Ajout du remplissage dus triangles et essai de shade en fonction de la
normale.
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parent
62bdc7e045
commit
c0b15da783
70
display.c
70
display.c
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@ -12,18 +12,20 @@ int initWindow() {
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glEnable(GL_LIGHT0); // Active la lumière 0;
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glewInit();
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float MatSpec[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float MatDif[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float MatAmb[4] = {0.3f, 0.3f, 0.3f, 1.0f};
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float MatSpec[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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float MatDif[4] = {0.0f, 1.0f, 0.0f, 1.0f};
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float MatAmb[4] = {0.1f, 0.1f, 0.1f, 1.0f};
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float Light1Pos[4] = {0.0f, 0.0f, -1.0f, 0.0f};
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float Light1Dif[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float Light1Spec[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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float Light1Amb[4] = {0.5f, 0.5f, 0.5f, 1.0f};
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float Light1Spec[4] = {0.0f, 0.0f, 0.0f, 1.0f};
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float Light1Amb[4] = {0.4f, 0.4f, 0.4f, 1.0f};
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float shininess = 100.0f;
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glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,MatSpec);
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glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,MatDif);
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glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,MatAmb);
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glMaterialfv(GL_FRONT,GL_SHININESS,&shininess);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Light1Dif);
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glLightfv(GL_LIGHT0, GL_SPECULAR, Light1Spec);
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@ -62,6 +64,12 @@ int mainLoop() {
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xCamera+=moveDist;
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xSight+=moveDist;
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break;
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case SDLK_y:
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yAngle += 8;
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break;
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case SDLK_x:
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xAngle += 8;
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break;
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default:
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break;
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}
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@ -106,6 +114,8 @@ void renderScene() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) ;
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drawAxes();
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glRotated(yAngle,0,1,0);
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glRotated(xAngle,1,0,0);
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//displayTree2();
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displayTree(t);
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@ -156,12 +166,47 @@ void displayTree2() {
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glDrawArrays(GL_LINE_LOOP,0, nbVertex*3);
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}
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void setNormals(Triangle *t) {
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if(t->tLeftChild == NULL) {
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int ax = t->vLeft->x - t->vApex->x;
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int ay = t->vLeft->y - t->vApex->y;
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int az = t->vLeft->z - t->vApex->z;
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int bx = t->vApex->x - t->vRight->x;
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int by = t->vApex->y - t->vRight->y;
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int bz = t->vApex->z - t->vRight->z;
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int x = (ay * bz) - (az * by);
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int y = (az * bx) - (ax * bz);
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int z = (ax * by) - (ay * bx);
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int length = sqrt((x^2) + (y^2) + (z^2));
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length = length;
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x = x/1000;
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y = y/1000;
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z = z/1000;
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printf("%d %d %d\n",x,y,z);
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t->vLeft->xNormal = x;
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t->vLeft->yNormal = y;
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t->vLeft->zNormal = z;
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t->vRight->xNormal = x;
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t->vRight->yNormal = y;
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t->vRight->zNormal = z;
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t->vApex->xNormal = x;
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t->vApex->yNormal = y;
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t->vApex->zNormal = z;
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}
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else {
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setNormals(t->tLeftChild);
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setNormals(t->tRightChild);
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}
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}
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void displayTree(Triangle *t) {
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if(t->tLeftChild == NULL) {
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glNormal3d(0,1,0);
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glBegin(GL_LINE_LOOP);
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glColor3ub(255,255,255);
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glNormal3d(t->vLeft->xNormal,t->vLeft->yNormal,t->vLeft->zNormal);
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//glNormal3d(0,10000,0);
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glBegin(GL_TRIANGLES);
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glVertex3d(t->vLeft->x,t->vLeft->y,t->vLeft->z);
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glVertex3d(t->vApex->x,t->vApex->y,t->vApex->z);
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glVertex3d(t->vRight->x,t->vRight->y,t->vRight->z);
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@ -177,9 +222,14 @@ void displayTree(Triangle *t) {
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int main() {
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initWindow();
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t = initDefaultExample();
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vertices = (int*) malloc(sizeof(int) * nbTriangles(t)*9+1);
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insertValues(t,vertices);
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// Calcul des normales des traingles.
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setNormals(t);
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// Réorganisation des sommets pour l'affichage optimisé.
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//vertices = (int*) malloc(sizeof(int) * nbTriangles(t)*9+1);
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//insertValues(t,vertices);
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printf("nombre de triangles : %d\n",nbVertex);
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mainLoop();
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@ -6,6 +6,7 @@
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int initWindow();
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int mainLoop();
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void renderScene();
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void setNormals(Triangle *t);
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void displayTree(Triangle *t);
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void displayTree2();
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void Draw_Axes ();
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@ -21,4 +22,6 @@ int zCamera = 600;
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int xSight = 1024;
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int ySight = 512;
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int zSight = 0;
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int yAngle = 0;
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int xAngle = 0;
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int moveDist = 64;
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2
roam.c
2
roam.c
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@ -326,7 +326,7 @@ Triangle* initDefaultExample() {
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t->tRightNeighbor = NULL;
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t->tParent = NULL;
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recursiveSplit(t, 13);
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recursiveSplit(t, 6);
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/* triangle_split(t); */
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/* triangle_split(t->tLeftChild); */
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/* triangle_split(t->tLeftChild->tLeftChild); */
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