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234 lines (195 loc) · 7.1 KB
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#include <iostream>
#include <stdlib.h> //Needed for "exit" function
//Include OpenGL header files, so that we can use OpenGL
#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
using namespace std;
/*
* Serpinski_rec_2.c
*
*/
#include <stdlib.h>
#include <stdio.h>
#include <GL/glut.h> // OpenGL Graphics Utility Library
// Number of step
int CurrentNum = 0;
const int MaxNum = 10;
// These variables set the dimensions of the rectanglar region we wish to view.
const double Xmin = -0.1, Xmax = 1.1;
const double Ymin = -0.1, Ymax = 1.1;
// glutKeyboardFunc is called below to set this function to handle
// all "normal" ascii key presses.
// Only space bar and escape key have an effect.
void myKeyboardFunc( unsigned char key, int x, int y )
{
switch ( key ) {
case ' ': // Space bar
// Increment the current step number, and tell operating system screen needs redrawing
CurrentNum = (CurrentNum+1)%MaxNum;
glutPostRedisplay();
break;
case 27: // "27" is theEscape key
exit(1);
}
}
void drawFractal(int num)
{
switch(num) {
case 0:
glBegin( GL_QUADS );
glVertex3f( 1.0, 0.0, 0.0 );
glVertex3f( 1.0, 0.2, 0.0 );
glVertex3f( 0.0, 0.2, 0.0 );
glVertex3f( 0.0, 0.0, 0.0 );
glEnd();
glBegin( GL_QUADS );
glVertex3f( 0.5, 0.0, 0.0 );
glVertex3f( 0.5, 1.0, 0.0 );
glVertex3f( 0.0, 1.0, 0.0 );
glVertex3f( 0.0, 0.0, 0.0 );
glEnd();
break;
default:
//Draw four L's
//1|2
//3|4
glPushMatrix();
glPushMatrix();
glPushMatrix();
//First L
glColor3f(1,0,0);
glTranslatef(0.5,1.0,0.0);
glRotatef(90,0,0,1);
glScalef(-0.5,0.5,1.0);
drawFractal(num - 1);
glPopMatrix();
//Second L
glColor3f(0,1,0);
glTranslatef(0.5,0.5,0.0);
glRotatef(-90,0,0,1);
glScalef(-0.5,0.5,0.5);
drawFractal(num - 1);
glPopMatrix();
//Third L
glColor3f(1,1,0);
glTranslatef(0.5,0.5,0.0);
glRotatef(180,0,0,1);
glScalef(0.25,0.25,0.25);
drawFractal(num - 1);
//Fourth L
glColor3f(0,0,1);
glPopMatrix ();
glTranslatef(0.5,0.0,0.0);
glScalef(0.5,0.5,0.5);
drawFractal(num - 1);
break;
}
}
/*
* drawScene() handles the animation and the redrawing of the
* graphics window contents.
*/
void drawScene(void)
{
// Clear the rendering window
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor (1.0,1.0,1.0,0.0);
// Set drawing color to white
glColor3f(0.0, 0.0, 0.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
drawFractal(CurrentNum);
// Flush the pipeline. (Not usually necessary.)
glFlush();
}
// Initialize OpenGL's rendering modes
void initRendering()
{
glEnable ( GL_DEPTH_TEST );
glClearColor (1.0,1.0,1.0,0.0);
// Uncomment out the first block of code below, and then the second block,
// to see how they affect line and point drawing.
/*
// The following commands should cause points and line to be drawn larger
// than a single pixel width.
glPointSize(8);
glLineWidth(5);
*/
/*
// The following commands should induce OpenGL to create round points and
// antialias points and lines. (This is implementation dependent unfortunately).
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Make round points, not square points
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Antialias the lines
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
*/
}
// Called when the window is resized
// w, h - width and height of the window in pixels.
void resizeWindow(int w, int h)
{
double scale, center;
double windowXmin, windowXmax, windowYmin, windowYmax;
// Define the portion of the window used for OpenGL rendering.
glViewport( 0, 0, w, h ); // View port uses whole window
// Set up the projection view matrix: orthographic projection
// Determine the min and max values for x and y that should appear in the window.
// The complication is that the aspect ratio of the window may not match the
// aspect ratio of the scene we want to view.
w = (w==0) ? 1 : w;
h = (h==0) ? 1 : h;
if ( (Xmax-Xmin)/w < (Ymax-Ymin)/h ) {
scale = ((Ymax-Ymin)/h)/((Xmax-Xmin)/w);
center = (Xmax+Xmin)/2;
windowXmin = center - (center-Xmin)*scale;
windowXmax = center + (Xmax-center)*scale;
windowYmin = Ymin;
windowYmax = Ymax;
}
else {
scale = ((Xmax-Xmin)/w)/((Ymax-Ymin)/h);
center = (Ymax+Ymin)/2;
windowYmin = center - (center-Ymin)*scale;
windowYmax = center + (Ymax-center)*scale;
windowXmin = Xmin;
windowXmax = Xmax;
}
// Now that we know the max & min values for x & y that should be visible in the window,
// we set up the orthographic projection.
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( windowXmin, windowXmax, windowYmin, windowYmax, -1, 1 );
}
// Main routine
// Set up OpenGL, define the callbacks and start the main loop
int main( int argc, char** argv )
{
glutInit(&argc,argv);
// The image is not animated so single buffering is OK.
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH );
// Window position (from top corner), and size (width and hieght)
glutInitWindowPosition( 20, 60 );
glutInitWindowSize( 500, 500 );
glutCreateWindow( "SimpleDraw - Press space bar to toggle images" );
// Initialize OpenGL as we like it..
initRendering();
// Set up callback functions for key presses
glutKeyboardFunc( myKeyboardFunc ); // Handles "normal" ascii symbols
// glutSpecialFunc( mySpecialKeyFunc ); // Handles "special" keyboard keys
// Set up the callback function for resizing windows
glutReshapeFunc( resizeWindow );
// Call this for background processing
// glutIdleFunc( myIdleFunction );
// call this whenever window needs redrawing
glutDisplayFunc( drawScene );
fprintf(stdout, "Press space bar for the next step; escape button to quit.\n");
// Start the main loop. glutMainLoop never returns.
glutMainLoop( );
return(0); // This line is never reached.
}