Revert "STYLE: surfaceCoarsen: remove orhpaned files"

This reverts commit 98f269edaf.
This commit is contained in:
mattijs
2011-03-01 15:00:38 +00:00
parent b130e62cca
commit e4f00d6b83
14 changed files with 3047 additions and 0 deletions

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Polygon Reduction Demo
By Stan Melax (c) 1998
mailto:melax@cs.ualberta.ca
http://www.cs.ualberta.ca/~melax
The PC executable bunnylod.exe should run
on a standard PC.
Just run it and enjoy.
Mouse dragging spins the rabbit.

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/*
* 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 initializes the bunny model data and calls
* the polygon reduction routine. At each frame the RenderModel()
* routine is called to draw the model. This module also
* animates the parameters (such as number of vertices to
* use) to show the model at various levels of detail.
*/
#include <windows.h>
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
#include <string.h>
#include <GL/gl.h>
#pragma warning(disable : 4244)
#include "vector.h"
#include "font.h"
#include "progmesh.h"
#include "rabdata.h"
extern float DeltaT; // change in time since last frame
int render_num; // number of vertices to draw with
float lodbase=0.5f; // the fraction of vertices used to morph toward
float morph=1.0f; // where to render between 2 levels of detail
List<Vector> vert; // global list of vertices
List<tridata> tri; // global list of triangles
List<int> collapse_map; // to which neighbor each vertex collapses
int renderpolycount=0; // polygons rendered in the current frame
Vector model_position; // position of bunny
Quaternion model_orientation; // orientation of bunny
// Note that the use of the Map() function and the collapse_map
// list isn't part of the polygon reduction algorithm.
// We just set up this system here in this module
// so that we could retrieve the model at any desired vertex count.
// Therefore if this part of the program confuses you, then
// dont worry about it. It might help to look over the progmesh.cpp
// module first.
// Map()
//
// When the model is rendered using a maximum of mx vertices
// then it is vertices 0 through mx-1 that are used.
// We are able to do this because the vertex list
// gets sorted according to the collapse order.
// The Map() routine takes a vertex number 'a' and the
// maximum number of vertices 'mx' and returns the
// appropriate vertex in the range 0 to mx-1.
// When 'a' is greater than 'mx' the Map() routine
// follows the chain of edge collapses until a vertex
// within the limit is reached.
// An example to make this clear: assume there is
// a triangle with vertices 1, 3 and 12. But when
// rendering the model we limit ourselves to 10 vertices.
// In that case we find out how vertex 12 was removed
// by the polygon reduction algorithm. i.e. which
// edge was collapsed. Lets say that vertex 12 was collapsed
// to vertex number 7. This number would have been stored
// in the collapse_map array (i.e. collapse_map[12]==7).
// Since vertex 7 is in range (less than max of 10) we
// will want to render the triangle 1,3,7.
// Pretend now that we want to limit ourselves to 5 vertices.
// and vertex 7 was collapsed to vertex 3
// (i.e. collapse_map[7]==3). Then triangle 1,3,12 would now be
// triangle 1,3,3. i.e. this polygon was removed by the
// progressive mesh polygon reduction algorithm by the time
// it had gotten down to 5 vertices.
// No need to draw a one dimensional polygon. :-)
int Map(int a,int mx) {
if(mx<=0) return 0;
while(a>=mx) {
a=collapse_map[a];
}
return a;
}
void DrawModelTriangles() {
assert(collapse_map.num);
renderpolycount=0;
int i=0;
for(i=0;i<tri.num;i++) {
int p0= Map(tri[i].v[0],render_num);
int p1= Map(tri[i].v[1],render_num);
int p2= Map(tri[i].v[2],render_num);
// note: serious optimization opportunity here,
// by sorting the triangles the following "continue"
// could have been made into a "break" statement.
if(p0==p1 || p1==p2 || p2==p0) continue;
renderpolycount++;
// if we are not currenly morphing between 2 levels of detail
// (i.e. if morph=1.0) then q0,q1, and q2 are not necessary.
