db7fac3f24
git-svn-id: https://openfoam-extend.svn.sourceforge.net/svnroot/openfoam-extend/trunk/Core/OpenFOAM-1.5-dev@1731 e4e07f05-0c2f-0410-a05a-b8ba57e0c909
444 lines
13 KiB
C
444 lines
13 KiB
C
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/*
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* Polygon Reduction Demo by Stan Melax (c) 1998
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* Permission to use any of this code wherever you want is granted..
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* Although, please do acknowledge authorship if appropriate.
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*
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* This module contains the window setup code, mouse input, timing
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* routines, and that sort of stuff. The interesting modules
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* to see are bunnygut.cpp and progmesh.cpp.
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*
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* The windows 95 specific code for this application was taken from
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* an example of processing mouse events in an OpenGL program using
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* the Win32 API from the www.opengl.org web site.
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*
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* Under Project->Settings, Link Options, General Category
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* Add:
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* Opengl32.lib glu32.lib winmm.lib
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* to the Object/Library Modules
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*
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* You will need have OpenGL libs and include files to compile this
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* Go to the www.opengl.org web site if you need help with this.
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*/
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#include <windows.h> /* must include this before GL/gl.h */
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#include <GL/gl.h> /* OpenGL header file */
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#include <GL/glu.h> /* OpenGL utilities header file */
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#include <stdio.h>
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#include <sys/types.h>
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#include <sys/timeb.h>
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#include <time.h>
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#include "vector.h"
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#include "font.h"
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// Functions and Variables from bunny module
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extern void InitModel();
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extern void RenderModel();
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extern Vector model_position; // position of bunny
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extern Quaternion model_orientation; // orientation of bunny
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// Global Variables
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float DeltaT = 0.1f;
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float FPS;
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int Width = 512;
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int Height = 512;
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int MouseX = 0;
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int MouseY = 0;
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Vector MouseVector; // 3D direction mouse points
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Vector OldMouseVector;
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int MouseState=0; // true iff left button down
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float ViewAngle=45.0f;
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HDC hDC; /* device context */
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HPALETTE hPalette = 0; /* custom palette (if needed) */
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void CalcFPSDeltaT(){
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static int timeinit=0;
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static int start,start2,current,last;
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static int frame=0, frame2=0;
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if(!timeinit){
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frame=0;
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start=timeGetTime();
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timeinit=1;
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}
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frame++;
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frame2++;
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current=timeGetTime(); // found in winmm.lib
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double dif=(double)(current-start)/CLOCKS_PER_SEC;
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double rv = (dif)? (double)frame/(double)dif:-1.0;
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if(dif>2.0 && frame >10) {
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start = start2;
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frame = frame2;
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start2 = timeGetTime();
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frame2 = 0;
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}
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DeltaT = (float)(current-last)/CLOCKS_PER_SEC;
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if(current==last) {
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DeltaT = 0.1f/CLOCKS_PER_SEC; // it just cant be 0
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}
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// if(DeltaT>1.0) DeltaT=1.0;
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FPS = (float)rv;
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last = current;
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}
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void ComputeMouseVector(){
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OldMouseVector=MouseVector;
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float spread = (float)tan(ViewAngle/2*3.14/180);
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float y = spread * ((Height-MouseY)-Height/2.0f) /(Height/2.0f);
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float x = spread * (MouseX-Width/2.0f) /(Height/2.0f);
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Vector v(x ,y,-1);
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// v=UserOrientation *v;
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v=normalize(v);
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MouseVector = v;
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}
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Quaternion VirtualTrackBall(Vector cop,Vector cor,Vector dir1,Vector dir2) {
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// Implement track ball functionality to spin stuf on the screen
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// cop center of projection
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// cor center of rotation
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// dir1 old mouse direction
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// dir2 new mouse direction
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// pretend there is a sphere around cor. Then find the points
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// where dir1 and dir2 intersect that sphere. Find the
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// rotation that takes the first point to the second.
