forked from rygorous/sphere_filling_curve
/
main.cpp
490 lines (389 loc) · 11.1 KB
/
main.cpp
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#include <Windows.h>
#include <WindowsX.h>
#include <gl/GL.h>
#include <gl/GLU.h>
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <math.h>
#include <vector>
#include "imgui.h"
#include "imguiRenderGL.h"
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "winmm.lib")
static HWND hWnd = 0;
static HDC hDC = 0;
static HGLRC hRC = 0;
static int mouseX = 0, mouseY = 0, mouseButtons = 0;
static int width, height;
static void errorExit(const char *fmt, ...)
{
char buffer[2048];
va_list arg;
va_start(arg, fmt);
vsprintf_s(buffer, fmt, arg);
va_end(arg);
MessageBox(hWnd, buffer, "sfc", MB_ICONERROR|MB_OK);
exit(1);
}
static void renderFrame();
// ---- windows blurb
static int mouseEvent(LPARAM lParam, int button)
{
mouseX = GET_X_LPARAM(lParam);
mouseY = GET_Y_LPARAM(lParam);
if (button > 0)
mouseButtons |= button;
else if (button < 0)
mouseButtons &= button - 1;
return 0;
}
static LRESULT CALLBACK windowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg) {
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_ERASEBKGND:
return 0;
case WM_PAINT:
renderFrame();
return 0;
case WM_MOUSEMOVE: return mouseEvent(lParam, 0);
case WM_LBUTTONDOWN: return mouseEvent(lParam, 1);
case WM_LBUTTONUP: return mouseEvent(lParam, -1);
case WM_RBUTTONDOWN: return mouseEvent(lParam, 2);
case WM_RBUTTONUP: return mouseEvent(lParam, -2);
case WM_SIZE:
InvalidateRect(hWnd, NULL, FALSE);
width = LOWORD(lParam);
height = HIWORD(lParam);
glViewport(0, 0, width, height);
break;
default:
break;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
static void createWindow(HINSTANCE hInstance)
{
WNDCLASS wc;
wc.style = 0;
wc.lpfnWndProc = windowProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH) GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "tesstest";
if (!RegisterClass(&wc))
errorExit("RegisterClass failed!\n");
RECT rc = { 0, 0, 1024, 768 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindow("tesstest", "Tess test", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL);
if (!hWnd)
errorExit("CreateWindow failed!\n");
}
static void createGLContext()
{
hDC = GetDC(hWnd);
PIXELFORMATDESCRIPTOR pfd = { 0 };
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 24;
pfd.cDepthBits = 24;
pfd.iLayerType = PFD_MAIN_PLANE;
if (!SetPixelFormat(hDC, ChoosePixelFormat(hDC, &pfd), &pfd))
errorExit("SetPixelFormat failed!\n");
hRC = wglCreateContext(hDC);
wglMakeCurrent(hDC, hRC);
}
// ---- octahedron
struct Vec3f
{
float x, y, z;
Vec3f() { }
Vec3f(float x, float y, float z) : x(x), y(y), z(z) { }
};
Vec3f operator * (float f, const Vec3f &v)
{
return Vec3f(f * v.x, f * v.y, f * v.z);
}
Vec3f operator + (const Vec3f &a, const Vec3f &b)
{
return Vec3f(a.x + b.x, a.y + b.y, a.z + b.z);
}
static float dot(const Vec3f &a, const Vec3f &b)
{
return a.x*b.x + a.y*b.y + a.z*b.z;
}
static Vec3f normalize(const Vec3f &v)
{
return (1.0f / sqrtf(dot(v, v))) * v;
}
struct Mesh
{
std::vector<Vec3f> verts;
std::vector<GLuint> inds;
GLuint addVert(const Vec3f &pos)
{
GLuint index = (GLuint)verts.size();
verts.push_back(pos);
return index;
}
void draw();
void drawPoints();
};
void Mesh::draw()
{
if (!inds.size())
return;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &verts[0]);
glDrawElements(GL_TRIANGLES, inds.size(), GL_UNSIGNED_INT, &inds[0]);
