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#ifndef _MyTimer #define _MyTimer #include <ctime> class MyTimer { private: clock_t start_time; clock_t end_time; bool isActive; public: MyTimer() { start_time = 0; end_time = 0; isActive = false; } void Start(void) { start_time = clock(); isActive = true; } void SetActive(bool active) { isActive = active; } double getDiff(void) { if(isActive) { double res = (clock() - start_time) / (double)CLOCKS_PER_SEC; if(res < 40) return res; else return 40; } else return 0; } }; #endif
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#include <SDL.h> #include "CApp.h" #undef main int main(int argc, char *argv[]) { CApp app; return app.OnExecute(); }
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#ifndef SDL_LOAD_H #define SDL_LOAD_H #include <SDL.h> #include <SDL_image.h> #include <SDL_ttf.h> #include <cstring> #include <string> #endif // SDL_LOAD_H
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#ifndef CAPP_H #define CAPP_H #include <stdlib.h> #include <string> #include <fstream> #include <sstream> #include <iostream> #include <math.h> #include <SDL2/SDL.h> #include <SDL2/SDL_image.h> #include <SDL2/SDL_ttf.h> #include "Player1UDPs.h" #include "Player2UDPc.h" #include "MyTimer.h" #include <netdb.h> //ubunta #include <unistd.h> using namespace std; class CApp { private: fstream log; bool Running; SDL_Event Event; SDL_Window* screen; int ScreenWidth; int ScreenHeight; SDL_Renderer* render; SDL_Texture* background; int Zone1; int Zone2; //параметры и режимы игры int Mode; //0 - меню, 1 - тренировка, 2 - создать, 3 - подключится //меню SDL_Texture* trainingText; SDL_Rect trainingRect; SDL_Texture* createText; SDL_Rect createRect; SDL_Texture* connectText; SDL_Rect connectRect; SDL_Texture* ExitText; SDL_Rect ExitRect; //создать Player1UDPs server; SDL_Texture* waitingText; SDL_Rect waitingRect; //подключится Player2UDPc client; SDL_Texture* inputText; SDL_Rect inputRect; SDL_Texture* inputipText; SDL_Rect inputipRect; //счет SDL_Color font_color; SDL_Texture* score1Text; SDL_Rect score1Rect; SDL_Texture* score2Text; SDL_Rect score2Rect; int score1; int score2; //мяч SDL_Rect ballRect; SDL_Texture* ballText; int ballSpeedX; int ballSpeedY; double ballSpeed; MyTimer timer; //игроки SDL_Rect stick1Rect; SDL_Rect stick2Rect; SDL_Texture* stick1Text; SDL_Texture* stick2Text; public: CApp() { remove("logs/log.txt"); log.open("logs/log.txt", fstream::in | fstream::out | fstream::app); Running = true; screen = NULL; render = NULL; background = NULL; font_color = {0, 255, 255}; ScreenWidth = 800; ScreenHeight = 400; Zone1 = 290; Zone2 = 510; //параметры игры Mode = 0; //кнопки меню и надписи trainingRect.w = 150; trainingRect.h = 80; trainingRect.x = 325; trainingRect.y = 10; createRect.w = 150; createRect.h = 80; createRect.x = 325; createRect.y = 110; connectRect.w = 150; connectRect.h = 80; connectRect.x = 325; connectRect.y = 210; ExitRect.w = 150; ExitRect.h = 80; ExitRect.x = 325; ExitRect.y = 310; DefaultConfig(); } void DefaultConfig(void) { //Ввод вывод текста waitingRect.w = 200; waitingRect.h = 60; waitingRect.x = 300; waitingRect.y = 130; inputRect.w = 200; inputRect.h = 40; inputRect.x = 300; inputRect.y = 190; inputipRect.w = 40; inputipRect.h = 60; inputipRect.x = 385; inputipRect.y = 240; //счет score1Rect.w = 50; score1Rect.h = 100; score1Rect.x = 300; score1Rect.y = 150; score2Rect.w = 50; score2Rect.h = 100; score2Rect.x = 450; score2Rect.y = 150; score1 = 0; score2 = 0; //мяч ballRect.w = ballRect.h = 20; ballRect.x = 400 - ballRect.w/2; ballRect.y = 200 - ballRect.h/2 +5; ballSpeedX = 5; ballSpeedY = 5; ballSpeed = sqrt(pow(ballSpeedX, 2) + pow(ballSpeedY, 2)); //бруски stick1Rect.w = stick2Rect.w = 80; stick1Rect.h = stick2Rect.h = 80; stick1Rect.x = 0; stick2Rect.x = ScreenWidth - stick2Rect.w; stick1Rect.y= stick2Rect.y = ScreenHeight/2 - stick1Rect.h/2; } void SticksContactWithBall(SDL_Rect &stick) { if(sqrt(pow(stick.x + stick.w/2 - ballRect.x - ballRect.w/2, 2) + pow(stick.y + stick.h/2 - ballRect.y - ballRect.h/2, 2)) <= stick.w/2 + ballRect.w/2) { float diffX = abs(ballRect.x + ballRect.w/2 - stick.x - stick.w/2); float diffY = abs(ballRect.y + ballRect.h/2 - stick.y - stick.h/2); float diffS = sqrt(pow(diffX, 2) + pow(diffY, 2)); if (ballRect.x + ballRect.w/2 >= stick.x + stick.w/2 && ballRect.y + ballRect.h/2 >= stick.y + stick.h/2) { ballSpeedX = diffX * ballSpeed / diffS; ballSpeedY = diffY * ballSpeed / diffS; } else if (ballRect.x + ballRect.w/2 >= stick.x + stick.w/2 && ballRect.y + ballRect.h/2 <= stick.y + stick.h/2) { ballSpeedX = diffX * ballSpeed / diffS; ballSpeedY = -diffY * ballSpeed / diffS; } else if (ballRect.x + ballRect.w/2 <= stick.x + stick.w/2 && ballRect.y + ballRect.h/2 <= stick.y + stick.h/2) { ballSpeedX = -diffX * ballSpeed / diffS; ballSpeedY = -diffY * ballSpeed / diffS; } else if (ballRect.x + ballRect.w/2 <= stick.x + stick.w/2 && ballRect.y + ballRect.h/2 >= stick.y + stick.h/2) { ballSpeedX = -diffX * ballSpeed / diffS; ballSpeedY = diffY * ballSpeed / diffS; } } } SDL_Texture* SDL_LoadTexture(SDL_Renderer* renderer, const char *path) { SDL_Surface* Surf = IMG_Load(path); SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, Surf); SDL_FreeSurface(Surf); return texture; } SDL_Texture* SDL_SetFontTexture(SDL_Renderer* renderer, std::string message, SDL_Color color) { TTF_Font* font = TTF_OpenFont("font/SourceSansPro-Black.ttf", 100); const char* msg = message.c_str(); SDL_Surface* surf = TTF_RenderText_Solid(font, msg, color); SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surf); SDL_FreeSurface(surf); TTF_CloseFont(font); return texture; } SDL_Texture* ChangeScore(SDL_Texture* scoreText, int score) //изменяет текст в текстурах со счетом { std::stringstream ss; ss.seekp(0); ss << score; SDL_DestroyTexture(scoreText); scoreText = SDL_SetFontTexture(render, ss.str(), font_color); return scoreText; } char* SDL_InputString(void) //ввод строки { std::string str=""; SDL_Event mevent; bool print = true; while(print) { while (SDL_PollEvent(&mevent)) { if(mevent.type == SDL_KEYDOWN) { if(mevent.key.keysym.sym == SDLK_ESCAPE) return NULL; if(mevent.key.keysym.sym == SDLK_RETURN) { print = false; break; } else { if(mevent.key.keysym.sym == SDLK_BACKSPACE) { if(str.length()>0) str.erase(str.length()-1); } else str += SDL_GetScancodeName(mevent.key.keysym.scancode)[0]; inputipRect.w = str.length()*30; inputipRect.x = 400 - inputipRect.w/2; SDL_DestroyTexture(inputipText); inputipText = SDL_SetFontTexture(render, str, font_color); SDL_RenderClear(render); SDL_RenderCopy(render, background, NULL, NULL); //SDL_ShowCursor(true); SDL_RenderCopy(render, trainingText, NULL, &trainingRect); SDL_RenderCopy(render, createText, NULL, &createRect); SDL_RenderCopy(render, connectText, NULL, &connectRect); SDL_RenderCopy(render, ExitText, NULL, &ExitRect); SDL_RenderCopy(render, inputText, NULL, &inputRect); SDL_RenderCopy(render, inputipText, NULL, &inputipRect); SDL_RenderPresent(render); } } } } char *res = new char[str.length()+1]; std::copy(str.begin(), str.end(), res); res[str.length()]='\0'; return res; } int OnExecute() { if(OnInit() == false) return -1; while(Running) { usleep(7500); while(SDL_PollEvent(&Event)) { OnEvent(&Event); } OnLoop(); OnRender(); } OnCleanup(); return 0; } bool OnInit() { log << "Application started.\n"; if(SDL_Init(SDL_INIT_EVERYTHING) < 0) return false; log << "SDL_Init completed.\n"; if(TTF_Init() < 0) { log << SDL_GetError() << endl; return false; } log << "TTF_Init completed.\n"; if((screen = SDL_CreateWindow("MyApplication", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, ScreenWidth, ScreenHeight, SDL_WINDOW_OPENGL)) == NULL) { log << SDL_GetError() << endl; return false; } log << "Window created.\n"; if((render = SDL_CreateRenderer(screen, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC)) == NULL) { log << SDL_GetError() << endl; return false; } log << "Renderer created.\n"; //Загрузка текстур score1Text = SDL_SetFontTexture(render, "0", font_color); score2Text = SDL_SetFontTexture(render, "0", font_color); inputText = SDL_SetFontTexture(render, "Input IP address:", font_color); background = SDL_LoadTexture(render,"images/field.png"); ballText = SDL_LoadTexture(render, "images/ball.png"); stick1Text = SDL_LoadTexture(render, "images/stick1.png"); stick2Text = SDL_LoadTexture(render, "images/stick2.png"); trainingText = SDL_LoadTexture(render, "buttons/training.png"); createText = SDL_LoadTexture(render, "buttons/create.png"); connectText = SDL_LoadTexture(render, "buttons/connect.png"); ExitText = SDL_LoadTexture(render, "buttons/exit.png"); SDL_Log("All textures loaded.\n"); return true; } void OnEvent(SDL_Event* Event) { switch(Event->type) { case SDL_MOUSEMOTION: { if(Mode == 1 || Mode == 2) { if(Event->motion.x < Zone1 - stick1Rect.w + 40) { stick1Rect.x = Event->motion.x - stick1Rect.w/2; } else { stick1Rect.x = Zone1 - stick1Rect.w*3/2 + 40; // SDL_WarpMouseInWindow(screen, stick1Rect.x + stick1Rect.w/2, stick1Rect.y + stick1Rect.h/2); } if(Event->motion.y > stick1Rect.h/2 -3 && Event->motion.y < ScreenHeight - stick1Rect.h/2 +3) { stick1Rect.y = Event->motion.y - stick1Rect.h/2; } else { if(Event->motion.y < 200) stick1Rect.y = 0; else stick1Rect.y = ScreenHeight - stick1Rect.h; // SDL_WarpMouseInWindow(screen, stick1Rect.x + stick1Rect.w/2, stick1Rect.y + stick1Rect.h/2); } } if(Mode == 3) { if(Event->motion.x > Zone2 + 40) { stick2Rect.x = Event->motion.x - stick2Rect.w/2; } else { stick2Rect.x = Zone2; // SDL_WarpMouseInWindow(screen, stick2Rect.x + stick2Rect.w/2, stick2Rect.y + stick2Rect.h/2); } if(Event->motion.y > stick2Rect.h/2 -3 && Event->motion.y < ScreenHeight - stick2Rect.h/2 +3) { stick2Rect.y = Event->motion.y - stick2Rect.h/2; } else { if(Event->motion.y < 200) stick2Rect.y = 0; else stick2Rect.y = ScreenHeight - stick2Rect.h; // SDL_WarpMouseInWindow(screen, stick2Rect.x + stick2Rect.w/2, stick2Rect.y + stick2Rect.h/2); } } break; } case SDL_MOUSEBUTTONDOWN: { if(Mode == 0) { if(Event->button.button == SDL_BUTTON_LEFT) { if(Event->button.x > trainingRect.x && Event->button.x < trainingRect.x + trainingRect.w && Event->button.y > trainingRect.y && Event->button.y < trainingRect.y + trainingRect.h) { log << "Training choosen.\n"; Mode = 1; timer.SetActive(true); timer.Start(); } if(Event->button.x > createRect.x && Event->button.x < createRect.x + createRect.w && Event->button.y > createRect.y && Event->button.y < createRect.y + createRect.h) { log << "Create choosen.\n"; Mode = 2; sockaddr_in address; char* hostname = new char[50]; gethostname(hostname, 50); hostent *host=gethostbyname(hostname); int ip_n = 0; while(host->h_addr_list[ip_n]!=NULL) ip_n++; char ip_res[100] = ""; std::cout << std::endl << ip_n << std::endl; for(int i = 0; i < ip_n; i++) { memcpy(&address.sin_addr, host->h_addr_list[i], host->h_length); char* ip = inet_ntoa(address.sin_addr); strcpy(ip_res, strcat(ip_res, " ")); strcpy(ip_res, strcat(ip_res, ip)); waitingRect.w *= 1.5; waitingRect.x = 400 - waitingRect.w/2; } waitingText = SDL_SetFontTexture(render, ip_res, font_color); SDL_RenderCopy(render, waitingText, NULL, &waitingRect); SDL_RenderPresent(render); server.StartServer(); SDL_DestroyTexture(waitingText); server.Receive(); server.Send(stick1Rect.x, stick1Rect.y, 0, 0, 0, 0); timer.SetActive(true); timer.Start(); } if(Event->button.x > connectRect.x && Event->button.x < connectRect.x + connectRect.w && Event->button.y > connectRect.y && Event->button.y < connectRect.y + connectRect.h) { log << "Join choosen.\n"; Mode = 3; SDL_RenderClear(render); SDL_RenderCopy(render, background, NULL, NULL); // SDL_ShowCursor(true); SDL_RenderCopy(render, trainingText, NULL, &trainingRect); SDL_RenderCopy(render, createText, NULL, &createRect); SDL_RenderCopy(render, connectText, NULL, &connectRect); SDL_RenderCopy(render, ExitText, NULL, &ExitRect); SDL_RenderCopy(render, inputText, NULL, &inputRect); SDL_RenderPresent(render); char* ip = SDL_InputString(); log << "Server's IP: " << ip << endl; if(ip!=NULL) client.InitAddress(ip); else Mode = 0; free(ip); } if(Event->button.x > ExitRect.x && Event->button.x < ExitRect.x + ExitRect.w && Event->button.y > ExitRect.y && Event->button.y < ExitRect.y + ExitRect.h) { log << "Button Exit pressed.\n"; Running = false; } } } break; } case SDL_KEYDOWN: { if(Event->key.keysym.sym == SDLK_ESCAPE) { if(Mode == 1) { log << "Escape pressed. Training stoped\n"; Mode = 0; DefaultConfig(); } if(Mode == 2) { log << "Escape pressed. Server shutdown.\n"; server.Send(400, 150, 0, 0, 0, 0); server.Close(); DefaultConfig(); Mode = 0; } if(Mode == 3) { log << "Escape pressed. Client shutdown.\n"; client.Send(400, 150, 0, 0, 0, 0); client.Close(); DefaultConfig(); Mode = 0; } } break; } case SDL_QUIT: { if(Mode == 2) { log << "Quit pressed. Server shutdown.\n"; server.Send(400, 150, 0, 0, 0, 0); server.Close(); } if(Mode == 3) { log << "Quit pressed. Client shutdown.\n"; client.Send(400, 150, 0, 0, 0, 0); client.Close(); } Running = false; break; } } } void OnLoop() { if(Mode == 1 || Mode == 2) //если Training или Host, то координаты мяча высчитываются тут { /*Движения мяча*/ ballRect.x += (ballSpeedX + ballSpeedX*(int)timer.getDiff()/20); ballRect.y += (ballSpeedY + ballSpeedY*(int)timer.getDiff()/20); if(ballRect.x < -ballRect.w) { if(Mode == 1) { Mode = 0; DefaultConfig(); return; } else { /*гол игроку1*/ score2++; /*if(score2 == 10) { log << "Player2 won the game.\n"; server.Send(400, 150, 0, 0, 0, 0); server.Close(); }*/ score2Text = ChangeScore(score2Text, score2); ballRect.x = 400 - ballRect.w/2; ballRect.y = 200 - ballRect.h/2 +5; ballSpeedX = -ballSpeedX; timer.Start(); } } int modoffset; //для отскока if(Mode == 1) //от стены modoffset = ballRect.w; //во время training else modoffset = 0; if(ballRect.x > ScreenWidth - modoffset) { if(Mode == 1) ballSpeedX = -ballSpeedX; else { /*гол игроку2*/ score1++; /*if(score1 == 10) { log << "Player1 won the game.\n"; server.Send(400, 150, 0, 0, 0, 0); server.Close(); }*/ score1Text = ChangeScore(score1Text, score1); ballRect.x = 400 - ballRect.w/2; ballRect.y = 200 - ballRect.h/2 +5; ballSpeedX = -ballSpeedX; timer.Start(); } } if (ballRect.y < 0) ballSpeedY = abs(ballSpeedY); if(ballRect.y > ScreenHeight - ballRect.h) ballSpeedY = -abs(ballSpeedY); /*Отскок мяча от брусков*/ //от бруска1 SticksContactWithBall(stick1Rect); if(Mode != 1) { //от бруска2 SticksContactWithBall(stick2Rect); } } /*Движение оппонента и отправка координат*/ if(Mode == 2) //Отправляешь свои координаты и координаты мяча { int* XY = server.Receive(); log << "Received data from client.\n"; if(XY[0] == 400) { log << "Client left the game.\n"; Mode = 0; server.Close(); DefaultConfig(); } stick2Rect.x = XY[0]; stick2Rect.y = XY[1]; server.Send((short)stick1Rect.x, (short)stick1Rect.y, (short)ballRect.x, (short)ballRect.y, score1, score2); log << "Sent data to client.\n"; } if(Mode == 3) //получаешь координаты, положение мяча и счет от хоста { client.Send((short) stick2Rect.x, (short)stick2Rect.y, 0, 0, 0, 0); log << "Sent data to server.\n"; int* XY = client.Receive(); log << "Received data from server.\n"; if(XY[0] == 400) { log << "Server left the game\n"; Mode = 0; client.Close(); DefaultConfig(); } stick1Rect.x = XY[0]; stick1Rect.y = XY[1]; ballRect.x = XY[2]; ballRect.y = XY[3]; score1 = XY[4]; score2 = XY[5]; score1Text = ChangeScore(score1Text, score1); score2Text = ChangeScore(score2Text, score2); } } void OnRender() { SDL_RenderClear(render); SDL_RenderCopy(render, background, NULL, NULL); if(Mode == 0) { //SDL_ShowCursor(true); SDL_RenderCopy(render, trainingText, NULL, &trainingRect); SDL_RenderCopy(render, createText, NULL, &createRect); SDL_RenderCopy(render, connectText, NULL, &connectRect); SDL_RenderCopy(render, ExitText, NULL, &ExitRect); } else if(Mode > 0) { //SDL_ShowCursor(false); if(Mode != 1) { SDL_RenderCopy(render, score1Text, NULL, &score1Rect); SDL_RenderCopy(render, score2Text, NULL, &score2Rect); } SDL_RenderCopy(render, ballText, NULL, &ballRect); SDL_RenderCopy(render, stick1Text, NULL, &stick1Rect); if(Mode != 1) SDL_RenderCopy(render, stick2Text, NULL, &stick2Rect); } SDL_RenderPresent(render); } void OnCleanup() { SDL_DestroyTexture(score1Text); SDL_DestroyTexture(score2Text); SDL_DestroyTexture(inputText); SDL_DestroyTexture(background); SDL_DestroyTexture(ballText); SDL_DestroyTexture(stick1Text); SDL_DestroyTexture(stick2Text); SDL_DestroyTexture(trainingText); SDL_DestroyTexture(createText); SDL_DestroyTexture(connectText); SDL_DestroyTexture(ExitText); SDL_DestroyRenderer(render); log.close(); TTF_Quit(); SDL_Quit(); } }; #endif // CAPP_H
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#ifndef _MyTimer #define _MyTimer #include <ctime> class MyTimer { private: clock_t start_time; clock_t end_time; bool isActive; public: MyTimer() { start_time = 0; end_time = 0; isActive = false; } void Start(void) { start_time = clock(); isActive = true; } void SetActive(bool active) { isActive = active; } double getDiff(void) { if(isActive) { double res = (clock() - start_time) / (double)CLOCKS_PER_SEC; if(res < 40) return res; else return 40; } else return 0; } }; #endif
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#include <SDL2/SDL.h> #include "CApp.h" #undef main int main(int argc, char *argv[]) { CApp app; return app.OnExecute(); }
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#ifndef PLAYER1UDPS_H #define PLAYER1UDPS_H #include <sys/types.h> #include <sys/socket.h> #include <arpa/inet.h> #include <netinet/in.h> /***************************************** Согласование отправки данных: Всего передается 12 байт. № Байта | Что там 1, 2 | Координата бруска по Х 2, 3 | Координата бруска по Y 5, 6 | Координата мяча по Х 7, 8 | Координата мяча по Y 9, 10 | Кол-во забитых мячей игроком1 11, 12 | Кол-во забитых мячей игроком2 *****************************************/ class Player1UDPs { private: //WSADATA wsd; u_int s; sockaddr_in address; sockaddr_in remaddr; bool isWorking; public: Player1UDPs() { isWorking = false; } void Close(void) { // WSACleanup(); close(s); } void StartServer() { /*int iRes = 0; iRes = WSAStartup(MAKEWORD(2, 2), &wsd); if (iRes != NO_ERROR) return;*/ if ((s = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)) < 0) return; memset(&address, 0, sizeof(address)); address.sin_family = AF_INET; address.sin_addr.s_addr = htonl(INADDR_ANY);//inet_addr("127.0.0.1"); address.sin_port = htons(5020); if ((bind(s, (struct sockaddr*)&address, sizeof(address))) < 0) { close(s); return; } isWorking = true; } void Send(short x, short y, short bx, short by, short score1, short score2) { if(!isWorking) return; short msg[6]; msg[0]=x; msg[1]=y; msg[2]=bx; msg[3]=by; msg[4]=score1; msg[5]=score2; sendto(s, (char*)msg, 12, 0, (sockaddr*)&remaddr, sizeof(remaddr)); } int* Receive(void) { if(!isWorking) return NULL; char msg[12]; int remaddr_len = sizeof(remaddr); recvfrom(s, msg, 12, 0, (sockaddr*)&remaddr, (socklen_t*)&remaddr_len); short* sxy = (short*) msg; int *xy = new int[6]; xy[0]=(int)sxy[0]; xy[1]=(int)sxy[1]; xy[2]=(int)sxy[2]; xy[3]=(int)sxy[3]; xy[4]=(int)sxy[4]; xy[5]=(int)sxy[5]; return xy; } }; #endif // PLAYER1UDPS_H
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#ifndef PLAYER2UDPC_H #define PLAYER2UDPC_H #include <sys/types.h> #include <sys/socket.h> #include <arpa/inet.h> #include <netinet/in.h> /***************************************** Согласование отправки данных: Всего передается 12 байт. № Байта | Что там 1, 2 | Координата бруска по Х 2, 3 | Координата бруска по Y 5, 6 | Координата мяча по Х 7, 8 | Координата мяча по Y 9, 10 | Кол-во забитых мячей игроком1 11, 12 | Кол-во забитых мячей игроком2 *****************************************/ class Player2UDPc { private: // WSADATA wsd; u_int s; sockaddr_in address; sockaddr_in remaddr; bool isWorking; public: Player2UDPc() { isWorking = false; } void Close(void) { // WSACleanup(); close(s); } void InitAddress(char* ip) { /* int iRes = 0; iRes = WSAStartup(MAKEWORD(2, 2), &wsd); if (iRes != NO_ERROR) return;*/ if ((s = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP)) < 0) return; memset(&address, 0, sizeof(address)); address.sin_family = AF_INET; address.sin_addr.s_addr = inet_addr(ip); address.sin_port = htons(5020); isWorking = true; } void Send(short x, short y, short bx, short by, short score1, short score2) { if(!isWorking) return; short msg[6]; msg[0]=x; msg[1]=y; msg[2]=bx; msg[3]=by; msg[4]=score1; msg[5]=score2; sendto(s, (char*)msg, 12, 0, (sockaddr*)&address, sizeof(address)); } int* Receive(void) { if(!isWorking) return NULL; char msg[12]; int remaddr_len = sizeof(remaddr); recvfrom(s, msg, 12, 0, (sockaddr*)&remaddr, (socklen_t*)&remaddr_len); short* sxy = (short*) msg; int* xy = new int[6]; xy[0]=(int)sxy[0]; xy[1]=(int)sxy[1]; xy[2]=(int)sxy[2]; xy[3]=(int)sxy[3]; xy[4]=(int)sxy[4]; xy[5]=(int)sxy[5]; return xy; } }; #endif // PLAYER2UDPC_H
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// stdafx.cpp : source file that includes just the standard includes // myNOD.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file