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float m;
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// compute plane
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Vector nrml = cor - cop;
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float fudgefactor = 1.0f/(magnitude(nrml) * 0.25f); // since trackball proportional to distance from cop
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nrml = normalize(nrml);
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float dist = -(nrml^cor);
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Vector u= planelineintersection(nrml,dist,cop,cop+dir1);
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u=u-cor;
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u=u*fudgefactor;
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m= magnitude(u);
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if(m>1) {u=u*1.0f/m;}
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else {
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u=u - (nrml * (float)sqrt(1-m*m));
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}
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Vector v= planelineintersection(nrml,dist,cop,cop+dir2);
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v=v-cor;
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v=v*fudgefactor;
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m= magnitude(v);
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if(m>1) {v=v*1.0f/m;}
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else {
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v=v - (nrml * (float)sqrt(1-m*m));
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}
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Vector axis = u*v;
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float angle;
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m=magnitude(axis);
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if(m>1)m=1; // avoid potential floating point error
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Quaternion q(Vector(1.0f,0.0f,0.0f),0.0f);
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if(m>0 && (angle=(float)asin(m))>3.14/180) {
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axis = normalize(axis);
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q=Quaternion(axis,angle);
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}
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return q;
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}
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void SpinIt(){
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// Change the orientation of the bunny according to mouse drag
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Quaternion q=VirtualTrackBall(Vector(0,0,0),model_position,
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OldMouseVector,MouseVector);
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model_orientation=q*model_orientation;
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}
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void Reshape(int width, int height){
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// called initially and when the window changes size
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Width=width;
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Height=height;
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(ViewAngle, (float)width/height, 0.1, 50.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void PrintStats(){
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char buf[1024];buf[0]='\0';
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sprintf(buf,"FPS: %5.2f ",FPS);
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PostString(buf,0,-1,0);
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}
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void Display(){
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// main drawing routine - called every frame
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glLoadIdentity();
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// camera at default (zero) position and orientation
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RenderModel();
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PrintStats();
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glLoadIdentity();
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RenderStrings();
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glPopMatrix();
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glFlush();
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SwapBuffers(hDC); /* nop if singlebuffered */
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}
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LONG WINAPI WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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{
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static PAINTSTRUCT ps;
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static GLboolean left = GL_FALSE; /* left button currently down? */
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static GLboolean right = GL_FALSE; /* right button currently down? */
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static int omx, omy, mx, my;
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switch(uMsg) {
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case WM_PAINT:
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BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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return 0;
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case WM_SIZE:
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Reshape(LOWORD(lParam), HIWORD(lParam));
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PostMessage(hWnd, WM_PAINT, 0, 0);
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return 0;
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case WM_CHAR:
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switch (wParam) {
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case 27: /* ESC key */
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PostQuitMessage(0);
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break;
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}
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return 0;
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case WM_LBUTTONDOWN:
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/* if we don't set the capture we won't get mouse move
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messages when the mouse moves outside the window. */
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SetCapture(hWnd);
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MouseX = LOWORD(lParam);
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MouseY = HIWORD(lParam);
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ComputeMouseVector();
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MouseState = 1;
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return 0;
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case WM_LBUTTONUP:
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MouseX = LOWORD(lParam);
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MouseY = HIWORD(lParam);
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if(MouseX & 1 << 15) MouseX -= (1 << 16);
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if(MouseY & 1 << 15) MouseY -= (1 << 16);
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ComputeMouseVector();
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if(MouseState) SpinIt();
