# Lesson28.tcl
#
# David Nikdel & NeHe's Bezier Tutorial
#
# This Code Was Published By Jeff Molofee 2000
# Code Was Created By David Nikdel For NeHe Productions
# If You've Found This Code Useful, Please Let Me Know.
# Visit My Site At nehe.gamedev.net#
#
# Modified for Tcl3D by Paul Obermeier 2006/08/29
# See www.tcl3d.org for the Tcl3D extension.
package require Img
package require tcl3d
# Font to be used in the Tk listbox.
set listFont {-family {Courier} -size 10}
# Determine the directory of this script.
set gDemo(scriptDir) [file dirname [info script]]
# Display mode.
set fullScreen false
# Window size.
set gDemo(winWidth) 640
set gDemo(winHeight) 480
set rotz 0.0 ; # Rotation about the Z axis
set rotzSpeed 0.5 ; # Rotation increment, i.e. speed
set showCPoints true ; # Toggles displaying the control point grid (NEW)
set divs 7 ; # Number of intrapolations (conrols poly resolution) (NEW)
# Show errors occuring in the Togl callbacks.
proc bgerror { msg } {
tk_messageBox -icon error -type ok -message "Error: $msg\n\n$::errorInfo"
ExitProg
}
# Print info message into widget a the bottom of the window.
proc PrintInfo { msg } {
if { [winfo exists .fr.info] } {
.fr.info configure -text $msg
}
}
proc SetFullScreenMode { win } {
set sh [winfo screenheight $win]
set sw [winfo screenwidth $win]
wm minsize $win $sw $sh
wm maxsize $win $sw $sh
set fmtStr [format "%dx%d+0+0" $sw $sh]
wm geometry $win $fmtStr
wm overrideredirect $win 1
focus -force $win
}
proc SetWindowMode { win w h } {
set sh [winfo screenheight $win]
set sw [winfo screenwidth $win]
wm minsize $win 10 10
wm maxsize $win $sw $sh
set fmtStr [format "%dx%d+0+25" $w $h]
wm geometry $win $fmtStr
wm overrideredirect $win 0
focus -force $win
}
# Toggle between windowing and fullscreen mode.
proc ToggleWindowMode {} {
if { $::fullScreen } {
SetFullScreenMode .
set ::fullScreen false
} else {
SetWindowMode . $::gDemo(winWidth) $::gDemo(winHeight)
set ::fullScreen true
}
}
proc IncrRotSpeed { val } {
set ::rotzSpeed [expr $::rotzSpeed + $val]
}
proc IncrNumDivs { val } {
global patch
set ::divs [expr $::divs + $val]
if { $::divs < 1 } {
set ::divs 1
}
set patch(dlBPatch) [genBezier $::divs] ; # Update the patch
.fr.toglwin postredisplay
}
proc ToggleShowPoints {} {
set ::showCPoints [expr ! $::showCPoints]
.fr.toglwin postredisplay
}
# Adds 2 points. Don't just use '+' ;)
proc pointAdd { p q } {
set r [list 0.0 0.0 0.0]
lset r 0 [expr {[lindex $p 0] + [lindex $q 0]}]
lset r 1 [expr {[lindex $p 1] + [lindex $q 1]}]
lset r 2 [expr {[lindex $p 2] + [lindex $q 2]}]
return $r
}
# Multiplies a point and a constant. Don't just use '*'
proc pointTimes { c p } {
set r [list 0.0 0.0 0.0]
lset r 0 [expr {[lindex $p 0] * $c}]
lset r 1 [expr {[lindex $p 1] * $c}]
lset r 2 [expr {[lindex $p 2] * $c}]
return $r
}
# Calculates 3rd degree polynomial based on 4 points
# and a single variable (u) which is generally between 0 and 1
proc Bernstein { u p0 p1 p2 p3 } {
