質問編集履歴
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ソースコードの追加 文章訂正
test
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File without changes
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test
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#include "GL/glut.h"
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#include <stdlib.h>
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#in
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#define MAX_DROPS 50000
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#define GRAVITY -0.0005
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#define M_PI 3.1415926535897932384626433832795
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#define M_PI (3.1415926535897932384626433832795)
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typedef struct {
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int
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int alive;
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GLfloat
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GLfloat xpos, ypos;
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GLfloat xacc[MAX_POINTS], yacc[MAX_POINTS];
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GLfloat r
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GLfloat xdir, ydir;
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GLfloat mass;
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} Particle;
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Particle water[MAX_DROPS];
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cury = 0.0 + drand48();
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red = 0.5 + 0.5*drand48();
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green = 0.5 + 0.5*drand48();
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blue = 0.5 + 0.5*drand48();
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int NumDrops;
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for (j=0 ; j<numPoints ; j++ ) {
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x[j] = curx;
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y[j] = cury;
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temp = drand48();
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temp2 = drand48()*2.0*M_PI;
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xacc[j] = (cos(temp2) * temp)/length;
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yacc[j] = (sin(temp2) * temp)/length;
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}
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}
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void draw_
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void draw_waterfall(void)
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{
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int i;
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glClear(GL_COLOR_BUFFER_BIT);
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glColor3f(
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glColor3f(1.0, 1.5, 1.0);
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glBegin(GL_POINTS);
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for (i=0;i<
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for ( i=0 ; i<NumDrops ; i++ )
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if (water[i].alive) {
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glVertex2f(
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glVertex2f(water[i].xpos, water[i].ypos);
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}
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void time_step(void)
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{
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int i;
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for ( i=0 ; i<NumDrops ; i++ ) {
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if (water[i].alive) {
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// set up an object to hit
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if (water[i].ypos + GRAVITY*water[i].mass < -5.75) {
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// bounce it off of the "floor"
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water[i].ydir = -water[i].ydir;
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} else {
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// let gravity do its thing
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water[i].ydir += GRAVITY * water[i].mass;
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}
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water[i].xpos += water[i].xdir;
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water[i].ypos += water[i].ydir;
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if (water[i].ypos < -1.0 || water[i].xpos > 1.0)
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water[i].alive = 0;
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}
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}
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}
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void drop_generator(void)
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{
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int i,newdrops = drand48()*2;
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if (NumDrops + newdrops > MAX_DROPS)
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newdrops = MAX_DROPS - NumDrops;
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for ( i=NumDrops ; i<NumDrops+newdrops ; i++ ) {
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water[i].alive = 1;
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water[i].xpos = -0.8 + 0.01*drand48();
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water[i].ypos = 0.8 + 0.01*drand48();
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water[i].xdir = 0.0075 + 0.0025*drand48();
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water[i].ydir = 0.0;
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water[i].mass = 0.5 + 0.5*drand48();
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}
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NumDrops += newdrops;
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}
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void display(void)
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{
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{
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g
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drop_generator();
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for (i=0; i<numPoints; i++)
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yacc[i] -= 1.2 / length; // gravity
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draw_
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draw_waterfall();
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time_step();
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}
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}
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void keyboard(unsigned char key, int x, int y)
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{
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ste
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switch (key) {
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case 27: exit(0); break;
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}
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}
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void reshape (int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho(-1.0, 1.0,
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-1.0*(GLfloat)h/(GLfloat)w, 1.0*(GLfloat)h/(GLfloat)w,
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-1.0, 1.0);
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else
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glOrtho(-1.0*(GLfloat)w/(GLfloat)h, 1.0*(GLfloat)w/(GLfloat)h,
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-1.0, 1.0,
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-1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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}
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void keyboard(unsigned char key, int x, int y)
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{
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switch (key) {
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case 27: exit(0); break;
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}
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}
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void reshape (int w, int h)
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{
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glViewport(0, 0, (GLsizei) w, (GLsizei) h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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glOrtho(-1.0, 1.0,
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-1.0*(GLfloat)h/(GLfloat)w, 1.0*(GLfloat)h/(GLfloat)w,
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-1.0, 1.0);
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else
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glOrtho(-1.0*(GLfloat)w/(GLfloat)h, 1.0*(GLfloat)w/(GLfloat)h,
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-1.0, 1.0,
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-1.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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}
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int main(int argc, char** argv)
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glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB);
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glutInitWindowSize (
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glutInitWindowSize (700, 700);
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glutInitWindowPosition(0, 0);
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glutCreateWindow ("
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glutCreateWindow ("Waterfall");
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glClearColor (0.0, 0.0, 0.0, 0.0);
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in
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glPointSize(5.0);
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return
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return 1;
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}
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}
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```
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