我很难弄清楚这个刀片的问题(如果有任何问题)。我不明白为什么在这些截图中我必须将光源向右移动以完全照亮刀片。
问题:
我要问的是,如果您可以自己运行我的代码并进行测试并查看照明是否有任何错误,或者我只是错了,那就太棒了。
注意:的
n ==> Toggles to show the Normal vectors
t ==> Twists the blade
f ==> Flattens the blade
up/down/right/left/+/- ==> Move the camera
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#define PI 3.14159265
static GLfloat lpos[] = { 0.0, 0.0, 4.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static float alpha = 0.0;
static float beta = PI / 6.0;
static float zoom = 10.0;
static bool lightSource = true;
float twistConstant = 0;
float rotateConstant = 0;
float numberOfObj = 1;
float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;
float x;
float y;
float z;
float twistAng;
float twistCos;
float twistSin;
float yTwisted;
float zTwisted;
void DrawTopTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), cos(zTwisted));
glVertex3f(x, 0, y);
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawTopTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
glEnd();
}
}
void DrawBottomTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, -y);
}
glEnd();
}
void DrawBottomTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
glEnd();
}
}
void DrawBackTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(x, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawBackTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles-5){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
glEnd();
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
glEnd();
}
}
void DrawInsideTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, y);
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void writemessage()
{
printf(" X => x++ <= Move light source in direction of +X\n");
printf(" Y => y++ <= Move light source in direction of +Y\n");
printf(" Z => z++ <= Move light source in direction of +Z\n");
printf("\n");
printf("^X => x-- <= Move light source in direction of -X\n");
printf("^Y => y-- <= Move light source in direction of -Y\n");
printf("^Z => z-- <= Move light source in direction of -Z\n");
printf("\n");
printf(" ^ => Move camera up\n");
printf(" > => Move camera right\n");
printf(" < => Move camera left\n");
printf(" down arrow => Move camera down\n");
printf("\n");
printf(" t => More Twist\n");
printf(" f => Less Twist\n");
printf("\n");
printf(" q => More Propeller\n");
printf(" f => Less Propeller\n");
printf("\n");
printf(" w => More Triangles\n");
printf(" s => Less Triangles\n");
printf("\n");
printf(" 0 => Toggling light source\n");
printf("\n");
printf(" r => Rotates Propeller\n");
printf("\n");
printf(" n => Toggle to show Normal Vectors\n");
printf("\n");
printf(" You can not move the light source when the light source is off !!!");
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
cpos[0] = zoom * cos(beta) * sin(alpha);
cpos[1] = zoom * sin(beta);
cpos[2] = zoom * cos(beta) * cos(alpha);
gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
if (lightSource == true){
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glMaterialfv(GL_FRONT, GL_EMISSION, white);
glPushMatrix();
glTranslatef(lpos[0], lpos[1], lpos[2]);
glutSolidSphere(0.1, 10, 8);
glPopMatrix();
glMaterialfv(GL_FRONT, GL_EMISSION, black);
}
glRotatef(rotateConstant, 0, 0, 1);
for (int i = 0; i < numberOfObj; i++){
glPushMatrix();
glRotatef(i * 360 / numberOfObj, 0, 0, 1);
DrawTopTriangleSet();
DrawBottomTriangleSet();
DrawBackTriangleSet();
DrawInsideTriangleSet();
if (showNormalVectors){
DrawTopTriangleSetNormalVector();
DrawBottomTriangleSetNormalVector();
DrawBackTriangleSetNormalVector();
}
glPopMatrix();
}
// Cone
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glPushMatrix();
glTranslated(0, 0, -1.5);
glutSolidCone(1, 2, 50, 50);
glPopMatrix();
// Back of Cone
