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main.cpp
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main.cpp
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// -----------------------------------
// Version: Hierarchical Display lists
// Antonio Ramires Fernandes
// www.lighthouse3d.com
// -----------------------------------
#include <GL/glew.h>
#include <GL/glut.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include "PerformanceTimer.h"
struct Element
{
unsigned int *indice;
float *vertex_ptr;
};
Element vertex_ptr;
Element edge_ptr;
Element triangle_ptr;
unsigned int number_elements;
GLuint vboVertex;
GLuint vboList;
char title[30];
float width = 1024;
float height = 768;
float m_Ortho[] ={0,1,0,1,-1,1};
float edge_length = 0.1;
static PerformanceTimer timer;
GLuint DLpoint;
GLuint DLedge;
GLuint DLtriangle;
GLuint createPoint();
GLuint createEdge();
GLuint createTriangle();
FILE* outputfile;
unsigned int test_mode;
unsigned int test_type;
unsigned int point_type;
unsigned int edge_type;
unsigned int triangle_type;
void CalcFPS()
{
static int timeinit=0;
static int frame=0, frame2=0;
static PerformanceTimer pTimer;
if(!timeinit)
{
frame=0;
pTimer.StartTimer();
timeinit=1;
}
frame++;
double dif = pTimer.GetTimeElapsed();
double fps = (dif)?(double)frame/dif:-1.0;
if(dif>2.0 && frame >10)
{
pTimer.StartTimer();
frame = 0;
}
sprintf(title,"FPS:%4.2f",fps);
glutSetWindowTitle(title);
}
void changeSize(int w, int h) {
// Set the viewport to be the entire window
width = w;
height = h;
glViewport(0, 0, w, h);
}
void initVBO()
{
unsigned int num_vertex;
unsigned int num_list;
float* vertexPtr;
unsigned int* indicePtr;
if(test_type ==1)
{
num_vertex = number_elements*3*sizeof(float);
num_list = number_elements*sizeof(unsigned int);
vertexPtr = vertex_ptr.vertex_ptr;
indicePtr = vertex_ptr.indice;
}
else if(test_type ==2)
{
num_vertex = number_elements*6*sizeof(float);
num_list = number_elements*2*sizeof(unsigned int);
vertexPtr = edge_ptr.vertex_ptr;
indicePtr = edge_ptr.indice;
}
else if(test_type ==3)
{
num_vertex = number_elements*9*sizeof(float);
num_list = number_elements*3*sizeof(unsigned int);
vertexPtr = triangle_ptr.vertex_ptr;
indicePtr = triangle_ptr.indice;
}
glGenBuffers(1, &vboVertex);
glBindBuffer(GL_ARRAY_BUFFER, vboVertex);
glBufferData(GL_ARRAY_BUFFER, num_vertex, vertexPtr, GL_STATIC_DRAW);
glGenBuffers(1, &vboList); // Generate buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboList); // Bind the element array buffer
glBufferData(GL_ELEMENT_ARRAY_BUFFER, num_list, indicePtr, GL_STATIC_DRAW);
}
void deleteVBO()
{
glDeleteBuffers(1, &vboVertex );
glDeleteBuffers(1, &vboList );
}
void generateData()
{
srand (time(NULL));
if(test_type ==1)
{
vertex_ptr.vertex_ptr = new float[3*number_elements];
vertex_ptr.indice = new unsigned int[number_elements];
for(unsigned int i=0;i<number_elements;i++)
{
vertex_ptr.vertex_ptr[3*i] = (float)rand()/(float)RAND_MAX;
vertex_ptr.vertex_ptr[3*i+1] = (float)rand()/(float)RAND_MAX;
vertex_ptr.vertex_ptr[3*i+2] = 0.0f;
vertex_ptr.indice[i] = i;
}
}
else if(test_type ==2)
{
edge_ptr.vertex_ptr = new float[6*number_elements];
edge_ptr.indice = new unsigned int[2*number_elements];
for(unsigned int i=0;i<number_elements;i++)
{
edge_ptr.vertex_ptr[3*i] = 0.5-edge_length*0.5;
edge_ptr.vertex_ptr[3*i+1] = (float)rand()/(float)RAND_MAX;
edge_ptr.vertex_ptr[3*i+2] = 0.0f;
edge_ptr.vertex_ptr[3*i +3*number_elements] = 0.5+edge_length*0.5;
edge_ptr.vertex_ptr[3*i+1 + 3*number_elements] = (float)rand()/(float)RAND_MAX;
