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/*
* (c) Copyright 1993, Silicon Graphics, Inc. * ALL RIGHTS RESERVED * Permission to use, copy, modify, and distribute this software for * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission. * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. * * US Government Users Restricted Rights * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States. Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(TM) is a trademark of Silicon Graphics, Inc. */ #include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <sys\types.h>
#include <sys\timeb.h>
#include <glwin.h>
#include <gl/glu.h>
#pragma warning(disable:4244)
#define PI 3.14159265358979323846
#define GETCOORD(frame, x, y) (&(theMesh.coords[frame*theMesh.numCoords+(x)+(y)*(theMesh.widthX+1)]))
#define GETFACET(frame, x, y) (&(theMesh.facets[frame*theMesh.numFacets+(x)+(y)*theMesh.widthX]))
GLenum rgb, doubleBuffer, directRender; GLenum noSwap, noClear, useMcd;
GLint colorIndexes1[3]; GLint colorIndexes2[3]; GLenum clearMask = GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT;
GLenum smooth = GL_TRUE; GLenum lighting = GL_TRUE; GLenum depth = GL_TRUE; GLenum stepMode = GL_FALSE; GLenum spinMode = GL_FALSE; GLint contouring = 0;
GLint widthX, widthY; GLint checkerSize; float height;
GLint frames, curFrame = 0, nextFrame = 0; GLboolean displayFrameRate = GL_FALSE; static GLint frameCount = 0;
struct facet { float color[3]; float normal[3]; }; struct coord { float vertex[3]; float normal[3]; }; struct mesh { GLint widthX, widthY; GLint numFacets; GLint numCoords; GLint frames; struct coord *coords; struct facet *facets; } theMesh;
GLubyte contourTexture1[] = { 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 255, 127, 127, 127, 127, }; GLubyte contourTexture2[] = { 255, 255, 255, 255, 255, 127, 127, 127, 255, 127, 127, 127, 255, 127, 127, 127, };
#define ANIMATE_ALL
#define STAGGER_WINDOWS
#define SWAP_MULTIPLE
// #define HIDE_UNDER
#define NWIN 4
int nWin;
GLWINDOW gwWin[NWIN]; int iFront;
WGLSWAP wswaps[NWIN];
DWORD adwFlags[NWIN] = { GLWIN_Z_BUFFER_16, GLWIN_Z_BUFFER_16 | GLWIN_BACK_BUFFER, #if NWIN > 2
GLWIN_Z_BUFFER_32, #endif
#if NWIN > 3
GLWIN_Z_BUFFER_32 | GLWIN_BACK_BUFFER #endif
};
void Quit(void) { int i;
for (i = 0; i < nWin; i++) { if (gwWin[i] != NULL) { glwinDestroyWindow(gwWin[i]); } } exit(1); }
static void Animate(GLWINDOW gw) { struct coord *coord; struct facet *facet; float *lastColor; float *thisColor; GLint i, j; static struct _timeb thisTime, baseTime; double elapsed, frameRate, deltat;
if (stepMode) { return; } glwinMakeCurrent(gw); if (!noClear) { glClear(clearMask); }
if (nextFrame || !stepMode) { curFrame++; }
if (curFrame >= theMesh.frames) { // mf: do frame rate calcs here
if( !frameCount ) { _ftime( &baseTime ); } else { if( displayFrameRate ) { _ftime( &thisTime ); elapsed = thisTime.time + thisTime.millitm/1000.0 - (baseTime.time + baseTime.millitm/1000.0); if( elapsed == 0.0 ) printf( "Frame rate = unknown\n" ); else { frameRate = frameCount / elapsed; printf( "Frame rate = %5.2f fps\n", frameRate ); } } } frameCount += theMesh.frames;
curFrame = 0; }
if ((nextFrame || !stepMode) && spinMode) { glRotatef(5.0, 0.0, 0.0, 1.0); } nextFrame = 0;
for (i = 0; i < theMesh.widthX; i++) { glBegin(GL_QUAD_STRIP); lastColor = NULL; for (j = 0; j < theMesh.widthY; j++) { facet = GETFACET(curFrame, i, j); if (!smooth && lighting) { glNormal3fv(facet->normal); } if (lighting) { if (rgb) { thisColor = facet->color; glColor3fv(facet->color); } else { thisColor = facet->color; glMaterialfv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES, facet->color); } } else { if (rgb) { thisColor = facet->color; glColor3fv(facet->color); } else { thisColor = facet->color; glIndexf(facet->color[1]); } }