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// myNOD.cpp : Defines the entry pounsigned int for the console application. // #include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> using namespace std; ///////////////////////// RECURSIBE NOD ////////////////////////// unsigned int nod(unsigned int x, unsigned int y){ if (y == 0) return x; return nod(y, x % y); } ///////////////////////// RECURSIBE NOD ////////////////////////// unsigned int nodMinus(unsigned int a, unsigned int b) { while (a != b) { if (a > b) a -= b; else b -= a; } return a; } ///////////////////////////////////////////////////////////////////////////////////////////////////// unsigned int k = 0; unsigned int nodMy(unsigned int a, unsigned int b) { if (a >= b) { k = b; } else { k = a; } if (a % 2 == 0 && b % 2 == 0) { while (a%k != 0 || b%k != 0) { k = k - 2; } } else { if (a % 5 == 0 && b % 5 == 0) { while (a%k != 0 || b%k != 0) { k = k - 5 ; } } else { while (a%k != 0 || b%k != 0) { k = k - 1; } } } return(k); } ///////////////////////////////////////////////////////////////////////////////////////////////////////// int main() { clock_t start; clock_t end; unsigned int testArray[] = {242343243,34324234234,432432423,434324234,21321321,31232 ,42343242442,42343242343244 ,0 }; unsigned int a, b; //cout << "Enter a,b\n"; ///c//in >> a; ///// cin >> b; unsigned int size,i=0; while (testArray[i]) { size = testArray[i]; a = testArray[i]; b = testArray[i+1]; cout << "///////// A= " << a; cout << " ///////// B= " << b; cout << "\n"; start = clock(); cout << "NOD with divide: " << nod(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; start = clock(); cout << "Nod with minus: " << nodMinus(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; start = clock(); cout << "Nod my: " << nodMy(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; i +=2; } }
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// stdafx.cpp : source file that includes just the standard includes // meraList.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file
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#include "stdafx.h" #include "SimpleList.h" /////////////////////////////////////////////////////////////////////// int SimpleList::getLength(){ return length; } bool SimpleList::hasNext(){ return (length > curIterator) ? true : false; } SimpleList::SimpleList() { } SimpleList::~SimpleList() { } /////////////////////////////////////////////////////////////////////// void SimpleList::append(int element){ SimpleListElement* myElement = new SimpleListElement; myElement -> value = element; if (length == 0 ){ firstAdress = myElement; lastAdress = myElement; myElement -> nextAdress = myElement; currIteratorAdress = myElement; } else{ SimpleListElement* myTemp = lastAdress; myTemp ->nextAdress = myElement; myElement->prevAdress = lastAdress; lastAdress = myElement; } length++; } int SimpleList::getValue(){ tempCur = *currIteratorAdress; if ( tempCur.nextAdress != NULL) currIteratorAdress = tempCur.nextAdress; curIterator++; return tempCur.value; } int SimpleList::getValueByNumberOrderByBeginning(int number){ currIteratorAdress = firstAdress; for (int i = 0; i < number; i++){ tempCur = *currIteratorAdress; if (tempCur.nextAdress != NULL) currIteratorAdress = tempCur.nextAdress; curIterator++; } currIteratorAdress = firstAdress; return tempCur.value; } int SimpleList::getValueByNumberOrderByEnd(int number){ currIteratorAdress = lastAdress; for (int i = length; i > length - number; i--){ tempCur = *currIteratorAdress; if (tempCur.prevAdress != NULL) currIteratorAdress = tempCur.prevAdress; curIterator++; } currIteratorAdress = firstAdress; return tempCur.value; } void SimpleList::pop(int number){ currIteratorAdress = firstAdress; for (int i = 1; i < number+2; i++){ tempCur = *currIteratorAdress; if (i == number -1) { forDeletingPrevElement = currIteratorAdress; } if (i == (number+1) ) forDeletingNextElement = currIteratorAdress; if (tempCur.nextAdress != NULL) currIteratorAdress = tempCur.nextAdress; } // Magic :) SimpleListElement* myTempDel = forDeletingPrevElement; myTempDel->nextAdress = forDeletingNextElement; SimpleListElement* myTempDel2 = myTempDel->nextAdress; myTempDel2->prevAdress = forDeletingPrevElement; int result = myTempDel -> value; currIteratorAdress = firstAdress; length --; } void SimpleList::appendAfter(int element,int position){ currIteratorAdress = firstAdress;// position++; SimpleListElement* myElement = new SimpleListElement; myElement->value = element; if (length > 0){ //////////////////// MAGIC /////////// for (int i = 1; i < position + 2; i++){ tempCur = *currIteratorAdress; if (i == position - 1) { forDeletingPrevElement = currIteratorAdress; } if (i == (position )) forDeletingNextElement = currIteratorAdress; if (tempCur.nextAdress != NULL) currIteratorAdress = tempCur.nextAdress; } // Magic :) SimpleListElement* myTempDel = forDeletingPrevElement; myTempDel->nextAdress = myElement; SimpleListElement* myTempDel2 = forDeletingNextElement; myTempDel2->prevAdress = myElement; myElement->prevAdress = myTempDel; myElement->nextAdress = myTempDel2; length++; } }
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#pragma once class SimpleListIterator { public: SimpleListIterator(); ~SimpleListIterator(); bool hasNext(); };
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#include "stdafx.h" #include "SimpleListIterator.h" SimpleListIterator::SimpleListIterator() { } SimpleListIterator::~SimpleListIterator() { } bool SimpleListIterator::hasNext(){ return 0; }
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#pragma once struct SimpleListElement { int value; SimpleListElement* nextAdress=NULL; SimpleListElement* prevAdress = NULL; }; class SimpleList { private: int length=0; SimpleListElement* firstAdress; SimpleListElement* lastAdress; SimpleListElement tempCur; SimpleListElement myTemp; SimpleListElement myElement ; SimpleListElement* prevElement; SimpleListElement* forDeletingPrevElement; SimpleListElement* forDeletingNextElement; int curIterator=0; SimpleListElement* currIteratorAdress=NULL; public: bool hasNext(); int getValue(); SimpleList(); ~SimpleList(); int getLength(); void SimpleList::pop(int a); // From beginning int SimpleList::getValueByNumberOrderByBeginning(int number); int SimpleList::getValueByNumberOrderByEnd(int number); void append(int el); void appendToBeginning(int a); void appendAfter(int a,int b); };
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#include "stdafx.h" #include "SimpleList.h" #include <iostream> using namespace std; int _tmain(int argc, _TCHAR* argv[]) { SimpleList myList = *new SimpleList(); myList.append(1); myList.append(2); myList.append(3); myList.append(4); // will be poped myList.append(5); myList.append(6); myList.append(7); myList.append(8); myList.append(9); myList.append(10); myList.append(11); myList.append(12); myList.appendAfter(100, 6); myList.append(44); myList.appendAfter(1000, 8); cout << "\nPop <4> element: "; myList.pop(4); cout << "\n"; cout << "I'm printing all SimpleList :) \n"; while (myList.hasNext() ) { cout << "\n " << myList.getValue(); } cout << "\n\n In the SimpleList there are " << myList.getLength() << " elements\n"; cout << " <4> From beginning: " << myList.getValueByNumberOrderByBeginning(4) << "\n"; cout << " <6> From end: " << myList.getValueByNumberOrderByEnd(6) << "\n"; return 0; }
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// stdafx.cpp : source file that includes just the standard includes // myNOD.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file
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// myNOD.cpp : Defines the entry pounsigned int for the console application. // #include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> using namespace std; ///////////////////////// RECURSIBE NOD ////////////////////////// unsigned int nod(unsigned int x, unsigned int y){ if (y == 0) return x; return nod(y, x % y); } ///////////////////////// RECURSIBE NOD ////////////////////////// unsigned int nodMinus(unsigned int a, unsigned int b) { while (a != b) { if (a > b) a -= b; else b -= a; } return a; } ///////////////////////////////////////////////////////////////////////////////////////////////////// unsigned int k = 0; unsigned int nodMy(unsigned int a, unsigned int b) { if (a >= b) { k = b; } else { k = a; } if (a % 2 == 0 && b % 2 == 0) { while (a%k != 0 || b%k != 0) { k = k - 2; } } else { if (a % 5 == 0 && b % 5 == 0) { while (a%k != 0 || b%k != 0) { k = k - 5 ; } } else { while (a%k != 0 || b%k != 0) { k = k - 1; } } } return(k); } ///////////////////////////////////////////////////////////////////////////////////////////////////////// int main() { clock_t start; clock_t end; unsigned int testArray[] = {242343243,34324234234,432432423,434324234,21321321,31232 ,42343242442,42343242343244 ,0 }; unsigned int a, b; //cout << "Enter a,b\n"; ///c//in >> a; ///// cin >> b; unsigned int size,i=0; while (testArray[i]) { size = testArray[i]; a = testArray[i]; b = testArray[i+1]; cout << "///////// A= " << a; cout << " ///////// B= " << b; cout << "\n"; start = clock(); cout << "NOD with divide: " << nod(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; start = clock(); cout << "Nod with minus: " << nodMinus(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; start = clock(); cout << "Nod my: " << nodMy(a, b) << " Output"; end = clock(); cout << "TIME: " << (end - start) / CLOCKS_PER_SEC << "\n"; i +=2; } }
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> using namespace std; void shakeSort(int *a, const int n) { int l, r, i, k, buf; k = l = 0; r = n - 2; while(l <= r) { for(i = l; i <= r; i++) if (a[i] > a[i+1]) { buf = a[i]; a[i] = a[i+1]; a[i+1] = buf; k = i; } r = k - 1; for(i = r; i >= l; i--) if (a[i] > a[i+1]) { buf = a[i]; a[i] = a[i+1]; a[i+1] = buf; k = i; } l = k + 1; } }
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#pragma once void buble1 (int a[],int size); #include "stdafx.h" #include <iostream> using namespace std;
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> using namespace std; void shakeSort(int *a, const int n);
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> using namespace std; int* makeArray (int size) { int *a = new int[size]; ////////////////////////////////// srand ( (unsigned int)time(NULL) ); for (int i = 0; i < size; i++) { // a[i]=(rand() % 100) * (rand() % 10) + rand() % 1000; a[i]=(rand() % 100000); } return a; }
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#include "stdafx.h" #include <iostream> using namespace std; void buble1 (int a[],int size) { //// for (int i = 0; i < size; i++) { for (int j = size - 1; j > i; j--) { if (a[j] < a[j - 1]) { swap (a[j], a[j - 1]); } } } //for (int i = 0; i < size; i++) // { /// cout << a[i] << ' '; /// } }
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> using namespace std; void quickSort(int*a,int l, int r);
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#include "stdafx.h" #include <iostream> using namespace std; void buble2( int a[], int size ) { int max; int temp = size - 1; for ( int i = 0; i < size; i++, temp-- ) { max = 0; for ( int j = 0; j <= temp; j++ ) if ( a[ j ] > a[ max ] ) max = j; swap ( a[ max ], a[ temp ] ); } }
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> using namespace std; void quickSort(int* s_arr, int first, int last) { int i = first, j = last, x = s_arr[(first + last) / 2]; do { while (s_arr[i] < x) i++; while (s_arr[j] > x) j--; if(i <= j) { if (i < j) swap(s_arr[i], s_arr[j]); i++; j--; } } while (i <= j); if (i < last) quickSort(s_arr, i, last); if (first < j) quickSort(s_arr, first,j); }
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#pragma once void buble2 (int a[],int size); #include "stdafx.h" #include <iostream> using namespace std;
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// stdafx.cpp : source file that includes just the standard includes // heapMera.pch will be the pre-compiled header // stdafx.obj will contain the pre-compiled type information #include "stdafx.h" // TODO: reference any additional headers you need in STDAFX.H // and not in this file
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#include "stdafx.h" #include <iostream> #include <time.h> #include <ctime> #include <stdio.h> #include <stdlib.h> static void siftDown(int *a, int i, int j); int* makeArray(int size) { int *a = new int[size]; ////////////////////////////////// srand((unsigned int)time(NULL)); for (int i = 0; i < size; i++) { // a[i]=(rand() % 100) * (rand() % 10) + rand() % 1000; a[i] = (rand() % 100000); } return a; } ///////////////////////////////////////////////////////////////////////////////////////////// static void HeapSort(int * a,int size) { int i; int temp; for (i = (size / 2) - 1; i >= 0; i--) { siftDown(a, i, size); } for (i = size - 1; i >= 1; i--) { temp = a[0]; a[0] = a[i]; a[i] = temp; siftDown(a, 0, i - 1); } } static void siftDown(int *a, int i, int j) { bool done = false; int maxChild; int temp; while ((i * 2 < j) && (!done)) { if (i * 2 == j) maxChild = i * 2; else if (a[i * 2] > a[i * 2 + 1]) maxChild = i * 2; else maxChild = i * 2 + 1; if (a[i] < a[maxChild]) { temp = a[i]; a[i] = a[maxChild]; a[maxChild] = temp; i = maxChild; } else { done = true; } } } /////////////////////////////////////// int _tmain(int argc, _TCHAR* argv[]) { const int size = 40; int *a = makeArray(size); HeapSort(a, size); for (int i = 0; i < size; i++){ std::cout << a[i] << "\n"; } return 0; }
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#include "Sort.h" #include <stdlib.h> void shSwap(int* Arr, int i) { int temp; temp = Arr[i]; Arr[i] = Arr[i - 1]; Arr[i - 1] = temp; } void ShakerSort(int* Arr, int Start, int N) { int Left, Right; Left = Start; Right = N - 1; do { for (int i = Right; i >= Left; i--) { if (Arr[i - 1] > Arr[i]) { shSwap(Arr, i); } } Left = Left + 1; for (int i = Left; i <= Right; i++) { if (Arr[i - 1] > Arr[i]) { shSwap(Arr, i); } } Right = Right - 1; } while (Left <= Right); } void swap(int* a, int* b) { int buf = *a; *a = *b; *b = buf; } void NaiveSort(int* arr, int length) { int i, j; for (i = length - 1; i > 0; i--) { for (j = 0; j < i; j++) { if (arr[j] > arr[j + 1]) swap(&arr[j], &arr[j + 1]); } } } void BubbleSort(int* arr, int length) { int i, j, flag; for (i = length - 1; i > 0; i--) { flag = 0; for (j = 0; j < i; j++) { if (arr[j] > arr[j + 1]) { swap(&arr[j], &arr[j + 1]); flag = 1; } } if (!flag) return; } } int _cmp_int(const void *a, const void *b) { return *(int*)a - *(int*)b; } void qsort_common(int* arr, int length) { qsort(arr, length, sizeof(int), _cmp_int); } void ShakerSort_common(int* arr, int length) { ShakerSort(arr,0, length); }
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#include "Sort.h" #include <stdlib.h> void shSwap(int* Arr, int i) { int temp; temp = Arr[i]; Arr[i] = Arr[i - 1]; Arr[i - 1] = temp; } void ShakerSort(int* Arr, int Start, int N) { int Left, Right; Left = Start; Right = N - 1; do { for (int i = Right; i >= Left; i--) { if (Arr[i - 1] > Arr[i]) { shSwap(Arr, i); } } Left = Left + 1; for (int i = Left; i <= Right; i++) { if (Arr[i - 1] > Arr[i]) { shSwap(Arr, i); } } Right = Right - 1; } while (Left <= Right); } void swap(int* a, int* b) { int buf = *a; *a = *b; *b = buf; } void NaiveSort(int* arr, int length) { int i, j; for (i = length - 1; i > 0; i--) { for (j = 0; j < i; j++) { if (arr[j] > arr[j + 1]) swap(&arr[j], &arr[j + 1]); } } } void BubbleSort(int* arr, int length) { int i, j, flag; for (i = length - 1; i > 0; i--) { flag = 0; for (j = 0; j < i; j++) { if (arr[j] > arr[j + 1]) { swap(&arr[j], &arr[j + 1]); flag = 1; } } if (!flag) return; } } int _cmp_int(const void *a, const void *b) { return *(int*)a - *(int*)b; } void qsort_common(int* arr, int length) { qsort(arr, length, sizeof(int), _cmp_int); } void ShakerSort_common(int* arr, int length) { ShakerSort(arr,0, length); }
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#include "stdafx.h" #include<stdio.h> #include<string.h> #include<conio.h> #include <iostream> #include <windows.h> #include<locale.h> #include<malloc.h> #include "stdafx.h" #include "stdlib.h" #include "time.h" void merge(int *mas,int a,int c) { int *rez=(int*)malloc(sizeof(int)*(c+1)); if(a<c) { int x=(a+c)/2; merge(mas,a,x); merge(mas,x+1,c); int n1=a,n2=x+1; for (int i=a;i<=c;i++) { if ((n1<x+1)&&((n2>c)||mas[n1]<mas[n2])) { rez[i]=mas[n1];n1++; } else { rez[i]=mas[n2]; n2++; } } for (int i=a;i<=c;i++) { mas[i]=rez[i]; } } free(rez); }; int main(int argc, char* args[]) { srand(time(NULL)); int a=0,c=5; int mas[6]; for (int i=0;i<=c;i++) { mas[i]=0+rand()%10; printf("%d ",mas[i]); } merge(mas,a,c); printf("\n"); for (int i=0;i<=c;i++) { printf("%d ",mas[i]); } //int* mas=(int*)malloc(sizeof(6*int)); return 0; }
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// fact.cpp : Defines the entry point for the console application. // #include "stdafx.h" int _tmain(int argc, _TCHAR* argv[]) { int a, b; printf("vvedite 2 chisla "); scanf("%d",&a); scanf("%d",&b); //if (a>b) //{ a=a-b; b=b+a; a=b-a; /*} if (b>a) { b=b-a; a=a+b; b=a-b; }*/ printf("zamena, %d, %d\n", a, b); return 0; }
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#include "stdafx.h" #include <stdio.h> #include <cstdlib> int main() { int i, j; int k; int arr[200000]; srand(5); for (int i=0; i<=(199999); i++) arr[i]=rand()%1000; printf("%d, ",arr[i]); printf( "\n"); for (int i=0; i<=(199998); i++) for (int j=0; j<=(199998); j++) if (arr[j]>arr[j+1]) { k=arr[j]; arr[j]=arr[j+1]; arr[j+1]=k; } for (int i=0; i<=9; i++) printf("%d, ",arr[i]); return 0; }
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// heapSort.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <stdio.h> #include <stdlib.h> #include <iostream> #include <time.h> using namespace std; void heapifier (int *arr, int i, int size) {int done=0; int c,k=0; int maxChild; //int temp; while((i*2<size)&&(!done)) { if (i*2==size) maxChild=i*2; else {if (arr[i*2]>arr[i*2+1]) maxChild=i*2; else maxChild=i*2+1; } if (arr[i]<arr[maxChild]) { c=arr[i]; arr[i]=arr[maxChild]; arr[maxChild]=c; i=maxChild; } else done=1; } for(int k=0; k<size;k++) { printf("%d ",arr[k]); } printf("\n"); } void heapsort (int *arr, int size) { int i; int c; for (i=(size/2)-1;i>=0;i--) { heapifier(arr,i,size); } for (i=size-1;i>=1;i--) { c=arr[0]; arr[0]=arr[i]; arr[i]=c; heapifier(arr,0,i-1); } } int _tmain(int argc, _TCHAR* argv[]) {int n; int arr[10]; printf("vvedite kolichestvo elementov"); cin>>n; srand((unsigned) time(NULL)); for(int i=0;i<n;i++) { arr[i]=rand()%100; printf("%d ", arr[i]); } printf("\n"); heapsort (arr, n); for(int i=0; i<n;i++) { printf("%d ", arr[i]); } return 0; }
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// sv_sp.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <stdio.h> #include <stdlib.h> #include <iostream> #include <time.h> using namespace std; struct Link { int x; struct Link*next; } *head,*end; Link *creat(int n) {Link *head,*end ; if (n)head=new Link; head->x=n; end=head; n--; while (n>0) { end->next=new Link; end=end->next; end->x=n; end->next=NULL; n--; } return head; } Link *creat_unsort(int n) {Link *head,*end ; srand((unsigned) time(NULL)); if (n)head=new Link; head->x=n; end=head; n--; while (n>0) { end->next=new Link; end=end->next; end->x=rand()%n; end->next=NULL; n--; } return head; } void print(Link *end) { while (end->next) { cout<<end->x<<'\t'; //printf("%d\n",end->x); end=end->next; } cout<<end->x; } void add(Link *head, int x, int y) {Link *v,*p=head; while (p->next) { if (p->x==y) { v=new struct Link; v->x=x; v->next=p->next; p->next=v; return; } else p=p->next; } } int count(struct Link *head, int k) {struct Link*pr=head; while (pr) {k++; pr=pr->next; } return k; } /*int access(struct Link *head, int i) { struct Link *point=head; while(i) { i--; point=point->next; } return point; }*/ struct Link *del(Link *b,int x) { Link *d; if (b->x==x) { d=b; b=b->next; delete d; return b; } Link *p=b; while (p->next) { if (p->next->x==x) { d=p->next; p->next=p->next->next; delete d; return b; } p=p->next; } return b; } int main() { { struct Link *head;*end; int n,x,y,m,i; //struct Link *ipointer; m=0; //printf("vvedite n"); //scanf("%d",&n); cin>>n; cin>>x; cin>>y; printf("vvedite iscomoe pole"); cin>>i; head=creat(n); //ipointer=access(head,i); m=count(head,m); printf("%d\n",m); //printf("%d\n", ipointer); add(head,x,y); print(head); printf("\n"); m=0; m=count(head,m); printf("%d\n",m); del(head,y); print(head); printf("\n"); m=0; m=count(head,m); printf("%d\n",m); //getch(); } return 0; }
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// Factorial.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <stdio.h> int factorial(int n) { if (n<=1) return 1; else return n*factorial(n-1); } int _tmain(int argc, _TCHAR* argv[]) { int n,nr; printf("vvedite n "); scanf("%d",&n); nr=factorial(n); printf("%d",nr); return 0; }
