Add task 3

This commit is contained in:
hodasemi 2019-05-31 13:29:18 +02:00
parent 097f41a110
commit b574b9040b
51 changed files with 6422 additions and 0 deletions

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cmake_minimum_required( VERSION 2.6 )
project(exercise3)
# Gebraucht werden OpenGL und GLUT
find_package(OpenGL REQUIRED)
find_package(GLUT REQUIRED)
# Definition der Headerdateien
set(HEADERS
../../include/abstract_scene.h
../../include/cube_system_split.h
../../include/example_primitives.h
../../include/terrain.h
../../include/application.h
../../include/example_3d_primitives.h
../../include/example_trans_order.h
../../include/tiny_vec.h
../../include/cube_system.h
../../include/example_cons_primitives.h
../../include/recursive_cubes.h
../../dependencies/qdbmp/include/qdbmp.h
)
# Definition der Sourcedateien
set(SOURCES
../../src/abstract_scene.cpp
../../src/example_3d_primitives.cpp
../../src/main.cpp
../../src/application.cpp
../../src/example_cons_primitives.cpp
../../src/recursive_cubes.cpp
../../src/cube_system.cpp
../../src/example_primitives.cpp
../../src/terrain.cpp
../../src/cube_system_split.cpp
../../src/example_trans_order.cpp
../../dependencies/qdbmp/src/qdbmp.cpp
)
# Includeverzeichnisse setzen
include_directories(
../../include
../../dependencies/qdbmp/include
)
# Support fuer C++-11 aktivieren
set(CMAKE_CXX_FLAGS "-std=c++11")
# Ziel hinzufuegen
add_executable(exercise3
${SOURCES}
${HEADERS}
)
# Bibliotheken linken
target_link_libraries(exercise3 ${OPENGL_LIBRARIES} ${GLUT_LIBRARY})

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "graph_prog", "graph_prog.vcxproj", "{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.ActiveCfg = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.Build.0 = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.ActiveCfg = Release|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2015
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EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.ActiveCfg = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.Build.0 = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.ActiveCfg = Release|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2017
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Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.ActiveCfg = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Debug|Win32.Build.0 = Debug|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.ActiveCfg = Release|Win32
{ED74E400-FCC9-4F7A-AFD7-90A2C5300D90}.Release|Win32.Build.0 = Release|Win32
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GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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#ifndef __FREEGLUT_H__
#define __FREEGLUT_H__
/*
* freeglut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
#include "freeglut_ext.h"
/*** END OF FILE ***/
#endif /* __FREEGLUT_H__ */

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#ifndef __FREEGLUT_EXT_H__
#define __FREEGLUT_EXT_H__
/*
* freeglut_ext.h
*
* The non-GLUT-compatible extensions to the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Additional GLUT Key definitions for the Special key function
*/
#define GLUT_KEY_NUM_LOCK 0x006D
#define GLUT_KEY_BEGIN 0x006E
#define GLUT_KEY_DELETE 0x006F
#define GLUT_KEY_SHIFT_L 0x0070
#define GLUT_KEY_SHIFT_R 0x0071
#define GLUT_KEY_CTRL_L 0x0072
#define GLUT_KEY_CTRL_R 0x0073
#define GLUT_KEY_ALT_L 0x0074
#define GLUT_KEY_ALT_R 0x0075
/*
* GLUT API Extension macro definitions -- behaviour when the user clicks on an "x" to close a window
*/
#define GLUT_ACTION_EXIT 0
#define GLUT_ACTION_GLUTMAINLOOP_RETURNS 1
#define GLUT_ACTION_CONTINUE_EXECUTION 2
/*
* Create a new rendering context when the user opens a new window?
*/
#define GLUT_CREATE_NEW_CONTEXT 0
#define GLUT_USE_CURRENT_CONTEXT 1
/*
* Direct/Indirect rendering context options (has meaning only in Unix/X11)
*/
#define GLUT_FORCE_INDIRECT_CONTEXT 0
#define GLUT_ALLOW_DIRECT_CONTEXT 1
#define GLUT_TRY_DIRECT_CONTEXT 2
#define GLUT_FORCE_DIRECT_CONTEXT 3
/*
* GLUT API Extension macro definitions -- the glutGet parameters
*/
#define GLUT_INIT_STATE 0x007C
#define GLUT_ACTION_ON_WINDOW_CLOSE 0x01F9
#define GLUT_WINDOW_BORDER_WIDTH 0x01FA
#define GLUT_WINDOW_BORDER_HEIGHT 0x01FB
#define GLUT_WINDOW_HEADER_HEIGHT 0x01FB /* Docs say it should always have been GLUT_WINDOW_BORDER_HEIGHT, keep this for backward compatibility */
#define GLUT_VERSION 0x01FC
#define GLUT_RENDERING_CONTEXT 0x01FD
#define GLUT_DIRECT_RENDERING 0x01FE
#define GLUT_FULL_SCREEN 0x01FF
#define GLUT_SKIP_STALE_MOTION_EVENTS 0x0204
#define GLUT_GEOMETRY_VISUALIZE_NORMALS 0x0205
#define GLUT_STROKE_FONT_DRAW_JOIN_DOTS 0x0206 /* Draw dots between line segments of stroke fonts? */
/*
* New tokens for glutInitDisplayMode.
* Only one GLUT_AUXn bit may be used at a time.
* Value 0x0400 is defined in OpenGLUT.
*/
#define GLUT_AUX 0x1000
#define GLUT_AUX1 0x1000
#define GLUT_AUX2 0x2000
#define GLUT_AUX3 0x4000
#define GLUT_AUX4 0x8000
/*
* Context-related flags, see fg_state.c
* Set the requested OpenGL version
*/
#define GLUT_INIT_MAJOR_VERSION 0x0200
#define GLUT_INIT_MINOR_VERSION 0x0201
#define GLUT_INIT_FLAGS 0x0202
#define GLUT_INIT_PROFILE 0x0203
/*
* Flags for glutInitContextFlags, see fg_init.c
*/
#define GLUT_DEBUG 0x0001
#define GLUT_FORWARD_COMPATIBLE 0x0002
/*
* Flags for glutInitContextProfile, see fg_init.c
*/
#define GLUT_CORE_PROFILE 0x0001
#define GLUT_COMPATIBILITY_PROFILE 0x0002
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoopEvent( void );
FGAPI void FGAPIENTRY glutLeaveMainLoop( void );
FGAPI void FGAPIENTRY glutExit ( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI void FGAPIENTRY glutFullScreenToggle( void );
FGAPI void FGAPIENTRY glutLeaveFullScreen( void );
/*
* Menu functions
*/
FGAPI void FGAPIENTRY glutSetMenuFont( int menuID, void* font );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutMouseWheelFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutPositionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutCloseFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWMCloseFunc( void (* callback)( void ) );
/* And also a destruction callback for menus */
FGAPI void FGAPIENTRY glutMenuDestroyFunc( void (* callback)( void ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI void FGAPIENTRY glutSetOption ( GLenum option_flag, int value );
FGAPI int * FGAPIENTRY glutGetModeValues(GLenum mode, int * size);
/* A.Donev: User-data manipulation */
FGAPI void* FGAPIENTRY glutGetWindowData( void );
FGAPI void FGAPIENTRY glutSetWindowData(void* data);
FGAPI void* FGAPIENTRY glutGetMenuData( void );
FGAPI void FGAPIENTRY glutSetMenuData(void* data);
/*
* Font stuff, see fg_font.c
*/
FGAPI int FGAPIENTRY glutBitmapHeight( void* font );
FGAPI GLfloat FGAPIENTRY glutStrokeHeight( void* font );
FGAPI void FGAPIENTRY glutBitmapString( void* font, const unsigned char *string );
FGAPI void FGAPIENTRY glutStrokeString( void* font, const unsigned char *string );
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidRhombicDodecahedron( void );
FGAPI void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale );
FGAPI void FGAPIENTRY glutWireCylinder( double radius, double height, GLint slices, GLint stacks);
FGAPI void FGAPIENTRY glutSolidCylinder( double radius, double height, GLint slices, GLint stacks);
/*
* Rest of functions for rendering Newell's teaset, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeacup( double size );
FGAPI void FGAPIENTRY glutSolidTeacup( double size );
FGAPI void FGAPIENTRY glutWireTeaspoon( double size );
FGAPI void FGAPIENTRY glutSolidTeaspoon( double size );
/*
* Extension functions, see fg_ext.c
*/
typedef void (*GLUTproc)();
FGAPI GLUTproc FGAPIENTRY glutGetProcAddress( const char *procName );
/*
* Multi-touch/multi-pointer extensions
*/
#define GLUT_HAS_MULTI 1
/* TODO: add device_id parameter,
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=20120518071314.GA28061%40perso.beuc.net&forum_name=freeglut-developer */
FGAPI void FGAPIENTRY glutMultiEntryFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutMultiButtonFunc( void (* callback)( int, int, int, int, int ) );
FGAPI void FGAPIENTRY glutMultiMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutMultiPassiveFunc( void (* callback)( int, int, int ) );
/*
* Joystick functions, see fg_joystick.c
*/
/* USE OF THESE FUNCTIONS IS DEPRECATED !!!!! */
/* If you have a serious need for these functions in your application, please either
* contact the "freeglut" developer community at freeglut-developer@lists.sourceforge.net,
* switch to the OpenGLUT library, or else port your joystick functionality over to PLIB's
* "js" library.
*/
int glutJoystickGetNumAxes( int ident );
int glutJoystickGetNumButtons( int ident );
int glutJoystickNotWorking( int ident );
float glutJoystickGetDeadBand( int ident, int axis );
void glutJoystickSetDeadBand( int ident, int axis, float db );
float glutJoystickGetSaturation( int ident, int axis );
void glutJoystickSetSaturation( int ident, int axis, float st );
void glutJoystickSetMinRange( int ident, float *axes );
void glutJoystickSetMaxRange( int ident, float *axes );
void glutJoystickSetCenter( int ident, float *axes );
void glutJoystickGetMinRange( int ident, float *axes );
void glutJoystickGetMaxRange( int ident, float *axes );
void glutJoystickGetCenter( int ident, float *axes );
/*
* Initialization functions, see fg_init.c
*/
/* to get the typedef for va_list */
#include <stdarg.h>
FGAPI void FGAPIENTRY glutInitContextVersion( int majorVersion, int minorVersion );
FGAPI void FGAPIENTRY glutInitContextFlags( int flags );
FGAPI void FGAPIENTRY glutInitContextProfile( int profile );
FGAPI void FGAPIENTRY glutInitErrorFunc( void (* callback)( const char *fmt, va_list ap ) );
FGAPI void FGAPIENTRY glutInitWarningFunc( void (* callback)( const char *fmt, va_list ap ) );
/* OpenGL >= 2.0 support */
FGAPI void FGAPIENTRY glutSetVertexAttribCoord3(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribNormal(GLint attrib);
FGAPI void FGAPIENTRY glutSetVertexAttribTexCoord2(GLint attrib);
/* Mobile platforms lifecycle */
FGAPI void FGAPIENTRY glutInitContextFunc(void (* callback)());
FGAPI void FGAPIENTRY glutAppStatusFunc(void (* callback)(int));
/* state flags that can be passed to callback set by glutAppStatusFunc */
#define GLUT_APPSTATUS_PAUSE 0x0001
#define GLUT_APPSTATUS_RESUME 0x0002
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_CAPTIONLESS 0x0400
#define GLUT_BORDERLESS 0x0800
#define GLUT_SRGB 0x1000
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_EXT_H__ */

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#ifndef __FREEGLUT_STD_H__
#define __FREEGLUT_STD_H__
/*
* freeglut_std.h
*
* The GLUT-compatible part of the freeglut library include file
*
* Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved.
* Written by Pawel W. Olszta, <olszta@sourceforge.net>
* Creation date: Thu Dec 2 1999
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifdef __cplusplus
extern "C" {
#endif
/*
* Under windows, we have to differentiate between static and dynamic libraries
*/
#ifdef _WIN32
/* #pragma may not be supported by some compilers.
* Discussion by FreeGLUT developers suggests that
* Visual C++ specific code involving pragmas may
* need to move to a separate header. 24th Dec 2003
*/
/* Define FREEGLUT_LIB_PRAGMAS to 1 to include library
* pragmas or to 0 to exclude library pragmas.
* The default behavior depends on the compiler/platform.
*/
# ifndef FREEGLUT_LIB_PRAGMAS
# if ( defined(_MSC_VER) || defined(__WATCOMC__) ) && !defined(_WIN32_WCE)
# define FREEGLUT_LIB_PRAGMAS 1
# else
# define FREEGLUT_LIB_PRAGMAS 0
# endif
# endif
# ifndef WIN32_LEAN_AND_MEAN
# define WIN32_LEAN_AND_MEAN 1
# endif
# ifndef NOMINMAX
# define NOMINMAX
# endif
# include <windows.h>
/* Windows static library */
# ifdef FREEGLUT_STATIC
# define FGAPI
# define FGAPIENTRY
/* Link with Win32 static freeglut lib */
# if FREEGLUT_LIB_PRAGMAS
# ifdef NDEBUG
# pragma comment (lib, "freeglut_static.lib")
# else
# pragma comment (lib, "freeglut_staticd.lib")
# endif
# endif
/* Windows shared library (DLL) */
# else
# define FGAPIENTRY __stdcall
# if defined(FREEGLUT_EXPORTS)
# define FGAPI __declspec(dllexport)
# else
# define FGAPI __declspec(dllimport)
/* Link with Win32 shared freeglut lib */
# if FREEGLUT_LIB_PRAGMAS
# ifdef NDEBUG
# pragma comment (lib, "freeglut.lib")
# else
# pragma comment (lib, "freeglutd.lib")
# endif
# endif
# endif
# endif
/* Drag in other Windows libraries as required by FreeGLUT */
# if FREEGLUT_LIB_PRAGMAS
# pragma comment (lib, "glu32.lib") /* link OpenGL Utility lib */
# pragma comment (lib, "opengl32.lib") /* link Microsoft OpenGL lib */
# pragma comment (lib, "gdi32.lib") /* link Windows GDI lib */
# pragma comment (lib, "winmm.lib") /* link Windows MultiMedia lib */
# pragma comment (lib, "user32.lib") /* link Windows user lib */
# endif
#else
/* Non-Windows definition of FGAPI and FGAPIENTRY */
# define FGAPI
# define FGAPIENTRY
#endif
/*
* The freeglut and GLUT API versions
*/
#define FREEGLUT 1
#define GLUT_API_VERSION 4
#define GLUT_XLIB_IMPLEMENTATION 13
/* Deprecated:
cf. http://sourceforge.net/mailarchive/forum.php?thread_name=CABcAi1hw7cr4xtigckaGXB5X8wddLfMcbA_rZ3NAuwMrX_zmsw%40mail.gmail.com&forum_name=freeglut-developer */
#define FREEGLUT_VERSION_2_0 1
/*
* Always include OpenGL and GLU headers
*/
/* Note: FREEGLUT_GLES is only used to cleanly bootstrap headers
inclusion here; use GLES constants directly
(e.g. GL_ES_VERSION_2_0) for all other needs */
#ifdef FREEGLUT_GLES
# include <EGL/egl.h>
# include <GLES/gl.h>
# include <GLES2/gl2.h>
#elif __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glu.h>
#else
# include <GL/gl.h>
# include <GL/glu.h>
#endif
/*
* GLUT API macro definitions -- the special key codes:
*/
#define GLUT_KEY_F1 0x0001
#define GLUT_KEY_F2 0x0002
#define GLUT_KEY_F3 0x0003
#define GLUT_KEY_F4 0x0004
#define GLUT_KEY_F5 0x0005
#define GLUT_KEY_F6 0x0006
#define GLUT_KEY_F7 0x0007
#define GLUT_KEY_F8 0x0008
#define GLUT_KEY_F9 0x0009
#define GLUT_KEY_F10 0x000A
#define GLUT_KEY_F11 0x000B
#define GLUT_KEY_F12 0x000C
#define GLUT_KEY_LEFT 0x0064
#define GLUT_KEY_UP 0x0065
#define GLUT_KEY_RIGHT 0x0066
#define GLUT_KEY_DOWN 0x0067
#define GLUT_KEY_PAGE_UP 0x0068
#define GLUT_KEY_PAGE_DOWN 0x0069
#define GLUT_KEY_HOME 0x006A
#define GLUT_KEY_END 0x006B
#define GLUT_KEY_INSERT 0x006C
/*
* GLUT API macro definitions -- mouse state definitions
*/
#define GLUT_LEFT_BUTTON 0x0000
#define GLUT_MIDDLE_BUTTON 0x0001
#define GLUT_RIGHT_BUTTON 0x0002
#define GLUT_DOWN 0x0000
#define GLUT_UP 0x0001
#define GLUT_LEFT 0x0000
#define GLUT_ENTERED 0x0001
/*
* GLUT API macro definitions -- the display mode definitions
*/
#define GLUT_RGB 0x0000
#define GLUT_RGBA 0x0000
#define GLUT_INDEX 0x0001
#define GLUT_SINGLE 0x0000
#define GLUT_DOUBLE 0x0002
#define GLUT_ACCUM 0x0004
#define GLUT_ALPHA 0x0008
#define GLUT_DEPTH 0x0010
#define GLUT_STENCIL 0x0020
#define GLUT_MULTISAMPLE 0x0080
#define GLUT_STEREO 0x0100
#define GLUT_LUMINANCE 0x0200
/*
* GLUT API macro definitions -- windows and menu related definitions
*/
#define GLUT_MENU_NOT_IN_USE 0x0000
#define GLUT_MENU_IN_USE 0x0001
