📄 lab1.cpp
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#include<stdio.h>
#include<math.h>
#include<glut.h>
#include<windows.h>
typedef float point[3];
point v[4] ={{0.0,0.0,0.0},{0.0,0.942809,-0.333333},{-0.816497,-0.471405,-0.333333},{0.816497,-0.471405,-0.333333}};
//static GLfloat theta[]={0.0,0.0,0.0};
int n=3;
void triangle(point a,point b,point c)
{
glBegin(GL_POLYGON);
glNormal3fv(a);
glVertex3fv(a);
glVertex3fv(b);
glVertex3fv(c);
glEnd();
}
void divide_triangle(point a,point b,point c,int m)
{
point v1,v2,v3;
int j;
if(m>0)
{
for(j=0;j<3;j++)
v1[j]=(a[j]+b[j])/2.0;
for(j=0;j<3;j++)
v2[j]=(a[j]+c[j])/2.0;
for(j=0;j<3;j++)
v3[j]=(b[j]+c[j])/2.0;
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);
}
void tetrahedron(int m)
{
glColor3f(1,0,0);
divide_triangle(v[0],v[1],v[2],m);
glColor3f(0,1,0);
divide_triangle(v[3],v[2],v[1],m);
glColor3f(1,0,0);
divide_triangle(v[0],v[3],v[1],m);
glColor3f(1,0,0);
divide_triangle(v[0],v[2],v[3],m);
}
void display()
{
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();
}
void main()
{
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500.0,500.0);
glutCreateWindow("A");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glClearColor(1,1,1,0);
glutMainLoop();
}
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