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在OpenGL中实现Extrude 造型

作者:郭同学 发表于 2011/12/16 13:32:39     评论(0)     阅读(3939)     
在Opengl中实现Extrude功能,通过glu库实现,当前问题在启用材质的存在缺陷。继续努力中



/* Text3d by Robert J. Doyle, Jr., Naval Research Laboratory, Washington, DC. */
#include
#include
#include
#include

#include
GLfloat dRotX = 0;
typedef enum {RESERVED, M_SIDE, M_EDGE, M_WHOLE, O_SIDE, O_EDGE, O_WHOLE,
T_SIDE, T_EDGE, T_WHOLE, H_SIDE, H_EDGE, H_WHOLE,REPEAT_SIDE, REPEAT_EDGE, REPEAT1,
REPEAT2_SIDE, REPEAT2_EDGE,REPEAT2, REPEAT3_SIDE, REPEAT3_EDGE,REPEAT3,
REPEAT4_SIDE, REPEAT4_EDGE,REPEAT4} displayLists;

GLfloat sideColor[] = {1.0, 0.0, 0.0, 1.0};
GLfloat edgeColor[] = {1.0, 0.0, 0.0, 1.0};
GLfloat shininess[] = {128.0};
GLfloat mat_specular[] = {1.0, 0.0, 0.0, 1.0};

GLfloat dHeight = 0.0;

GLfloat ProfileM[][3] =
{
{-3.125000, 0.000000, 0.000000},
{-3.125000, 6.208000, 0.000000},
{-1.233000, 6.208000, 0.000000},
{0.003000, 1.484000, 0.000000},
{1.223000, 6.208000, 0.000000},
{3.123000, 6.208000, 0.000000},
{3.123000, 0.000000, 0.000000},
{1.923000, 0.000000, 0.000000},
{1.923000, 5.010000, 0.000000},
{0.659000, 0.000000, 0.000000},
{-0.649000, 0.000000, 0.000000},
{-1.925000, 5.010000, 0.000000},
{-1.925000, 0.000000, 0.000000}

};

GLfloat ProfileT[][3] =
{

{0.0000, 0.0000,0.0000 },

{10.0000, 0.0000, 0.0000 },

{10.0000, 2.0000, 0.0000 },

{6.0000, 2.0000, 0.0000 },

{6.0000, 10.0000, 0.0000 },

{10.0000, 10.0000, 0.0000 },

{10.0000, 12.0000, 0.0000 },

{0.0000, 12.0000, 0.0000 },

{0.0000, 10.0000, 0.0000 },

{4.0000, 10.0000, 0.0000 },

{4.0000, 2.0000, 0.0000},

{0.0000, 2.0000, 0.0000},

{0.0000, 0.0000, 0.0000}
};
/* Initialize light source and lighting.
*/


static void checkErrors(void)
{
GLenum error;
while ((error = glGetError()) != GL_NO_ERROR) {
fprintf(stderr, "Error: %s\n", (char *) gluErrorString(error));
}
}

void myinit(void)
{
GLfloat light_ambient[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat light_diffuse[] = { 1.0, 0.0, 0.0, 1.0 };
GLfloat light_specular[] = { 1.0, 0.0, 0.0, 1.0 };
/* light_position is NOT default value */
GLfloat light_position[] = { 10.0, 10.0, 0.0, 0.0 };

glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);

glDrawBuffer(GL_FRONT_AND_BACK);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClear(GL_ACCUM_BUFFER_BIT);
glDrawBuffer(GL_BACK);

/* Zero position of text */

}


/* Mark Kilgard's tessellation code from the "dino" demos. */
void extrudeSolidFromPolygon(GLfloat data[][3], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
{
GLdouble vertex[3], dx, dy, len;
int i, k;
int flag = 0;
int count = dataSize / (3 * sizeof(GLfloat));
static GLUtriangulatorObj *tobj = NULL;

if (tobj == NULL) {
tobj = gluNewTess();

gluTessCallback(tobj, GLU_BEGIN, glBegin);
gluTessCallback(tobj, GLU_VERTEX, glVertex3fv);
gluTessCallback(tobj, GLU_END, glEnd);
}
glNewList(side, GL_COMPILE);
glShadeModel(GL_SMOOTH);
gluBeginPolygon(tobj);
for(i = 0; i < count; i++) {
/* This detects a new contour from a large number placed in
the unused z coordinate of the vertex where the new contour
starts. See the coordinates for letterO, above. The coordinate
must be reset below for additional calls. */

if (data[i][2] > 1000.0) {
data[i][2] = 0.0;
flag = 1; k = i;
gluNextContour(tobj, GLU_INTERIOR);
}

vertex[0] = data[i][0];
vertex[1] = data[i][1];
vertex[2] = 0.0;
gluTessVertex(tobj, vertex, data[i]);
}
gluEndPolygon(tobj);
glEndList();