#define GLUT_NOT_VISIBLE 0x0000
#define GLUT_VISIBLE 0x0001
#define GLUT_HIDDEN 0x0000
#define GLUT_FULLY_RETAINED 0x0001
#define GLUT_PARTIALLY_RETAINED 0x0002
#define GLUT_FULLY_COVERED 0x0003
/*
* GLUT API macro definitions -- fonts definitions
*
* Steve Baker suggested to make it binary compatible with GLUT:
*/
#if defined(_MSC_VER) || defined(__CYGWIN__) || defined(__MINGW32__) || defined(__WATCOMC__)
# define GLUT_STROKE_ROMAN ((void *)0x0000)
# define GLUT_STROKE_MONO_ROMAN ((void *)0x0001)
# define GLUT_BITMAP_9_BY_15 ((void *)0x0002)
# define GLUT_BITMAP_8_BY_13 ((void *)0x0003)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *)0x0004)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *)0x0005)
# define GLUT_BITMAP_HELVETICA_10 ((void *)0x0006)
# define GLUT_BITMAP_HELVETICA_12 ((void *)0x0007)
# define GLUT_BITMAP_HELVETICA_18 ((void *)0x0008)
#else
/*
* I don't really know if it's a good idea... But here it goes:
*/
extern void* glutStrokeRoman;
extern void* glutStrokeMonoRoman;
extern void* glutBitmap9By15;
extern void* glutBitmap8By13;
extern void* glutBitmapTimesRoman10;
extern void* glutBitmapTimesRoman24;
extern void* glutBitmapHelvetica10;
extern void* glutBitmapHelvetica12;
extern void* glutBitmapHelvetica18;
/*
* Those pointers will be used by following definitions:
*/
# define GLUT_STROKE_ROMAN ((void *) &glutStrokeRoman)
# define GLUT_STROKE_MONO_ROMAN ((void *) &glutStrokeMonoRoman)
# define GLUT_BITMAP_9_BY_15 ((void *) &glutBitmap9By15)
# define GLUT_BITMAP_8_BY_13 ((void *) &glutBitmap8By13)
# define GLUT_BITMAP_TIMES_ROMAN_10 ((void *) &glutBitmapTimesRoman10)
# define GLUT_BITMAP_TIMES_ROMAN_24 ((void *) &glutBitmapTimesRoman24)
# define GLUT_BITMAP_HELVETICA_10 ((void *) &glutBitmapHelvetica10)
# define GLUT_BITMAP_HELVETICA_12 ((void *) &glutBitmapHelvetica12)
# define GLUT_BITMAP_HELVETICA_18 ((void *) &glutBitmapHelvetica18)
#endif
/*
* GLUT API macro definitions -- the glutGet parameters
*/
#define GLUT_WINDOW_X 0x0064
#define GLUT_WINDOW_Y 0x0065
#define GLUT_WINDOW_WIDTH 0x0066
#define GLUT_WINDOW_HEIGHT 0x0067
#define GLUT_WINDOW_BUFFER_SIZE 0x0068
#define GLUT_WINDOW_STENCIL_SIZE 0x0069
#define GLUT_WINDOW_DEPTH_SIZE 0x006A
#define GLUT_WINDOW_RED_SIZE 0x006B
#define GLUT_WINDOW_GREEN_SIZE 0x006C
#define GLUT_WINDOW_BLUE_SIZE 0x006D
#define GLUT_WINDOW_ALPHA_SIZE 0x006E
#define GLUT_WINDOW_ACCUM_RED_SIZE 0x006F
#define GLUT_WINDOW_ACCUM_GREEN_SIZE 0x0070
#define GLUT_WINDOW_ACCUM_BLUE_SIZE 0x0071
#define GLUT_WINDOW_ACCUM_ALPHA_SIZE 0x0072
#define GLUT_WINDOW_DOUBLEBUFFER 0x0073
#define GLUT_WINDOW_RGBA 0x0074
#define GLUT_WINDOW_PARENT 0x0075
#define GLUT_WINDOW_NUM_CHILDREN 0x0076
#define GLUT_WINDOW_COLORMAP_SIZE 0x0077
#define GLUT_WINDOW_NUM_SAMPLES 0x0078
#define GLUT_WINDOW_STEREO 0x0079
#define GLUT_WINDOW_CURSOR 0x007A
#define GLUT_SCREEN_WIDTH 0x00C8
#define GLUT_SCREEN_HEIGHT 0x00C9
#define GLUT_SCREEN_WIDTH_MM 0x00CA
#define GLUT_SCREEN_HEIGHT_MM 0x00CB
#define GLUT_MENU_NUM_ITEMS 0x012C
#define GLUT_DISPLAY_MODE_POSSIBLE 0x0190
#define GLUT_INIT_WINDOW_X 0x01F4
#define GLUT_INIT_WINDOW_Y 0x01F5
#define GLUT_INIT_WINDOW_WIDTH 0x01F6
#define GLUT_INIT_WINDOW_HEIGHT 0x01F7
#define GLUT_INIT_DISPLAY_MODE 0x01F8
#define GLUT_ELAPSED_TIME 0x02BC
#define GLUT_WINDOW_FORMAT_ID 0x007B
/*
* GLUT API macro definitions -- the glutDeviceGet parameters
*/
#define GLUT_HAS_KEYBOARD 0x0258
#define GLUT_HAS_MOUSE 0x0259
#define GLUT_HAS_SPACEBALL 0x025A
#define GLUT_HAS_DIAL_AND_BUTTON_BOX 0x025B
#define GLUT_HAS_TABLET 0x025C
#define GLUT_NUM_MOUSE_BUTTONS 0x025D
#define GLUT_NUM_SPACEBALL_BUTTONS 0x025E
#define GLUT_NUM_BUTTON_BOX_BUTTONS 0x025F
#define GLUT_NUM_DIALS 0x0260
#define GLUT_NUM_TABLET_BUTTONS 0x0261
#define GLUT_DEVICE_IGNORE_KEY_REPEAT 0x0262
#define GLUT_DEVICE_KEY_REPEAT 0x0263
#define GLUT_HAS_JOYSTICK 0x0264
#define GLUT_OWNS_JOYSTICK 0x0265
#define GLUT_JOYSTICK_BUTTONS 0x0266
#define GLUT_JOYSTICK_AXES 0x0267
#define GLUT_JOYSTICK_POLL_RATE 0x0268
/*
* GLUT API macro definitions -- the glutLayerGet parameters
*/
#define GLUT_OVERLAY_POSSIBLE 0x0320
#define GLUT_LAYER_IN_USE 0x0321
#define GLUT_HAS_OVERLAY 0x0322
#define GLUT_TRANSPARENT_INDEX 0x0323
#define GLUT_NORMAL_DAMAGED 0x0324
#define GLUT_OVERLAY_DAMAGED 0x0325
/*
* GLUT API macro definitions -- the glutVideoResizeGet parameters
*/
#define GLUT_VIDEO_RESIZE_POSSIBLE 0x0384
#define GLUT_VIDEO_RESIZE_IN_USE 0x0385
#define GLUT_VIDEO_RESIZE_X_DELTA 0x0386
#define GLUT_VIDEO_RESIZE_Y_DELTA 0x0387
#define GLUT_VIDEO_RESIZE_WIDTH_DELTA 0x0388
#define GLUT_VIDEO_RESIZE_HEIGHT_DELTA 0x0389
#define GLUT_VIDEO_RESIZE_X 0x038A
#define GLUT_VIDEO_RESIZE_Y 0x038B
#define GLUT_VIDEO_RESIZE_WIDTH 0x038C
#define GLUT_VIDEO_RESIZE_HEIGHT 0x038D
/*
* GLUT API macro definitions -- the glutUseLayer parameters
*/
#define GLUT_NORMAL 0x0000
#define GLUT_OVERLAY 0x0001
/*
* GLUT API macro definitions -- the glutGetModifiers parameters
*/
#define GLUT_ACTIVE_SHIFT 0x0001
#define GLUT_ACTIVE_CTRL 0x0002
#define GLUT_ACTIVE_ALT 0x0004
/*
* GLUT API macro definitions -- the glutSetCursor parameters
*/
#define GLUT_CURSOR_RIGHT_ARROW 0x0000
#define GLUT_CURSOR_LEFT_ARROW 0x0001
#define GLUT_CURSOR_INFO 0x0002
#define GLUT_CURSOR_DESTROY 0x0003
#define GLUT_CURSOR_HELP 0x0004
#define GLUT_CURSOR_CYCLE 0x0005
#define GLUT_CURSOR_SPRAY 0x0006
#define GLUT_CURSOR_WAIT 0x0007
#define GLUT_CURSOR_TEXT 0x0008
#define GLUT_CURSOR_CROSSHAIR 0x0009
#define GLUT_CURSOR_UP_DOWN 0x000A
#define GLUT_CURSOR_LEFT_RIGHT 0x000B
#define GLUT_CURSOR_TOP_SIDE 0x000C
#define GLUT_CURSOR_BOTTOM_SIDE 0x000D
#define GLUT_CURSOR_LEFT_SIDE 0x000E
#define GLUT_CURSOR_RIGHT_SIDE 0x000F
#define GLUT_CURSOR_TOP_LEFT_CORNER 0x0010
#define GLUT_CURSOR_TOP_RIGHT_CORNER 0x0011
#define GLUT_CURSOR_BOTTOM_RIGHT_CORNER 0x0012
#define GLUT_CURSOR_BOTTOM_LEFT_CORNER 0x0013
#define GLUT_CURSOR_INHERIT 0x0064
#define GLUT_CURSOR_NONE 0x0065
#define GLUT_CURSOR_FULL_CROSSHAIR 0x0066
/*
* GLUT API macro definitions -- RGB color component specification definitions
*/
#define GLUT_RED 0x0000
#define GLUT_GREEN 0x0001
#define GLUT_BLUE 0x0002
/*
* GLUT API macro definitions -- additional keyboard and joystick definitions
*/
#define GLUT_KEY_REPEAT_OFF 0x0000
#define GLUT_KEY_REPEAT_ON 0x0001
#define GLUT_KEY_REPEAT_DEFAULT 0x0002
#define GLUT_JOYSTICK_BUTTON_A 0x0001
#define GLUT_JOYSTICK_BUTTON_B 0x0002
#define GLUT_JOYSTICK_BUTTON_C 0x0004
#define GLUT_JOYSTICK_BUTTON_D 0x0008
/*
* GLUT API macro definitions -- game mode definitions
*/
#define GLUT_GAME_MODE_ACTIVE 0x0000
#define GLUT_GAME_MODE_POSSIBLE 0x0001
#define GLUT_GAME_MODE_WIDTH 0x0002
#define GLUT_GAME_MODE_HEIGHT 0x0003
#define GLUT_GAME_MODE_PIXEL_DEPTH 0x0004
#define GLUT_GAME_MODE_REFRESH_RATE 0x0005
#define GLUT_GAME_MODE_DISPLAY_CHANGED 0x0006
/*
* Initialization functions, see fglut_init.c
*/
FGAPI void FGAPIENTRY glutInit( int* pargc, char** argv );
FGAPI void FGAPIENTRY glutInitWindowPosition( int x, int y );
FGAPI void FGAPIENTRY glutInitWindowSize( int width, int height );
FGAPI void FGAPIENTRY glutInitDisplayMode( unsigned int displayMode );
FGAPI void FGAPIENTRY glutInitDisplayString( const char* displayMode );
/*
* Process loop function, see fg_main.c
*/
FGAPI void FGAPIENTRY glutMainLoop( void );
/*
* Window management functions, see fg_window.c
*/
FGAPI int FGAPIENTRY glutCreateWindow( const char* title );
FGAPI int FGAPIENTRY glutCreateSubWindow( int window, int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutDestroyWindow( int window );
FGAPI void FGAPIENTRY glutSetWindow( int window );
FGAPI int FGAPIENTRY glutGetWindow( void );
FGAPI void FGAPIENTRY glutSetWindowTitle( const char* title );
FGAPI void FGAPIENTRY glutSetIconTitle( const char* title );
FGAPI void FGAPIENTRY glutReshapeWindow( int width, int height );
FGAPI void FGAPIENTRY glutPositionWindow( int x, int y );
FGAPI void FGAPIENTRY glutShowWindow( void );
FGAPI void FGAPIENTRY glutHideWindow( void );
FGAPI void FGAPIENTRY glutIconifyWindow( void );
FGAPI void FGAPIENTRY glutPushWindow( void );
FGAPI void FGAPIENTRY glutPopWindow( void );
FGAPI void FGAPIENTRY glutFullScreen( void );
/*
* Display-related functions, see fg_display.c
*/
FGAPI void FGAPIENTRY glutPostWindowRedisplay( int window );
FGAPI void FGAPIENTRY glutPostRedisplay( void );
FGAPI void FGAPIENTRY glutSwapBuffers( void );
/*
* Mouse cursor functions, see fg_cursor.c
*/
FGAPI void FGAPIENTRY glutWarpPointer( int x, int y );
FGAPI void FGAPIENTRY glutSetCursor( int cursor );
/*
* Overlay stuff, see fg_overlay.c
*/
FGAPI void FGAPIENTRY glutEstablishOverlay( void );
FGAPI void FGAPIENTRY glutRemoveOverlay( void );
FGAPI void FGAPIENTRY glutUseLayer( GLenum layer );
FGAPI void FGAPIENTRY glutPostOverlayRedisplay( void );
FGAPI void FGAPIENTRY glutPostWindowOverlayRedisplay( int window );
FGAPI void FGAPIENTRY glutShowOverlay( void );
FGAPI void FGAPIENTRY glutHideOverlay( void );
/*
* Menu stuff, see fg_menu.c
*/
FGAPI int FGAPIENTRY glutCreateMenu( void (* callback)( int menu ) );
FGAPI void FGAPIENTRY glutDestroyMenu( int menu );
FGAPI int FGAPIENTRY glutGetMenu( void );
FGAPI void FGAPIENTRY glutSetMenu( int menu );
FGAPI void FGAPIENTRY glutAddMenuEntry( const char* label, int value );
FGAPI void FGAPIENTRY glutAddSubMenu( const char* label, int subMenu );
FGAPI void FGAPIENTRY glutChangeToMenuEntry( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutChangeToSubMenu( int item, const char* label, int value );
FGAPI void FGAPIENTRY glutRemoveMenuItem( int item );
FGAPI void FGAPIENTRY glutAttachMenu( int button );
FGAPI void FGAPIENTRY glutDetachMenu( int button );
/*
* Global callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutTimerFunc( unsigned int time, void (* callback)( int ), int value );
FGAPI void FGAPIENTRY glutIdleFunc( void (* callback)( void ) );
/*
* Window-specific callback functions, see fg_callbacks.c
*/
FGAPI void FGAPIENTRY glutKeyboardFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutReshapeFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutVisibilityFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutMouseFunc( void (* callback)( int, int, int, int ) );
FGAPI void FGAPIENTRY glutMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutPassiveMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutEntryFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutKeyboardUpFunc( void (* callback)( unsigned char, int, int ) );
FGAPI void FGAPIENTRY glutSpecialUpFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutJoystickFunc( void (* callback)( unsigned int, int, int, int ), int pollInterval );
FGAPI void FGAPIENTRY glutMenuStateFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutMenuStatusFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutOverlayDisplayFunc( void (* callback)( void ) );
FGAPI void FGAPIENTRY glutWindowStatusFunc( void (* callback)( int ) );
FGAPI void FGAPIENTRY glutSpaceballMotionFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballRotateFunc( void (* callback)( int, int, int ) );
FGAPI void FGAPIENTRY glutSpaceballButtonFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutButtonBoxFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutDialsFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletMotionFunc( void (* callback)( int, int ) );
FGAPI void FGAPIENTRY glutTabletButtonFunc( void (* callback)( int, int, int, int ) );
/*
* State setting and retrieval functions, see fg_state.c
*/
FGAPI int FGAPIENTRY glutGet( GLenum query );
FGAPI int FGAPIENTRY glutDeviceGet( GLenum query );
FGAPI int FGAPIENTRY glutGetModifiers( void );
FGAPI int FGAPIENTRY glutLayerGet( GLenum query );
/*
* Font stuff, see fg_font.c
*/
FGAPI void FGAPIENTRY glutBitmapCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutBitmapWidth( void* font, int character );
FGAPI void FGAPIENTRY glutStrokeCharacter( void* font, int character );
FGAPI int FGAPIENTRY glutStrokeWidth( void* font, int character );
FGAPI GLfloat FGAPIENTRY glutStrokeWidthf( void* font, int character ); /* GLUT 3.8 */
FGAPI int FGAPIENTRY glutBitmapLength( void* font, const unsigned char* string );
FGAPI int FGAPIENTRY glutStrokeLength( void* font, const unsigned char* string );
FGAPI GLfloat FGAPIENTRY glutStrokeLengthf( void* font, const unsigned char *string ); /* GLUT 3.8 */
/*
* Geometry functions, see fg_geometry.c
*/
FGAPI void FGAPIENTRY glutWireCube( double size );
FGAPI void FGAPIENTRY glutSolidCube( double size );
FGAPI void FGAPIENTRY glutWireSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidSphere( double radius, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks );
FGAPI void FGAPIENTRY glutWireTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutSolidTorus( double innerRadius, double outerRadius, GLint sides, GLint rings );
FGAPI void FGAPIENTRY glutWireDodecahedron( void );
FGAPI void FGAPIENTRY glutSolidDodecahedron( void );
FGAPI void FGAPIENTRY glutWireOctahedron( void );
FGAPI void FGAPIENTRY glutSolidOctahedron( void );
FGAPI void FGAPIENTRY glutWireTetrahedron( void );
FGAPI void FGAPIENTRY glutSolidTetrahedron( void );
FGAPI void FGAPIENTRY glutWireIcosahedron( void );
FGAPI void FGAPIENTRY glutSolidIcosahedron( void );
/*
* Teapot rendering functions, found in fg_teapot.c
* NB: front facing polygons have clockwise winding, not counter clockwise
*/
FGAPI void FGAPIENTRY glutWireTeapot( double size );
FGAPI void FGAPIENTRY glutSolidTeapot( double size );
/*
* Game mode functions, see fg_gamemode.c
*/
FGAPI void FGAPIENTRY glutGameModeString( const char* string );
FGAPI int FGAPIENTRY glutEnterGameMode( void );
FGAPI void FGAPIENTRY glutLeaveGameMode( void );
FGAPI int FGAPIENTRY glutGameModeGet( GLenum query );
/*
* Video resize functions, see fg_videoresize.c
*/
FGAPI int FGAPIENTRY glutVideoResizeGet( GLenum query );
FGAPI void FGAPIENTRY glutSetupVideoResizing( void );
FGAPI void FGAPIENTRY glutStopVideoResizing( void );
FGAPI void FGAPIENTRY glutVideoResize( int x, int y, int width, int height );
FGAPI void FGAPIENTRY glutVideoPan( int x, int y, int width, int height );
/*
* Colormap functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutSetColor( int color, GLfloat red, GLfloat green, GLfloat blue );
FGAPI GLfloat FGAPIENTRY glutGetColor( int color, int component );
FGAPI void FGAPIENTRY glutCopyColormap( int window );
/*
* Misc keyboard and joystick functions, see fg_misc.c
*/
FGAPI void FGAPIENTRY glutIgnoreKeyRepeat( int ignore );
FGAPI void FGAPIENTRY glutSetKeyRepeat( int repeatMode );
FGAPI void FGAPIENTRY glutForceJoystickFunc( void );
/*
* Misc functions, see fg_misc.c
*/
FGAPI int FGAPIENTRY glutExtensionSupported( const char* extension );
FGAPI void FGAPIENTRY glutReportErrors( void );
/* Comment from glut.h of classic GLUT:
Win32 has an annoying issue where there are multiple C run-time
libraries (CRTs). If the executable is linked with a different CRT
from the GLUT DLL, the GLUT DLL will not share the same CRT static
data seen by the executable. In particular, atexit callbacks registered
in the executable will not be called if GLUT calls its (different)
exit routine). GLUT is typically built with the
"/MD" option (the CRT with multithreading DLL support), but the Visual
C++ linker default is "/ML" (the single threaded CRT).