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#include "stdafx.h" #include <stdio.h> #include <stdlib.h> #include <time.h> #include <iostream> using namespace std; void Swap(int elem1, int elem2) {int c; c=elem1; elem1=elem2; elem2=c; } void ShakerSort(int arr[], int beg, int n) { int L, R; L= beg; R=n-1; while (L<=R) { for (int i=R; i>L; i--) { if (arr[i]<arr[i - 1]) Swap(arr[i], arr[i-1]); } L= L+ 1; for (int i = L; i < R; i++) { if (arr[i] > arr[i + 1]) Swap(arr[i], arr[i + 1]); } R= R- 1; } } int _tmain(int argc, _TCHAR* argv[]) { int arr[100]; int i; int n; srand((unsigned) time(NULL)); printf("vvedite razmer massiva"); cin>>n; for (i=0;i<n;i++) { arr[i]=rand()%100; printf("%d ",arr[i]); } ShakerSort(arr,0,n); for (i=0;i<n;i++); printf("%d ",arr[i]); return 0; }
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// hanoy.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include <stdio.h> void hanoy(int num, char a, char b, char c, int &s) { if (num>0) { hanoy(num-1, a,c, b,s); printf("%c--->%c\n ", a, c); s++; hanoy(num-1,b, a, c,s); } } int _tmain(int argc, _TCHAR* argv[]) { char a, b, c; int num; int s=0; printf("number of rings="); scanf("%d", &num); a='A'; b='B'; c='C'; hanoy(num, a, b, c,s); printf("%d\n, shagov", s); return 0; }
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//5 functions of D-LIST!!!!!!!!!!!!!!!!!!!! //append_to_end is very simpler than in s-list!!! //but create_elem became more difficult #include <iostream> #include <stdlib.h> using namespace std; struct Elem { Elem* next; Elem* prev; int value; }; struct List { Elem* head; Elem* tail; int len; }; //I don't know how, but everything works fine without typedef List* create_list() { List* list = (List*) malloc (sizeof(List)); list->head=0; list->len=0; return list; } Elem* create_elem(List* list, int val) //need list for testing about fill!!! { Elem* elem = (Elem*) malloc (sizeof(Elem)); elem->next=0; elem->value=val; //now will be dawn work with prev if (list->head!=0) //if list is not empty { elem->prev=list->tail; //set tail list->tail->next=elem; //connect with previos element list->tail=elem; //move tail } else //if list is empty { elem->prev=0; //previous element not exist, then prev=NULL list->head=list->tail=elem; } return elem; } void append_to_begin(List* list, Elem* elem) //as in s-list! { elem->next=list->head; list->head=elem; list->len++; } void append_to_end(List* list, Elem* elem) //very much better than in s-list!!!!!!!!!!! { list->tail->next=elem; list->tail=elem; list->len++; } void insert_after(List* list, Elem* elem, int x) //as in s-list, but it could be written differently { Elem* d=list->head; for(int i=1;i<x;i++) //go to x from head d=d->next; // elem->next=d->next; d->next=elem; list->len++; } void print(List* list) //as in s-list! { Elem* d=list->head; for(int i=1;i<=(list->len);i++) { cout<<d->value<<" "; d=d->next; } cout<<endl; } void give_freedom(List* list) //as in s-list! { Elem* d=0; for(int i=1;i<=list->len;i++) { d=list->head->next; free(list->head); list->head=d; } free(list); } int main() { List* spisok=create_list(); for(int i=2;i<=10000;i+=i) { Elem* d=create_elem(spisok, i); append_to_end(spisok, d); } print(spisok); cout<<"length1="<<spisok->len<<endl; //I didn't make function for this Elem* d=create_elem(spisok, 228); insert_after(spisok, d, 10); print(spisok); cout<<"length2="<<spisok->len<<endl; give_freedom(spisok); return 0; }
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//rnd i can make later #include <iostream> using namespace std; #define maxn 100 int a[maxn]; int n; void merge(int l, int r) { if (r == l) return; if (r - l == 1) { if (a[r] < a[l]) swap(a[r], a[l]); return; } int m = (r + l) / 2; merge(l, m); merge(m + 1, r); int buf[maxn]; int xl = l; int xr = m + 1; int cur = 0; while (r - l + 1 != cur) { if (xl > m) buf[cur++] = a[xr++]; else if (xr > r) buf[cur++] = a[xl++]; else if (a[xl] > a[xr]) buf[cur++] = a[xr++]; else buf[cur++] = a[xl++]; } for (int i = 0; i < cur; i++) a[i + l] = buf[i]; } int main() { cin >> n; for (int i = 0; i < n; i++) cin >> a[i]; merge(0, n - 1); for (int i = 0; i < n; i++) cout << a[i] << " "; cout<<endl; return 0; }
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//xchg in d-list with sentinel //2 situations (elements are near / elements are far) //if you read this code, so soon I'll create the list-sort ^_^ #include <iostream> #include <stdlib.h> #include <iomanip> //for setw using namespace std; struct Elem { Elem* next; Elem* prev; int value; }; struct List { Elem* head; Elem* tail; int len; }; //I don't know how, but everything works fine without typedef List* create_list() { List* list = (List*) malloc (sizeof(List)); list->head=0; list->len=0; return list; } Elem* create_elem(List* list, int val) //need list for testing about fill!!! { Elem* elem = (Elem*) malloc (sizeof(Elem)); elem->next=0; elem->value=val; //now will be dawn work with prev if (list->head!=0) //if list is not empty { elem->prev=list->tail; //set tail list->tail->next=elem; //connect with previos element list->tail=elem; //move tail } else //if list is empty { elem->prev=0; //previous element not exist, then prev=NULL list->head=list->tail=elem; } return elem; } void append_to_begin(List* list, Elem* elem) //as in s-list! { elem->next=list->head; list->head=elem; list->len++; } void append_to_end(List* list, Elem* elem) //very much better than in s-list!!!!!!!!!!! { list->tail->next=elem; list->tail=elem; list->len++; } void insert_after(List* list, Elem* elem, int x) //as in s-list, but it could be written differently { Elem* d=list->head; for(int i=1;i<x;i++) //go to x from head d=d->next; // elem->next=d->next; d->next=elem; list->len++; } void print(List* list) //as in s-list! { Elem* d=list->head; for(int i=1;i<=(list->len);i++) { cout<<setw(10)<<d->value; d=d->next; } cout<<endl; cout<<endl; } void give_freedom(List* list) //as in s-list! { Elem* d=0; for(int i=1;i<=list->len;i++) { d=list->head->next; free(list->head); list->head=d; } free(list); } /////////////////////////////////////////////////////////////// List* xchg(List* list, int a, int b) { Elem* curr=list->head->prev; //sentinel Elem* min=list->head->prev; //sentinel Elem* precurr=0; Elem* postcurr=0; Elem* premin=0; Elem* postmin=0; for(int i=1; i<=a; i++) //set curr and min from a and b curr=curr->next; for(int i=1; i<=b; i++) min=min->next; if (a>b) //protection of fools { a+=b; b=a-b; a-=b; } if (abs(a-b)>1) //elements are far { precurr=curr->prev; postcurr=curr->next; premin=min->prev; postmin=min->next; precurr->next=min; //8 changes of pointers postcurr->prev=min; premin->next=curr; postmin->prev=curr; curr->next=postmin; curr->prev=premin; min->next=postcurr; min->prev=precurr; } else //elements are near { precurr=curr->prev; postmin=min->next; precurr->next=min; //6 changes of pointers postmin->prev=curr; curr->next=postmin; curr->prev=min; min->next=curr; min->prev=precurr; } if (a==1) // !!!!!!!!!!!!! head and tail recovery !!!!!!!!!!!!!!! list->head=min; //I could not think of this for a long time:( if (b==list->len) // list->tail=curr; // return list; } int main() { List* spisok=create_list(); for(int i=2;i<=10000;i+=i) { Elem* d=create_elem(spisok, i); append_to_end(spisok, d); } Elem* sentinel = (Elem*) malloc (sizeof(Elem)); //creating the sentinel! sentinel->next=spisok->head; // sentinel->prev=spisok->tail; // sentinel->value=666; // spisok->head->prev=sentinel; // spisok->tail->next=sentinel; // //cout<<spisok->head->prev->value<<endl; //look to sentinel! print(spisok); spisok=xchg(spisok, 3, 5); print(spisok); //cout<<spisok->len<<endl; give_freedom(spisok); return 0; }
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//for adequate results in the diagram, for all the functions used by sleep(3) #include <stdio.h> #include<conio.h> #include<time.h> #include<windows.h> #include<iostream> #include <stdlib.h> //#include <math.h> //for operations on long long using namespace std; void Sleep(BYTE time) //because the usual sleep not working:( { Sleep((DWORD)time*1000); return; } void sub(long long a, long long b) //this is VYCHITANIE { long t1,t2; t1=clock(); while (a!=b) if (a>b) a=a-b; else b=b-a; //unsigned int i=3000; //sleep(i); Sleep((BYTE)3); t2=clock(); cout<<"vychitanie time - "<<t2-t1<<"ms"<<endl; //cout<<"NOD="<<a; } void evcl( long long a, long long b) //this is DELENIE {//in the comments of many experiences with double long t1,t2; t1=clock(); while (a!=0 && b!=0) if (a>b) a=a%b; //a = fmod (a,b); else b=b%a; //b = fmod (b,a); //unsigned long i=3000; //sleep(i); Sleep((BYTE)3); t2=clock(); cout<<"delenie time - "<<t2-t1<<"ms"<<endl; //cout.setf(ios_base::fixed); //for simple display of number (for double) //cout.precision(0); //for 0 numbers after comma //cout<<"NOD="<<a+b; } void nvnst( long long a, long long b) //this is NAIVNOST' { long long c,max,min; long t1,t2; if (a>=b) { max=a; min=b; } else { max=b; min=a; } c=min; t1=clock(); do { if (max%c==0 && min%c==0) { //cout<<"NOD="<<c<<endl; break; } else c--; } while (c>0); Sleep((BYTE)3); t2=clock(); cout<<"naivnost' time - "<<t2-t1<<"ms"<<endl; } int pain() { long long a,b; cout<<endl<<"A:"; cin>>a; cout<<"B:"; cin>>b; nvnst(a,b); evcl(a,b); sub(a,b); return 0; } int main() { pain(); pain(); pain(); pain(); pain(); cout<<endl<<"Click to exit..."; getchar(); getchar(); }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; unsigned long long d=0; long func(int n) { return n > 0 ? d=n*func(n-1) : 1; } int main(int argc, char *argv[]) { int a=atoi(argv[1]); //printf("%d\n", func(a)); func(a); if (d>=18446744071562067968) cout<<"too much!"<<endl; cout<<d<<endl; return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; unsigned long long d; int func(int n) { if (n<=2) return 1; if (d>14446744073709551615) cout<<"too much!"<<endl; return d=func(n-1)+func(n-2); } int main(int argc, char *argv[]) { int a=atoi(argv[1]); //printf("%d\n", func(a)); func(a); cout<<d<<endl; return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; unsigned long long d=1; int main(int argc, char *argv[]) { int a=atoi(argv[1]); for (int i=1; i<=a; i++) d*=i; if (d>14446744073709551615) cout<<"too much!"<<endl; cout<<d<<endl; return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; unsigned long long d; int fib_n(int n) { if (n <= 2) return 1; //F(n-2) int x = 1; //F(n-1) int y = 1; //F(n) int ans = 0; for (int i = 2; i <= n; i++) { ans = x + y; x = y; y = ans; } if (d>10446744073709551615) cout<<"too much!"<<endl; return d=ans; } int main(int argc, char *argv[]) { int n=atoi(argv[1]); fib_n(n-1); cout<<d<<endl; return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; typedef unsigned long long ull; int fib(int n) { ull a = 1, ta, b = 1, tb, c = 1, rc = 0, tc, d = 0, rd = 1; while (n) { if (n & 1) { tc = rc; rc = rc*a + rd*c; rd = tc*b + rd*d; } ta = a; tb = b; tc = c; a = a*a + b*c; b = ta*b + b*d; c = c*ta + d*c; d = tc*tb+ d*d; n >>= 1; } return rc; } int main(int argc, char *argv[]) { int n=atoi(argv[1]); cout<<fib(n)<<endl; return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; unsigned long long d; int a[500]; int func(int n) { if (n<=2) return 1; if (a[n]==0) a[n]=func(n-1)+func(n-2); if (>=18446744071562067968) cout<<"too much!"<<endl; return d=a[n]; } int main(int argc, char *argv[]) { int n=atoi(argv[1]); //printf("%d\n", func(a)); func(n); cout<<d<<endl; //t: return 0; }
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#include <stdio.h> #include <stdlib.h> #include <iostream> using namespace std; main() { int a=1; int b=2; a+=b; b=a-b; a-=b; cout<<a<<","<<b<<endl; return 0; }
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//5 functions of s-list #include <iostream> #include <stdlib.h> using namespace std; struct Elem { Elem* next; int value; }; struct List { Elem* head; int len; }; //I don't know how, but everything works fine without typedef List* create_list() { List* list = (List*) malloc (sizeof(List)); list->head=0; list->len=0; return list; } Elem* create_elem(int val) { Elem* elem = (Elem*) malloc (sizeof(Elem)); elem->next=0; elem->value=val; return elem; } void append_to_begin(List* list, Elem* elem) { elem->next=list->head; list->head=elem; list->len++; } void append_to_end(List* list, Elem* elem) { Elem* d=list->head; while(d->next) //go to tail d=d->next; // d->next=elem; list->len++; } void insert_after(List* list, Elem* elem, int x) { Elem* d=list->head; for(int i=1;i<x;i++) //go to x d=d->next; // elem->next=d->next; d->next=elem; list->len++; } void print(List* list) { Elem* d=list->head; for(int i=1;i<=(list->len);i++) { cout<<d->value<<" "; d=d->next; } cout<<endl; } void give_freedom(List* list) { Elem* d=0; for(int i=1;i<=list->len;i++) { d=list->head->next; free(list->head); list->head=d; } free(list); } int main() { List* spisok=create_list(); Elem* d=create_elem(2); //I want to put elements to tail of list append_to_begin(spisok, d); //but I can not append_to_end while list is empty for(int i=4;i<=10000;i+=i) { Elem* d=create_elem(i); append_to_end(spisok, d); } print(spisok); cout<<"length1="<<spisok->len<<endl; //I didn't make function for this d=create_elem(228); insert_after(spisok, d, 10); print(spisok); cout<<"length2="<<spisok->len<<endl; give_freedom(spisok); return 0; }
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#include "stdafx.h" #include "stdlib.h" #include "time.h" void heapifier(int *a, int i, int size) { int done=0; int maxChild; while((i*2<size)&&(!done)) { if (i*2==size) maxChild=i*2; else if(a[2*i]>a[2*i+1]) maxChild=i*2; else maxChild=i*2+1; if (a[i]<a[maxChild]) { int temp; temp=a[i]; a[i]=a[maxChild]; a[maxChild]=temp; i=maxChild; } else done=1; } } void HeapSort(int *a, int size) { for(int i=size/2-1;i>=0;i--) heapifier(a,i,size); for(int i=size-1;i>=1;i--) { int temp; temp=a[0]; a[0]=a[i]; a[i]=temp; heapifier(a,0,i-1); } } int main(int argc, char* args[]) { srand(time(NULL)); const int size=10; int i,a[size]; for(i=0;i<size;i++) { a[i]=rand()%100; printf("%d ",a[i]); }; printf("\n"); HeapSort(a, size); for(i=0;i<size;i++) printf("%d ",a[i]); }
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#include "stdafx.h" #include "stdlib.h" #include "time.h" #include "stdio.h" int _tmain(int argc, _TCHAR* argv[]) { int difn[5]={2000,4000,8000,10000,100000},k,label; long n,i,j,t; long int mas[100000]; srand(9); for (k=0;k<5;k++) //главный цикл, который подставляет в n разные значения из массива difn {n=difn[k]; printf("chisel: %d\n",n); ////////////////////////////////////////////////////////////////////////////////////// for (i=0;i<n;i++) //генерирую массив случайных чисел { mas[i]=rand() % 10; } long t1=clock(); //считываю время перед циклом for (i=1;i<n;i++) //сортирую for (j=0;j<n-1;j++) { if (mas[j]>mas[j+1]) {t=mas[j];mas[j]=mas[j+1];mas[j+1]=t;} } long t2=clock(); //считываю время после завершения цикла printf("sort1: %d\n",(t2-t1)); //вывожу время работы цикла /////////////////////////////////////////////////////////////////////////////////////// for (i=0;i<n;i++) { mas[i]=rand() % 10; } t1=clock(); for (i=1;i<n;i++) //всё то же самое, но для улучшенной сортировки пузырьком { label=0; for (j=0;j<n-i;j++) { if (mas[j]>mas[j+1]) {t=mas[j];mas[j]=mas[j+1];mas[j+1]=t;label=1;} } if(label==0) i=n-1; } t2=clock(); printf("sort2: %d\n",(t2-t1)); ///////////////////////////////////////////////////////////////////////// for (i=0;i<n;i++) { mas[i]=rand() % 10; } t1=clock(); do {label=0; for (i=0;i<n-2;i++) { if (mas[i]>mas[i+1]) {t=mas[i];mas[i]=mas[i+1];mas[i+1]=t;label=1;} } if(label==0) break; for (i=n-2;i>0;i--) { if (mas[i]>mas[i+1]) {t=mas[i];mas[i]=mas[i+1];mas[i+1]=t;label=1;} }} while(label); t2=clock(); printf("sort3: %d\n",(t2-t1));} ///////////////////////////////////////////////////////////////////////// return 0; }
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#include "stdafx.h" #include "stdlib.h" #include "time.h" struct Element { Element* next; int value; }; struct LinkedList { Element* head; int length; }; LinkedList* create_list() { LinkedList* list = (LinkedList*)malloc(sizeof(LinkedList)); list->head=NULL; list->length=0; return list; } Element* create_elem(int value) { Element* elem = (Element*)malloc(sizeof(Element)); elem->next=NULL; elem->value=value; return elem; } void append_to_begin(LinkedList* list, Element* elem) { elem->next=list->head; list->head=elem; list->length++; } void append_to_end(LinkedList* list, Element* elem) { Element* el = list->head; if(el==NULL) {list->head=elem;} else {while(el->next) el=el->next; elem->next=NULL; el->next=elem;} list->length++; } int get_size(LinkedList* list) { return list->length; } struct Element* find_el(LinkedList* list, int pos) { if(pos>(list->length)) { printf("\nelement not found\n"); return 0; } else { struct Element* el=list->head; for(int i=1;i<pos;i++) { el=el->next; } return el; } } void insert_after(LinkedList* list, int pos, Element* elem) { Element* el = list->head; for(int i=1;i<pos;i++) el=el->next; elem->next=el->next; el->next=elem; list->length++; } void clear_el(LinkedList* list, Element* elem) { struct Element* el = list->head; struct Element* prev = NULL; for(int i=1;i<=(list->length);i++) { if(elem==el) { if(prev==NULL) list->head=el->next; else prev->next=prev->next->next; free(elem); list->length--; break; } prev=el; el=el->next; } } void clear_elem(LinkedList* list, int pos) { Element* el = find_el(list,pos); clear_el(list,el); } void clear_list(LinkedList* list) { Element* temp=NULL; Element* el = list->head; for(int i=1;i<=list->length;i++) { temp=el->next; free(el); el=temp; } free(list); } void print_list(LinkedList* list) { Element* el = list->head; for(int i=1;i<(list->length);i++) { printf("%d ",el->value); el=el->next; } printf("%d\n",el->value); } int* convert_to_array(LinkedList* list) { int* arr = (int*)malloc(sizeof(int)*(list->length)); struct Element* el=list->head; for(int i=0;i<(list->length);i++) { arr[i]=el->value; el=el->next; } return arr; } struct Element* find_max(LinkedList* list) { struct Element* el=list->head; struct Element* maxel=list->head; int max=maxel->value; for(int i=1;i<=(list->length);i++) { if(max<(el->value)) { maxel=el; max=el->value; } el=el->next; } return maxel; } struct Element* find_min(LinkedList* list) { struct Element* el=list->head; struct Element* maxel=list->head; int max=maxel->value; for(int i=1;i<=(list->length);i++) { if(max>(el->value)) { maxel=el; max=el->value; } el=el->next; } return maxel; } void swap(LinkedList* list,Element* a,Element* b) { Element* temp; if(a->next==NULL) {temp=a;a=b;b=temp;} Element* preva=list->head; if(preva==a) preva=NULL; else while(preva->next!=a) preva=preva->next; Element* posta=a->next; Element* prevb=list->head; while(prevb->next!=b) prevb=prevb->next; Element* postb=b->next; if(a->next==b) { if(preva==NULL) list->head=b; else preva->next=b; b->next=a; a->next=postb; } else { if(preva==NULL) {b->next=posta; list->head=b;} else {preva->next=b; b->next=posta;} prevb->next=a; a->next=postb; } } void sorting(LinkedList* list) { Element* curr=list->head; Element* place=list->head; Element* min=list->head; for(int j=0;j<(list->length-1);j++) { for(int i=j+1;i<(list->length+1);i++) { if((curr->value)<(min->value)) min=curr; curr=curr->next; } swap(list,place,min); place=min->next; curr=min->next; min=min->next; } } int _tmain(int argc, _TCHAR* argv[]) { struct LinkedList* klen=create_list(); srand(time(NULL)); for(int i=1;i<=10;i++) { struct Element* cherv=create_elem(rand()%100); append_to_begin(klen, cherv); } print_list(klen); sorting(klen); print_list(klen); return 0; }
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#include "stdafx.h" #include "stdlib.h" #include "time.h" struct Elem { Elem* next; Elem* prev; int value; }; struct DList { Elem* head; Elem* tail; int size; }; DList* createDList() { DList* dl=(DList*)malloc(sizeof(DList)); dl->head=NULL; dl->tail=NULL; dl->size=0; return dl; } Elem* createElem(int value) { Elem* el=(Elem*)malloc(sizeof(Elem)); el->next=NULL; el->prev=NULL; el->value=value; return el; } void append_to_begin(DList* list, Elem* elem) { if(list->tail==NULL) list->tail=elem; elem->next=list->head; //elem->prev=NULL; list->head=elem; if(elem->next!=NULL) elem->next->prev=elem; if(elem->prev!=NULL) elem->prev->next=elem; list->size++; } void append_to_end(DList* list, Elem* elem) { if(list->head==NULL) list->head=elem; elem->prev=list->tail; list->tail=elem; if(elem->prev!=NULL) elem->prev->next=elem; if(elem->next!=NULL) elem->next->prev=elem; list->size++; } struct Elem* findElem(DList* list,int pos) { Elem* elem=list->head; for(int i=2;i<=pos;i++) elem=elem->next; return elem; } void print_list(DList* list) { Elem* el = list->head; for(int i=1;i<(list->size);i++) { printf("%d ",el->value); el=el->next; } printf("%d\n",el->value); } int find_pos(DList* list, Elem* el) { Elem* curr=list->head; for(int i=1;i<=list->size;i++) {if(el==curr) return i; if(curr->next!=NULL) curr=curr->next;} } void swap(DList* list,Elem* a,Elem* b) { Elem* temp; if(find_pos(list,a)>find_pos(list,b)) {temp=a;a=b;b=temp;} Elem* preva=a->prev; Elem* posta=a->next; Elem* prevb=b->prev; Elem* postb=b->next; if(posta==b) { if(preva==NULL) list->head=b; else preva->next=b; if(postb==NULL) list->tail=a; else postb->prev=a; b->prev=preva; b->next=a; a->prev=b; a->next=postb; } else { if(preva==NULL) list->head=b; else preva->next=b; if(postb==NULL) list->tail=a; else postb->prev=a; b->prev=preva; b->next=posta; posta->prev=b; prevb->next=a; a->prev=prevb; a->next=postb; } } void sorting(DList* list) { Elem* curr=list->head; Elem* place=list->head; Elem* min=list->head; for(int j=1;j<=(list->size-2);j++) { for(int i=j;i<=(list->size);i++) { if((curr->value)<(min->value)) min=curr; if(curr!=NULL) curr=curr->next; } swap(list,place,min); if(place!=NULL) place=min->next; curr=min->next; min=min->next; } } int _tmain(int argc, _TCHAR* argv[]) { struct DList* klen=createDList(); srand(time(NULL)); for(int i=1;i<=10;i++) { struct Elem* cherv=createElem(rand()%100); //struct Elem* cherv2=createElem(i); //append_to_begin(klen, cherv2); append_to_end(klen, cherv); } print_list(klen); Elem* a=findElem(klen,1); Elem* b=findElem(klen,6); sorting(klen); //swap(klen,a,b); //swap(klen,b,a); print_list(klen); return 0; }