int q0= Map(p0,(int)(render_num*lodbase));
int q1= Map(p1,(int)(render_num*lodbase));
int q2= Map(p2,(int)(render_num*lodbase));
Vector v0,v1,v2;
v0 = vert[p0]*morph + vert[q0]*(1-morph);
v1 = vert[p1]*morph + vert[q1]*(1-morph);
v2 = vert[p2]*morph + vert[q2]*(1-morph);
glBegin(GL_POLYGON);
// the purpose of the demo is to show polygons
// therefore just use 1 face normal (flat shading)
Vector nrml = (v1-v0) * (v2-v1); // cross product
if(0<magnitude(nrml)) {
glNormal3fv(normalize(nrml));
}
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
}
}
void PermuteVertices(List<int> &permutation) {
// rearrange the vertex list
List<Vector> temp_list;
int i;
assert(permutation.num==vert.num);
for(i=0;i<vert.num;i++) {
temp_list.Add(vert[i]);
}
for(i=0;i<vert.num;i++) {
vert[permutation[i]]=temp_list[i];
}
// update the changes in the entries in the triangle list
for(i=0;i<tri.num;i++) {
for(int j=0;j<3;j++) {
tri[i].v[j] = permutation[tri[i].v[j]];
}
}
}
void GetRabbitData(){
// Copy the geometry from the arrays of data in rabdata.cpp into
// the vert and tri lists which we send to the reduction routine
int i;
for(i=0;i<RABBIT_VERTEX_NUM;i++) {
float *vp=rabbit_vertices[i];
vert.Add(Vector(vp[0],vp[1],vp[2]));
}
for(i=0;i<RABBIT_TRIANGLE_NUM;i++) {
tridata td;
td.v[0]=rabbit_triangles[i][0];
td.v[1]=rabbit_triangles[i][1];
td.v[2]=rabbit_triangles[i][2];
tri.Add(td);
}
render_num=vert.num; // by default lets use all the model to render
}
void InitModel() {
List<int> permutation;
GetRabbitData();
ProgressiveMesh(vert,tri,collapse_map,permutation);
PermuteVertices(permutation);
model_position = Vector(0,0,-3);
Quaternion yaw(Vector(0,1,0),-3.14f/4); // 45 degrees
Quaternion pitch(Vector(1,0,0),3.14f/12); // 15 degrees
model_orientation = pitch*yaw;
}
void StatusDraw() {
// Draw a slider type widget looking thing
// to show portion of vertices being used
float b = (float)render_num/(float)vert.num;
float a = b*(lodbase );
glDisable(GL_LIGHTING);
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
glOrtho(-0.15,15,-0.1,1.1,-0.1,100);
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glLoadIdentity();
glBegin(GL_POLYGON);
glColor3f(1,0,0);
glVertex2f(0,0);
glVertex2f(1,0);
glVertex2f(1,a);
glVertex2f(0,a);
glEnd();
glBegin(GL_POLYGON);
glColor3f(1,0,0);
glVertex2f(0,a);
glVertex2f(morph,a);
glVertex2f(morph,b);
glVertex2f(0,b);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0,0,1);
glVertex2f(morph,a);
glVertex2f(1,a);
glVertex2f(1,b);
glVertex2f(morph,b);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0,0,1);
glVertex2f(0,b);
glVertex2f(1,b);
glVertex2f(1,1);
glVertex2f(0,1);
glEnd();
glPopMatrix();
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
/*
* The following is just a quick hack to animate
* the object through various polygon reduced versions.
