середу, 18 травня 2016 р.

Ще один приклад функціоналу OpenGL

Просто ще один приклад примітива реалізованого в з допомогою функціоналу  OpenGL з достатньо великою кількістю опцій.






Source code: evaltest.c.


/* Copyright (c) Mark J. Kilgard, 1996. */

/* 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. */

/* This program was originally written by someone else (Simon Hui?);
I just added a bit more GLUT stuff to it. */

#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <GL/glut.h>

#define VORDER 10
#define CORDER 10
#define TORDER 3

#define VMAJOR_ORDER 2
#define VMINOR_ORDER 3

#define CMAJOR_ORDER 2
#define CMINOR_ORDER 2

#define TMAJOR_ORDER 2
#define TMINOR_ORDER 2

#define VDIM 4
#define CDIM 4
#define TDIM 2

#define ONE_D 1
#define TWO_D 2

#define EVAL 3
#define MESH 4

GLenum doubleBuffer;

float rotX = 0.0, rotY = 0.0, translateZ = -1.0;

GLenum arrayType = ONE_D;
GLenum colorType = GL_FALSE;
GLenum textureType = GL_FALSE;
GLenum polygonFilled = GL_FALSE;
GLenum lighting = GL_FALSE;
GLenum mapPoint = GL_FALSE;
GLenum mapType = EVAL;

double point1[10 * 4] =
{
-0.5, 0.0, 0.0, 1.0,
-0.4, 0.5, 0.0, 1.0,
-0.3, -0.5, 0.0, 1.0,
-0.2, 0.5, 0.0, 1.0,
-0.1, -0.5, 0.0, 1.0,
0.0, 0.5, 0.0, 1.0,
0.1, -0.5, 0.0, 1.0,
0.2, 0.5, 0.0, 1.0,
0.3, -0.5, 0.0, 1.0,
0.4, 0.0, 0.0, 1.0,
};
double cpoint1[10 * 4] =
{
0.0, 0.0, 1.0, 1.0,
0.3, 0.0, 0.7, 1.0,
0.6, 0.0, 0.3, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.3, 0.0, 1.0,
1.0, 0.6, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.5, 1.0,
1.0, 1.0, 1.0, 1.0,
};
double tpoint1[11 * 4] =
{
0.0, 0.0, 0.0, 1.0,
0.0, 0.1, 0.0, 1.0,
0.0, 0.2, 0.0, 1.0,
0.0, 0.3, 0.0, 1.0,
0.0, 0.4, 0.0, 1.0,
0.0, 0.5, 0.0, 1.0,
0.0, 0.6, 0.0, 1.0,
0.0, 0.7, 0.0, 1.0,
0.0, 0.8, 0.0, 1.0,
0.0, 0.9, 0.0, 1.0,
};
double point2[2 * 3 * 4] =
{
-0.5, -0.5, 0.5, 1.0,
0.0, 1.0, 0.5, 1.0,
0.5, -0.5, 0.5, 1.0,
-0.5, 0.5, -0.5, 1.0,
0.0, -1.0, -0.5, 1.0,
0.5, 0.5, -0.5, 1.0,
};
double cpoint2[2 * 2 * 4] =
{
0.0, 0.0, 0.0, 1.0,
0.0, 0.0, 1.0, 1.0,
0.0, 1.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
};
double tpoint2[2 * 2 * 2] =
{
0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 1.0, 1.0,
};
float textureImage[4 * 2 * 4] =
{
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 1.0,
1.0, 1.0, 1.0, 1.0,
};

static void
Init(void)
{
static float ambient[] =
{0.1, 0.1, 0.1, 1.0};
static float diffuse[] =
{1.0, 1.0, 1.0, 1.0};
static float position[] =
{0.0, 0.0, -150.0, 0.0};
static float front_mat_diffuse[] =
{1.0, 0.2, 1.0, 1.0};
static float back_mat_diffuse[] =
{1.0, 1.0, 0.2, 1.0};
static float lmodel_ambient[] =
{1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] =
{GL_TRUE};
static float decal[] =
{GL_DECAL};
static float repeat[] =
{GL_REPEAT};
static float nr[] =
{GL_NEAREST};

glFrontFace(GL_CCW);