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#include "FPPCamera.h" FPPCamera::FPPCamera() { m_Up= D3DXVECTOR3(0,1,0); m_FromEye = D3DXVECTOR3(0,0,-1); m_At= D3DXVECTOR3(0,2,0); m_Radius=30.0f; D3DXQuaternionIdentity(&m_Rotation); } D3DXMATRIX FPPCamera::getViewMatrix() { D3DXVECTOR4 TmpFromEye; D3DXVECTOR4 TmpUp; D3DXMATRIX TmpMatrix; D3DXMATRIX View; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpFromEye, &m_FromEye, &TmpMatrix); D3DXVec3Transform(&TmpUp, &m_Up, &TmpMatrix); D3DXVECTOR3 TargetPos=m_At+(D3DXVECTOR3(TmpFromEye.x,TmpFromEye.y,TmpFromEye.z)*m_Radius); D3DXVECTOR3 Up(TmpUp.x,TmpUp.y,TmpUp.z); D3DXMatrixLookAtLH(&View, &m_At, &TargetPos, &Up); return View; } D3DXVECTOR3 FPPCamera::getEyePosition() { return m_At; } void FPPCamera::move(D3DXVECTOR3 v) { D3DXQUATERNION TempRot; D3DXMATRIX TmpMatrix; D3DXVECTOR4 TmpVec; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpVec, &v, &TmpMatrix); D3DXVECTOR3 vec=D3DXVECTOR3(TmpVec.x,0,TmpVec.z); m_At+=vec; } void FPPCamera::RotateY(float angle) { D3DXQUATERNION TempRot; D3DXVECTOR3 Axis(0,1,0); D3DXQuaternionRotationAxis(&TempRot,&Axis,angle); D3DXQuaternionMultiply(&m_Rotation,&m_Rotation,&TempRot); } void FPPCamera::RotateX(float angle) { D3DXQUATERNION TempRot; D3DXVECTOR3 Axis(1,0,0); D3DXVECTOR4 TmpAxis; D3DXMATRIX TmpMatrix; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpAxis, &Axis, &TmpMatrix); Axis=D3DXVECTOR3(TmpAxis.x,TmpAxis.y,TmpAxis.z); D3DXQuaternionRotationAxis(&TempRot,&Axis,angle); D3DXQuaternionMultiply(&m_Rotation,&m_Rotation,&TempRot); } D3DXVECTOR3 FPPCamera::GetAtPosition() { return m_At; } void FPPCamera::SetAtPosition(D3DXVECTOR3 position) { m_At=position; } D3DXVECTOR3 FPPCamera::getEyeDirection() { D3DXMATRIX TmpMatrix; D3DXVECTOR4 TmpVec; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpVec, &m_FromEye, &TmpMatrix); D3DXVECTOR3 vec=D3DXVECTOR3(TmpVec.x,TmpVec.y,TmpVec.z); return vec; }
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#pragma once #include <D3DX10.h> class RandomTexture { private: ID3D10Device * m_d3dDevice; ID3D10Texture3D * m_Texture; ID3D10ShaderResourceView* m_TextureView; public: RandomTexture(ID3D10Device * device); ~RandomTexture(); ID3D10ShaderResourceView* GetRandomTexture(); };
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#ifndef _CUDATEST #define _CUDATEST #include <stdio.h> #include <stdlib.h> #include <cuda_runtime.h> #include <cutil.h> #include <fstream> #include "vertex.h" using namespace std; SimpleVertex* GenerateSphere(int s, float R, ofstream &out); #endif
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#ifndef _DRAWABLE_OBJECT #define _DRAWABLE_OBJECT #include <windows.h> #include <d3d10.h> #include <d3dx10.h> #include "iDrawable.h" #include "vertex.h" class DrawableObject : public IDrawable { private: ID3D10Device * m_pd3dDevice; ID3D10Buffer * m_pVertexBuffer; ID3D10Buffer * m_pIndexBuffer; D3D10_PRIMITIVE_TOPOLOGY m_Topology; D3DXVECTOR3 m_Position; int m_vertexBufferSize; int m_indexBufferSize; public: DrawableObject(ID3D10Device * device); void Draw(); void CreateVertexBuffer(SimpleVertex * vertices, int n); void CreateIndexBuffer(DWORD * vertices, int n, D3D10_PRIMITIVE_TOPOLOGY topology=D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ~DrawableObject(); }; #endif
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#ifndef lsystems #define lsystems #include <iostream> #include <map> #include <string> using namespace std; ///L-system class (Lindermayer system) class LSystem { private: string start; map<char,string> Rules; public: LSystem(); LSystem(string s, map<char,string> m); void AddRule(char p, string s); void RemoveRule(char p); void SetStart(string s); string Expand(int level); }; #endif
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#include "drawableObject.h" DrawableObject::DrawableObject(ID3D10Device * device) { m_pd3dDevice=device; m_Position=D3DXVECTOR3(0.0f,0.0f,0.0f); } void DrawableObject::CreateVertexBuffer(SimpleVertex * vertices, int n) { if(!m_pd3dDevice) return; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = sizeof(SimpleVertex)*n; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; D3D10_SUBRESOURCE_DATA InitData; InitData.pSysMem = vertices; m_pd3dDevice->CreateBuffer( &bd, &InitData, &m_pVertexBuffer ); m_vertexBufferSize=n; } void DrawableObject::CreateIndexBuffer( DWORD * indices, int n ,D3D10_PRIMITIVE_TOPOLOGY topology) { if(!m_pd3dDevice) return; m_Topology=topology; D3D10_BUFFER_DESC bd; D3D10_SUBRESOURCE_DATA InitData; //Index buffer bd.Usage = D3D10_USAGE_DEFAULT; bd.ByteWidth = sizeof( DWORD ) * n; bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; bd.MiscFlags = 0; InitData.pSysMem = indices; m_pd3dDevice->CreateBuffer( &bd, &InitData, &m_pIndexBuffer ); m_indexBufferSize=n; } DrawableObject::~DrawableObject() { if(m_pIndexBuffer) m_pIndexBuffer->Release(); if(m_pVertexBuffer) m_pVertexBuffer->Release(); } void DrawableObject::Draw() { if(!m_pVertexBuffer||!m_pIndexBuffer) return; // Set vertex buffer UINT stride = sizeof( SimpleVertex ); UINT offset = 0; m_pd3dDevice->IASetVertexBuffers( 0, 1, &m_pVertexBuffer, &stride, &offset ); // Set index buffer m_pd3dDevice->IASetIndexBuffer( m_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 ); // Set primitive topology m_pd3dDevice->IASetPrimitiveTopology( m_Topology ); m_pd3dDevice->DrawIndexed(m_indexBufferSize, 0, 0 ); }
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#pragma once #include <d3dx10.h> #include <vector> #include <map> #include <string> #include "iCamera.h" #include "drawableObject.h" #include "shaderManager.h" struct SceneObject { DrawableObject * m_Object; D3DXMATRIX m_TranslationMatrix; D3DXQUATERNION m_Rotation; }; //helper class for managing objects in the scene and draw them with proper techniques class SceneObjectManager { private: ID3D10Device * m_d3dDevice; ShaderManager * m_ShaderManager; std::map<std::string,std::vector<SceneObject*>> m_ObjectMap; D3DXVECTOR3 m_EyeDirection; //eye direction used to ignore invisible obejcts D3DXVECTOR3 m_EyePosition; public: SceneObjectManager(ID3D10Device * device, ShaderManager * shaderManager); ~SceneObjectManager(); void AddObject(DrawableObject * object, std::string technique, D3DXVECTOR3 position, D3DXQUATERNION rotation ); void Draw(); void SetEyeParameters(ICamera * camera); };
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#ifndef _FPP_CAMERA #define _FPP_CAMERA #include <d3d10.h> #include <d3dx10.h> #include "iCamera.h" class FPPCamera:public ICamera { private: D3DXVECTOR3 m_FromEye; D3DXVECTOR3 m_At; D3DXVECTOR3 m_Up; float m_Radius; D3DXQUATERNION m_Rotation; public: FPPCamera(); D3DXMATRIX getViewMatrix(); D3DXVECTOR3 getEyePosition(); D3DXVECTOR3 getEyeDirection(); void move(D3DXVECTOR3 v); void RotateY(float angle); void RotateX(float angle); D3DXVECTOR3 GetAtPosition(); void SetAtPosition(D3DXVECTOR3 position); }; #endif
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#include "d3dApp.h" #include "l_systems.h" #include "camera.h" #include "FPPCamera.h" #include "tree.h" #include "terrain.h" #include "sphere.h" #include "RandomTexture.h" #include "terrainPlants.h" class myApp : public D3DApp { public: myApp(HINSTANCE hInstance); ~myApp(); void InitApp(); void OnResize();// reset projection/etc void UpdateScene(float dt); void DrawScene(); void Controls(); private: ID3D10InputLayout* g_pVertexLayout; Tree *tree; Tree *tree2; Tree *tree3; Sphere * sphere; Terrain * terrain; TerrainPlants * m_TerrainPlants; RandomTexture * m_RandomTexture; //Textures ID3D10ShaderResourceView * m_GrassTexture; ID3D10ShaderResourceView * m_LeafTexture; float m_Time; D3DXVECTOR3 m_LightDirection; //light direction }; myApp::myApp(HINSTANCE hInstance):D3DApp(hInstance) { mMainWndCaption="Proceduralne generowanie geometri. DirectX,CUDA,HLSL"; m_ShaderPath="\Shader2.fx"; mClearColor=D3DXCOLOR(120.0/255,170.0/255,230.0/255,1); } myApp::~myApp() { } void myApp::DrawScene() { D3DApp::DrawScene(); // Set the input layout md3dDevice->IASetInputLayout( g_pVertexLayout ); //draw objects form scene object manager m_SceneObjectManager->Draw(); } void myApp::InitApp() { D3DApp::initApp(); m_Camera=new FPPCamera(); m_RandomTexture= new RandomTexture(md3dDevice); m_LightDirection=D3DXVECTOR3(1,1,1); // Obtain the technique m_ShaderManager->addTechnique( "Zlants" ); m_ShaderManager->addTechnique( "TreeBranch" ); m_ShaderManager->addTechnique( "TreeLeaf" ); m_ShaderManager->addTechnique( "TreeLeaf2" ); m_ShaderManager->addTechnique( "Terrain" ); m_ShaderManager->addTechnique( "Sky" ); //create grass texture m_ShaderManager->addResourceVariable("txGrass"); D3DX10CreateShaderResourceViewFromFile( md3dDevice, "grass1.png", NULL, NULL, &m_GrassTexture, NULL ); m_ShaderManager->setResourceVariable("txGrass",m_GrassTexture); //create leaf texture m_ShaderManager->addResourceVariable("txLeaf"); D3DX10CreateShaderResourceViewFromFile( md3dDevice, "leaf.png", NULL, NULL, &m_GrassTexture, NULL ); m_ShaderManager->setResourceVariable("txLeaf",m_GrassTexture); //create leaf texture m_ShaderManager->addResourceVariable("txLeaf2"); D3DX10CreateShaderResourceViewFromFile( md3dDevice, "leaf2.png", NULL, NULL, &m_GrassTexture, NULL ); m_ShaderManager->setResourceVariable("txLeaf2",m_GrassTexture); // Define the input layout D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "BINORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 44, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof( layout ) / sizeof( layout[0] ); // Create the input layout D3D10_PASS_DESC PassDesc; m_ShaderManager->getTechniqueByName("TreeBranch")->GetPassByIndex( 0 )->GetDesc( &PassDesc ); md3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout ); m_ShaderManager->addVectorVariable("vLightDirection"); m_ShaderManager->addResourceVariable("txRandomNumbers"); m_ShaderManager->setVectorVariable("vLightDirection", static_cast<float*>(m_LightDirection)); m_ShaderManager->setResourceVariable("txRandomNumbers", m_RandomTexture->GetRandomTexture()); LSystem S; S.SetStart("A"); S.AddRule('A',"FFF+CF>F+B+++BF+CF/+BF+++B>F+D++BF<+DF+B+DF>+CF"); S.AddRule('B',"[<<FD++CF++C/FDF++C\\F]"); S.AddRule('C',"[<<FD/FD+<FD]"); S.AddRule('D',"[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]"); LSystem D; D.SetStart("A"); D.AddRule('A',"F>F<[<F/FB][>F\\FB]"); D.AddRule('B',"[FC<FC+>FC][>>>FC/FCFC]++[>>>FCFCFC]++[>>>>FCFCFC]++[>>>FCFCFC]++[>>>>FCFCFC]++[>>FCFCFC]"); D.AddRule('C',"[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]"); LSystem F; F.SetStart("A"); F.AddRule('A',"FF>FFF<[<F/FB][>F\\FB]"); F.AddRule('B',"[FC<FC+>FC][>>>FC/FCFC]++[>>>FCFCFC]++[>>>>FCFCFC]++[>>>FCFCFC]++[>>>>FCFCFC]++[>>FCFCFC]"); F.AddRule('C',"[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]++[>>>F]"); tree=new Tree(md3dDevice,10); tree->generateLSys(&S,6,4.0f); tree->generateCuda(8,0.07f); tree->generateLeafsCUDA(10,0.4f); tree2=new Tree(md3dDevice,10); tree2->generateLSys(&D,3,5.0f); tree2->generateCuda(6,0.4f); tree2->generateLeafsCUDA(8,0.7f); tree3=new Tree(md3dDevice,10); tree3->generateLSys(&F,3,7.0f); tree3->generateCuda(6,0.7f); tree3->generateLeafsCUDA(12,0.7f); terrain=new Terrain(md3dDevice,20, 30); sphere=new Sphere(md3dDevice,10,1000); m_TerrainPlants = new TerrainPlants(md3dDevice, 500); m_TerrainPlants->Generate(terrain,D3DXVECTOR2(0,500),D3DXVECTOR2(500,0)); D3DXQUATERNION rotation; D3DXQuaternionIdentity(&rotation); m_SceneObjectManager->AddObject(terrain->GetTerrain(), "Terrain",D3DXVECTOR3(0,0,0),rotation); m_SceneObjectManager->AddObject(sphere->GetSphere(), "Sky",D3DXVECTOR3(0,0,0),rotation); m_SceneObjectManager->AddObject(m_TerrainPlants->GetDrawableObject(),"Zlants",D3DXVECTOR3(0,0,0),rotation); for(int i=0; i<15; i++) { float x= rand()%500; float z= rand()%500; D3DXQuaternionRotationYawPitchRoll(&rotation, (float)(rand()%100)/50,0,0); m_SceneObjectManager->AddObject(tree->GetLeafs(), "TreeLeaf",D3DXVECTOR3(x,terrain->GetHeight(x,z),z),rotation); m_SceneObjectManager->AddObject(tree->GetBranches(),"TreeBranch",D3DXVECTOR3(x,terrain->GetHeight(x,z),z),rotation); } for(int i=0; i<15; i++) { float x= rand()%500; float z= rand()%500; D3DXQuaternionRotationYawPitchRoll(&rotation, (float)(rand()%100)/50,0,0); m_SceneObjectManager->AddObject(tree2->GetLeafs(), "TreeLeaf2",D3DXVECTOR3(x,terrain->GetHeight(x,z)-1.0f,z),rotation); m_SceneObjectManager->AddObject(tree2->GetBranches(),"TreeBranch",D3DXVECTOR3(x,terrain->GetHeight(x,z)-1.0f,z),rotation); } for(int i=0; i<15; i++) { float x= rand()%500; float z= rand()%500; D3DXQuaternionRotationYawPitchRoll(&rotation, (float)(rand()%100)/50,0,0); m_SceneObjectManager->AddObject(tree3->GetLeafs(), "TreeLeaf",D3DXVECTOR3(x,terrain->GetHeight(x,z)-1.0f,z),rotation); m_SceneObjectManager->AddObject(tree3->GetBranches(),"TreeBranch",D3DXVECTOR3(x,terrain->GetHeight(x,z)-1.0f,z),rotation); } } void myApp::OnResize() { D3DApp::OnResize(); } void myApp::UpdateScene(float dt) { D3DApp::UpdateScene(dt); Controls(); //update camera height D3DXVECTOR3 position=dynamic_cast<FPPCamera*>(m_Camera)->GetAtPosition(); dynamic_cast<FPPCamera*>(m_Camera)->SetAtPosition(D3DXVECTOR3(position.x,terrain->GetHeight(position.x,position.z)+10.0f,position.z)); } void myApp::Controls() { m_MouseManager->Update(); D3DXVECTOR3 mouseMovement=m_MouseManager->GetMouseMovement(); float moveMultiplier=100.0f; //Camera rotation if(mouseMovement.x<0) dynamic_cast<FPPCamera*>(m_Camera)->RotateY(mouseMovement.x/moveMultiplier); else if(mouseMovement.x>0) dynamic_cast<FPPCamera*>(m_Camera)->RotateY(mouseMovement.x/moveMultiplier); if(mouseMovement.y<0) dynamic_cast<FPPCamera*>(m_Camera)->RotateX(-mouseMovement.y/moveMultiplier); else if(mouseMovement.y>0) dynamic_cast<FPPCamera*>(m_Camera)->RotateX(-mouseMovement.y/moveMultiplier); //Move camera if(m_MouseManager->MouseButtonDown(1)) dynamic_cast<FPPCamera*>(m_Camera)->move(D3DXVECTOR3(0,0,-2.0f)); } int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { myApp application(hInstance); application.InitApp(); return application.Run(); }
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#ifndef _SPHERE #define _SPHERE #include <d3d10.h> #include <d3dx10.h> #include "kulaCuda.h" #include "drawableObject.h" class Sphere { private: int m_size; float m_scale; ID3D10Device* pd3dDevice; DrawableObject* m_SphereObject; float ** m_HeightMap; public: Sphere(ID3D10Device* d, int m_size, float scale); ~Sphere(); HRESULT generate(); void render(); DrawableObject * GetSphere(); }; #endif
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#ifndef _CUDATEST #define _CUDATEST #include <stdio.h> #include <stdlib.h> #include <cuda_runtime.h> #include <cutil.h> #include <fstream> #include "vertex.h" using namespace std; SimpleVertex* generateTerrain(int s, float scale, ofstream &out); SimpleVertex* generateTerrain(int s, float scale); #endif
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#pragma once #include <dinput.h> #include <d3dx10.h> class MouseManager { private: //Direct input stuff LPDIRECTINPUT8 m_DirectInputObject; LPDIRECTINPUTDEVICE8 m_MouseDevice; DIMOUSESTATE m_MouseState; D3DXVECTOR3 m_CurrentCoordinates; public: bool Init(HINSTANCE hinstance, HWND hwnd); void Update(); //updates mouse state D3DXVECTOR3 GetMousePosition(); //returns mouse position D3DXVECTOR3 GetMouseMovement(); //returns distance between current and previous mouse position bool MouseButtonDown(int button); ~MouseManager(); };
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#ifndef _SHADER_MANAGER #define _SHADER_MANAGER #include <d3d10.h> #include <d3dx10.h> #include <Windows.h> #include <map> #include <string> ///A helper class for managing a shader class ShaderManager { private: ID3D10Device * m_pd3dDevice; ID3D10Effect * m_pd3dEffect; std::map<std::string, ID3D10EffectTechnique*> m_Techniques; std::map<std::string, ID3D10EffectScalarVariable*> m_ScalarVariables; std::map<std::string, ID3D10EffectVectorVariable*> m_VectorVariables; std::map<std::string, ID3D10EffectMatrixVariable*> m_MatrixVariables; std::map<std::string, ID3D10EffectShaderResourceVariable*> m_ResourceVariables; public: ShaderManager(ID3D10Device * device, std::string shaderFilePath); ~ShaderManager(); ///adding variables to containers void addScalarVariable(std::string name); void addVectorVariable(std::string name); void addMatrixVariable(std::string name); void addResourceVariable(std::string name ); ///getting variables ID3D10EffectScalarVariable * getScalarVariableByName(std::string name); ID3D10EffectVectorVariable * getVectorVariableByName(std::string name); ID3D10EffectMatrixVariable * getMatrixVariableByName(std::string name); ID3D10EffectShaderResourceVariable * getResourceVariableByName(std::string name); ///setting variables void setScalarVariable(std::string name, float value); void setVectorVariable(std::string name, float* value); void setMatrixVariable(std::string name, float* value); void setResourceVariable(std::string name, ID3D10ShaderResourceView* value); ///manage techniques void addTechnique(std::string name); ID3D10EffectTechnique* getTechniqueByName(std::string name); }; #endif
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#ifndef _SHADER_MANAGER #define _SHADER_MANAGER #include <d3d10.h> #include <d3dx10.h> #include <Windows.h> #include <map> #include <string> ///A helper class for managing a shader, techniques and variables class ShaderManager { private: ID3D10Device * m_pd3dDevice; ID3D10Effect * m_pd3dEffect; std::map<std::string, ID3D10EffectTechnique*> m_Techniques; std::map<std::string, ID3D10EffectScalarVariable*> m_ScalarVariables; std::map<std::string, ID3D10EffectVectorVariable*> m_VectorVariables; std::map<std::string, ID3D10EffectMatrixVariable*> m_MatrixVariables; std::map<std::string, ID3D10EffectShaderResourceVariable*> m_ResourceVariables; public: ShaderManager(ID3D10Device * device, std::string shaderFilePath); ~ShaderManager(); ///adding variables to containers void addScalarVariable(std::string name); void addVectorVariable(std::string name); void addMatrixVariable(std::string name); void addResourceVariable(std::string name ); ///getting variables ID3D10EffectScalarVariable * getScalarVariableByName(std::string name); ID3D10EffectVectorVariable * getVectorVariableByName(std::string name); ID3D10EffectMatrixVariable * getMatrixVariableByName(std::string name); ID3D10EffectShaderResourceVariable * getResourceVariableByName(std::string name); ///setting variables void setScalarVariable(std::string name, float value); void setVectorVariable(std::string name, float* value); void setMatrixVariable(std::string name, float* value); void setResourceVariable(std::string name, ID3D10ShaderResourceView* value); ///manage techniques void addTechnique(std::string name); ID3D10EffectTechnique* getTechniqueByName(std::string name); }; #endif
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#include "terrainPlants.h" TerrainPlants::TerrainPlants(ID3D10Device * device, int size) { m_d3dDevice=device; m_size =size; } TerrainPlants::~TerrainPlants() { if(m_d3dDevice!=NULL) m_d3dDevice->Release(); if(m_DrawableObject!=NULL) delete(m_DrawableObject); } void TerrainPlants::Generate(Terrain *terrain, D3DXVECTOR2 upperLeft, D3DXVECTOR2 lowerRight) { float dx=lowerRight.x-upperLeft.x; float dy=upperLeft.y-lowerRight.y; SimpleVertex * vertices=new SimpleVertex[m_size]; DWORD * indices=new DWORD[m_size]; for(int i=0; i<m_size; i++) { indices[i]=i; float x= (float)(rand()%100)/100; float y= (float)(rand()%100)/100; x=upperLeft.x+x*dx; y=upperLeft.y-y*dy; D3DXVECTOR3 pos=D3DXVECTOR3(x,terrain->GetHeight(x,y),y); vertices[i].Pos=pos; vertices[i].Nor=D3DXVECTOR3(0,1,0); } m_DrawableObject=new DrawableObject(m_d3dDevice); m_DrawableObject->CreateIndexBuffer(indices,m_size, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); m_DrawableObject->CreateVertexBuffer(vertices, m_size); } DrawableObject * TerrainPlants::GetDrawableObject() { return m_DrawableObject; }