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glBegin(GL_POLYGON);
glNormal3f(0, 0, 1);
for (int i = 0; i <= 360; i++)
{
glVertex3f(cos(i*PI / 180) * 1, sin(i*PI / 180) * 1, -1.5);
}
glEnd();
glutSwapBuffers();
glFlush();
}
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 27:
exit(0);
break;
case 'x':
if (lightSource == true)
lpos[0] = lpos[0] + 0.2;
glutPostRedisplay();
break;
case 'X':
if (lightSource == true)
lpos[0] = lpos[0] - 0.2;
glutPostRedisplay();
break;
case 'y':
if (lightSource == true)
lpos[1] = lpos[1] + 0.2;
glutPostRedisplay();
break;
case 'Y':
if (lightSource == true)
lpos[1] = lpos[1] - 0.2;
glutPostRedisplay();
break;
case 'z':
if (lightSource == true)
lpos[2] = lpos[2] + 0.2;
glutPostRedisplay();
break;
case 'Z':
if (lightSource == true)
lpos[2] = lpos[2] - 0.2;
glutPostRedisplay();
break;
case '+':
if (zoom != 1.5)zoom = zoom - 0.5;
glutPostRedisplay();
break;
case '-':
if (zoom != 15)zoom = zoom + 0.5;
glutPostRedisplay();
break;
case '0':
if (lightSource == true){
glDisable(GL_LIGHT0);
lightSource = false;
}
else{
glEnable(GL_LIGHT0);
lightSource = true;
}
glutPostRedisplay();
break;
case 't':
if (twistConstant <= PI / 4){
twistConstant = twistConstant + 0.05;
glutPostRedisplay();
}
break;
case 'f':
if (twistConstant >= 0){
twistConstant = twistConstant - 0.05;
glutPostRedisplay();
}
break;
case 'r':
rotateConstant = rotateConstant + 2;
glutPostRedisplay();
break;
case 'q':
if (numberOfObj <= 6){
numberOfObj++;
glutPostRedisplay();
}
break;
case 'a':
if (numberOfObj >= 0){
numberOfObj--;
glutPostRedisplay();
}
break;
case 's':
if (numberOfTriangles < 90){
numberOfTriangles++;
glutPostRedisplay();
}
break;
case 'w':
if (numberOfTriangles > 1){
numberOfTriangles--;
glutPostRedisplay();
}
case 'n':
if (showNormalVectors)
showNormalVectors = false;
else
showNormalVectors = true;
glutPostRedisplay();
break;
default:
break;
}
}
void specialkey(GLint key, int x, int y)
{
switch (key) {
case GLUT_KEY_RIGHT:
alpha = alpha + PI / 180;
if (alpha > 2 * PI) alpha = alpha - 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
alpha = alpha - PI / 180;
if (alpha < 0) alpha = alpha + 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
if (beta < 0.45*PI) beta = beta + PI / 180;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
if (beta > -0.05*PI) beta = beta - PI / 180;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv)
{
writemessage();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialkey);
glutMainLoop();
return 0;
}
更新
我将所有法线向量的X值更改为0,显然问题已解决,显然......
例如:
glNormal3f(x, sin(yTwisted), cos(zTwisted));
到
glNormal3f(0, sin(yTwisted), cos(zTwisted));
答案 0 :(得分:1)
程序已完成。
我要感谢所有帮助我完成此计划的人。
再次感谢。
#include <GL/glut.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#define PI 3.14159265
static GLfloat lpos[] = { 0.0, 0.0, 4.0, 1.0 };
static GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 1.0 };
static GLfloat red[] = { 1.0, 0.0, 0.0, 1.0 };
static GLfloat yellow[] = { 1.0, 1.0, 0.0, 1.0 };
static float alpha = 0.0;
static float beta = PI / 6.0;
static float zoom = 10.0;
static bool lightSource = true;
float twistConstant = 0;
float rotateConstant = 0;
float numberOfObj = 3;
float numberOfTriangles = 1;
static GLdouble cpos[3];
bool showNormalVectors = false;
bool showInsideTriangleSet = true;
float x;
float y;
float z;
float twistAng;
float twistCos;
float twistSin;
float yTwisted;
float zTwisted;
void DrawTopTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(0, sin(yTwisted), cos(zTwisted));
glVertex3f(x, 0, 2*y);
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawTopTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles - 5){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
glEnd();
}
}
void DrawBottomTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(0, sin(yTwisted), cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, -2*y);
}
glEnd();
}
void DrawBottomTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles - 5){
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), cos(zTwisted));
glEnd();
}
}
void DrawBackTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, yellow);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, yellow);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(0, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glNormal3f(0, sin(yTwisted), -cos(zTwisted));
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void DrawBackTriangleSetNormalVector(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, white);
for (int i = 180; i >= 0; i = i - numberOfTriangles - 5){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
glEnd();
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glLineWidth(2.5);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINES);
glVertex3f(x, 0.0, 0.0);
glVertex3f(x, sin(yTwisted), -cos(zTwisted));
glEnd();
}
}
void DrawInsideTriangleSet(){
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glBegin(GL_TRIANGLE_STRIP);
for (int i = 180; i >= 0; i = i - numberOfTriangles){
x = i*PI / 180;
y = 0.5*sin(i*PI / 180);
z = -sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
glVertex3f(x, 0, y);
x = i*PI / 180;
y = -0.5*sin(i*PI / 180);
z = sin(i*PI / 180);
twistAng = twistConstant * x;
twistCos = cos(twistAng);
twistSin = sin(twistAng);
yTwisted = twistCos * y - twistSin * z;
zTwisted = twistSin * y + twistCos * z;
glVertex3f(x, yTwisted, zTwisted);
}
glEnd();
}
void writemessage()
{
printf(" X => x++ <= Move light source in direction of +X\n");
printf(" Y => y++ <= Move light source in direction of +Y\n");
printf(" Z => z++ <= Move light source in direction of +Z\n");
printf("\n");
printf("^X => x-- <= Move light source in direction of -X\n");
printf("^Y => y-- <= Move light source in direction of -Y\n");
printf("^Z => z-- <= Move light source in direction of -Z\n");
printf("\n");
printf(" ^ => Move camera up\n");
printf(" > => Move camera right\n");
printf(" < => Move camera left\n");
printf(" down arrow => Move camera down\n");
printf("\n");
printf(" t => More Twist\n");
printf(" f => Less Twist\n");
printf("\n");
printf(" q => More Propeller\n");
printf(" f => Less Propeller\n");
printf("\n");
printf(" e => More Triangles\n");
printf(" d => Less Triangles\n");
printf("\n");
printf(" 0 => Toggling light source\n");
printf("\n");
printf(" r => Rotates Propeller\n");
printf("\n");
printf(" n => Toggle to show Normal Vectors\n");
printf("\n");
printf(" s => Toggle to show Inside Triangles\n");
printf("\n");
printf(" w => Toggle to show wire frame mode\n");
printf("\n");
printf(" You can not move the light source when the light source is off !!!");
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)w / (GLfloat)h, 0.01, 20.0);
glMatrixMode(GL_MODELVIEW);
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 64);
cpos[0] = zoom * cos(beta) * sin(alpha);
cpos[1] = zoom * sin(beta);
cpos[2] = zoom * cos(beta) * cos(alpha);
gluLookAt(cpos[0], cpos[1], cpos[2], 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
if (lightSource == true){
glLightfv(GL_LIGHT0, GL_POSITION, lpos);
glMaterialfv(GL_FRONT, GL_EMISSION, white);
glPushMatrix();
glTranslatef(lpos[0], lpos[1], lpos[2]);
glutSolidSphere(0.1, 10, 8);
glPopMatrix();
glMaterialfv(GL_FRONT, GL_EMISSION, black);
}
glRotatef(rotateConstant, 0, 0, 1);
for (int i = 0; i < numberOfObj; i++){
glPushMatrix();
glRotatef(i * 360 / numberOfObj, 0, 0, 1);
DrawTopTriangleSet();
DrawBottomTriangleSet();
DrawBackTriangleSet();
if (showNormalVectors){
DrawTopTriangleSetNormalVector();
DrawBottomTriangleSetNormalVector();