One workaround to this issue is requiring users to always link with
the same CRT as GLUT is compiled with. That requires users supply a
non-standard option. GLUT 3.7 has its own built-in workaround where
the executable's "exit" function pointer is covertly passed to GLUT.
GLUT then calls the executable's exit function pointer to ensure that
any "atexit" calls registered by the application are called if GLUT
needs to exit.
Note that the __glut*WithExit routines should NEVER be called directly.
To avoid the atexit workaround, #define GLUT_DISABLE_ATEXIT_HACK. */
/* to get the prototype for exit() */
#include <stdlib.h>
#if defined(_WIN32) && !defined(GLUT_DISABLE_ATEXIT_HACK) && !defined(__WATCOMC__)
FGAPI void FGAPIENTRY __glutInitWithExit(int *argcp, char **argv, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateWindowWithExit(const char *title, void (__cdecl *exitfunc)(int));
FGAPI int FGAPIENTRY __glutCreateMenuWithExit(void (* func)(int), void (__cdecl *exitfunc)(int));
#ifndef FREEGLUT_BUILDING_LIB
#if defined(__GNUC__)
#define FGUNUSED __attribute__((unused))
#else
#define FGUNUSED
#endif
static void FGAPIENTRY FGUNUSED glutInit_ATEXIT_HACK(int *argcp, char **argv) { __glutInitWithExit(argcp, argv, exit); }
#define glutInit glutInit_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateWindow_ATEXIT_HACK(const char *title) { return __glutCreateWindowWithExit(title, exit); }
#define glutCreateWindow glutCreateWindow_ATEXIT_HACK
static int FGAPIENTRY FGUNUSED glutCreateMenu_ATEXIT_HACK(void (* func)(int)) { return __glutCreateMenuWithExit(func, exit); }
#define glutCreateMenu glutCreateMenu_ATEXIT_HACK
#endif
#endif
#ifdef __cplusplus
}
#endif
/*** END OF FILE ***/
#endif /* __FREEGLUT_STD_H__ */

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#ifndef __GLUT_H__
#define __GLUT_H__
/*
* glut.h
*
* The freeglut library include file
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* PAWEL W. OLSZTA BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
* IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "freeglut_std.h"
/*** END OF FILE ***/
#endif /* __GLUT_H__ */

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freeglut-3.0.0

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#ifndef _BMP_H_
#define _BMP_H_
#pragma warning(disable:4996)
/**************************************************************
QDBMP - Quick n' Dirty BMP
v1.0.0 - 2007-04-07
http://qdbmp.sourceforge.net
The library supports the following BMP variants:
1. Uncompressed 32 BPP (alpha values are ignored)
2. Uncompressed 24 BPP
3. Uncompressed 8 BPP (indexed color)
QDBMP is free and open source software, distributed
under the MIT licence.
Copyright (c) 2007 Chai Braudo (braudo@users.sourceforge.net)
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
**************************************************************/
#include <stdio.h>
/* Type definitions */
#ifndef UINT
#define UINT unsigned long int
#endif
#ifndef USHORT
#define USHORT unsigned short
#endif
#ifndef UCHAR
#define UCHAR unsigned char
#endif
/* Version */
#define QDBMP_VERSION_MAJOR 1
#define QDBMP_VERSION_MINOR 0
#define QDBMP_VERSION_PATCH 1
/* Error codes */
typedef enum
{
BMP_OK = 0, /* No error */
BMP_ERROR, /* General error */
BMP_OUT_OF_MEMORY, /* Could not allocate enough memory to complete the operation */
BMP_IO_ERROR, /* General input/output error */
BMP_FILE_NOT_FOUND, /* File not found */
BMP_FILE_NOT_SUPPORTED, /* File is not a supported BMP variant */
BMP_FILE_INVALID, /* File is not a BMP image or is an invalid BMP */
BMP_INVALID_ARGUMENT, /* An argument is invalid or out of range */
BMP_TYPE_MISMATCH, /* The requested action is not compatible with the BMP's type */
BMP_ERROR_NUM
} BMP_STATUS;
/* Bitmap image */
typedef struct _BMP BMP;
/*********************************** Public methods **********************************/
/* Construction/destruction */
BMP* BMP_Create ( UINT width, UINT height, USHORT depth );
void BMP_Free ( BMP* bmp );
/* I/O */
BMP* BMP_ReadFile ( const char* filename );
void BMP_WriteFile ( BMP* bmp, const char* filename );
/* Meta info */
UINT BMP_GetWidth ( BMP* bmp );
UINT BMP_GetHeight ( BMP* bmp );
USHORT BMP_GetDepth ( BMP* bmp );
/* Pixel access */
void BMP_GetPixelRGB ( BMP* bmp, UINT x, UINT y, UCHAR* r, UCHAR* g, UCHAR* b );
void BMP_SetPixelRGB ( BMP* bmp, UINT x, UINT y, UCHAR r, UCHAR g, UCHAR b );
void BMP_GetPixelIndex ( BMP* bmp, UINT x, UINT y, UCHAR* val );
void BMP_SetPixelIndex ( BMP* bmp, UINT x, UINT y, UCHAR val );
unsigned char* BMP_GetImageData ( BMP *bmp );
/* Palette handling */
void BMP_GetPaletteColor ( BMP* bmp, UCHAR index, UCHAR* r, UCHAR* g, UCHAR* b );
void BMP_SetPaletteColor ( BMP* bmp, UCHAR index, UCHAR r, UCHAR g, UCHAR b );
/* Error handling */
BMP_STATUS BMP_GetError ();
const char* BMP_GetErrorDescription ();
/* Useful macro that may be used after each BMP operation to check for an error */
#define BMP_CHECK_ERROR( output_file, return_value ) \
if ( BMP_GetError() != BMP_OK ) \
{ \
fprintf( ( output_file ), "BMP error: %s\n", BMP_GetErrorDescription() ); \
return( return_value ); \
} \
#endif

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#include "qdbmp.h"
#include <stdlib.h>
#include <string.h>
/* Bitmap header */
typedef struct _BMP_Header
{
USHORT Magic; /* Magic identifier: "BM" */
UINT FileSize; /* Size of the BMP file in bytes */
USHORT Reserved1; /* Reserved */
USHORT Reserved2; /* Reserved */
UINT DataOffset; /* Offset of image data relative to the file's start */
UINT HeaderSize; /* Size of the header in bytes */
UINT Width; /* Bitmap's width */
UINT Height; /* Bitmap's height */
USHORT Planes; /* Number of color planes in the bitmap */
USHORT BitsPerPixel; /* Number of bits per pixel */
UINT CompressionType; /* Compression type */
UINT ImageDataSize; /* Size of uncompressed image's data */
UINT HPixelsPerMeter; /* Horizontal resolution (pixels per meter) */
UINT VPixelsPerMeter; /* Vertical resolution (pixels per meter) */
UINT ColorsUsed; /* Number of color indexes in the color table that are actually used by the bitmap */
UINT ColorsRequired; /* Number of color indexes that are required for displaying the bitmap */
} BMP_Header;
/* Private data structure */
struct _BMP
{
BMP_Header Header;
UCHAR* Palette;
UCHAR* Data;
};
/* Holds the last error code */
static BMP_STATUS BMP_LAST_ERROR_CODE = BMP_OK;
/* Error description strings */
static const char* BMP_ERROR_STRING[] =
{
"No error",
"General error",
"Could not allocate enough memory to complete the operation",
"File input/output error",
"File not found",
"File is not a supported BMP variant (must be uncompressed 8, 24 or 32 BPP)",
"File is not a valid BMP image",
"An argument is invalid or out of range",
"The requested action is not compatible with the BMP's type"
};
/* Size of the palette data for 8 BPP bitmaps */
#define BMP_PALETTE_SIZE ( 256 * 4 )
/*********************************** Forward declarations **********************************/
int ReadHeader ( BMP* bmp, FILE* f );
int WriteHeader ( BMP* bmp, FILE* f );
int ReadUINT ( UINT* x, FILE* f );
int ReadUSHORT ( USHORT *x, FILE* f );
int WriteUINT ( UINT x, FILE* f );
int WriteUSHORT ( USHORT x, FILE* f );
/*********************************** Public methods **********************************/
/**************************************************************
Creates a blank BMP image with the specified dimensions
and bit depth.
**************************************************************/
BMP* BMP_Create( UINT width, UINT height, USHORT depth )
{
BMP* bmp;
int bytes_per_pixel = depth >> 3;
UINT bytes_per_row;
if ( height <= 0 || width <= 0 )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return NULL;
}
if ( depth != 8 && depth != 24 && depth != 32 )
{
BMP_LAST_ERROR_CODE = BMP_FILE_NOT_SUPPORTED;
return NULL;
}
/* Allocate the bitmap data structure */
bmp = (BMP*)calloc( 1, sizeof( BMP ) );
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
return NULL;
}
/* Set header' default values */
bmp->Header.Magic = 0x4D42;
bmp->Header.Reserved1 = 0;
bmp->Header.Reserved2 = 0;
bmp->Header.HeaderSize = 40;
bmp->Header.Planes = 1;
bmp->Header.CompressionType = 0;
bmp->Header.HPixelsPerMeter = 0;
bmp->Header.VPixelsPerMeter = 0;
bmp->Header.ColorsUsed = 0;
bmp->Header.ColorsRequired = 0;
/* Calculate the number of bytes used to store a single image row. This is always
rounded up to the next multiple of 4. */
bytes_per_row = width * bytes_per_pixel;
bytes_per_row += ( bytes_per_row % 4 ? 4 - bytes_per_row % 4 : 0 );
/* Set header's image specific values */
bmp->Header.Width = width;
bmp->Header.Height = height;
bmp->Header.BitsPerPixel = depth;
bmp->Header.ImageDataSize = bytes_per_row * height;
bmp->Header.FileSize = bmp->Header.ImageDataSize + 54 + ( depth == 8 ? BMP_PALETTE_SIZE : 0 );
bmp->Header.DataOffset = 54 + ( depth == 8 ? BMP_PALETTE_SIZE : 0 );
/* Allocate palette */
if ( bmp->Header.BitsPerPixel == 8 )
{
bmp->Palette = (UCHAR*) calloc( BMP_PALETTE_SIZE, sizeof( UCHAR ) );
if ( bmp->Palette == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
free( bmp );
return NULL;
}
}
else
{
bmp->Palette = NULL;
}
/* Allocate pixels */
bmp->Data = (UCHAR*) calloc( bmp->Header.ImageDataSize, sizeof( UCHAR ) );
if ( bmp->Data == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
free( bmp->Palette );
free( bmp );
return NULL;
}
BMP_LAST_ERROR_CODE = BMP_OK;
return bmp;
}
/**************************************************************
Frees all the memory used by the specified BMP image.
**************************************************************/
void BMP_Free( BMP* bmp )
{
if ( bmp == NULL )
{
return;
}
if ( bmp->Palette != NULL )
{
free( bmp->Palette );
}
if ( bmp->Data != NULL )
{
free( bmp->Data );
}
free( bmp );
BMP_LAST_ERROR_CODE = BMP_OK;
}
/**************************************************************
Reads the specified BMP image file.
**************************************************************/
BMP* BMP_ReadFile( const char* filename )
{
BMP* bmp;
FILE* f;
if ( filename == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return NULL;
}
/* Allocate */
bmp = (BMP*)calloc( 1, sizeof( BMP ) );
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
return NULL;
}
/* Open file */
f = fopen( filename, "rb" );
if ( f == NULL )
{
BMP_LAST_ERROR_CODE = BMP_FILE_NOT_FOUND;
free( bmp );
return NULL;
}
/* Read header */
if ( ReadHeader( bmp, f ) != BMP_OK || bmp->Header.Magic != 0x4D42 )
{
BMP_LAST_ERROR_CODE = BMP_FILE_INVALID;
fclose( f );
free( bmp );
return NULL;
}
/* Verify that the bitmap variant is supported */
if ( ( bmp->Header.BitsPerPixel != 32 && bmp->Header.BitsPerPixel != 24 && bmp->Header.BitsPerPixel != 8 )
|| bmp->Header.CompressionType != 0 || bmp->Header.HeaderSize != 40 )
{
BMP_LAST_ERROR_CODE = BMP_FILE_NOT_SUPPORTED;
fclose( f );
free( bmp );
return NULL;
}
/* Allocate and read palette */
if ( bmp->Header.BitsPerPixel == 8 )
{
bmp->Palette = (UCHAR*) malloc( BMP_PALETTE_SIZE * sizeof( UCHAR ) );
if ( bmp->Palette == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
fclose( f );
free( bmp );
return NULL;
}
if ( fread( bmp->Palette, sizeof( UCHAR ), BMP_PALETTE_SIZE, f ) != BMP_PALETTE_SIZE )
{
BMP_LAST_ERROR_CODE = BMP_FILE_INVALID;
fclose( f );
free( bmp->Palette );
free( bmp );
return NULL;
}
}
else /* Not an indexed image */
{
bmp->Palette = NULL;
}
/* Allocate memory for image data */
bmp->Data = (UCHAR*) malloc( bmp->Header.ImageDataSize );
if ( bmp->Data == NULL )
{
BMP_LAST_ERROR_CODE = BMP_OUT_OF_MEMORY;
fclose( f );
free( bmp->Palette );
free( bmp );
return NULL;
}
/* Read image data */
if ( fread( bmp->Data, sizeof( UCHAR ), bmp->Header.ImageDataSize, f ) != bmp->Header.ImageDataSize )
{
BMP_LAST_ERROR_CODE = BMP_FILE_INVALID;
fclose( f );
free( bmp->Data );
free( bmp->Palette );
free( bmp );
return NULL;
}
fclose( f );
BMP_LAST_ERROR_CODE = BMP_OK;
return bmp;
}
/**************************************************************
Writes the BMP image to the specified file.
**************************************************************/
void BMP_WriteFile( BMP* bmp, const char* filename )
{
FILE* f;
if ( filename == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return;
}
/* Open file */
f = fopen( filename, "wb" );
if ( f == NULL )
{
BMP_LAST_ERROR_CODE = BMP_FILE_NOT_FOUND;
return;
}
/* Write header */
if ( WriteHeader( bmp, f ) != BMP_OK )
{
BMP_LAST_ERROR_CODE = BMP_IO_ERROR;
fclose( f );
return;
}
/* Write palette */
if ( bmp->Palette )
{
if ( fwrite( bmp->Palette, sizeof( UCHAR ), BMP_PALETTE_SIZE, f ) != BMP_PALETTE_SIZE )
{
BMP_LAST_ERROR_CODE = BMP_IO_ERROR;
fclose( f );
return;
}
}
/* Write data */
if ( fwrite( bmp->Data, sizeof( UCHAR ), bmp->Header.ImageDataSize, f ) != bmp->Header.ImageDataSize )
{
BMP_LAST_ERROR_CODE = BMP_IO_ERROR;
fclose( f );
return;
}
BMP_LAST_ERROR_CODE = BMP_OK;
fclose( f );
}
/**************************************************************
Returns the image's width.
**************************************************************/
UINT BMP_GetWidth( BMP* bmp )
{
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return -1;
}
BMP_LAST_ERROR_CODE = BMP_OK;
return ( bmp->Header.Width );
}
/**************************************************************
Returns the image's height.
**************************************************************/
UINT BMP_GetHeight( BMP* bmp )
{
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return -1;
}
BMP_LAST_ERROR_CODE = BMP_OK;
return ( bmp->Header.Height );
}
/**************************************************************
Returns the image's color depth (bits per pixel).
**************************************************************/
USHORT BMP_GetDepth( BMP* bmp )
{
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return -1;
}
BMP_LAST_ERROR_CODE = BMP_OK;
return ( bmp->Header.BitsPerPixel );
}
/**************************************************************
Populates the arguments with the specified pixel's RGB
values.
**************************************************************/
void BMP_GetPixelRGB( BMP* bmp, UINT x, UINT y, UCHAR* r, UCHAR* g, UCHAR* b )
{
UCHAR* pixel;
UINT bytes_per_row;
UCHAR bytes_per_pixel;
if ( bmp == NULL || x < 0 || x >= bmp->Header.Width || y < 0 || y >= bmp->Header.Height )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else
{
BMP_LAST_ERROR_CODE = BMP_OK;
bytes_per_pixel = bmp->Header.BitsPerPixel >> 3;
/* Row's size is rounded up to the next multiple of 4 bytes */
bytes_per_row = bmp->Header.ImageDataSize / bmp->Header.Height;
/* Calculate the location of the relevant pixel (rows are flipped) */
pixel = bmp->Data + ( ( bmp->Header.Height - y - 1 ) * bytes_per_row + x * bytes_per_pixel );
/* In indexed color mode the pixel's value is an index within the palette */
if ( bmp->Header.BitsPerPixel == 8 )
{
pixel = bmp->Palette + *pixel * 4;
}
/* Note: colors are stored in BGR order */
if ( r ) *r = *( pixel + 2 );
if ( g ) *g = *( pixel + 1 );
if ( b ) *b = *( pixel + 0 );
}
}
/**************************************************************
Sets the specified pixel's RGB values.
**************************************************************/
void BMP_SetPixelRGB( BMP* bmp, UINT x, UINT y, UCHAR r, UCHAR g, UCHAR b )
{
UCHAR* pixel;
UINT bytes_per_row;
UCHAR bytes_per_pixel;
if ( bmp == NULL || x < 0 || x >= bmp->Header.Width || y < 0 || y >= bmp->Header.Height )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else if ( bmp->Header.BitsPerPixel != 24 && bmp->Header.BitsPerPixel != 32 )
{
BMP_LAST_ERROR_CODE = BMP_TYPE_MISMATCH;
}
else
{
BMP_LAST_ERROR_CODE = BMP_OK;
bytes_per_pixel = bmp->Header.BitsPerPixel >> 3;
/* Row's size is rounded up to the next multiple of 4 bytes */
bytes_per_row = bmp->Header.ImageDataSize / bmp->Header.Height;
/* Calculate the location of the relevant pixel (rows are flipped) */
pixel = bmp->Data + ( ( bmp->Header.Height - y - 1 ) * bytes_per_row + x * bytes_per_pixel );
/* Note: colors are stored in BGR order */
*( pixel + 2 ) = r;
*( pixel + 1 ) = g;
*( pixel + 0 ) = b;
}
}
/**************************************************************
Gets the specified pixel's color index.
