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foam-extend4.1-coherent-io/applications/utilities/surface/surfaceCoarsen/bunnylod/winmain.C
2013-07-18 10:15:54 +02:00

444 lines
12 KiB
C

/*
* Polygon Reduction Demo by Stan Melax (c) 1998
* Permission to use any of this code wherever you want is granted..
* Although, please do acknowledge authorship if appropriate.
*
* This module contains the window setup code, mouse input, timing
* routines, and that sort of stuff. The interesting modules
* to see are bunnygut.cpp and progmesh.cpp.
*
* The windows 95 specific code for this application was taken from
* an example of processing mouse events in an OpenGL program using
* the Win32 API from the www.opengl.org web site.
*
* Under Project->Settings, Link Options, General Category
* Add:
* Opengl32.lib glu32.lib winmm.lib
* to the Object/Library Modules
*
* You will need have OpenGL libs and include files to compile this
* Go to the www.opengl.org web site if you need help with this.
*/
#include <windows.h> /* must include this before GL/gl.h */
#include <GL/gl.h> /* OpenGL header file */
#include <GL/glu.h> /* OpenGL utilities header file */
#include <stdio.h>
#include <sys/types.h>
#include <sys/timeb.h>
#include <time.h>
#include "vector.h"
#include "font.h"
// Functions and Variables from bunny module
extern void InitModel();
extern void RenderModel();
extern Vector model_position; // position of bunny
extern Quaternion model_orientation; // orientation of bunny
// Global Variables
float DeltaT = 0.1f;
float FPS;
int Width = 512;
int Height = 512;
int MouseX = 0;
int MouseY = 0;
Vector MouseVector; // 3D direction mouse points
Vector OldMouseVector;
int MouseState=0; // true iff left button down
float ViewAngle=45.0f;
HDC hDC; /* device context */
HPALETTE hPalette = 0; /* custom palette (if needed) */
void CalcFPSDeltaT(){
static int timeinit=0;
static int start,start2,current,last;
static int frame=0, frame2=0;
if(!timeinit){
frame=0;
start=timeGetTime();
timeinit=1;
}
frame++;
frame2++;
current=timeGetTime(); // found in winmm.lib
double dif=(double)(current-start)/CLOCKS_PER_SEC;
double rv = (dif)? (double)frame/(double)dif:-1.0;
if(dif>2.0 && frame >10) {
start = start2;
frame = frame2;
start2 = timeGetTime();
frame2 = 0;
}
DeltaT = (float)(current-last)/CLOCKS_PER_SEC;
if(current==last) {
DeltaT = 0.1f/CLOCKS_PER_SEC; // it just cant be 0
}
// if(DeltaT>1.0) DeltaT=1.0;
FPS = (float)rv;
last = current;
}
void ComputeMouseVector(){
OldMouseVector=MouseVector;
float spread = (float)tan(ViewAngle/2*3.14/180);
float y = spread * ((Height-MouseY)-Height/2.0f) /(Height/2.0f);
float x = spread * (MouseX-Width/2.0f) /(Height/2.0f);
Vector v(x ,y,-1);
// v=UserOrientation *v;
v=normalize(v);
MouseVector = v;
}
Quaternion VirtualTrackBall(Vector cop,Vector cor,Vector dir1,Vector dir2) {
// Implement track ball functionality to spin stuf on the screen
// cop center of projection
// cor center of rotation
// dir1 old mouse direction
// dir2 new mouse direction
// pretend there is a sphere around cor. Then find the points
// where dir1 and dir2 intersect that sphere. Find the
// rotation that takes the first point to the second.