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//======================================================================================= // d3dApp.cpp by Frank Luna (C) 2008 All Rights Reserved. // Modified by Grzegorz Bartoszek 2010 //======================================================================================= #include "d3dApp.h" #include <sstream> #include "camera.h" LRESULT CALLBACK MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { static D3DApp* app = 0; switch( msg ) { case WM_CREATE: { // Get the 'this' pointer we passed to CreateWindow via the lpParam parameter. CREATESTRUCT* cs = (CREATESTRUCT*)lParam; app = (D3DApp*)cs->lpCreateParams; return 0; } } // Don't start processing messages until after WM_CREATE. if( app ) return app->msgProc(msg, wParam, lParam); else return DefWindowProc(hwnd, msg, wParam, lParam); } D3DApp::D3DApp(HINSTANCE hInstance) { mhAppInst = hInstance; mhMainWnd = 0; mAppPaused = false; mMinimized = false; mMaximized = false; mResizing = false; mFrameStats = ""; md3dDevice = 0; mSwapChain = 0; mDepthStencilBuffer = 0; mRenderTargetView = 0; mDepthStencilView = 0; mFont = 0; mMainWndCaption = "D3D10 Application"; md3dDriverType = D3D10_DRIVER_TYPE_HARDWARE; mClearColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f); mClientWidth = 1024; mClientHeight = 768; } D3DApp::~D3DApp() { mRenderTargetView->Release(); mDepthStencilView->Release(); mSwapChain->Release(); mDepthStencilBuffer->Release(); md3dDevice->Release(); mFont->Release(); } HINSTANCE D3DApp::getAppInst() { return mhAppInst; } HWND D3DApp::getMainWnd() { return mhMainWnd; } int D3DApp::Run() { MSG msg = {0}; mTimer.reset(); while(msg.message != WM_QUIT) { // If there are Window messages then process them. if(PeekMessage( &msg, 0, 0, 0, PM_REMOVE )) { TranslateMessage( &msg ); DispatchMessage( &msg ); } // Otherwise, do animation/game stuff. else { mTimer.tick(); if( !mAppPaused ) UpdateScene(mTimer.getDeltaTime()); else Sleep(50); DrawScene(); DrawFPS(); } } return (int)msg.wParam; } void D3DApp::initApp() { initMainWindow(); initDirect3D(); m_MouseManager=new MouseManager(); m_MouseManager->Init(mhAppInst,mhMainWnd); m_ShaderManager=new ShaderManager(this->md3dDevice,m_ShaderPath); m_SceneObjectManager=new SceneObjectManager(md3dDevice,m_ShaderManager); // Obtain the variables m_ShaderManager->addMatrixVariable( "World" ); m_ShaderManager->addMatrixVariable( "View" ); m_ShaderManager->addMatrixVariable( "Projection" ); m_ShaderManager->addVectorVariable( "vEyePos" ); m_ShaderManager->addScalarVariable("fTime"); // Initialize the projection matrix D3DXMatrixPerspectiveFovLH( &m_Projection, ( float )D3DX_PI * 0.25f, mClientWidth / ( FLOAT )mClientHeight, 0.1f, 2000.0f ); //Set projection matrix m_ShaderManager->setMatrixVariable("Projection", ( float* )&m_Projection ); D3DX10_FONT_DESC fontDesc; fontDesc.Height = 24; fontDesc.Width = 0; fontDesc.Weight = 0; fontDesc.MipLevels = 1; fontDesc.Italic = false; fontDesc.CharSet = DEFAULT_CHARSET; fontDesc.OutputPrecision = OUT_DEFAULT_PRECIS; fontDesc.Quality = DEFAULT_QUALITY; fontDesc.PitchAndFamily = DEFAULT_PITCH | FF_DONTCARE; memcpy(fontDesc.FaceName, "Times New Roman",sizeof("Times New Roman")); D3DX10CreateFontIndirect(md3dDevice, &fontDesc, &mFont); } void D3DApp::OnResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView) ReleaseCOM(mDepthStencilView) ReleaseCOM(mDepthStencilBuffer) // Resize the swap chain and recreate the render target view. mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0); ID3D10Texture2D* backBuffer; mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer)); md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView); ReleaseCOM(backBuffer) // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D32_FLOAT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; D3D10_DEPTH_STENCIL_VIEW_DESC descDSV; descDSV.Format = depthStencilDesc.Format; descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer); md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, &descDSV, &mDepthStencilView); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); D3D10_RASTERIZER_DESC rasterizerState; rasterizerState.CullMode = D3D10_CULL_NONE; rasterizerState.FillMode = D3D10_FILL_SOLID; rasterizerState.FrontCounterClockwise = true; rasterizerState.DepthBias = false; rasterizerState.DepthBiasClamp = 0; rasterizerState.SlopeScaledDepthBias = 0; rasterizerState.DepthClipEnable = true; rasterizerState.ScissorEnable = false; rasterizerState.MultisampleEnable = false; rasterizerState.AntialiasedLineEnable = true; ID3D10RasterizerState* pRS; md3dDevice->CreateRasterizerState( &rasterizerState, &pRS); md3dDevice->RSSetState(pRS); } void D3DApp::UpdateScene(float dt) { // Code computes the average frames per second, and also the // average time it takes to render one frame. static int frameCnt = 0; static float t_base = 0.0f; frameCnt++; // Compute averages over one second period. if( (mTimer.getGameTime() - t_base) >= 1.0f ) { float fps = (float)frameCnt; // fps = frameCnt / 1 float mspf = 1000.0f / fps; std::ostringstream outs; outs.precision(6); outs << "FPS: " << fps << "\n" << "Milliseconds: Per Frame: " << mspf; mFrameStats = outs.str(); // Reset for next average. frameCnt = 0; t_base += 1.0f; } //Update basic shader variables if(m_Camera) { m_View=m_Camera->getViewMatrix(); m_EyePos=m_Camera->getEyePosition(); } //View matrix and eye position m_ShaderManager->setMatrixVariable("View", ( float* )&m_View ); m_ShaderManager->setVectorVariable("vEyePos", (float*)&m_EyePos); m_ShaderManager->setScalarVariable("fTime", mTimer.getGameTime()); m_SceneObjectManager->SetEyeParameters(m_Camera); } void D3DApp::DrawScene() { //clear screen md3dDevice->ClearRenderTargetView(mRenderTargetView, mClearColor); md3dDevice->ClearDepthStencilView(mDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0); } LRESULT D3DApp::msgProc(UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { // WM_ACTIVATE is sent when the window is activated or deactivated. // We pause the game when the window is deactivated and unpause it // when it becomes active. case WM_ACTIVATE: if( LOWORD(wParam) == WA_INACTIVE ) { mAppPaused = true; mTimer.stop(); } else { mAppPaused = false; mTimer.start(); } return 0; // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; OnResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; OnResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; OnResize(); } else if( mResizing ) { // If user is dragging the resize bars, we do not resize // the buffers here because as the user continuously // drags the resize bars, a stream of WM_SIZE messages are // sent to the window, and it would be pointless (and slow) // to resize for each WM_SIZE message received from dragging // the resize bars. So instead, we reset after the user is // done resizing the window and releases the resize bars, which // sends a WM_EXITSIZEMOVE message. } else // API call such as SetWindowPos or mSwapChain->SetFullscreenState. { OnResize(); } } } return 0; // WM_EXITSIZEMOVE is sent when the user grabs the resize bars. case WM_ENTERSIZEMOVE: mAppPaused = true; mResizing = true; mTimer.stop(); return 0; // WM_EXITSIZEMOVE is sent when the user releases the resize bars. // Here we reset everything based on the new window dimensions. case WM_EXITSIZEMOVE: mAppPaused = false; mResizing = false; mTimer.start(); OnResize(); return 0; // WM_DESTROY is sent when the window is being destroyed. case WM_DESTROY: PostQuitMessage(0); return 0; // The WM_MENUCHAR message is sent when a menu is active and the user presses // a key that does not correspond to any mnemonic or accelerator key. case WM_MENUCHAR: // Don't beep when we alt-enter. return MAKELRESULT(0, MNC_CLOSE); // Catch this message so to prevent the window from becoming too small. case WM_GETMINMAXINFO: ((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200; ((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200; return 0; } return DefWindowProc(mhMainWnd, msg, wParam, lParam); } void D3DApp::initMainWindow() { WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = MainWndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = mhAppInst; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = "D3DWndClassName"; if( !RegisterClass(&wc) ) { MessageBox(0, "RegisterClass FAILED", 0, 0); PostQuitMessage(0); } // Compute window rectangle dimensions based on requested client area dimensions. RECT R = { 0, 0, mClientWidth, mClientHeight }; AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false); int width = R.right - R.left; int height = R.bottom - R.top; mhMainWnd = CreateWindow("D3DWndClassName", mMainWndCaption.c_str(), WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, 0, 0, mhAppInst, this); if( !mhMainWnd ) { MessageBox(0, "CreateWindow FAILED", 0, 0); PostQuitMessage(0); } ShowWindow(mhMainWnd, SW_SHOW); UpdateWindow(mhMainWnd); } void D3DApp::initDirect3D() { // Fill out a DXGI_SWAP_CHAIN_DESC to describe our swap chain. DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = mClientWidth; sd.BufferDesc.Height = mClientHeight; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // No multisampling. sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = mhMainWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; // Create the device. UINT createDeviceFlags = 0; #if defined(DEBUG) || defined(_DEBUG) createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif D3D10CreateDeviceAndSwapChain( 0, //default adapter md3dDriverType, 0, // no software device createDeviceFlags, D3D10_SDK_VERSION, &sd, &mSwapChain, &md3dDevice) ; OnResize(); } void D3DApp::DrawFPS() { //draw FPS RECT R = {5, 5, 0, 0}; md3dDevice->OMGetDepthStencilState(&mDepthStencilState,0); mFont->DrawText(0, mFrameStats.c_str(), -1, &R, DT_NOCLIP, D3DXCOLOR(0,0,0,1)); md3dDevice->OMSetDepthStencilState(mDepthStencilState,0); // Present the information rendered to the back buffer to the front buffer (the screen) mSwapChain->Present( 0, 0 ); }
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#include "camera.h" Camera::Camera() { m_Up= D3DXVECTOR3(0,1,0); m_ToEye = D3DXVECTOR3(0,1,-1); m_At= D3DXVECTOR3(0,4,0); m_Radius=30.0f; D3DXQuaternionIdentity(&m_Rotation); } D3DXMATRIX Camera::getViewMatrix() { D3DXVECTOR4 TmpToEye; D3DXVECTOR4 TmpUp; D3DXMATRIX TmpMatrix; D3DXMATRIX View; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpToEye, &m_ToEye, &TmpMatrix); D3DXVec3Transform(&TmpUp, &m_Up, &TmpMatrix); D3DXVECTOR3 EyePos=m_At+(D3DXVECTOR3(TmpToEye.x,TmpToEye.y,TmpToEye.z)*m_Radius); D3DXVECTOR3 Up(TmpUp.x,TmpUp.y,TmpUp.z); D3DXMatrixLookAtLH(&View, &EyePos, &m_At, &Up); return View; } D3DXVECTOR3 Camera::getEyePosition() { D3DXVECTOR3 eyePosition; D3DXVECTOR4 tmpToEye; D3DXMATRIX tmpMatrix; D3DXMatrixRotationQuaternion(&tmpMatrix,&m_Rotation); D3DXVec3Transform(&tmpToEye, &m_ToEye, &tmpMatrix); D3DXVECTOR3 toEye=D3DXVECTOR3(tmpToEye.x,tmpToEye.y,tmpToEye.z)*m_Radius; D3DXVec3Add(&eyePosition,&m_At,&toEye); return eyePosition; } void Camera::move(D3DXVECTOR3 v) { D3DXQUATERNION TempRot; D3DXMATRIX TmpMatrix; D3DXVECTOR4 TmpVec; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpVec, &v, &TmpMatrix); D3DXVECTOR3 vec=D3DXVECTOR3(TmpVec.x,0,TmpVec.z); m_At+=vec; } void Camera::RotateY(float angle) { D3DXQUATERNION TempRot; D3DXVECTOR3 Axis(0,1,0); D3DXQuaternionRotationAxis(&TempRot,&Axis,angle); D3DXQuaternionMultiply(&m_Rotation,&m_Rotation,&TempRot); } void Camera::RotateX(float angle) { D3DXQUATERNION TempRot; D3DXVECTOR3 Axis(1,0,0); D3DXVECTOR4 TmpAxis; D3DXMATRIX TmpMatrix; D3DXMatrixRotationQuaternion(&TmpMatrix,&m_Rotation); D3DXVec3Transform(&TmpAxis, &Axis, &TmpMatrix); Axis=D3DXVECTOR3(TmpAxis.x,TmpAxis.y,TmpAxis.z); D3DXQuaternionRotationAxis(&TempRot,&Axis,angle); D3DXQuaternionMultiply(&m_Rotation,&m_Rotation,&TempRot); } void Camera::Zoom(float step) { m_Radius+=m_Radius*step; } D3DXVECTOR3 Camera::GetAtPosition() { return m_At; } void Camera::SetAtPosition(D3DXVECTOR3 position) { m_At=position; }
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#include "shaderManager.h" ShaderManager::ShaderManager(ID3D10Device * device, std::string shaderFilePath) { m_pd3dDevice=device; // Create the effect DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif HRESULT hr=D3DX10CreateEffectFromFile( shaderFilePath.c_str(), NULL, NULL, "fx_4_0", dwShaderFlags, 0, m_pd3dDevice, NULL, NULL, &m_pd3dEffect, NULL, NULL ); if(FAILED(hr)) MessageBox(NULL, "Error opening shader file", "Error",0); } void ShaderManager::addScalarVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_ScalarVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectScalarVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsScalar(); m_ScalarVariables[name]=variable; } ID3D10EffectScalarVariable * ShaderManager::getScalarVariableByName( std::string name ) { if(m_ScalarVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectScalarVariable * variable = m_ScalarVariables[name]; return variable; } void ShaderManager::addVectorVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_VectorVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectVectorVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsVector(); m_VectorVariables[name]=variable; } ID3D10EffectVectorVariable * ShaderManager::getVectorVariableByName( std::string name ) { if(m_VectorVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectVectorVariable * variable = m_VectorVariables[name]; return variable; } void ShaderManager::addMatrixVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_MatrixVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectMatrixVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsMatrix(); m_MatrixVariables[name]=variable; } ID3D10EffectMatrixVariable * ShaderManager::getMatrixVariableByName( std::string name ) { if(m_MatrixVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectMatrixVariable * variable = m_MatrixVariables[name]; return variable; } void ShaderManager::addResourceVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_ResourceVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectShaderResourceVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsShaderResource(); m_ResourceVariables[name]=variable; } ID3D10EffectShaderResourceVariable * ShaderManager::getResourceVariableByName( std::string name ) { if(m_ResourceVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectShaderResourceVariable * variable = m_ResourceVariables[name]; return variable; } void ShaderManager::setScalarVariable( std::string name, float value ) { ID3D10EffectScalarVariable* variable=m_ScalarVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetFloat(value); } void ShaderManager::setVectorVariable( std::string name, float* value ) { ID3D10EffectVectorVariable* variable=m_VectorVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetFloatVector(value); } void ShaderManager::setMatrixVariable( std::string name, float* value ) { ID3D10EffectMatrixVariable* variable=m_MatrixVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetMatrix(value); } void ShaderManager::setResourceVariable(std::string name, ID3D10ShaderResourceView* value) { ID3D10EffectShaderResourceVariable* variable=m_ResourceVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetResource(value); } void ShaderManager::addTechnique( std::string name ) { ID3D10EffectTechnique* technique=m_pd3dEffect->GetTechniqueByName(name.c_str()); if(!technique) { MessageBox(NULL,"Error adding technique", "Error", 0); return; } m_Techniques[name]=technique; } ID3D10EffectTechnique* ShaderManager::getTechniqueByName( std::string name ) { ID3D10EffectTechnique* technique=m_Techniques[name]; if(!technique) { MessageBox(NULL,"The technique doesn't exist", "Error",0); return NULL; } return technique; } ShaderManager::~ShaderManager() { if(m_pd3dDevice!=NULL) { m_pd3dDevice->Release(); m_pd3dDevice=NULL; } if(m_pd3dEffect!=NULL) { m_pd3dEffect->Release(); m_pd3dEffect=NULL; } }
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#include "MouseManager.h" bool MouseManager::Init(HINSTANCE hinstance, HWND hwnd) { HRESULT hr; // Create the DirectInput object. hr=DirectInput8Create( hinstance, DIRECTINPUT_VERSION, IID_IDirectInput8, ( void** )&m_DirectInputObject, NULL ); //create mouse device hr=m_DirectInputObject->CreateDevice(GUID_SysMouse, &m_MouseDevice, NULL); //set data format hr=m_MouseDevice->SetDataFormat(&c_dfDIMouse); //set cooperative level hr=m_MouseDevice->SetCooperativeLevel(hwnd,DISCL_FOREGROUND); hr=m_MouseDevice->Acquire(); if(FAILED(hr)) return false; else return true; } MouseManager::~MouseManager() { if(m_DirectInputObject) { m_DirectInputObject->Release(); m_DirectInputObject=NULL; } if(m_MouseDevice) { m_MouseDevice->Unacquire(); m_MouseDevice->Release(); m_MouseDevice=NULL; } } void MouseManager::Update() { if(DIERR_INPUTLOST == m_MouseDevice->GetDeviceState(sizeof(m_MouseState), (LPVOID)&m_MouseState)) { m_MouseDevice->Acquire(); } else { m_CurrentCoordinates.x+=static_cast<float>(m_MouseState.lX); m_CurrentCoordinates.y+=static_cast<float>(m_MouseState.lY); m_CurrentCoordinates.z+=static_cast<float>(m_MouseState.lZ); } } D3DXVECTOR3 MouseManager::GetMousePosition() { return m_CurrentCoordinates; } D3DXVECTOR3 MouseManager::GetMouseMovement() { D3DXVECTOR3 distance; distance.x=static_cast<float>(m_MouseState.lX); distance.y=static_cast<float>(m_MouseState.lY); distance.z=static_cast<float>(m_MouseState.lZ); return distance; } bool MouseManager::MouseButtonDown(int button) { if(m_MouseState.rgbButtons[button] & 0x80) { return true; } return false; }
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//======================================================================================= // d3dApp.h by Frank Luna (C) 2008 All Rights Reserved. // // Simple Direct3D demo application class. // Make sure you link: d3d10.lib d3dx10d.lib dxerr.lib dxguid.lib. // Link d3dx10.lib for release mode builds instead of d3dx10d.lib. //======================================================================================= #ifndef D3DAPP_H #define D3DAPP_H #include <windows.h> #include <d3d10.h> #include <d3dx10.h> #include "GameTimer.h" #include <string> #include "iCamera.h" #include "MouseManager.h" #include "shaderManager.h" #include "sceneObjectManager.h" #define ReleaseCOM(x) { if(x){ x->Release();x = 0; } } class D3DApp { public: D3DApp(HINSTANCE hInstance); virtual ~D3DApp(); HINSTANCE getAppInst(); HWND getMainWnd(); int Run(); // Framework methods. Derived client class overrides these methods to // implement specific application requirements. virtual void initApp(); virtual void OnResize();// reset projection/etc virtual void UpdateScene(float dt); virtual void DrawScene(); virtual void DrawFPS(); virtual LRESULT msgProc(UINT msg, WPARAM wParam, LPARAM lParam); protected: void initMainWindow(); void initDirect3D(); HINSTANCE mhAppInst; HWND mhMainWnd; bool mAppPaused; bool mMinimized; bool mMaximized; bool mResizing; GameTimer mTimer; ShaderManager * m_ShaderManager; MouseManager * m_MouseManager; SceneObjectManager * m_SceneObjectManager; std::string mFrameStats; ID3D10Device* md3dDevice; IDXGISwapChain* mSwapChain; ID3D10Texture2D* mDepthStencilBuffer; ID3D10RenderTargetView* mRenderTargetView; ID3D10DepthStencilView* mDepthStencilView; ID3DX10Font* mFont; std::string m_ShaderPath; //Camera interface, derived class should initialize it with a proper camera object ICamera * m_Camera; // Derived class should set these in derived constructor to customize starting values. std::string mMainWndCaption; D3D10_DRIVER_TYPE md3dDriverType; D3DXCOLOR mClearColor; int mClientWidth; int mClientHeight; D3DXMATRIX m_View; D3DXMATRIX m_Projection; D3DXVECTOR3 m_EyePos; private: ID3D10DepthStencilState * mDepthStencilState; //to protect depth stencil state against font drawing }; #endif // D3DAPP_H
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#include "sphere.h" Sphere::Sphere(ID3D10Device* d, int size, float scale) { m_size=size; m_scale=scale; pd3dDevice = d; m_SphereObject=new DrawableObject(pd3dDevice); generate(); } HRESULT Sphere::generate() { //Generate vertices ofstream g_log("log.txt"); SimpleVertex*vertices=GenerateSphere(m_size, m_scale, g_log); //Generate indices int ic=(m_size-1)*(m_size-1)*2*3; //number of indices DWORD * indices= (DWORD*)malloc(ic *sizeof(DWORD)); int j=0; g_log<<"index buffer \n"; for(int i=0; i<ic; i+=6) { indices[i]=j; indices[i+1]=j+m_size; indices[i+2]=j+m_size+1; indices[i+3]=j; indices[i+4]=j+m_size+1; indices[i+5]=j+1; g_log<<indices[i]<<" "; g_log<<indices[i+1]<<" "; g_log<<indices[i+2]<<" \n"; g_log<<indices[i+3]<<" "; g_log<<indices[i+4]<<" "; g_log<<indices[i+5]<<" \n"; j++; if((j+1)%(m_size)==0) j++; } m_SphereObject->CreateVertexBuffer(vertices,m_size*m_size); m_SphereObject->CreateIndexBuffer(indices,ic); free(indices); free(vertices); return S_OK; } void Sphere::render() { m_SphereObject->Draw(); } Sphere::~Sphere() { if(m_SphereObject) { delete(m_SphereObject); m_SphereObject=NULL; } } DrawableObject * Sphere::GetSphere() { return m_SphereObject; }
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#ifndef _IDRAWABLE #define _IDRAWABLE class IDrawable { public: virtual ~IDrawable(){}; virtual void Draw()=0; }; #endif