glEnable(GL_DEPTH_TEST);

glMap1d(GL_MAP1_VERTEX_4, 0.0, 1.0, VDIM, VORDER, point1);
glMap1d(GL_MAP1_COLOR_4, 0.0, 1.0, CDIM, CORDER, cpoint1);

glMap2d(GL_MAP2_VERTEX_4, 0.0, 1.0, VMINOR_ORDER * VDIM, VMAJOR_ORDER, 0.0,
1.0, VDIM, VMINOR_ORDER, point2);
glMap2d(GL_MAP2_COLOR_4, 0.0, 1.0, CMINOR_ORDER * CDIM, CMAJOR_ORDER, 0.0,
1.0, CDIM, CMINOR_ORDER, cpoint2);
glMap2d(GL_MAP2_TEXTURE_COORD_2, 0.0, 1.0, TMINOR_ORDER * TDIM,
TMAJOR_ORDER, 0.0, 1.0, TDIM, TMINOR_ORDER, tpoint2);

glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);

glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);

glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nr);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nr);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 2, 4, 0, GL_RGBA, GL_FLOAT,
(GLvoid *) textureImage);
}

static void
DrawPoints1(void)
{
GLint i;

glColor3f(0.0, 1.0, 0.0);
glPointSize(2);
glBegin(GL_POINTS);
for (i = 0; i < VORDER; i++) {
glVertex4dv(&point1[i * 4]);
}
glEnd();
}

static void
DrawPoints2(void)
{
GLint i, j;

glColor3f(1.0, 0.0, 1.0);
glPointSize(2);
glBegin(GL_POINTS);
for (i = 0; i < VMAJOR_ORDER; i++) {
for (j = 0; j < VMINOR_ORDER; j++) {
glVertex4dv(&point2[i * 4 * VMINOR_ORDER + j * 4]);
}
}
glEnd();
}

static void
DrawMapEval1(float du)
{
float u;

glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINE_STRIP);
for (u = 0.0; u < 1.0; u += du) {
glEvalCoord1d(u);
}
glEvalCoord1d(1.0);
glEnd();
}

static void
DrawMapEval2(float du, float dv)
{
float u, v, tmp;

glColor3f(1.0, 0.0, 0.0);
for (v = 0.0; v < 1.0; v += dv) {
glBegin(GL_QUAD_STRIP);
for (u = 0.0; u <= 1.0; u += du) {
glEvalCoord2d(u, v);
tmp = (v + dv < 1.0) ? (v + dv) : 1.0;
glEvalCoord2d(u, tmp);
}
glEvalCoord2d(1.0, v);
glEvalCoord2d(1.0, v + dv);
glEnd();
}
}

static void
RenderEval(void)
{

if (colorType) {
glEnable(GL_MAP1_COLOR_4);
glEnable(GL_MAP2_COLOR_4);
} else {
glDisable(GL_MAP1_COLOR_4);
glDisable(GL_MAP2_COLOR_4);
}

if (textureType) {
glEnable(GL_TEXTURE_2D);
glEnable(GL_MAP2_TEXTURE_COORD_2);
} else {
glDisable(GL_TEXTURE_2D);
glDisable(GL_MAP2_TEXTURE_COORD_2);
}

if (polygonFilled) {
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
} else {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}

glShadeModel(GL_SMOOTH);

switch (mapType) {
case EVAL:
switch (arrayType) {
case ONE_D:
glDisable(GL_MAP2_VERTEX_4);
glEnable(GL_MAP1_VERTEX_4);
DrawPoints1();
DrawMapEval1(0.1 / VORDER);
break;
case TWO_D:
glDisable(GL_MAP1_VERTEX_4);
glEnable(GL_MAP2_VERTEX_4);
DrawPoints2();
DrawMapEval2(0.1 / VMAJOR_ORDER, 0.1 / VMINOR_ORDER);
break;
}
break;
case MESH:
switch (arrayType) {
case ONE_D:
DrawPoints1();
glDisable(GL_MAP2_VERTEX_4);
glEnable(GL_MAP1_VERTEX_4);
glColor3f(0.0, 0.0, 1.0);
glMapGrid1d(40, 0.0, 1.0);
if (mapPoint) {
glPointSize(2);
glEvalMesh1(GL_POINT, 0, 40);
} else {
glEvalMesh1(GL_LINE, 0, 40);
}
break;
case TWO_D:
DrawPoints2();
glDisable(GL_MAP1_VERTEX_4);
glEnable(GL_MAP2_VERTEX_4);
glColor3f(0.0, 0.0, 1.0);
glMapGrid2d(20, 0.0, 1.0, 20, 0.0, 1.0);
if (mapPoint) {
glPointSize(2);
glEvalMesh2(GL_POINT, 0, 20, 0, 20);
} else if (polygonFilled) {
glEvalMesh2(GL_FILL, 0, 20, 0, 20);
} else {
glEvalMesh2(GL_LINE, 0, 20, 0, 20);
}
break;
}
break;
}
}

