File: [local] / OpenXM / src / cfep / glicosa.c (download)
Revision 1.1.1.1 (vendor branch), Fri Mar 3 23:31:11 2006 UTC (18 years, 6 months ago) by takayama
Branch: TAKAYAMA, MAIN
CVS Tags: R_1_3_1-2, RELEASE_1_3_1_13b, RELEASE_1_2_3_12, RELEASE_0_9, HEAD, DEB_REL_1_2_3-9 Changes since 1.1: +0 -0
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The initial release of cfep (cocoa front end view process for OpenXM engines).
It has been built and tested on Mac OS X 10.4 (tigers) and xcode 2.2.
The default engine is risa/asir.
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#include <stdio.h>
#include <math.h>
#include "myenv.h"
#include "mygl.h"
#ifdef COCOA
#import <OpenGL/OpenGL.h>
#import <OpenGL/gl.h>
#import <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#endif
#ifdef MYTEST
main(int argc,char **argv) {
test_main(argc,argv);
}
void ourDisplay() {
glib3_std_scene0(0.0, 0.0, 3.0);
glib3_icosahedron(0.0, 0.0, -3.0, 1.0);
printf("ourDisplay is called.\n");
}
int test_main(int argc,char **argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(400,400);
glutInitWindowPosition(100,100);
glutCreateWindow("glicosahedron");
glib3_std_scene0(0.0, 0.0, 3.0);
glutDisplayFunc(ourDisplay);
glutReshapeFunc(ourDisplay);
glutMainLoop();
return 0;
}
#endif
void glib3_std_scene0_aux(int frustum, int usebox,
float xnear, float ynear, float znear,
float left,float right,float bottom,float top,float near,float far) {
GLfloat light_position0[] = { 10.0, 10.0, 10.0, 1.0 };
GLfloat light_position1[] = { -10.0, 10.0, 10.0, 1.0 };
GLfloat ambient[] = { 0.2, 0.2, 0.2, 1.0 };
GLfloat diffuse[] = { 0.1, 0.8, 0.8, 1.0 };
GLfloat specular[] = { 0.9, 0.9, 0.9, 1.0 };
GLfloat shininess[] = { 70.0 };
GLfloat std_light_param0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat std_light_param[] = { 0.5, 0.5, 0.5, 1.0 };
glShadeModel(GL_SMOOTH); // GL_SMOOTH or GL_FLAT
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (frustum) {
if (znear >= 2.0) gluPerspective(40.0,1.0,1.0,200.0);
else gluPerspective(40.0,1.0,znear/2,20.0);
}else{
glOrtho(left,right,bottom,top,near,far);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(xnear,ynear,znear,0.0,0.0,0.0,0.0,1.0,0.0);
glLightfv( GL_LIGHT0, GL_AMBIENT, ambient );
/* glLightfv( GL_LIGHT0, GL_AMBIENT, std_light_param ); */
glLightfv( GL_LIGHT0, GL_DIFFUSE, std_light_param );
glLightfv( GL_LIGHT0, GL_SPECULAR, std_light_param );
glLightfv( GL_LIGHT0, GL_POSITION, light_position0 );
glLightfv( GL_LIGHT1, GL_DIFFUSE, std_light_param );
glLightfv( GL_LIGHT1, GL_SPECULAR, std_light_param );
glLightfv( GL_LIGHT1, GL_POSITION, light_position1 );
glMaterialfv( GL_FRONT, GL_DIFFUSE, diffuse );
glMaterialfv( GL_FRONT, GL_SPECULAR, specular );
glMaterialfv( GL_FRONT, GL_SHININESS, shininess );
glEnable( GL_LIGHTING );
glEnable( GL_LIGHT0 );
glEnable( GL_LIGHT1 );
glEnable(GL_COLOR_MATERIAL);
if (usebox > 0) glib3_bounding_box((float) usebox);
}
void glib3_std_scene0(float xnear, float ynear, float znear) {
glib3_std_scene0_aux(1,0,xnear, ynear, znear, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0);
}
void glib3_std_scene0_ortho(float xnear, float ynear,float znear,float size) {
glib3_std_scene0_aux(0,0, xnear, ynear, znear,
(-1.0+xnear)*size, (1.0+xnear)*size,
(-1.0+ynear)*size, (1.0+ynear)*size, -100.0*size, 100.0*size);
}
#define X 0.525731112119133606
#define Z 0.850650808352039932
static void normalize(float v[3]) {
float norm;
norm = sqrt((double) (v[0]*v[0]+v[1]*v[1]+v[2]*v[2]));
if (norm > 0.0) {
v[0] = v[0]/norm;
v[1] = v[1]/norm;
v[2] = v[2]/norm;
}
