windows-nt/Source/XPSP1/NT/multimedia/opengl/pmesh/demo/glstuff.cxx

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2020-09-26 03:20:57 -05:00
#include "viewer.h"
#include <stdio.h>
#include <stdlib.h>
#include <ctype.h>
#include "trackbal.h"
#define Z_DELTA 1.0
#define Y_DELTA 1.0
#define X_DELTA 1.0
/************************************************************************/
/******************* Function Prototypes ********************************/
/************************************************************************/
void Reshape (GLsizei, GLsizei);
void InitGL(void);
void DoGlStuff(void);
void spin(void);
void InitMatrix (void);
void InitLighting(int, int, GLfloat, BOOL, int, int, int, BOOL);
void InitTexture (void);
void InitDrawing(void);
static void SetViewing(GLsizei, GLsizei, BOOL);
void SetViewWrap(GLsizei, GLsizei);
void initlights(void);
void EnableLighting (void);
void DisableLighting (void);
void PrintStuff (void);
void SetDistance( void );
void Key_up (void);
void Key_down (void);
void Key_i (void);
void Key_x (void);
void Key_X (void);
void Key_y (void);
void Key_Y (void);
void Key_z (void);
void Key_Z (void);
/************************************************************************/
/******************* Globals ********************************************/
/************************************************************************/
static unsigned int stipple[32] = {
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555,
0xAAAAAAAA,
0x55555555
};
GLfloat zTrans = 0.0;
/************************************************************************/
/******************* Code ***********************************************/
/************************************************************************/
void InitGL(void)
{
/* Initialize the State */
if (linesmooth_enable)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
}
if (polysmooth_enable)
{
glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
glBlendFunc(sblendfunc, dblendfunc);
glEnable(GL_BLEND);
glEnable(GL_POLYGON_SMOOTH);
}
if (blend_enable)
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColor4f(1.0F, 1.0F, 1.0F, 0.5F);
glBlendFunc(sblendfunc, dblendfunc);
glEnable(GL_BLEND);
}
else
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
glColor3f(1.0F, 1.0F, 1.0F);
}
if (dither_enable)
{
glEnable(GL_DITHER);
}
else
{
glDisable(GL_DITHER);
}
glPolygonMode(GL_FRONT, polymodefront);
glPolygonMode(GL_BACK, polymodeback);
if (linestipple_enable)
{
glLineStipple(1, 0xf0f0);
glEnable(GL_LINE_STIPPLE);
}
if (polystipple_enable)
{
glPolygonStipple((const GLubyte *) stipple);
glEnable(GL_POLYGON_STIPPLE);
}
glShadeModel(shade_model);
#if 1
if (depth_mode)
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
}
else
{
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
}
#endif
glCullFace(cull_face);
if (cull_enable)
glEnable(GL_CULL_FACE);
if (fog_enable)
{
glFogf(GL_FOG_START, 0);
glFogf(GL_FOG_END, 1);
glFogf(GL_FOG_MODE, GL_LINEAR);
glEnable(GL_FOG);
}
InitMatrix ();
if (light_enable)
InitLighting (numInfLights, numLocalLights, localviewmode,
lighttwoside, cmenable, cmface, cmmode, blend_enable);
glFrontFace(front_face);
glDrawBuffer(GL_BACK);
glClearColor ((GLfloat)0.0, (GLfloat)0.3, (GLfloat)0.5, (GLfloat)0.0);
//glClearColor ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)0.0, (GLfloat)0.0);
if (tex_enable)
InitTexture ();
InitDrawing();
SetViewing(g_wi.wSize.cx, g_wi.wSize.cy, TRUE);
}
void SetViewWrap(GLsizei w, GLsizei h)
{
if (!h) return;
SetViewing( w, h, TRUE);
}
void SetViewing(GLsizei w, GLsizei h, BOOL resize)
{
GLfloat l_zoom[3];
if (resize)
{
g_wi.wSize.cx = (int) w;
g_wi.wSize.cy = (int) h;
g_wi.wCenter.x = (int) w/2;
g_wi.wCenter.y = (int) h/2;
g_s.aspect_ratio = g_wi.wSize.cx / g_wi.wSize.cy;
}
for (int i=0; i<3; i++)
l_zoom[i] = (g_s.from[i] - g_s.to[i]) * g_s.zoom + g_s.to[i];
glViewport(0, 0, g_wi.wSize.cx, g_wi.wSize.cy);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(g_s.fov, g_s.aspect_ratio,
g_s.hither, g_s.yon * g_s.zoom);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(l_zoom[0], l_zoom[1], l_zoom[2],
g_s.to[0], g_s.to[1], g_s.to[2],
g_s.up[0], g_s.up[1], g_s.up[2]);
}
void InitDrawing(void)
{
initlights();
if (light_enable) EnableLighting ();
else DisableLighting();
//glClearColor ((GLfloat)0.0, (GLfloat)0.3, (GLfloat)0.5, (GLfloat)0.0);
glClearColor ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)0.0, (GLfloat)0.0);
glColor3f(0.2, 0.5, 0.8);
}
void CALLBACK InitMatrix (void)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK InitTexture (void)
{
}
void PrintStuff (void)
{
}
static void ComputeLatestMVMatrix ()
{
POINT pt;
static GLfloat del_x = 0.0, del_y = 0.0;
float matRot[4][4];
if (g_wi.rmouse_down)
{
if (GetCursorPos(&pt))
{
// Subtract current window center to convert to
// window coordinates.
