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OpenGL


MauriDalia

Προτεινόμενες αναρτήσεις

Δημοσ.

Καλησπερα σας!!!

 

Εχω μια εργασια στην οποια μας εχουνε δωσει εναν βοηθητικο κωδικα βασισμενο σε OpeGL οπως λενε, το οποιο διαθετει και ενα makefile για την εκτελεση του.Ενα απο τα ερωτηματα της ασκησης είναι να υλοποησουμε τον αλγοριθμο που μας δινουνε σε περιβαλλον αναπτυξης σε καρτες γραφικων NVDIA.

 

Υπαρχει καποιος που γνωριζει πως τρεχουμε προγραμματα σε OpenGL? Τι περιβαλλον χρησιμοοποιουμε? Γιατι απο τον κωδικα που μας εχει δωθει υποτιθεται πως πρεπει να παρουμε κατι δεδομενα εισοδουυ και μια γραφικη παρασταση....:cry::cry::cry::cry:

Δημοσ.
Για πόσταρε αναλυτικά την εκφώνηση της εργασίας σου

 

Μπορω να σου στειλω εσενα προσωπικα την εκφωνηση αν θες

Δημοσ.

Απλά πρέπει να κάνεις compile τον κώδικα και μετά να τρέξεις το εκτελέσιμο, δεν έχει κάτι ιδιαίτερο (σαν "ψαρωτικό" μου φαίνεται).

Δημοσ.
Απλά πρέπει να κάνεις compile τον κώδικα και μετά να τρέξεις το εκτελέσιμο, δεν έχει κάτι ιδιαίτερο (σαν "ψαρωτικό" μου φαίνεται).

 

 

Μας εχουνε δωσει εναν κωδικα και ενα makefile και οπως ανεφερα δεν μπορω να το κανω compile μεσω του dev++ και ουτε σε linux δεν ξερω πως.

Ο κωδικας ειναι

 

>
// main.cpp
// Developed by PDS Group @ CEID Fall 2009
// Based on the code of Richard S. Wright Jr.
// from the book "OpenGL SuperBible"

#include <pthread.h>
#define FREEGLUT_STATIC

// Bring in OpenGL 
// Mac OS X
#ifdef __APPLE__
#include <Carbon/Carbon.h>	// Brings in most Apple specific stuff
#include <OpenGL/gl.h>		// Apple OpenGL haders (version depends on OS X SDK version)
#include <OpenGL/glu.h>		// OpenGL Utilities
#include <Glut/glut.h>		// Apples Implementation of GLUT
#include <unistd.h>
#endif

#ifdef linux
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#endif

#include <math.h>
#include "main.h"

#define TEMPRANGE 100.0
#define ROOMTEMP 0.0
#define SOURCETEMP 100.0

#define SOURCE 0
#define PLATE 1

#define FALSE 0
#define TRUE 1

const double EPSILON = 0.0000000001;

// Rotation amounts
GLdouble sourceRot[16];
GLdouble plateRot[16];

static int refresh = 100; 	// In milliseconds
static int object = PLATE; 
static int benchmark = TRUE;  //Interactive or benchmark mode
static int finish = FALSE;
static int maxrepeats = 1;  //Benchmark mode

// Plate temperatures for the jacobi calculation
volatile double ***before;
volatile double ***after;

// x-axis
const int cols = 240;
// y-axis
const int rows = 80;
// z-axis
const int faces = 8;

// Size of each "atom" cube
const double size = 0.4;

// Atom cube coordinates. Will be multiplied lates
// appropriatelly for each "atom" cube
static int xcenter;
static int ycenter;
static int zcenter;

//Heat source sphere coordinates.
double xsource = (cols + 8) * size;
double ysource = (rows + 8) * size;
double zsource = (faces + 8) * size;

//For the benchmark mode
int isrc = 0;
const int lensrc = 8;
//const double xsrc[] = {xsource, xsource, xsource, xsource, -xsource, -xsource, -xsource, -xsource};
const double xsrc[] = {xsource, -xsource, xsource, -xsource, xsource, -xsource, xsource, -xsource};
const double ysrc[] = {ysource, ysource, -ysource, -ysource, ysource, ysource, -ysource, -ysource}; 
//const double zsrc[] = {zsource, -zsource, zsource, -zsource, zsource, -zsource, zsource, -zsource};
const double zsrc[] = {zsource, zsource, zsource, zsource, -zsource, -zsource, -zsource, -zsource};

// Rotation values for SOURCE (0) and PLATE (1)
static GLdouble xRot[2] = {0.0f, 0.0f};
static GLdouble yRot[2] = {0.0f, 0.0f};
static GLdouble zRot[2] = {0.0f, 0.0f};

