середу, 18 травня 2016 р.

Експерименти з динозавром з допомогою OpenGL

Продовження експериментів з віртуальним динозавром з допомогою функціоналу OpenGL.









Source code: dinospin.c.

/* Copyright (c) Mark J. Kilgard, 1994.  */

/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */

/* New GLUT 3.0 glutGetModifiers() functionality used to make Shift-Left
mouse scale the dinosaur's size. */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h> /* for cos(), sin(), and sqrt() */
#include <GL/glut.h>
#include "trackball.h"

typedef enum {
RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE, DINOSAUR
} displayLists;

GLfloat angle = -150; /* in degrees */
GLboolean doubleBuffer = GL_TRUE, iconic = GL_FALSE, keepAspect = GL_FALSE;
int spinning = 0, moving = 0;
int beginx, beginy;
int W = 300, H = 300;
float curquat[4];
float lastquat[4];
GLdouble bodyWidth = 3.0;
int newModel = 1;
int scaling;
float scalefactor = 1.0;
/* *INDENT-OFF* */
GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
{11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
{8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
{1, 2} };
GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
{15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
{13, 9}, {11, 11}, {9, 11} };
GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
{12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
{9.6, 15.25}, {9, 15.25} };
GLfloat lightZeroPosition[] = {10.0, 4.0, 10.0, 1.0};
GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
GLfloat lightOnePosition[] = {-1.0, -2.0, 1.0, 0.0};
GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0}; /* red-tinted */
GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
/* *INDENT-ON* */

void
extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
{
static GLUtriangulatorObj *tobj = NULL;
GLdouble vertex[3], dx, dy, len;
int i;
int count = (int) (dataSize / (2 * sizeof(GLfloat)));

if (tobj == NULL) {
tobj = gluNewTess(); /* create and initialize a GLU
polygon tesselation object */
gluTessCallback(tobj, GLU_BEGIN, glBegin);
gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky

*/
gluTessCallback(tobj, GLU_END, glEnd);
}
glNewList(side, GL_COMPILE);
glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
tessellation */
gluBeginPolygon(tobj);
for (i = 0; i < count; i++) {
vertex[0] = data[i][0];
vertex[1] = data[i][1];
vertex[2] = 0;
gluTessVertex(tobj, vertex, data[i]);
}
gluEndPolygon(tobj);
glEndList();
glNewList(edge, GL_COMPILE);
glShadeModel(GL_FLAT); /* flat shade keeps angular hands
from being * * "smoothed" */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= count; i++) {
/* mod function handles closing the edge */
glVertex3f(data[i % count][0], data[i % count][1], 0.0);
glVertex3f(data[i % count][0], data[i % count][1], thickness);
/* Calculate a unit normal by dividing by Euclidean
distance. We * could be lazy and use
glEnable(GL_NORMALIZE) so we could pass in * arbitrary
normals for a very slight performance hit. */
dx = data[(i + 1) % count][1] - data[i % count][1];
dy = data[i % count][0] - data[(i + 1) % count][0];
len = sqrt(dx * dx + dy * dy);
glNormal3f(dx / len, dy / len, 0.0);
}
glEnd();
glEndList();
glNewList(whole, GL_COMPILE);
glFrontFace(GL_CW);
glCallList(edge);
glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
glCallList(side);
glPushMatrix();
glTranslatef(0.0, 0.0, thickness);
glFrontFace(GL_CCW);
glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side

*/
glCallList(side);
glPopMatrix();
glEndList();
}

void
makeDinosaur(void)
{
extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
BODY_SIDE, BODY_EDGE, BODY_WHOLE);
extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
ARM_SIDE, ARM_EDGE, ARM_WHOLE);
extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
LEG_SIDE, LEG_EDGE, LEG_WHOLE);
extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
EYE_SIDE, EYE_EDGE, EYE_WHOLE);
glNewList(DINOSAUR, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
glCallList(BODY_WHOLE);
glPushMatrix();
glTranslatef(0.0, 0.0, bodyWidth);
glCallList(ARM_WHOLE);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
glCallList(ARM_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth / 4);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
glCallList(EYE_WHOLE);
glPopMatrix();
glEndList();
}

void
recalcModelView(void)
{
GLfloat m[4][4];

