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📄 tetra.c

📁 计算机图形学~想必是很多人需要的~在此共享一下
💻 C
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/* tetra.c  */

/* E. Angel, Interactive Computer Graphics */
/* A Top-Down Approach with OpenGL, Third Edition */
/* Addison-Wesley Longman, 2003 */
/* Recursive subdivision of tetrahedron to form  3D Sierpinski gasket */#include <stdlib.h>#include <GL/glut.h>typedef float point[3];/* initial tetrahedron */point v[]={{0.0, 0.0, 1.0}, {0.0, 0.942809, -0.33333},          {-0.816497, -0.471405, -0.333333}, {0.816497, -0.471405, -0.333333}};static GLfloat theta[] = {0.0,0.0,0.0};int n;void triangle( point a, point b, point c)/* display one triangle using a line loop for wire frame, a singlenormal for constant shading, or three normals for interpolative shading */{    glBegin(GL_POLYGON);       glNormal3fv(a);       glVertex3fv(a);       glVertex3fv(b);       glVertex3fv(c);    glEnd();}void divide_triangle(point a, point b, point c, int m){/* triangle subdivision using vertex numbersrighthand rule applied to create outward pointing faces */    point v1, v2, v3;    int j;    if(m>0)    {        for(j=0; j<3; j++) v1[j]=(a[j]+b[j])/2;        for(j=0; j<3; j++) v2[j]=(a[j]+c[j])/2;        for(j=0; j<3; j++) v3[j]=(b[j]+c[j])/2;        divide_triangle(a, v1, v2, m-1);        divide_triangle(c, v2, v3, m-1);        divide_triangle(b, v3, v1, m-1);    }    else(triangle(a,b,c)); /* draw triangle at end of recursion */}void tetrahedron( int m){/* Apply triangle subdivision to faces of tetrahedron */	glColor3f(1.0,0.0,0.0);    divide_triangle(v[0], v[1], v[2], m);	glColor3f(0.0,1.0,0.0);    divide_triangle(v[3], v[2], v[1], m);	glColor3f(0.0,0.0,1.0);    divide_triangle(v[0], v[3], v[1], m);	glColor3f(0.0,0.0,0.0);    divide_triangle(v[0], v[2], v[3], m);}void display(void){    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	   glLoadIdentity();    tetrahedron(n);    glFlush();}void myReshape(int w, int h){    glViewport(0, 0, w, h);    glMatrixMode(GL_PROJECTION);    glLoadIdentity();    if (w <= h)        glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w,            2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);    else        glOrtho(-2.0 * (GLfloat) w / (GLfloat) h,            2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0);    glMatrixMode(GL_MODELVIEW);    glutPostRedisplay();}voidmain(int argc, char **argv){    n=4;    glutInit(&argc, argv);    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);    glutInitWindowSize(500, 500);    glutCreateWindow("3D Gasket");    glutReshapeFunc(myReshape);    glutDisplayFunc(display);	glEnable(GL_DEPTH_TEST);     glClearColor (1.0, 1.0, 1.0, 1.0);    glutMainLoop();}

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