// Translation values for SOURCE (0) and PLATE (1) 
static GLdouble xMove[2] = {xsource, xsource};
static GLdouble yMove[2] = {ysource, ysource};
static GLdouble zMove[2] = {zsource, zsource};

// 500 x 3
GLubyte palette[][3] = {
{0, 0, 255}, {0, 0, 254}, {0, 0, 253}, {0, 0, 252}, {0, 0, 250},
{0, 0, 249}, {0, 0, 248}, {0, 0, 247}, {0, 0, 246}, {0, 0, 245},
{0, 0, 243}, {0, 0, 242}, {0, 0, 241}, {0, 0, 240}, {0, 0, 239},
{0, 0, 238}, {0, 0, 236}, {0, 0, 235}, {0, 0, 234}, {0, 0, 233},
{0, 0, 232}, {0, 0, 231}, {0, 0, 229}, {0, 0, 228}, {0, 0, 227},
{0, 0, 226}, {0, 0, 225}, {0, 0, 224}, {0, 0, 222}, {0, 0, 221},
{0, 0, 220}, {0, 0, 219}, {0, 0, 218}, {0, 0, 217}, {0, 0, 215},
{0, 0, 214}, {0, 0, 213}, {0, 0, 212}, {0, 0, 211}, {0, 0, 210},
{0, 0, 209}, {0, 0, 207}, {0, 0, 206}, {0, 0, 205}, {0, 0, 204},
{0, 0, 203}, {0, 0, 202}, {0, 0, 200}, {0, 0, 199}, {0, 0, 198},
{0, 0, 197}, {0, 0, 196}, {0, 0, 195}, {0, 0, 193}, {0, 0, 192},
{0, 0, 191}, {0, 0, 190}, {0, 0, 189}, {0, 0, 188}, {0, 0, 186},
{0, 0, 185}, {0, 0, 184}, {0, 0, 183}, {0, 0, 182}, {0, 0, 181},
{0, 0, 179}, {0, 0, 178}, {0, 0, 177}, {0, 0, 176}, {0, 0, 175},
{0, 0, 174}, {0, 0, 172}, {0, 0, 171}, {0, 0, 170}, {0, 0, 169},
{0, 0, 168}, {0, 0, 167}, {0, 0, 166}, {0, 0, 164}, {0, 0, 163},
{0, 0, 162}, {0, 0, 161}, {0, 0, 160}, {0, 0, 159}, {0, 0, 157},
{0, 0, 156}, {0, 0, 155}, {0, 0, 154}, {0, 0, 153}, {0, 0, 152},
{0, 0, 150}, {0, 0, 149}, {0, 0, 148}, {0, 0, 147}, {0, 0, 146},
{0, 0, 145}, {0, 0, 143}, {0, 0, 142}, {0, 0, 141}, {0, 0, 140},
{0, 0, 139}, {2, 0, 137}, {3, 0, 136}, {4, 0, 135}, {6, 0, 133},
{7, 0, 132}, {9, 0, 130}, {10, 0, 129}, {11, 0, 128}, {13, 0, 126},
{14, 0, 125}, {16, 0, 123}, {17, 0, 122}, {18, 0, 121}, {20, 0, 119},
{21, 0, 118}, {23, 0, 116}, {24, 0, 115}, {25, 0, 114}, {27, 0, 112},
{28, 0, 111}, {30, 0, 109}, {31, 0, 108}, {32, 0, 107}, {34, 0, 105},
{35, 0, 104}, {36, 0, 103}, {38, 0, 101}, {39, 0, 100}, {41, 0, 98},
{42, 0, 97}, {43, 0, 96}, {45, 0, 94}, {46, 0, 93}, {48, 0, 91},
{49, 0, 90}, {50, 0, 89}, {52, 0, 87}, {53, 0, 86}, {55, 0, 84},
{56, 0, 83}, {57, 0, 82}, {59, 0, 80}, {60, 0, 79}, {62, 0, 77},
{63, 0, 76}, {64, 0, 75}, {66, 0, 73}, {67, 0, 72}, {69, 0, 70},
{70, 0, 69}, {71, 0, 68}, {73, 0, 66}, {74, 0, 65}, {75, 0, 64},
{77, 0, 62}, {78, 0, 61}, {80, 0, 59}, {81, 0, 58}, {82, 0, 57},
{84, 0, 55}, {85, 0, 54}, {87, 0, 52}, {88, 0, 51}, {89, 0, 50},
