Add Jon Leech's method to draw shpere
parent
d7b349b986
commit
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.*
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*.o
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build/*
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@ -8,7 +8,11 @@ INCLUDEPATH += ../src
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SOURCES += main.cpp \
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mainwindow.cpp \
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glwidget.cpp
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glwidget.cpp \
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drawcommon.c \
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drawsphere.c
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HEADERS += mainwindow.h \
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glwidget.h
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glwidget.h \
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drawcommon.h \
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drawsphere.h
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#include "drawcommon.h"
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#include <math.h>
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void normalize(point *p) {
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double mag;
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mag = p->x * p->x + p->y * p->y + p->z * p->z;
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if (mag != 0.0) {
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mag = 1.0 / sqrt(mag);
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p->x *= mag;
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p->y *= mag;
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p->z *= mag;
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}
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}
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void midpoint(point *a, point *b, point *mid) {
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mid->x = (a->x + b->x) * 0.5;
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mid->y = (a->y + b->y) * 0.5;
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mid->z = (a->z + b->z) * 0.5;
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}
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#ifndef DRAW_COMMON_H
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#define DRAW_COMMON_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct {
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float x;
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float y;
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float z;
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} point;
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typedef struct {
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point pt[3];
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} triangle;
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typedef struct {
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int npoly;
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triangle *poly;
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} object;
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void normalize(point *p);
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void midpoint(point *a, point *b, point *mid);
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void drawTriangle(triangle *poly);
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#ifdef __cplusplus
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}
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#endif
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#endif
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#include "drawcommon.h"
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#include "drawsphere.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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/*
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* This function modified from [Jon Leech's implementation of sphere](ftp://ftp.ee.lbl.gov/sphere.c)
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* Jeremy HU (huxingyi@msn.com) 2016/12/16
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*/
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#define XPLUS { 1, 0, 0 } /* X */
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#define XMIN { -1, 0, 0 } /* -X */
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#define YPLUS { 0, 1, 0 } /* Y */
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#define YMIN { 0, -1, 0 } /* -Y */
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#define ZPLUS { 0, 0, 1 } /* Z */
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#define ZMIN { 0, 0, -1 } /* -Z */
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static const triangle octahedron[] = {
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{{XPLUS, ZPLUS, YPLUS}},
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{{YPLUS, ZPLUS, XMIN}},
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{{XMIN, ZPLUS, YMIN}},
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{{YMIN, ZPLUS, XPLUS}},
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{{XPLUS, YPLUS, ZMIN}},
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{{YPLUS, XMIN, ZMIN}},
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{{XMIN, YMIN, ZMIN}},
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{{YMIN, XPLUS, ZMIN}},
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};
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static void subdivide(object *old, object *subdivided) {
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int i;
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for (i = 0; i < old->npoly; ++i) {
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triangle *oldt = &old->poly[i];
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triangle *newt = &subdivided->poly[i * 4];
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point a, b, c;
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midpoint(&oldt->pt[0], &oldt->pt[2], &a);
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midpoint(&oldt->pt[0], &oldt->pt[1], &b);
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midpoint(&oldt->pt[1], &oldt->pt[2], &c);
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normalize(&a);
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normalize(&b);
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normalize(&c);
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newt->pt[0] = oldt->pt[0];
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newt->pt[1] = b;
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newt->pt[2] = a;
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newt++;
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newt->pt[0] = b;
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newt->pt[1] = oldt->pt[1];
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newt->pt[2] = c;
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newt++;
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newt->pt[0] = a;
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newt->pt[1] = b;
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newt->pt[2] = c;
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newt++;
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newt->pt[0] = a;
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newt->pt[1] = c;
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newt->pt[2] = oldt->pt[2];
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}
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}
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int drawSphere(int level) {
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int lv, i;
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object oldObj, newObj;
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if (level < 1) {
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fprintf(stderr, "%s:level max greater than 0.\n", __FUNCTION__);
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return -1;
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}
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oldObj.npoly = sizeof(octahedron) / sizeof(octahedron[0]);
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oldObj.poly = (triangle *)malloc(oldObj.npoly * sizeof(triangle));
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if (!oldObj.poly) {
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fprintf(stderr, "%s:insufficient memory.\n", __FUNCTION__);
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return -1;
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}
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memcpy(oldObj.poly, octahedron, oldObj.npoly * sizeof(triangle));
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for (lv = 0; lv < level; lv++) {
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newObj.npoly = oldObj.npoly * 4;
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newObj.poly = (triangle *)malloc(newObj.npoly * sizeof(triangle));
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if (!newObj.poly) {
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fprintf(stderr, "%s:insufficient memory(levelLoop:%d).\n",
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__FUNCTION__, lv);
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free(oldObj.poly);
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return -1;
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}
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subdivide(&oldObj, &newObj);
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free(oldObj.poly);
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oldObj = newObj;
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}
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for (i = 0; i < newObj.npoly; ++i) {
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drawTriangle(&newObj.poly[i]);
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}
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free(newObj.poly);
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return 0;
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}
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#ifndef DRAW_SPHERE_H
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#define DRAW_SPHERE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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int drawSphere(int level);
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#ifdef __cplusplus
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}
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#endif
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#endif
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src/glwidget.cpp
161
src/glwidget.cpp
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#include <QtGui>
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#include <QtOpenGL>
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#include <assert.h>
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#include "glwidget.h"
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#include "drawcommon.h"
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#include "drawsphere.h"
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void drawTriangle(triangle *poly) {
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int i;