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MouseState=0;
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/* remember to release the capture when we are finished. */
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ReleaseCapture();
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return 0;
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case WM_MOUSEMOVE:
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MouseX = LOWORD(lParam);
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MouseY = HIWORD(lParam);
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/* Win32 is pretty braindead about the x, y position that
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it returns when the mouse is off the left or top edge
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of the window (due to them being unsigned). therefore,
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roll the Win32's 0..2^16 pointer co-ord range to the
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more amenable (and useful) 0..+/-2^15. */
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if(MouseX & 1 << 15) MouseX -= (1 << 16);
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if(MouseY & 1 << 15) MouseY -= (1 << 16);
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ComputeMouseVector();
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if(MouseState) SpinIt();
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return 0;
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case WM_PALETTECHANGED:
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if (hWnd == (HWND)wParam) break;
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/* fall through to WM_QUERYNEWPALETTE */
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case WM_QUERYNEWPALETTE:
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if (hPalette) {
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UnrealizeObject(hPalette);
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SelectPalette(hDC, hPalette, FALSE);
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RealizePalette(hDC);
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return TRUE;
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}
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return FALSE;
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case WM_CLOSE:
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PostQuitMessage(0);
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return 0;
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}
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return DefWindowProc(hWnd, uMsg, wParam, lParam);
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}
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HWND CreateOpenGLWindow(char* title)
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{
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// make a double-buffered, rgba, opengl window
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int n, pf;
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HWND hWnd;
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WNDCLASS wc;
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LOGPALETTE* lpPal;
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PIXELFORMATDESCRIPTOR pfd;
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static HINSTANCE hInstance = 0;
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/* only register the window class once - use hInstance as a flag. */
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if (!hInstance) {
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hInstance = GetModuleHandle(NULL);
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wc.style = CS_OWNDC;
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wc.lpfnWndProc = (WNDPROC)WindowProc;
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wc.cbClsExtra = 0;
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wc.cbWndExtra = 0;
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wc.hInstance = hInstance;
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wc.hIcon = LoadIcon(NULL, IDI_WINLOGO);
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.hbrBackground = NULL;
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wc.lpszMenuName = NULL;
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wc.lpszClassName = "OpenGL";
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if (!RegisterClass(&wc)) {
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MessageBox(NULL, "RegisterClass() failed: "
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"Cannot register window class.", "Error", MB_OK);
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return NULL;
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}
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}
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hWnd = CreateWindow("OpenGL", title, WS_OVERLAPPEDWINDOW |
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WS_CLIPSIBLINGS | WS_CLIPCHILDREN,
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0,0,Width,Height, NULL, NULL, hInstance, NULL);
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if (hWnd == NULL) {
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MessageBox(NULL, "CreateWindow() failed: Cannot create a window.",
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"Error", MB_OK);
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return NULL;
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}
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hDC = GetDC(hWnd);
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/* there is no guarantee that the contents of the stack that become
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the pfd are zeroed, therefore _make sure_ to clear these bits. */
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memset(&pfd, 0, sizeof(pfd));
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cDepthBits = 32;
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pfd.cColorBits = 32;
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pf = ChoosePixelFormat(hDC, &pfd);
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if (pf == 0) {
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MessageBox(NULL, "ChoosePixelFormat() failed: "
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"Cannot find a suitable pixel format.", "Error", MB_OK);
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return 0;
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}
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if (SetPixelFormat(hDC, pf, &pfd) == FALSE) {
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MessageBox(NULL, "SetPixelFormat() failed: "
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"Cannot set format specified.", "Error", MB_OK);
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return 0;
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}
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DescribePixelFormat(hDC, pf, sizeof(PIXELFORMATDESCRIPTOR), &pfd);
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if (pfd.dwFlags & PFD_NEED_PALETTE ||
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pfd.iPixelType == PFD_TYPE_COLORINDEX) {
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n = 1 << pfd.cColorBits;
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if (n > 256) n = 256;
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lpPal = (LOGPALETTE*)malloc(sizeof(LOGPALETTE) +
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sizeof(PALETTEENTRY) * n);
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memset(lpPal, 0, sizeof(LOGPALETTE) + sizeof(PALETTEENTRY) * n);