{91, 0, 48}, {92, 0, 47}, {94, 0, 45}, {95, 0, 44}, {96, 0, 43},
{98, 0, 41}, {99, 0, 40}, {101, 0, 38}, {102, 0, 37}, {103, 0, 36},
{105, 0, 34}, {106, 0, 33}, {108, 0, 31}, {109, 0, 30}, {110, 0, 29},
{112, 0, 27}, {113, 0, 26}, {114, 0, 25}, {116, 0, 23}, {117, 0, 22},
{119, 0, 20}, {120, 0, 19}, {121, 0, 18}, {123, 0, 16}, {124, 0, 15},
{126, 0, 13}, {127, 0, 12}, {128, 0, 11}, {130, 0, 9}, {131, 0, 8},
{133, 0, 6}, {134, 0, 5}, {135, 0, 4}, {137, 0, 2}, {138, 0, 1},
{139, 0, 0}, {141, 0, 0}, {142, 0, 0}, {143, 0, 0}, {144, 0, 0},
{145, 0, 0}, {146, 0, 0}, {148, 0, 0}, {149, 0, 0}, {150, 0, 0},
{151, 0, 0}, {152, 0, 0}, {153, 0, 0}, {155, 0, 0}, {156, 0, 0},
{157, 0, 0}, {158, 0, 0}, {159, 0, 0}, {160, 0, 0}, {162, 0, 0},
{163, 0, 0}, {164, 0, 0}, {165, 0, 0}, {166, 0, 0}, {167, 0, 0},
{169, 0, 0}, {170, 0, 0}, {171, 0, 0}, {172, 0, 0}, {173, 0, 0},
{174, 0, 0}, {175, 0, 0}, {177, 0, 0}, {178, 0, 0}, {179, 0, 0},
{180, 0, 0}, {181, 0, 0}, {182, 0, 0}, {184, 0, 0}, {185, 0, 0},
{186, 0, 0}, {187, 0, 0}, {188, 0, 0}, {189, 0, 0}, {191, 0, 0},
{192, 0, 0}, {193, 0, 0}, {194, 0, 0}, {195, 0, 0}, {196, 0, 0},
{198, 0, 0}, {199, 0, 0}, {200, 0, 0}, {201, 0, 0}, {202, 0, 0},
{203, 0, 0}, {205, 0, 0}, {206, 0, 0}, {207, 0, 0}, {208, 0, 0},
{209, 0, 0}, {210, 0, 0}, {212, 0, 0}, {213, 0, 0}, {214, 0, 0},
{215, 0, 0}, {216, 0, 0}, {217, 0, 0}, {219, 0, 0}, {220, 0, 0},
{221, 0, 0}, {222, 0, 0}, {223, 0, 0}, {224, 0, 0}, {225, 0, 0},
{227, 0, 0}, {228, 0, 0}, {229, 0, 0}, {230, 0, 0}, {231, 0, 0},
{232, 0, 0}, {234, 0, 0}, {235, 0, 0}, {236, 0, 0}, {237, 0, 0},
{238, 0, 0}, {239, 0, 0}, {241, 0, 0}, {242, 0, 0}, {243, 0, 0},
{244, 0, 0}, {245, 0, 0}, {246, 0, 0}, {248, 0, 0}, {249, 0, 0},
{250, 0, 0}, {251, 0, 0}, {252, 0, 0}, {253, 0, 0}, {255, 0, 0},
{255, 1, 0}, {255, 3, 0}, {255, 4, 0}, {255, 6, 0}, {255, 8, 0},
{255, 9, 0}, {255, 11, 0}, {255, 13, 0}, {255, 14, 0}, {255, 16, 0},
{255, 18, 0}, {255, 19, 0}, {255, 21, 0}, {255, 22, 0}, {255, 24, 0},
{255, 26, 0}, {255, 27, 0}, {255, 29, 0}, {255, 31, 0}, {255, 32, 0},
{255, 34, 0}, {255, 36, 0}, {255, 37, 0}, {255, 39, 0}, {255, 41, 0},
{255, 42, 0}, {255, 44, 0}, {255, 46, 0}, {255, 47, 0}, {255, 49, 0},
{255, 51, 0}, {255, 52, 0}, {255, 54, 0}, {255, 56, 0}, {255, 57, 0},
{255, 59, 0}, {255, 61, 0}, {255, 62, 0}, {255, 64, 0}, {255, 65, 0},
