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Annotation of OpenXM/src/cfep/glicosa.c, Revision 1.1.1.1

1.1       takayama    1: #include <stdio.h>
                      2: #include <math.h>
                      3: #include "myenv.h"
                      4: #include "mygl.h"
                      5:
                      6: #ifdef COCOA
                      7: #import <OpenGL/OpenGL.h>
                      8: #import <OpenGL/gl.h>
                      9: #import <OpenGL/glu.h>
                     10: #else
                     11: #include <GL/gl.h>
                     12: #include <GL/glu.h>
                     13: #include <GL/glut.h>
                     14: #endif
                     15:
                     16:
                     17: #ifdef MYTEST
                     18: main(int argc,char **argv) {
                     19:   test_main(argc,argv);
                     20: }
                     21: void ourDisplay() {
                     22:   glib3_std_scene0(0.0, 0.0, 3.0);
                     23:   glib3_icosahedron(0.0, 0.0, -3.0, 1.0);
                     24:   printf("ourDisplay is called.\n");
                     25: }
                     26: int test_main(int argc,char **argv) {
                     27:   glutInit(&argc, argv);
                     28:   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
                     29:   glutInitWindowSize(400,400);
                     30:   glutInitWindowPosition(100,100);
                     31:   glutCreateWindow("glicosahedron");
                     32:
                     33:   glib3_std_scene0(0.0, 0.0, 3.0);
                     34:   glutDisplayFunc(ourDisplay);
                     35:   glutReshapeFunc(ourDisplay);
                     36:   glutMainLoop();
                     37:   return 0;
                     38: }
                     39: #endif
                     40:
                     41: void glib3_std_scene0_aux(int frustum, int usebox,
                     42:                           float xnear, float ynear, float znear,
                     43:                           float left,float right,float bottom,float top,float near,float far) {
                     44:   GLfloat light_position0[] = { 10.0, 10.0, 10.0, 1.0 };
                     45:   GLfloat light_position1[] = { -10.0, 10.0, 10.0, 1.0 };
                     46:   GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
                     47:   GLfloat diffuse[] = { 0.1, 0.8, 0.8, 1.0 };
                     48:   GLfloat specular[] = { 0.9, 0.9, 0.9, 1.0 };
                     49:   GLfloat shininess[] = { 70.0 };
                     50:   GLfloat std_light_param0[] = { 1.0, 1.0, 1.0, 1.0 };
                     51:   GLfloat std_light_param[] = { 0.5, 0.5, 0.5, 1.0 };
                     52:
                     53:   glShadeModel(GL_SMOOTH);  // GL_SMOOTH or GL_FLAT
                     54:   glDepthFunc(GL_LEQUAL);
                     55:   glEnable(GL_DEPTH_TEST);
                     56:
                     57:   glClearColor(1.0, 1.0, 1.0, 1.0);
                     58:   glClear(GL_COLOR_BUFFER_BIT |  GL_DEPTH_BUFFER_BIT);
                     59:   glMatrixMode(GL_PROJECTION);
                     60:   glLoadIdentity();
                     61:   if (frustum) {
                     62:        if (znear >= 2.0) gluPerspective(40.0,1.0,1.0,200.0);
                     63:        else gluPerspective(40.0,1.0,znear/2,20.0);
                     64:   }else{
                     65:     glOrtho(left,right,bottom,top,near,far);
                     66:   }
                     67:
                     68:   glMatrixMode(GL_MODELVIEW);
                     69:   glLoadIdentity();
                     70:   gluLookAt(xnear,ynear,znear,0.0,0.0,0.0,0.0,1.0,0.0);
                     71:
                     72:
                     73:   glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
                     74:   /* glLightfv( GL_LIGHT0, GL_AMBIENT, std_light_param ); */
                     75:   glLightfv( GL_LIGHT0, GL_DIFFUSE, std_light_param );
                     76:   glLightfv( GL_LIGHT0, GL_SPECULAR, std_light_param );
                     77:   glLightfv( GL_LIGHT0, GL_POSITION, light_position0 );
                     78:
                     79:   glLightfv( GL_LIGHT1, GL_DIFFUSE, std_light_param );
                     80:   glLightfv( GL_LIGHT1, GL_SPECULAR, std_light_param );
                     81:
                     82:   glLightfv( GL_LIGHT1, GL_POSITION, light_position1 );
                     83:   glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse );
                     84:   glMaterialfv( GL_FRONT, GL_SPECULAR, specular );
                     85:   glMaterialfv( GL_FRONT, GL_SHININESS, shininess );
                     86:
                     87:   glEnable( GL_LIGHTING );
                     88:   glEnable( GL_LIGHT0 );
                     89:   glEnable( GL_LIGHT1 );
                     90:
