Use glu to draw primitives

master
Jeremy Hu 2016-12-20 08:40:31 +09:30
parent f2bc4417e0
commit edeec37d01
6 changed files with 38 additions and 187 deletions

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@ -26,9 +26,10 @@ Now, for just beginning, I think it's a not bad start.
Draw shape ball is easy, no need to rotate, I just need scale it along the ball's radius.
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.
*Camera Control*
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.
<img src="screenshot/dust3d_node_edge.png">
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.
Added x,z axis, looks better than last screenshot.
I have to use the GLU library, the previous implementation of drawSphere and drawCylinder looks not good, and take too much time to debug.
<img src="screenshot/dust3d_node_edge_with_glu.png">
- [ ] Export Wavefront .obj
- [ ] Render B-Mesh result
- [ ] Design UI for monster parts configuration

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@ -3,110 +3,28 @@
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#ifdef __APPLE__
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
#include "draw.h"
/*
* This drawSphere function modified from [Jon Leech's implementation of sphere](ftp://ftp.ee.lbl.gov/sphere.c)
* Jeremy HU (huxingyi@msn.com) 2016/12/16
*/
static GLUquadricObj *quadricId = 0;
#define XPLUS { 1, 0, 0 } /* X */
#define XMIN { -1, 0, 0 } /* -X */
#define YPLUS { 0, 1, 0 } /* Y */
#define YMIN { 0, -1, 0 } /* -Y */
#define ZPLUS { 0, 0, 1 } /* Z */
#define ZMIN { 0, 0, -1 } /* -Z */
static const triangle octahedron[] = {
{{XPLUS, ZPLUS, YPLUS}},
{{YPLUS, ZPLUS, XMIN}},
{{XMIN, ZPLUS, YMIN}},
{{YMIN, ZPLUS, XPLUS}},
{{XPLUS, YPLUS, ZMIN}},
{{YPLUS, XMIN, ZMIN}},
{{XMIN, YMIN, ZMIN}},
{{YMIN, XPLUS, ZMIN}},
};
static void subdivide(object *old, object *subdivided) {
int i;
for (i = 0; i < old->npoly; ++i) {
triangle *oldt = &old->poly[i];
triangle *newt = &subdivided->poly[i * 4];
vec3 a, b, c;
vec3Midpoint(&oldt->pt[0], &oldt->pt[2], &a);
vec3Midpoint(&oldt->pt[0], &oldt->pt[1], &b);
vec3Midpoint(&oldt->pt[1], &oldt->pt[2], &c);
vec3Normalize(&a);
vec3Normalize(&b);
vec3Normalize(&c);
newt->pt[0] = oldt->pt[0];
newt->pt[1] = b;
newt->pt[2] = a;
newt++;
newt->pt[0] = b;
newt->pt[1] = oldt->pt[1];
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = b;
newt->pt[2] = c;
newt++;
newt->pt[0] = a;
newt->pt[1] = c;
newt->pt[2] = oldt->pt[2];
int drawInit(void) {
if (0 == quadricId) {
quadricId = gluNewQuadric();
gluQuadricDrawStyle(quadricId, GLU_FILL);
}
return 0;
}
int drawSphere(vec3 *origin, float radius, int level) {
int lv, i;
object oldObj, newObj;
if (level < 1) {
fprintf(stderr, "%s:level max greater than 0.\n", __FUNCTION__);
return -1;
}
oldObj.npoly = sizeof(octahedron) / sizeof(octahedron[0]);
oldObj.poly = (triangle *)malloc(oldObj.npoly * sizeof(triangle));
if (!oldObj.poly) {
fprintf(stderr, "%s:insufficient memory.\n", __FUNCTION__);
return -1;
}
memcpy(oldObj.poly, octahedron, oldObj.npoly * sizeof(triangle));
for (lv = 0; lv < level; lv++) {
newObj.npoly = oldObj.npoly * 4;
newObj.poly = (triangle *)malloc(newObj.npoly * sizeof(triangle));
if (!newObj.poly) {
fprintf(stderr, "%s:insufficient memory(levelLoop:%d).\n",
__FUNCTION__, lv);
free(oldObj.poly);
return -1;
}
subdivide(&oldObj, &newObj);
free(oldObj.poly);
oldObj = newObj;
}
int drawSphere(vec3 *origin, float radius, int slices, int stacks) {
glPushMatrix();
glTranslatef(origin->x, origin->y, origin->z);
glScalef(radius, radius, radius);
for (i = 0; i < newObj.npoly; ++i) {
drawTriangle(&newObj.poly[i]);
}
gluSphere(quadricId, radius, slices, stacks);
glPopMatrix();
free(newObj.poly);
return 0;
}
@ -121,11 +39,8 @@ void drawTriangle(triangle *poly) {
glEnd();
}
int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices) {
float theta = (2.0 * M_PI) / (float)slices;
float a = 0.0f;
int lv;
float x, y, z;
int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices,
int stacks) {
vec3 zAxis = {0, 0, 1};
vec3 p, t;
float height = 0;
@ -148,51 +63,7 @@ int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices)
glTranslatef(bottomOrigin->x, bottomOrigin->y,
bottomOrigin->z);
glRotatef(angle, t.x, t.y, t.z);
// strips
glBegin(GL_TRIANGLE_STRIP);
for (a = 0, lv = 0; lv <= slices; ++lv) {
float cosa = cos(a);
float sina = sin(a);
x = cosa * radius;
y = sina * radius;
z = 0;
glNormal3f(cosa, sina, 0);
glVertex3f(x, y, z);
z = height;
glNormal3f(cosa, sina, 0);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
// bottom cap
z = 0;
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 0, -1);
glVertex3f(0, 0, z);
for (a = 0, lv = 0; lv <= slices; ++lv) {
x = cos(a) * radius;
y = sin(a) * radius;
glNormal3f(0, 0, -1);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
// top cap
z = height;
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0, 0, 1);
glVertex3f(0, 0, z);
for (a = 0, lv = 0; lv <= slices; ++lv) {
x = cos(a) * radius;
y = sin(a) * radius;
glNormal3f(0, 0, 1);
glVertex3f(x, y, z);
a += theta;
}
glEnd();
gluCylinder(quadricId, radius, radius, height, slices, stacks);
glPopMatrix();