{255, 67, 0}, {255, 69, 0}, {255, 70, 0}, {255, 72, 0}, {255, 74, 0},
{255, 75, 0}, {255, 77, 0}, {255, 79, 0}, {255, 80, 0}, {255, 82, 0},
{255, 84, 0}, {255, 85, 0}, {255, 87, 0}, {255, 89, 0}, {255, 90, 0},
{255, 92, 0}, {255, 94, 0}, {255, 95, 0}, {255, 97, 0}, {255, 99, 0},
{255, 100, 0}, {255, 102, 0}, {255, 103, 0}, {255, 105, 0}, {255, 107, 0},
{255, 108, 0}, {255, 110, 0}, {255, 112, 0}, {255, 113, 0}, {255, 115, 0},
{255, 117, 0}, {255, 118, 0}, {255, 120, 0}, {255, 122, 0}, {255, 123, 0},
{255, 125, 0}, {255, 127, 0}, {255, 128, 0}, {255, 130, 0}, {255, 132, 0},
{255, 133, 0}, {255, 135, 0}, {255, 137, 0}, {255, 138, 0}, {255, 140, 0},
{255, 142, 0}, {255, 143, 0}, {255, 145, 0}, {255, 146, 0}, {255, 148, 0},
{255, 150, 0}, {255, 151, 0}, {255, 153, 0}, {255, 155, 0}, {255, 156, 0},
{255, 158, 0}, {255, 160, 0}, {255, 161, 0}, {255, 163, 0}, {255, 165, 0},
{255, 166, 0}, {255, 167, 0}, {255, 168, 0}, {255, 168, 0}, {255, 169, 0},
{255, 170, 0}, {255, 171, 0}, {255, 172, 0}, {255, 173, 0}, {255, 174, 0},
{255, 175, 0}, {255, 176, 0}, {255, 177, 0}, {255, 177, 0}, {255, 178, 0},
{255, 179, 0}, {255, 180, 0}, {255, 181, 0}, {255, 182, 0}, {255, 183, 0},
{255, 184, 0}, {255, 185, 0}, {255, 186, 0}, {255, 186, 0}, {255, 187, 0},
{255, 188, 0}, {255, 189, 0}, {255, 190, 0}, {255, 191, 0}, {255, 192, 0},
{255, 193, 0}, {255, 194, 0}, {255, 195, 0}, {255, 195, 0}, {255, 196, 0},
{255, 197, 0}, {255, 198, 0}, {255, 199, 0}, {255, 200, 0}, {255, 201, 0},
{255, 202, 0}, {255, 203, 0}, {255, 204, 0}, {255, 204, 0}, {255, 205, 0},
{255, 206, 0}, {255, 207, 0}, {255, 208, 0}, {255, 209, 0}, {255, 210, 0},
{255, 211, 0}, {255, 212, 0}, {255, 213, 0}, {255, 214, 0}, {255, 214, 0},
{255, 215, 0}, {255, 216, 0}, {255, 217, 0}, {255, 218, 0}, {255, 219, 0},
{255, 220, 0}, {255, 221, 0}, {255, 222, 0}, {255, 223, 0}, {255, 223, 0},
{255, 224, 0}, {255, 225, 0}, {255, 226, 0}, {255, 227, 0}, {255, 228, 0},
{255, 229, 0}, {255, 230, 0}, {255, 231, 0}, {255, 232, 0}, {255, 232, 0},
{255, 233, 0}, {255, 234, 0}, {255, 235, 0}, {255, 236, 0}, {255, 237, 0},
{255, 238, 0}, {255, 239, 0}, {255, 240, 0}, {255, 241, 0}, {255, 241, 0},
{255, 242, 0}, {255, 243, 0}, {255, 244, 0}, {255, 245, 0}, {255, 246, 0},
{255, 247, 0}, {255, 248, 0}, {255, 249, 0}, {255, 250, 0}, {255, 250, 0},
{255, 251, 0}, {255, 252, 0}, {255, 253, 0}, {255, 254, 0}, {255, 255, 0},
}; 