                     91:   glEnable(GL_COLOR_MATERIAL);
                     92:
                     93:   if (usebox > 0) glib3_bounding_box((float) usebox);
                     94:
                     95: }
                     96: void glib3_std_scene0(float xnear, float ynear, float znear) {
                     97:   glib3_std_scene0_aux(1,0,xnear,  ynear, znear, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
                     98: }
                     99: void glib3_std_scene0_ortho(float xnear, float ynear,float znear,float size) {
                    100:   glib3_std_scene0_aux(0,0, xnear, ynear, znear,
                    101:            (-1.0+xnear)*size, (1.0+xnear)*size,
                    102:            (-1.0+ynear)*size, (1.0+ynear)*size, -100.0*size, 100.0*size);
                    103: }
                    104:
                    105: #define X 0.525731112119133606
                    106: #define Z 0.850650808352039932
                    107: static void normalize(float v[3]) {
                    108:   float norm;
                    109:   norm = sqrt((double) (v[0]*v[0]+v[1]*v[1]+v[2]*v[2]));
                    110:   if (norm > 0.0) {
                    111:     v[0] = v[0]/norm;
                    112:        v[1] = v[1]/norm;
                    113:        v[2] = v[2]/norm;
                    114:   }
                    115: }
                    116: static void outerProd(float v1[3], float v2[3], float ans[3]) {
                    117:   ans[0] = v1[1]*v2[2]-v1[2]*v2[1];
                    118:   ans[1] = v1[2]*v2[0]-v1[0]*v2[2];
                    119:   ans[2] = v1[0]*v2[1]-v1[1]*v2[0];
                    120:   normalize(ans);
                    121: }
                    122: static int icosaFace[20][3] = {
                    123:   {0,4,1},{0,9,4}, {9,5,4},{4,5,8}, {4,8,1},
                    124:   {8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
                    125:   {7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
                    126:   {6,1,10},{9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
                    127: };
                    128: void glib3_icosahedron(float x,float y,float z, float size) {
                    129:   float vv[12][3];
                    130:   int i,j;
                    131:   float e1[3], e2[3], normal[3];
                    132:   static int nnn=0;
                    133:   nnn++; if (nnn > 20) nnn=1;
                    134:   for (i=0; i<12; i++) {vv[i][0] = x; vv[i][1] = y; vv[i][2] = z; }
                    135:   vv[0][0] += -X*size, vv[0][1] += 0.0; vv[0][2] += Z*size;
                    136:   vv[1][0] +=  X*size, vv[1][1] += 0.0; vv[1][2] += Z*size;
                    137:   vv[2][0] += -X*size, vv[2][1] += 0.0; vv[2][2] += -Z*size;
                    138:   vv[3][0] +=  X*size, vv[3][1] += 0.0; vv[3][2] += -Z*size;
                    139:   vv[4][0] +=  0.0, vv[4][1] += Z*size; vv[4][2] += X*size;
                    140:   vv[5][0] +=  0.0, vv[5][1] += Z*size; vv[5][2] += -X*size;
                    141:   vv[6][0] +=  0.0, vv[6][1] += -Z*size; vv[6][2] += X*size;
                    142:   vv[7][0] +=  0.0, vv[7][1] += -Z*size; vv[7][2] += -X*size;
                    143:   vv[8][0] +=  Z*size, vv[8][1] += X*size; vv[8][2] += 0.0;
                    144:   vv[9][0] +=  -Z*size, vv[9][1] += X*size; vv[9][2] += 0.0;
                    145:   vv[10][0] +=  Z*size, vv[10][1] += -X*size; vv[10][2] += 0.0;
                    146:   vv[11][0] +=  -Z*size, vv[11][1] += -X*size; vv[11][2] += 0.0;
                    147:
                    148:   // glMaterialf(GL_FRONT,GL_SHININESS,80.0);
                    149:   glColor3f(1.0,0.0,0.0);
                    150:   // glEnable(GL_AUTO_NORMAL);
                    151:   for (i=0; i<20; i++) { // use 20 or use "nnn"
                    152:        if (i%3 == 0) glColor3f(1.0,0.0,0.0);
                    153:        else if (i%3 == 1) glColor3f((i%10)/10.0,1.0,0.0);
                    154:        else glColor3f((i%10)/10.0, 0.0, 1.0);
                    155:        for (j=0; j<3; j++) {
                    156:          e1[j] = vv[icosaFace[i][0]][j] - vv[icosaFace[i][1]][j];
                    157:          e2[j] = vv[icosaFace[i][1]][j] - vv[icosaFace[i][2]][j];
                    158:        }
                    159:     outerProd(e1,e2,normal);
                    160:     glNormal3fv(normal);
                    161:
                    162: //    NSLog(@"icosaface=(%d,%d,%d)\n",icosaFace[i][0],icosaFace[i][1],icosaFace[i][2]);
                    163:     glBegin(GL_TRIANGLES);
                    164:        glVertex3fv(&(vv[icosaFace[i][0]][0]));
                    165:        glVertex3fv(&(vv[icosaFace[i][1]][0]));
                    166:        glVertex3fv(&(vv[icosaFace[i][2]][0]));
                    167:     glEnd();
                    168:   }
                    169:
                    170: }
                    171: // Draw a wireflame of [-box,box]^3.