*/
struct keyframethings {
float t; // timestamp
float n; // portion of vertices used to start
float dn; // rate of change in "n"
float m; // morph value
float dm; // rate of change in "m"
} keys[]={
{0 ,1 ,0 ,1, 0},
{2 ,1 ,-1,1, 0},
{10,0 ,1 ,1, 0},
{18,1 ,0 ,1, 0},
{20,1 ,0 ,1,-1},
{24,0.5 ,0 ,1, 0},
{26,0.5 ,0 ,1,-1},
{30,0.25,0 ,1, 0},
{32,0.25,0 ,1,-1},
{36,0.125,0,1, 0},
{38,0.25,0 ,0, 1},
{42,0.5 ,0 ,0, 1},
{46,1 ,0 ,0, 1},
{50,1 ,0 ,1, 0},
};
void AnimateParameters() {
static float time=0; // global time - used for animation
time+=DeltaT;
if(time>=50) time=0; // repeat cycle every so many seconds
int k=0;
while(time>keys[k+1].t) {
k++;
}
float interp = (time-keys[k].t)/(keys[k+1].t-keys[k].t);
render_num = vert.num*(keys[k].n + interp*keys[k].dn);
morph = keys[k].m + interp*keys[k].dm;
morph = (morph>1.0f) ? 1.0f : morph; // clamp value
if(render_num>vert.num) render_num=vert.num;
if(render_num<0 ) render_num=0;
}
void RenderModel() {
AnimateParameters();
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColor3f(1,1,1);
glPushMatrix();
glTranslatef(model_position.x,model_position.y,model_position.z);
// Rotate by quaternion: model_orientation
Vector axis=model_orientation.axis();
float angle=model_orientation.angle()*180.0f/3.14f;
glRotatef(angle,axis.x,axis.y,axis.z);
DrawModelTriangles();
StatusDraw();
glPopMatrix();
char buf[256];
sprintf(buf,"Polys: %d Vertices: %d ",renderpolycount,render_num);
if(morph<1.0) {
sprintf(buf+strlen(buf),"<-> %d morph: %4.2f ",
(int)(lodbase *render_num),morph);
}
PostString(buf,0,-2,5);
}

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#ifndef FONT_H
#define FONT_H
void PrintString(char *s,int x=0,int y=-1);
void PostString(char *_s,int _x,int _y,float _life=5.0);
void RenderStrings();
#endif

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/*
* A generic template list class.
* Fairly typical of the list example you would
* find in any c++ book.
*/
#ifndef GENERIC_LIST_H
#define GENERIC_LIST_H
#include <assert.h>
#include <stdio.h>
template <class Type> class List {
public:
List(int s=0);
~List();
void allocate(int s);
void SetSize(int s);
void Pack();
void Add(Type);
void AddUnique(Type);
int Contains(Type);
void Remove(Type);
void DelIndex(int i);
Type * element;
int num;
int array_size;
Type &operator[](int i){
assert(i>=0 && i<num);
return element[i];}
};
template <class Type>
List<Type>::List(int s){
num=0;
array_size = 0;
element = NULL;
if(s) {
allocate(s);
}
}
template <class Type>
List<Type>::~List(){
delete element;
}
template <class Type>
void List<Type>::allocate(int s){
assert(s>0);
assert(s>=num);
Type *old = element;
array_size =s;
element = new Type[array_size];
assert(element);
for(int i=0;i<num;i++){
element[i]=old[i];
}
if(old) delete old;
}
template <class Type>
void List<Type>::SetSize(int s){
if(s==0) { if(element) delete element;}
else { allocate(s); }
num=s;
}
template <class Type>
void List<Type>::Pack(){
allocate(num);
}
template <class Type>
void List<Type>::Add(Type t){
assert(num<=array_size);
if(num==array_size) {
allocate((array_size)?array_size *2:16);
}
//int i;
//for(i=0;i<num;i++) {
// dissallow duplicates
// assert(element[i] != t);
//}
element[num++] = t;
}
template <class Type>
int List<Type>::Contains(Type t){
int i;
int count=0;
for(i=0;i<num;i++) {
if(element[i] == t) count++;
}
return count;
}
template <class Type>
void List<Type>::AddUnique(Type t){
if(!Contains(t)) Add(t);
}
template <class Type>
void List<Type>::DelIndex(int i){
assert(i<num);
num--;
while(i<num){
element[i] = element[i+1];
i++;
}
}
template <class Type>
void List<Type>::Remove(Type t){
int i;
for(i=0;i<num;i++) {
if(element[i] == t) {
break;
}
}
DelIndex(i);
for(i=0;i<num;i++) {
assert(element[i] != t);
}
}
#endif

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/*
* Progressive Mesh type Polygon Reduction Algorithm
* by Stan Melax (c) 1998
* Permission to use any of this code wherever you want is granted..
* Although, please do acknowledge authorship if appropriate.
