📄 testbezier.cpp
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement. The various license agreements may be found at
// the Magic Software web site. This file is subject to the license
//
// FREE SOURCE CODE
// http://www.magic-software.com/License.html/free.pdf
#include "TestBezier.h"
//---------------------------------------------------------------------------
MgcApplication* MgcApplication::Create ()
{
return new TestBezier;
}
//---------------------------------------------------------------------------
TestBezier::TestBezier ()
:
MgcApplication("TestBezier",640,480,0,1)
{
// set up bindings for camera turret
m_fTrnSpeed = 0.1;
m_fRotSpeed = 0.01;
m_kTurret.BindKeysToTranslateRight('[',']',m_fTrnSpeed);
m_kTurret.BindKeysToTranslateUp('{','}',m_fTrnSpeed);
m_kTurret.BindKeysToTranslateDirection(VK_DOWN,VK_UP,m_fTrnSpeed);
m_kTurret.BindKeysToRotateRight(VK_PRIOR,VK_NEXT,0.1*m_fRotSpeed);
m_kTurret.BindKeysToRotateUp(VK_RIGHT,VK_LEFT,0.1*m_fRotSpeed);
// initialize 'last time'
MeasureTime();
}
//---------------------------------------------------------------------------
MgcBezierMesh* TestBezier::CreateRectangleMesh (unsigned int uiDegree,
bool bUseNormals, bool bUseColors, bool bUseTextures)
{
unsigned int uiCtrlQuantity = (uiDegree+1)*(uiDegree+1);
unsigned int* auiIndex = new unsigned int[uiCtrlQuantity];
unsigned int uiI;
for (uiI = 0; uiI < uiCtrlQuantity; uiI++)
auiIndex[uiI] = uiI;
MgcVector3* akVertex = new MgcVector3[uiCtrlQuantity];
MgcColor* akColor;
if ( bUseColors )
akColor = new MgcColor[uiCtrlQuantity];
else
akColor = 0;
MgcVector2* akTexture;
if ( bUseTextures )
akTexture = new MgcVector2[uiCtrlQuantity];
else
akTexture = 0;
uiI = 0;
for (unsigned int uiY = 0; uiY <= uiDegree; uiY++)
{
MgcReal fV = uiY/MgcReal(uiDegree);
MgcReal fY = 2.0*fV - 1.0;
for (unsigned int uiX = 0; uiX <= uiDegree; uiX++)
{
MgcReal fU = uiX/MgcReal(uiDegree);
MgcReal fX = 2.0*fU - 1.0;
akVertex[uiI].x = fX;
akVertex[uiI].y = fY;
akVertex[uiI].z = 1.0 - fX*fX - fY*fY;
if ( bUseColors )
akColor[uiI] = MgcColor(fU,0.0,fV);
if ( bUseTextures )
akTexture[uiI] = MgcVector2(fU,fV);
uiI++;
}
}
MgcBezierPatchPtr* aspkPatch = new MgcBezierPatchPtr[1];
if ( uiDegree == 2 )
aspkPatch[0] = new MgcBezierRectangle2(auiIndex);
else
aspkPatch[0] = new MgcBezierRectangle3(auiIndex);
MgcBezierMesh* pkMesh = new MgcBezierMesh(uiCtrlQuantity,akVertex,
bUseNormals,akColor,akTexture,1,aspkPatch);
return pkMesh;
}
//---------------------------------------------------------------------------
MgcBezierMesh* TestBezier::CreateTriangleMesh (unsigned int uiDegree,
bool bUseNormals, bool bUseColors, bool bUseTextures)
{
unsigned int uiCtrlQuantity = (uiDegree+1)*(uiDegree+2)/2;
unsigned int* auiIndex = new unsigned int[uiCtrlQuantity];
unsigned int uiI;
for (uiI = 0; uiI < uiCtrlQuantity; uiI++)
auiIndex[uiI] = uiI;
MgcVector3* akVertex = new MgcVector3[uiCtrlQuantity];
MgcColor* akColor;
if ( bUseColors )
akColor = new MgcColor[uiCtrlQuantity];
else
akColor = 0;
MgcVector2* akTexture;
if ( bUseTextures )
akTexture = new MgcVector2[uiCtrlQuantity];
else
akTexture = 0;
uiI = 0;
for (unsigned int uiY = 0; uiY <= uiDegree; uiY++)
{
MgcReal fV = uiY/MgcReal(uiDegree);
MgcReal fY = 2.0*fV - 1.0;
for (unsigned int uiX = 0; uiX <= uiDegree - uiY; uiX++)