if (!lastColor || (thisColor[0] != lastColor[0] && smooth)) { if (lastColor) { glEnd(); glBegin(GL_QUAD_STRIP); } coord = GETCOORD(curFrame, i, j); if (smooth && lighting) { glNormal3fv(coord->normal); } glVertex3fv(coord->vertex);
coord = GETCOORD(curFrame, i+1, j); if (smooth && lighting) { glNormal3fv(coord->normal); } glVertex3fv(coord->vertex); }
coord = GETCOORD(curFrame, i, j+1); if (smooth && lighting) { glNormal3fv(coord->normal); } glVertex3fv(coord->vertex);
coord = GETCOORD(curFrame, i+1, j+1); if (smooth && lighting) { glNormal3fv(coord->normal); } glVertex3fv(coord->vertex);
lastColor = thisColor; } glEnd(); }
glFlush(); #ifndef SWAP_MULTIPLE
if ((glwinGetFlags(gw) & GLWIN_BACK_BUFFER) && !noSwap) { glwinSwapBuffers(gw); } #endif
}
void AnimateN(GLWINDOW gw) { #ifdef ANIMATE_ALL
int i;
for (i = 0; i < nWin; i++) { Animate(gwWin[i]); } #ifdef SWAP_MULTIPLE
wglSwapMultipleBuffers(nWin, wswaps); #endif
#else
Animate(gwWin[iFront]); #ifdef SWAP_MULTIPLE
wglSwapMultipleBuffers(1, &wswaps[iFront]); #endif
#endif
}
static void InitMesh(void) { struct coord *coord; struct facet *facet; float dp1[3], dp2[3]; float *pt1, *pt2, *pt3; float angle, d, x, y; GLint numFacets, numCoords, frameNum, i, j;
theMesh.widthX = widthX; theMesh.widthY = widthY; theMesh.frames = frames;
numFacets = widthX * widthY; numCoords = (widthX + 1) * (widthY + 1);
theMesh.numCoords = numCoords; theMesh.numFacets = numFacets;
theMesh.coords = (struct coord *)malloc(frames*numCoords* sizeof(struct coord)); theMesh.facets = (struct facet *)malloc(frames*numFacets* sizeof(struct facet)); if (theMesh.coords == NULL || theMesh.facets == NULL) { printf("Out of memory.\n"); exit(1); }
for (frameNum = 0; frameNum < frames; frameNum++) { for (i = 0; i <= widthX; i++) { x = i / (float)widthX; for (j = 0; j <= widthY; j++) { y = j / (float)widthY;
d = sqrt(x*x+y*y); if (d == 0.0) { d = 0.0001; } angle = 2 * PI * d + (2 * PI / frames * frameNum);
coord = GETCOORD(frameNum, i, j);
coord->vertex[0] = x - 0.5; coord->vertex[1] = y - 0.5; coord->vertex[2] = (height - height * d) * cos(angle);
coord->normal[0] = -(height / d) * x * ((1 - d) * 2 * PI * sin(angle) + cos(angle)); coord->normal[1] = -(height / d) * y * ((1 - d) * 2 * PI * sin(angle) + cos(angle)); coord->normal[2] = -1;
d = 1.0 / sqrt(coord->normal[0]*coord->normal[0]+ coord->normal[1]*coord->normal[1]+1); coord->normal[0] *= d; coord->normal[1] *= d; coord->normal[2] *= d; } } for (i = 0; i < widthX; i++) { for (j = 0; j < widthY; j++) { facet = GETFACET(frameNum, i, j); if (((i/checkerSize)%2)^(j/checkerSize)%2) { if (rgb) { facet->color[0] = 1.0; facet->color[1] = 0.2; facet->color[2] = 0.2; } else { facet->color[0] = colorIndexes1[0]; facet->color[1] = colorIndexes1[1]; facet->color[2] = colorIndexes1[2]; } } else { if (rgb) { facet->color[0] = 0.2; facet->color[1] = 1.0; facet->color[2] = 0.2; } else { facet->color[0] = colorIndexes2[0]; facet->color[1] = colorIndexes2[1]; facet->color[2] = colorIndexes2[2]; } } pt1 = GETCOORD(frameNum, i, j)->vertex; pt2 = GETCOORD(frameNum, i, j+1)->vertex; pt3 = GETCOORD(frameNum, i+1, j+1)->vertex;
dp1[0] = pt2[0] - pt1[0]; dp1[1] = pt2[1] - pt1[1]; dp1[2] = pt2[2] - pt1[2];
dp2[0] = pt3[0] - pt2[0]; dp2[1] = pt3[1] - pt2[1]; dp2[2] = pt3[2] - pt2[2];