*
* See the header file progmesh.h for a description of this module
*/
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
//#include <windows.h>
#include "vector.h"
#include "list.h"
#include "progmesh.h"
#define min(x,y) (((x) <= (y)) ? (x) : (y))
#define max(x,y) (((x) >= (y)) ? (x) : (y))
/*
* For the polygon reduction algorithm we use data structures
* that contain a little bit more information than the usual
* indexed face set type of data structure.
* From a vertex we wish to be able to quickly get the
* neighboring faces and vertices.
*/
class Triangle;
class Vertex;
class Triangle {
public:
Vertex * vertex[3]; // the 3 points that make this tri
Vector normal; // unit vector othogonal to this face
Triangle(Vertex *v0,Vertex *v1,Vertex *v2);
~Triangle();
void ComputeNormal();
void ReplaceVertex(Vertex *vold,Vertex *vnew);
int HasVertex(Vertex *v);
};
class Vertex {
public:
Vector position; // location of point in euclidean space
int id; // place of vertex in original list
List<Vertex *> neighbor; // adjacent vertices
List<Triangle *> face; // adjacent triangles
float objdist; // cached cost of collapsing edge
Vertex * collapse; // candidate vertex for collapse
Vertex(Vector v,int _id);
~Vertex();
void RemoveIfNonNeighbor(Vertex *n);
};
List<Vertex *> vertices;
List<Triangle *> triangles;
Triangle::Triangle(Vertex *v0,Vertex *v1,Vertex *v2){
assert(v0!=v1 && v1!=v2 && v2!=v0);
vertex[0]=v0;
vertex[1]=v1;
vertex[2]=v2;
ComputeNormal();
triangles.Add(this);
for(int i=0;i<3;i++) {
vertex[i]->face.Add(this);
for(int j=0;j<3;j++) if(i!=j) {
vertex[i]->neighbor.AddUnique(vertex[j]);
}
}
}
Triangle::~Triangle(){
int i;
triangles.Remove(this);
for(i=0;i<3;i++) {
if(vertex[i]) vertex[i]->face.Remove(this);
}
for(i=0;i<3;i++) {
int i2 = (i+1)%3;
if(!vertex[i] || !vertex[i2]) continue;
vertex[i ]->RemoveIfNonNeighbor(vertex[i2]);
vertex[i2]->RemoveIfNonNeighbor(vertex[i ]);
}
}
int Triangle::HasVertex(Vertex *v) {
return (v==vertex[0] ||v==vertex[1] || v==vertex[2]);
}
void Triangle::ComputeNormal(){
Vector v0=vertex[0]->position;
Vector v1=vertex[1]->position;
Vector v2=vertex[2]->position;
normal = (v1-v0)*(v2-v1);
if(magnitude(normal)==0)return;
normal = normalize(normal);
}
void Triangle::ReplaceVertex(Vertex *vold,Vertex *vnew) {
assert(vold && vnew);
assert(vold==vertex[0] || vold==vertex[1] || vold==vertex[2]);
assert(vnew!=vertex[0] && vnew!=vertex[1] && vnew!=vertex[2]);
if(vold==vertex[0]){
vertex[0]=vnew;
}
else if(vold==vertex[1]){
vertex[1]=vnew;
}
else {
assert(vold==vertex[2]);
vertex[2]=vnew;
}
int i;
vold->face.Remove(this);
assert(!vnew->face.Contains(this));
vnew->face.Add(this);
for(i=0;i<3;i++) {
vold->RemoveIfNonNeighbor(vertex[i]);
vertex[i]->RemoveIfNonNeighbor(vold);
}
for(i=0;i<3;i++) {
assert(vertex[i]->face.Contains(this)==1);
for(int j=0;j<3;j++) if(i!=j) {
vertex[i]->neighbor.AddUnique(vertex[j]);
}
}
ComputeNormal();
}
Vertex::Vertex(Vector v,int _id) {
position =v;
id=_id;
vertices.Add(this);
}
Vertex::~Vertex(){
assert(face.num==0);
while(neighbor.num) {
neighbor[0]->neighbor.Remove(this);
neighbor.Remove(neighbor[0]);
}
vertices.Remove(this);
}
void Vertex::RemoveIfNonNeighbor(Vertex *n) {
// removes n from neighbor list if n isn't a neighbor.
if(!neighbor.Contains(n)) return;
for(int i=0;i<face.num;i++) {
if(face[i]->HasVertex(n)) return;
}
neighbor.Remove(n);
}
float ComputeEdgeCollapseCost(Vertex *u,Vertex *v) {
// if we collapse edge uv by moving u to v then how
// much different will the model change, i.e. how much "error".