**************************************************************/
void BMP_GetPixelIndex( BMP* bmp, UINT x, UINT y, UCHAR* val )
{
UCHAR* pixel;
UINT bytes_per_row;
if ( bmp == NULL || x < 0 || x >= bmp->Header.Width || y < 0 || y >= bmp->Header.Height )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else if ( bmp->Header.BitsPerPixel != 8 )
{
BMP_LAST_ERROR_CODE = BMP_TYPE_MISMATCH;
}
else
{
BMP_LAST_ERROR_CODE = BMP_OK;
/* Row's size is rounded up to the next multiple of 4 bytes */
bytes_per_row = bmp->Header.ImageDataSize / bmp->Header.Height;
/* Calculate the location of the relevant pixel */
pixel = bmp->Data + ( ( bmp->Header.Height - y - 1 ) * bytes_per_row + x );
if ( val ) *val = *pixel;
}
}
/**************************************************************
Sets the specified pixel's color index.
**************************************************************/
void BMP_SetPixelIndex( BMP* bmp, UINT x, UINT y, UCHAR val )
{
UCHAR* pixel;
UINT bytes_per_row;
if ( bmp == NULL || x < 0 || x >= bmp->Header.Width || y < 0 || y >= bmp->Header.Height )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else if ( bmp->Header.BitsPerPixel != 8 )
{
BMP_LAST_ERROR_CODE = BMP_TYPE_MISMATCH;
}
else
{
BMP_LAST_ERROR_CODE = BMP_OK;
/* Row's size is rounded up to the next multiple of 4 bytes */
bytes_per_row = bmp->Header.ImageDataSize / bmp->Header.Height;
/* Calculate the location of the relevant pixel */
pixel = bmp->Data + ( ( bmp->Header.Height - y - 1 ) * bytes_per_row + x );
*pixel = val;
}
}
/**************************************************************
Gets the color value for the specified palette index.
**************************************************************/
void BMP_GetPaletteColor( BMP* bmp, UCHAR index, UCHAR* r, UCHAR* g, UCHAR* b )
{
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else if ( bmp->Header.BitsPerPixel != 8 )
{
BMP_LAST_ERROR_CODE = BMP_TYPE_MISMATCH;
}
else
{
if ( r ) *r = *( bmp->Palette + index * 4 + 2 );
if ( g ) *g = *( bmp->Palette + index * 4 + 1 );
if ( b ) *b = *( bmp->Palette + index * 4 + 0 );
BMP_LAST_ERROR_CODE = BMP_OK;
}
}
/**************************************************************
Sets the color value for the specified palette index.
**************************************************************/
void BMP_SetPaletteColor( BMP* bmp, UCHAR index, UCHAR r, UCHAR g, UCHAR b )
{
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
}
else if ( bmp->Header.BitsPerPixel != 8 )
{
BMP_LAST_ERROR_CODE = BMP_TYPE_MISMATCH;
}
else
{
*( bmp->Palette + index * 4 + 2 ) = r;
*( bmp->Palette + index * 4 + 1 ) = g;
*( bmp->Palette + index * 4 + 0 ) = b;
BMP_LAST_ERROR_CODE = BMP_OK;
}
}
/**************************************************************
Returns the last error code.
**************************************************************/
BMP_STATUS BMP_GetError()
{
return BMP_LAST_ERROR_CODE;
}
/**************************************************************
Returns a description of the last error code.
**************************************************************/
const char* BMP_GetErrorDescription()
{
if ( BMP_LAST_ERROR_CODE >= 0 && BMP_LAST_ERROR_CODE < BMP_ERROR_NUM )
{
return BMP_ERROR_STRING[ BMP_LAST_ERROR_CODE ];
}
else
{
return NULL;
}
}
/*********************************** Private methods **********************************/
/**************************************************************
Reads the BMP file's header into the data structure.
Returns BMP_OK on success.
**************************************************************/
int ReadHeader( BMP* bmp, FILE* f )
{
if ( bmp == NULL || f == NULL )
{
return BMP_INVALID_ARGUMENT;
}
/* The header's fields are read one by one, and converted from the format's
little endian to the system's native representation. */
if ( !ReadUSHORT( &( bmp->Header.Magic ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.FileSize ), f ) ) return BMP_IO_ERROR;
if ( !ReadUSHORT( &( bmp->Header.Reserved1 ), f ) ) return BMP_IO_ERROR;
if ( !ReadUSHORT( &( bmp->Header.Reserved2 ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.DataOffset ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.HeaderSize ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.Width ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.Height ), f ) ) return BMP_IO_ERROR;
if ( !ReadUSHORT( &( bmp->Header.Planes ), f ) ) return BMP_IO_ERROR;
if ( !ReadUSHORT( &( bmp->Header.BitsPerPixel ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.CompressionType ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.ImageDataSize ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.HPixelsPerMeter ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.VPixelsPerMeter ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.ColorsUsed ), f ) ) return BMP_IO_ERROR;
if ( !ReadUINT( &( bmp->Header.ColorsRequired ), f ) ) return BMP_IO_ERROR;
return BMP_OK;
}
/**************************************************************
Writes the BMP file's header into the data structure.
Returns BMP_OK on success.
**************************************************************/
int WriteHeader( BMP* bmp, FILE* f )
{
if ( bmp == NULL || f == NULL )
{
return BMP_INVALID_ARGUMENT;
}
/* The header's fields are written one by one, and converted to the format's
little endian representation. */
if ( !WriteUSHORT( bmp->Header.Magic, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.FileSize, f ) ) return BMP_IO_ERROR;
if ( !WriteUSHORT( bmp->Header.Reserved1, f ) ) return BMP_IO_ERROR;
if ( !WriteUSHORT( bmp->Header.Reserved2, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.DataOffset, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.HeaderSize, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.Width, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.Height, f ) ) return BMP_IO_ERROR;
if ( !WriteUSHORT( bmp->Header.Planes, f ) ) return BMP_IO_ERROR;
if ( !WriteUSHORT( bmp->Header.BitsPerPixel, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.CompressionType, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.ImageDataSize, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.HPixelsPerMeter, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.VPixelsPerMeter, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.ColorsUsed, f ) ) return BMP_IO_ERROR;
if ( !WriteUINT( bmp->Header.ColorsRequired, f ) ) return BMP_IO_ERROR;
return BMP_OK;
}
/**************************************************************
Reads a little-endian unsigned int from the file.
Returns non-zero on success.
**************************************************************/
int ReadUINT( UINT* x, FILE* f )
{
UCHAR little[ 4 ]; /* BMPs use 32 bit ints */
if ( x == NULL || f == NULL )
{
return 0;
}
if ( fread( little, 4, 1, f ) != 1 )
{
return 0;
}
*x = ( little[ 3 ] << 24 | little[ 2 ] << 16 | little[ 1 ] << 8 | little[ 0 ] );
return 1;
}
/**************************************************************
Reads a little-endian unsigned short int from the file.
Returns non-zero on success.
**************************************************************/
int ReadUSHORT( USHORT *x, FILE* f )
{
UCHAR little[ 2 ]; /* BMPs use 16 bit shorts */
if ( x == NULL || f == NULL )
{
return 0;
}
if ( fread( little, 2, 1, f ) != 1 )
{
return 0;
}
*x = ( little[ 1 ] << 8 | little[ 0 ] );
return 1;
}
/**************************************************************
Writes a little-endian unsigned int to the file.
Returns non-zero on success.
**************************************************************/
int WriteUINT( UINT x, FILE* f )
{
UCHAR little[ 4 ]; /* BMPs use 32 bit ints */
little[ 3 ] = (UCHAR)( ( x & 0xff000000 ) >> 24 );
little[ 2 ] = (UCHAR)( ( x & 0x00ff0000 ) >> 16 );
little[ 1 ] = (UCHAR)( ( x & 0x0000ff00 ) >> 8 );
little[ 0 ] = (UCHAR)( ( x & 0x000000ff ) >> 0 );
return ( f && fwrite( little, 4, 1, f ) == 1 );
}
/**************************************************************
Writes a little-endian unsigned short int to the file.
Returns non-zero on success.
**************************************************************/
int WriteUSHORT( USHORT x, FILE* f )
{
UCHAR little[ 2 ]; /* BMPs use 16 bit shorts */
little[ 1 ] = (UCHAR)( ( x & 0xff00 ) >> 8 );
little[ 0 ] = (UCHAR)( ( x & 0x00ff ) >> 0 );
return ( f && fwrite( little, 2, 1, f ) == 1 );
}
unsigned char* BMP_GetImageData( BMP *bmp )
{
int x, y, width, height;
unsigned char* data;
unsigned char r, g, b;
if ( bmp == NULL )
{
BMP_LAST_ERROR_CODE = BMP_INVALID_ARGUMENT;
return 0;
}
width = BMP_GetWidth(bmp);
height = BMP_GetHeight(bmp);
data = (unsigned char*)calloc(1, width*height*3);
for (x=0; x<width; x++)
for (y=0; y<height; y++) {
BMP_GetPixelRGB(bmp, x, y, &r, &g, &b);
data[(x+y*width)*3 + 0] = r;
data[(x+y*width)*3 + 1] = g;
data[(x+y*width)*3 + 2] = b;
}
return data;
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Abstract scene.
This class provides the basic super class for all scenes. To render a
frame of the implemented scene the method "render" must be called. If
the scene is animated the method "advance_frame" can be overwritten. It
is called every 1/30sec (from the application-class).
For debugging purpose a method "set_text" is provided which modifies a
text stream that will be displayed in the main window.
*************************************************************************/
#pragma once
#include <sstream>
#include <iostream>
#include "GL/glut.h"
class abstract_scene
{
public:
// Virtual Destructor
virtual ~abstract_scene() {};
// Render the scene
virtual void render() = 0;
// Advance one frame
virtual void advance_frame();
// Put a text into the stream "stream" which will be displayed
// in the main window
virtual void set_text(std::stringstream &stream);
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
The main program.
This class provides the functionality of the main program. The program
starts after calling the "run" method. This method initializes the GLUT
system for rendering (using OpenGL) and user interaction. During the
initialization process different methods are connected to certain events
such as "display the window content" or "act on key events".
Furthermore the main context menu is initialized by calling the method
"setup_context_menu".
Whenever one of the events described above occurs the appropriate functions
are called (They are however not called directly but via static functions
that forward the event. Read the included PDF if you are interested why
this is done and how it works).
The actual rendering happens in the "display" method that completely
handles the rendering over to the "render" method of the "content"-variable
which is an instance of a child class of abstract_scene.
For animations a timer is set up to call the "timer" method every 1/30 sec
which calls the "advance_frame" method of the current "content" and
refreshes the display.
**************************************************************************/
#pragma once
// Needed for openGL rendering and GLUT commands
#include "GL/glut.h"
// Needed for displaying text in the main window
#include "GL/freeglut_ext.h"
// Contains the interface for abstract_scene
#include "abstract_scene.h"
// An enumeration of menu actions. Whenever something
// from the context menu is selected the method "context_menu_select"
// is invoked with an element of this enumeration as a parameter
enum MenuActions
{
MA_CUBE_SYSTEM, // Render the cube system
MA_CUBE_SYSTEM_SPLIT, // Render the cube system in split screen
MA_CUBES_RECURSIVE, // Render the recursive cubes
MA_TERRAIN, // Render the terrain
MA_TERRAIN_SOLID, // Show the terrain as solid
MA_TERRAIN_WIREFRAME, // Show the terrain as wireframe
MA_TERRAIN_LEVELS, // Show height level lines
MA_EXAMPLE_PRIMITIVES, // Render the primitives example
MA_EXAMPLE_CPRIMITIVES, // Render the consecutive primitives example
MA_EXAMPLE_3D_PRIMITIVES, // Render the 3D primitives example
MA_EXAMPLE_TRANS_ORDER // Render the transformation order example
};
class application
{
public:
// Initialize all non-GLUT related variables
application();
// Run the program using the command line arguments
int run(int argc, char* argv[]);
private:
// The current scene to display
abstract_scene *content;
// States for the terrain scene
bool terrain_solid, terrain_wireframe, terrain_levels;
// Dirty flag to check if the menu must be updated
bool menu_dirty;
// The static instance of this program. Read the PDF for more details
static application *instance;
// Set the current scene
void set_content(abstract_scene *new_content);
// The event method on key presses
void key_down(unsigned char key, int x, int y);
// The event method on context menu selections
void context_menu_select(int item);
// The event method on timer callbacks
void timer(int value);
// The event method on window content rendering
void display();
// Initialize the context menu
void setup_context_menu();
// Update the context menu according to the settings
void update_context_menu();
// Static callbacks...
static void key_down_callback(unsigned char key, int x, int y);
static void context_menu_callback(int item);
static void display_callback();
static void timer_callback(int value);
static void idle_callback();
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Cube system.
This class represent a simple system of cubes which rotate around each
other. It demonstrates the use of glPushMatrix and glPopMatrix to
describe transformation trees.
The actual rendering happens in the "render" method first calls
"setup_projection" to enable a perspective projection and suitable
viewer position. It then clears the screen and renders the cube system
by calling "render_system". For the rendering of one cube this method calls
"render_cube".
See "abstract_scene" for more information on scenes.
*************************************************************************/
#pragma once
#include "abstract_scene.h"
class cube_system: public abstract_scene
{
public:
// Initialize variables
cube_system();
// Setup the scene and render cube system
virtual void render();
// Advance one frame by increasing the rotation angle
void advance_frame();
// Set debug text
virtual void set_text(std::stringstream &stream);
protected:
// The current rotation angle
int angle;
// Set the projection and the view
void setup_projection();
// Render the cube system
void render_system();
// Render one single cube
void render_cube();
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Cube system in split screen.
This class is inherited from cube_system to render different views of
the system. While the top left, top right and bottom left views are
orthographic projections of one of the major directions the fourth panel
in the lower right renders a perspective version of the scene.
This class demonstrates how to implement orthographic views and split
screens.
*************************************************************************/
#pragma once
#include "cube_system.h"
class cube_system_split: public cube_system
{
public:
// Render the scene
void render();
// Set debug text
void set_text(std::stringstream &stream);
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#pragma once
#include "abstract_scene.h"
class example_3d_primitives: public abstract_scene
{
public:
example_3d_primitives();
void render();
void set_text(std::stringstream &stream);
void advance_frame();
private:
int angle;
void render_tetrahedron();
void render_cylinder();
void render_cube();
void render_sphere();
void setup_projection();
void setup_light();
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#pragma once
#include "abstract_scene.h"
class example_consecutive_primitives: public abstract_scene
{
public:
void render();
void set_text(std::stringstream &stream);
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#pragma once
#include "abstract_scene.h"
class example_primitives: public abstract_scene
{
public:
void render();
void set_text(std::stringstream &stream);
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#pragma once
#include "abstract_scene.h"
class example_trans_order: public abstract_scene
{
public:
example_trans_order();
void render();
void set_text(std::stringstream &stream);
void advance_frame();
private:
int angle;
void render_quad();
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Recursive cubes.
This class represents a recursive cube tree where an element is recursively
defined as a cube with the same element at each side (only smaller).
It demonstrates the use of glPushMatrix and glPopMatrix in the
construction of recursive transformation trees.
The method "render" sets the projection and view via "setup_projection",
the scene light via "setup_light" and starts the recursion by calling
"render_recursive". This method calls itself to perform the actual
recursion. To render a single cube it uses "render_cube".
*************************************************************************/
#pragma once
#include "abstract_scene.h"
class recursive_cubes: public abstract_scene
{
public:
// Initialize variables
recursive_cubes();
// Render the scene
void render();
// Advance one frame
void advance_frame();
// Set debug text
void set_text(std::stringstream &stream);
private:
// Rotation angle
int angle;
// Maximum recursion depth
int depth;
// The recursive render method. "r" contains the current
// recursion depth and "render_first" is a flag to inicate
// that all sides have neighbours.
void render_recursive(int r, bool render_all);
// Render one single cube
void render_cube();
// Set the light parameters
void setup_light();
// Set the projection and the view
void setup_projection();
};

113
exercise3/include/terrain.h Normal file
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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Terrain.
This class represents a textured and shaded terrain. Both, the texture
and the height map is read from a bmp file (in the constructor).
The height map is mapped to a regular grid consisting of triangle strips.
During rendering the normals needed for lighting are calculated.
There are some additional rendering modes:
- solid: The terrain with texture and lighting
- wireframe: The wireframe of the elevated triangle mesh
- levels: Some height levels that were evaluated using the marching
squares algorithm.
The rendering is done in the "render" method which sets the projection
and view via "setup_projection" and the light via "setup_light".
Depending on the settings (that can be changed using "set_show_solid",
"set_show_wireframe" and "set_show_levels") different passes are rendered
using the appropriate rendering method ("render_solid_terrain",
"render_wireframe_terrain", "render_level_lines"). They call the
"render_terrain" method.
*************************************************************************/
#pragma once
#include "GL/glut.h"
#include "abstract_scene.h"
#include "qdbmp.h"
#include "tiny_vec.h"
#include <vector>
class terrain: public abstract_scene
{
public:
// Load images and initialize variables
terrain();
// Unload images and textures
~terrain();
// Render the actual scene
void render();
// Advance one frame
void advance_frame();
// (De)activate solid rendering
void set_show_solid(bool state);
// (De)activate wireframe rendering
void set_show_wireframe(bool state);
// (De)activate height level line rendering
void set_show_levels(bool state);
// Set debug text
void set_text(std::stringstream &stream);
private:
// The current rotation angle
int angle;
// The heightmap data
BMP *heightmap;
// Texture handle
GLuint texture_handle;
// Is everything loaded?
bool initialized;
// Setting states
bool show_solid, show_wireframe, show_levels;
// Display list handle
GLuint dl_handle;
// True if the display list is valid
bool dl_valid;
// List of line points
std::vector<point3d> level_lines;
// Render the terrain
void render_terrain();
// Calculate and set the normal for height map entry (x,y)
void set_normal(int x, int y);
// Render the terrain as solid
void render_solid_terrain();
// Render the terrain as wireframe
void render_wireframe_terrain();
// Render height level lines
void render_level_lines();
// Create height lines for the level "level"
void create_level_line(int level);
// Load the height map from the file "filename"
bool load_heightmap(const char *filename);
// Return the width of the height map
int get_heightmap_width() const;
// Return the height of the height map
int get_heightmap_height() const;
// Return the height value at (x,y)
int get_heightmap_value(int x, int y) const;
// Set the light parameters
void setup_light();
// Set the projection and the view
void setup_projection();
// Load a texture and store its handle in "handle"
bool load_texture(const char* filename, GLuint *handle);
};

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
/*************************************************************************
Template class for vectors.
