#include <windows.h>
#include <gl/gl.h>
#include <cmath>
#include <cstdlib>
const long double time_unit=0.0001;
const GLdouble PI= 3.1415926536;
bool Clear = true;
long double detail=1.0;
struct mess_point {
long double m,x,y,vx,vy;
void move() {
x+=vx*time_unit;
y+=vy*time_unit;
}
};
typedef struct mess_point MP;
void attract(MP &a,MP &b) {
long double z=(a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y);
z*=sqrt(z);
z=1/z;
z*=time_unit;
a.vx+=b.m*(b.x-a.x)*z;
b.vx+=a.m*(a.x-b.x)*z;
a.vy+=b.m*(b.y-a.y)*z;
b.vy+=a.m*(a.y-b.y)*z;
}
struct universe {
MP p,q,s;
void process(double time) {
int t=floor(time/time_unit+0.5)+1;
while(--t) {
attract(p,q);
attract(p,s);
attract(q,s);
p.move();
q.move();
s.move();
}
}
void input() {
p.m= ((long double) (rand()&0xfff))/0x1000;
p.x=((long double) (rand()&0x1fff)-0x1000)/0x2000;
p.y=((long double) (rand()&0x1fff)-0x1000)/0x2000;
p.vx=((long double) (rand()&0x1fff)-0x1000)/0x1000;
p.vy=((long double) (rand()&0x1fff)-0x1000)/0x1000;
q.m= ((long double) (rand()&0xfff))/0x1000;
q.x=((long double) (rand()&0x1fff)-0x1000)/0x2000;
q.y=((long double) (rand()&0x1fff)-0x1000)/0x2000;
q.vx=((long double) (rand()&0x1fff)-0x1000)/0x1000;
q.vy=((long double) (rand()&0x1fff)-0x1000)/0x1000;
s.m= ((long double) (rand()&0xfff))/0x1000;
s.x=((long double) (rand()&0x1fff)-0x1000)/0x2000;
s.y=((long double) (rand()&0x1fff)-0x1000)/0x2000;
s.vx=((long double) (rand()&0x1fff)-0x1000)/0x1000;
s.vy=((long double) (rand()&0x1fff)-0x1000)/0x1000;
long double summ=p.m+q.m+s.m,ss=(p.x*p.m+q.x*q.m+s.x*s.m)/summ;
p.x-=ss;q.x-=ss;s.x-=ss;
ss=(p.y*p.m+q.y*q.m+s.y*s.m)/summ;
p.y-=ss;q.x-=ss;s.y-=ss;
ss=(p.vx*p.m+q.vx*q.m+s.vx*s.m)/summ;
p.vx-=ss;q.vx-=ss;s.vx-=ss;
ss=(p.vy*p.m+q.vy*q.m+s.vy*s.m)/summ;
p.vy-=ss;q.vx-=ss;s.vy-=ss;
}
void output_gl(HDC &hDC) {
int count;
double x=p.x*detail,y=p.y*detail,m=0.01*sqrt(p.m);
if(Clear){
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT);
}
glPushMatrix ();
glColor3d (1.0, 0.0, 0.0);
glBegin(GL_TRIANGLE_FAN);
glVertex2d(x, y);
for(count=0; count<=8; ++count)
glVertex2d(x+m*cos(PI/4*count), y+m*sin(PI/4*count));
glEnd();
x=q.x*detail;
y=q.y*detail;
m=0.01*sqrt(q.m);
glColor3d (0.0, 1.0, 0.0);
glBegin(GL_TRIANGLE_FAN);
glVertex2d(x, y);
for(count=0; count<=8; ++count)
glVertex2d(x+m*cos(PI/4*count), y+m*sin(PI/4*count));
glEnd();
x=s.x*detail;
y=s.y*detail;
m=0.01*sqrt(s.m);
glColor3d (0.0, 0.0, 1.0);
glBegin(GL_TRIANGLE_FAN);
glVertex2d(x, y);
for(count=0; count<=8; ++count)
glVertex2d(x+m*cos(PI/4*count), y+m*sin(PI/4*count));
glEnd();
glPopMatrix ();
SwapBuffers (hDC);
}
};
/**************************
* Includes
*
**************************/
#include "star3.hpp"
/**************************
* Function Declarations
*
**************************/
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam);
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC);
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC);
universe MyUniv;