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#include "tree.h" Tree::Tree(ID3D10Device* d, int s) { m_size=s; m_pd3dDevice = d; D3DXCreateMatrixStack(0,&m_matrixStack); } ///<Summary> generate tree branch structures form a L-system </Summary> HRESULT Tree::generateLSys(LSystem * system, int level, float length ) { string s=system->Expand(level); char c; D3DXMATRIX world; D3DXMatrixIdentity(&world); if(this->m_BranchList.size()>0) this->m_BranchList.clear(); if(this->m_LeafList.size()>0) this->m_LeafList.clear(); stack<branch*> branchStack; branch * current = NULL; for(unsigned int i=0; i<s.length(); i++) { c=s[i]; switch(c) { case 'F': addBranch(&world, length, &current); break; case '+': rotateY(DEFAULT_ANGLE,&world); break; case '-': rotateY(-DEFAULT_ANGLE,&world); break; case '<': rotateX(DEFAULT_ANGLE,&world); break; case '>': rotateX(-DEFAULT_ANGLE,&world); break; case '/': rotateZ(DEFAULT_ANGLE,&world); break; case '\\': rotateZ(-DEFAULT_ANGLE,&world); break; case '[': push(&world); branchStack.push(current); break; case ']': pop(&world); current = branchStack.top(); branchStack.pop(); break; case '|': rotateY(3.14f,&world); break; default: break; } } this->calculateThickness(&m_BranchList); return S_OK; } Tree::~Tree() { } void Tree::rotateZ(float angle,D3DXMATRIX * w) { D3DXMATRIX mRotation; D3DXMatrixRotationZ(&mRotation,angle); D3DXMatrixMultiply(w, &mRotation, w); } void Tree::rotateX(float angle,D3DXMATRIX * w) { D3DXMATRIX mRotation; D3DXMatrixRotationX(&mRotation,angle); D3DXMatrixMultiply(w, &mRotation, w); } void Tree::rotateY(float angle,D3DXMATRIX * w) { D3DXMATRIX mRotation; D3DXMatrixRotationY(&mRotation,angle); D3DXMatrixMultiply(w, &mRotation, w); } void Tree::push(D3DXMATRIX * w) { D3DXMATRIX * tmp =(D3DXMATRIX*)malloc(sizeof(D3DXMATRIX)) ; memcpy(tmp, w, sizeof(D3DXMATRIX)); m_matrixStack->Push(); m_matrixStack->LoadMatrix(tmp); } void Tree::pop(D3DXMATRIX * w) { D3DXMATRIX *tmp=m_matrixStack->GetTop(); memcpy(w, tmp, sizeof(D3DXMATRIX)); m_matrixStack->Pop(); } void Tree::addBranch(D3DXMATRIX *w , float length, branch ** p) { D3DXVECTOR4 position = D3DXVECTOR4 (0.0f, 0.0f, 0.0f, 1.0f); D3DXVECTOR4 direction = D3DXVECTOR4 (0.0f, 1.0f, 0.0f, 1.0f); D3DXVec4Transform(&position, &position, w); D3DXVec4Transform(&direction, &direction, w); branch * b=new branch(); b->direction[0]=direction.x-position.x; b->direction[1]=direction.y-position.y; b->direction[2]=direction.z-position.z; b->position[0]=position.x; b->position[1]=position.y; b->position[2]=position.z; b->length=length; b->level=0; b->prev=*p; if(*p!=NULL) { b->prevDirection[0]=(*p)->direction[0]; b->prevDirection[1]=(*p)->direction[1]; b->prevDirection[2]=(*p)->direction[2]; } else { b->prevDirection[0]=0.0f; b->prevDirection[1]=1.0f; b->prevDirection[2]=0.0f; } this->m_BranchList.push_back(b); *p=this->m_BranchList.back(); D3DXMATRIX mTranslation; D3DXMatrixTranslation(&mTranslation,0,length, 0); D3DXMatrixMultiply(w, &mTranslation, w); } void Tree::calculateThickness(std::vector<branch*> * b) { std::vector<branch*>::iterator i=b->begin(); for(i=b->begin(); i!=b->end(); i++) { bool end=true; std::vector<branch*>::iterator j=b->begin(); for(j=b->begin(); j!=b->end(); j++) { if((*j)->prev==*i) end=false; } if(end) { int l=1; branch * current=*i; current->level=l; current->leafs=true; this->m_LeafList.push_back(*current); while(current->prev!=NULL) { current=current->prev; l++; if(current->level<l) current->level=l; else break; } } } } HRESULT Tree::generateLeafsCUDA(int n, float m_size) { m_leafCount=n; //allocate memory for vertices and indices DWORD * indices=(DWORD*) malloc(this->m_LeafList.size() * sizeof(DWORD) * m_leafCount * IPL);; SimpleVertex * vertices=(SimpleVertex*) malloc(this->m_LeafList.size() * sizeof(SimpleVertex) * m_leafCount * VPL); ofstream g_log("log2.txt"); branch * tempArray=new branch[this->m_LeafList.size()]; std::vector<branch>::iterator j=this->m_LeafList.begin(); int p=0; for(j=this->m_LeafList.begin(); j!=this->m_LeafList.end(); j++) { tempArray[p]=*j; p++; } generateLeafs(tempArray, this->m_LeafList.size(), n, m_size, vertices, indices, g_log); m_Leafs=new DrawableObject(m_pd3dDevice); //create buffers m_Leafs->CreateVertexBuffer(vertices, this->m_LeafList.size() * m_leafCount * VPL); m_Leafs->CreateIndexBuffer(indices, this->m_LeafList.size() * m_leafCount * IPL,D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); free(indices); free(vertices); return S_OK; } //Generate treee vertices and indices on CUDA HRESULT Tree::generateCuda(int w, float r) { //set no. of m_walls and allocate memory m_walls=w; SimpleVertex *v=(SimpleVertex*)malloc( this->m_BranchList.size() * w * VPW *sizeof(SimpleVertex)) ; DWORD *ind=(DWORD*)malloc( this->m_BranchList.size() * w * IPW *sizeof(DWORD)) ; ofstream g_log("log.txt"); //call CUDA kernel to generate vertices branch * tempArray=new branch[this->m_BranchList.size()]; std::vector<branch*>::iterator i=this->m_BranchList.begin(); int j=0; for(i=this->m_BranchList.begin(); i!=this->m_BranchList.end(); i++) { tempArray[j]=**i; j++; } generateTree(tempArray,this->m_BranchList.size(),w,r ,v,ind,g_log); m_Branches=new DrawableObject(m_pd3dDevice); //create buffers m_Branches->CreateVertexBuffer(v,this->m_BranchList.size() * w * VPW); m_Branches->CreateIndexBuffer(ind, this->m_BranchList.size() * w * IPW); free(v); free(ind); return S_OK; } void Tree::renderBranches() { if(m_Branches) m_Branches->Draw(); } void Tree::renderLeafs() { if(m_Leafs) m_Leafs->Draw(); } DrawableObject * Tree::GetBranches() { if(m_Branches) return m_Branches; else return NULL; } DrawableObject * Tree::GetLeafs() { if(m_Leafs) return m_Leafs; else return NULL; } //
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#ifndef _TREE #define _TREE #include <d3d10.h> #include <d3dx10.h> #include <string> #include "treeCuda.h" #include "l_systems.h" #include "tree_helpers.h" #include "vertex.h" #include <stack> #include <vector> #include "drawableObject.h" const float DEFAULT_ANGLE=0.3f; class Tree { private: int m_size; int m_leafCount; //number of leafs per branch int m_walls; ID3D10Device* m_pd3dDevice; DrawableObject * m_Leafs; DrawableObject * m_Branches; LPD3DXMATRIXSTACK m_matrixStack; ///list of branch structures std::vector<branch*> m_BranchList; ///list of branches with leafs std::vector<branch> m_LeafList; void calculateThickness(std::vector<branch*> * b); void rotateZ(float angle,D3DXMATRIX * w); void rotateX(float angle,D3DXMATRIX * w); void rotateY(float angle,D3DXMATRIX * w); void push(D3DXMATRIX * w); void pop(D3DXMATRIX * w); void addBranch(D3DXMATRIX*, float length, branch ** p); public: Tree(ID3D10Device* d, int s); ~Tree(); HRESULT generateLSys(LSystem * system, int level, float length ); HRESULT generateCuda(int w, float r); HRESULT generateLeafsCUDA(int n, float size); void renderBranches(); void renderLeafs(); DrawableObject * GetBranches(); DrawableObject * GetLeafs(); }; #endif
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//======================================================================================= // GameTimer.cpp by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #include "GameTimer.h" #include <windows.h> GameTimer::GameTimer() : mSecondsPerCount(0.0), mDeltaTime(-1.0), mBaseTime(0), mPausedTime(0), mPrevTime(0), mCurrTime(0), mStopped(false) { __int64 countsPerSec; QueryPerformanceFrequency((LARGE_INTEGER*)&countsPerSec); mSecondsPerCount = 1.0 / (double)countsPerSec; } // Returns the total time elapsed since reset() was called, NOT counting any // time when the clock is stopped. float GameTimer::getGameTime()const { // If we are stopped, do not count the time that has passed since we stopped. // // ----*---------------*------------------------------*------> time // mBaseTime mStopTime mCurrTime if( mStopped ) { return (float)((mStopTime - mBaseTime)*mSecondsPerCount); } // The distance mCurrTime - mBaseTime includes paused time, // which we do not want to count. To correct this, we can subtract // the paused time from mCurrTime: // // (mCurrTime - mPausedTime) - mBaseTime // // |<-------d------->| // ----*---------------*-----------------*------------*------> time // mBaseTime mStopTime startTime mCurrTime else { return (float)(((mCurrTime-mPausedTime)-mBaseTime)*mSecondsPerCount); } } float GameTimer::getDeltaTime()const { return (float)mDeltaTime; } void GameTimer::reset() { __int64 currTime; QueryPerformanceCounter((LARGE_INTEGER*)&currTime); mBaseTime = currTime; mPrevTime = currTime; mStopTime = 0; mStopped = false; } void GameTimer::start() { __int64 startTime; QueryPerformanceCounter((LARGE_INTEGER*)&startTime); // Accumulate the time elapsed between stop and start pairs. // // |<-------d------->| // ----*---------------*-----------------*------------> time // mBaseTime mStopTime startTime if( mStopped ) { mPausedTime += (startTime - mStopTime); mPrevTime = startTime; mStopTime = 0; mStopped = false; } } void GameTimer::stop() { if( !mStopped ) { __int64 currTime; QueryPerformanceCounter((LARGE_INTEGER*)&currTime); mStopTime = currTime; mStopped = true; } } void GameTimer::tick() { if( mStopped ) { mDeltaTime = 0.0; return; } __int64 currTime; QueryPerformanceCounter((LARGE_INTEGER*)&currTime); mCurrTime = currTime; // Time difference between this frame and the previous. mDeltaTime = (mCurrTime - mPrevTime)*mSecondsPerCount; // Prepare for next frame. mPrevTime = mCurrTime; // Force nonnegative. The DXSDK's CDXUTTimer mentions that if the // processor goes into a power save mode or we get shuffled to another // processor, then mDeltaTime can be negative. if(mDeltaTime < 0.0) { mDeltaTime = 0.0; } }
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#ifndef _TERRAIN #define _TERRAIN #include <d3d10.h> #include <d3dx10.h> #include "terrainCuda.h" #include "drawableObject.h" #define lerp(t, a, b) ( a + t * (b - a) ) class Terrain { private: int m_size; float m_scale; ID3D10Device* pd3dDevice; DrawableObject* m_TerrainObject; float ** m_HeightMap; public: Terrain(ID3D10Device* d, int m_size, float scale); ~Terrain(); HRESULT generate(); void render(); DrawableObject * GetTerrain(); float GetHeight(float x, float y); }; #endif
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#include "terrain.h" Terrain::Terrain(ID3D10Device* d, int size, float scale) { m_size=size; m_scale=scale; pd3dDevice = d; m_TerrainObject=new DrawableObject(pd3dDevice); generate(); } HRESULT Terrain::generate() { //Generate vertices ofstream g_log("log.txt"); SimpleVertex*vertices=generateTerrain(m_size, m_scale, g_log); //Generate indices int ic=(m_size-1)*(m_size-1)*2*3; //number of indices DWORD * indices= (DWORD*)malloc(ic *sizeof(DWORD)); int j=0; g_log<<"index buffer \n"; for(int i=0; i<ic; i+=6) { indices[i]=j; indices[i+1]=j+m_size; indices[i+2]=j+m_size+1; indices[i+3]=j; indices[i+4]=j+m_size+1; indices[i+5]=j+1; g_log<<indices[i]<<" "; g_log<<indices[i+1]<<" "; g_log<<indices[i+2]<<" \n"; g_log<<indices[i+3]<<" "; g_log<<indices[i+4]<<" "; g_log<<indices[i+5]<<" \n"; j++; if((j+1)%(m_size)==0) j++; } m_TerrainObject->CreateVertexBuffer(vertices,m_size*m_size); m_TerrainObject->CreateIndexBuffer(indices,ic); ///generate height map m_HeightMap = new float*[m_size]; for(int i=0;i<m_size; i++) m_HeightMap[i]=new float[m_size]; for(int i=0; i<m_size; i++) { for(int j=0; j<m_size; j++) { m_HeightMap[i][j]=vertices[i*m_size+j].Pos.y; } } free(indices); free(vertices); return S_OK; } void Terrain::render() { m_TerrainObject->Draw(); } Terrain::~Terrain() { if(m_TerrainObject) { delete(m_TerrainObject); m_TerrainObject=NULL; } if(m_HeightMap) { for(int i=0; i<m_size; i++) delete(m_HeightMap[i]); delete(m_HeightMap); } } DrawableObject * Terrain::GetTerrain() { return m_TerrainObject; } float Terrain::GetHeight( float x, float z ) { float result=0.0f; if(!m_HeightMap) return result; int x0=static_cast<int>(x/m_scale); int y0=static_cast<int>(z/m_scale); int x1=x0+1; int y1=y0+1; if(x0<0||y0<0||x1>m_size-1||y1>m_size-1) return result; float dx=x/m_scale-x0; float dy=z/m_scale-y0; float r0=lerp(dy,m_HeightMap[y0][x0],m_HeightMap[y1][x0]); float r1=lerp(dy,m_HeightMap[y0][x1],m_HeightMap[y1][x1]); result=lerp(dx,r0,r1); return result; }
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//======================================================================================= // GameTimer.h by Frank Luna (C) 2008 All Rights Reserved. //======================================================================================= #ifndef GAMETIMER_H #define GAMETIMER_H class GameTimer { public: GameTimer(); float getGameTime()const; // in seconds float getDeltaTime()const; // in seconds void reset(); // Call before message loop. void start(); // Call when unpaused. void stop(); // Call when paused. void tick(); // Call every frame. private: double mSecondsPerCount; double mDeltaTime; __int64 mBaseTime; __int64 mPausedTime; __int64 mStopTime; __int64 mPrevTime; __int64 mCurrTime; bool mStopped; }; #endif // GAMETIMER_H
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#include "sceneObjectManager.h" SceneObjectManager::SceneObjectManager(ID3D10Device *device, ShaderManager *shaderManager) { m_d3dDevice=device; m_ShaderManager=shaderManager; ; } SceneObjectManager::~SceneObjectManager() { if(m_d3dDevice) { m_d3dDevice->Release(); m_d3dDevice=NULL; } if(m_ShaderManager) delete(m_ShaderManager); std::map<std::string,std::vector<SceneObject*>>::iterator it; for(it=m_ObjectMap.begin(); it!=m_ObjectMap.end(); it++) { std::vector<SceneObject*>::iterator jt; std::vector<SceneObject*> tmp=it->second; for(jt=tmp.begin(); jt!=tmp.end(); jt++) tmp.erase(jt); } } void SceneObjectManager::AddObject(DrawableObject * object, std::string technique, D3DXVECTOR3 position, D3DXQUATERNION rotation ) { if(m_ShaderManager->getTechniqueByName(technique)==NULL) return; SceneObject * sceneObject=new SceneObject(); sceneObject->m_Object=object; D3DXMATRIX translationMatrix; D3DXMatrixTranslation(&translationMatrix,position.x,position.y,position.z); sceneObject->m_TranslationMatrix=translationMatrix; sceneObject->m_Rotation=rotation; if(m_ObjectMap.find(technique)==m_ObjectMap.end()) { std::vector<SceneObject*> newVector; newVector.push_back(sceneObject); m_ObjectMap[technique]=newVector; } else { std::vector<SceneObject*> oldVector=m_ObjectMap[technique]; oldVector.push_back(sceneObject); m_ObjectMap[technique]=oldVector; } } void SceneObjectManager::Draw() { D3D10_TECHNIQUE_DESC techDesc; D3DXMATRIX worldMatrix; std::map<std::string,std::vector<SceneObject*>>::iterator it; for(it=m_ObjectMap.begin(); it!=m_ObjectMap.end(); it++) { //get technique ID3D10EffectTechnique * technique=m_ShaderManager->getTechniqueByName(it->first); technique->GetDesc(&techDesc); //get list of objects associated with current technique std::vector<SceneObject*> objectVector=it->second; //draw all the objects std::vector<SceneObject*>::iterator jt; for(jt=objectVector.begin(); jt!=objectVector.end(); jt++) { D3DXMATRIX worldMatrix; D3DXMATRIX rotationMatrix; D3DXMatrixRotationQuaternion(&rotationMatrix,&(*jt)->m_Rotation); D3DXMatrixMultiply(&worldMatrix, &rotationMatrix,&(*jt)->m_TranslationMatrix); m_ShaderManager->setMatrixVariable("World", static_cast<float*>(worldMatrix) ); for( UINT p = 0; p < techDesc.Passes; ++p ) { technique->GetPassByIndex(p)->Apply( 0 ); (*jt)->m_Object->Draw(); } } } } void SceneObjectManager::SetEyeParameters( ICamera * camera ) { m_EyeDirection=camera->getEyeDirection(); m_EyePosition=camera->getEyePosition(); }
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#ifndef _CAMERA #define _CAMERA #include <d3d10.h> #include <d3dx10.h> #include "iCamera.h" class Camera:public ICamera { private: D3DXVECTOR3 m_ToEye; D3DXVECTOR3 m_At; D3DXVECTOR3 m_Up; float m_Radius; D3DXQUATERNION m_Rotation; public: Camera(); D3DXMATRIX getViewMatrix(); D3DXVECTOR3 getEyePosition(); void move(D3DXVECTOR3 v); void RotateY(float angle); void RotateX(float angle); void Zoom(float step); D3DXVECTOR3 GetAtPosition(); void SetAtPosition(D3DXVECTOR3 position); }; #endif
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#pragma once #include <d3d10.h> #include <d3dx10.h> class ICamera { public: virtual D3DXMATRIX getViewMatrix()=0; virtual D3DXVECTOR3 getEyePosition()=0; virtual D3DXVECTOR3 getEyeDirection()=0; virtual ~ICamera(){}; };
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#include "RandomTexture.h" RandomTexture::RandomTexture(ID3D10Device * device) { m_d3dDevice=device; D3D10_TEXTURE3D_DESC desc; desc.Width=64; desc.Height=64; desc.Depth=64; desc.MipLevels=1; desc.Format=DXGI_FORMAT_R32_FLOAT; desc.Usage=D3D10_USAGE_DYNAMIC; desc.BindFlags=D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags=D3D10_CPU_ACCESS_WRITE; desc.MiscFlags=0; m_d3dDevice->CreateTexture3D(&desc, NULL, &m_Texture); D3D10_MAPPED_TEXTURE3D mappedTex; m_Texture->Map(D3D10CalcSubresource(0,0,1),D3D10_MAP_WRITE_DISCARD, 0,&mappedTex); float * randomData=(float*)mappedTex.pData; for(int i=0; i<desc.Width; i++) { for(int j=0; j<desc.Height; j++) { for(int k=0; k<desc.Depth; k++) { randomData[i*desc.Width*desc.Depth+j*desc.Width+k]=(float)(rand()%100)/100; } } } m_Texture->Unmap((D3D10CalcSubresource(0,0,1))); D3D10_SHADER_RESOURCE_VIEW_DESC srDesc; srDesc.Format = desc.Format; srDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE3D; srDesc.Texture2D.MostDetailedMip = 0; srDesc.Texture2D.MipLevels = 1; m_d3dDevice->CreateShaderResourceView(m_Texture,&srDesc,&m_TextureView); } RandomTexture::~RandomTexture() { if(m_Texture) { m_Texture->Release(); m_Texture=NULL; } if(m_TextureView) { m_TextureView->Release(); m_TextureView=NULL; } } ID3D10ShaderResourceView* RandomTexture::GetRandomTexture() { return m_TextureView; }
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#ifndef _CUDATEST #define _CUDATEST #include <stdio.h> #include <stdlib.h> #include <cuda_runtime.h> #include <cutil.h> #include <fstream> #include "vertex.h" #include "tree_helpers.h" using namespace std; const int VPW=2; /// vertices per wall const int IPW=6;/// indices per wall const int VPL=1;/// vertices per leaf const int IPL=1;/// indices per leaf int generateTree(branch * b, int s, int w, float r, SimpleVertex* vertices, DWORD * indices , ofstream &out); int generateLeafs(branch * b, int s, int n, float size, SimpleVertex* vertices, DWORD * indices , ofstream &out); #endif
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#include "l_systems.h" LSystem::LSystem() { start="0"; } LSystem::LSystem(std::string s, std::map<char,string> m) { start=s; Rules=m; } void LSystem::SetStart(string s) { start=s; } void LSystem::AddRule(char p, std::string s) { Rules[p]=s; } void LSystem::RemoveRule(char p) { map<char,string>::iterator it; it=Rules.find(p); if(it!=Rules.end()) Rules.erase(it); } string LSystem::Expand(int level) { string finalString=this->start; for(int i=0; i<level; i++) { string tmp=finalString; finalString.clear(); for(int j=0; j<(int)tmp.length(); j++) { char c=tmp[j]; if(Rules.find(c)!=Rules.end()) finalString+=Rules[c]; else finalString+=tmp[j]; } } return finalString; }
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#include "shader_manager.h" ShaderManager::ShaderManager(ID3D10Device * device, std::string shaderFilePath) { m_pd3dDevice=device; // Create the effect DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) dwShaderFlags |= D3D10_SHADER_DEBUG; #endif HRESULT hr=D3DX10CreateEffectFromFile( shaderFilePath.c_str(), NULL, NULL, "fx_4_0", dwShaderFlags, 0, m_pd3dDevice, NULL, NULL, &m_pd3dEffect, NULL, NULL ); if(FAILED(hr)) MessageBox(NULL, "Error opening shader file", "Error",0); } void ShaderManager::addScalarVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_ScalarVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectScalarVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsScalar(); m_ScalarVariables[name]=variable; } ID3D10EffectScalarVariable * ShaderManager::getScalarVariableByName( std::string name ) { if(m_ScalarVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectScalarVariable * variable = m_ScalarVariables[name]; return variable; } void ShaderManager::addVectorVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_VectorVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectVectorVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsVector(); m_VectorVariables[name]=variable; } ID3D10EffectVectorVariable * ShaderManager::getVectorVariableByName( std::string name ) { if(m_VectorVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectVectorVariable * variable = m_VectorVariables[name]; return variable; } void ShaderManager::addMatrixVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_MatrixVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectMatrixVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsMatrix(); m_MatrixVariables[name]=variable; } ID3D10EffectMatrixVariable * ShaderManager::getMatrixVariableByName( std::string name ) { if(m_MatrixVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectMatrixVariable * variable = m_MatrixVariables[name]; return variable; } void ShaderManager::addResourceVariable( std::string name ) { if(!m_pd3dEffect) return; if(m_ResourceVariables[name]!=NULL) { MessageBox(NULL, "Variable already exists",name.c_str(),0); return; } ID3D10EffectShaderResourceVariable* variable=m_pd3dEffect->GetVariableByName( name.c_str() )->AsShaderResource(); m_ResourceVariables[name]=variable; } ID3D10EffectShaderResourceVariable * ShaderManager::getResourceVariableByName( std::string name ) { if(m_ResourceVariables[name]==NULL) { MessageBox(NULL, "Variable doesn't exist",name.c_str(),0); return NULL; } ID3D10EffectShaderResourceVariable * variable = m_ResourceVariables[name]; return variable; } void ShaderManager::setScalarVariable( std::string name, float value ) { ID3D10EffectScalarVariable* variable=m_ScalarVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetFloat(value); } void ShaderManager::setVectorVariable( std::string name, float* value ) { ID3D10EffectVectorVariable* variable=m_VectorVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetFloatVector(value); } void ShaderManager::setMatrixVariable( std::string name, float* value ) { ID3D10EffectMatrixVariable* variable=m_MatrixVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetMatrix(value); } void ShaderManager::setResourceVariable(std::string name, ID3D10ShaderResourceView* value) { ID3D10EffectShaderResourceVariable* variable=m_ResourceVariables[name]; if(variable==NULL) { MessageBox(NULL,"Variable doesn't exist",name.c_str(),0); return; } variable->SetResource(value); } void ShaderManager::addTechnique( std::string name ) { ID3D10EffectTechnique* technique=m_pd3dEffect->GetTechniqueByName(name.c_str()); if(!technique) { MessageBox(NULL,"Error adding technique", "Error", 0); return; } m_Techniques[name]=technique; } ID3D10EffectTechnique* ShaderManager::getTechniqueByName( std::string name ) { ID3D10EffectTechnique* technique=m_Techniques[name]; if(!technique) MessageBox(NULL,"The technique doesn't exist", "Error",0); return technique; }