This template class defines small vectors of a defined dimension with
an arbitrary data type. Basic operations such as addition of vectors and
multiplication of a vector and a scalar are supported via operator
overloading. Also more advanced functions such as normalization and
iterating through the elements are implemented.
At the end of this file the data types "point2d", "point3d" and
"point4d" are specified as a tinyvec of doubles with the according dimension.
*************************************************************************/
#pragma once
#include <iostream>
#include <algorithm>
#include <cassert>
#include <math.h>
#ifdef _MSC_VER
#pragma warning( push )
#pragma warning( disable : 4996 )
#endif
template <typename T,int N>
class tiny_vec
{
T _data[N];
public:
typedef T value_type;
typedef T& reference;
typedef const T& const_reference;
typedef std::size_t size_type;
typedef std::ptrdiff_t difference_type;
typedef T* pointer;
typedef const T* const_pointer;
typedef T* iterator;
typedef const T* const_iterator;
typedef std::reverse_iterator<iterator> reverse_iterator;
typedef std::reverse_iterator<const_iterator> const_reverse_iterator;
tiny_vec();
template <typename InputIterator>
tiny_vec(InputIterator first,InputIterator last)
{
std::copy(first,last,begin());
}
tiny_vec(size_t n, const T* marray);
~tiny_vec();
tiny_vec(const T&x,const T&y);
tiny_vec(const T&x,const T&y, const T&z);
tiny_vec(const T&x, const T&y, const T&z,const T& w);
int size() const;
operator T*();
operator const T*() const;
void set(const T& x);
void set(const T& x, const T& y);
void set(const T& x, const T& y,const T& z);
void set(const T& x, const T& y,const T& z, const T& w);
tiny_vec& operator=(const T &s);
tiny_vec& operator=(int s);
tiny_vec& operator=(const tiny_vec & v);
void fill(const T& s);
void zeros();
void ones();
iterator begin();
iterator end();
const_iterator begin() const;
const_iterator end() const;
reverse_iterator rbegin();
reverse_iterator rend();
const_reverse_iterator rbegin() const;
const_reverse_iterator rend() const;
bool operator==(const tiny_vec& v) const;
bool operator!=(const tiny_vec& v) const;
tiny_vec operator-() const;
tiny_vec& operator+=(int s);
tiny_vec& operator+=(float s);
tiny_vec& operator+=(double s);
tiny_vec operator+(int s) const;
tiny_vec operator+(float s) const;
tiny_vec operator+(double s) const;
tiny_vec& operator-=(int s);
tiny_vec& operator-=(float s);
tiny_vec& operator-=(double s);
tiny_vec operator-(int s) const;
tiny_vec operator-(float s) const;
tiny_vec operator-(double s) const;
tiny_vec& operator*=(int s);
tiny_vec& operator*=(float s);
tiny_vec& operator*=(double s);
tiny_vec operator*(int s) const;
tiny_vec operator*(float s) const;
tiny_vec operator*(double s) const;
tiny_vec& operator/=(int s);
tiny_vec& operator/=(float s);
tiny_vec& operator/=(double s);
tiny_vec operator/(int s) const;
tiny_vec operator/(float s) const;
tiny_vec operator/(double s) const;
tiny_vec& operator+=(const tiny_vec& v);
tiny_vec operator+(const tiny_vec& v) const;
tiny_vec& operator-=(const tiny_vec& v);
tiny_vec operator-(const tiny_vec& v) const;
tiny_vec& operator*=(const tiny_vec& v);
tiny_vec operator*(const tiny_vec& v) const;
tiny_vec& operator/=(const tiny_vec& v);
tiny_vec operator/(const tiny_vec& v) const;
T& operator()(size_t i);
T operator()(size_t i) const;
T& x() {return _data[0];};
T& y() {return _data[1];};
T& z() {return _data[2];};
T x() const {return _data[0];};
T y() const {return _data[1];};
T z() const {return _data[2];};
void sort();
void random_shuffle();
T& min_elem();
T min_elem() const;
size_t min_index() const;
T& max_elem();
T max_elem() const;
size_t max_index() const;
T& median_elem();
size_t median_index() const;
T sqr_length() const;
T length() const;
void normalize();
};
template <typename T, int N>
tiny_vec<T,N>::tiny_vec(){}
template <typename T, int N>
tiny_vec<T,N>::tiny_vec(size_t n,const T* marray)
{
std::copy(marray,marray+N,begin());
}
template <typename T, int N>
tiny_vec<T,N>::~tiny_vec(){}
template <typename T, int N>
tiny_vec<T,N>::tiny_vec(const T&x,const T&y)
{
_data[0]=x;
_data[1]=y;
}
template <typename T, int N>
tiny_vec<T,N>::tiny_vec(const T&x,const T&y, const T&z)
{
_data[0]=x;
_data[1]=y;
_data[2]=z;
}
template <typename T, int N>
tiny_vec<T,N>::tiny_vec(const T&x, const T&y, const T&z,const T& w)
{
_data[0]=x;
_data[1]=y;
_data[2]=z;
_data[3]=w;
}
template <typename T, int N>
void tiny_vec<T,N>::set(const T& x)
{
_data[0]=x;
}
template <typename T, int N>
void tiny_vec<T,N>::set(const T& x, const T& y)
{
_data[0]=x;
_data[1]=y;
}
template <typename T, int N>
void tiny_vec<T,N>::set(const T& x, const T& y,const T& z)
{
_data[0]=x;
_data[1]=y;
_data[2]=z;
}
template <typename T, int N>
void tiny_vec<T,N>::set(const T& x, const T& y,const T& z, const T& w)
{
_data[0]=x;
_data[1]=y;
_data[2]=z;
_data[3]=w;
}
template <typename T, int N>
int tiny_vec<T,N>::size() const
{
return N;
}
template <typename T, int N>
tiny_vec<T,N>::operator T*()
{
return _data;
}
template <typename T, int N>
tiny_vec<T,N>::operator const T*() const
{
return _data;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator=(const T &s)
{
for(int i=0;i < N;i++)
_data[i]=s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator=(int s)
{
for(int i=0;i<N;i++)
_data[i]=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator=(const tiny_vec & v)
{
if(&v== this) return *this;
std::copy(v.begin(),v.end(),begin());
return *this;
}
template <typename T, int N>
void tiny_vec<T,N>::fill(const T& s)
{
std::fill(begin(),end(),s);
}
template <typename T, int N>
void tiny_vec<T,N>::zeros()
{
T zero;
zero=0;
std::fill(begin(), end(), zero);
}
template <typename T, int N>
void tiny_vec<T,N>::ones()
{
T one;
one = 1;
std::fill(begin(), end(), one);
}
template <typename T, int N>
typename tiny_vec<T,N>::iterator tiny_vec<T,N>::begin()
{
return _data;
}
template <typename T, int N>
typename tiny_vec<T,N>::const_iterator tiny_vec<T,N>::begin() const
{
return _data;
}
template <typename T, int N>
typename tiny_vec<T,N>::iterator tiny_vec<T,N>::end()
{
return _data + N;
}
template <typename T, int N>
typename tiny_vec<T,N>::const_iterator tiny_vec<T,N>::end() const
{
return _data +N;
}
template <typename T, int N>
typename tiny_vec<T,N>::reverse_iterator tiny_vec<T,N>::rbegin()
{
return reverse_iterator(end());
}
template <typename T, int N>
typename tiny_vec<T,N>::reverse_iterator tiny_vec<T,N>::rend()
{
return reverse_iterator(begin());
}
template <typename T, int N>
typename tiny_vec<T,N>::const_reverse_iterator tiny_vec<T,N>::rbegin() const
{
return const_reverse_iterator(end());
}
template <typename T, int N>
typename tiny_vec<T,N>::const_reverse_iterator tiny_vec<T,N>:: rend() const
{
return const_reverse_iterator(begin());
}
template <typename T, int N>
bool tiny_vec<T,N>::operator==(const tiny_vec<T,N>& v) const
{
return std::equal(begin(),end(),v.begin());
}
template <typename T, int N>
bool tiny_vec<T,N>::operator!=(const tiny_vec<T,N>& v) const
{
return !(*this == v);
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator-() const
{
return (T)-1* *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator+=(int s)
{
for(int i=0;i<size();i++)
_data[i]+=s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator+=(float s)
{
for(int i=0;i<size();i++)
_data[i]+=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator+=(double s)
{
for(int i=0;i<size();i++)
_data[i]+=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator+(int s) const
{
tiny_vec r = *this;
r += s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator+(float s) const
{
tiny_vec r = *this;
r += (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator+(double s) const
{
tiny_vec r = *this;
r += (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator-=(int s)
{
for(int i=0;i<N;i++)
_data[i]-=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator-=(float s)
{
for(int i=0;i<N;i++)
_data[i]-=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator-=(double s)
{
for(int i=0;i<N;i++)
_data[i]-=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator-(int s) const
{
tiny_vec r = *this;
r -= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator-(float s) const
{
tiny_vec r = *this;
r -= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator-(double s) const
{
tiny_vec r = *this;
r -= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator*=(int s)
{
for(int i=0; i <N; i++)
_data[i]*=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator*=(float s)
{
for(int i=0; i <N; i++)
_data[i]*=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator*=(double s)
{
for(int i=0; i <N; i++)
_data[i]*=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator*(int s) const
{
tiny_vec<T,N> r = *this;
r *= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator*(float s) const
{
tiny_vec<T,N> r = *this;
r *= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator*(double s) const
{
tiny_vec<T,N> r = *this;
r *= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator/=(int s)
{
for(int i=0;i <N; i++)
_data[i]/=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator/=(float s)
{
for(int i=0;i <N; i++)
_data[i]/=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator/=(double s)
{
for(int i=0;i <N; i++)
_data[i]/=(T)s;
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator/(int s) const
{
tiny_vec<T,N> r = *this;
r /= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator/(float s) const
{
tiny_vec<T,N> r = *this;
r /= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator/(double s) const
{
tiny_vec<T,N> r = *this;
r /= (T)s;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator+=(const tiny_vec& v)
{
for(int i=0; i <N;i++)
_data[i] += v[i];
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator+(const tiny_vec& v) const
{
tiny_vec r = *this;
r += v;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator-=(const tiny_vec& v)
{
for(int i =0; i < N; i++)
_data[i]-= v[i];
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator-(const tiny_vec& v) const
{
tiny_vec r = *this;
r -= v;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator*=(const tiny_vec& v)
{
for(int i=0; i < N; i++)
_data[i]*= v[i];
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator*(const tiny_vec& v) const
{
tiny_vec<T,N> r = *this;
r *= v;
return r;
}
template <typename T, int N>
tiny_vec<T,N>& tiny_vec<T,N>::operator/=(const tiny_vec& v)
{
for(int i = 0; i < N; i++)
_data[i] /= v[i];
return *this;
}
template <typename T, int N>
tiny_vec<T,N> tiny_vec<T,N>::operator/(const tiny_vec<T,N>& v) const
{
tiny_vec r = *this;
r /= v;
return r;
}
template <typename T, int N>
T& tiny_vec<T,N>::operator()(size_t i)
{
assert(i >= 0 && i < N);
return _data[i];
}
template <typename T, int N>
T tiny_vec<T,N>::operator()(size_t i) const
{
assert(i >= 0 && i < N);
return _data[i];
}
template <typename T, int N>
void tiny_vec<T,N>::sort()
{
std::sort(begin(),end());
}
template <typename T, int N>
void tiny_vec<T,N>::random_shuffle()
{
std::random_shuffle(begin(),end());
}
template <typename T, int N>
T& tiny_vec<T,N>::min_elem()
{
return *std::min_element(begin(),end());
}
template <typename T, int N>
T tiny_vec<T,N>::min_elem() const
{
return *std::min_element(begin(),end());
}
template <typename T, int N>
size_t tiny_vec<T,N>::min_index() const
{
return std::distance(begin(),std::min_element(begin(),end()));
}
template <typename T, int N>
T& tiny_vec<T,N>::max_elem()
{
return *std::max_element(begin(),end());
}
template <typename T, int N>
T tiny_vec<T,N>::max_elem() const
{
return *std::max_element(begin(),end());
}
template <typename T, int N>
size_t tiny_vec<T,N>::max_index() const
{
return std::distance(begin(),std::max_element(begin(),end()));
}
template <typename T, int N>
T tiny_vec<T,N>::sqr_length() const
{
iterator it= (double*)begin();
T l = 0;
while(it != end())
l += (*it)*(*it++);
return l;
}
template <typename T, int N>
T tiny_vec<T,N>::length() const
{
T l = sqr_length();
return sqrt(l);
}
template <typename T, int N>
tiny_vec<T,N> operator+(const T& s, const tiny_vec<T,N>& v)
{
return v+s;
}
template <typename T, int N>
tiny_vec<T,N> operator+(int s, const tiny_vec<T,N>& v)
{
return v+(T)s;
}
template <typename T, int N>
tiny_vec<T,N> operator-(const T& s, const tiny_vec<T,N>& v)
{
return -v+s;
}
template <typename T, int N>
tiny_vec<T,N> operator-(int s, const tiny_vec<T,N>& v)
{
return -v+(T)s;
}
template <typename T, int N>
tiny_vec<T,N> operator*(const T& s, const tiny_vec<T,N>& v)
{
return v*s;
}
template <typename T, int N>
tiny_vec<T,N> operator*(int s, const tiny_vec<T,N>& v)
{
return v*(T)s;
}
template <typename T, int N>
tiny_vec<T,N> operator/(const T& s, const tiny_vec<T,N>& v)
{
return v*(T)(1.0/s);
}
template <typename T, int N>
tiny_vec<T,N> operator/(int s, const tiny_vec<T,N>& v)
{
return v*(T)(1.0/s);
}
template <typename T, int N>
T dot(const tiny_vec<T,N>& v1, const tiny_vec<T,N>& v2)
{
return std::inner_product(v1.begin(),v1.end(),v2.begin(),(T)0);
}
template <typename T>
tiny_vec<T,3> cross(const tiny_vec<T,3>& b, const tiny_vec<T,3>& c)
{
tiny_vec<T,3> a;
a[0] = b(1)*c(2) - b(2)*c(1);
a[1] = b(2)*c(0) - b(0)*c(2);
a[2] = b(0)*c(1) - b(1)*c(0);
return a;
}
template <typename T, int N>
tiny_vec<T,N+1> homog(const tiny_vec<T,N>& v)
{
tiny_vec<T,N+1> vh;
std::copy(v.begin(),v.end(),vh.begin());
vh(v.size()) = (T)1;
return vh;
}
template <typename T, int N>
tiny_vec<T,N-1> unhomog(const tiny_vec<T,N>& v)
{
tiny_vec<T,N-1> vh;
T w = *(v.end()-1);
for(int i = 0; i < N-1; i++)
vh[i] = v[i]/w;
return vh;
}
template <typename T, int N>
std::ostream& operator<<(std::ostream& out, const tiny_vec<T,N>& v)
{
if(v.size() > 0)
out << v[0];
for(int i = 1; i < v.size(); i++)
out <<" " <<v[i];
return out;
}
template <typename T,int N>
std::istream& operator>>(std::istream& in, tiny_vec<T,N>& v)
{
for(int i = 0; i < v.size(); i++)
in >> v[i];
return in;
}
template <typename T, int N>
void tiny_vec<T,N>::normalize()
{
T l = length();
if(l != 0)
operator/=(l);
}
typedef tiny_vec<double, 2> point2d;
typedef tiny_vec<double, 3> point3d;
typedef tiny_vec<double, 4> point4d;
#ifdef _MSC_VER
#pragma warning( pop )
#endif
typedef tiny_vec<double, 2> vec2d;
typedef tiny_vec<double, 3> vec3d;
typedef tiny_vec<double, 4> vec4d;

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "abstract_scene.h"
// Put a text into the stream "stream" which will be displayed
// in the main window
void abstract_scene::set_text(std::stringstream &stream)
{
// Nothing implemented here. Children of this class can implement
// this method if needed
}
// Advance one frame
void abstract_scene::advance_frame()
{
// Nothing implemented here. Children of this class can implement
// this method if needed
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "application.h"
#include <sstream>
#include <math.h>
#include "terrain.h"
#include "cube_system.h"
#include "cube_system_split.h"
#include "recursive_cubes.h"
#include "example_primitives.h"
#include "example_cons_primitives.h"
#include "example_3d_primitives.h"
#include "example_trans_order.h"
// Initialize all non-GLUT related variables
application::application()
{
instance = this;
content = 0;
terrain_solid = true;
terrain_wireframe = false;
terrain_levels = false;
menu_dirty = false;
}
// Run the program using the command line arguments
int application::run(int argc, char* argv[])
{
// Initialize the GLUT system and let it evaluate additional
// command line arguments.
glutInit(&argc, argv);
// Set the openGL display mode to double buffering and have
// channels R,G,B active.
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
// Initialize main window size
glutInitWindowSize(640, 480);
// Set a title
glutCreateWindow("ECG OpenGL");
// Set the context menu
setup_context_menu();
// Initialize the starting scene
context_menu_select(MA_CUBE_SYSTEM);
// The following section tells GLUT which methods to call
// whenever certain events happen.
