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📄 tess.c

📁 OpenGL学习资料
💻 C
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/* * Copyright (c) 1993-1999, Silicon Graphics, Inc. * ALL RIGHTS RESERVED  * Permission to use, copy, modify, and distribute this software for  * any purpose and without fee is hereby granted, provided that the above * copyright notice appear in all copies and that both the copyright notice * and this permission notice appear in supporting documentation, and that  * the name of Silicon Graphics, Inc. not be used in advertising * or publicity pertaining to distribution of the software without specific, * written prior permission.  * * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR * FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL SILICON * GRAPHICS, INC.  BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC.  HAS BEEN * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. *  * US Government Users Restricted Rights  * Use, duplication, or disclosure by the Government is subject to * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph * (c)(1)(ii) of the Rights in Technical Data and Computer Software * clause at DFARS 252.227-7013 and/or in similar or successor * clauses in the FAR or the DOD or NASA FAR Supplement. * Unpublished-- rights reserved under the copyright laws of the * United States.  Contractor/manufacturer is Silicon Graphics, * Inc., 2011 N.  Shoreline Blvd., Mountain View, CA 94039-7311. * * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. *//* *  tess.c *  This program demonstrates polygon tessellation. *  Two tesselated objects are drawn.  The first is a *  rectangle with a triangular hole.  The second is a *  smooth shaded, self-intersecting star. * *  Note the exterior rectangle is drawn with its vertices *  in counter-clockwise order, but its interior clockwise. *  Note the combineCallback is needed for the self-intersecting *  star.  Also note that removing the TessProperty for the  *  star will make the interior unshaded (WINDING_ODD). */#include <GL/glut.h>#include <stdlib.h>#include <stdio.h>#ifndef CALLBACK #define CALLBACK#endifGLuint startList;void display (void) {   glClear(GL_COLOR_BUFFER_BIT);   glColor3f(1.0, 1.0, 1.0);   glCallList(startList);   glCallList(startList + 1);   glFlush();}void CALLBACK beginCallback(GLenum which){   glBegin(which);}void CALLBACK errorCallback(GLenum errorCode){   const GLubyte *estring;   estring = gluErrorString(errorCode);   fprintf(stderr, "Tessellation Error: %s\n", estring);   exit(0);}void CALLBACK endCallback(void){   glEnd();}void CALLBACK vertexCallback(GLvoid *vertex){   const GLdouble *pointer;   pointer = (GLdouble *) vertex;   glColor3dv(pointer+3);   glVertex3dv(vertex);}/*  combineCallback is used to create a new vertex when edges *  intersect.  coordinate location is trivial to calculate, *  but weight[4] may be used to average color, normal, or texture *  coordinate data.  In this program, color is weighted. */void CALLBACK combineCallback(GLdouble coords[3],                      GLdouble *vertex_data[4],                     GLfloat weight[4], GLdouble **dataOut ){   GLdouble *vertex;   int i;   vertex = (GLdouble *) malloc(6 * sizeof(GLdouble));   vertex[0] = coords[0];   vertex[1] = coords[1];   vertex[2] = coords[2];   for (i = 3; i < 6; i++)      vertex[i] = weight[0] * vertex_data[0][i]                   + weight[1] * vertex_data[1][i]                  + weight[2] * vertex_data[2][i]                   + weight[3] * vertex_data[3][i];   *dataOut = vertex;}void init (void) {   GLUtesselator *tobj;   GLdouble rect[4][3] = {50.0, 50.0, 0.0,                          200.0, 50.0, 0.0,                          200.0, 200.0, 0.0,                          50.0, 200.0, 0.0};   GLdouble tri[3][3] = {75.0, 75.0, 0.0,                         125.0, 175.0, 0.0,                         175.0, 75.0, 0.0};   GLdouble star[5][6] = {250.0, 50.0, 0.0, 1.0, 0.0, 1.0,                          325.0, 200.0, 0.0, 1.0, 1.0, 0.0,                          400.0, 50.0, 0.0, 0.0, 1.0, 1.0,                          250.0, 150.0, 0.0, 1.0, 0.0, 0.0,                          400.0, 150.0, 0.0, 0.0, 1.0, 0.0};   glClearColor(0.0, 0.0, 0.0, 0.0);   startList = glGenLists(2);   tobj = gluNewTess();   gluTessCallback(tobj, GLU_TESS_VERTEX,                    glVertex3dv);   gluTessCallback(tobj, GLU_TESS_BEGIN,                    beginCallback);   gluTessCallback(tobj, GLU_TESS_END,                    endCallback);   gluTessCallback(tobj, GLU_TESS_ERROR,                    errorCallback);   /*  rectangle with triangular hole inside  */   glNewList(startList, GL_COMPILE);   glShadeModel(GL_FLAT);       gluTessBeginPolygon(tobj, NULL);      gluTessBeginContour(tobj);         gluTessVertex(tobj, rect[0], rect[0]);         gluTessVertex(tobj, rect[1], rect[1]);         gluTessVertex(tobj, rect[2], rect[2]);         gluTessVertex(tobj, rect[3], rect[3]);      gluTessEndContour(tobj);      gluTessBeginContour(tobj);         gluTessVertex(tobj, tri[0], tri[0]);         gluTessVertex(tobj, tri[1], tri[1]);         gluTessVertex(tobj, tri[2], tri[2]);      gluTessEndContour(tobj);   gluTessEndPolygon(tobj);   glEndList();   gluTessCallback(tobj, GLU_TESS_VERTEX,                    vertexCallback);   gluTessCallback(tobj, GLU_TESS_BEGIN,                    beginCallback);   gluTessCallback(tobj, GLU_TESS_END,                    endCallback);   gluTessCallback(tobj, GLU_TESS_ERROR,                    errorCallback);   gluTessCallback(tobj, GLU_TESS_COMBINE,                    combineCallback);   /*  smooth shaded, self-intersecting star  */   glNewList(startList + 1, GL_COMPILE);   glShadeModel(GL_SMOOTH);       gluTessProperty(tobj, GLU_TESS_WINDING_RULE,                   GLU_TESS_WINDING_POSITIVE);   gluTessBeginPolygon(tobj, NULL);      gluTessBeginContour(tobj);         gluTessVertex(tobj, star[0], star[0]);         gluTessVertex(tobj, star[1], star[1]);         gluTessVertex(tobj, star[2], star[2]);         gluTessVertex(tobj, star[3], star[3]);         gluTessVertex(tobj, star[4], star[4]);      gluTessEndContour(tobj);   gluTessEndPolygon(tobj);   glEndList();   gluDeleteTess(tobj);}void reshape (int w, int h){   glViewport(0, 0, (GLsizei) w, (GLsizei) h);   glMatrixMode(GL_PROJECTION);   glLoadIdentity();   gluOrtho2D(0.0, (GLdouble) w, 0.0, (GLdouble) h);}void keyboard(unsigned char key, int x, int y){   switch (key) {      case 27:         exit(0);         break;   }}int main(int argc, char** argv){   glutInit(&argc, argv);   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);   glutInitWindowSize(500, 500);   glutCreateWindow(argv[0]);   init();   glutDisplayFunc(display);   glutReshapeFunc(reshape);   glutKeyboardFunc(keyboard);   glutMainLoop();   return 0;  }

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