float m;
// compute plane
Vector nrml = cor - cop;
float fudgefactor = 1.0f/(magnitude(nrml) * 0.25f); // since trackball proportional to distance from cop
nrml = normalize(nrml);
float dist = -(nrml^cor);
Vector u= planelineintersection(nrml,dist,cop,cop+dir1);
u=u-cor;
u=u*fudgefactor;
m= magnitude(u);
if(m>1) {u=u*1.0f/m;}
else {
u=u - (nrml * (float)sqrt(1-m*m));
}
Vector v= planelineintersection(nrml,dist,cop,cop+dir2);
v=v-cor;
v=v*fudgefactor;
m= magnitude(v);
if(m>1) {v=v*1.0f/m;}
else {
v=v - (nrml * (float)sqrt(1-m*m));
}
Vector axis = u*v;
float angle;
m=magnitude(axis);
if(m>1)m=1; // avoid potential floating point error
Quaternion q(Vector(1.0f,0.0f,0.0f),0.0f);
if(m>0 && (angle=(float)asin(m))>3.14/180) {
axis = normalize(axis);
q=Quaternion(axis,angle);
}
return q;
}
void SpinIt(){
// Change the orientation of the bunny according to mouse drag
Quaternion q=VirtualTrackBall(Vector(0,0,0),model_position,
OldMouseVector,MouseVector);
model_orientation=q*model_orientation;
}
void Reshape(int width, int height){
// called initially and when the window changes size
Width=width;
Height=height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(ViewAngle, (float)width/height, 0.1, 50.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void PrintStats(){
char buf[1024];buf[0]='\0';
sprintf(buf,"FPS: %5.2f ",FPS);
PostString(buf,0,-1,0);
}
void Display(){
// main drawing routine - called every frame
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glLoadIdentity();
// camera at default (zero) position and orientation
RenderModel();
PrintStats();
glLoadIdentity();
RenderStrings();
glPopMatrix();
glFlush();
SwapBuffers(hDC); /* nop if singlebuffered */
}
LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
static PAINTSTRUCT ps;
static GLboolean left = GL_FALSE; /* left button currently down? */
static GLboolean right = GL_FALSE; /* right button currently down? */
static int omx, omy, mx, my;
switch(uMsg) {
case WM_PAINT:
BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
return 0;
case WM_SIZE:
Reshape(LOWORD(lParam), HIWORD(lParam));
PostMessage(hWnd, WM_PAINT, 0, 0);
return 0;
case WM_CHAR:
switch (wParam) {
case 27: /* ESC key */
PostQuitMessage(0);
break;
}
return 0;
case WM_LBUTTONDOWN:
/* if we don't set the capture we won't get mouse move
messages when the mouse moves outside the window. */
SetCapture(hWnd);
MouseX = LOWORD(lParam);
MouseY = HIWORD(lParam);
ComputeMouseVector();
MouseState = 1;
return 0;
case WM_LBUTTONUP:
MouseX = LOWORD(lParam);
MouseY = HIWORD(lParam);
if(MouseX & 1 << 15) MouseX -= (1 << 16);
if(MouseY & 1 << 15) MouseY -= (1 << 16);
ComputeMouseVector();
if(MouseState) SpinIt();
MouseState=0;
/* remember to release the capture when we are finished. */
ReleaseCapture();
return 0;
case WM_MOUSEMOVE:
MouseX = LOWORD(lParam);
MouseY = HIWORD(lParam);
/* Win32 is pretty braindead about the x, y position that
it returns when the mouse is off the left or top edge
of the window (due to them being unsigned). therefore,
roll the Win32's 0..2^16 pointer co-ord range to the
more amenable (and useful) 0..+/-2^15. */
if(MouseX & 1 << 15) MouseX -= (1 << 16);
if(MouseY & 1 << 15) MouseY -= (1 << 16);
ComputeMouseVector();
if(MouseState) SpinIt();
return 0;
case WM_PALETTECHANGED:
if (hWnd == (HWND)wParam) break;
/* fall through to WM_QUERYNEWPALETTE */
case WM_QUERYNEWPALETTE:
if (hPalette) {
UnrealizeObject(hPalette);
SelectPalette(hDC, hPalette, FALSE);
RealizePalette(hDC);
return TRUE;
}
return FALSE;
case WM_CLOSE:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
HWND CreateOpenGLWindow(char* title)
{
// make a double-buffered, rgba, opengl window
int n, pf;
HWND hWnd;
WNDCLASS wc;
LOGPALETTE* lpPal;
PIXELFORMATDESCRIPTOR pfd;
static HINSTANCE hInstance = 0;
/* only register the window class once - use hInstance as a flag. */
if (!hInstance) {
hInstance = GetModuleHandle(NULL);
wc.style = CS_OWNDC;
wc.lpfnWndProc = (WNDPROC)WindowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = "OpenGL";
if (!RegisterClass(&wc)) {
