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2003.04.23 11:00

[c] OpenGL 임시로 여기 올림..

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#include<stdlib.h>
#include<GL/glut.h>
#include<math.h>

typedef float point3[4];

point3 v[] = {
        {0.0, 0.0, 1.0}, {0.0, 0.942809, -0.33333},
        {-0.816497, -0.471405, -0.33333}, {0.816497, -0.471405, -0.333333}
};

static GLfloat theta[] = {0.0, 0.0, 0.0};
int n;
int mode;

void triangle(point3 a, point3 b, point3 c){
        if(mode==0) glBegin(GL_LINE_LOOP);
        else glBegin(GL_POLYGON);
                if (mode==1) glNormal3fv(a);
                if (mode==2) glNormal3fv(a);
                glVertex3fv(a);
                if (mode==2) glNormal3fv(b);
                glVertex3fv(b);
                if (mode==2) glNormal3fv(c);
                glVertex3fv(c);
        glEnd();
}

void normal(point3 p){
        //double sqrt();
        float d = 0.0;
        int i;

        for(i=0; i<3; i++) d += p[i] * p[i];
        d = sqrt(d);
        if(d>0.0) for(i=0; i<3; i++) p[i] /= d;
}

void divside_triangle(point3 a, point3 b, point3 c, int m){
        point3 v1, v2, v3;
        int j;
        
        if(m>0){
                for(j=0; j<3; j++) v1[j] = a[j] + b[j];
                normal(v1);
                for(j=0; j<3; j++) v2[j] = a[j] + c[j];
                normal(v2);
                for(j=0; j<3; j++) v3[j] = b[j] + c[j];
                normal(v3);
                divside_triangle(a, v1, v2, m-1);
                divside_triangle(c, v2, v3, m-1);
                divside_triangle(b, v3, v1, m-1);
                divside_triangle(v1, v3, v2, m-1);
        }
        else triangle(a, b, c);
}

void tetrahedron(int m){
        divside_triangle(v[0], v[1], v[2], m);
        divside_triangle(v[3], v[2], v[1], m);
        divside_triangle(v[0], v[3], v[1], m);
        divside_triangle(v[0], v[2], v[3], m);
}

void display(void){
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();
        mode = 0;
        tetrahedron(n);
        mode = 1;
        glTranslatef(-2.0, 0.0, 0.0);
        tetrahedron(n);
        mode = 2;
        glTranslatef(4.0, 0.0, 0.0);
        tetrahedron(n);

        glFlush();
}

void myReshape(int w, int h){
        glViewport(0, 0, w, h);
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();

        if(w<=h) glOrtho(-4.0, 4.0, -4.0 * (GLfloat)h / (GLfloat)w, 
                4.0 * (GLfloat)h / (GLfloat)w, -10.0, 10.0);
        else glOrtho(-4.0 * (GLfloat)w / (GLfloat)h, 
                4.0 * (GLfloat)w / (GLfloat)h, -4.0, 4.0, -10.0, 10.0);
        glMatrixMode(GL_MODELVIEW);
        display();
}

void myinit(){
        GLfloat mat_specular[] = {1.0, 1.0, 1.0, 1.0};
        GLfloat mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
        GLfloat mat_ambient[] = {1.0, 1.0, 1.0, 1.0};
        GLfloat mat_shininess = {100.0};
        GLfloat light_ambient[] = {0.0, 0.0, 0.0, 1.0};
        GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
        GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};

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

        glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
        glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
        glMaterialf(GL_FRONT, GL_SHININESS, mat_shininess);

        glShadeModel(GL_SMOOTH);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);
        glEnable(GL_DEPTH_TEST);
        glClearColor(1.0, 1.0, 1.0, 1.0);
        glColor3f(0.0, 0.0, 0.0);
}

void main(int argc, char **argv){
        //n = atoi(argv[1]);
        n = 5;

        glutInit(&argc, argv);
        glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
        glutInitWindowSize(500, 500);
        glutCreateWindow("sphere");
        myinit();
        glutReshapeFunc(myReshape);
        glutDisplayFunc(display);
        glutMainLoop();
}


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