void Periodic(int value) {
glutPostRedisplay();
glutTimerFunc(refresh, Periodic, 0);
}

// (4x1) x (4 x 4)
void vecmat4(GLdouble *vec, GLdouble *mat, GLdouble *res){
res[0] = vec[0]* mat[0] + vec[1]* mat[1] + vec[2]* mat[2] + vec[3]* mat[3];
res[1] = vec[0]* mat[4] + vec[1]* mat[5] + vec[2]* mat[6] + vec[3]* mat[7];
res[2] = vec[0]* mat[8] + vec[1]* mat[9] + vec[2]* mat[10] + vec[3]* mat[11];
res[3] = vec[0]* mat[12] + vec[1]* mat[13] + vec[2]* mat[14] + vec[3]* mat[15];
}

// (4x4) x (4 x 4)
void matmat4(GLdouble *matA, GLdouble *matB, GLdouble *res){
res[0] = matA[0]* matB[0] + matA[1]* matB[1] + matA[2]* matB[2] + matA[3]* matB[3];
res[1] = matA[0]* matB[4] + matA[1]* matB[5] + matA[2]* matB[6] + matA[3]* matB[7];
res[2] = matA[0]* matB[8] + matA[1]* matB[9] + matA[2]* matB[10] + matA[3]* matB[11];
res[3] = matA[0]* matB[12] + matA[1]* matB[13] + matA[2]* matB[14] + matA[3]* matB[15];

res[4] = matA[4]* matB[0] + matA[5]* matB[1] + matA[6]* matB[2] + matA[7]* matB[3];
res[5] = matA[4]* matB[4] + matA[5]* matB[5] + matA[6]* matB[6] + matA[7]* matB[7];
res[6] = matA[4]* matB[8] + matA[5]* matB[9] + matA[6]* matB[10] + matA[7]* matB[11];
res[7] = matA[4]* matB[12] + matA[5]* matB[13] + matA[6]* matB[14] + matA[7]* matB[15];

res[8] = matA[8]* matB[0] + matA[9]* matB[1] + matA[10]* matB[2] + matA[11]* matB[3];
res[9] = matA[8]* matB[4] + matA[9]* matB[5] + matA[10]* matB[6] + matA[11]* matB[7];
res[10] = matA[8]* matB[8] + matA[9]* matB[9] + matA[10]* matB[10] + matA[11]* matB[11];
res[11] = matA[8]* matB[12] + matA[9]* matB[13] + matA[10]* matB[14] + matA[11]* matB[15];

res[12] = matA[12]* matB[0] + matA[13]* matB[1] + matA[14]* matB[2] + matA[15]* matB[3];
res[13] = matA[12]* matB[4] + matA[13]* matB[5] + matA[14]* matB[6] + matA[15]* matB[7];
res[14] = matA[12]* matB[8] + matA[13]* matB[9] + matA[14]* matB[10] + matA[15]* matB[11];
res[15] = matA[12]* matB[12] + matA[13]* matB[13] + matA[14]* matB[14] + matA[15]* matB[15];
}

double computeDistance(double x1, double y1, double z1, double x2, double y2, double z2){
double xaxis = x2 - x1; 
double yaxis = y2 - y1; 
double zaxis = z2 - z1; 

return sqrt(xaxis * xaxis + yaxis * yaxis + zaxis * zaxis); 
}

void initJacobi(){

int i, j, k;
before = (volatile double ***) malloc((cols + 2) * sizeof(double **));
after = (volatile double ***) malloc((cols + 2) * sizeof(double **));

for(i = 0; i < cols + 2; i++){
	before[i] = (volatile double **) malloc((rows + 2) * sizeof(double *));
	after[i] = (volatile double **) malloc((rows + 2) * sizeof(double *));
}

for(i = 0; i < cols + 2; i++){
	for(j = 0; j < rows + 2; j++){
		before[i][j] = (volatile double *) malloc((faces + 2) * sizeof(double));
		after[i][j] = (volatile double *) malloc((faces + 2) * sizeof(double));
	}
}

for(i = 0; i < cols + 2; i++){
	for(j = 0; j < rows + 2; j++){
		for(k = 0; k < faces + 2; k++){
			before[i][j][k] = ROOMTEMP;
			after[i][j][k] = ROOMTEMP;
		}
	}
}
}

// Draw "atom" cube
void drawCube(GLdouble xcenter, GLdouble ycenter, GLdouble zcenter, int index) {

GLdouble vx = size; 
GLdouble vy = size; 
GLdouble vz = size; 

glPushMatrix();
glTranslatef(xcenter, ycenter, zcenter); 
glBegin(GL_QUADS);
// Front Face
glColor3ubv(palette[index]);
glVertex3f(vx,vy,vz);

glColor3ubv(palette[index]);
glVertex3f(vx,-vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,vy,vz);
// Back Face
glColor3ubv(palette[index]);
glVertex3f(vx,vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(vx,-vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,vy,-vz);
// Top Face
glColor3ubv(palette[index]);
glVertex3f(vx,vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(vx,vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,vy,-vz);
// Bottom Face
glColor3ubv(palette[index]);
glVertex3f(vx,-vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(vx,-vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,-vz);
// Left face
glColor3ubv(palette[index]);
glVertex3f(vx,vy,vz);

glColor3ubv(palette[index]);
glVertex3f(vx,vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(vx,-vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(vx,-vy,vz);
// Right face
glColor3ubv(palette[index]);
glVertex3f(-vx,vy,vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,-vz);

glColor3ubv(palette[index]);
glVertex3f(-vx,-vy,vz);
glEnd();
glPopMatrix();
}

void updateTemps(){
int i, j, k;
int xcenter, ycenter, zcenter;