set a [pointTimes [expr pow($u,3)] $p0]
set b [pointTimes [expr 3*pow($u,2)*(1-$u)] $p1]
set c [pointTimes [expr 3*$u*pow((1-$u),2)] $p2]
set d [pointTimes [expr pow((1-$u),3)] $p3]
set r [pointAdd [pointAdd $a $b] [pointAdd $c $d]]
return $r
}
# Generates a display list based on the data in the patch
# and the number of divisions
proc genBezier { divs } {
global patch
set u 0
set v 0
set drawlist [glGenLists 1] ; # make the display list
# get rid of any old display lists
if { [info exists patch(dlBPatch)] } {
glDeleteLists $patch(dlBPatch) 1
}
set temp0 $patch(anchors,0,3) ; # the first derived curve (along x axis)
set temp1 $patch(anchors,1,3)
set temp2 $patch(anchors,2,3)
set temp3 $patch(anchors,3,3)
# create the first line of points
for { set v 0 } { $v <= $divs } { incr v } {
set px [expr double($v)/double($divs)] ; # percent along x axis
# use the 4 points from the derives curve to calculate the points along that curve
set last($v) [Bernstein $px $temp0 $temp1 $temp2 $temp3]
}
glNewList $drawlist GL_COMPILE ; # Start a new display list
glBindTexture GL_TEXTURE_2D [$patch(texture) get 0] ; # Bind the texture
for { set u 1 } { $u <= $divs } { incr u } {
set py [expr double($u)/double($divs)] ; # percent along y axis
set pyold [expr (double($u)-1.0)/double($divs)] ; # Percent along old Y axis
# Calculate new bezier points
set temp0 [Bernstein $py $patch(anchors,0,0) $patch(anchors,0,1) $patch(anchors,0,2) $patch(anchors,0,3)]
set temp1 [Bernstein $py $patch(anchors,1,0) $patch(anchors,1,1) $patch(anchors,1,2) $patch(anchors,1,3)]
set temp2 [Bernstein $py $patch(anchors,2,0) $patch(anchors,2,1) $patch(anchors,2,2) $patch(anchors,2,3)]
set temp3 [Bernstein $py $patch(anchors,3,0) $patch(anchors,3,1) $patch(anchors,3,2) $patch(anchors,3,3)]
glBegin GL_TRIANGLE_STRIP ; # Begin a new triangle strip
for { set v 0 } { $v <= $divs } { incr v } {
set px [expr double($v)/double($divs)] ; # percent along x axis
glTexCoord2f $pyold $px ; # Apply the old texture coords
glVertex3d [lindex $last($v) 0] \
[lindex $last($v) 1] \
[lindex $last($v) 2] ; # Old Point
# Generate new point
set last($v) [Bernstein $px $temp0 $temp1 $temp2 $temp3]
glTexCoord2f $py $px ; # Apply the new texture coords
glVertex3d [lindex $last($v) 0] \
[lindex $last($v) 1] \
[lindex $last($v) 2] ; # New Point
}
glEnd ; # END the triangle srip
}
glEndList ; # END the list
return $drawlist ; # Return the display list
}
# set the bezier vertices
proc initBezier {} {
global patch
set patch(anchors,0,0) [list -0.75 -0.75 -0.5]
set patch(anchors,0,1) [list -0.25 -0.75 0.0]
set patch(anchors,0,2) [list 0.25 -0.75 0.0]
set patch(anchors,0,3) [list 0.75 -0.75 -0.5]
set patch(anchors,1,0) [list -0.75 -0.25 -0.75]
set patch(anchors,1,1) [list -0.25 -0.25 0.5]
set patch(anchors,1,2) [list 0.25 -0.25 0.5]
set patch(anchors,1,3) [list 0.75 -0.25 -0.75]
set patch(anchors,2,0) [list -0.75 0.25 0.0]