MessageBox(NULL, "RegisterClass() failed: "
"Cannot register window class.", "Error", MB_OK);
return NULL;
}
}
hWnd = CreateWindow("OpenGL", title, WS_OVERLAPPEDWINDOW |
WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
0,0,Width,Height, NULL, NULL, hInstance, NULL);
if (hWnd == NULL) {
MessageBox(NULL, "CreateWindow() failed: Cannot create a window.",
"Error", MB_OK);
return NULL;
}
hDC = GetDC(hWnd);
/* there is no guarantee that the contents of the stack that become
the pfd are zeroed, therefore _make sure_ to clear these bits. */
memset(&pfd, 0, 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.cDepthBits = 32;
pfd.cColorBits = 32;
pf = ChoosePixelFormat(hDC, &pfd);
if (pf == 0) {
MessageBox(NULL, "ChoosePixelFormat() failed: "
"Cannot find a suitable pixel format.", "Error", MB_OK);
return 0;
}
if (SetPixelFormat(hDC, pf, &pfd) == FALSE) {
MessageBox(NULL, "SetPixelFormat() failed: "
"Cannot set format specified.", "Error", MB_OK);
return 0;
}
DescribePixelFormat(hDC, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
if (pfd.dwFlags & PFD_NEED_PALETTE ||
pfd.iPixelType == PFD_TYPE_COLORINDEX) {
n = 1 << pfd.cColorBits;
if (n > 256) n = 256;
lpPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +
sizeof(PALETTEENTRY) * n);
memset(lpPal, 0, sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * n);
lpPal->palVersion = 0x300;
lpPal->palNumEntries = n;
GetSystemPaletteEntries(hDC, 0, n, &lpPal->palPalEntry[0]);
/* if the pixel type is RGBA, then we want to make an RGB ramp,
otherwise (color index) set individual colors. */
if (pfd.iPixelType == PFD_TYPE_RGBA) {
int redMask = (1 << pfd.cRedBits) - 1;
int greenMask = (1 << pfd.cGreenBits) - 1;
int blueMask = (1 << pfd.cBlueBits) - 1;
int i;
/* fill in the entries with an RGB color ramp. */
for (i = 0; i < n; ++i) {
lpPal->palPalEntry[i].peRed =
(((i >> pfd.cRedShift) & redMask) * 255)/redMask;
lpPal->palPalEntry[i].peGreen =
(((i >> pfd.cGreenShift) & greenMask) * 255)/greenMask;
lpPal->palPalEntry[i].peBlue =
(((i >> pfd.cBlueShift) & blueMask) * 255)/blueMask;
lpPal->palPalEntry[i].peFlags = 0;
}
} else {
lpPal->palPalEntry[0].peRed = 0;
lpPal->palPalEntry[0].peGreen = 0;
lpPal->palPalEntry[0].peBlue = 0;
lpPal->palPalEntry[0].peFlags = PC_NOCOLLAPSE;
lpPal->palPalEntry[1].peRed = 255;
lpPal->palPalEntry[1].peGreen = 0;
lpPal->palPalEntry[1].peBlue = 0;
lpPal->palPalEntry[1].peFlags = PC_NOCOLLAPSE;
lpPal->palPalEntry[2].peRed = 0;
lpPal->palPalEntry[2].peGreen = 255;
lpPal->palPalEntry[2].peBlue = 0;
lpPal->palPalEntry[2].peFlags = PC_NOCOLLAPSE;
lpPal->palPalEntry[3].peRed = 0;
lpPal->palPalEntry[3].peGreen = 0;
lpPal->palPalEntry[3].peBlue = 255;
lpPal->palPalEntry[3].peFlags = PC_NOCOLLAPSE;
}
hPalette = CreatePalette(lpPal);
if (hPalette) {
SelectPalette(hDC, hPalette, FALSE);
RealizePalette(hDC);
}
free(lpPal);
}
ReleaseDC(hDC, hWnd);
return hWnd;
}
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow)
{
HGLRC hRC; /* opengl context */
HWND hWnd; /* window */
MSG msg; /* message */
// InitModel() initializes some data structures and
// does the progressive mesh polygon reduction algorithm
// on the model.
CalcFPSDeltaT(); // to time the algorithm
InitModel();
CalcFPSDeltaT();
hWnd = CreateOpenGLWindow("bunnylod by Stan Melax");
if (hWnd == NULL) exit(1);
hDC = GetDC(hWnd);
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
ShowWindow(hWnd, nCmdShow);
glEnable(GL_DEPTH_TEST);
PostString("Demo by Stan Melax (c)1998",5,-5,20);
PostString("Model by Viewpoint Datalabs (c)1996",5,-4,20);
char buf[128];
PostString("Mesh Reduction Algorithm (non-optimized)",1,0,5);
sprintf(buf,"was executed in %5.3f seconds",DeltaT);
PostString(buf,2,1,6);
while (1) {
while(PeekMessage(&msg, hWnd, 0, 0, PM_NOREMOVE)) {
if(GetMessage(&msg, hWnd, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
goto quit; // This 'goto' was in the sample code
}
}
CalcFPSDeltaT();
Display();
}
quit:
wglMakeCurrent(NULL, NULL);
ReleaseDC(hDC, hWnd);
wglDeleteContext(hRC);
DestroyWindow(hWnd);
if (hPalette) DeleteObject(hPalette);
return msg.wParam;
}