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Graphics1.cpp
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Graphics1.cpp
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#include <GL/glut.h>
#include <GL/glu.h>
#include <math.h>
#include <stdio.h>
static float angle = 0.0f, sun_angle = 0.0f;
static float lx = 0.0f, lz = -1.0f;
static float x = 0.0f, z = 5.0f;
static int polygons = 1;
static int light = 1;
static int shadows = 1;
static float light_intense = 0.3f;
GLfloat pos[4] = { 0, -1, 0, 1 };
GLfloat norm[4] = { 0, 1, 0, 0 };
GLfloat norm2[4] = { 0, -1, 0, 0 };
GLfloat norm3[4] = { 0, 0, 1, 0 };
GLfloat norm4[4] = { 0, 0, -1, 0 };
float mat[4];
GLfloat mat_emission[] = { 0.3f, 0.2f, 0.0f, 0.0f };
GLfloat factor;
GLuint rectangle;
GLuint square, small_square;
GLuint triangle;
GLuint house;
GLuint grass1;
GLuint grass2;
GLuint sun;
GLuint roof;
GLuint walls;
GLuint light1;
GLfloat tetrahedron_vertex[][3] = {
0.0f, 0.0f, 1.0f,
0.0f, 0.942809f, -0.333333f,
-0.816497f, -0.471405f, -0.333333f,
0.816497f, -0.471405f, -0.333333f
};
GLvoid initGL()
{
glClearColor(0, 0, 0, 1);
glClearDepth(1.0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void normalize(GLfloat* v)
{
GLfloat d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= d; v[1] /= d; v[2] /= d;
}
void divide_triangle(GLfloat* a, GLfloat* b, GLfloat* c, int depth)
{
if (depth > 0) {
GLfloat ab[3], ac[3], bc[3];
for (unsigned int i = 0; i < 3; i++)
ab[i] = a[i] + b[i];
normalize(ab);
for (unsigned int i = 0; i < 3; i++)
ac[i] = a[i] + c[i];
normalize(ac);
for (unsigned int i = 0; i < 3; i++)
bc[i] = b[i] + c[i];
normalize(bc);
divide_triangle(a, ab, ac, depth - 1);
divide_triangle(b, bc, ab, depth - 1);
divide_triangle(c, ac, bc, depth - 1);
divide_triangle(ab, bc, ac, depth - 1);
}
else {
glBegin(GL_LINE_LOOP);
mat[0] = 1.f;
mat[1] = 1.f;
mat[2] = 0.0f;
mat[3] = 1.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat);
mat[0] = 0.5f;
mat[1] = 0.5f;
mat[2] = 0.4f;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat);
mat[0] = 0.0f;
mat[1] = 0.0f;
mat[2] = 0.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.078125f * 128.0f);
glColor3f(1.0, 1.0, 1.0);
glVertex3fv(a);
glVertex3fv(b);
glVertex3fv(c);
glEnd();
}
}
void init_scene()
{
rectangle = glGenLists(2);
house = rectangle + 1;
square = glGenLists(4);
triangle = glGenLists(5);
sun = glGenLists(6);
small_square = glGenLists(7);
walls = glGenLists(8);
roof = glGenLists(9);
grass1 = glGenLists(10);
grass2 = glGenLists(12);
light1 = glGenLists(11);
glNewList(light1, GL_COMPILE);
GLfloat spotlight_ambient[4] = { light_intense,light_intense,light_intense,1.0f };
GLfloat diff[] = { 1, 1, 1, 1 };
glLightfv(GL_LIGHT1, GL_AMBIENT, spotlight_ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diff);
GLfloat spotlight_pos[4] = { -5.0f, 10.0f, 10.0f, 1.0f };
GLfloat spotlight_direction[4] = { -5.0f, -10.0f, 6.0f ,0.0f};
// -5 10 10 1
// -10 0 14 1
glLightfv(GL_LIGHT1, GL_POSITION, spotlight_pos);
glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, spotlight_direction);
glLightf(GL_LIGHT1, GL_SPOT_CUTOFF, 30);
glEndList();
glNewList(rectangle, GL_COMPILE);
glBegin(GL_POLYGON);
glNormal3fv(norm2);
glVertex3f(-5, -5, -10);
glVertex3f(5, -5, -10);
glVertex3f(5, -5, 10);
glVertex3f(-5, -5, 10);
glEnd();
glEndList();
glNewList(square, GL_COMPILE);