edge_ptr.vertex_ptr[3*i+2 +3*number_elements] = 0.0f;
edge_ptr.indice[2*i] = rand()%number_elements;
edge_ptr.indice[2*i+1] = rand()%number_elements + number_elements;
}
}
else if(test_type ==3)
{
triangle_ptr.indice = new unsigned int[3*number_elements];
triangle_ptr.vertex_ptr = new float[9*number_elements];
for(unsigned int i=0;i<number_elements;i++)
{
triangle_ptr.vertex_ptr[9*i] = (float)rand()/(float)RAND_MAX;
triangle_ptr.vertex_ptr[9*i+1] = (float)rand()/(float)RAND_MAX;
triangle_ptr.vertex_ptr[9*i+2] = 0.0f;
triangle_ptr.vertex_ptr[9*i+3] = (float)rand()/(float)RAND_MAX;
triangle_ptr.vertex_ptr[9*i+4] = (float)rand()/(float)RAND_MAX;
triangle_ptr.vertex_ptr[9*i+5] = 0.0f;
triangle_ptr.vertex_ptr[9*i+6] = 0.0f;
triangle_ptr.vertex_ptr[9*i+7] = 0.0f;
triangle_ptr.vertex_ptr[9*i+8] = 0.0f;
triangle_ptr.indice[3*i] = rand()%number_elements;
triangle_ptr.indice[3*i+1] = rand()%number_elements + number_elements;
triangle_ptr.indice[3*i+2] = rand()%number_elements + number_elements*2;
}
}
}
void freeData()
{
printf("exit and destory the data");
delete [] vertex_ptr.vertex_ptr;
delete [] vertex_ptr.indice;
delete [] edge_ptr.indice;
delete [] edge_ptr.vertex_ptr;
delete [] triangle_ptr.indice;
delete [] triangle_ptr.vertex_ptr;
}
GLuint createPoint()
{
GLuint vertexDL;
vertexDL = glGenLists(1);
glNewList(vertexDL,GL_COMPILE);
glPointSize(10.0f);
glColor3f( 0.95f, 0.207, 0.031f );
if(point_type == 2)
{
glEnable( GL_POINT_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glPointSize( 6.0 );
}
glBegin( GL_POINTS );
for(unsigned int i=0;i<number_elements;i++)
glVertex3f(vertex_ptr.vertex_ptr[3*i],vertex_ptr.vertex_ptr[3*i+1],vertex_ptr.vertex_ptr[3*i+2]);
glEnd();
glEndList();
return vertexDL;
}
GLuint createEdge()
{
GLuint edgeDL;
edgeDL = glGenLists(1);
float vertex1[3];
float vertex2[3];
glNewList(edgeDL,GL_COMPILE);
glColor3f( 0.95f, 0.207, 0.031f );
if(edge_type == 1)
{
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
}
glBegin( GL_LINES );
for(unsigned int i=0;i<number_elements;i++)
{
vertex1[0] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i] ];
vertex1[1] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i] +1 ];
vertex1[2] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i] +2];
vertex2[0] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i+1] ];
vertex2[1] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i+1] +1];
vertex2[2] = edge_ptr.vertex_ptr[ 3*edge_ptr.indice[2*i+1] +2];
glVertex3f(vertex1[0],vertex1[1],vertex1[2]);
glVertex3f(vertex2[0],vertex2[1],vertex2[2]);
}
glEnd();
glEndList();
return edgeDL;
}
GLuint createTriangle()
{
GLuint triangleDL;
triangleDL = glGenLists(1);
float vertex1[3];
float vertex2[3];
float vertex3[3];
glNewList(triangleDL,GL_COMPILE);
glColor3f( 0.95f, 0.207, 0.031f );
if(triangle_type == 1)
{
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
}
glBegin( GL_TRIANGLES );
for(unsigned int i=0;i<number_elements;i++)
{
vertex1[0] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i] ];
vertex1[1] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i] +1 ];
vertex1[2] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i] +2];
vertex2[0] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+1] ];
vertex2[1] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+1] +1];
vertex2[2] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+1] +2];
vertex3[0] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+2] ];
vertex3[1] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+2] +1];
vertex3[2] = triangle_ptr.vertex_ptr[ 3*triangle_ptr.indice[3*i+2] +2];