// ... when the screen shall be displayed
glutDisplayFunc(display_callback);
// ... when a key was pressed
glutKeyboardFunc(key_down_callback);
// ... when GLUT is in idle state. Here we check if we must
// update the context menu entries
glutIdleFunc(idle_callback);
// Run the timer callback which will trigger itself in the future
timer_callback(0);
// The main loop runs the program itself. It repeatedly asks
// the operating system whether there are events to process
// and, according to the type of the event, calls the right
// method (that was defined above).
glutMainLoop();
return 0;
}
// The event method on context menu selections
void application::context_menu_select(int item)
{
terrain *ter;
switch(item)
{
// Show the cube system
case MA_CUBE_SYSTEM:
set_content(new cube_system());
break;
// Show the cube system in split screen
case MA_CUBE_SYSTEM_SPLIT:
set_content(new cube_system_split());
break;
// Show the recursive cubes
case MA_CUBES_RECURSIVE:
set_content(new recursive_cubes());
break;
// Show the terrain
case MA_TERRAIN:
ter = new terrain();
// Apply the locally stored settings
ter->set_show_solid(terrain_solid);
ter->set_show_wireframe(terrain_wireframe);
ter->set_show_levels(terrain_levels);
set_content(ter);
break;
// Show the solid version of the terrain
case MA_TERRAIN_SOLID:
terrain_solid = !terrain_solid;
// Test whether the actual scene is the terrain
ter = dynamic_cast<terrain*>(content);
// If so, then apply the setting
if (ter)
ter->set_show_solid(terrain_solid);
break;
// Show the wireframe version of the terrain
case MA_TERRAIN_WIREFRAME:
terrain_wireframe = !terrain_wireframe;
// Test whether the actual scene is the terrain
ter = dynamic_cast<terrain*>(content);
// If so, then apply the setting
if (ter)
ter->set_show_wireframe(terrain_wireframe);
break;
// Show the height level lines of the terrain
case MA_TERRAIN_LEVELS:
terrain_levels = !terrain_levels;
// Test whether the actual scene is the terrain
ter = dynamic_cast<terrain*>(content);
// If so, then apply the setting
if (ter)
ter->set_show_levels(terrain_levels);
break;
// Show the primitives example
case MA_EXAMPLE_PRIMITIVES:
set_content(new example_primitives());
break;
// Show the consecutive primitives example
case MA_EXAMPLE_CPRIMITIVES:
set_content(new example_consecutive_primitives());
break;
// Show the 3D primitives example
case MA_EXAMPLE_3D_PRIMITIVES:
set_content(new example_3d_primitives());
break;
// Show the transformation order example
case MA_EXAMPLE_TRANS_ORDER:
set_content(new example_trans_order());
break;
}
// Mark the context menu as dirty and let it update by the
// idle function.
menu_dirty = true;
// Update display
display();
}
// Initialize the context menu
void application::setup_context_menu()
{
glutCreateMenu(context_menu_callback);
// Set the menu entries and associate them with the
// appropriate menu action ID
glutAddMenuEntry(" Show cube system (c) ", MA_CUBE_SYSTEM);
glutAddMenuEntry(" Show terrain (t) ", MA_TERRAIN);
glutAddMenuEntry(" ---- Terrain Settings ---- ", -1);
glutAddMenuEntry(" ", MA_TERRAIN_SOLID);
glutAddMenuEntry(" ", MA_TERRAIN_WIREFRAME);
glutAddMenuEntry(" ", MA_TERRAIN_LEVELS);
glutAddMenuEntry(" ---- Additional Tasks ---- ", -1);
glutAddMenuEntry(" Show cube split screen (x) ", MA_CUBE_SYSTEM_SPLIT);
glutAddMenuEntry(" Recursive cubes (r) ", MA_CUBES_RECURSIVE);
glutAddMenuEntry(" ----- Example Codes ------ ", -1);
glutAddMenuEntry(" Basic primitives (1) ", MA_EXAMPLE_PRIMITIVES);
glutAddMenuEntry(" Consecutive primitives (2) ", MA_EXAMPLE_CPRIMITIVES);
glutAddMenuEntry(" Simple 3D solids (3) ", MA_EXAMPLE_3D_PRIMITIVES);
glutAddMenuEntry(" Transformation orders (4) ", MA_EXAMPLE_TRANS_ORDER);
// Attach the menu to the right mouse button
glutAttachMenu(GLUT_RIGHT_BUTTON);
// Initially fill in the missing menu entry names
update_context_menu();
}
// Update the context menu according to the settings
void application::update_context_menu()
{
std::stringstream mname;
// Update the solid terrain menu point and display a
// [X] or [ ] at the beginning according to the setting
mname.str("");
if (terrain_solid)
mname<<"[X]";
else
mname<<"[ ]";
mname<<" Show solid terrain (s) ";
glutChangeToMenuEntry(4, mname.str().c_str(), MA_TERRAIN_SOLID);
// Update the wireframe terrain menu point and display a
// [X] or [ ] at the beginning according to the setting
mname.str("");
if (terrain_wireframe)
mname<<"[X]";
else
mname<<"[ ]";
mname<<" Show wireframe (w) ";
glutChangeToMenuEntry(5, mname.str().c_str(), MA_TERRAIN_WIREFRAME);
// Update the level lines menu point and display a
// [X] or [ ] at the beginning according to the setting
mname.str("");
if (terrain_levels)
mname<<"[X]";
else
mname<<"[ ]";
mname<<" Show level lines (l) ";
glutChangeToMenuEntry(6, mname.str().c_str(), MA_TERRAIN_LEVELS);
// The menu is current now
menu_dirty = false;
}
// The event method on window content rendering
void application::display()
{
// Render the current scene
content->render();
// To render the debug text the modelview matrix is reset and the
// projection is set to be an orthogonal projection where one unit
// corresponds to one pixel of the window
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT), 0, 1.0, -1.0);
std::stringstream stream;
content->set_text(stream);
glColor3d(0.0, 0.0, 0.0);
// Go to the bottom left of the window
glRasterPos2i(10, glutGet(GLUT_WINDOW_HEIGHT)-10);
// Render the string
glutBitmapString(GLUT_BITMAP_HELVETICA_12, reinterpret_cast<const unsigned char*>(stream.str().c_str()));
// Restore old projection and modelview matrix
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
// Swap the just filled back buffer with the front buffer
// to display the result
glutSwapBuffers();
}
// Set the current scene
void application::set_content(abstract_scene *new_content)
{
if (content)
delete content;
content = new_content;
}
// The event method on key presses
void application::key_down(unsigned char key, int x, int y)
{
// According to the key different actions are performed
// by using the "context_menu_select" method.
switch(key)
{
case 'c': context_menu_select(MA_CUBE_SYSTEM); break;
case 't': context_menu_select(MA_TERRAIN); break;
case 'x': context_menu_select(MA_CUBE_SYSTEM_SPLIT); break;
case 'r': context_menu_select(MA_CUBES_RECURSIVE); break;
case 's': context_menu_select(MA_TERRAIN_SOLID); break;
case 'w': context_menu_select(MA_TERRAIN_WIREFRAME); break;
case 'l': context_menu_select(MA_TERRAIN_LEVELS); break;
case '1': context_menu_select(MA_EXAMPLE_PRIMITIVES); break;
case '2': context_menu_select(MA_EXAMPLE_CPRIMITIVES); break;
case '3': context_menu_select(MA_EXAMPLE_3D_PRIMITIVES); break;
case '4': context_menu_select(MA_EXAMPLE_TRANS_ORDER); break;
case 27: glutDestroyWindow(1); break;
}
}
// The event method on timer callbacks
void application::timer(int value)
{
if (content)
content->advance_frame();
glutPostRedisplay();
}
application *application::instance = 0;
void application::key_down_callback(unsigned char key, int x, int y)
{
instance->key_down(key, x, y);
}
void application::display_callback()
{
instance->display();
}
void application::context_menu_callback(int item)
{
instance->context_menu_select(item);
}
void application::timer_callback(int value)
{
instance->timer(value);
// Trigger the timer again in 1000/30 milliseconds
glutTimerFunc(1000/30, timer_callback, value);
}
void application::idle_callback()
{
// Check if we need to update the context menu
// and leave method if this is not the case.
if (!instance->menu_dirty)
return;
instance->update_context_menu();
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "cube_system.h"
// Initialize variables
cube_system::cube_system()
{
angle = 0;
}
// Setup the scene and render cube system
void cube_system::render()
{
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Disable lighting
glDisable(GL_LIGHTING);
// Clear the screen and depth buffer
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the projection and view
setup_projection();
// Render the system
render_system();
}
// Advance one frame by increasing the rotation angle
void cube_system::advance_frame()
{
// Increase angle and perform a modulo 360
angle = (angle+1)%360;
}
// Render the cube system
void cube_system::render_system()
{
/********
Task 2.1.2. Program the transformation tree from the exercise sheet. To store the
active aggregated transformation matrix on top of a stack use glPushMatrix
and to reactivate and remove the top element of the transformation stack
use glPopMatrix. For animation a variable "angle" (which has values
between 0 and 359) is defined. Use it for rotations as defined in
the transformation tree.
Aufgabe 2.1.2. Programmieren Sie den Transformationsbaum aus dem Uebungsblatt.
Nutzen Sie glPushMatrix um die aktuelle Gesamttransformations-Matrix an die
Spitze eines Stacks zu speichern und glPopMatrix um die vorderste Matrix
im Stack zu entfernen und zu reaktivieren. Fuer Animationen steht eine Variable
"angle" zur Verfuegung (die Werte zwischen 0 und 359 enthält). Nutzen Sie diese
Variable für Rotationen analog zu den Angaben im gegebenen Transformationsbaum.
*********/
// Remove the following statement (if wanted) as it just serves 2.1.1.
// Entfernen Sie die folgende Anweisung gegebenenfalls, da sie lediglich dem Testen
// von Aufgabe 2.1.1 dient.
render_cube();
}
// Render one single cube
void cube_system::render_cube()
{
/********
Task 2.1.1. Tesellate a cube by specifying vertices and colors via the commands
glVertex3d and glColor3d. Choose appropriate primitives (parameter to
glBegin) and provide vertices and colors for all 6 sides. The cube shall
range from (-1, -1, -1) to (1, 1, 1).
Aufgabe 2.1.1. Tesellieren Sie einen Wuerfel, indem Sie Vertices und Farben mittels
der Kommandos glVertex3d und glColor3d spezifizieren. Waehlen Sie
zunaechst das passende Zeichenprimitiv (Parameter von glBegin) und
erstellen Sie Vertices und Farben für alle 6 Seiten. Der Wuerfel soll
von (-1, -1, -1) bis (1, 1, 1) reichen.
*********/
}
// Set the projection and the view
void cube_system::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 100.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 100.0);
// For the modelview matrix choose a view from the position (10.0, 6.0, -10.0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(10.0,6.0,-10.0, 0,0,0, 0,1,0);
}
// Set debug text
void cube_system::set_text(std::stringstream &stream)
{
stream<<"Showing cube system (with rotation parameter at "<<angle<<"°)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "cube_system_split.h"
// Render the scene
void cube_system_split::render()
{
int width = glutGet(GLUT_WINDOW_WIDTH);
int height = glutGet(GLUT_WINDOW_HEIGHT);
// Calculate the aspect ratio for use in glOrtho
double aspect = width/static_cast<double>(height);
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Save the current view port
glPushAttrib(GL_VIEWPORT_BIT);
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/********
Additional Task: Render the cube system in 4 small screens. Three of them
shall be orthographic projections of the main layers while
the fourth is a perspective projection. Take care that
no content from one window renders above its area. The
width and height of the window is stored in the variables
"width" and "height". Do not remove any code from this method.
Zusatzaufgabe: Rendern Sie das Wuerfelsystem in 4 kleinen Bildschirmen.
Drei von ihnen sollen orthographische Projektionen der Haupt-
eben und eine soll eine perspektivische Projektion sein.
Achten Sie darauf, dass der Inhalt der Fenster nicht ueber seinen
Bereich hinausrendert. Die Hoehe und Breite des Gesamtfensters
ist in den Variablen "width" und "height" gespeichert. Entfernen
Sie keinen Code aus dieser Methode.
***********/
// Restore the old view port
glPopAttrib();
// Render split screen lines to span the whole window.
// For this the projection matrix and modelview matrix is
// set to the identity matrix. This ensures that the window
// area always ranges from -1 to 1 in X and Y. The Z-direction
// is omitted.
// After that a cross is rendered
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Do not perform depth testing
glDisable(GL_DEPTH_TEST);
// Render a cross in gray
glColor3d(0.5, 0.5, 0.5);
glLineWidth(1.0);
glBegin(GL_LINES);
glVertex2d(0, -1);
glVertex2d(0, 1);
glVertex2d(-1, 0);
glVertex2d(1, 0);
glEnd();
}
// Set debug text
void cube_system_split::set_text(std::stringstream &stream)
{
stream<<"Cube system (top left: XY, top right: YZ, bottom left: XZ, bottom right: perspective)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "example_3d_primitives.h"
// define math constants such as M_PI in math.h
#define _USE_MATH_DEFINES
// needed for mathematical operations
#include <math.h>
example_3d_primitives::example_3d_primitives()
{
angle = 0;
}
void example_3d_primitives::render()
{
glEnable(GL_DEPTH_TEST);
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Setup a perspective projection and lighting
setup_projection();
setup_light();
glScaled(0.4, 0.4, 0.4);
// Move 5 units to the left, save the current transformation
// and show a rotated tetrahedron
glTranslated(-5, 0, 0);
glPushMatrix();
glRotated(angle, 0, 1, 0);
glColor3d(1, 1, 0);
render_tetrahedron();
glPopMatrix();
// Move 3 units to the right, save the current transformation
// and show a rotated cylinder
glTranslated(3, 0, 0);
glPushMatrix();
glRotated(angle, 1, 0, 0);
glColor3d(0, 1, 0);
render_cylinder();
glPopMatrix();
// Move 3 units to the right, save the current transformation
// and show a rotated cube
glTranslated(3, 0, 0);
glPushMatrix();
glRotated(angle, 0, 1, 1);
glColor3d(1, 0, 0);
render_cube();
glPopMatrix();
// Move 3 units to the right, save the current transformation
// and show a rotated sphere
glTranslated(3, 0, 0);
glPushMatrix();
glRotated(angle, 0, 1, 0);
glColor3d(0, 0, 1);
render_sphere();
glPopMatrix();
}
void example_3d_primitives::render_tetrahedron()
{
// The tetrahedron is rendered by explicitly providing all 4 sides
// Activate rendering of triangles
glBegin(GL_TRIANGLES);
glNormal3d(-1, 2, 1);
glVertex3d(0, 1, 1);
glVertex3d(-1, 1, -1);
glVertex3d(0, -1, 0);
glNormal3d(1, 2, 1);
glVertex3d(1, 1, -1);
glVertex3d(0, 1, 1);
glVertex3d(0, -1, 0);
glNormal3d(0, 2, -1);
glVertex3d(0, -1, 0);
glVertex3d(-1, 1, -1);
glVertex3d(1, 1, -1);
glNormal3d(0, 2, 0);
glVertex3d(0, 1, 1);
glVertex3d(1, 1, -1);
glVertex3d(-1, 1, -1);
glEnd();
}
void example_3d_primitives::render_cylinder()
{
// The cylinder is first rendered by connected quads and then
// two polygons for the top and bottom
// Begin a strip of rectangles
glBegin(GL_QUAD_STRIP);
for (int i=0; i<=360; i+=10) {
// One quad is specified by 2 vertices that are connected
// to the last 2 vertices. Basically they are an extruded
// circle in the X-Z-Layer.
glNormal3d(cos(i*M_PI/180.0), 0, sin(i*M_PI/180.0));
glVertex3d(cos(i*M_PI/180.0), -1, sin(i*M_PI/180.0));
glVertex3d(cos(i*M_PI/180.0), 1, sin(i*M_PI/180.0));
}
glEnd();
// The top is a filled circle that is drawn with a single polygon
glBegin(GL_POLYGON);
glNormal3d(0, -1, 0);
for (int i=0; i<=360; i+=10) {
glVertex3d(cos(i*M_PI/180.0), -1, sin(i*M_PI/180.0));
}
glEnd();
// The bottom is a filled circle that is drawn with a single polygon
glBegin(GL_POLYGON);
glNormal3d(0, 1, 0);
for (int i=360; i>=0; i-=10) {
glVertex3d(cos(i*M_PI/180.0), 1, sin(i*M_PI/180.0));
}
glEnd();
}
void example_3d_primitives::render_cube()
{
// Use predefined methods here
glutSolidCube(2.0);
}
void example_3d_primitives::render_sphere()
{
// An example for quadrics in GLU (GL-Utilities. Not to be
// confused with GL or GLUT :)
GLUquadric *sphere = gluNewQuadric();
gluSphere(sphere, 1.0, 25, 25);
gluDeleteQuadric(sphere);
}
void example_3d_primitives::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 10.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 10.0);
// For the modelview matrix choose a view from the position (2.5, 2.5, 0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
// Also rotate with the specified angle around the Y-axis
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0,1,5, 0,0,0, 0,1,0);
}
void example_3d_primitives::setup_light()
{
// Enable lighting and colored materials
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Enable light source 0
glEnable(GL_LIGHT0);
// Set the modelview matrix to be the identity to avoid
// having the light position moved with the terrain.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Set light parameters
float position[4]={1.0f,1.0f,1.0f,1.0f};
float ambient_color[4]={0.0f,0.0f,0.0f,1.0f};
float diffuse_color[4]={1.0f,1.0f,1.0f,1.0f};
float specular_color[4]={1.0f,1.0f,1.0f,1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT, 10.0f);
glPopMatrix();
glEnable(GL_NORMALIZE);
}
void example_3d_primitives::advance_frame()
{
angle = (angle+1)%360;
}
void example_3d_primitives::set_text(std::stringstream &stream)
{
stream<<"Basic 3D primitives (from example_3d_primitives.cpp)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "example_cons_primitives.h"
// define math constants such as M_PI in math.h
#define _USE_MATH_DEFINES
// needed for mathematical operations
#include <math.h>
void example_consecutive_primitives::render()
{
glPushMatrix();
// Make OpenGL render only the outline of polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// No lighting
glDisable(GL_LIGHTING);
// No depth testing
glDisable(GL_DEPTH_TEST);
// No face culling (also draw polygones that are turned away from the eye point)
glDisable(GL_CULL_FACE);
// Clear the screen
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Clear the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Clear the modelview matrix and set a scale
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScaled(0.5, 0.5, 0.5);
// Move to the lower left corner
glTranslated(-1, -1, 0);
// An example of quad strips...
glBegin(GL_QUAD_STRIP);
for (int i=0; i<5; i++) {
glVertex3d(i*0.3-0.8, -0.3, 0);
glVertex3d(i*0.3-0.8, 0.3, 0);
}
glEnd();
// Move to the lower right corner
glTranslated(2, 0, 0);
glBegin(GL_TRIANGLE_STRIP);
// An example of triangle strips. Initially 2 vertices
// must be defined. Then every further vertex creates a new
// triangle which is connected to the last 2 vertices.
glVertex3d(-0.5, -0.6, 0);
glVertex3d(-0.9, 0.6, 0);
for (int i=1; i<4; i++) {
glVertex3d(-0.6+i*0.3, -0.6, 0);
glVertex3d(-0.6+i*0.5, 0.6, 0);
}
glEnd();
// Move to the upper right corner
glTranslated(0, 2, 0);
glBegin(GL_TRIANGLE_FAN);
// An example of a triangle strip. Initially 1 vertex
// must be defined. If 3 vertices are provided the first
// triangle is drawn and with every new vertex a new triangle
// from the actual point, the last point and the first point
// is rendered.