glBegin(GL_POLYGON);
glNormal3fv(norm4);
glVertex3f(5, 5, -10);
glVertex3f(-5, 5, -10);
glVertex3f(-5, -5, -10);
glVertex3f(5, -5, -10);
glEnd();
glEndList();
glNewList(small_square, GL_COMPILE);
glBegin(GL_POLYGON);
glVertex3f(-1, 0, 1);
glVertex3f(-1, 0, -1);
glVertex3f(1, 0, -1);
glVertex3f(1, 0, 1);
glEnd();
glEndList();
glNewList(triangle, GL_COMPILE);
glBegin(GL_POLYGON);
glNormal3fv(norm4);
glVertex3f(5, 5, -10);
glVertex3f(-5, 5, -10);
glVertex3f(0, 5 + 8.66025f, -10);
glEnd();
glEndList();
glNewList(grass1, GL_COMPILE);
glBegin(GL_POLYGON);
mat[0] = 0.0f;
mat[1] = 0.35f;
mat[2] = 0.0f;
mat[3] = 1.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat);
mat[0] = 0.4f;
mat[1] = 0.5f;
mat[2] = 0.4f;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat);
mat[0] = 0.04f;
mat[1] = 0.7f;
mat[2] = 0.04f;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.078125f * 128.0f);
glNormal3fv(norm);
glVertex3f(-50, 0, 50);
glVertex3f(-50, 0, -50);
glVertex3f(50, 0, -50);
glVertex3f(50, 0, 50);
glEnd();
glEndList();
glNewList(grass2, GL_COMPILE);
mat[0] = 0.0f;
mat[1] = 0.35f;
mat[2] = 0.0f;
mat[3] = 1.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat);
mat[0] = 0.4f;
mat[1] = 0.5f;
mat[2] = 0.4f;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat);
mat[0] = 0.04f;
mat[1] = 0.7f;
mat[2] = 0.04f;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.078125f * 128.0f);
for (int i = -50; i <= 50; i++)
for (int j = -50; j < 50; j++) {
glBegin(GL_POLYGON);
glNormal3fv( norm);
glVertex3f(i, 0, j);
glVertex3f(i, 0, j + 1);
glVertex3f(i + 1, 0, j + 1);
glVertex3f(i + 1, 0, j);
glEnd();
}
glEndList();
glNewList(walls, GL_COMPILE);
mat[0] = 0.23f;
mat[1] = 0.0f;
mat[2] = 0.02f;
mat[3] = 1.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat);
mat[0] = 1.f;
mat[1] = 0.0f;
mat[2] = 0.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat);
mat[0] = 0.7f;
mat[1] = 0.6f;
mat[2] = 0.6f;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.25f * 128.0f);
glPushMatrix();
glCallList(rectangle);
glPopMatrix();
glPushMatrix();
glRotatef(90, 0, 0, 1);
glCallList(rectangle);
glPopMatrix();
glPushMatrix();
glRotatef(-90, 0, 0, 1);
glCallList(rectangle);
glPopMatrix();
glPushMatrix();
glTranslatef(0, 10, 0);
glCallList(rectangle);
glPopMatrix();
glPushMatrix();
glCallList(square);
glPopMatrix();
glPushMatrix();
glRotatef(180, 1, 0, 0);
glCallList(square);
glPopMatrix();
glPushMatrix();
glCallList(triangle);
glPopMatrix();
glPushMatrix();
glTranslatef(0, 0, 20);
glCallList(triangle);
glPopMatrix();
glEnd();
glEndList();
glNewList(roof, GL_COMPILE);
mat[0] = 0.25f;
mat[1] = 0.20725f;
mat[2] = 0.20725f;
mat[3] = 1.0f;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat);
mat[0] = 1.0f;
mat[1] = 0.829f;
mat[2] = 0.829f;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat);
mat[0] = 0.296648f;
mat[1] = 0.296648f;
mat[2] = 0.296648f;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0.088f * 128.0f);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 100);
glPushMatrix();
glTranslatef(-5, 5, 0);
glRotatef(60, 0, 0, 1);
glTranslatef(5, 5, 0);
glCallList(rectangle);
glPopMatrix();
glPushMatrix();
glTranslatef(5, 5, 0);
glRotatef(-60, 0, 0, 1);
glTranslatef(-5, 5, 0);
glCallList(rectangle);
glPopMatrix();
glEnd();
glEndList();
glNewList(sun, GL_COMPILE);