glVertex3f(vertex1[0],vertex1[1],vertex1[2]);
glVertex3f(vertex2[0],vertex2[1],vertex2[2]);
glVertex3f(vertex3[0],vertex3[1],vertex3[2]);
}
glEnd();
glEndList();
return triangleDL;
}
void renderScene(void) {
glViewport (0, 0, width, height );
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho( m_Ortho[0], m_Ortho[1], m_Ortho[2], m_Ortho[3], m_Ortho[4], m_Ortho[5] );
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if(test_mode == 1)
{
glPointSize(5.0f);
glColor4f(0.0,0.0,1.0,1.0 );
glEnableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, vboVertex);
glVertexPointer(3,GL_FLOAT,0,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboList);
if(test_type ==1)
{
if(point_type == 2)
{
glEnable( GL_POINT_SMOOTH );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glPointSize( 6.0 );
}
glDrawElements(GL_POINTS, number_elements, GL_UNSIGNED_INT, NULL);
}
else if(test_type ==2)
{
if(edge_type == 1)
{
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glHint(GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glEnable(GL_NORMALIZE);
}
glDrawElements(GL_LINES, number_elements*2, GL_UNSIGNED_INT, NULL);
}
else if(test_type ==3)
{
if(triangle_type == 1)
{
glPolygonMode(GL_FRONT, GL_LINE);
glPolygonMode(GL_BACK, GL_LINE);
}
else
{
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
}
glDrawElements(GL_TRIANGLES, number_elements*3, GL_UNSIGNED_INT, NULL);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
else if(test_mode ==2)
{
if(test_type == 1)
glCallList(DLpoint);
else if(test_type == 2)
glCallList(DLedge);
else if(test_type == 3)
glCallList(DLtriangle);
}
CalcFPS();
glutSwapBuffers();
}
/*use can specify the different rendering mode and types*/
void InitParameter()
{
printf("Test Mode: 1:VBO Test 2:Display List\n");
scanf("%d",&test_mode);
printf("Test Type: 1:Points 2:Edges 3:Triangles\n");
scanf("%d",&test_type);
printf("The number of Points( Edges or Triangles)\n");
scanf("%d",&number_elements);
assert((test_mode==1)||(test_mode==2));
assert((test_type==1)||(test_type==2)||(test_type==3));
assert(number_elements>0);
if(test_type ==1)
{
printf("Points are rendered as 1: rectangle 2:circle \n");
scanf("%d",&point_type);
}
else if(test_type ==2)
{
printf("The edges are smoothed or not? 1:smoothed 2:not smoothed\n");
scanf("%d",&edge_type);
printf("The length of the edges: range:(0-1)\n");
scanf("%f",&edge_length);
}
else if(test_type ==3)
{
printf("The triangle mode: 1:wireframe 2:filled\n");
scanf("%d",&triangle_type);
}
}
void InitGL()
{
glClearColor( 1.0,1.0,1.0,1.0 );
glClearDepth(1.0);
GLenum err = glewInit();
if (GLEW_OK != err)
printf( "%s\n", glewGetErrorString(err) );
if ( GLEW_ARB_vertex_buffer_object )
printf( "VBO extersion is supported!\n");
if (GLEW_ARB_vertex_shader && GLEW_ARB_fragment_shader && GL_EXT_geometry_shader4)
printf("Ready for GLSL - vertex, fragment, and geometry units.\n");
else {
printf("Not totally ready :( \n");
}
glClearColor( 1.0,1.0,1.0,1.0);
glClearDepth(1.0);
vboVertex = -1;
vboList = -1;
if(test_mode == 1)
initVBO();
else if(test_mode == 2)
{
if(test_type == 1)
DLpoint = createPoint();
else if(test_type == 2)
DLedge = createEdge();
else if(test_type == 3)
DLtriangle = createTriangle();
}
}
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100,100);
glutInitWindowSize(width,height);
glutCreateWindow("Display Test");
atexit (freeData);
InitParameter();
generateData();
InitGL();
glutDisplayFunc(renderScene);
glutIdleFunc(renderScene);
glutReshapeFunc(changeSize);
glutMainLoop();
return(0);
}