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#pragma once #include <d3d10.h> #include <d3dx10.h> #include "terrain.h" #include "drawableObject.h" //Single vertices for generating plant billboards by geometry shader class TerrainPlants { private: ID3D10Device * m_d3dDevice; int m_size; DrawableObject * m_DrawableObject; public: TerrainPlants(ID3D10Device * device, int size); ~TerrainPlants(); DrawableObject * GetDrawableObject(); void Generate(Terrain * terrain, D3DXVECTOR2 upperLeft, D3DXVECTOR2 lowerRight); //generate points };
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/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. * * OpenGL ES 1.0 CM port of GLU by Mike Gorchak <mike@malva.ua> */ #ifndef __glues_h__ #define __glues_h__ #if defined(__USE_SDL_GLES__) #include <SDL/SDL_opengles.h> #ifndef GLAPI #define GLAPI GL_API #endif #elif defined (__QNXNTO__) #include <GLES/gl.h> #include <GLES/glext.h> #elif defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64)) /* mainly for PowerVR OpenGL ES 1.x win32 emulator */ #include <GLES\gl.h> #include <GLES\glext.h> #undef APIENTRY #define APIENTRY #if defined(GLUES_EXPORTS) #define GLAPI __declspec(dllexport) #else #define GLAPI __declspec(dllimport) #endif #elif defined(ANDROID) #include <GLES/gl.h> #define APIENTRY #define GLAPI #else #error "Platform is unsupported" #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif /* APIENTRYP */ #ifdef __cplusplus extern "C" { #endif /*************************************************************/ /* Extensions */ #define GLU_EXT_object_space_tess 1 #define GLU_EXT_nurbs_tessellator 1 /* Boolean */ #define GLU_FALSE 0 #define GLU_TRUE 1 /* Version */ #define GLU_VERSION_1_1 1 #define GLU_VERSION_1_2 1 #define GLU_VERSION_1_3 1 /* StringName */ #define GLU_VERSION 100800 #define GLU_EXTENSIONS 100801 /* ErrorCode */ #define GLU_INVALID_ENUM 100900 #define GLU_INVALID_VALUE 100901 #define GLU_OUT_OF_MEMORY 100902 #define GLU_INCOMPATIBLE_GL_VERSION 100903 #define GLU_INVALID_OPERATION 100904 /* QuadricDrawStyle */ #define GLU_POINT 100010 #define GLU_LINE 100011 #define GLU_FILL 100012 #define GLU_SILHOUETTE 100013 /* QuadricCallback */ #define GLU_ERROR 100103 /* QuadricNormal */ #define GLU_SMOOTH 100000 #define GLU_FLAT 100001 #define GLU_NONE 100002 /* QuadricOrientation */ #define GLU_OUTSIDE 100020 #define GLU_INSIDE 100021 /*************************************************************/ #ifdef __cplusplus class GLUquadric; class GLUtesselator; class GLUnurbs; #else typedef struct GLUquadric GLUquadric; typedef struct GLUtesselator GLUtesselator; typedef struct GLUnurbs GLUnurbs; #endif typedef GLUquadric GLUquadricObj; typedef GLUtesselator GLUtesselatorObj; typedef GLUtesselator GLUtriangulatorObj; typedef GLUnurbs GLUnurbsObj; /* Internal convenience typedefs */ typedef void (APIENTRYP _GLUfuncptr)(); GLAPI GLboolean APIENTRY gluCheckExtension(const GLubyte* extName, const GLubyte* extString); GLAPI void APIENTRY gluCylinder(GLUquadric* quad, GLfloat base, GLfloat top, GLfloat height, GLint slices, GLint stacks); GLAPI void APIENTRY gluDeleteQuadric(GLUquadric* quad); GLAPI void APIENTRY gluDisk(GLUquadric* quad, GLfloat inner, GLfloat outer, GLint slices, GLint loops); GLAPI const GLubyte* APIENTRY gluErrorString(GLenum error); GLAPI const GLubyte * APIENTRY gluGetString(GLenum name); GLAPI void APIENTRY gluLookAt(GLfloat eyeX, GLfloat eyeY, GLfloat eyeZ, GLfloat centerX, GLfloat centerY, GLfloat centerZ, GLfloat upX, GLfloat upY, GLfloat upZ); GLAPI GLUquadric* APIENTRY gluNewQuadric(void); GLAPI void APIENTRY gluOrtho2D(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top); GLAPI void APIENTRY gluPartialDisk(GLUquadric* quad, GLfloat inner, GLfloat outer, GLint slices, GLint loops, GLfloat start, GLfloat sweep); GLAPI void APIENTRY gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); GLAPI void APIENTRY gluPickMatrix(GLfloat x_, GLfloat y, GLfloat delX, GLfloat delY, GLint *viewport); GLAPI GLint APIENTRY gluProject(GLfloat objX, GLfloat objY, GLfloat objZ, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat* winX, GLfloat* winY, GLfloat* winZ); GLAPI void APIENTRY gluQuadricCallback(GLUquadric* quad, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluQuadricDrawStyle(GLUquadric* quad, GLenum draw); GLAPI void APIENTRY gluQuadricNormals(GLUquadric* quad, GLenum normal); GLAPI void APIENTRY gluQuadricOrientation(GLUquadric* quad, GLenum orientation); GLAPI void APIENTRY gluQuadricTexture(GLUquadric* quad, GLboolean texture); GLAPI void APIENTRY gluSphere(GLUquadric* quad, GLfloat radius, GLint slices, GLint stacks); GLAPI GLint APIENTRY gluUnProject(GLfloat winX, GLfloat winY, GLfloat winZ, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat* objX, GLfloat* objY, GLfloat* objZ); GLAPI GLint APIENTRY gluUnProject4(GLfloat winX, GLfloat winY, GLfloat winZ, GLfloat clipW, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat nearVal, GLfloat farVal, GLfloat* objX, GLfloat* objY, GLfloat* objZ, GLfloat* objW); GLAPI GLint APIENTRY gluScaleImage(GLenum format, GLsizei widthin, GLsizei heightin, GLenum typein, const void* datain, GLsizei widthout, GLsizei heightout, GLenum typeout, void* dataout); GLAPI GLint APIENTRY gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint userLevel, GLint baseLevel, GLint maxLevel, const void *data); GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data); #define GLU_TESS_MAX_COORD 1.0e37f /* TessCallback */ #define GLU_TESS_BEGIN 100100 #define GLU_BEGIN 100100 #define GLU_TESS_VERTEX 100101 #define GLU_VERTEX 100101 #define GLU_TESS_END 100102 #define GLU_END 100102 #define GLU_TESS_ERROR 100103 #define GLU_TESS_EDGE_FLAG 100104 #define GLU_EDGE_FLAG 100104 #define GLU_TESS_COMBINE 100105 #define GLU_TESS_BEGIN_DATA 100106 #define GLU_TESS_VERTEX_DATA 100107 #define GLU_TESS_END_DATA 100108 #define GLU_TESS_ERROR_DATA 100109 #define GLU_TESS_EDGE_FLAG_DATA 100110 #define GLU_TESS_COMBINE_DATA 100111 /* TessContour */ #define GLU_CW 100120 #define GLU_CCW 100121 #define GLU_INTERIOR 100122 #define GLU_EXTERIOR 100123 #define GLU_UNKNOWN 100124 /* TessProperty */ #define GLU_TESS_WINDING_RULE 100140 #define GLU_TESS_BOUNDARY_ONLY 100141 #define GLU_TESS_TOLERANCE 100142 /* TessError */ #define GLU_TESS_ERROR1 100151 #define GLU_TESS_ERROR2 100152 #define GLU_TESS_ERROR3 100153 #define GLU_TESS_ERROR4 100154 #define GLU_TESS_ERROR5 100155 #define GLU_TESS_ERROR6 100156 #define GLU_TESS_ERROR7 100157 #define GLU_TESS_ERROR8 100158 #define GLU_TESS_MISSING_BEGIN_POLYGON 100151 #define GLU_TESS_MISSING_BEGIN_CONTOUR 100152 #define GLU_TESS_MISSING_END_POLYGON 100153 #define GLU_TESS_MISSING_END_CONTOUR 100154 #define GLU_TESS_COORD_TOO_LARGE 100155 #define GLU_TESS_NEED_COMBINE_CALLBACK 100156 /* TessWinding */ #define GLU_TESS_WINDING_ODD 100130 #define GLU_TESS_WINDING_NONZERO 100131 #define GLU_TESS_WINDING_POSITIVE 100132 #define GLU_TESS_WINDING_NEGATIVE 100133 #define GLU_TESS_WINDING_ABS_GEQ_TWO 100134 GLAPI void APIENTRY gluBeginPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluDeleteTess(GLUtesselator* tess); GLAPI void APIENTRY gluEndPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluGetTessProperty(GLUtesselator* tess, GLenum which, GLfloat* data); GLAPI GLUtesselator* APIENTRY gluNewTess(void); GLAPI void APIENTRY gluNextContour(GLUtesselator* tess, GLenum type); GLAPI void APIENTRY gluTessBeginContour(GLUtesselator* tess); GLAPI void APIENTRY gluTessBeginPolygon(GLUtesselator* tess, GLvoid* data); GLAPI void APIENTRY gluTessCallback(GLUtesselator* tess, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluTessEndContour(GLUtesselator* tess); GLAPI void APIENTRY gluTessEndPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluTessNormal(GLUtesselator* tess, GLfloat valueX, GLfloat valueY, GLfloat valueZ); GLAPI void APIENTRY gluTessProperty(GLUtesselator* tess, GLenum which, GLfloat data); GLAPI void APIENTRY gluTessVertex(GLUtesselator* tess, GLfloat* location, GLvoid* data); /* NurbsDisplay */ /* GLU_FILL */ #define GLU_OUTLINE_POLYGON 100240 #define GLU_OUTLINE_PATCH 100241 /* NurbsCallback */ #define GLU_NURBS_ERROR 100103 #define GLU_ERROR 100103 #define GLU_NURBS_BEGIN 100164 #define GLU_NURBS_BEGIN_EXT 100164 #define GLU_NURBS_VERTEX 100165 #define GLU_NURBS_VERTEX_EXT 100165 #define GLU_NURBS_NORMAL 100166 #define GLU_NURBS_NORMAL_EXT 100166 #define GLU_NURBS_COLOR 100167 #define GLU_NURBS_COLOR_EXT 100167 #define GLU_NURBS_TEXTURE_COORD 100168 #define GLU_NURBS_TEX_COORD_EXT 100168 #define GLU_NURBS_END 100169 #define GLU_NURBS_END_EXT 100169 #define GLU_NURBS_BEGIN_DATA 100170 #define GLU_NURBS_BEGIN_DATA_EXT 100170 #define GLU_NURBS_VERTEX_DATA 100171 #define GLU_NURBS_VERTEX_DATA_EXT 100171 #define GLU_NURBS_NORMAL_DATA 100172 #define GLU_NURBS_NORMAL_DATA_EXT 100172 #define GLU_NURBS_COLOR_DATA 100173 #define GLU_NURBS_COLOR_DATA_EXT 100173 #define GLU_NURBS_TEXTURE_COORD_DATA 100174 #define GLU_NURBS_TEX_COORD_DATA_EXT 100174 #define GLU_NURBS_END_DATA 100175 #define GLU_NURBS_END_DATA_EXT 100175 /* NurbsError */ #define GLU_NURBS_ERROR1 100251 #define GLU_NURBS_ERROR2 100252 #define GLU_NURBS_ERROR3 100253 #define GLU_NURBS_ERROR4 100254 #define GLU_NURBS_ERROR5 100255 #define GLU_NURBS_ERROR6 100256 #define GLU_NURBS_ERROR7 100257 #define GLU_NURBS_ERROR8 100258 #define GLU_NURBS_ERROR9 100259 #define GLU_NURBS_ERROR10 100260 #define GLU_NURBS_ERROR11 100261 #define GLU_NURBS_ERROR12 100262 #define GLU_NURBS_ERROR13 100263 #define GLU_NURBS_ERROR14 100264 #define GLU_NURBS_ERROR15 100265 #define GLU_NURBS_ERROR16 100266 #define GLU_NURBS_ERROR17 100267 #define GLU_NURBS_ERROR18 100268 #define GLU_NURBS_ERROR19 100269 #define GLU_NURBS_ERROR20 100270 #define GLU_NURBS_ERROR21 100271 #define GLU_NURBS_ERROR22 100272 #define GLU_NURBS_ERROR23 100273 #define GLU_NURBS_ERROR24 100274 #define GLU_NURBS_ERROR25 100275 #define GLU_NURBS_ERROR26 100276 #define GLU_NURBS_ERROR27 100277 #define GLU_NURBS_ERROR28 100278 #define GLU_NURBS_ERROR29 100279 #define GLU_NURBS_ERROR30 100280 #define GLU_NURBS_ERROR31 100281 #define GLU_NURBS_ERROR32 100282 #define GLU_NURBS_ERROR33 100283 #define GLU_NURBS_ERROR34 100284 #define GLU_NURBS_ERROR35 100285 #define GLU_NURBS_ERROR36 100286 #define GLU_NURBS_ERROR37 100287 /* NurbsProperty */ #define GLU_AUTO_LOAD_MATRIX 100200 #define GLU_CULLING 100201 #define GLU_SAMPLING_TOLERANCE 100203 #define GLU_DISPLAY_MODE 100204 #define GLU_PARAMETRIC_TOLERANCE 100202 #define GLU_SAMPLING_METHOD 100205 #define GLU_U_STEP 100206 #define GLU_V_STEP 100207 #define GLU_NURBS_MODE 100160 #define GLU_NURBS_MODE_EXT 100160 #define GLU_NURBS_TESSELLATOR 100161 #define GLU_NURBS_TESSELLATOR_EXT 100161 #define GLU_NURBS_RENDERER 100162 #define GLU_NURBS_RENDERER_EXT 100162 /* NurbsSampling */ #define GLU_OBJECT_PARAMETRIC_ERROR 100208 #define GLU_OBJECT_PARAMETRIC_ERROR_EXT 100208 #define GLU_OBJECT_PATH_LENGTH 100209 #define GLU_OBJECT_PATH_LENGTH_EXT 100209 #define GLU_PATH_LENGTH 100215 #define GLU_PARAMETRIC_ERROR 100216 #define GLU_DOMAIN_DISTANCE 100217 /* NurbsTrim */ #define GLU_MAP1_TRIM_2 100210 #define GLU_MAP1_TRIM_3 100211 GLAPI void APIENTRY gluBeginCurve(GLUnurbs* nurb); GLAPI void APIENTRY gluBeginSurface(GLUnurbs* nurb); GLAPI void APIENTRY gluBeginTrim(GLUnurbs* nurb); GLAPI void APIENTRY gluDeleteNurbsRenderer(GLUnurbs* nurb); GLAPI void APIENTRY gluEndCurve(GLUnurbs* nurb); GLAPI void APIENTRY gluEndSurface(GLUnurbs* nurb); GLAPI void APIENTRY gluEndTrim(GLUnurbs* nurb); GLAPI void APIENTRY gluGetNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat* data); GLAPI void APIENTRY gluLoadSamplingMatrices(GLUnurbs* nurb, const GLfloat* model, const GLfloat* perspective, const GLint* view); GLAPI GLUnurbs* APIENTRY gluNewNurbsRenderer(void); GLAPI void APIENTRY gluNurbsCallback(GLUnurbs* nurb, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluNurbsCallbackData(GLUnurbs* nurb, GLvoid* userData); GLAPI void APIENTRY gluNurbsCallbackDataEXT(GLUnurbs* nurb, GLvoid* userData); GLAPI void APIENTRY gluNurbsCurve(GLUnurbs* nurb, GLint knotCount, GLfloat* knots, GLint stride, GLfloat* control, GLint order, GLenum type); GLAPI void APIENTRY gluNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat value); GLAPI void APIENTRY gluNurbsSurface(GLUnurbs* nurb, GLint sKnotCount, GLfloat* sKnots, GLint tKnotCount, GLfloat* tKnots, GLint sStride, GLint tStride, GLfloat* control, GLint sOrder, GLint tOrder, GLenum type); GLAPI void APIENTRY gluPwlCurve(GLUnurbs* nurb, GLint count, GLfloat* data, GLint stride, GLenum type); /* OpenGL (and OpenGL ES 1.1 for OpenGL ES 1.0) emulation layer */ #define GLU_AUTO_NORMAL 0x0D80 #define GLU_MAP1_COLOR_4 0x0D90 #define GLU_MAP1_INDEX 0x0D91 #define GLU_MAP1_NORMAL 0x0D92 #define GLU_MAP1_TEXTURE_COORD_1 0x0D93 #define GLU_MAP1_TEXTURE_COORD_2 0x0D94 #define GLU_MAP1_TEXTURE_COORD_3 0x0D95 #define GLU_MAP1_TEXTURE_COORD_4 0x0D96 #define GLU_MAP1_VERTEX_3 0x0D97 #define GLU_MAP1_VERTEX_4 0x0D98 #define GLU_MAP2_COLOR_4 0x0DB0 #define GLU_MAP2_INDEX 0x0DB1 #define GLU_MAP2_NORMAL 0x0DB2 #define GLU_MAP2_TEXTURE_COORD_1 0x0DB3 #define GLU_MAP2_TEXTURE_COORD_2 0x0DB4 #define GLU_MAP2_TEXTURE_COORD_3 0x0DB5 #define GLU_MAP2_TEXTURE_COORD_4 0x0DB6 #define GLU_MAP2_VERTEX_3 0x0DB7 #define GLU_MAP2_VERTEX_4 0x0DB8 #ifndef GL_MODELVIEW_MATRIX #define GL_MODELVIEW_MATRIX 0x0BA6 #endif /* GL_MODELVIEW_MATRIX */ #ifndef GL_PROJECTION_MATRIX #define GL_PROJECTION_MATRIX 0x0BA7 #endif /* GL_PROJECTION_MATRIX */ #ifndef GL_VIEWPORT #define GL_VIEWPORT 0x0BA2 #endif /* GL_VIEWPORT */ GLAPI void APIENTRY gluEnable(GLenum cap); GLAPI void APIENTRY gluDisable(GLenum cap); GLAPI void APIENTRY gluGetFloatv(GLenum pname, GLfloat* params); GLAPI void APIENTRY gluGetIntegerv(GLenum pname, GLint* params); GLAPI void APIENTRY gluViewport(GLint x_, GLint y, GLsizei width, GLsizei height); #ifdef __cplusplus } #endif #endif /* __glues_h__ */
C++
/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. * * OpenGL ES CM 1.0 port of GLU by Mike Gorchak <mike@malva.ua> */ #ifndef __GLUES_QUAD_H__ #define __GLUES_QUAD_H__ #if defined(__USE_SDL_GLES__) #include <SDL/SDL_opengles.h> #ifndef GLAPI #define GLAPI GL_API #endif #elif defined (__QNXNTO__) #include <GLES/gl.h> #elif defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64)) /* mainly for PowerVR OpenGL ES 1.x win32 emulator */ #include <GLES\gl.h> #undef APIENTRY #define APIENTRY #if defined(GLUES_EXPORTS) #define GLAPI __declspec(dllexport) #else #define GLAPI __declspec(dllimport) #endif #elif defined(ANDROID) #include <GLES/gl.h> #define APIENTRY #define GLAPI #else #error "Platform is unsupported" #endif #ifdef __cplusplus extern "C" { #endif /* ErrorCode */ #define GLU_INVALID_ENUM 100900 #define GLU_INVALID_VALUE 100901 #define GLU_OUT_OF_MEMORY 100902 #define GLU_INCOMPATIBLE_GL_VERSION 100903 #define GLU_INVALID_OPERATION 100904 /* QuadricDrawStyle */ #define GLU_POINT 100010 #define GLU_LINE 100011 #define GLU_FILL 100012 #define GLU_SILHOUETTE 100013 /* QuadricCallback */ #define GLU_ERROR 100103 /* QuadricNormal */ #define GLU_SMOOTH 100000 #define GLU_FLAT 100001 #define GLU_NONE 100002 /* QuadricOrientation */ #define GLU_OUTSIDE 100020 #define GLU_INSIDE 100021 #ifdef __cplusplus class GLUquadric; #else typedef struct GLUquadric GLUquadric; #endif typedef GLUquadric GLUquadricObj; #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif /* APIENTRYP */ /* Internal convenience typedefs */ typedef void (APIENTRYP _GLUfuncptr)(); GLAPI GLUquadric* APIENTRY gluNewQuadric(void); GLAPI void APIENTRY gluDeleteQuadric(GLUquadric* state); GLAPI void APIENTRY gluQuadricCallback(GLUquadric* qobj, GLenum which, _GLUfuncptr fn); GLAPI void APIENTRY gluQuadricNormals(GLUquadric* qobj, GLenum normals); GLAPI void APIENTRY gluQuadricTexture(GLUquadric* qobj, GLboolean textureCoords); GLAPI void APIENTRY gluQuadricOrientation(GLUquadric* qobj, GLenum orientation); GLAPI void APIENTRY gluQuadricDrawStyle(GLUquadric* qobj, GLenum drawStyle); GLAPI void APIENTRY gluCylinder(GLUquadric* qobj, GLfloat baseRadius, GLfloat topRadius, GLfloat height, GLint slices, GLint stacks); GLAPI void APIENTRY gluDisk(GLUquadric* qobj, GLfloat innerRadius, GLfloat outerRadius, GLint slices, GLint loops); GLAPI void APIENTRY gluPartialDisk(GLUquadric* qobj, GLfloat innerRadius, GLfloat outerRadius, GLint slices, GLint loops, GLfloat startAngle, GLfloat sweepAngle); GLAPI void APIENTRY gluSphere(GLUquadric* qobj, GLfloat radius, GLint slices, GLint stacks); #ifdef __cplusplus } #endif #endif /* __GLUES_QUAD_H__ */
C++