// Texture, vertex normal, and border vertex code was removed
// to keep this demo as simple as possible.
// The method of determining cost was designed in order
// to exploit small and coplanar regions for
// effective polygon reduction.
// Is is possible to add some checks here to see if "folds"
// would be generated. i.e. normal of a remaining face gets
// flipped. I never seemed to run into this problem and
// therefore never added code to detect this case.
int i;
float edgelength = magnitude(v->position - u->position);
float curvature=0;
// find the "sides" triangles that are on the edge uv
List<Triangle *> sides;
for(i=0;i<u->face.num;i++) {
if(u->face[i]->HasVertex(v)){
sides.Add(u->face[i]);
}
}
// use the triangle facing most away from the sides
// to determine our curvature term
for(i=0;i<u->face.num;i++) {
float mincurv=1; // curve for face i and closer side to it
for(int j=0;j<sides.num;j++) {
// use dot product of face normals. '^'
// defined in vector
float dotprod = u->face[i]->normal ^ sides[j]->normal;
mincurv = min(mincurv,(1-dotprod)/2.0f);
}
curvature = max(curvature,mincurv);
}
// the more coplanar the lower the curvature term
return edgelength * curvature;
}
void ComputeEdgeCostAtVertex(Vertex *v) {
// compute the edge collapse cost for all edges that start
// from vertex v. Since we are only interested in reducing
// the object by selecting the min cost edge at each step, we
// only cache the cost of the least cost edge at this vertex
// (in member variable collapse) as well as the value of the
// cost (in member variable objdist).
if(v->neighbor.num==0) {
// v doesn't have neighbors so it costs nothing to collapse
v->collapse=NULL;
v->objdist=-0.01f;
return;
}
v->objdist = 1000000;
v->collapse=NULL;
// search all neighboring edges for "least cost" edge
for(int i=0;i<v->neighbor.num;i++) {
float dist;
dist = ComputeEdgeCollapseCost(v,v->neighbor[i]);
if(dist<v->objdist) {
// candidate for edge collapse
v->collapse=v->neighbor[i];
// cost of the collapse
v->objdist=dist;
}
}
}
void ComputeAllEdgeCollapseCosts() {
// For all the edges, compute the difference it would make
// to the model if it was collapsed. The least of these
// per vertex is cached in each vertex object.
for(int i=0;i<vertices.num;i++) {
ComputeEdgeCostAtVertex(vertices[i]);
}
}
void Collapse(Vertex *u,Vertex *v){
// Collapse the edge uv by moving vertex u onto v
// Actually remove tris on uv, then update tris that
// have u to have v, and then remove u.
if(!v) {
// u is a vertex all by itself so just delete it
delete u;
return;
}
int i;
List<Vertex *>tmp;
// make tmp a list of all the neighbors of u
for(i=0;i<u->neighbor.num;i++) {
tmp.Add(u->neighbor[i]);
}
// delete triangles on edge uv:
for(i=u->face.num-1;i>=0;i--) {
if(u->face[i]->HasVertex(v)) {
delete(u->face[i]);
}
}
// update remaining triangles to have v instead of u
for(i=u->face.num-1;i>=0;i--) {
u->face[i]->ReplaceVertex(u,v);
}
delete u;
// recompute the edge collapse costs for neighboring vertices
for(i=0;i<tmp.num;i++) {
ComputeEdgeCostAtVertex(tmp[i]);
}
}
void AddVertex(List<Vector> &vert){
for(int i=0;i<vert.num;i++) {
new Vertex(vert[i],i);
}
}
void AddFaces(List<tridata> &tri){
for(int i=0;i<tri.num;i++) {
new Triangle(
vertices[tri[i].v[0]],
vertices[tri[i].v[1]],
vertices[tri[i].v[2]] );
}
}
Vertex *MinimumCostEdge(){
// Find the edge that when collapsed will affect model the least.