GLdouble dist;
GLdouble temp;
GLdouble exp = 2.0;
	GLdouble fact = 0.0001;
GLdouble pcoords[4];
GLdouble scoords[4];
GLdouble npcoords[4];
GLdouble nscoords[4];

scoords[0] = xsource;
scoords[1] = ysource;
scoords[2] = zsource;
scoords[3] = 1.0;

vecmat4(scoords, sourceRot, nscoords);

for(i = 0, xcenter = -(cols + 2) + 1; i < cols + 2; i++, xcenter+=2){
	for(j = 0, ycenter = -(rows + 2) + 1; j < rows + 2; j++, ycenter+=2){
		for(k = 0, zcenter = -(faces + 2) + 1; k < faces + 2; k++, zcenter+=2){
			if(i == 0 || i == cols+1 || j == 0 || j == rows+1 || k == 0 || k == faces+1){

				pcoords[0] = xcenter*size;
				pcoords[1] = ycenter*size;
				pcoords[2] = zcenter*size;
				pcoords[3] = 0.0;

				vecmat4(pcoords, plateRot, npcoords);

				dist = computeDistance(nscoords[0], nscoords[1], nscoords[2], npcoords[0], npcoords[1], npcoords[2]);

				temp = TEMPRANGE / (fact * pow(dist,exp) + 1);
				before[i][j][k] = temp;
			}
		}
	}
}
}

int moveSource(){
int index = isrc++ % lensrc;

xMove[sOURCE] = xsrc[index];
yMove[sOURCE] = ysrc[index];
zMove[sOURCE] = zsrc[index];

return isrc / lensrc;
}

void RenderScene(void) {
// Clear the window with current clearing color
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

int i, j, k;

//"Room"
glPushMatrix();
glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)0);
glutWireCube(240.0f);
glPopMatrix();

glPushMatrix();
	glRotatef(xRot[sOURCE], 1.0f, 0.0f, 0.0f);
	glRotatef(yRot[sOURCE], 0.0f, 1.0f, 0.0f);
	glRotatef(zRot[sOURCE], 0.0f, 0.0f, 1.0f);

	xsource = xMove[sOURCE];
	ysource = yMove[sOURCE];
	zsource = zMove[sOURCE];

glTranslatef(xsource, ysource, zsource); 
glColor3ub((GLubyte)255, (GLubyte)0, (GLubyte)0);
glutSolidSphere(5.0f, 20, 20);

glGetDoublev(GL_MODELVIEW_MATRIX, sourceRot);

glPopMatrix();

glPushMatrix();
	glRotatef(xRot[PLATE], 1.0f, 0.0f, 0.0f);
	glRotatef(yRot[PLATE], 0.0f, 1.0f, 0.0f);
	glRotatef(zRot[PLATE], 0.0f, 0.0f, 1.0f);

// Map to palette color
int index;

glGetDoublev(GL_MODELVIEW_MATRIX, plateRot);

GLdouble coords[4]; 

for(i = 0, xcenter = -cols + 1; i < cols; i++, xcenter+=2){
	for(j = 0, ycenter = -rows + 1; j < rows; j++, ycenter+=2){
		for(k = 0, zcenter = -faces + 1; k < faces; k++, zcenter+=2){
			index = (int) rint(5*before[i+1][j+1][k+1]);

			coords[0] = xcenter*size; 
			coords[1] = ycenter*size; 
			coords[2] = zcenter*size; 
			coords[3] = 1;

			if(i == 0 || i == cols-1 || j == 0 || j == rows-1 || k == 0 || k == faces-1)
				drawCube(coords[0], coords[1], coords[2], index);
		}
	}
}

updateTemps();

glPopMatrix();

finish = FALSE;

// In the case of multithreaded execution you will have to remove this call.
// You will create a call to the function that starts the threads that executes
// only once. Then the computation will take place on the background by the threads.
jacobi();

// Show the graphics
glutSwapBuffers();
}

// Initialize rendering context
void SetupRC() {
// background
glClearColor(0.0f, 0.0f, 0.0f, 1.0f );

glEnable(GL_DEPTH_TEST);	
glEnable(GL_DITHER);
glShadeModel(GL_SMOOTH);
}

// Movement keys
void SpecialKeys(int key, int x, int y){
		
int mod; 

mod = glutGetModifiers(); 

if(mod == GLUT_ACTIVE_CTRL) {
	if(key == GLUT_KEY_UP)
		xRot[object]-= 5.0f;

	if(key == GLUT_KEY_DOWN)
		xRot[object] += 5.0f;

	if(key == GLUT_KEY_LEFT)
		yRot[object] -= 5.0f;

	if(key == GLUT_KEY_RIGHT)
		yRot[object] += 5.0f;

	if(key == GLUT_KEY_PAGE_UP)
		zRot[object]-= 5.0f;

	if(key == GLUT_KEY_PAGE_DOWN)
		zRot[object] += 5.0f;

