Use glu to draw primitives
parent
f2bc4417e0
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edeec37d01
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@ -26,9 +26,10 @@ Now, for just beginning, I think it's a not bad start.
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Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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Draw the cylinder which connects two shape balls is more difficult, I need do some math to rotate it. [Here](http://www.thjsmith.com/40/cylinder-between-two-points-opengl-c) described it.
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*Camera Control*
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Camera rotate/zoom implemented, [here](http://www.songho.ca/opengl/gl_transform.html) is a good article which explained the theory of OpenGL Transformation. Most important is the demo apps all are very beautiful.
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<img src="screenshot/dust3d_node_edge.png">
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Camera rotate/zoom implemented, [here](http://www.songho.ca/opengl/gl_transform.html) is a good article which explained the theory of OpenGL Transformation. Most important is that the demo app is very beautiful.
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Added x,z axis, looks better than last screenshot.
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I have to use the GLU library, the previous implementation of drawSphere and drawCylinder looks not good, and take too much time to debug.
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<img src="screenshot/dust3d_node_edge_with_glu.png">
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- [ ] Export Wavefront .obj
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- [ ] Render B-Mesh result
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- [ ] Design UI for monster parts configuration
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Binary file not shown.
After Width: | Height: | Size: 101 KiB |
161
src/draw.cpp
161
src/draw.cpp
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@ -3,110 +3,28 @@
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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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#ifdef __APPLE__
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#include <OpenGL/glu.h>
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#else
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#include <GL/glu.h>
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#endif
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#include "draw.h"
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/*
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* This drawSphere 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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static GLUquadricObj *quadricId = 0;
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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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vec3 a, b, c;
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vec3Midpoint(&oldt->pt[0], &oldt->pt[2], &a);
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vec3Midpoint(&oldt->pt[0], &oldt->pt[1], &b);
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vec3Midpoint(&oldt->pt[1], &oldt->pt[2], &c);
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vec3Normalize(&a);
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vec3Normalize(&b);
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vec3Normalize(&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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int drawInit(void) {
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if (0 == quadricId) {
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quadricId = gluNewQuadric();
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gluQuadricDrawStyle(quadricId, GLU_FILL);
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}
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return 0;
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}
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int drawSphere(vec3 *origin, float radius, 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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int drawSphere(vec3 *origin, float radius, int slices, int stacks) {
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glPushMatrix();
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glTranslatef(origin->x, origin->y, origin->z);
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glScalef(radius, radius, radius);
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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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gluSphere(quadricId, radius, slices, stacks);
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glPopMatrix();
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free(newObj.poly);
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return 0;
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}
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@ -121,11 +39,8 @@ void drawTriangle(triangle *poly) {
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glEnd();
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}
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices) {
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float theta = (2.0 * M_PI) / (float)slices;
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float a = 0.0f;
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int lv;
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float x, y, z;
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices,
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int stacks) {
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vec3 zAxis = {0, 0, 1};
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vec3 p, t;
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float height = 0;
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@ -148,51 +63,7 @@ int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices)
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glTranslatef(bottomOrigin->x, bottomOrigin->y,
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bottomOrigin->z);
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glRotatef(angle, t.x, t.y, t.z);
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// strips
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glBegin(GL_TRIANGLE_STRIP);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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float cosa = cos(a);
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float sina = sin(a);
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x = cosa * radius;
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y = sina * radius;
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z = 0;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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z = height;
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glNormal3f(cosa, sina, 0);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// bottom cap
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z = 0;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, -1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, -1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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// top cap
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z = height;
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glBegin(GL_TRIANGLE_FAN);
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glNormal3f(0, 0, 1);
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glVertex3f(0, 0, z);
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for (a = 0, lv = 0; lv <= slices; ++lv) {
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x = cos(a) * radius;
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y = sin(a) * radius;
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glNormal3f(0, 0, 1);
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glVertex3f(x, y, z);
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a += theta;
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}
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glEnd();
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gluCylinder(quadricId, radius, radius, height, slices, stacks);
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glPopMatrix();
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@ -15,9 +15,11 @@ typedef struct {
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triangle *poly;
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} object;
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int drawSphere(vec3 *origin, float radius, int level);
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int drawInit(void);
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int drawSphere(vec3 *origin, float radius, int slices, int stacks);
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void drawTriangle(triangle *poly);
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices);
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int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices,
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int stacks);
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int drawGrid(float size, float step);
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#ifdef __cplusplus
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@ -1,25 +0,0 @@
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#ifndef DRAW_COMMON_H
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#define DRAW_COMMON_H
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#include "vector3d.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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vec3 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 drawTriangle(triangle *poly);
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int drawCylinder(int slices, float radius, float height);
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#ifdef __cplusplus
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}
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#endif
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#endif
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@ -10,7 +10,7 @@
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static int drawBmeshNode(bmesh *bm, bmeshNode *node) {
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float color1[3] = {1, 0, 0};
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glColor3fv(color1);
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drawSphere(&node->position, node->radius, 3);
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drawSphere(&node->position, node->radius, 36, 24);
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return 0;
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}
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@ -19,7 +19,7 @@ static int drawBmeshEdge(bmesh *bm, bmeshEdge *edge) {
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glColor3fv(color2);
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bmeshNode *firstNode = bmeshGetNode(bm, edge->firstNode);
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bmeshNode *secondNode = bmeshGetNode(bm, edge->secondNode);
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drawCylinder(&firstNode->position, &secondNode->position, 0.04, 40);
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drawCylinder(&firstNode->position, &secondNode->position, 0.1, 36, 24);
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return 0;
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}
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@ -31,8 +31,8 @@ Render::Render(QWidget *parent)
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mouseX = 0;
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mouseY = 0;
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cameraAngleX = 50;
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cameraAngleY = 70;
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cameraAngleX = 45;
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cameraAngleY = -45;
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cameraDistance = 3;
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}
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glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
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glEnable(GL_COLOR_MATERIAL);
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drawInit();
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}
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void Render::paintGL() {
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bm = bmeshCreate();
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memset(&node, 0, sizeof(node));
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node.position.x = -1.0;
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node.position.y = 0.3;
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node.position.z = 1.0;
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node.radius = 0.45;
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node.position.x = 0;
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node.position.y = 0;
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node.position.z = 3;
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node.radius = 0.5;
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bmeshAddNode(bm, &node);
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memset(&node, 0, sizeof(node));
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node.position.x = -0.5;
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node.position.y = 0.2;
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node.position.z = 0.5;
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node.radius = 0.1;
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node.position.x = 1;
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node.position.y = 0;
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node.position.z = 2;
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node.radius = 0.5;
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bmeshAddNode(bm, &node);
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memset(&edge, 0, sizeof(edge));
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@ -136,7 +138,7 @@ void Render::resizeGL(int w, int h) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-2, 2, -1.5, 1.5, 1, 1000);
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glFrustum(-2, 2, -1.5, 1.5, 1, 100);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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