glVertex3d(0, 0, 0);
for (int i=0; i<=360; i+=45)
glVertex3d(cos(i*M_PI/180.0), sin(i*M_PI/180), 0);
glEnd();
// Move to the upper left corner
glTranslated(-2, 0, 0);
glBegin(GL_LINE_STRIP);
// An example of a line strip. A line is created between the
// current vertex and the last.
for (int i=0; i<4; i++) {
glVertex3d(-0.6+i*0.3, -0.6, 0);
glVertex3d(-0.6+i*0.5, 0.6, 0);
}
glEnd();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glPopMatrix();
}
void example_consecutive_primitives::set_text(std::stringstream &stream)
{
stream<<"Basic consecutive primitives as wireframe (from example_cons_primitives.cpp)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "example_primitives.h"
void example_primitives::render()
{
// Disable lighting and depth testing
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
// Clear the screen to white
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
// Clear the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Clear the modelview matrix and set a scale
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScaled(0.5, 0.5, 0.5);
// Set the point size to 3 pixels
glPointSize(3);
// Set the drawing color to red
glColor3d(1, 0, 0);
// Move to the lower left corner
glTranslated(-1, -1, 0);
// An example for points. Every vertex is represented as a point
glBegin(GL_POINTS);
glColor3d(0, 0, 0);
glVertex3d(0, 0, 0);
glColor3d(1, 0, 0);
glVertex3d(-0.5, 0, 0);
glColor3d(0, 1, 0);
glVertex3d(0.7, 0, 0);
glColor3d(0, 0, 1);
glVertex3d(0.5, 0.7, 0);
glColor3d(0.3, 0.1, 0.7);
glVertex3d(0.2, -0.3, 0);
glEnd();
// Move to the lower right corner
glTranslated(2, 0, 0);
// An example for triangles. Each 3 vertices are connected
// to one triangle. For every vertex a color can be defined which
// is then interpolated in between
glBegin(GL_TRIANGLES);
glColor3d(1, 0, 0);
glVertex3d(-0.5, 0, 0);
glVertex3d(0.1, -0.2, 0);
glVertex3d(0.3, 0.5, 0);
glColor3d(1, 0, 0);
glVertex3d(0.4, 0.3, 0);
glColor3d(0, 1, 0);
glVertex3d(0.8, 0.9, 0);
glColor3d(0, 0, 1);
glVertex3d(0.9, -0.2, 0);
glEnd();
// Move to the upper right
glTranslated(0, 2, 0);
// An example for rectangles. Each 4 vertices are connected
// to one quad.
glBegin(GL_QUADS);
glColor3d(0, 1, 0);
glVertex3d(-0.5, -0.6, 0);
glVertex3d(0.2, -0.5, 0);
glColor3d(1, 1, 0);
glVertex3d(0.3, 0.5, 0);
glVertex3d(-0.5, 0.6, 0);
glEnd();
// Move to the upper left
glTranslated(-2, 0, 0);
// And example for lines. Each 2 vertices are connected
// to one line.
glBegin(GL_LINES);
glColor3d(0, 0, 0);
glVertex3d(-0.5, 0.3, 0);
glVertex3d(0.4, -0.7, 0);
glColor3d(1, 0, 1);
glVertex3d(0.4, -0.4, 0);
glColor3d(0, 1, 0);
glVertex3d(1.0, -0.2, 0);
glEnd();
}
void example_primitives::set_text(std::stringstream &stream)
{
stream<<"Basic colored primitives (from example_primitives.cpp)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "example_trans_order.h"
example_trans_order::example_trans_order()
{
angle = 0;
}
void example_trans_order::render()
{
// Disable depth testing and lighting
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT);
// Set a perspective projection
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 10.0);
// Clear the modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslated(0, 0, -7);
glTranslated(-2, 1, 0);
// The first example first translates and then rotates
glPushMatrix();
// Render the green quad
glColor3d(0, 1, 0);
render_quad();
glTranslated(1, 0, 0.1);
glRotated(angle, 0, 0, 1);
// Render the transformed black quad
glColor3d(0, 0, 0);
render_quad();
glPopMatrix();
glTranslated(4, 0, 0);
// The second example first rotates and then translates
glPushMatrix();
// Render the green quad
glColor3d(0, 1, 0);
render_quad();
glRotated(angle, 0, 0, 1);
glTranslated(1, 0, 0.1);
// Render the transformed black quad
glColor3d(0, 0, 0);
render_quad();
glPopMatrix();
glTranslated(0, -2.5, 0);
// The third example first rotates and then scales
glPushMatrix();
// Render the green quad
glColor3d(0, 1, 0);
render_quad();
glRotated(angle, 0, 0, 1);
glScaled(0.8, 0.3, 1.0);
// Render the transformed black quad
glColor3d(0, 0, 0);
render_quad();
glPopMatrix();
glTranslated(-4, 0, 0);
// The fourth example first scales and then rotates
glPushMatrix();
// Render the green quad
glColor3d(0, 1, 0);
render_quad();
glScaled(0.8, 0.3, 1.0);
glRotated(angle, 0, 0, 1);
// Render the transformed black quad
glColor3d(0, 0, 0);
render_quad();
glPopMatrix();
}
void example_trans_order::render_quad()
{
// Render a quad by using a line loop.
glBegin(GL_LINE_LOOP);
glVertex3d(-0.5, -0.5, 0);
glVertex3d(0.5, -0.5, 0);
glVertex3d(0.5, 0.5, 0);
glVertex3d(-0.5, 0.5, 0);
glEnd();
}
void example_trans_order::advance_frame()
{
angle = (angle+1)%360;
}
void example_trans_order::set_text(std::stringstream &stream)
{
stream<<"Transformation order matters (top left: trans, rot; top right: rot, trans; bottom left: scale, rot; bottom right: rot, scale)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include <iostream>
#include <vector>
#include <sstream>
#include "application.h"
#ifndef WIN32
// These lines are needed if OpenGL is used under linux using nvidia drivers. The following error appears otherwise:
// Inconsistency detected by ld.so: dl-version.c: 224: _dl_check_map_versions: Assertion `needed != ((void *)0)' failed!
///http://stackoverflow.com/questions/20007961/error-running-a-compiled-c-file-uses-opengl-error-inconsistency-detected
#include <string.h>
#include <stdint.h>
#include <pthread.h>
void junk() {
int i;
i=pthread_getconcurrency();
};
#endif
int main(int argc, char* argv[])
{
// Instanciate the application...
application app;
// ... and let it run!
return app.run(argc, argv);
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "recursive_cubes.h"
// Initialize variables
recursive_cubes::recursive_cubes()
{
angle = 0;
// Set maximum recursion depth
depth = 4;
}
// Render the scene
void recursive_cubes::render()
{
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Set the light parameters, projection and view
setup_light();
setup_projection();
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Start the recursive rendering
render_recursive(depth, true);
}
void recursive_cubes::render_recursive(int r, bool render_all)
{
// Recursion end condition
if (r<=0)
return;
// Render the actual cube
render_cube();
/********
Additional Task: Recursively render the cube tree. One cube in the
tree contains another tree on every side which is
scaled by the factor 0.5 and translated to 4 units
away from the side. Use this method for the recursion.
The parameter "r" specifies the current recursion steps
that can still be made (must be decremented for every step)
while the parameter "render_all" is true if all sides shall
be rendered and false if the side facing a bigger side of
the last recursion step shall be omitted.
Zusatzaufgabe: Rendern Sie rekursiv den Wuerfelbaum. Ein Wuefel des Baums
enthält einen weiteren Wuerfelbaum auf jeder Seite, der um
den Faktor 0,5 skaliert und um 4 Einheiten von der Seite
weg verschoben wurde. Nutzen Sie diese Methode für die Rekursion.
Der Parameter "r" gibt die aktuell noch moeglichen Rekursions-
schritte ein (und muss also bei jedem Schritt verringert werden).
Der Paremter "render_all" soll auf true gesetzt werden, wenn
alle Seiten gerendert werden sollen und auf false, wenn die Seite,
die in Richtung einer größeren Seite eines Wuerfels aus dem vorherigen
Schritt zeigt, ausgelassen werden soll.
************/
}
// Render one single cube
void recursive_cubes::render_cube()
{
// Set color to yellow
glColor3d(1, 1, 0);
// Render a cube with side length 2
glutSolidCube(2);
}
// Set the projection and the view
void recursive_cubes::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 100.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 100.0);
// For the modelview matrix choose a view from the position (7.0, 3.0, 7.0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
// Also rotate with the specified angle around the Y-axis
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(7.0,3.0,7.0, 0,0,0, 0,1,0);
glRotated(angle, 0, 1, 0);
}
// Set the light parameters
void recursive_cubes::setup_light()
{
// Enable lighting
glEnable(GL_LIGHTING);
// Enable light source 0
glEnable(GL_LIGHT0);
// Set the modelview matrix to be the identity to avoid
// having the light position moved with the terrain.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Set light parameters
float position[4]={1.0f,1.0f,1.0f,1.0f};
float ambient_color[4]={0.0f,0.0f,0.0f,1.0f};
float diffuse_color[4]={1.0f,1.0f,1.0f,1.0f};
float specular_color[4]={1.0f,1.0f,1.0f,1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient_color);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT, 10.0f);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glPopMatrix();
}
// Advance one frame
void recursive_cubes::advance_frame()
{
// Increase angle and perform a modulo 360
angle = (angle+1)%360;
}
// Set debug text
void recursive_cubes::set_text(std::stringstream &stream)
{
stream<<"Recursive cubes with recursion depth "<<depth;
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "terrain.h"
// Load images and initialize variables
terrain::terrain()
{
initialized = false;
heightmap = 0;
angle = 0;
// The display list is not valid
dl_valid = false;
dl_handle = 0;
// Try to load the heightmap
if (!load_heightmap("../../data/tex_height.bmp"))
return;
// Try to load the texture
if (!load_texture("../../data/tex_topo.bmp", &texture_handle))
return;
initialized = true;
// Basic initial settings
set_show_solid(true);
set_show_wireframe(false);
set_show_levels(false);
}
// Unload images and textures
terrain::~terrain()
{
// Delete the texture
glDeleteTextures(1, &texture_handle);
// Free the memory for the height map
BMP_Free(heightmap);
// Delete the display list if neccessary
if (glIsList(dl_handle))
glDeleteLists(dl_handle, 1);
}
// Render the actual scene
void terrain::render()
{
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Enable automatic normalization of normals
glEnable(GL_NORMALIZE);
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Nothing to do if we are not properly initialized
if (!initialized)
return;
// Setup perspective and modelview matrix
setup_projection();
// Setup light
setup_light();
// Render the solid terrain with lighting and texture mapping
if (show_solid)
render_solid_terrain();
// Render the outline of the terrain
if (show_wireframe)
render_wireframe_terrain();
// Eventually render level lines
if (show_levels)
render_level_lines();
}
// Render the terrain as solid
void terrain::render_solid_terrain()
{
// Enable lighting
glEnable(GL_LIGHTING);
// This is a trick which is neccessary in order to draw lines
// later on. Otherwise there would be artifacts due to a z-fight.
glPolygonOffset(1, 1);
glEnable(GL_POLYGON_OFFSET_FILL);
/********
Task 2.2.4. Activate 2D texture mapping and bind the texture that
is identified by the handle "texture_handle". Do not remove
any of the code in this method.
Aufgabe 2.2.4. Aktivieren Sie 2D-Texturierung und binden Sie die
Textur, die ueber das Handle "texture_handle" identifiziert
ist. Entfernen Sie keinen Code in dieser Methode.
************/
// Set the material color to white
glColor3d(1, 1, 1);
// Render the terrain
render_terrain();
// Disable texture mapping
glDisable(GL_TEXTURE_2D);
// Disable support for depth buffer offsets
glDisable(GL_POLYGON_OFFSET_FILL);
// Disable lighting
glDisable(GL_LIGHTING);
}
// Render the terrain as wireframe
void terrain::render_wireframe_terrain()
{
// Set the line width to be 1 pixel
glLineWidth(1.0);
// Set the draw mode to draw outlines of polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Set the color to black
glColor3d(0, 0, 0);
// Render the terrain
render_terrain();
// Set the draw mode to fill polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Render the terrain
void terrain::render_terrain()
{
// Store width and height for faster access
int map_width = get_heightmap_width();
int map_height = get_heightmap_height();
// Move and scale the coordinate system so that we can work with
// whole units. That means that a vertex at height map position (x, y)
// with a height of h can be placed as glVertex3d(x, h, y). The
// terrain extents in the XZ-layer while the height is on the Y-axis.
glPushMatrix();
glTranslated(-1, 0, -1);
glScaled(2.0/static_cast<double>(map_width), 1.0/256.0, 2.0/static_cast<double>(map_height));
/********
Task 2.2.1. Complete the code below to create a regular grid which expands
along the X-Z-layer. Create the grid by specifying triangle
strips for each line. The coordinate system is already scaled
and translated to use the values of the variables "x" and "y"
defined below directly as coordinates. The initial height of
the grid shall be 0.
Aufgabe 2.2.1. Vervollstaendigen Sie den nachfolgenden Quelltext um die
Erstellung eines regelmaessigen Gitters das sich ueber die
X-Z-Ebene erstreckt. Erstellen Sie dieses Gitter, indem Sie
zeilenweise Dreiecksstreifen definieren. Das Koordinatensystem
ist bereits skaliert und verschoben, so dass Sie die Werte
der Variablen "x" und "y", die unten definiert werden direkt
als Koordinaten einsetzen koennen. Das Gitter soll zunaechst
eine Hoehe von 0 besitzen.
Task 2.2.2. Now elevate the height of the vertices to create the grid terrain
that corresponds to the height map. Use "get_heightmap_value(x, y)".
Aufgabe 2.2.2. Heben Sie jetzt die Vertices an um ein Drahtgitterterrain zu erstellen,
das zur Hoehenkarte korrespondiert. Nutzen Sie die Methode
"get_heightmap_value(x, y)".
Task 2.2.3. Make sure to call "set_normal" for every vertex and continue this
task in "set_normal".
Aufgabe 2.2.3. Stellen Sie sicher, dass Sie "set_normal" für jeden Vertex aufrufen
und fahren Sie in "set_normal" mit der Aufgabe fort.
Task 2.2.4. Activate texture mapping and bind the texture in the method
"render_solid_terrain". Provide 2D texture coordinates per vertex in
this method using "glTexCoord2d".
Aufgabe 2.2.4. Aktivieren Sie Texturmapping und binden Sie eine Textur in der
Methode "render_solid_terrain". Spezifizieren Sie in dieser Methode pro
Vertex eine Texturkoordinate mittels der Methode "glTexCoord2d".
*********/
// Go through all rows (-1)
for (int y = 0; y<map_height-1; y++) {
// ... to be completed
// Draw one strip
for (int x = 0; x<map_width; x++) {
// ... to be completed
}
}
glPopMatrix();
}
// Calculate and set the normal for height map entry (x,y)
void terrain::set_normal(int x, int y)
{
/********
Task 2.2.3. Calculate the normal for the vertex that corresponds to
the height map value (x, y). You can either use forward differences,
backward differences or central differences. The latter will give
the best results. The calculation is done by first determining direction
vectors in X and Z and then using vector operations to get a vector that
is perpendicular to both. You find some examples for vector operations in
this project below. Do not forget to pass the normal to OpenGL using
the command glNormal3d.
Aufgabe 2.2.3. Berechnen Sie die Normalen fuer den Vertex der zum Hoehenwert (x, y)
gehoert. Sie koennen entweder Vorwaerts-, Rueckwaerts- oder Zentral-
Differenzen verwenden. Die letzte Methode erzeugt die besten Resultate.
Fuer die Berechnung werden zunaechst Richtungvektoren in X- und Z-Richtung
gebildet und anschliessend mittels Vektoroperationen ein zu beiden Vektoren
senkrechter Vektor berechnet. Nachfolgend ein paar Beispiele fuer Vektor-
rechnungen in diesem Projekt. Vergessen Sie nicht die Normale nach der
Berechnung mittels glNormal3d an OpenGL zu senden.
// Create a vector
vec3d vec1(1.0, 1.0, 1.0);
// Create another vector
vec3d vec2(0.5, -1.0, 2.0);
// Normalize the first vector
vec1.normalize();
// Add the first vector to the second
vec2 = vec1 + vec2;
// Increase the length of the first vector
vec1 *= 10.0;
// Calculate the dot product
double x = dot(vec1, vec2);
// Calculate the cross product
vec3d vec3 = cross(vec1, vec2);
// Get the length
double l = vec3.length();
// Get the components for a vector
double x = vec3.x();
double y = vec3.y();
double z = vec3.z();
*****************/
}
// Render height level lines
void terrain::render_level_lines()
{
// Set color to gray
glColor3d(0.5, 0.5, 0.5);
// Set the line width to 3 pixels
glLineWidth(2.0);
// Change the coordinate system so that one can work with whole units
glPushMatrix();
glTranslated(-1, 0, -1);
glScaled(2.0/static_cast<double>(get_heightmap_width()), 1.0/256.0, 2.0/static_cast<double>(get_heightmap_height()));
// Connect with lines
glBegin(GL_LINES);
// Render lines which were created in "create_level_lines" and stored into
// the list "level_lines"
for (int i=0; i<(int)level_lines.size(); i+=2) {
glVertex3d(level_lines[i ].x(), level_lines[i ].y(), level_lines[i ].z());
glVertex3d(level_lines[i+1].x(), level_lines[i+1].y(), level_lines[i+1].z());
}
glEnd();
// Set the width back to 1.0
glLineWidth(1.0);
glPopMatrix();
}
// Create height lines for the level "level"
void terrain::create_level_line(int level)
{
/********
Additional Task: Find iso lines with the "Marching Squares" algorithm for the
height value "level". Store the start and end points of the
found lines in the list "level_lines".
Zusatzaufgabe: Finden Sie Hoehenlinien mittels des "Marching Squares"-Algorithmus
fuer den Hoehenwert "level". Legen Sie die Start- und Endpunkte
der gefundenen Linien in der Liste "level_lines" ab.