	if(key > 356.0f)
		xRot[object] = 0.0f;

	if(key < -1.0f)
		xRot[object] = 355.0f;

	if(key > 356.0f)
		yRot[object] = 0.0f;

	if(key < -1.0f)
		yRot[object] = 355.0f;

	if(key > 356.0f)
		zRot[object] = 0.0f;

	if(key < -1.0f)
		zRot[object] = 355.0f;
}
else {
	if(key == GLUT_KEY_UP)
		yMove[sOURCE]+= 25.0f;

	if(key == GLUT_KEY_DOWN)
		yMove[sOURCE]-= 25.0f;

	if(key == GLUT_KEY_LEFT)
		xMove[sOURCE]-= 25.0f;

	if(key == GLUT_KEY_RIGHT)
		xMove[sOURCE]+= 25.0f;

	if(key == GLUT_KEY_PAGE_UP)
		zMove[sOURCE]-= 25.0f;

	if(key == GLUT_KEY_PAGE_DOWN)
		zMove[sOURCE]+= 25.0f;
}

// Refresh the Window
glutPostRedisplay();
}

void NormalKeys(unsigned char key, int x, int y){

if(key == 'p'){
	object = PLATE;
	fprintf(stderr, "Changed to object = %d (key = %c)\n", object, key);
}

if(key == 's'){
	object = SOURCE;
	fprintf(stderr, "Changed to object = %d (key = %c)\n", object, key);
}

if(key == 'i'){
	benchmark = FALSE;
	fprintf(stderr, "Changed to mode = %d (key = %c)\n", benchmark, key);
}

if(key == 'b'){
	benchmark = TRUE;
	isrc = 0;
	fprintf(stderr, "Changed to mode = %d (key = %c)\n", benchmark, key);
}
}

void ChangeSize(int w, int h) {
GLdouble fAspect;

// Prevent a divide by zero
if(h == 0)
	h = 1;

// Set Viewport to window dimensions
glViewport(0, 0, w, h);

// Reset coordinate system
glMatrixMode(GL_PROJECTION);
glLoadIdentity();

fAspect = (GLdouble)w / (GLdouble)h;
gluPerspective(35.0f, fAspect, 1.0f, 1000.0f);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -400.0f);
}

void jacobi(){
int i, j, k;
double fact = 1.0;
double diff = 0.0;

int iterations = 0;

fact = fact / 6;
while(finish == FALSE){
	diff = 0.0;

	for(i = 1; i <= cols; i++){
		for(j = 1; j <= rows; j++){
			for(k = 1; k <= faces; k++){
				after[i][j][k] = fact * (before[i - 1][j][k] + before[i + 1][j][k] + before[i][j - 1][k] + before[i][j + 1][k] + before[i][j][k-1] + before[i][j][k+1]);

				if(fabs(after[i][j][k] - before[i][j][k]) > diff)
					diff = fabs(after[i][j][k] - before[i][j][k]);
			}
		}
	}

	for(i = 1; i <= cols; i++){
		for(j = 1; j <= rows; j++){
			for(k = 1; k <= faces; k++){
				before[i][j][k] = after[i][j][k];
			}
		}
	}

	iterations++;

	if(diff <= EPSILON){
		printf("Heat distribution stabilised after %d iterations (diff = %.24f)\n", iterations, diff);
		finish = TRUE;
		if(benchmark == TRUE){
			if(moveSource() == maxrepeats)
				exit(0);
		}
	}
}
}

void usage(const char *prog){
fprintf(stderr, "Usage %s [-b|-i]\n", prog);
fprintf(stderr, "\t-b:\t Benchmark mode\n");
fprintf(stderr, "\t-i:\t Interactive mode\n");
fprintf(stderr, "\t-l=val:\t Number of benchmark iterations\n");
}

int main(int argc, char** argv)
{
int ch; 

opterr = 0;
while ((ch = getopt (argc, argv, "bir:")) != -1){
	switch (ch)
	{
		case 'b':
			benchmark = TRUE;
			break;
		case 'i':
			benchmark = FALSE;
			break;
		case 'r':
			maxrepeats = atoi(optarg);
			break;
		case '?':
			usage(argv[0]);
			exit(0);
		default:
			usage(argv[0]);
			exit(0);
	}
}

initJacobi();

glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1024,768);
glutCreateWindow("Heat Distribution");
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(NormalKeys);
glutSpecialFunc(SpecialKeys);
glutDisplayFunc(RenderScene);
glutTimerFunc(refresh, Periodic, 0);
SetupRC();

glutMainLoop();

return 0;
}

 

και το περιεχομενο του makefile

 

MAIN = main

PROG = serial

LIBDIRS =

INCDIRS =

SRCPATH = ./

COMPILERFLAGS = -O3 -Wall

 

CC = gcc

CFLAGS = $(COMPILERFLAGS) $(INCDIRS)

LIBS = -lGL -lGLU -lglut -lm -lpthread

 

serial:

$(CC) $(CFLAGS) -o $(PROG) $(LIBDIRS) $(LIBS) $(SRCPATH)$(MAIN).cpp

 

clean:

rm -f *.o $(PROG) core.*

 

.PHONY: serial

Δημοσ.
Ε, κοίτα αν το έχει ήδη. Δοκίμασες να το κάνεις compile?