/* Reset coordinate for new calls. */
if (flag == 1) {
data[k][2] = 10000.0;
flag = 0;
}
glNewList(edge, GL_COMPILE);
glBegin(GL_QUAD_STRIP);
for(i = 0; i <= count; i++) {
glVertex3f(data[i % count][0], data[i % count][1], 0.0);
glVertex3f(data[i % count][0], data[i % count][1], thickness);
/* Normals */
dx = data[(i+ 1) % count][1] - data[i % count][1];
dy = data[i % count][0] - data[(i + 1) % count][0];
len = sqrt(dx * dx + dy * dy);
glNormal3f(dx / len, dy / len, 0.0);
}
glEnd();
glEndList();

glNewList(whole, GL_COMPILE);
glFrontFace(GL_CW);

glMaterialfv(GL_FRONT, GL_DIFFUSE, edgeColor);
glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);

glCallList(edge);
glNormal3f(0.0, 0.0, -1.0);
glCallList(side);
glPushMatrix();
glTranslatef(0.0, 0.0, thickness);
glFrontFace(GL_CCW);
glNormal3f(0.0, 0.0, 1.0);

glMaterialfv(GL_FRONT, GL_DIFFUSE, sideColor);
glMaterialfv(GL_FRONT, GL_SHININESS, shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);

glCallList(side);
glPopMatrix();
glEndList();
}

void Draw(GLfloat pt[][3])
{
//nLen μ??μDèòa????
int nLen = 13;//sizeof(pt)/(3*sizeof(GLfloat));
int i = 0;
GLfloat x0,y0,z0;
glPointSize(2.0);

x0 = pt[0][0];
y0 = pt[0][1];
z0 = pt[0][2];
glColor3f(0,1,0);
glBegin(GL_LINE_LOOP);//GL_LINES

for(i = 0;i {
glVertex3d(x0,y0,z0);

glVertex3d(pt[i][0],pt[i][1],pt[i][2]);
x0 = pt[i][0];
y0 = pt[i][1];
z0 = pt[i][2];
}
glEnd();
}

void display(void)
{
//GLfloat xPos = -0.34;
glLoadIdentity();
glClearColor(1,1,1,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glTranslatef(0.0, 0.0, -0.0);
glRotatef(dRotX,0.0,1.0,0.0);
glRotatef(dRotX,1.0,0.0,0.0);
glRotatef(45.0,0.0,1.0,0.0);

dHeight = 3.0;
extrudeSolidFromPolygon(ProfileM, sizeof(ProfileM), dHeight, M_SIDE,
M_EDGE, M_WHOLE);
glCallList(M_WHOLE);

glTranslatef(-2.0,5.0,0.0);
//glRotatef(45.0,0.0,1.0,0.0);

glColor3f(1.0,0.0,0.0);
Draw(ProfileM);

glutSwapBuffers();
glFlush();

}



void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//glFrustum(-7.0, 7.0, -7.0, 7.0, 6.0, 20.0);
if (w <= h)
glOrtho (-7.0, 7.0, -7.0*(GLfloat)h/(GLfloat)w,
7.0*(GLfloat)h/(GLfloat)w, -20.0, 20.0);
else
glOrtho (-7.0*(GLfloat)w/(GLfloat)h,
7.0*(GLfloat)w/(GLfloat)h, -7.0, 7.0, -20.0, 20.0); /**/
glMatrixMode(GL_MODELVIEW);
}

void motionCB(int x, int y)
{
dRotX = (GLfloat) x ;
printf("the angle is &d\n",x);
glutPostRedisplay();
}
/* Main Loop
* Open window with initial window size, title bar,
* RGBA display mode, and handle input events.
*/
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutCreateWindow ("text3d");

/*glCullFace(GL_FRONT);*/
/*glEnable(GL_CULL_FACE);*/

myinit();
glutReshapeFunc (myReshape);
glutDisplayFunc (display);
glutMotionFunc(motionCB);

glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}




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