*************/
}
// Set the light parameters
void terrain::setup_light()
{
// Enable lighting and colored materials
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Enable light source 0
glEnable(GL_LIGHT0);
// Set the modelview matrix to be the identity to avoid
// having the light position moved with the terrain.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Set light parameters
float position[4]={1.0f,1.0f,1.0f,1.0f};
float ambient_color[4]={0.0f,0.0f,0.0f,1.0f};
float diffuse_color[4]={1.0f,1.0f,1.0f,1.0f};
float specular_color[4]={1.0f,1.0f,1.0f,1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT, 10.0f);
glPopMatrix();
glDisable(GL_LIGHTING);
}
// Set the projection and the view
void terrain::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 10.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 10.0);
// For the modelview matrix choose a view from the position (2.5, 2.5, 0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
// Also rotate with the specified angle around the Y-axis
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2.5,2.5,0, 0,0,0, 0,1,0);
glRotated(angle, 0,1,0);
}
// Advance one frame
void terrain::advance_frame()
{
// Increase angle and perform a modulo 360
angle = (angle+1)%360;
}
// (De)activate solid rendering
void terrain::set_show_solid(bool state)
{
show_solid = state;
// The current display list is outdated now
dl_valid = false;
}
// (De)activate wireframe rendering
void terrain::set_show_wireframe(bool state)
{
show_wireframe = state;
// The current display list is outdated now
dl_valid = false;
}
// (De)activate height level line rendering
void terrain::set_show_levels(bool state)
{
show_levels = state;
// If level lines shall be displayed then
// recreate them in equidistant ranges
if (show_levels) {
level_lines.clear();
for (int i=20; i<=255; i+=20)
create_level_line(i);
}
// The current display list is outdated now
dl_valid = false;
}
// Load the height map from the file "filename"
bool terrain::load_heightmap(const char *filename)
{
// Load the heightmap by reading a bmp file
heightmap = BMP_ReadFile(filename);
// Return false and show an error message if the file
// could not be loaded
if (BMP_GetError() != BMP_OK) {
std::cout<<BMP_GetErrorDescription()<<std::endl;
return false;
}
// All went well...
return true;
}
// Load a texture and store its handle in "handle"
bool terrain::load_texture(const char *filename, GLuint *handle)
{
BMP *bitmap;
// Load the texture by reading a bmp file
bitmap = BMP_ReadFile(filename);
// Return false and show an error message if the file
// could not be loaded
if (BMP_GetError() != BMP_OK) {
std::cout<<BMP_GetErrorDescription()<<std::endl;
return false;
}
// Get a pointer to the bitmap data
unsigned char* data = BMP_GetImageData(bitmap);
// Generate one texture and store its ID in "handle"
glGenTextures(1, handle);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, *handle);
// Enable linear blending between different mipmapping levels
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
// Clamp the texture at the borders
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Transfer the image data to the graphics card.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BMP_GetWidth(bitmap), BMP_GetHeight(bitmap), 0, GL_RGB, GL_UNSIGNED_BYTE, data);
// Not needed anymore
free(data);
BMP_Free(bitmap);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
// Return the width of the height map
int terrain::get_heightmap_width() const
{
return BMP_GetWidth(heightmap);
}
// Return the height of the height map
int terrain::get_heightmap_height() const
{
return BMP_GetHeight(heightmap);
}
// Return the height value at (x,y)
int terrain::get_heightmap_value(int x, int y) const
{
// Returns one value from the heightmap. The image should
// be in grayscale so just the red channel is returned.
// The image is mirrored at the edges (by adjusting the
// coordinates) to assure correct normal estimation.
unsigned char r, g, b;
// Mirror at the left and upper edge if neccessary
x = abs(x);
y = abs(y);
// Mirror at the right and bottom edge if neccessary
if (x>=get_heightmap_width())
x = 2*get_heightmap_width()-x-1;
if (y>=get_heightmap_height())
y = 2*get_heightmap_height()-y-1;
// Read the pixel and return the red component
BMP_GetPixelRGB(heightmap, x, y, &r, &g, &b);
return r;
}
// Set debug text
void terrain::set_text(std::stringstream &stream)
{
if (!initialized) {
stream<<"Cannot show terrain - not all files were loaded!";
return;
}
stream<<"Showing terrain";
if (!show_solid && !show_wireframe && !show_levels) {
stream<<" (all features disabled)";
return;
}
stream<<" (";
if (show_solid)
stream<<"as solid geometry";
if (show_solid && show_wireframe)
stream<<", ";
if (show_wireframe)
stream<<"as wireframe";
if (show_wireframe && show_levels)
stream<<", ";
if (show_levels)
stream<<"with level lines";
stream<<")";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "cube_system.h"
// Initialize variables
cube_system::cube_system()
{
angle = 0;
}
// Setup the scene and render cube system
void cube_system::render()
{
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Disable lighting
glDisable(GL_LIGHTING);
// Clear the screen and depth buffer
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set the projection and view
setup_projection();
// Render the system
render_system();
}
// Render the cube system
void cube_system::render_system()
{
glPushMatrix();
glPushMatrix();
glRotated(angle, 0, 1, 0);
render_cube();
glPopMatrix();
glPushMatrix();
glRotated(-angle, 0, 1, 0);
glTranslated(5, 0, 0);
glScaled(0.6, 0.6, 0.6);
render_cube();
glPushMatrix();
glRotated(angle*2, 0, 0, 1);
glTranslated(3, 0, 0);
glScaled(0.5, 0.5, 0.5);
render_cube();
glPopMatrix();
glPushMatrix();
glRotated(angle*2+180, 0, 0, 1);
glTranslated(3, 0, 0);
glScaled(0.5, 0.5, 0.5);
render_cube();
glPopMatrix();
glPopMatrix();
glPopMatrix();
}
// Advance one frame by increasing the rotation angle
void cube_system::advance_frame()
{
// Increase angle and perform a modulo 360
angle = (angle+1)%360;
}
// Render one single cube
void cube_system::render_cube()
{
glPushMatrix();
for (int i=0; i<4; i++) {
switch(i) {
case 0: glColor3d(165/255.0, 165/255.0, 165/255.0); break;
case 1: glColor3d( 73/255.0, 68/255.0, 41/255.0); break;
case 2: glColor3d( 23/255.0, 54/255.0, 93/255.0); break;
case 3: glColor3d(149/255.0, 55/255.0, 52/255.0); break;
}
glRotated(90, 0, 1, 0);
glBegin(GL_QUADS);
glVertex3d(-1, 1, -1);
glVertex3d(1, 1, -1);
glVertex3d(1, -1, -1);
glVertex3d(-1, -1, -1);
glEnd();
}
glBegin(GL_QUADS);
glColor3d(118/255.0, 146/255.0, 60/255.0);
glVertex3d(-1, 1, -1);
glVertex3d(-1, 1, 1);
glVertex3d( 1, 1, 1);
glVertex3d(1, 1, -1);
glColor3d(95/255.0, 73/255.0, 122/255.0);
glVertex3d(1, -1, -1);
glVertex3d( 1, -1, 1);
glVertex3d(-1, -1, 1);
glVertex3d(-1, -1, -1);
glEnd();
glPopMatrix();
}
// Set the projection and the view
void cube_system::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 100.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 100.0);
// For the modelview matrix choose a view from the position (10.0, 6.0, -10.0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(10.0,6.0,-10.0, 0,0,0, 0,1,0);
}
// Set debug text
void cube_system::set_text(std::stringstream &stream)
{
stream<<"Showing cube system (with rotation parameter at "<<angle<<"°)";
}

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//
// This source code is property of the Computer Graphics and Visualization
// chair of the TU Dresden. Do not distribute in modified or unmodified form!
// Copyright (C) 2016 CGV TU Dresden - All Rights Reserved
//
#include "terrain.h"
// Load images and initialize variables
terrain::terrain()
{
initialized = false;
heightmap = 0;
angle = 0;
// The display list is not valid
dl_valid = false;
dl_handle = 0;
// Try to load the heightmap. First try it from
// "../../data" and then from "data/"
if (!load_heightmap("../../data/tex_height.bmp") &&
!load_heightmap("data/tex_height.bmp")) {
std::cout<<"Could not load the heightmap!"<<std::endl;
return;
}
// Try to load the texture. First try it from
// "../../data" and then from "data/"
if (!load_texture("../../data/tex_topo.bmp", &texture_handle) &&
!load_texture("data/tex_topo.bmp", &texture_handle)) {
std::cout<<"Could not load the texture!"<<std::endl;
return;
}
initialized = true;
// Basic initial settings
set_show_solid(true);
set_show_wireframe(false);
set_show_levels(false);
}
// Unload images and textures
terrain::~terrain()
{
// Delete the texture
glDeleteTextures(1, &texture_handle);
// Free the memory for the height map
BMP_Free(heightmap);
// Delete the display list if neccessary
if (glIsList(dl_handle))
glDeleteLists(dl_handle, 1);
}
// Render the actual scene
void terrain::render()
{
// Enable depth testing
glEnable(GL_DEPTH_TEST);
// Enable automatic normalization of normals
glEnable(GL_NORMALIZE);
// Clear the screen
glClearColor(1,1,1,0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Nothing to do if we are not properly initialized
if (!initialized)
return;
// Setup perspective and modelview matrix
setup_projection();
// Setup light
setup_light();
// Render the solid terrain with lighting and texture mapping
if (show_solid)
render_solid_terrain();
// Render the outline of the terrain
if (show_wireframe)
render_wireframe_terrain();
// Eventually render level lines
if (show_levels)
render_level_lines();
}
// Render the terrain as solid
void terrain::render_solid_terrain()
{
// Enable lighting
glEnable(GL_LIGHTING);
// This is a trick which is neccessary in order to draw lines
// later on. Otherwise there would be artifacts due to a z-fight.
glPolygonOffset(1, 1);
glEnable(GL_POLYGON_OFFSET_FILL);
// Enable texture mapping and bind our texture
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_handle);
// Set the material color to white
glColor3d(1, 1, 1);
// Render the terrain
render_terrain();
// Disable texture mapping
glDisable(GL_TEXTURE_2D);
// Disable support for depth buffer offsets
glDisable(GL_POLYGON_OFFSET_FILL);
// Disable lighting
glDisable(GL_LIGHTING);
}
// Render the terrain as wireframe
void terrain::render_wireframe_terrain()
{
// Set the line width to be 1 pixel
glLineWidth(1.0);
// Set the draw mode to draw outlines of polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
// Set the color to black
glColor3d(0, 0, 0);
// Render the terrain
render_terrain();
// Set the draw mode to fill polygons
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
// Render the terrain
void terrain::render_terrain()
{
// Store width and height for faster access
int map_width = get_heightmap_width();
int map_height = get_heightmap_height();
// Factors needed for texture mapping
double factor_x = 1.0/static_cast<double>(map_width);
double factor_y = 1.0/static_cast<double>(map_height);
// Move and scale the coordinate system so that we can work with
// whole units. That means that a vertex at height map position (x, y)
// with a height of h can be placed as glVertex3d(x, h, y). The
// terrain extents in the XZ-layer while the height is on the Y-axis.
glPushMatrix();
glTranslated(-1, 0, -1);
glScaled(2.0/static_cast<double>(map_width), 1.0/256.0, 2.0/static_cast<double>(map_height));
// Go through all rows (-1)
for (int y = 0; y<map_height-1; y++) {
// Begin a new triangle strip
glBegin(GL_TRIANGLE_STRIP);
// Draw the strip by consecutively passing two points
for (int x = 0; x<map_width; x++) {
// Set texture coordinates, normal and vertex for the first point
glTexCoord2d(x*factor_x, y*factor_y);
set_normal(x, y);
glVertex3d(x, get_heightmap_value(x, y), y);
// Set texture coordinates, normal and vertex for the second point
glTexCoord2d(x*factor_x, (y+1)*factor_y);
set_normal(x, y+1);
glVertex3d(x, get_heightmap_value(x, y+1), y+1);
}
glEnd();
}
glPopMatrix();
}
// Calculate and set the normal for height map entry (x,y)
void terrain::set_normal(int x, int y)
{
// The normal is estimated using central differences.
// Also forward or backward differences could be used. Mind that no border
// checks need to be done as this is handled in the get_heightmap_value method.
// Get the vector in x-direction
vec3d dx(2.0, get_heightmap_value(x+1, y) - get_heightmap_value(x-1, y), 0.0);
// Get the vector in y-direction
vec3d dz(0.0, get_heightmap_value(x, y+1) - get_heightmap_value(x, y-1), 2.0);
// Normalize both vectors
dx.normalize();
dz.normalize();
// Get a vector which is perpendicular to dx and dy by using the cross product
vec3d normal = cross(dz, dx);
// Pass the normal
glNormal3d(normal.x(), normal.y(), normal.z());
}
// Render height level lines
void terrain::render_level_lines()
{
// Set color to gray
glColor3d(0.5, 0.5, 0.5);
// Set the line width to 3 pixels
glLineWidth(2.0);
// Change the coordinate system so that one can work with whole units
glPushMatrix();
glTranslated(-1, 0, -1);
glScaled(2.0/static_cast<double>(get_heightmap_width()), 1.0/256.0, 2.0/static_cast<double>(get_heightmap_height()));
// Connect with lines
glBegin(GL_LINES);
// Render lines which were created in "create_level_lines" and stored into
// the list "level_lines"
for (int i=0; i<(int)level_lines.size(); i+=2) {
glVertex3d(level_lines[i ].x(), level_lines[i ].y(), level_lines[i ].z());
glVertex3d(level_lines[i+1].x(), level_lines[i+1].y(), level_lines[i+1].z());
}
glEnd();
// Set the width back to 1.0
glLineWidth(1.0);
glPopMatrix();
}
// Create height lines for the level "level"
void terrain::create_level_line(int level)
{
/********
Additional Task: Find iso lines with the "Marching Squares" algorithm for the
height value "level". Store the start and end points of the
found lines in the list "level_lines".
Zusatzaufgabe: Finden Sie Hoehenlinien mittels des "Marching Squares"-Algorithmus
fuer den Hoehenwert "level". Legen Sie die Start- und Endpunkte
der gefundenen Linien in der Liste "level_lines" ab.
*************/
}
// Set the light parameters
void terrain::setup_light()
{
// Enable lighting and colored materials
glEnable(GL_LIGHTING);
glEnable(GL_COLOR_MATERIAL);
// Enable light source 0
glEnable(GL_LIGHT0);
// Set the modelview matrix to be the identity to avoid
// having the light position moved with the terrain.
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Set light parameters
float position[4]={1.0f,1.0f,1.0f,1.0f};
float ambient_color[4]={0.0f,0.0f,0.0f,1.0f};
float diffuse_color[4]={1.0f,1.0f,1.0f,1.0f};
float specular_color[4]={1.0f,1.0f,1.0f,1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient_color);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse_color);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular_color);
glLightf(GL_LIGHT0,GL_SPOT_EXPONENT, 10.0f);
glPopMatrix();
glDisable(GL_LIGHTING);
}
// Set the projection and the view
void terrain::setup_projection()
{
// For projection choose a perspective matrix with an aperture angle of
// 45deg, an aspect ratio that corresponds to the width and height of the
// window, z_near at 0.01 and z_far at 10.0
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, glutGet(GLUT_WINDOW_WIDTH) / static_cast<double>(glutGet(GLUT_WINDOW_HEIGHT)), 0.01, 10.0);
// For the modelview matrix choose a view from the position (2.5, 2.5, 0) to
// the position (0, 0, 0) where the up-direction is (0, 1, 0).
// Also rotate with the specified angle around the Y-axis
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(2.5,2.5,0, 0,0,0, 0,1,0);
glRotated(angle, 0,1,0);
}
// Advance one frame
void terrain::advance_frame()
{
// Increase angle and perform a modulo 360
angle = (angle+1)%360;
}
// (De)activate solid rendering
void terrain::set_show_solid(bool state)
{
show_solid = state;
// The current display list is outdated now
dl_valid = false;
}
// (De)activate wireframe rendering
void terrain::set_show_wireframe(bool state)
{
show_wireframe = state;
// The current display list is outdated now
dl_valid = false;
}
// (De)activate height level line rendering
void terrain::set_show_levels(bool state)
{
show_levels = state;
// If level lines shall be displayed then
// recreate them in equidistant ranges
if (show_levels) {
level_lines.clear();
for (int i=20; i<=255; i+=20)
create_level_line(i);
}
// The current display list is outdated now
dl_valid = false;
}
// Load the height map from the file "filename"
bool terrain::load_heightmap(const char *filename)
{
// Load the heightmap by reading a bmp file
heightmap = BMP_ReadFile(filename);
// Return false and show an error message if the file
// could not be loaded
if (BMP_GetError() != BMP_OK)
return false;
// All went well...
return true;
}
// Load a texture and store its handle in "handle"
bool terrain::load_texture(const char *filename, GLuint *handle)
{
BMP *bitmap;
// Load the texture by reading a bmp file
bitmap = BMP_ReadFile(filename);
// Return false and show an error message if the file
// could not be loaded
if (BMP_GetError() != BMP_OK)
return false;
// Get a pointer to the bitmap data
unsigned char* data = BMP_GetImageData(bitmap);
// Generate one texture and store its ID in "handle"
glGenTextures(1, handle);
// Bind the texture
glBindTexture(GL_TEXTURE_2D, *handle);
// Enable linear blending between different mipmapping levels
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
// Clamp the texture at the borders
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// Transfer the image data to the graphics card.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BMP_GetWidth(bitmap), BMP_GetHeight(bitmap), 0, GL_RGB, GL_UNSIGNED_BYTE, data);
// Not needed anymore
free(data);
BMP_Free(bitmap);
// Unbind texture
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
// Return the width of the height map
int terrain::get_heightmap_width() const
{
return BMP_GetWidth(heightmap);
}
// Return the height of the height map
int terrain::get_heightmap_height() const
{
return BMP_GetHeight(heightmap);
}
// Return the height value at (x,y)
int terrain::get_heightmap_value(int x, int y) const
{
// Returns one value from the heightmap. The image should
// be in grayscale so just the red channel is returned.
// The image is mirrored at the edges (by adjusting the
// coordinates) to assure correct normal estimation.
unsigned char r, g, b;
// Mirror at the left and upper edge if neccessary
x = abs(x);
y = abs(y);
// Mirror at the right and bottom edge if neccessary
if (x>=get_heightmap_width())
x = 2*get_heightmap_width()-x-1;
if (y>=get_heightmap_height())
y = 2*get_heightmap_height()-y-1;
// Read the pixel and return the red component
BMP_GetPixelRGB(heightmap, x, y, &r, &g, &b);
return r;
}
// Set debug text
void terrain::set_text(std::stringstream &stream)
{
if (!initialized) {
stream<<"Cannot show terrain - not all files were loaded!";
return;
}
stream<<"Showing terrain";
if (!show_solid && !show_wireframe && !show_levels) {
stream<<" (all features disabled)";
return;
}
stream<<" (";
if (show_solid)
stream<<"as solid geometry";
if (show_solid && show_wireframe)
stream<<", ";
if (show_wireframe)
stream<<"as wireframe";
if (show_wireframe && show_levels)
stream<<", ";
if (show_levels)
stream<<"with level lines";
stream<<")";
}