glDisableClientState(GL_VERTEX_ARRAY);
}
void Mesh::drawPoints()
{
if (!verts.size())
return;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &verts[0]);
glDrawArrays(GL_POINTS, 0, verts.size());
glDisableClientState(GL_VERTEX_ARRAY);
}
static void genSubdFace(Mesh &m, GLuint va, GLuint vb, GLuint vc, int depth)
{
if (depth <= 0) {
// just write out the face
m.inds.push_back(va);
m.inds.push_back(vb);
m.inds.push_back(vc);
} else {
// subdivide some more
//
// c c
// / \ /|\
// / \ / | \
// / \ --> / | \
// a-------b a---d---b
// split edge ab and generate d
GLuint vd = m.addVert(0.5f * (m.verts[va] + m.verts[vb]));
// recurse, ordering vertices so that new "ab" (edge to
// be split) is the hypotenuse
genSubdFace(m, vc, va, vd, depth - 1);
genSubdFace(m, vb, vc, vd, depth - 1);
}
}
static void genSubdOctahedron(Mesh &m, int depth)
{
float t = sqrtf(0.5f);
// vertices
GLuint vDn = m.addVert(Vec3f(0.0f, -1.0f, 0.0f));
GLuint vBL = m.addVert(Vec3f(-t, 0.0f, -t));
GLuint vFL = m.addVert(Vec3f(-t, 0.0f, t));
GLuint vFR = m.addVert(Vec3f( t, 0.0f, t));
GLuint vBR = m.addVert(Vec3f( t, 0.0f, -t));
GLuint vUp = m.addVert(Vec3f(0.0f, 1.0f, 0.0f));
// faces
genSubdFace(m, vBL, vBR, vDn, depth);
genSubdFace(m, vBR, vFR, vDn, depth);
genSubdFace(m, vFR, vFL, vDn, depth);
genSubdFace(m, vFL, vBL, vDn, depth);
genSubdFace(m, vBL, vFL, vUp, depth);
genSubdFace(m, vFL, vFR, vUp, depth);
genSubdFace(m, vFR, vBR, vUp, depth);
genSubdFace(m, vBR, vBL, vUp, depth);
}
static void spherize(std::vector<Vec3f> &verts)
{
for (auto it = verts.begin(); it != verts.end(); ++it)
*it = normalize(*it);
}
static void triTraverse(std::vector<Vec3f> &verts, const Vec3f &a, const Vec3f &b, const Vec3f &c, int depth, bool flip)
{
if (depth <= 0) {
Vec3f mid = (1.0f / 3.0f) * (a + b + c);
verts.push_back(mid);
} else {
Vec3f d = 0.5f * (a + b);
if (!flip) {
triTraverse(verts, c, a, d, depth - 1, !flip);
triTraverse(verts, b, c, d, depth - 1, !flip);
} else {
triTraverse(verts, b, c, d, depth - 1, !flip);
triTraverse(verts, c, a, d, depth - 1, !flip);
}
}
}
static void sphereTraverseOcta(std::vector<Vec3f> &verts, int depth)
{
float t = sqrtf(0.5f);
Vec3f vDn(0.0f, -1.0f, 0.0f);
Vec3f vBL(-t, 0.0f, -t);
Vec3f vFL(-t, 0.0f, t);
Vec3f vFR( t, 0.0f, t);
Vec3f vBR( t, 0.0f, -t);
Vec3f vUp(0.0f, 1.0f, 0.0f);
triTraverse(verts, vBL, vBR, vDn, depth, false);
triTraverse(verts, vBR, vFR, vDn, depth, false);
triTraverse(verts, vFR, vFL, vDn, depth, false);
triTraverse(verts, vFL, vBL, vDn, depth, false);
triTraverse(verts, vBL, vFL, vUp, depth, false);
triTraverse(verts, vFL, vFR, vUp, depth, false);
triTraverse(verts, vFR, vBR, vUp, depth, false);
triTraverse(verts, vBR, vBL, vUp, depth, false);
spherize(verts);
}
static void sphereTraverseTetra(std::vector<Vec3f> &verts, int depth)
{
float t = sqrtf(0.5f);
Vec3f vBL(-1.0f, 0.0f, -t);
Vec3f vBR( 1.0f, 0.0f, -t);
Vec3f vFD( 0.0f, -1.0f, t);
Vec3f vFU( 0.0f, 1.0f, t);
triTraverse(verts, vBL, vFD, vFU, depth, false);
triTraverse(verts, vFD, vBR, vFU, depth, false);
triTraverse(verts, vBR, vBL, vFU, depth, false);
triTraverse(verts, vBL, vBR, vFD, depth, false);
spherize(verts);
}
// ---- main
static void renderFrame()
{
glClearColor(0 / 255.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f);
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// ---- UI
imguiBeginFrame(mouseX, height - 1 - mouseY, mouseButtons, 0);