pt.x -= (g_wi.wPosition.x);
pt.y -= (g_wi.wPosition.y);
if (pt.x != (int)g_wi.rmouseX || pt.y != (int)g_wi.rmouseY)
{
del_x = (float) (X_DELTA * (pt.x - (int)g_wi.rmouseX) /
(float) g_wi.wSize.cx);
del_y = (float) (Y_DELTA * (pt.y - (int)g_wi.rmouseY) /
(float) g_wi.wSize.cy);
}
g_s.trans[0] += del_x;
g_s.trans[1] -= del_y;
}
}
if (g_wi.lmouse_down)
{
// Convert to window coordinates.
pt.x -= (g_wi.wPosition.x);
pt.y -= (g_wi.wPosition.y);
if (GetCursorPos(&pt))
{
if (pt.x != (int)g_wi.lmouseX || pt.y != (int)g_wi.lmouseY)
{
trackball(curquat,
2.0*(g_wi.lmouseX)/g_wi.wSize.cx-1.0,
2.0*(g_wi.lmouseY)/g_wi.wSize.cy-1.0,
2.0*(pt.x)/g_wi.wSize.cx-1.0,
2.0*(g_wi.wSize.cy-pt.y)/g_wi.wSize.cy-1.0);
}
}
}
glTranslatef (g_s.trans[0], g_s.trans[1], g_s.trans[2]);
build_rotmatrix(matRot, curquat);
glMultMatrixf(&(matRot[0][0]));
//glRotatef(g_s.angle, (GLfloat)0.0, (GLfloat)1.0, (GLfloat)0.0);
//trackball_CalcRotMatrix( matRot );
//glMultMatrixf( &(matRot[0][0]) );
// This defines how far away we're looking from
//glRotatef(g_s.angle, (GLfloat)1.0, (GLfloat)1.0, (GLfloat)1.0);
}
void
DoGlStuff( void )
{
HRESULT hr;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix ();
ComputeLatestMVMatrix ();
if (!pm_ready)
{
if (filled_mode)
auxSolidTeapot (1.0);
if (edge_mode)
auxWireTeapot (1.01);
}
else
{
hr = pPMeshGL->Render ();
if (hr != S_OK)
MessageBox (NULL, "Render failed", "Error",
MB_OK);
}
glPopMatrix ();
glFlush ();
auxSwapBuffers();
PrintStuff ();
}
void CALLBACK Reshape(GLsizei w, GLsizei h)
{
//trackball_Resize( w, h );
trackball (curquat, 0.0, 0.0, 0.0, 0.0);
#if 1
glViewport(0, 0, (GLint)w, (GLint)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, -1, 1000);
// glOrtho(-1, 1, -1, 1, -1, 1000);
#else
if (!h) return;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
glOrtho(-5.0, 5.0, -5.0*(GLfloat)h/(GLfloat)w,
5.0*(GLfloat)h/(GLfloat)w, -5.0, 5.0);
else
glOrtho(-5.0*(GLfloat)w/(GLfloat)h,
5.0*(GLfloat)w/(GLfloat)h, -5.0, 5.0, -5.0, 5.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
g_wi.wSize.cx = (int) w;
g_wi.wSize.cy = (int) h;
}
void spin(void)
{
DoGlStuff();
}
void
InitLighting(int infiniteLights, int localLights,
GLfloat localViewer, BOOL twoSidedLighting,
int cmenable, int cmface, int cmmode, BOOL blendOn)
{
int i;
GLfloat normFactor;
/* Material settings */
GLfloat materialAmbientColor[4] = {
0.5F, 0.5F, 0.5F, 1.0F
};
GLfloat materialDiffuseColor[4] = {
0.7F, 0.7F, 0.7F, 1.0F
};
GLfloat materialSpecularColor[4] = {
1.0F, 1.0F, 1.0F, 1.0F
};
GLfloat materialShininess[1] = {
128
};
/* Lighting settings */
GLfloat lightPosition[8][4] = {
{ 1.0F, 1.0F, 1.0F, 1.0F },
{ 1.0F, 0.0F, 1.0F, 1.0F },
{ 1.0F, -1.0F, 1.0F, 1.0F },
{ 0.0F, -1.0F, 1.0F, 1.0F },
{ -1.0F, -1.0F, 1.0F, 1.0F },
{ -1.0F, 0.0F, 1.0F, 1.0F },
{ -1.0F, 1.0F, 1.0F, 1.0F },
{ 0.0F, 1.0F, 1.0F, 1.0F }
};
GLfloat lightDiffuseColor[8][4] = {
{ 1.0F, 1.0F, 1.0F, 1.0F },
{ 0.0F, 1.0F, 1.0F, 1.0F },
{ 1.0F, 0.0F, 1.0F, 1.0F },
{ 1.0F, 1.0F, 0.0F, 1.0F },
{ 1.0F, 0.0F, 0.0F, 1.0F },
{ 0.0F, 1.0F, 0.0F, 1.0F },
{ 0.0F, 0.0F, 1.0F, 1.0F },
{ 1.0F, 1.0F, 1.0F, 1.0F }
};
GLfloat lightAmbientColor[4] = {
0.1F, 0.1F, 0.1F, 1.0F
};
GLfloat lightSpecularColor[4] = {
1.0F, 1.0F, 1.0F, 1.0F