facet->normal[0] = dp1[1] * dp2[2] - dp1[2] * dp2[1]; facet->normal[1] = dp1[2] * dp2[0] - dp1[0] * dp2[2]; facet->normal[2] = dp1[0] * dp2[1] - dp1[1] * dp2[0];
d = 1.0 / sqrt(facet->normal[0]*facet->normal[0]+ facet->normal[1]*facet->normal[1]+ facet->normal[2]*facet->normal[2]);
facet->normal[0] *= d; facet->normal[1] *= d; facet->normal[2] *= d; } } } }
static void InitMaterials(void) { static float ambient[] = {0.1, 0.1, 0.1, 1.0}; static float diffuse[] = {0.5, 1.0, 1.0, 1.0}; static float position[] = {90.0, 90.0, 150.0, 0.0}; static float front_mat_shininess[] = {60.0}; static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0}; static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0}; static float back_mat_shininess[] = {60.0}; static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0}; static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0}; static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0}; static float lmodel_twoside[] = {GL_TRUE};
glMatrixMode(GL_PROJECTION); gluPerspective(450, 1.0, 0.5, 10.0);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse); glLightfv(GL_LIGHT0, GL_POSITION, position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess); glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular); glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse); glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess); glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular); glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse); if (rgb) { glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); }
if (rgb) { glEnable(GL_COLOR_MATERIAL); } else { Quit(); } }
static void InitTexture(void) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); }
static void Init(void) {
glClearColor(0.0, 0.0, 0.0, 0.0);
if (smooth) { glShadeModel(GL_SMOOTH); } else { glShadeModel(GL_FLAT); } glFrontFace(GL_CW);
glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST);
InitMaterials(); InitTexture();
glMatrixMode(GL_MODELVIEW); glTranslatef(0.0, 0.4, -1.8); glScalef(2.0, 2.0, 2.0); glRotatef(-35.0, 1.0, 0.0, 0.0); glRotatef(35.0, 0.0, 0.0, 1.0); }
static GLenum Key(UINT key) { #ifdef HIDE_UNDER
int iOldFront; #endif
switch (key) { case VK_ESCAPE: Quit(); case 'C': contouring++; if (contouring == 1) { static GLfloat map[4] = {0, 0, 20, 0};
glTexImage2D(GL_TEXTURE_2D, 0, 3, 4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (GLvoid *)contourTexture1); glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); glTexGenfv(GL_S, GL_OBJECT_PLANE, map); glTexGenfv(GL_T, GL_OBJECT_PLANE, map); glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_GEN_S); glEnable(GL_TEXTURE_GEN_T); } else if (contouring == 2) { static GLfloat map[4] = {0, 0, 20, 0};
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTexGenfv(GL_S, GL_EYE_PLANE, map); glTexGenfv(GL_T, GL_EYE_PLANE, map); glPopMatrix(); } else { contouring = 0; glDisable(GL_TEXTURE_GEN_S); glDisable(GL_TEXTURE_GEN_T); glDisable(GL_TEXTURE_2D); } break; case 'S': smooth = !smooth; if (smooth) { glShadeModel(GL_SMOOTH); } else { glShadeModel(GL_FLAT); } break; case 'L': lighting = !lighting; if (lighting) { glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); if (rgb) { glEnable(GL_COLOR_MATERIAL); } } else { glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); if (rgb) { glDisable(GL_COLOR_MATERIAL); } } break; case 'D': depth = !depth; if (depth) { glEnable(GL_DEPTH_TEST); clearMask |= GL_DEPTH_BUFFER_BIT; } else { glDisable(GL_DEPTH_TEST); clearMask &= ~GL_DEPTH_BUFFER_BIT; } break; case VK_SPACE: stepMode = !stepMode; break; case 'N': if (stepMode) { nextFrame = 1; } break; case 'F': displayFrameRate = !displayFrameRate; frameCount = 0; break; case 'A': spinMode = !spinMode; break; case 'Z': #ifdef HIDE_UNDER