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glBegin(GL_TRIANGLES);
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for (i = 0; i < 3; ++i) {
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point *pt = &poly->pt[i];
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glNormal3f(pt->x, pt->y, pt->z);
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glVertex3f(pt->x, pt->y, pt->z);
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}
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glEnd();
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}
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GLWidget::GLWidget(QWidget *parent)
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent)
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{
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: QGLWidget(QGLFormat(QGL::SampleBuffers), parent) {
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}
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GLWidget::~GLWidget()
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{
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GLWidget::~GLWidget() {
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}
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void GLWidget::initializeGL()
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{
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GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat mat_shininess[] = { 50.0 };
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GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
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GLfloat light[] = { 1.0, 0.2, 0.2 };
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GLfloat lmodel_ambient[] = { 0.1, 0.1, 0.1, 1.0 };
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glShadeModel (GL_SMOOTH);
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void GLWidget::initializeGL() {
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GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
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GLfloat mat_shininess[] = {50.0};
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GLfloat light_position[] = {1.0, 1.0, 1.0, 0.0};
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GLfloat light[] = {1.0, 0.2, 0.2};
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GLfloat lmodel_ambient[] = {0.1, 0.1, 0.1, 1.0};
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glShadeModel(GL_SMOOTH);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light );
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glLightfv(GL_LIGHT0, GL_SPECULAR, light );
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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glLightfv(GL_LIGHT0, GL_POSITION, light_position);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, light);
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glLightfv(GL_LIGHT0, GL_SPECULAR, light);
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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}
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void normalize(float v[3])
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{
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GLfloat d = sqrt(v[0]*v[0]+v[1]*v[1]+v[2]*v[2]);
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if (d == 0.0)
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{
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return;
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}
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v[0] /= d; v[1] /= d; v[2] /= d;
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void GLWidget::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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drawSphere(3);
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}
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void drawtriangle(float *v1, float *v2, float *v3)
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{
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glBegin(GL_TRIANGLES);
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glNormal3fv(v1); glVertex3fv(v1);
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glNormal3fv(v2); glVertex3fv(v2);
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glNormal3fv(v3); glVertex3fv(v3);
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glEnd();
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void GLWidget::resizeGL(int w, int h) {
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glViewport(0, 0, (GLsizei)w, (GLsizei)h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h) {
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glOrtho(-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
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1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
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} else {
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glOrtho(-1.5*(GLfloat)w/(GLfloat)h,
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1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void subdivide(float *v1, float *v2, float *v3)
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{
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GLfloat v12[3], v23[3], v31[3];
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GLint i;
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for (i = 0; i < 3; i++)
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{
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v12[i] = v1[i]+v2[i];
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v23[i] = v2[i]+v3[i];
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v31[i] = v3[i]+v1[i];
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}
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normalize(v12);
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normalize(v23);
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normalize(v31);
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drawtriangle(v1, v12, v31);
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drawtriangle(v2, v23, v12);
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drawtriangle(v3, v31, v23);
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drawtriangle(v12, v23, v31);
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void GLWidget::mousePressEvent(QMouseEvent *event) {
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}
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// An example come from http://www.glprogramming.com/red/chapter02.html#name8
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#define X .525731112119133606
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#define Z .850650808352039932
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static GLfloat vdata[12][3] = {
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{-X, 0.0, Z}, {X, 0.0, Z}, {-X, 0.0, -Z}, {X, 0.0, -Z},
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{0.0, Z, X}, {0.0, Z, -X}, {0.0, -Z, X}, {0.0, -Z, -X},
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{Z, X, 0.0}, {-Z, X, 0.0}, {Z, -X, 0.0}, {-Z, -X, 0.0}
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};
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static GLuint tindices[20][3] = {
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{0,4,1}, {0,9,4}, {9,5,4}, {4,5,8}, {4,8,1},
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{8,10,1}, {8,3,10}, {5,3,8}, {5,2,3}, {2,7,3},
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{7,10,3}, {7,6,10}, {7,11,6}, {11,0,6}, {0,1,6},
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{6,1,10}, {9,0,11}, {9,11,2}, {9,2,5}, {7,2,11}
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};
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void GLWidget::paintGL()
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{
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GLint i;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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for (i = 0; i < 20; i++)
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{
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subdivide(&vdata[tindices[i][0]][0],
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&vdata[tindices[i][1]][0],
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&vdata[tindices[i][2]][0]);
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}
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}
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void GLWidget::resizeGL(int w, int h)
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{
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glViewport(0, 0, (GLsizei)w, (GLsizei)h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (w <= h)
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{
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glOrtho(-1.5, 1.5, -1.5*(GLfloat)h/(GLfloat)w,
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1.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
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}
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else
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{
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glOrtho(-1.5*(GLfloat)w/(GLfloat)h,
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1.5*(GLfloat)w/(GLfloat)h, -1.5, 1.5, -10.0, 10.0);
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void GLWidget::mousePressEvent(QMouseEvent *event)
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{
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}
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void GLWidget::mouseMoveEvent(QMouseEvent *event)
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{
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void GLWidget::mouseMoveEvent(QMouseEvent *event) {
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}
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16
src/main.cpp
16
src/main.cpp
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#include <QApplication>
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#include <stdio.h>
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#include <assert.h>
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#include "mainwindow.h"
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int main(int argc, char *argv[])
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{
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QApplication a(argc, argv);
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MainWindow w;
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w.show();
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QApplication a(argc, argv);
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MainWindow w;
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return a.exec();
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assert(0 != freopen((a.applicationDirPath() +
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"/dust3d.log").toUtf8(), "w", stdout));
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assert(0 != freopen((a.applicationDirPath() +
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"/dust3d_error.log").toUtf8(), "w", stderr));
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w.show();
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return a.exec();
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}
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