};
GLfloat lightModelAmbient[4] = {
0.5F, 0.5F, 0.5F, 1.0F
};
GLfloat alpha = blendOn ? 0.5F : 1.0F;
if (infiniteLights + localLights == 0)
return;
normFactor = 1.0F / (GLfloat)(infiniteLights + localLights);
materialDiffuseColor[3] = alpha;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, materialDiffuseColor);
materialAmbientColor[3] = alpha;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, materialAmbientColor);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecularColor);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, materialShininess);
lightAmbientColor[0] *= normFactor;
lightAmbientColor[1] *= normFactor;
lightAmbientColor[2] *= normFactor;
for (i = 0; i < localLights + infiniteLights; i++) {
lightPosition[i][3] = (GLfloat)(i < localLights);
lightDiffuseColor[i][0] *= normFactor;
lightDiffuseColor[i][1] *= normFactor;
lightDiffuseColor[i][2] *= normFactor;
glLightfv(GL_LIGHT0 + i, GL_POSITION, lightPosition[i]);
glLightfv(GL_LIGHT0 + i, GL_DIFFUSE, lightDiffuseColor[i]);
glLightfv(GL_LIGHT0 + i, GL_AMBIENT, lightAmbientColor);
glLightfv(GL_LIGHT0 + i, GL_SPECULAR, lightSpecularColor);
glEnable(GL_LIGHT0 + i);
}
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightModelAmbient);
glLightModelf(GL_LIGHT_MODEL_LOCAL_VIEWER, localViewer);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, twoSidedLighting);
if (cmenable) {
glColorMaterial(cmface, cmmode);
glEnable(GL_COLOR_MATERIAL);
}
glEnable(GL_LIGHTING);
}
void EnableLighting (void)
{
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
// glShadeModel(shade_model);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
void DisableLighting (void)
{
glDisable(GL_AUTO_NORMAL);
glDisable(GL_NORMALIZE);
// glShadeModel(shade_model);
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
void initlights(void)
{
GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat position[] = { 0.0, 0.0, 2.0, 0.0 };
GLfloat mat_diffuse[] = { 0.6, 0.6, 0.6, 1.0 };
GLfloat mat_diffuse1[] = { 0.8, 0.5, 0.2, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_shininess[] = { 30.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_BACK, GL_DIFFUSE, mat_diffuse1);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
}
void CALLBACK Key_i (void)
{
g_s.trans[0] = 0.0;
g_s.trans[1] = 0.0;
g_s.trans[2] = 0.0;
g_s.zoom = 1.0;
SetViewing( g_wi.wSize.cx, g_wi.wSize.cy, FALSE);
DoGlStuff ();
}
void CALLBACK Key_z (void)
{
g_s.trans[2] += Z_DELTA;
DoGlStuff ();
}
void CALLBACK Key_Z (void)
{
g_s.trans[2] -= Z_DELTA;
DoGlStuff ();
}
void CALLBACK Key_y (void)
{
g_s.trans[1] += Y_DELTA;
DoGlStuff ();
}
void CALLBACK Key_Y (void)
{
g_s.trans[1] -= Y_DELTA;
DoGlStuff ();
}
void CALLBACK Key_x (void)
{
g_s.trans[0] += X_DELTA;
DoGlStuff ();
}
void CALLBACK Key_X (void)
{
g_s.trans[0] -= X_DELTA;
DoGlStuff ();
}
void CALLBACK Key_up (void)
{
//zTrans += Z_DELTA;
g_s.zoom *= .8f;
if (g_s.zoom < 1.0f && g_s.zoom > .8f)
g_s.zoom = 1.0f;
SetViewing( g_wi.wSize.cx, g_wi.wSize.cy, FALSE);
DoGlStuff ();
}
void CALLBACK Key_down (void)
{
//zTrans -= Z_DELTA;
g_s.zoom *= 1.25f;
if (g_s.zoom > 1.0f && g_s.zoom < 1.25f)
g_s.zoom = 1.0f;
SetViewing( g_wi.wSize.cx, g_wi.wSize.cy, FALSE);
DoGlStuff ();
}