long double process_time=0.005;
/**************************
* WinMain
*
**************************/
int WINAPI WinMain (HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int iCmdShow) {
srand(GetTickCount());
WNDCLASS wc;
HWND hWnd;
HDC hDC;
HGLRC hRC;
MSG msg;
BOOL bQuit = FALSE;
/* register window class */
wc.style = CS_OWNDC;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject (BLACK_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "Star";
RegisterClass (&wc);
/* create main window */
hWnd = CreateWindow (
"Star", "Star",
WS_CAPTION | WS_POPUPWINDOW | WS_VISIBLE,
0, 0, 764, 764,
NULL, NULL, hInstance, NULL);
/* enable OpenGL for the window */
EnableOpenGL (hWnd, &hDC, &hRC);
MyUniv.input();
/* program main loop */
while (!bQuit) {
/* check for messages */
if (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE)) {
/* handle or dispatch messages */
if (msg.message == WM_QUIT) {
bQuit = TRUE;
} else {
TranslateMessage (&msg);
DispatchMessage (&msg);
}
} else {
/* OpenGL animation code goes here */
if(process_time>0) {
MyUniv.process(process_time);
MyUniv.output_gl(hDC);
}
Sleep (3);
}
}
/* shutdown OpenGL */
DisableOpenGL (hWnd, hDC, hRC);
/* destroy the window explicitly */
DestroyWindow (hWnd);
return msg.wParam;
}
/********************
* Window Procedure
*
********************/
LRESULT CALLBACK WndProc (HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam) {
switch (message) {
case WM_CREATE:
return 0;
case WM_CLOSE:
PostQuitMessage (0);
return 0;
case WM_DESTROY:
return 0;
case WM_KEYDOWN:
switch (wParam) {
case VK_ESCAPE:
PostQuitMessage(0);
return 0;
case ' ':
MyUniv.input();
process_time = 0.0001;
return 0;
case VK_UP:
process_time += 0.001;
return 0;
case VK_DOWN:
if((process_time -= 0.001)<0.0) process_time=0.0;
return 0;
case 'Z':
process_time += 0.0001;
return 0;
case 'X':
if((process_time -= 0.0001)<0.0) process_time=0.0;
return 0;
case 'C':
process_time= 0.0;
return 0;
case 'V':
Clear = !Clear;
return 0;
case 'A':
detail *= 2;
return 0;
case 'S':
detail /= 2;
return 0;
}
return 0;
default:
return DefWindowProc (hWnd, message, wParam, lParam);
}
}
/*******************
* Enable OpenGL
*
*******************/
void EnableOpenGL (HWND hWnd, HDC *hDC, HGLRC *hRC) {
PIXELFORMATDESCRIPTOR pfd;
int iFormat;
/* get the device context (DC) */
*hDC = GetDC (hWnd);
/* set the pixel format for the DC */
ZeroMemory (&pfd, sizeof (pfd));
pfd.nSize = sizeof (pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW |
PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 8;
pfd.iLayerType = PFD_MAIN_PLANE;
iFormat = ChoosePixelFormat (*hDC, &pfd);
SetPixelFormat (*hDC, iFormat, &pfd);
/* create and enable the render context (RC) */
*hRC = wglCreateContext( *hDC );
wglMakeCurrent( *hDC, *hRC );
}
/******************
* Disable OpenGL
*
******************/
void DisableOpenGL (HWND hWnd, HDC hDC, HGLRC hRC) {
wglMakeCurrent (NULL, NULL);
wglDeleteContext (hRC);
ReleaseDC (hWnd, hDC);
}