static const int paramSize = 120;
static int paramScroll = 0;
imguiBeginScrollArea("Params", 0, height - paramSize, width, paramSize, ¶mScroll);
static float depth = 8.0f;
imguiSlider("Depth", &depth, 0.0f, 12.0f, 1.0f);
static float draw_ratio = 1.0f;
imguiSlider("Draw ratio", &draw_ratio, 0.0f, 1.0f, 0.001f);
static bool showWire = false;
showWire ^= imguiCheck("Wireframe", showWire);
static bool showPoints = false;
showPoints ^= imguiCheck("Points", showPoints);
static bool showPath = true;
showPath ^= imguiCheck("Path", showPath);
static bool showPathPoints = true;
showPathPoints ^= imguiCheck("Path points", showPathPoints);
imguiEndScrollArea();
imguiEndFrame();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glLineWidth(1.2f);
// prepare to render octahedron
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0f, 1.333f, 0.01f, 10.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.5f, 0.5f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// model rot
unsigned int loop_len = 30 * 1000;
float phase = 1.0f * (timeGetTime() % loop_len) / loop_len;
glRotatef(phase * 360.0f, 0.0f, 1.0f, 0.0f);
// gen mesh
Mesh octa;
genSubdOctahedron(octa, (int) depth);
spherize(octa.verts);
// draw mesh as wireframe
glEnable(GL_CULL_FACE);
if (showWire) {
glColor4ub(0xfd, 0xf6, 0xe3, 255);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
octa.draw();
}
// draw vertices
if (showPoints) {
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
for (int pass=0; pass < 2; ++pass) {
if (!pass) {
glColor3ub(0x00, 0x2b, 0x36);
glPointSize(4.0f);
} else {
glColor3ub(0xcb, 0x4b, 0x16);
glPointSize(2.0f);
}
octa.draw();
}
glColor4ub(255, 0, 0, 255);
glPointSize(2.0f);
octa.draw();
glDisable(GL_POINT_SMOOTH);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
// draw path
if (showPath || showPathPoints) {
std::vector<Vec3f> verts;
sphereTraverseOcta(verts, (int) depth);
//triTraverse(verts, Vec3f(1.0f, -1.0f, 0.0f), Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(-1.0f, -1.0f, 0.0f), (int) depth, false);
//triTraverse(verts, Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(1.0f, -1.0f, 0.0f), Vec3f( 1.0f, 1.0f, 0.0f), (int) depth, false);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
static const float bgcol[4] = { 0.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f };
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, &verts[0]);
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_EXP2);
glFogfv(GL_FOG_COLOR, bgcol);
glFogf(GL_FOG_DENSITY, 0.4f);
if (showPath) {
glLineWidth(1.8f);
glColor3ub(255, 127, 0);
glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) (draw_ratio * verts.size()));
}
if (showPathPoints) {
glPointSize(4.0f);
glColor3ub(255, 0, 0);
glDrawArrays(GL_POINTS, 0, (GLsizei) (draw_ratio * verts.size()));
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_FOG);
glDisable(GL_POINT_SMOOTH);
}
// back to GUI
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, width, 0, height, -1.0f, 1.0f);
imguiRenderGLDraw();
glDisable(GL_BLEND);
SwapBuffers(hDC);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
createWindow(hInstance);
createGLContext();
imguiRenderGLInit("c:\\windows\\fonts\\calibri.ttf");
timeBeginPeriod(1);
ShowWindow(hWnd, SW_SHOW);
for (;;) {
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
if (msg.message == WM_QUIT)
return 0;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
renderFrame();
}
timeEndPeriod(1);
}