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lpPal->palVersion = 0x300;
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lpPal->palNumEntries = n;
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GetSystemPaletteEntries(hDC, 0, n, &lpPal->palPalEntry[0]);
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/* if the pixel type is RGBA, then we want to make an RGB ramp,
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otherwise (color index) set individual colors. */
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if (pfd.iPixelType == PFD_TYPE_RGBA) {
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int redMask = (1 << pfd.cRedBits) - 1;
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int greenMask = (1 << pfd.cGreenBits) - 1;
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int blueMask = (1 << pfd.cBlueBits) - 1;
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int i;
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/* fill in the entries with an RGB color ramp. */
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for (i = 0; i < n; ++i) {
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lpPal->palPalEntry[i].peRed =
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(((i >> pfd.cRedShift) & redMask) * 255)/redMask;
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lpPal->palPalEntry[i].peGreen =
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(((i >> pfd.cGreenShift) & greenMask) * 255)/greenMask;
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lpPal->palPalEntry[i].peBlue =
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(((i >> pfd.cBlueShift) & blueMask) * 255)/blueMask;
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lpPal->palPalEntry[i].peFlags = 0;
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}
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} else {
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lpPal->palPalEntry[0].peRed = 0;
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lpPal->palPalEntry[0].peGreen = 0;
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lpPal->palPalEntry[0].peBlue = 0;
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lpPal->palPalEntry[0].peFlags = PC_NOCOLLAPSE;
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lpPal->palPalEntry[1].peRed = 255;
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lpPal->palPalEntry[1].peGreen = 0;
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lpPal->palPalEntry[1].peBlue = 0;
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lpPal->palPalEntry[1].peFlags = PC_NOCOLLAPSE;
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lpPal->palPalEntry[2].peRed = 0;
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lpPal->palPalEntry[2].peGreen = 255;
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lpPal->palPalEntry[2].peBlue = 0;
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lpPal->palPalEntry[2].peFlags = PC_NOCOLLAPSE;
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lpPal->palPalEntry[3].peRed = 0;
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lpPal->palPalEntry[3].peGreen = 0;
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lpPal->palPalEntry[3].peBlue = 255;
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lpPal->palPalEntry[3].peFlags = PC_NOCOLLAPSE;
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}
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hPalette = CreatePalette(lpPal);
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if (hPalette) {
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SelectPalette(hDC, hPalette, FALSE);
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RealizePalette(hDC);
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}
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free(lpPal);
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}
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ReleaseDC(hDC, hWnd);
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return hWnd;
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}
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int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
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LPSTR lpszCmdLine, int nCmdShow)
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{
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HGLRC hRC; /* opengl context */
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HWND hWnd; /* window */
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MSG msg; /* message */
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// InitModel() initializes some data structures and
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// does the progressive mesh polygon reduction algorithm
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// on the model.
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CalcFPSDeltaT(); // to time the algorithm
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InitModel();
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CalcFPSDeltaT();
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hWnd = CreateOpenGLWindow("bunnylod by Stan Melax");
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if (hWnd == NULL) exit(1);
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hDC = GetDC(hWnd);
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hRC = wglCreateContext(hDC);
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wglMakeCurrent(hDC, hRC);
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ShowWindow(hWnd, nCmdShow);
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glEnable(GL_DEPTH_TEST);
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PostString("Demo by Stan Melax (c)1998",5,-5,20);
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PostString("Model by Viewpoint Datalabs (c)1996",5,-4,20);
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char buf[128];
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PostString("Mesh Reduction Algorithm (non-optimized)",1,0,5);
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sprintf(buf,"was executed in %5.3f seconds",DeltaT);
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PostString(buf,2,1,6);
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while (1) {
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while(PeekMessage(&msg, hWnd, 0, 0, PM_NOREMOVE)) {
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if(GetMessage(&msg, hWnd, 0, 0)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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} else {
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goto quit; // This 'goto' was in the sample code
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}
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}
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CalcFPSDeltaT();
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Display();
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}
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quit:
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wglMakeCurrent(NULL, NULL);
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ReleaseDC(hDC, hWnd);
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wglDeleteContext(hRC);
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DestroyWindow(hWnd);
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if (hPalette) DeleteObject(hPalette);
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return msg.wParam;
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}
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