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@ -15,9 +15,11 @@ typedef struct {
triangle *poly;
} object;
int drawSphere(vec3 *origin, float radius, int level);
int drawInit(void);
int drawSphere(vec3 *origin, float radius, int slices, int stacks);
void drawTriangle(triangle *poly);
int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices);
int drawCylinder(vec3 *topOrigin, vec3 *bottomOrigin, float radius, int slices,
int stacks);
int drawGrid(float size, float step);
#ifdef __cplusplus

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@ -1,25 +0,0 @@
#ifndef DRAW_COMMON_H
#define DRAW_COMMON_H
#include "vector3d.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct {
vec3 pt[3];
} triangle;
typedef struct {
int npoly;
triangle *poly;
} object;
void drawTriangle(triangle *poly);
int drawCylinder(int slices, float radius, float height);
#ifdef __cplusplus
}
#endif
#endif

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@ -10,7 +10,7 @@
static int drawBmeshNode(bmesh *bm, bmeshNode *node) {
float color1[3] = {1, 0, 0};
glColor3fv(color1);
drawSphere(&node->position, node->radius, 3);
drawSphere(&node->position, node->radius, 36, 24);
return 0;
}
@ -19,7 +19,7 @@ static int drawBmeshEdge(bmesh *bm, bmeshEdge *edge) {
glColor3fv(color2);
bmeshNode *firstNode = bmeshGetNode(bm, edge->firstNode);
bmeshNode *secondNode = bmeshGetNode(bm, edge->secondNode);
drawCylinder(&firstNode->position, &secondNode->position, 0.04, 40);
drawCylinder(&firstNode->position, &secondNode->position, 0.1, 36, 24);
return 0;
}
@ -31,8 +31,8 @@ Render::Render(QWidget *parent)
mouseX = 0;
mouseY = 0;
cameraAngleX = 50;
cameraAngleY = 70;
cameraAngleX = 45;
cameraAngleY = -45;
cameraDistance = 3;
}
@ -74,6 +74,8 @@ void Render::initializeGL() {
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
drawInit();
}
void Render::paintGL() {
@ -97,17 +99,17 @@ void Render::paintGL() {
bm = bmeshCreate();
memset(&node, 0, sizeof(node));
node.position.x = -1.0;
node.position.y = 0.3;
node.position.z = 1.0;
node.radius = 0.45;
node.position.x = 0;
node.position.y = 0;
node.position.z = 3;
node.radius = 0.5;
bmeshAddNode(bm, &node);
memset(&node, 0, sizeof(node));
node.position.x = -0.5;
node.position.y = 0.2;
node.position.z = 0.5;
node.radius = 0.1;
node.position.x = 1;
node.position.y = 0;
node.position.z = 2;
node.radius = 0.5;
bmeshAddNode(bm, &node);
memset(&edge, 0, sizeof(edge));
@ -136,7 +138,7 @@ void Render::resizeGL(int w, int h) {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-2, 2, -1.5, 1.5, 1, 1000);
glFrustum(-2, 2, -1.5, 1.5, 1, 100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();