{
MgcReal fU = uiX/MgcReal(uiDegree);
MgcReal fX = 2.0*fU - 1.0;
akVertex[uiI].x = fX;
akVertex[uiI].y = fY;
akVertex[uiI].z = 1.0 - fX*fX - fY*fY;
if ( bUseColors )
akColor[uiI] = MgcColor(fU,0.0,fV);
if ( bUseTextures )
akTexture[uiI] = MgcVector2(fU,fV);
uiI++;
}
}
MgcBezierPatchPtr* aspkPatch = new MgcBezierPatchPtr[1];
if ( uiDegree == 2 )
aspkPatch[0] = new MgcBezierTriangle2(auiIndex);
else
aspkPatch[0] = new MgcBezierTriangle3(auiIndex);
MgcBezierMesh* pkMesh = new MgcBezierMesh(uiCtrlQuantity,akVertex,
bUseNormals,akColor,akTexture,1,aspkPatch);
return pkMesh;
}
//---------------------------------------------------------------------------
MgcBezierMesh* TestBezier::CreateCylinderMesh (unsigned int uiDegree,
bool bUseNormals, bool bUseColors, bool bUseTextures)
{
unsigned int uiCtrlQuantity = 2*(uiDegree+1);
unsigned int* auiIndex = new unsigned int[uiCtrlQuantity];
unsigned int uiI;
for (uiI = 0; uiI < uiCtrlQuantity; uiI++)
auiIndex[uiI] = uiI;
MgcVector3* akVertex = new MgcVector3[uiCtrlQuantity];
MgcColor* akColor;
if ( bUseColors )
akColor = new MgcColor[uiCtrlQuantity];
else
akColor = 0;
MgcVector2* akTexture;
if ( bUseTextures )
akTexture = new MgcVector2[uiCtrlQuantity];
else
akTexture = 0;
uiI = 0;
for (unsigned int uiY = 0; uiY < 2; uiY++)
{
MgcReal fV = MgcReal(uiY);
MgcReal fY = 2.0*fV - 1.0;
for (unsigned int uiX = 0; uiX <= uiDegree; uiX++)
{
MgcReal fU = uiX/MgcReal(uiDegree);
MgcReal fX = 2.0*fU - 1.0;
akVertex[uiI].x = fX;
akVertex[uiI].y = fY;
akVertex[uiI].z = 1.0 - fX*fX - fY*fY;
if ( bUseColors )
akColor[uiI] = MgcColor(fU,0.0,fV);
if ( bUseTextures )
akTexture[uiI] = MgcVector2(fU,fV);
uiI++;
}
}
MgcBezierPatchPtr* aspkPatch = new MgcBezierPatchPtr[1];
if ( uiDegree == 2 )
aspkPatch[0] = new MgcBezierCylinder2(auiIndex);
else
aspkPatch[0] = new MgcBezierCylinder3(auiIndex);
MgcBezierMesh* pkMesh = new MgcBezierMesh(uiCtrlQuantity,akVertex,
bUseNormals,akColor,akTexture,1,aspkPatch);
return pkMesh;
}
//---------------------------------------------------------------------------
bool TestBezier::Initialize ()
{
m_spkRenderer = new MgcOglRenderer(GetWindowHandle(),640,480);
m_spkRenderer->SetBackgroundColor(MgcColor(0.5f,0.0f,1.0f));
m_spkCamera = new MgcOglCamera(640,480);
m_spkCamera->SetFrustum(1.0,100.0,-0.55,0.55,0.4125,-0.4125);
MgcVector3 kCLoc(-2.78,0.00,3.17);
MgcVector3 kCLeft(-0.79,0.0,-0.61);
MgcVector3 kCUp(0.0,1.0,0.0);
MgcVector3 kCDir(0.61,0.0,-0.79);
m_spkCamera->SetFrame(kCLoc,kCLeft,kCUp,kCDir);
m_spkCamera->Update();
m_spkRenderer->SetCamera(m_spkCamera);
m_spkScene = new MgcNode;
bool bUseNormals = false;
bool bUseColors = true;
bool bUseTextures = false;
if ( bUseTextures )
{
unsigned int* auiData = new unsigned int[32*32];
for (unsigned int uiI = 0; uiI < 32*32; uiI++)
{
auiData[uiI] =
(rand() % 256) |
((rand() % 256) << 8) |
((rand() % 256) << 16);
}
MgcImage* pkImage = new MgcImage(MgcImage::IT_RGBA8888,32,32,
(unsigned char*)auiData);
m_spkTexture = new MgcTexture;
m_spkTexture->SetImage(pkImage);
m_spkTexture->Mipmap() = MgcTexture::MM_NONE;
m_spkTextureState = new MgcTextureState;
m_spkTextureState->Set(0,m_spkTexture);
m_spkScene->SetRenderState(m_spkTextureState);
}
#if 0
m_spkMesh = CreateTriangleMesh(2,bUseNormals,bUseColors,bUseTextures);