                    172: void glib3_bounding_box(float box) {
                    173:   glPolygonMode(GL_FRONT,GL_LINE);
                    174:   glPolygonMode(GL_BACK,GL_LINE);
                    175:
                    176: // fix z  back
                    177:  glBegin(GL_POLYGON);
                    178:  glColor3f(0,1.0,0);
                    179:  glNormal3f(0,0,1);
                    180:  glVertex3f(-box,-box,-box); glVertex3f(box,-box,-box); glVertex3f(box,box,-box);
                    181:  glVertex3f(-box,box,-box); glVertex3f(-box,-box,-box);
                    182:  glEnd();
                    183:
                    184:  //  fix z, front
                    185:  glBegin(GL_POLYGON);
                    186:  glNormal3f(0,0,1);  // 0,0,-1 : invisible
                    187:  glVertex3f(-box,-box,box); glVertex3f(box,-box,box); glVertex3f(box,box,box);
                    188:  glVertex3f(-box,box,box); glVertex3f(-box,-box,box);
                    189:  glEnd();
                    190:
                    191: // fix x    left box
                    192:  glBegin(GL_POLYGON);
                    193:  glNormal3f(1,0,0);
                    194:  glVertex3f(-box,-box,-box); glVertex3f(-box,box,-box); glVertex3f(-box,box,box);
                    195:  glVertex3f(-box,-box,box); glVertex3f(-box,-box,-box);
                    196:  glEnd();
                    197:
                    198:  // right box
                    199:  glBegin(GL_POLYGON);
                    200:  glNormal3f(1,0,0);
                    201:  glVertex3f(box,-box,-box); glVertex3f(box,box,-box); glVertex3f(box,box,box);
                    202:  glVertex3f(box,-box,box); glVertex3f(box,-box,-box);
                    203:  glEnd();
                    204:
                    205:  glPolygonMode(GL_FRONT,GL_FILL);
                    206:  glPolygonMode(GL_BACK,GL_FILL);
                    207:
                    208: }
                    209:
                    210: void glib3_test_depth() {
                    211:   int i,j;
                    212:   float vv0[3];
                    213:   float vv1[3];
                    214:   float vv2[3];
                    215:
                    216:   vv0[0] = 0.0; vv0[1] = 0.0; vv0[2] = 0.0;
                    217:   vv1[0] = 0.0; vv1[1] = 1.0; vv1[2] = 0.0;
                    218:   vv2[0] = 1.0; vv2[1] = 0.0; vv2[2] = 0.0;
                    219:   for (i=0; i<20; i++) { // use 20 or use "nnn"
                    220:        if (i%3 == 0) glColor3f(1.0,0.0,0.0);
                    221:        else if (i%3 == 1) glColor3f(0.0,1.0,0.0);
                    222:        else glColor3f(0.0, 0.0, 1.0);
                    223:
                    224:     vv1[1] += i/10.0;
                    225:     vv0[2] = vv1[2] = vv2[2] = -i/10.0;
                    226:     glBegin(GL_TRIANGLES);
                    227:        glVertex3fv(vv0);
                    228:        glVertex3fv(vv1);
                    229:        glVertex3fv(vv2);
                    230:     glEnd();
                    231:   }
                    232: }

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