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asd.cpp
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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <windows.h>
#include <GL/glut.h>
#include "CHE.cpp"
#include "ArcBall.cpp"
#include "transform2.cpp"
ArcBall arcball ;
CHE che ;
/****************************************************/
void display_cb(void)
{
// Clear frame buffer and depth buffer
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMultMatrixd( arcball.get_rotation_matrix() ) ;
{
glColor3f(1,1,1);
glutWireSphere( 2.0, 8, 6 ) ;
}
glDisable(GL_BLEND) ;
glColor4f(1,1,0,1);
glBegin( GL_TRIANGLES ) ;
{
for( CHE::t_iterator it = che.t_begin() ; it() ; ++it )
{
CHE::v_iterator v0 = che.v_begin(it.v0() ) ;
CHE::v_iterator v1 = che.v_begin(it.v1() ) ;
CHE::v_iterator v2 = che.v_begin(it.v2() ) ;
glNormal3fv( v0.nxyz() ) ;
glVertex3fv( v0. xyz() ) ;
glNormal3fv( v1.nxyz() ) ;
glVertex3fv( v1. xyz() ) ;
glNormal3fv( v2.nxyz() ) ;
glVertex3fv( v2. xyz() ) ;
}
}
glEnd() ;
glDisable(GL_BLEND) ;
glLineWidth(3.0);
glBegin( GL_LINES ) ;
{
glColor4f(1.0,0.0,0.0,0.5);
glVertex3f(-10.0,0.0,0.0);
glVertex3f(10.0,0.0,0.0);
glColor4f(0.0,1.0,0.0,0.5);
glVertex3f(0.0,-10.0,0.0);
glVertex3f(0.0,10.0,0.0);
glColor4f(0.0,0.0,1.0,0.5);
glVertex3f(0.0,0.0,-10.0);
glVertex3f(0.0,0.0,10.0);
}glEnd();
glDisable(GL_BLEND) ;
glColor4f(0.5,0.5,0.5,0.5);
glLineWidth(1.0);
glBegin( GL_LINES ) ;
{
glVertex3f(0.0,0.0,0.0);
glVertex3f(1.0,0.0,0.0);
for( CHE::t_iterator it = che.t_begin() ; it() ; ++it )
{
CHE::v_iterator v0 = che.v_begin(it.v0() ) ;
CHE::v_iterator v1 = che.v_begin(it.v1() ) ;
CHE::v_iterator v2 = che.v_begin(it.v2() ) ;
glVertex3fv( v0.xyz() ) ;
glVertex3fv( v1.xyz() ) ;
glVertex3fv( v1.xyz() ) ;
glVertex3fv( v2.xyz() ) ;
glVertex3fv( v2.xyz() ) ;
glVertex3fv( v0.xyz() ) ;
}
}
glEnd() ;
// Make sure changes appear onscreen
glutSwapBuffers();
}
/****************************************************/
/****************************************************/
void reshape_cb(GLint width, GLint height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// if(width > height) // check height=0
// glOrtho(-((GLdouble)width/height), ((GLdouble)width/height), -1, 1, -1, 1);
// else
// glOrtho(-1, 1, -((GLdouble)height/width), ((GLdouble)height/width), -1, 1);
gluPerspective( 60.0, (GLdouble)width/height, 0.1, 8.0) ;
gluLookAt(0.0, 0.0, 4.0, 0.0, 0.0, 0.0, 0.0, -1.0, 0.0) ;
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay() ;
}
/****************************************************/
// Respond to mouse button presses.
GLint viewport[4];
//GLdouble modelview[16];
//GLdouble projection[16];
//GLfloat winZ;
double ux, uy ;
/****************************************************/
void mouse_cb(int button, int state, int x, int y)
{
if( state == GLUT_DOWN )
{
glGetIntegerv( GL_VIEWPORT, viewport );
ux = (2.0*(x - viewport[0]))/viewport[2] - 1.0 ;
uy = 1.0 - (2.0*(y - viewport[1]))/viewport[3] ;
}
else if( state == GLUT_UP )
{
double vx = (2.0*(x - viewport[0]))/viewport[2] - 1.0 ;
double vy = 1.0 - (2.0*(y - viewport[1]))/viewport[3] ;
arcball.click( ux,uy , vx,vy ) ;
glutPostRedisplay() ;
}
}
/****************************************************/
/****************************************************/
void motion_cb(int x, int y)
{
double vx = (2.0*(x - viewport[0]))/viewport[2] - 1.0 ;
double vy = 1.0 - (2.0*(y - viewport[1]))/viewport[3] ;
arcball.click( ux,uy , vx,vy ) ;
ux = vx ;
uy = vy ;
glutPostRedisplay() ;
}
/****************************************************/
/****************************************************/
void idle_cb(void)
{
// Force redraw
// glutPostRedisplay();
}
/****************************************************/
/****************************************************/
void keyboard_cb(unsigned char key, int x, int y)
{
switch (key)
{
case 27: // ESCAPE key
exit (0);
break;
case 'b': che.read_off( "bunny.off" ) ;
break ;
case 't': che.read_off( "tetra.off" ) ;
break ;
case 'c': che.read_off( "cone.off" );
break;
case 'e': che.read_off("sphere2.off");
break;
case 's': sine(1,1,1,che);
break;
case 'k': kfunction(che);
break;
case 'j': cosine(1,1,1,che);
break;
case 'g': quadratic(1,1,1,che);
break;
case 'l': linear(1,1,1,che);
}
glutPostRedisplay();
}
/****************************************************/
/****************************************************/
int main(int argc, char** argv)
{
// GLUT Window Initialization:
glutInit (&argc, argv);
glutInitWindowSize (800, 600);
glutInitDisplayMode ( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH | GLUT_ALPHA );
glutCreateWindow ("Geometric Modeling");
// Set up OpenGL lights
GLfloat light0_ambient[] = {0.1f, 0.1f, 0.3f, 1.0f};
GLfloat light0_diffuse[] = {0.6f, 0.6f, 1.0f, 1.0f};
GLfloat light0_position[] = {1.0f, 1.0f, 1.0f, 0.0f};
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light0_position);
glEnable( GL_COLOR_MATERIAL ) ;
glEnable( GL_AUTO_NORMAL ) ;
// anti-aliasing
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA,GL_DST_ALPHA);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST) ;
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT , GL_NICEST) ;
// openGL init
glEnable(GL_DEPTH_TEST);
// Register callbacks:
glutDisplayFunc (display_cb);
glutReshapeFunc (reshape_cb);
glutKeyboardFunc(keyboard_cb);
glutMouseFunc (mouse_cb);
glutMotionFunc (motion_cb);
// glutIdleFunc (idle_cb);
// Turn the flow of control over to GLUT
glutMainLoop ();
//che.read_off( "tetra.off" ) ;
//kfunction(che);
//printf("enter...\n");
//scanf("PRESSIONE ENTER");
return 0;
}
/****************************************************/