[OpenGL]课后案例13:球体的细分逼近程序

//A.13  球体的细分逼近程序
/* Recursive subdivision of tetrahedron (Chapter 6). Three display
modes: wire frame, constant, and interpolative shading */
/* Program also illustrates defining materials and light sources
int init() */
/* mode 0 = wire frame, mode 1 = constant shading,
mode 3 = interpolative shading */ 
#include <stdlib.h>
#include<math.h>
#include <GL/glut.h>
typedef float point[3];
/* initial tetrahedron */
point v[]={{0.0, 0.0, 1.0}, {0.0, 0.942809, -0.33333},
{-0.816497, -0.471405, -0.333333}, {0.816497, -0.471405, 
-0.333333}};
static GLfloat theta[] = {0.0,0.0,0.0};
int n;
int mode;
void triangle( point a, point b, point c)
	/* display one triangle using a line loop for wire frame, a single
	normal for constant shading, or three normals for interpolative 
	shading */
{
	if (mode==0) glBegin(GL_LINE_LOOP);
	else glBegin(GL_POLYGON);
	if(mode==1) glNormal3fv(a);
	if(mode==2) glNormal3fv(a);
	glVertex3fv(a);
	if(mode==2) glNormal3fv(b);
	glVertex3fv(b);
	if(mode==2) glNormal3fv(c);
	glVertex3fv(c);
	glEnd();
}
void normal(point p)
{ 
	/* normalize a vector */
	float d =0.0;
	int i;
	for(i=0; i<3; i++) d+=p[i]*p[i];
	d=sqrt(d);
	if(d>0.0) for(i=0; i<3; i++) p[i]/=d;
}
void divide_triangle(point a, point b, point c, int m)
{
	/* triangle subdivision using vertex numbers
	righthand rule applied to create outward pointing faces */
	point v1, v2, v3;
	int j;
	if(m>0)
	{
		for(j=0; j<3; j++) v1[j]=a[j]+b[j];
		normal(v1);
		for(j=0; j<3; j++) v2[j]=a[j]+c[j];
		normal(v2);
		for(j=0; j<3; j++) v3[j]=b[j]+c[j];
		normal(v3);
		divide_triangle(a, v1, v2, m-1);
		divide_triangle(c, v2, v3, m-1);
		divide_triangle(b, v3, v1, m-1);
		divide_triangle(v1, v3, v2, m-1);
	}
	else(triangle(a,b,c)); /* draw triangle at end of recursion */
}
void tetrahedron(int m)
{
	/* apply triangle subdivision to faces of tetrahedron */ 
	divide_triangle(v[0], v[1], v[2], m);
	divide_triangle(v[3], v[2], v[1], m);
	divide_triangle(v[0], v[3], v[1], m);
	divide_triangle(v[0], v[2], v[3], m);
}
void display(void)
{
	/* Displays all three modes, side by side */
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	glLoadIdentity();
	mode=0;
	tetrahedron(n);
	mode=1;
	glTranslatef(-2.0, 0.0,0.0);
	tetrahedron(n);
	mode=2;
	glTranslatef(4.0, 0.0,0.0);
	tetrahedron(n);
	glFlush();
}
void myReshape(int w, int h)
{
	glViewport(0, 0, w, h);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	if (w <= h)
		glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
		4.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
	else
		glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
		4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -10.0, 10.0);
	glMatrixMode(GL_MODELVIEW);
	display(); 
}
void myinit()
{
	GLfloat mat_specular[]={1.0, 1.0, 1.0, 1.0};
	GLfloat mat_diffuse[]={1.0, 1.0, 1.0, 1.0};
	GLfloat mat_ambient[]={1.0, 1.0, 1.0, 1.0};
	GLfloat mat_shininess={100.0};
	GLfloat light_ambient[]={0.0, 0.0, 0.0, 1.0};
	GLfloat light_diffuse[]={1.0, 1.0, 1.0, 1.0};
	GLfloat light_specular[]={1.0, 1.0, 1.0, 1.0};
	/* set up ambient, diffuse, and specular components for light 0 */
	glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
	glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
	glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
	/* define material proerties for front face of all polygons */
	glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
	glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
	glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
	glMaterialf(GL_FRONT, GL_SHININESS, mat_shininess);
	glShadeModel(GL_SMOOTH); /* enable smooth shading */
	glEnable(GL_LIGHTING); /* enable lighting */
	glEnable(GL_LIGHT0);  /* enable light 0 */
	glEnable(GL_DEPTH_TEST); /* enable z buffer */
	glClearColor (1.0, 1.0, 1.0, 1.0);
	glColor3f (0.0, 0.0, 0.0);
}
void main(int argc, char **argv)
{
	n=3;//n=1,2,3,4,5,6……
	//n=atoi(argv[1]);//直接运行会出错,具体参照BookCode的此处源码处理方案
	glutInit(&argc, argv); 
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
	glutInitWindowSize(500, 500);
	glutCreateWindow("sphere");
	myinit();
	glutReshapeFunc(myReshape);
	glutDisplayFunc(display);
	glutMainLoop();
}


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