// This funtion actually returns a Vertex, the second vertex
// of the edge (collapse candidate) is stored in the vertex data.
// Serious optimization opportunity here: this function currently
// does a sequential search through an unsorted list :-(
// Our algorithm could be O(n*lg(n)) instead of O(n*n)
Vertex *mn=vertices[0];
for(int i=0;i<vertices.num;i++) {
if(vertices[i]->objdist < mn->objdist) {
mn = vertices[i];
}
}
return mn;
}
void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
List<int> &map, List<int> &permutation)
{
AddVertex(vert); // put input data into our data structures
AddFaces(tri);
ComputeAllEdgeCollapseCosts(); // cache all edge collapse costs
permutation.SetSize(vertices.num); // allocate space
map.SetSize(vertices.num); // allocate space
// reduce the object down to nothing:
while(vertices.num > 0) {
// get the next vertex to collapse
Vertex *mn = MinimumCostEdge();
// keep track of this vertex, i.e. the collapse ordering
permutation[mn->id]=vertices.num-1;
// keep track of vertex to which we collapse to
map[vertices.num-1] = (mn->collapse)?mn->collapse->id:-1;
// Collapse this edge
Collapse(mn,mn->collapse);
}
// reorder the map list based on the collapse ordering
for(int i=0;i<map.num;i++) {
map[i] = (map[i]==-1)?0:permutation[map[i]];
}
// The caller of this function should reorder their vertices
// according to the returned "permutation".
}

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/*
* Progressive Mesh type Polygon Reduction Algorithm
* by Stan Melax (c) 1998
*
* The function ProgressiveMesh() takes a model in an "indexed face
* set" sort of way. i.e. list of vertices and list of triangles.
* The function then does the polygon reduction algorithm
* internally and reduces the model all the way down to 0
* vertices and then returns the order in which the
* vertices are collapsed and to which neighbor each vertex
* is collapsed to. More specifically the returned "permutation"
* indicates how to reorder your vertices so you can render
* an object by using the first n vertices (for the n
* vertex version). After permuting your vertices, the
* map list indicates to which vertex each vertex is collapsed to.
*/
#ifndef PROGRESSIVE_MESH_H
#define PROGRESSIVE_MESH_H
#include "vector.h"
#include "list.h"
class tridata {
public:
int v[3]; // indices to vertex list
// texture and vertex normal info removed for this demo
};
void ProgressiveMesh(List<Vector> &vert, List<tridata> &tri,
List<int> &map, List<int> &permutation );
#endif

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/* Copyright 1996, Viewpoint Datalabs Int'l, www.viewpoint.com, 1-800-DATASET */
/*
# Usage Rights: You (the user) may use this model to help build
# cool personal vrml worlds, but please give us credit when you do
# ("3D model provided by Viewpoint Datalabs, www,viewpoint.com").
# Please don't sell it or use it to make money indirectly. Don't
# redistribute it or put it on a web site except as a part of your
# personal, non-commerical vrml world. If you want to do a
# commercial project, give us a call at 1-800-DATASET or visit
# www.viewpoint.com and we'll help you obtain the rights to do so.
# */
/*
* Note that this data was put directly into the program
* to provide a demo program on the net that people could
* just run without having to fetch datafiles.