 

Φυσικα και δοκιμασα σε ενα περιβαλλον linux.Αλλα....:cry:

Δημοσ.
Ε, τί σφάλματα βγάζει?

 

 

Απο τι καταλαβα λειπουνε κατι βιβλιοθηκες...αλλα ποιες χρειαζονται αραγε?????θελω να το τρεξω σε μια διανομη linux...

Δημοσ.

[edit] Τελικά το έκανα compile σε Windows και μου έτρεξε! Εννοείται χρησιμοποιήσα το pre-compiled glut από το παραπάνω link, χωρίς αυτό δε γίνεται.

 

Βγάζει ένα παράθυρο με ένα σχήμα (κύβος), με τίτλο heat distribution και μία κόκκινη κουκκίδα (σφαίρα υποτίθεται) που κουνιέται με τα βελάκια του πληκτρολογίου πάνω κάτω και με τα PageUP/Down μέσα έξω.

 

**δεν ξέρω αν κάνει και κάτι άλλο που δεν το δείχνει, διότι προκειμένου να πετύχει το compile απενεργοποίησα το jacobi(); και αφαίρεσα το main.h διότι δεν το έχω .

Δημοσ.
[edit] Τελικά το έκανα compile σε Windows και μου έτρεξε! Εννοείται χρησιμοποιήσα το pre-compiled glut από το παραπάνω link, χωρίς αυτό δε γίνεται.

 

Βγάζει ένα παράθυρο με ένα σχήμα (κύβος), με τίτλο heat distribution και μία κόκκινη κουκκίδα (σφαίρα υποτίθεται) που κουνιέται με τα βελάκια του πληκτρολογίου πάνω κάτω και με τα PageUP/Down μέσα έξω.

 

**δεν ξέρω αν κάνει και κάτι άλλο που δεν το δείχνει, διότι προκειμένου να πετύχει το compile απενεργοποίησα το jacobi(); και αφαίρεσα το main.h διότι δεν το έχω .

 

Μηπως μπορεις να μου διευκρινισεις σε τι περιβαλλον το ετρεξες στα windows και πως χρηισιμοποιησες το λινκ με το glut?????????????

:cry::cry::cry::cry::cry::cry::cry::cry::cry::cry:

Δημοσ.

με ποια διανομη λινουξ δουλευεις?

99% το glut μπορεις να το εγκαταστησεις μεσω του package manager της διανομης σου (ψαξε στη λιστα που σου δινει για glut)

Λογικα ο ιδιος ο package manager θα προσθεσει και τη βιβλιοθηκη του glut στα include και path variables του compiler σου ( υποθετω πως γενικα μπορεις να κανεις compile κατι ε? )

 

εναλλακτικα

κατεβαζεις τον πηγαιο απο εδω και ακολουθεις τις οδηγιες που περιλαμβανονται στο πακετο για να τον μεταγλωτισεις/εγκαταστησεις

 

για windows

κατεβαζεις αυτο το ζιπακι και το ξεζιπαρεις καπου

αναλογα το IDE που θα χρησιμοποιησεις, οριζεις να βλεπει σε αυτο το directory που εκανες το ξεζιπαρισμα τοσο για το include οσο και για το link (αν δεν καταλαβαινεις τι εννοω ρωρα για διευκρινισεις)

γενικως τσεκαρε και τα παραδειγματα που εχει σε αυτη τη σελιδα

Δημοσ.

Για να μην ταλαιπωρείσαι γράψε τα εξής για να παράγεις το εκτελέσιμο:

 

gcc -o main.bin -lGL -lglut main.cpp

 

και για να το τρέξεις (αν υποθέσουμε ότι η παραπάνω γραμμή δεν έβγαλε error):

 

./main.bin

 

Οι βιβλιοθήκες GL και glut είναι κατά 90% προεγκατεστημένες σε όλες τις σύγχρονες διανομές. Βέβαια αν ο gcc σου παραπονεθεί για την glut πες μας την διανομή σου για να σου πούμε πως θα κατεβάσεις την βιβλιοθήκη.

 

 

PS: Όλα τα παραπάνω είναι για Linux

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