set patch(anchors,2,1) [list -0.25 0.25 -0.5]
set patch(anchors,2,2) [list 0.25 0.25 -0.5]
set patch(anchors,2,3) [list 0.75 0.25 0.0]
set patch(anchors,3,0) [list -0.75 0.75 -0.5]
set patch(anchors,3,1) [list -0.25 0.75 -1.0]
set patch(anchors,3,2) [list 0.25 0.75 -1.0]
set patch(anchors,3,3) [list 0.75 0.75 -0.5]
}
proc LoadImage { imgName numChans } {
if { $numChans != 3 && $numChans != 4 } {
error "Error: Only 3 or 4 channels allowed ($numChans supplied)"
}
set texName [file join $::gDemo(scriptDir) "Data" $imgName]
set retVal [catch {set phImg [image create photo -file $texName]} err1]
if { $retVal != 0 } {
error "Error reading image $texName ($err1)"
} else {
set w [image width $phImg]
set h [image height $phImg]
set texImg [tcl3dVectorFromPhoto $phImg $numChans]
image delete $phImg
}
return [list $texImg $w $h]
}
proc LoadGLTexture {} {
global patch
set imgInfo [LoadImage "NeHe.bmp" 3]
set imgData [lindex $imgInfo 0]
set imgWidth [lindex $imgInfo 1]
set imgHeight [lindex $imgInfo 2]
set patch(texture) [tcl3dVector GLuint 1] ; # Storage For 1 Texture
# Create The Textures
glGenTextures 1 $patch(texture)
glBindTexture GL_TEXTURE_2D [$patch(texture) get 0]
glTexImage2D GL_TEXTURE_2D 0 3 $imgWidth $imgHeight \
0 GL_RGB GL_UNSIGNED_BYTE $imgData
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MIN_FILTER $::GL_LINEAR
glTexParameteri GL_TEXTURE_2D GL_TEXTURE_MAG_FILTER $::GL_LINEAR
# Delete the image data vector.
$imgData delete
}
# Resize And Initialize The GL Window
proc ReshapeCallback { toglwin { w -1 } { h -1 } } {
set w [$toglwin width]
set h [$toglwin height]
glViewport 0 0 $w $h ; # Reset The Current Viewport
glMatrixMode GL_PROJECTION ; # Select The Projection Matrix
glLoadIdentity ; # Reset The Projection Matrix
# Calculate The Aspect Ratio Of The Window
gluPerspective 45.0 [expr double($w)/double($h)] 0.1 100.0
glMatrixMode GL_MODELVIEW ; # Select The Modelview Matrix
glLoadIdentity ; # Reset The Modelview Matrix
set ::gDemo(winWidth) $w
set ::gDemo(winHeight) $h
}
# All Setup For OpenGL Goes Here
proc CreateCallback { toglwin } {
global patch
glEnable GL_TEXTURE_2D ; # Enable Texture Mapping
glShadeModel GL_SMOOTH ; # Enable Smooth Shading
glClearColor 0.05 0.05 0.05 0.5 ; # Black Background
glClearDepth 1.0 ; # Depth Buffer Setup
glEnable GL_DEPTH_TEST ; # Enables Depth Testing
glDepthFunc GL_LEQUAL ; # The Type Of Depth Testing To Do
glHint GL_PERSPECTIVE_CORRECTION_HINT GL_NICEST ; # Really Nice Perspective Calculations
initBezier ; # Initialize the Bezier's control grid
LoadGLTexture ; # Load the texture
set patch(dlBPatch) [genBezier $::divs] ; # Generate the patch
}
# Here's Where We Do All The Drawing
proc DisplayCallback { toglwin } {
global patch
if { [info exists ::animateId] } {
set ::rotz [expr $::rotz + $::rotzSpeed]
}
# Clear Screen And Depth Buffer
glClear [expr $::GL_COLOR_BUFFER_BIT | $::GL_DEPTH_BUFFER_BIT]
