = par_sys[loop].xpos;
y = par_sys[loop].ypos;
z = par_sys[loop].zpos + zoom;
// Draw particles
glColor3f(1.0, 1.0, 1.0);
glPushMatrix();
glTranslatef(x, y, z);
glutSolidSphere(0.2, 16, 16);
glPopMatrix();
// Update values
//Move
par_sys[loop].ypos += par_sys[loop].vel / (slowdown*1000);
par_sys[loop].vel += par_sys[loop].gravity;
// Decay
par_sys[loop].life -= par_sys[loop].fade;
if (par_sys[loop].ypos <= -10) {
int zi = z - zoom + 10;
int xi = x + 10;
ground_colors[zi][xi][0] = 1.0;
ground_colors[zi][xi][2] = 1.0;
ground_colors[zi][xi][3] += 1.0;
if (ground_colors[zi][xi][3] > 1.0) {
ground_points[xi][zi][1] += 0.1;
}
par_sys[loop].life = -1.0;
}
//Revive
if (par_sys[loop].life < 0.0) {
initParticles(loop);
}
}
}
}
// Draw Particles
void drawScene( ) {
int i, j;
float x, y, z;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(pan, 0.0, 1.0, 0.0);
glRotatef(tilt, 1.0, 0.0, 0.0);
// GROUND?!
glColor3f(r, g, b);
glBegin(GL_QUADS);
// along z - y const
for (i = -10; i+1 < 11; i++) {
// along x - y const
for (j = -10; j+1 < 11; j++) {
glColor3fv(ground_colors[i+10][j+10]);
glVertex3f(ground_points[j+10][i+10][0],
ground_points[j+10][i+10][1],
ground_points[j+10][i+10][2] + zoom);
glColor3fv(ground_colors[i+10][j+1+10]);
glVertex3f(ground_points[j+1+10][i+10][0],
ground_points[j+1+10][i+10][1],
ground_points[j+1+10][i+10][2] + zoom);
glColor3fv(ground_colors[i+1+10][j+1+10]);
glVertex3f(ground_points[j+1+10][i+1+10][0],
ground_points[j+1+10][i+1+10][1],
ground_points[j+1+10][i+1+10][2] + zoom);
glColor3fv(ground_colors[i+1+10][j+10]);
glVertex3f(ground_points[j+10][i+1+10][0],
ground_points[j+10][i+1+10][1],
ground_points[j+10][i+1+10][2] + zoom);
}
}
glEnd();
// Which Particles
if (fall == RAIN) {
drawRain();
}else if (fall == HAIL) {
drawHail();
}else if (fall == SNOW) {
drawSnow();
}
glutSwapBuffers();
}
void reshape(int w, int h) {
if (h == 0) h = 1;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (float) w / (float) h, .1, 200);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void idle ( ) {
glutPostRedisplay();
}
int main (int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE);
glutInitWindowSize(WCX, WCY);
glutCreateWindow("CMPS 161 - Final Project");
init();
glutDisplayFunc(drawScene);
glutReshapeFunc(reshape);
glutKeyboardFunc(normal_keys);
glutSpecialFunc(special_keys);
glutIdleFunc(idle);
glutMainLoop();
return 0;
}
@sumaaithal
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hey!! i wanted to know how to change the color of snow while it is falling down gradually. ? please help me with this!

@sumaaithal
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please respond asap!

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