iOldFront = iFront; #endif
iFront = (iFront+1) % nWin; #ifdef HIDE_UNDER
ShowWindow(glwinGetHwnd(gwWin[iFront]), SW_SHOW); ShowWindow(glwinGetHwnd(gwWin[iOldFront]), SW_HIDE); #else
SetWindowPos(glwinGetHwnd(gwWin[iFront]), HWND_TOP, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE); #endif
break; default: return GL_FALSE; } return GL_TRUE; }
BOOL Message(GLWINDOW gw, HWND hwnd, UINT uiMsg, WPARAM wpm, LPARAM lpm, LRESULT *plr) { switch(uiMsg) { case WM_KEYDOWN: Key((UINT)wpm); break;
default: return FALSE; }
*plr = 0; return TRUE; }
static GLenum Args(int argc, char **argv) { GLint i;
rgb = GL_TRUE; doubleBuffer = GL_TRUE; directRender = GL_FALSE; noSwap = GL_FALSE; noClear = GL_FALSE; useMcd = GL_FALSE; nWin = NWIN;
frames = 10; widthX = 10; widthY = 10; checkerSize = 2; height = 0.2;
for (i = 1; i < argc; i++) { if (strcmp(argv[i], "-ci") == 0) { rgb = GL_FALSE; } else if (strcmp(argv[i], "-rgb") == 0) { rgb = GL_TRUE; } else if (strcmp(argv[i], "-sb") == 0) { doubleBuffer = GL_FALSE; } else if (strcmp(argv[i], "-db") == 0) { doubleBuffer = GL_TRUE; } else if (strcmp(argv[i], "-dr") == 0) { directRender = GL_TRUE; } else if (strcmp(argv[i], "-ir") == 0) { directRender = GL_FALSE; } else if (strcmp(argv[i], "-noswap") == 0) { noSwap = GL_TRUE; } else if (strcmp(argv[i], "-noclear") == 0) { noClear = GL_TRUE; } else if (strcmp(argv[i], "-mcd") == 0) { useMcd = GL_TRUE; } else if (strcmp(argv[i], "-nwin") == 0) { if (i+1 >= argc || argv[i+1][0] == '-') { printf("-nwin (No numbers).\n"); return GL_FALSE; } else { nWin = atoi(argv[++i]); } } else if (strcmp(argv[i], "-grid") == 0) { if (i+2 >= argc || argv[i+1][0] == '-' || argv[i+2][0] == '-') { printf("-grid (No numbers).\n"); return GL_FALSE; } else { widthX = atoi(argv[++i]); widthY = atoi(argv[++i]); } } else if (strcmp(argv[i], "-size") == 0) { if (i+1 >= argc || argv[i+1][0] == '-') { printf("-checker (No number).\n"); return GL_FALSE; } else { checkerSize = atoi(argv[++i]); } } else if (strcmp(argv[i], "-wave") == 0) { if (i+1 >= argc || argv[i+1][0] == '-') { printf("-wave (No number).\n"); return GL_FALSE; } else { height = atof(argv[++i]); } } else if (strcmp(argv[i], "-frames") == 0) { if (i+1 >= argc || argv[i+1][0] == '-') { printf("-frames (No number).\n"); return GL_FALSE; } else { frames = atoi(argv[++i]); } } else { printf("%s (Bad option).\n", argv[i]); return GL_FALSE; } } return GL_TRUE; }
void __cdecl main(int argc, char **argv) { DWORD dwBaseFlags; DWORD dwFlags; GLWINDOW gw; int iWidth, iHeight; int x, y; int i; char achName[80];
if (Args(argc, argv) == GL_FALSE) { exit(1); }
InitMesh();
dwBaseFlags = useMcd ? GLWIN_GENERIC_ACCELERATED : 0; x = 10; y = 30; iWidth = 320; iHeight = 320;
for (i = 0; i < nWin; i++) { dwFlags = (adwFlags[i] | dwBaseFlags) ^ (doubleBuffer ? GLWIN_BACK_BUFFER : 0); sprintf(achName, "Wave Demo Window %d Flags 0x%lX", i, dwFlags); gw = glwinCreateWindow(NULL, achName, x, y, iWidth, iHeight, dwFlags); if (gw == NULL) { printf("glwinCreateWindow failed with 0x%08lX\n", glwinGetLastError()); Quit(); } gwWin[i] = gw; wswaps[i].hdc = glwinGetHdc(gw); wswaps[i].uiFlags = WGL_SWAP_MAIN_PLANE; glwinMakeCurrent(gw); Init(); glwinMessageCallback(gw, Message);
#ifdef HIDE_UNDER
if (i < nWin-1) { ShowWindow(glwinGetHwnd(gw), SW_HIDE); } #endif
#ifdef STAGGER_WINDOWS
x += iWidth/3; y += iHeight/3; #endif
}
iFront = i-1; glwinRun(AnimateN);
Quit(); }
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