#endif
#if 0
m_spkMesh = CreateRectangleMesh(3,bUseNormals,bUseColors,bUseTextures);
#endif
#if 1
m_spkMesh = CreateCylinderMesh(2,bUseNormals,bUseColors,bUseTextures);
#endif
m_spkScene->AttachChild(m_spkMesh);
m_spkWireframeState = new MgcWireframeState;
m_spkScene->SetRenderState(m_spkWireframeState);
m_spkZBufferState = new MgcZBufferState;
m_spkZBufferState->Enabled() = true;
m_spkZBufferState->Writeable() = true;
m_spkZBufferState->Compare() = MgcZBufferState::CF_LEQUAL;
m_spkScene->SetRenderState(m_spkZBufferState);
#if 0
m_spkDLight = new MgcDirectionalLight;
m_spkDLight->Direction() = kCDir;
m_spkDLight->Ambient() = MgcColor(1.0,1.0,1.0);
m_spkDLight->Diffuse() = MgcColor(1.0,1.0,1.0);
m_spkLightState = new MgcLightState;
m_spkLightState->Attach(m_spkDLight);
m_spkScene->SetRenderState(m_spkLightState);
#endif
m_spkScene->UpdateGS(0.0);
m_spkScene->UpdateRS();
return true;
}
//---------------------------------------------------------------------------
void TestBezier::Terminate ()
{
m_spkMesh = 0;
m_spkTexture = 0;
m_spkTextureState = 0;
m_spkWireframeState = 0;
m_spkZBufferState = 0;
m_spkDLight = 0;
m_spkLightState = 0;
m_spkCamera = 0;
m_spkRenderer = 0;
m_spkScene = 0;
}
//---------------------------------------------------------------------------
void TestBezier::OnIdle ()
{
MeasureTime();
if ( GetFocus() == GetWindowHandle() )
{
if ( m_kTurret.ReadKeyboard() )
{
m_spkRenderer->GetCamera()->SetFrame(m_kTurret.GetTranslate(),
m_kTurret.GetRotate());
}
}
m_spkRenderer->ClearBuffers();
m_spkRenderer->Draw(m_spkScene);
m_spkRenderer->DisplayBackBuffer();
DrawFrameRate();
UpdateClicks();
}
//---------------------------------------------------------------------------
bool TestBezier::WmChar (char cCharCode, long lKeyData)
{
unsigned int uiLevel, uiP;
switch ( cCharCode )
{
case '0': // reset frame rate measurements
ResetTime();
return true;
case 'w':
m_spkWireframeState->Enabled() = !m_spkWireframeState->Enabled();
return true;
case '+':
uiLevel = m_spkMesh->GetTessellationLevel();
if ( uiLevel < 8 )
m_spkMesh->Tessellate(uiLevel+1);
return true;
case '-':
uiLevel = m_spkMesh->GetTessellationLevel();
if ( uiLevel > 0 )
m_spkMesh->Tessellate(uiLevel-1);
return true;
case '<':
for (uiP = 0; uiP < m_spkMesh->GetPatchQuantity(); uiP++)
{
MgcBezierPatchPtr spPatch = m_spkMesh->Patch(uiP);
if ( spPatch->GetType() == MgcBezierPatch::PT_CYLINDER )
{
MgcBezierCylinder* pkCyln =
MgcSmartPointerCast(MgcBezierCylinder,spPatch);
if ( pkCyln->CylinderLevel() > 0 )
{
pkCyln->CylinderLevel()--;
m_spkMesh->Tessellate(m_spkMesh->GetTessellationLevel());
}
}
}
return true;
case '>':
for (uiP = 0; uiP < m_spkMesh->GetPatchQuantity(); uiP++)
{
MgcBezierPatchPtr spPatch = m_spkMesh->Patch(uiP);
if ( spPatch->GetType() == MgcBezierPatch::PT_CYLINDER )
{
MgcBezierCylinder* pkCyln =
MgcSmartPointerCast(MgcBezierCylinder,spPatch);
if ( pkCyln->CylinderLevel() < 8 )
{
pkCyln->CylinderLevel()++;
m_spkMesh->Tessellate(m_spkMesh->GetTessellationLevel());
}
}
}
return true;
case 'q':
case 'Q':
case VK_ESCAPE:
PostMessage(GetWindowHandle(),WM_DESTROY,0,0);
return true;
}
return false;
}
//---------------------------------------------------------------------------
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