static void
Reshape(int width, int height)
{

glViewport(0, 0, width, height);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -1.0, 1.0, -0.5, 10.0);
glMatrixMode(GL_MODELVIEW);
}

/* ARGSUSED1 */
static void
Key(unsigned char key, int x, int y)
{
switch (key) {
case '1':
arrayType = ONE_D;
glDisable(GL_AUTO_NORMAL);
glutPostRedisplay();
break;
case '2':
arrayType = TWO_D;
glEnable(GL_AUTO_NORMAL);
glutPostRedisplay();
break;
case '3':
mapType = EVAL;
glutPostRedisplay();
break;
case '4':
mapType = MESH;
glutPostRedisplay();
break;
case '5':
polygonFilled = !polygonFilled;
glutPostRedisplay();
break;
case '6':
mapPoint = !mapPoint;
glutPostRedisplay();
break;
case '7':
colorType = !colorType;
glutPostRedisplay();
break;
case '8':
textureType = !textureType;
glutPostRedisplay();
break;
case '9':
lighting = !lighting;
if (lighting) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
if (arrayType == TWO_D) {
glEnable(GL_AUTO_NORMAL);
} else {
glDisable(GL_AUTO_NORMAL);
}
} else {
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_AUTO_NORMAL);
}
glutPostRedisplay();
break;
case 27: /* Escape key. */
exit(0);
}
}

static void
Menu(int value)
{
/* Menu items have key values assigned to them. Just pass
this value to the key routine. */
Key(value, 0, 0);
}

/* ARGSUSED1 */
static void
SpecialKey(int key, int x, int y)
{

switch (key) {
case GLUT_KEY_LEFT:
rotY -= 30;
glutPostRedisplay();
break;
case GLUT_KEY_RIGHT:
rotY += 30;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
rotX -= 30;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
rotX += 30;
glutPostRedisplay();
break;
}
}

static void
Draw(void)
{

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();

glTranslatef(0.0, 0.0, translateZ);
glRotatef(rotX, 1, 0, 0);
glRotatef(rotY, 0, 1, 0);
RenderEval();

glPopMatrix();

if (doubleBuffer) {
glutSwapBuffers();
} else {
glFlush();
}
}

static void
Args(int argc, char **argv)
{
GLint i;

doubleBuffer = GL_FALSE;

for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
}
}
}

int
main(int argc, char **argv)
{
GLenum type;

glutInit(&argc, argv);
Args(argc, argv);

type = GLUT_RGB | GLUT_DEPTH;
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
glutInitDisplayMode(type);
glutInitWindowSize(300, 300);
glutCreateWindow("Evaluator Test");

glutCreateMenu(Menu);
glutAddMenuEntry("One dimensional", '1');
glutAddMenuEntry("Two dimensional", '2');
glutAddMenuEntry("Eval map type", '3');
glutAddMenuEntry("Mesh map type", '4');
glutAddMenuEntry("Toggle filled", '5');
glutAddMenuEntry("Toggle map point", '6');
glutAddMenuEntry("Toggle color", '7');
glutAddMenuEntry("Toggle texture", '8');
glutAddMenuEntry("Toggle lighting", '9');
glutAddMenuEntry("Quit", 27);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutAttachMenu(GLUT_LEFT_BUTTON);

Init();

glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutMainLoop();
return 0;
}


Snapshots: rotated 3D (shown).

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