/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. * * OpenGL ES 1.0 CM port of GLU by Mike Gorchak <mike@malva.ua> */ #ifndef __glues_h__ #define __glues_h__ #if defined(__USE_SDL_GLES__) #include <SDL/SDL_opengles.h> #ifndef GLAPI #define GLAPI GL_API #endif #elif defined (__QNXNTO__) #include <GLES/gl.h> #include <GLES/glext.h> #elif defined(_WIN32) && (defined(_M_IX86) || defined(_M_X64)) /* mainly for PowerVR OpenGL ES 1.x win32 emulator */ #include <GLES\gl.h> #include <GLES\glext.h> #undef APIENTRY #define APIENTRY #if defined(GLUES_EXPORTS) #define GLAPI __declspec(dllexport) #else #define GLAPI __declspec(dllimport) #endif #elif defined(ANDROID) #include <GLES/gl.h> #define APIENTRY #define GLAPI #else #error "Platform is unsupported" #endif #ifndef APIENTRYP #define APIENTRYP APIENTRY * #endif /* APIENTRYP */ #ifdef __cplusplus extern "C" { #endif /*************************************************************/ /* Extensions */ #define GLU_EXT_object_space_tess 1 #define GLU_EXT_nurbs_tessellator 1 /* Boolean */ #define GLU_FALSE 0 #define GLU_TRUE 1 /* Version */ #define GLU_VERSION_1_1 1 #define GLU_VERSION_1_2 1 #define GLU_VERSION_1_3 1 /* StringName */ #define GLU_VERSION 100800 #define GLU_EXTENSIONS 100801 /* ErrorCode */ #define GLU_INVALID_ENUM 100900 #define GLU_INVALID_VALUE 100901 #define GLU_OUT_OF_MEMORY 100902 #define GLU_INCOMPATIBLE_GL_VERSION 100903 #define GLU_INVALID_OPERATION 100904 /* QuadricDrawStyle */ #define GLU_POINT 100010 #define GLU_LINE 100011 #define GLU_FILL 100012 #define GLU_SILHOUETTE 100013 /* QuadricCallback */ #define GLU_ERROR 100103 /* QuadricNormal */ #define GLU_SMOOTH 100000 #define GLU_FLAT 100001 #define GLU_NONE 100002 /* QuadricOrientation */ #define GLU_OUTSIDE 100020 #define GLU_INSIDE 100021 /*************************************************************/ #ifdef __cplusplus class GLUquadric; class GLUtesselator; class GLUnurbs; #else typedef struct GLUquadric GLUquadric; typedef struct GLUtesselator GLUtesselator; typedef struct GLUnurbs GLUnurbs; #endif typedef GLUquadric GLUquadricObj; typedef GLUtesselator GLUtesselatorObj; typedef GLUtesselator GLUtriangulatorObj; typedef GLUnurbs GLUnurbsObj; /* Internal convenience typedefs */ typedef void (APIENTRYP _GLUfuncptr)(); GLAPI GLboolean APIENTRY gluCheckExtension(const GLubyte* extName, const GLubyte* extString); GLAPI void APIENTRY gluCylinder(GLUquadric* quad, GLfloat base, GLfloat top, GLfloat height, GLint slices, GLint stacks); GLAPI void APIENTRY gluDeleteQuadric(GLUquadric* quad); GLAPI void APIENTRY gluDisk(GLUquadric* quad, GLfloat inner, GLfloat outer, GLint slices, GLint loops); GLAPI const GLubyte* APIENTRY gluErrorString(GLenum error); GLAPI const GLubyte * APIENTRY gluGetString(GLenum name); GLAPI void APIENTRY gluLookAt(GLfloat eyeX, GLfloat eyeY, GLfloat eyeZ, GLfloat centerX, GLfloat centerY, GLfloat centerZ, GLfloat upX, GLfloat upY, GLfloat upZ); GLAPI GLUquadric* APIENTRY gluNewQuadric(void); GLAPI void APIENTRY gluOrtho2D(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top); GLAPI void APIENTRY gluPartialDisk(GLUquadric* quad, GLfloat inner, GLfloat outer, GLint slices, GLint loops, GLfloat start, GLfloat sweep); GLAPI void APIENTRY gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar); GLAPI void APIENTRY gluPickMatrix(GLfloat x_, GLfloat y, GLfloat delX, GLfloat delY, GLint *viewport); GLAPI GLint APIENTRY gluProject(GLfloat objX, GLfloat objY, GLfloat objZ, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat* winX, GLfloat* winY, GLfloat* winZ); GLAPI void APIENTRY gluQuadricCallback(GLUquadric* quad, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluQuadricDrawStyle(GLUquadric* quad, GLenum draw); GLAPI void APIENTRY gluQuadricNormals(GLUquadric* quad, GLenum normal); GLAPI void APIENTRY gluQuadricOrientation(GLUquadric* quad, GLenum orientation); GLAPI void APIENTRY gluQuadricTexture(GLUquadric* quad, GLboolean texture); GLAPI void APIENTRY gluSphere(GLUquadric* quad, GLfloat radius, GLint slices, GLint stacks); GLAPI GLint APIENTRY gluUnProject(GLfloat winX, GLfloat winY, GLfloat winZ, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat* objX, GLfloat* objY, GLfloat* objZ); GLAPI GLint APIENTRY gluUnProject4(GLfloat winX, GLfloat winY, GLfloat winZ, GLfloat clipW, const GLfloat *model, const GLfloat *proj, const GLint *view, GLfloat nearVal, GLfloat farVal, GLfloat* objX, GLfloat* objY, GLfloat* objZ, GLfloat* objW); GLAPI GLint APIENTRY gluScaleImage(GLenum format, GLsizei widthin, GLsizei heightin, GLenum typein, const void* datain, GLsizei widthout, GLsizei heightout, GLenum typeout, void* dataout); GLAPI GLint APIENTRY gluBuild2DMipmapLevels(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint userLevel, GLint baseLevel, GLint maxLevel, const void *data); GLAPI GLint APIENTRY gluBuild2DMipmaps(GLenum target, GLint internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data); #define GLU_TESS_MAX_COORD 1.0e37f /* TessCallback */ #define GLU_TESS_BEGIN 100100 #define GLU_BEGIN 100100 #define GLU_TESS_VERTEX 100101 #define GLU_VERTEX 100101 #define GLU_TESS_END 100102 #define GLU_END 100102 #define GLU_TESS_ERROR 100103 #define GLU_TESS_EDGE_FLAG 100104 #define GLU_EDGE_FLAG 100104 #define GLU_TESS_COMBINE 100105 #define GLU_TESS_BEGIN_DATA 100106 #define GLU_TESS_VERTEX_DATA 100107 #define GLU_TESS_END_DATA 100108 #define GLU_TESS_ERROR_DATA 100109 #define GLU_TESS_EDGE_FLAG_DATA 100110 #define GLU_TESS_COMBINE_DATA 100111 /* TessContour */ #define GLU_CW 100120 #define GLU_CCW 100121 #define GLU_INTERIOR 100122 #define GLU_EXTERIOR 100123 #define GLU_UNKNOWN 100124 /* TessProperty */ #define GLU_TESS_WINDING_RULE 100140 #define GLU_TESS_BOUNDARY_ONLY 100141 #define GLU_TESS_TOLERANCE 100142 /* TessError */ #define GLU_TESS_ERROR1 100151 #define GLU_TESS_ERROR2 100152 #define GLU_TESS_ERROR3 100153 #define GLU_TESS_ERROR4 100154 #define GLU_TESS_ERROR5 100155 #define GLU_TESS_ERROR6 100156 #define GLU_TESS_ERROR7 100157 #define GLU_TESS_ERROR8 100158 #define GLU_TESS_MISSING_BEGIN_POLYGON 100151 #define GLU_TESS_MISSING_BEGIN_CONTOUR 100152 #define GLU_TESS_MISSING_END_POLYGON 100153 #define GLU_TESS_MISSING_END_CONTOUR 100154 #define GLU_TESS_COORD_TOO_LARGE 100155 #define GLU_TESS_NEED_COMBINE_CALLBACK 100156 /* TessWinding */ #define GLU_TESS_WINDING_ODD 100130 #define GLU_TESS_WINDING_NONZERO 100131 #define GLU_TESS_WINDING_POSITIVE 100132 #define GLU_TESS_WINDING_NEGATIVE 100133 #define GLU_TESS_WINDING_ABS_GEQ_TWO 100134 GLAPI void APIENTRY gluBeginPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluDeleteTess(GLUtesselator* tess); GLAPI void APIENTRY gluEndPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluGetTessProperty(GLUtesselator* tess, GLenum which, GLfloat* data); GLAPI GLUtesselator* APIENTRY gluNewTess(void); GLAPI void APIENTRY gluNextContour(GLUtesselator* tess, GLenum type); GLAPI void APIENTRY gluTessBeginContour(GLUtesselator* tess); GLAPI void APIENTRY gluTessBeginPolygon(GLUtesselator* tess, GLvoid* data); GLAPI void APIENTRY gluTessCallback(GLUtesselator* tess, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluTessEndContour(GLUtesselator* tess); GLAPI void APIENTRY gluTessEndPolygon(GLUtesselator* tess); GLAPI void APIENTRY gluTessNormal(GLUtesselator* tess, GLfloat valueX, GLfloat valueY, GLfloat valueZ); GLAPI void APIENTRY gluTessProperty(GLUtesselator* tess, GLenum which, GLfloat data); GLAPI void APIENTRY gluTessVertex(GLUtesselator* tess, GLfloat* location, GLvoid* data); /* NurbsDisplay */ /* GLU_FILL */ #define GLU_OUTLINE_POLYGON 100240 #define GLU_OUTLINE_PATCH 100241 /* NurbsCallback */ #define GLU_NURBS_ERROR 100103 #define GLU_ERROR 100103 #define GLU_NURBS_BEGIN 100164 #define GLU_NURBS_BEGIN_EXT 100164 #define GLU_NURBS_VERTEX 100165 #define GLU_NURBS_VERTEX_EXT 100165 #define GLU_NURBS_NORMAL 100166 #define GLU_NURBS_NORMAL_EXT 100166 #define GLU_NURBS_COLOR 100167 #define GLU_NURBS_COLOR_EXT 100167 #define GLU_NURBS_TEXTURE_COORD 100168 #define GLU_NURBS_TEX_COORD_EXT 100168 #define GLU_NURBS_END 100169 #define GLU_NURBS_END_EXT 100169 #define GLU_NURBS_BEGIN_DATA 100170 #define GLU_NURBS_BEGIN_DATA_EXT 100170 #define GLU_NURBS_VERTEX_DATA 100171 #define GLU_NURBS_VERTEX_DATA_EXT 100171 #define GLU_NURBS_NORMAL_DATA 100172 #define GLU_NURBS_NORMAL_DATA_EXT 100172 #define GLU_NURBS_COLOR_DATA 100173 #define GLU_NURBS_COLOR_DATA_EXT 100173 #define GLU_NURBS_TEXTURE_COORD_DATA 100174 #define GLU_NURBS_TEX_COORD_DATA_EXT 100174 #define GLU_NURBS_END_DATA 100175 #define GLU_NURBS_END_DATA_EXT 100175 /* NurbsError */ #define GLU_NURBS_ERROR1 100251 #define GLU_NURBS_ERROR2 100252 #define GLU_NURBS_ERROR3 100253 #define GLU_NURBS_ERROR4 100254 #define GLU_NURBS_ERROR5 100255 #define GLU_NURBS_ERROR6 100256 #define GLU_NURBS_ERROR7 100257 #define GLU_NURBS_ERROR8 100258 #define GLU_NURBS_ERROR9 100259 #define GLU_NURBS_ERROR10 100260 #define GLU_NURBS_ERROR11 100261 #define GLU_NURBS_ERROR12 100262 #define GLU_NURBS_ERROR13 100263 #define GLU_NURBS_ERROR14 100264 #define GLU_NURBS_ERROR15 100265 #define GLU_NURBS_ERROR16 100266 #define GLU_NURBS_ERROR17 100267 #define GLU_NURBS_ERROR18 100268 #define GLU_NURBS_ERROR19 100269 #define GLU_NURBS_ERROR20 100270 #define GLU_NURBS_ERROR21 100271 #define GLU_NURBS_ERROR22 100272 #define GLU_NURBS_ERROR23 100273 #define GLU_NURBS_ERROR24 100274 #define GLU_NURBS_ERROR25 100275 #define GLU_NURBS_ERROR26 100276 #define GLU_NURBS_ERROR27 100277 #define GLU_NURBS_ERROR28 100278 #define GLU_NURBS_ERROR29 100279 #define GLU_NURBS_ERROR30 100280 #define GLU_NURBS_ERROR31 100281 #define GLU_NURBS_ERROR32 100282 #define GLU_NURBS_ERROR33 100283 #define GLU_NURBS_ERROR34 100284 #define GLU_NURBS_ERROR35 100285 #define GLU_NURBS_ERROR36 100286 #define GLU_NURBS_ERROR37 100287 /* NurbsProperty */ #define GLU_AUTO_LOAD_MATRIX 100200 #define GLU_CULLING 100201 #define GLU_SAMPLING_TOLERANCE 100203 #define GLU_DISPLAY_MODE 100204 #define GLU_PARAMETRIC_TOLERANCE 100202 #define GLU_SAMPLING_METHOD 100205 #define GLU_U_STEP 100206 #define GLU_V_STEP 100207 #define GLU_NURBS_MODE 100160 #define GLU_NURBS_MODE_EXT 100160 #define GLU_NURBS_TESSELLATOR 100161 #define GLU_NURBS_TESSELLATOR_EXT 100161 #define GLU_NURBS_RENDERER 100162 #define GLU_NURBS_RENDERER_EXT 100162 /* NurbsSampling */ #define GLU_OBJECT_PARAMETRIC_ERROR 100208 #define GLU_OBJECT_PARAMETRIC_ERROR_EXT 100208 #define GLU_OBJECT_PATH_LENGTH 100209 #define GLU_OBJECT_PATH_LENGTH_EXT 100209 #define GLU_PATH_LENGTH 100215 #define GLU_PARAMETRIC_ERROR 100216 #define GLU_DOMAIN_DISTANCE 100217 /* NurbsTrim */ #define GLU_MAP1_TRIM_2 100210 #define GLU_MAP1_TRIM_3 100211 GLAPI void APIENTRY gluBeginCurve(GLUnurbs* nurb); GLAPI void APIENTRY gluBeginSurface(GLUnurbs* nurb); GLAPI void APIENTRY gluBeginTrim(GLUnurbs* nurb); GLAPI void APIENTRY gluDeleteNurbsRenderer(GLUnurbs* nurb); GLAPI void APIENTRY gluEndCurve(GLUnurbs* nurb); GLAPI void APIENTRY gluEndSurface(GLUnurbs* nurb); GLAPI void APIENTRY gluEndTrim(GLUnurbs* nurb); GLAPI void APIENTRY gluGetNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat* data); GLAPI void APIENTRY gluLoadSamplingMatrices(GLUnurbs* nurb, const GLfloat* model, const GLfloat* perspective, const GLint* view); GLAPI GLUnurbs* APIENTRY gluNewNurbsRenderer(void); GLAPI void APIENTRY gluNurbsCallback(GLUnurbs* nurb, GLenum which, _GLUfuncptr CallBackFunc); GLAPI void APIENTRY gluNurbsCallbackData(GLUnurbs* nurb, GLvoid* userData); GLAPI void APIENTRY gluNurbsCallbackDataEXT(GLUnurbs* nurb, GLvoid* userData); GLAPI void APIENTRY gluNurbsCurve(GLUnurbs* nurb, GLint knotCount, GLfloat* knots, GLint stride, GLfloat* control, GLint order, GLenum type); GLAPI void APIENTRY gluNurbsProperty(GLUnurbs* nurb, GLenum property, GLfloat value); GLAPI void APIENTRY gluNurbsSurface(GLUnurbs* nurb, GLint sKnotCount, GLfloat* sKnots, GLint tKnotCount, GLfloat* tKnots, GLint sStride, GLint tStride, GLfloat* control, GLint sOrder, GLint tOrder, GLenum type); GLAPI void APIENTRY gluPwlCurve(GLUnurbs* nurb, GLint count, GLfloat* data, GLint stride, GLenum type); /* OpenGL (and OpenGL ES 1.1 for OpenGL ES 1.0) emulation layer */ #define GLU_AUTO_NORMAL 0x0D80 #define GLU_MAP1_COLOR_4 0x0D90 #define GLU_MAP1_INDEX 0x0D91 #define GLU_MAP1_NORMAL 0x0D92 #define GLU_MAP1_TEXTURE_COORD_1 0x0D93 #define GLU_MAP1_TEXTURE_COORD_2 0x0D94 #define GLU_MAP1_TEXTURE_COORD_3 0x0D95 #define GLU_MAP1_TEXTURE_COORD_4 0x0D96 #define GLU_MAP1_VERTEX_3 0x0D97 #define GLU_MAP1_VERTEX_4 0x0D98 #define GLU_MAP2_COLOR_4 0x0DB0 #define GLU_MAP2_INDEX 0x0DB1 #define GLU_MAP2_NORMAL 0x0DB2 #define GLU_MAP2_TEXTURE_COORD_1 0x0DB3 #define GLU_MAP2_TEXTURE_COORD_2 0x0DB4 #define GLU_MAP2_TEXTURE_COORD_3 0x0DB5 #define GLU_MAP2_TEXTURE_COORD_4 0x0DB6 #define GLU_MAP2_VERTEX_3 0x0DB7 #define GLU_MAP2_VERTEX_4 0x0DB8 #ifndef GL_MODELVIEW_MATRIX #define GL_MODELVIEW_MATRIX 0x0BA6 #endif /* GL_MODELVIEW_MATRIX */ #ifndef GL_PROJECTION_MATRIX #define GL_PROJECTION_MATRIX 0x0BA7 #endif /* GL_PROJECTION_MATRIX */ #ifndef GL_VIEWPORT #define GL_VIEWPORT 0x0BA2 #endif /* GL_VIEWPORT */ GLAPI void APIENTRY gluEnable(GLenum cap); GLAPI void APIENTRY gluDisable(GLenum cap); GLAPI void APIENTRY gluGetFloatv(GLenum pname, GLfloat* params); GLAPI void APIENTRY gluGetIntegerv(GLenum pname, GLint* params); GLAPI void APIENTRY gluViewport(GLint x_, GLint y, GLsizei width, GLsizei height); #ifdef __cplusplus } #endif #endif /* __glues_h__ */
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/* * Copyright (C) 2009 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #include <jni.h> #include "HelloBoost.h" #include <boost/filesystem.hpp> #include <boost/shared_ptr.hpp> using namespace boost::filesystem; /* This is a trivial JNI example where we use a native method * to return a new VM String. See the corresponding Java source * file located at: * * apps/samples/hello-jni/project/src/com/example/HelloJni/HelloJni.java */ JNIEXPORT jstring JNICALL Java_com_theveganrobot_cmake_HelloBoost_boostMkDir (JNIEnv * env, jobject) { boost::shared_ptr<int> ptri(new int(13)); path mypath("foopath"); if(!exists(mypath)) create_directory(mypath); return env->NewStringUTF( "Hello Boost from JNI !"); }
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/* * Copyright (C) 2010 Ethan Rublee * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #include <string> #include <iostream> #include <sstream> #include <jni.h> #include <math.h> #include <stdexcept> #ifdef __cplusplus extern "C" { #endif /* * Class: com_theveganrobot_cmake_HelloWorld * Method: stringFromJNI * Signature: ()Ljava/lang/String; */ JNIEXPORT jstring JNICALL Java_com_theveganrobot_cmake_HelloWorld_stringFromJNI (JNIEnv *, jobject); #ifdef __cplusplus } #endif std::string helloStringStream(){ //test string stream std::stringstream ss; ss << "JNI -- pi = " << M_PI << "\n"; try { throw std::runtime_error("Do exceptions work?"); } catch(std::runtime_error e) { ss << "Exception caught: " << e.what() << "\nI guess they do ;)" << std::endl; } return ss.str(); } JNIEXPORT jstring JNICALL Java_com_theveganrobot_cmake_HelloWorld_stringFromJNI (JNIEnv *env, jobject obj) { return env->NewStringUTF(helloStringStream().c_str()); }
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/* * Copyright (C) 2009 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * */ #include <jni.h> #include "HelloEigen.h" #include <iostream> #include <sstream> #include <Eigen/Dense> #include <string> using namespace Eigen; std::string helloMatrix(){ std::stringstream ss; ss << __PRETTY_FUNCTION__ << std::endl; MatrixXd m(2,2); m(0,0) = 3; m(1,0) = 2.5; m(0,1) = -1; m(1,1) = m(1,0) + m(0,1); ss << "Here is the matrix m:\n" << m << std::endl; VectorXd v(2); v(0) = 4; v(1) = v(0) - 1; ss << "Here is the vector v:\n" << v << std::endl; return ss.str(); } JNIEXPORT jstring JNICALL Java_com_theveganrobot_cmake_HelloEigen_helloMatrix (JNIEnv * env, jobject) { return env->NewStringUTF( helloMatrix().c_str()); }
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/* * Copyright (C) 2009 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ // OpenGL ES 2.0 code #include <jni.h> #include <android/log.h> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <stdio.h> #include <stdlib.h> #include <math.h> #define LOG_TAG "libgl2jni" #define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__) #define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__) static void printGLString(const char *name, GLenum s) { const char *v = (const char *) glGetString(s); LOGI("GL %s = %s\n", name, v); } static void checkGlError(const char* op) { for (GLint error = glGetError(); error; error = glGetError()) { LOGI("after %s() glError (0x%x)\n", op, error); } } static const char gVertexShader[] = "attribute vec4 vPosition;\n" "void main() {\n" " gl_Position = vPosition;\n" "}\n"; static const char gFragmentShader[] = "precision mediump float;\n" "void main() {\n" " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" "}\n"; GLuint loadShader(GLenum shaderType, const char* pSource) { GLuint shader = glCreateShader(shaderType); if (shader) { glShaderSource(shader, 1, &pSource, NULL); glCompileShader(shader); GLint compiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* buf = (char*) malloc(infoLen); if (buf) { glGetShaderInfoLog(shader, infoLen, NULL, buf); LOGE("Could not compile shader %d:\n%s\n", shaderType, buf); free(buf); } glDeleteShader(shader); shader = 0; } } } return shader; } GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) { GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource); if (!vertexShader) { return 0; } GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource); if (!pixelShader) { return 0; } GLuint program = glCreateProgram(); if (program) { glAttachShader(program, vertexShader); checkGlError("glAttachShader"); glAttachShader(program, pixelShader); checkGlError("glAttachShader"); glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = (char*) malloc(bufLength); if (buf) { glGetProgramInfoLog(program, bufLength, NULL, buf); LOGE("Could not link program:\n%s\n", buf); free(buf); } } glDeleteProgram(program); program = 0; } } return program; } GLuint gProgram; GLuint gvPositionHandle; bool setupGraphics(int w, int h) { printGLString("Version", GL_VERSION); printGLString("Vendor", GL_VENDOR); printGLString("Renderer", GL_RENDERER); printGLString("Extensions", GL_EXTENSIONS); LOGI("setupGraphics(%d, %d)", w, h); gProgram = createProgram(gVertexShader, gFragmentShader); if (!gProgram) { LOGE("Could not create program."); return false; } gvPositionHandle = glGetAttribLocation(gProgram, "vPosition"); checkGlError("glGetAttribLocation"); LOGI("glGetAttribLocation(\"vPosition\") = %d\n", gvPositionHandle); glViewport(0, 0, w, h); checkGlError("glViewport"); return true; } const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f, 0.5f, -0.5f }; void renderFrame() { static float grey; grey += 0.01f; if (grey > 1.0f) { grey = 0.0f; } glClearColor(grey, grey, grey, 1.0f); checkGlError("glClearColor"); glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); checkGlError("glClear"); glUseProgram(gProgram); checkGlError("glUseProgram"); glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices); checkGlError("glVertexAttribPointer"); glEnableVertexAttribArray(gvPositionHandle); checkGlError("glEnableVertexAttribArray"); glDrawArrays(GL_TRIANGLES, 0, 3); checkGlError("glDrawArrays"); } extern "C" { JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height); JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj); }; JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_init(JNIEnv * env, jobject obj, jint width, jint height) { setupGraphics(width, height); } JNIEXPORT void JNICALL Java_com_android_gl2jni_GL2JNILib_step(JNIEnv * env, jobject obj) { renderFrame(); }
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/* * DFAFramework.cpp * * Created on: Jan 29, 2011 * Author: Fuyao Zhao, Mark Hahnenberg */ #include "DFAFramework.h" using namespace llvm; DFAFramework::~DFAFramework() { } DFAValue DFAFramework::transfer(BasicBlock *bb, DFAValue value) { DFAValue tmp = value; if (isFoward()) { for (BasicBlock::InstListType::iterator it = bb->getInstList().begin(); it != bb->getInstList().end(); it++) { in[it] = tmp; tmp = transfer(it, tmp); out[it] = tmp; } } else { for (BasicBlock::InstListType::reverse_iterator it = bb->getInstList().rbegin(); it != bb->getInstList().rend(); it++) { Instruction *p = &*it; //a bit tricky here to do &(*it), * is a overridden operator for reverse_iterator out[p] = tmp; tmp = transfer(p, tmp); in[p] = tmp; } } return tmp; } DFAValue DFAFramework::meetAll(BasicBlock *BB) { DFAValue val; if (isFoward()) { //if the problem is a forward problem val = in[BB]; for (pred_iterator PI = pred_begin(BB); PI != pred_end(BB); ++PI) { BasicBlock *pred = *PI; val = meet(val, out[pred]); } } else { //if the problem is backward problem val = out[BB]; for (succ_iterator PI = succ_begin(BB); PI != succ_end(BB); ++PI) { BasicBlock *succ = *PI; val = meet(val, in[succ]); } } return val; } map<Value *, DFAValue> & DFAFramework::solve(Function *fun) { initialize(fun); if (isFoward()) { while (1) { bool change = false; for (Function::iterator B = fun->getBasicBlockList().begin(); B != fun->getBasicBlockList().end(); B++) { // use naive order now, todo use better order in[B] = meetAll(B); DFAValue res = transfer(B, in[B]); if (res != out[B]) //check if anything change change = true; out[B] = res; } if (!change) break; } return out; } else { while (1) { bool change = false; for (Function::iterator B = fun->getBasicBlockList().begin(); B != fun->getBasicBlockList().end(); B++) { // use naive order now, todo use better order out[B] = meetAll(B); DFAValue res = transfer(B, out[B]); if (res != in[B]) //check if anything change change = true; in[B] = res; } if (!change) break; } return in; } } map<Value *, DFAValue> & DFAFramework::getIn() { return in; } map<Value *, DFAValue> & DFAFramework::getOut() { return out; }
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//2nd step: strong connected graph #include "DSWP.h" using namespace llvm; using namespace std; void DSWP::findSCC(Loop *L) { used.clear(); for (Loop::block_iterator bi = L->getBlocks().begin(); bi != L->getBlocks().end(); bi++) { BasicBlock *BB = *bi; for (BasicBlock::iterator ui = BB->begin(); ui != BB->end(); ui++) { Instruction *inst = &(*ui); if (!used[inst]) { dfs1(inst); } } } used.clear(); sccNum = 0; for (int i = list.size() - 1; i >= 0; i --) { Instruction *inst = list[i]; if (!used[inst]) { dfs2(inst); sccNum++; } } } void DSWP::dfs1(Instruction *I) { used[I] = true; for (vector<Edge>::iterator ei = pdg[I]->begin(); ei != pdg[I]->end(); ei++) { Instruction *next = ei->v; if (!used[next]) dfs1(next); } list.push_back(I); } void DSWP::dfs2(Instruction *I) { used[I] = true; for (vector<Edge>::iterator ei = rev[I]->begin(); ei != rev[I]->end(); ei++) { Instruction *next = ei->v; if (!used[next]) dfs2(next); } sccId[I] = sccNum; } void DSWP::buildDAG(Loop *L) { for (int i = 0; i < sccNum; i++) { dag[i] = new vector<int>(); } map<int, map<int, bool> > added; for (Loop::block_iterator bi = L->getBlocks().begin(); bi != L->getBlocks().end(); bi++) { BasicBlock *BB = *bi; for (BasicBlock::iterator ui = BB->begin(); ui != BB->end(); ui++) { Instruction *I = &(*ui); for (vector<Edge>::iterator ei = pdg[I]->begin(); ei != pdg[I]->end(); ei++) { Instruction *next = ei->v; int u = sccId[I]; int v = sccId[next]; //it is possible the edge has already been added if (!added[u][v] && u != v) { dag[u]->push_back(v); added[u][v] = true; } } } } //store InstInSCC, vector store all the inst for a scc InstInSCC.clear(); for (int i = 0; i < sccNum; i++) InstInSCC.push_back(vector<Instruction *>()); for (Loop::block_iterator bi = L->getBlocks().begin(); bi != L->getBlocks().end(); bi++) { BasicBlock *BB = *bi; for (BasicBlock::iterator ui = BB->begin(); ui != BB->end(); ui++) { Instruction *I = &(*ui); InstInSCC[sccId[I]].push_back(I); } } }
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