glPopMatrix();
glPushMatrix();
build_rotmatrix(m, curquat);
glMultMatrixf(&m[0][0]);
if (scalefactor == 1.0) {
glDisable(GL_NORMALIZE);
} else {
glEnable(GL_NORMALIZE);
}
glScalef(scalefactor, scalefactor, scalefactor);
glTranslatef(-8, -8, -bodyWidth / 2);
newModel = 0;
}

void
showMessage(GLfloat x, GLfloat y, GLfloat z, char *message)
{
glPushMatrix();
glDisable(GL_LIGHTING);
glTranslatef(x, y, z);
glScalef(.02, .02, .02);
while (*message) {
glutStrokeCharacter(GLUT_STROKE_ROMAN, *message);
message++;
}
glEnable(GL_LIGHTING);
glPopMatrix();
}

void
redraw(void)
{
if (newModel)
recalcModelView();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(DINOSAUR);
showMessage(2, 7.1, 4.1, "Spin me.");
glutSwapBuffers();
}

void
myReshape(int w, int h)
{
glViewport(0, 0, w, h);
W = w;
H = h;
}

void
mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
spinning = 0;
glutIdleFunc(NULL);
moving = 1;
beginx = x;
beginy = y;
if (glutGetModifiers() & GLUT_ACTIVE_SHIFT) {
scaling = 1;
} else {
scaling = 0;
}
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
moving = 0;
}
}

void
animate(void)
{
add_quats(lastquat, curquat, curquat);
newModel = 1;
glutPostRedisplay();
}

void
motion(int x, int y)
{
if (scaling) {
scalefactor = scalefactor * (1.0 + (((float) (beginy - y)) / H));
beginx = x;
beginy = y;
newModel = 1;
glutPostRedisplay();
return;
}
if (moving) {
trackball(lastquat,
(2.0 * beginx - W) / W,
(H - 2.0 * beginy) / H,
(2.0 * x - W) / W,
(H - 2.0 * y) / H
);
beginx = x;
beginy = y;
spinning = 1;
glutIdleFunc(animate);
}
}

GLboolean lightZeroSwitch = GL_TRUE, lightOneSwitch = GL_TRUE;

void
controlLights(int value)
{
switch (value) {
case 1:
lightZeroSwitch = !lightZeroSwitch;
if (lightZeroSwitch) {
glEnable(GL_LIGHT0);
} else {
glDisable(GL_LIGHT0);
}
break;
case 2:
lightOneSwitch = !lightOneSwitch;
if (lightOneSwitch) {
glEnable(GL_LIGHT1);
} else {
glDisable(GL_LIGHT1);
}
break;
#ifdef GL_MULTISAMPLE_SGIS
case 3:
if (glIsEnabled(GL_MULTISAMPLE_SGIS)) {
glDisable(GL_MULTISAMPLE_SGIS);
} else {
glEnable(GL_MULTISAMPLE_SGIS);
}
break;
#endif
case 4:
glutFullScreen();
break;
case 5:
exit(0);
break;
}
glutPostRedisplay();
}

void
vis(int visible)
{
if (visible == GLUT_VISIBLE) {
if (spinning)
glutIdleFunc(animate);
} else {
if (spinning)
glutIdleFunc(NULL);
}
}

int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
trackball(curquat, 0.0, 0.0, 0.0, 0.0);
glutCreateWindow("dinospin");
glutDisplayFunc(redraw);
glutReshapeFunc(myReshape);
glutVisibilityFunc(vis);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutCreateMenu(controlLights);
glutAddMenuEntry("Toggle right light", 1);
glutAddMenuEntry("Toggle left light", 2);
if (glutGet(GLUT_WINDOW_NUM_SAMPLES) > 0) {
glutAddMenuEntry("Toggle multisampling", 3);
glutSetWindowTitle("dinospin (multisample capable)");
}
glutAddMenuEntry("Full screen", 4);
glutAddMenuEntry("Quit", 5);
glutAttachMenu(GLUT_RIGHT_BUTTON);
makeDinosaur();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
gluPerspective( /* field of view in degree */ 40.0,
/* aspect ratio */ 1.0,
/* Z near */ 1.0, /* Z far */ 40.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 30.0, /* eye is at (0,0,30) */
0.0, 0.0, 0.0, /* center is at (0,0,0) */
0.0, 1.0, 0.); /* up is in positive Y direction */
glPushMatrix(); /* dummy push so we can pop on model
recalc */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glLineWidth(2.0);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
Snapshots: spinning (shown).

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