glBegin(GL_LINE_LOOP);
divide_triangle(tetrahedron_vertex[0], tetrahedron_vertex[2], tetrahedron_vertex[1], 4);
divide_triangle(tetrahedron_vertex[0], tetrahedron_vertex[3], tetrahedron_vertex[2], 4);
divide_triangle(tetrahedron_vertex[0], tetrahedron_vertex[1], tetrahedron_vertex[3], 4);
divide_triangle(tetrahedron_vertex[1], tetrahedron_vertex[2], tetrahedron_vertex[3], 4);
glEnd();
glEndList();
glNewList(house, GL_COMPILE);
glCallList(walls);
glCallList(roof);
glEnd();
glEndList();
}
void display(void)
{
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
if (light == 1)
glEnable(GL_LIGHT1);
else
glDisable(GL_LIGHT1);
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
if (shadows == 1)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(house);
if(polygons == 1)
glCallList(grass1);
else
glCallList(grass2);
glCallList(light1);
glPushMatrix();
GLfloat mat_emission[] = { 0.3, 0.2, 0.2, 0.0 };
glRotatef(sun_angle, 0, 0, 1);
glTranslatef(-50, 0, 0);
glCallList(sun);
GLfloat spotlight_ambient[] = { light_intense,light_intense,light_intense, 1 };
glLightfv(GL_LIGHT0, GL_AMBIENT, spotlight_ambient);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(x, 0.6f, z,
x + lx, 0, z + lz,
0.0f, 1.0f, 0.0f);
glutSwapBuffers();
}
void window_idle()
{
if (polygons == 1) {
factor = -0.02f;
sun_angle -= 0.02f;
}
else {
factor = -0.1f;
sun_angle -= 0.1f;
}
if (sun_angle > -90) {
light_intense = 0.3 + 0.7 * (sun_angle / (-90));
}
else if (sun_angle > -180) {
light_intense = 1 - 0.7 * ((sun_angle + 90) / (-90));
}
if (sun_angle < -180) {
sun_angle = 0;
}
glutPostRedisplay();
}
void arrowKeys(int key, int xx, int yy) {
if (key == GLUT_KEY_LEFT) {
angle -= 0.01f;
lx = sin(angle);
lz = -cos(angle);
}
else if (key == GLUT_KEY_RIGHT) {
angle += 0.01f;
lx = sin(angle);
lz = -cos(angle);
}
glutPostRedisplay();
}
void rightClickMenu(GLint menuNum)
{}
void grassRightClickSubMenu(GLint menuNum)
{
polygons = menuNum;
}
void lightRightClickSubMenu(GLint menuNum)
{
light = menuNum;
}
void shadowsRightClickSubMenu(GLint menuNum)
{
shadows = menuNum;
}
void createGLUTMenus()
{
//Grass sub menu
auto grassSubMenuID = glutCreateMenu(grassRightClickSubMenu);
glutAddMenuEntry("One polygon grass", 1);
glutAddMenuEntry("100 polygons grass", 0);
//Light sub menu
auto lightSubMenuID = glutCreateMenu(lightRightClickSubMenu);
glutAddMenuEntry("On", 1);
glutAddMenuEntry("Off", 0);
//Shadows sub menu
auto shadowsSubMenuID = glutCreateMenu(shadowsRightClickSubMenu);
glutAddMenuEntry("Smooth", 1);
glutAddMenuEntry("Flat", 0);
//Parent menu
glutCreateMenu(rightClickMenu);
glutAddSubMenu("Grass", grassSubMenuID);
glutAddSubMenu("Light", lightSubMenuID);
glutAddSubMenu("Shadows", shadowsSubMenuID);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
initGL();
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glEnable(GL_NORMALIZE);
glutInitWindowPosition(100, 100);
glutInitWindowSize(500, 500);
glutCreateWindow("House");
glClearColor(1, 1, 1, 1); // white background
glMatrixMode(GL_PROJECTION); // setup viewing projection
glLoadIdentity(); // start with identity matrix
glOrtho(-50, 50, -50, 50, -50, 50); // setup a 200x200x200 viewing world
glutAttachMenu(GLUT_RIGHT_BUTTON);
init_scene();
glutDisplayFunc(display);
glutIdleFunc(window_idle);
glutSpecialFunc(arrowKeys);
createGLUTMenus();
glutMainLoop();
return 0;
}