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bunnygut.cpp
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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 <stdio.h>
#include <math.h>
#include <stdlib.h>
#include <assert.h>
#include <string.h>
#pragma warning(disable : 4244)
#include "progmesh.h"
#include "rabdata.h"
#include "glutil.h"
#include "geometric.h"
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
std::vector<float3> vert; // global Array of vertices
std::vector<tridata> tri; // global Array of triangles
std::vector<int> collapse_map; // to which neighbor each vertex collapses
int renderpolycount=0; // polygons rendered in the current frame
float3 model_position; // position of bunny
float4 model_orientation(0,0,0,1); // orientation of bunny
// Note that the use of the Map() function and the collapse_map
// Array 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 Array
// 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.size());
renderpolycount=0;
for (unsigned int i = 0; i<tri.size(); 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));
float3 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)
float3 nrml = cross(v1-v0,v2-v1);
if(0<length(nrml)) {
nrml = normalize(nrml);
glNormal3fv(nrml);
}
glVertex3fv(v0);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
}
}
void PermuteVertices(std::vector<int> &permutation) {
// rearrange the vertex Array
std::vector<float3> temp_Array;
unsigned int i;
assert(permutation.size() == vert.size());
for (i = 0; i<vert.size(); i++) {
temp_Array.push_back(vert[i]);
}
for(i=0;i<vert.size();i++) {
vert[permutation[i]]=temp_Array[i];
}
// update the changes in the entries in the triangle Array
for (i = 0; i<tri.size(); 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 Arrays which we send to the reduction routine
int i;
for(i=0;i<RABBIT_VERTEX_NUM;i++) {
float *vp=rabbit_vertices[i];
vert.push_back(float3(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.push_back(td);
}
render_num=(int)vert.size(); // by default lets use all the model to render
}
void InitModel() {
std::vector<int> permutation;
GetRabbitData();
ProgressiveMesh(vert,tri,collapse_map,permutation);
PermuteVertices(permutation);
model_position = float3(0,0,-3);
float4 yaw = QuatFromAxisAngle(float3(0, 1, 0), -3.14f / 4); // 45 degrees
float4 pitch = QuatFromAxisAngle(float3(1, 0, 0), 3.14f / 12); // 15 degrees
model_orientation = qmul(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.size();
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( float DeltaT ) {
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.size()*(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> (int) vert.size()) render_num = (int)vert.size();
if(render_num<0 ) render_num=0;
}
char *RenderModel( float DeltaT ) {
AnimateParameters(DeltaT);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glColor3f(1,1,1);
glPushMatrix();
glMultMatrixf(Pose(model_position, model_orientation).matrix());
DrawModelTriangles();
StatusDraw();
glPopMatrix();
static char buf[256];
snprintf(buf,sizeof(buf),"Polys: %d Vertices: %d ",renderpolycount,render_num);
if(morph<1.0) {
snprintf(buf+strlen(buf),256-strlen(buf),"<-> %d morph: %4.2f ",
(int)(lodbase *render_num),morph);
}
return buf;
}