# Viewport command is not really needed, but has been inserted for
# Mac OSX. Presentation framework (Tk) does not send a reshape event,
# when switching from one demo to another.
glViewport 0 0 [$toglwin width] [$toglwin height]
glLoadIdentity ; # Reset The Current Modelview Matrix
glTranslatef 0.0 0.0 -4.0
glRotatef -75.0 1.0 0.0 0.0
glRotatef $::rotz 0.0 0.0 1.0 ; # Rotate The Triangle On The Z axis ( NEW )
glCallList $patch(dlBPatch) ; # Call the Bezier's display list
# this need only be updated when the patch changes
if { $::showCPoints } {
glDisable GL_TEXTURE_2D
glColor3f 1.0 0.0 0.0
for { set i 0 } { $i < 4 } { incr i } {
# draw the horizontal lines
glBegin GL_LINE_STRIP
for { set j 0 } { $j < 4 } { incr j } {
glVertex3dv $patch(anchors,$i,$j)
}
glEnd
}
for { set i 0 } { $i < 4 } { incr i } {
# draw the vertical lines
glBegin GL_LINE_STRIP
for { set j 0 } { $j < 4 } { incr j } {
glVertex3dv $patch(anchors,$j,$i)
}
glEnd
}
glColor3f 1.0 1.0 1.0
glEnable GL_TEXTURE_2D
}
$toglwin swapbuffers
}
proc Animate {} {
.fr.toglwin postredisplay
set ::animateId [tcl3dAfterIdle Animate]
}
proc StartAnimation {} {
if { ! [info exists ::animateId] } {
Animate
}
}
proc StopAnimation {} {
if { [info exists ::animateId] } {
after cancel $::animateId
unset ::animateId
}
}
# Put all exit related code here.
proc ExitProg {} {
exit
}
# Create the OpenGL window and some Tk helper widgets.
proc CreateWindow {} {
frame .fr
pack .fr -expand 1 -fill both
# Create Our OpenGL Window
togl .fr.toglwin -width $::gDemo(winWidth) -height $::gDemo(winHeight) \
-swapinterval 1 \
-double true -depth true \
-createcommand CreateCallback \
-reshapecommand ReshapeCallback \
-displaycommand DisplayCallback
listbox .fr.usage -font $::listFont -height 6
label .fr.info
grid .fr.toglwin -row 0 -column 0 -sticky news
grid .fr.usage -row 1 -column 0 -sticky news
grid .fr.info -row 2 -column 0 -sticky news
grid rowconfigure .fr 0 -weight 1
grid columnconfigure .fr 0 -weight 1
wm title . "Tcl3D demo: David Nikdel & NeHe's Bezier Tutorial (Lesson 28)"
# Watch For ESC Key And Quit Messages
wm protocol . WM_DELETE_WINDOW "ExitProg"
bind . <Key-Escape> "ExitProg"
bind . <Key-F1> "ToggleWindowMode"
bind . <Key-Right> "IncrRotSpeed -0.05"
bind . <Key-Left> "IncrRotSpeed 0.05"
bind . <Key-Up> "IncrNumDivs 1"
bind . <Key-Down> "IncrNumDivs -1"
bind . <Key-c> "ToggleShowPoints"
bind .fr.toglwin <1> "StartAnimation"
bind .fr.toglwin <2> "StopAnimation"
bind .fr.toglwin <3> "StopAnimation"
bind .fr.toglwin <Control-Button-1> "StopAnimation"
.fr.usage insert end "Key-Escape Exit"
.fr.usage insert end "Key-F1 Toggle window mode"
.fr.usage insert end "Key-Up|Down Increase|Decrease resolution"
.fr.usage insert end "Key-Left|Right Increase|Decrease rotation angle"
.fr.usage insert end "Key-c Toggle control point drawing"
.fr.usage insert end "Mouse-L|MR Start|Stop animation"
.fr.usage configure -state disabled
}
CreateWindow
PrintInfo [tcl3dOglGetInfoString]
if { [file tail [info script]] eq [file tail $::argv0] } {
# If started directly from tclsh or wish, then start animation.
update
StartAnimation
}
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