DrawBackTriangleSetNormalVector();
}
if (showInsideTriangleSet)
DrawInsideTriangleSet();
glPopMatrix();
}
// Cone
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glPushMatrix();
glTranslated(0, 0, -1.5);
glutSolidCone(1, 2, 50, 50);
glPopMatrix();
// Back of Cone
glMaterialfv(GL_FRONT, GL_EMISSION, black);
glMaterialfv(GL_BACK, GL_EMISSION, black);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, red);
glBegin(GL_POLYGON);
glNormal3f(0, 0, 1);
for (int i = 0; i <= 360; i++)
{
glVertex3f(cos(i*PI / 180) * 1, sin(i*PI / 180) * 1, -1.5);
}
glEnd();
glutSwapBuffers();
glFlush();
}
void keyboard(unsigned char key, int x, int y)
{
static int polygonmode[2];
switch (key) {
case 27:
exit(0);
break;
case 'x':
if (lightSource == true)
lpos[0] = lpos[0] + 0.2;
glutPostRedisplay();
break;
case 'X':
if (lightSource == true)
lpos[0] = lpos[0] - 0.2;
glutPostRedisplay();
break;
case 'y':
if (lightSource == true)
lpos[1] = lpos[1] + 0.2;
glutPostRedisplay();
break;
case 'Y':
if (lightSource == true)
lpos[1] = lpos[1] - 0.2;
glutPostRedisplay();
break;
case 'z':
if (lightSource == true)
lpos[2] = lpos[2] + 0.2;
glutPostRedisplay();
break;
case 'Z':
if (lightSource == true)
lpos[2] = lpos[2] - 0.2;
glutPostRedisplay();
break;
case '+':
if (zoom != 1.5)zoom = zoom - 0.5;
glutPostRedisplay();
break;
case '-':
if (zoom != 15)zoom = zoom + 0.5;
glutPostRedisplay();
break;
case '0':
if (lightSource == true){
glDisable(GL_LIGHT0);
lightSource = false;
}
else{
glEnable(GL_LIGHT0);
lightSource = true;
}
glutPostRedisplay();
break;
case 't':
if (twistConstant <= PI / 4){
twistConstant = twistConstant + 0.05;
glutPostRedisplay();
}
break;
case 'f':
if (twistConstant > 0){
twistConstant = twistConstant - 0.05;
glutPostRedisplay();
}
break;
case 'r':
rotateConstant = rotateConstant + 3;
glutPostRedisplay();
break;
case 'q':
if (numberOfObj <= 6){
numberOfObj++;
glutPostRedisplay();
}
break;
case 'a':
if (numberOfObj >= 0){
numberOfObj--;
glutPostRedisplay();
}
break;
case 'd':
if (numberOfTriangles < 90){
numberOfTriangles++;
glutPostRedisplay();
}
break;
case 'e':
if (numberOfTriangles > 1){
numberOfTriangles--;
glutPostRedisplay();
}
break;
case 'n':
if (showNormalVectors)
showNormalVectors = false;
else
showNormalVectors = true;
glutPostRedisplay();
break;
case 'w':
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
if (polygonmode[0] == GL_FILL)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glutPostRedisplay();
break;
case 's':
if (showInsideTriangleSet)
showInsideTriangleSet = false;
else
showInsideTriangleSet = true;
glutPostRedisplay();
break;
default:
break;
}
}
void specialkey(GLint key, int x, int y)
{
switch (key) {
case GLUT_KEY_RIGHT:
alpha = alpha + PI / 180;
if (alpha > 2 * PI) alpha = alpha - 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_LEFT:
alpha = alpha - PI / 180;
if (alpha < 0) alpha = alpha + 2 * PI;
glutPostRedisplay();
break;
case GLUT_KEY_UP:
if (beta < 0.45*PI) beta = beta + PI / 180;
glutPostRedisplay();
break;
case GLUT_KEY_DOWN:
if (beta > -0.05*PI) beta = beta - PI / 180;
glutPostRedisplay();
break;
default:
break;
}
}
int main(int argc, char** argv)
{
writemessage();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(1200, 800);
glutInitWindowPosition(0, 0);
glutCreateWindow(argv[0]);
glClearColor(0.0, 0.0, 0.0, 0.0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
/* initially GL_FILL mode (default), later GL_LINE to show wireframe */
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_LIGHTING);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
glEnable(GL_LIGHT0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0.0, 5.0, 10.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutSpecialFunc(specialkey);
glutMainLoop();
return 0;
}