}
static void outerProd(float v1[3], float v2[3], float ans[3]) {
ans[0] = v1[1]*v2[2]-v1[2]*v2[1];
ans[1] = v1[2]*v2[0]-v1[0]*v2[2];
ans[2] = v1[0]*v2[1]-v1[1]*v2[0];
normalize(ans);
}
static int icosaFace[20][3] = {
{0,4,1},{0,9,4}, {9,5,4},{4,5,8}, {4,8,1},
{8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
{6,1,10},{9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
};
void glib3_icosahedron(float x,float y,float z, float size) {
float vv[12][3];
int i,j;
float e1[3], e2[3], normal[3];
static int nnn=0;
nnn++; if (nnn > 20) nnn=1;
for (i=0; i<12; i++) {vv[i][0] = x; vv[i][1] = y; vv[i][2] = z; }
vv[0][0] += -X*size, vv[0][1] += 0.0; vv[0][2] += Z*size;
vv[1][0] += X*size, vv[1][1] += 0.0; vv[1][2] += Z*size;
vv[2][0] += -X*size, vv[2][1] += 0.0; vv[2][2] += -Z*size;
vv[3][0] += X*size, vv[3][1] += 0.0; vv[3][2] += -Z*size;
vv[4][0] += 0.0, vv[4][1] += Z*size; vv[4][2] += X*size;
vv[5][0] += 0.0, vv[5][1] += Z*size; vv[5][2] += -X*size;
vv[6][0] += 0.0, vv[6][1] += -Z*size; vv[6][2] += X*size;
vv[7][0] += 0.0, vv[7][1] += -Z*size; vv[7][2] += -X*size;
vv[8][0] += Z*size, vv[8][1] += X*size; vv[8][2] += 0.0;
vv[9][0] += -Z*size, vv[9][1] += X*size; vv[9][2] += 0.0;
vv[10][0] += Z*size, vv[10][1] += -X*size; vv[10][2] += 0.0;
vv[11][0] += -Z*size, vv[11][1] += -X*size; vv[11][2] += 0.0;
// glMaterialf(GL_FRONT,GL_SHININESS,80.0);
glColor3f(1.0,0.0,0.0);
// glEnable(GL_AUTO_NORMAL);
for (i=0; i<20; i++) { // use 20 or use "nnn"
if (i%3 == 0) glColor3f(1.0,0.0,0.0);
else if (i%3 == 1) glColor3f((i%10)/10.0,1.0,0.0);
else glColor3f((i%10)/10.0, 0.0, 1.0);
for (j=0; j<3; j++) {
e1[j] = vv[icosaFace[i][0]][j] - vv[icosaFace[i][1]][j];
e2[j] = vv[icosaFace[i][1]][j] - vv[icosaFace[i][2]][j];
}
outerProd(e1,e2,normal);
glNormal3fv(normal);
// NSLog(@"icosaface=(%d,%d,%d)\n",icosaFace[i][0],icosaFace[i][1],icosaFace[i][2]);
glBegin(GL_TRIANGLES);
glVertex3fv(&(vv[icosaFace[i][0]][0]));
glVertex3fv(&(vv[icosaFace[i][1]][0]));
glVertex3fv(&(vv[icosaFace[i][2]][0]));
glEnd();
}
}
// Draw a wireflame of [-box,box]^3.
void glib3_bounding_box(float box) {
glPolygonMode(GL_FRONT,GL_LINE);
glPolygonMode(GL_BACK,GL_LINE);
// fix z back
glBegin(GL_POLYGON);
glColor3f(0,1.0,0);
glNormal3f(0,0,1);
glVertex3f(-box,-box,-box); glVertex3f(box,-box,-box); glVertex3f(box,box,-box);
glVertex3f(-box,box,-box); glVertex3f(-box,-box,-box);
glEnd();
// fix z, front
glBegin(GL_POLYGON);
glNormal3f(0,0,1); // 0,0,-1 : invisible
glVertex3f(-box,-box,box); glVertex3f(box,-box,box); glVertex3f(box,box,box);
glVertex3f(-box,box,box); glVertex3f(-box,-box,box);
glEnd();
// fix x left box
glBegin(GL_POLYGON);
glNormal3f(1,0,0);
glVertex3f(-box,-box,-box); glVertex3f(-box,box,-box); glVertex3f(-box,box,box);
glVertex3f(-box,-box,box); glVertex3f(-box,-box,-box);
glEnd();
// right box
glBegin(GL_POLYGON);
glNormal3f(1,0,0);
glVertex3f(box,-box,-box); glVertex3f(box,box,-box); glVertex3f(box,box,box);
glVertex3f(box,-box,box); glVertex3f(box,-box,-box);
glEnd();
glPolygonMode(GL_FRONT,GL_FILL);
glPolygonMode(GL_BACK,GL_FILL);
}
void glib3_test_depth() {
int i,j;
float vv0[3];
float vv1[3];
float vv2[3];
vv0[0] = 0.0; vv0[1] = 0.0; vv0[2] = 0.0;
vv1[0] = 0.0; vv1[1] = 1.0; vv1[2] = 0.0;
vv2[0] = 1.0; vv2[1] = 0.0; vv2[2] = 0.0;
for (i=0; i<20; i++) { // use 20 or use "nnn"
if (i%3 == 0) glColor3f(1.0,0.0,0.0);
else if (i%3 == 1) glColor3f(0.0,1.0,0.0);
else glColor3f(0.0, 0.0, 1.0);
vv1[1] += i/10.0;
vv0[2] = vv1[2] = vv2[2] = -i/10.0;
glBegin(GL_TRIANGLES);
glVertex3fv(vv0);
glVertex3fv(vv1);
glVertex3fv(vv2);
glEnd();
}
}