* i.e. more convienent for the user this way
*/
#ifndef RABBIT_DATA_H
#define RABBIT_DATA_H
#define RABBIT_VERTEX_NUM (453)
#define RABBIT_TRIANGLE_NUM (902)
extern float rabbit_vertices[RABBIT_VERTEX_NUM][3];
extern int rabbit_triangles[RABBIT_TRIANGLE_NUM][3];
#endif

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#include <stdio.h>
#include <math.h>
#include <assert.h>
#include "vector.h"
float sqr(float a) {return a*a;}
// vector (floating point) implementation
float magnitude(Vector v) {
return float(sqrt(sqr(v.x) + sqr( v.y)+ sqr(v.z)));
}
Vector normalize(Vector v) {
float d=magnitude(v);
if (d==0) {
printf("Cant normalize ZERO vector\n");
assert(0);
d=0.1f;
}
v.x/=d;
v.y/=d;
v.z/=d;
return v;
}
Vector operator+(Vector v1,Vector v2)
{
return Vector(v1.x+v2.x,v1.y+v2.y,v1.z+v2.z);
}
Vector operator-(Vector v1,Vector v2)
{
return Vector(v1.x-v2.x,v1.y-v2.y,v1.z-v2.z);
}
Vector operator-(Vector v) {return Vector(-v.x,-v.y,-v.z);}
Vector operator*(Vector v1,float s) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
Vector operator*(float s, Vector v1) {return Vector(v1.x*s,v1.y*s,v1.z*s);}
Vector operator/(Vector v1,float s) {return v1*(1.0f/s);}
float operator^(Vector v1,Vector v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}
Vector operator*(Vector v1,Vector v2) {
return Vector(
v1.y * v2.z - v1.z*v2.y,
v1.z * v2.x - v1.x*v2.z,
v1.x * v2.y - v1.y*v2.x);
}
Vector planelineintersection(Vector n,float d,Vector p1,Vector p2){
// returns the point where the line p1-p2 intersects the plane n&d
Vector dif = p2-p1;
float dn= n^dif;
float t = -(d+(n^p1) )/dn;
return p1 + (dif*t);
}
int concurrent(Vector a,Vector b) {
return(a.x==b.x && a.y==b.y && a.z==b.z);
}
// Matrix Implementation
matrix transpose(matrix m) {
return matrix( Vector(m.x.x,m.y.x,m.z.x),
Vector(m.x.y,m.y.y,m.z.y),
Vector(m.x.z,m.y.z,m.z.z));
}
Vector operator*(matrix m,Vector v){
m=transpose(m); // since column ordered
return Vector(m.x^v,m.y^v,m.z^v);
}
matrix operator*(matrix m1,matrix m2){
m1=transpose(m1);
return matrix(m1*m2.x,m1*m2.y,m1*m2.z);
}
//Quaternion Implementation
Quaternion operator*(Quaternion a,Quaternion b) {
Quaternion c;
c.r = a.r*b.r - a.x*b.x - a.y*b.y - a.z*b.z;
c.x = a.r*b.x + a.x*b.r + a.y*b.z - a.z*b.y;
c.y = a.r*b.y - a.x*b.z + a.y*b.r + a.z*b.x;
c.z = a.r*b.z + a.x*b.y - a.y*b.x + a.z*b.r;
return c;
}
Quaternion operator-(Quaternion q) {
return Quaternion(q.r*-1,q.x,q.y,q.z);
}
Quaternion operator*(Quaternion a,float b) {
return Quaternion(a.r*b, a.x*b, a.y*b, a.z*b);
}
Vector operator*(Quaternion q,Vector v) {
return q.getmatrix() * v;
}
Vector operator*(Vector v,Quaternion q){
assert(0); // must multiply with the quat on the left
return Vector(0.0f,0.0f,0.0f);
}
Quaternion operator+(Quaternion a,Quaternion b) {
return Quaternion(a.r+b.r, a.x+b.x, a.y+b.y, a.z+b.z);
}
float operator^(Quaternion a,Quaternion b) {
return (a.r*b.r + a.x*b.x + a.y*b.y + a.z*b.z);
}
Quaternion slerp(Quaternion a,Quaternion b,float interp){
if((a^b) <0.0) {
a.r=-a.r;
a.x=-a.x;
a.y=-a.y;
a.z=-a.z;
}
float theta = float(acos(a^b));
if(theta==0.0f) { return(a);}
return
a*float(sin(theta-interp*theta)/sin(theta))
+ b*float(sin(interp*theta)/sin(theta));
}

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//
// This module contains a bunch of well understood functions
// I apologise if the conventions used here are slightly
// different than what you are used to.
//
#ifndef GENERIC_VECTOR_H
#define GENERIC_VECTOR_H
#include <stdio.h>
#include <math.h>
class Vector {
public:
float x,y,z;
Vector(float _x=0.0,float _y=0.0,float _z=0.0){x=_x;y=_y;z=_z;};
operator float *() { return &x;};
};
float magnitude(Vector v);
Vector normalize(Vector v);
Vector operator+(Vector v1,Vector v2);
Vector operator-(Vector v);
Vector operator-(Vector v1,Vector v2);
Vector operator*(Vector v1,float s) ;
Vector operator*(float s,Vector v1) ;
Vector operator/(Vector v1,float s) ;
float operator^(Vector v1,Vector v2); // DOT product
Vector operator*(Vector v1,Vector v2); // CROSS product
Vector planelineintersection(Vector n,float d,Vector p1,Vector p2);
class matrix{
public:
Vector x,y,z;
matrix(){x=Vector(1.0f,0.0f,0.0f);
y=Vector(0.0f,1.0f,0.0f);
z=Vector(0.0f,0.0f,1.0f);};
matrix(Vector _x,Vector _y,Vector _z){x=_x;y=_y;z=_z;};
};
matrix transpose(matrix m);
Vector operator*(matrix m,Vector v);
matrix operator*(matrix m1,matrix m2);
class Quaternion{
public:
float r,x,y,z;
Quaternion(){x=y=z=0.0f;r=1.0f;};
Quaternion(Vector v,float t){
v=normalize(v);
r=float(cos(t/2.0));
v=v*float(sin(t/2.0));
x=v.x;
y=v.y;
z=v.z;
};
Quaternion(float _r,float _x,float _y,float _z){r=_r;x=_x;y=_y;z=_z;};
float angle(){return float(acos(r)*2.0);}
Vector axis(){Vector a(x,y,z); return a*float(1/sin(angle()/2.0));}
Vector xdir(){
return Vector(1-2*(y*y+z*z), 2*(x*y+r*z), 2*(x*z-r*y));
}
Vector ydir(){
return Vector( 2*(x*y-r*z),1-2*(x*x+z*z), 2*(y*z+r*x));
}
Vector zdir(){
return Vector( 2*(x*z+r*y), 2*(y*z-r*x),1-2*(x*x+y*y));
}
matrix getmatrix(){return matrix(xdir(),ydir(),zdir());}
//operator matrix(){return getmatrix();}
};
Quaternion operator-(Quaternion q);
Quaternion operator*(Quaternion a,Quaternion b);
Vector operator*(Quaternion q,Vector v);
Vector operator*(Vector v,Quaternion q);
Quaternion slerp(Quaternion a,Quaternion b,float interp);
#endif

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/*
* 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;
// since trackball proportional to distance from cop
float fudgefactor = 1.0f/(magnitude(nrml) * 0.25f);
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 {
// This 'goto' was in the sample code
goto quit;
}
}
CalcFPSDeltaT();
Display();
}
quit:
wglMakeCurrent(NULL, NULL);
ReleaseDC(hDC, hWnd);
wglDeleteContext(hRC);
DestroyWindow(hWnd);
if (hPalette) DeleteObject(hPalette);
return msg.wParam;
}

View File

@ -0,0 +1,60 @@
/*--------------------------------*- C++ -*----------------------------------*\
| ========= | |
| \\ / F ield | OpenFOAM: The Open Source CFD Toolbox |
| \\ / O peration | Version: dev |
| \\ / A nd | Web: www.OpenFOAM.com |
| \\/ M anipulation | |
\*---------------------------------------------------------------------------*/
FoamFile
{
version 2.0;
format ascii;
class polyBoundaryMesh;
location "constant/polyMesh";
object boundary;
}
// * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * //
6
(
inlet
{
type patch;
nFaces 840;
startFace 96680;
}
outlet
{
type patch;
nFaces 840;
startFace 97520;
}
innerWall
{
type wall;
nFaces 2480;
startFace 98360;
}
outerWall
{
type wall;
nFaces 880;
startFace 100840;
}
cyclic_half0
{
type cyclic;
nFaces 1600;
startFace 101720;
neighbourPatch cyclic_half1;
}
cyclic_half1
{
type cyclic;
nFaces 1600;
startFace 103320;
neighbourPatch cyclic_half0;
}
)
// ************************************************************************* //