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isosurf.c
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C/C++ Source or Header
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1998-12-15
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6KB
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315 lines
/* $Id: isosurf.c,v 3.0 1998/02/14 18:42:29 brianp Exp $ */
/*
* Display an isosurface of 3-D wind speed volume. Use arrow keys to
* rotate, S toggles smooth shading, L toggles lighting
* Brian Paul This file in public domain.
*/
/*
* $Log: isosurf.c,v $
* Revision 3.0 1998/02/14 18:42:29 brianp
* initial rev
*
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include "GL/glut.h"
GLboolean speed_test = GL_FALSE;
GLboolean use_vertex_arrays = GL_FALSE;
GLboolean doubleBuffer = GL_TRUE;
GLboolean smooth = GL_TRUE;
GLboolean lighting = GL_TRUE;
#define MAXVERTS 10000
static GLfloat verts[MAXVERTS][3];
static GLfloat norms[MAXVERTS][3];
static GLint numverts;
static GLfloat xrot;
static GLfloat yrot;
static void read_surface( char *filename )
{
FILE *f;
f = fopen(filename,"r");
if (!f) {
printf("couldn't read %s\n", filename);
exit(1);
}
numverts = 0;
while (!feof(f) && numverts<MAXVERTS) {
fscanf( f, "%f %f %f %f %f %f",
&verts[numverts][0], &verts[numverts][1], &verts[numverts][2],
&norms[numverts][0], &norms[numverts][1], &norms[numverts][2] );
numverts++;
}
numverts--;
printf("%d vertices, %d triangles\n", numverts, numverts-2);
fclose(f);
}
static void draw_surface( void )
{
GLuint i;
#ifdef GL_EXT_vertex_array
if (use_vertex_arrays) {
glDrawArraysEXT( GL_TRIANGLE_STRIP, 0, numverts );
}
else {
#endif
glBegin( GL_TRIANGLE_STRIP );
for (i=0;i<numverts;i++) {
glNormal3fv( norms[i] );
glVertex3fv( verts[i] );
}
glEnd();
#ifdef GL_EXT_vertex_array
}
#endif
}
static void draw1(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glPushMatrix();
glRotatef( yrot, 0.0, 1.0, 0.0 );
glRotatef( xrot, 1.0, 0.0, 0.0 );
draw_surface();
glPopMatrix();
glFlush();
if (doubleBuffer) {
glutSwapBuffers();
}
}
static void Draw(void)
{
if (speed_test) {
for (xrot=0.0;xrot<=360.0;xrot+=10.0) {
draw1();
}
exit(0);
}
else {
draw1();
}
}
static void InitMaterials(void)
{
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position0[] = {0.0, 0.0, 20.0, 0.0};
static float position1[] = {0.0, 0.0, -20.0, 0.0};
static float front_mat_shininess[] = {60.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
/*
static float back_mat_shininess[] = {60.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
*/
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {(GLint)GL_FALSE};
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position0);
glEnable(GL_LIGHT0);
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT1, GL_POSITION, position1);
glEnable(GL_LIGHT1);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glEnable(GL_LIGHTING);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, front_mat_diffuse);
}
static void Init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
InitMaterials();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5, 25 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0.0, 0.0, -6.0 );
#ifdef GL_EXT_vertex_array
if (use_vertex_arrays) {
glVertexPointerEXT( 3, GL_FLOAT, 0, numverts, verts );
glNormalPointerEXT( GL_FLOAT, 0, numverts, norms );
glEnable( GL_VERTEX_ARRAY_EXT );
glEnable( GL_NORMAL_ARRAY_EXT );
}
#endif
}
static void Reshape(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
}
static void Key( unsigned char key, int x, int y )
{
switch (key) {
case 27:
exit(0);
case 's':
smooth = !smooth;
if (smooth) {
glShadeModel(GL_SMOOTH);
} else {
glShadeModel(GL_FLAT);
}
break;
case 'l':
lighting = !lighting;
if (lighting) {
glEnable(GL_LIGHTING);
} else {
glDisable(GL_LIGHTING);
}
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
switch (key) {
case GLUT_KEY_LEFT:
yrot -= 15.0;
break;
case GLUT_KEY_RIGHT:
yrot += 15.0;
break;
case GLUT_KEY_UP:
xrot += 15.0;
break;
case GLUT_KEY_DOWN:
xrot -= 15.0;
break;
}
glutPostRedisplay();
}
static GLenum Args(int argc, char **argv)
{
GLint i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
}
else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
}
else if (strcmp(argv[i], "-speed") == 0) {
speed_test = GL_TRUE;
doubleBuffer = GL_TRUE;
}
else if (strcmp(argv[i], "-va") == 0) {
use_vertex_arrays = GL_TRUE;
}
else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
int main(int argc, char **argv)
{
GLenum type;
char *extensions;
read_surface( "isosurf.dat" );
if (Args(argc, argv) == GL_FALSE) {
exit(0);
}
glutInitWindowPosition(0, 0);
glutInitWindowSize(400, 400);
type = GLUT_DEPTH;
type |= GLUT_RGB;
type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE;
glutInitDisplayMode(type);
if (glutCreateWindow("Isosurface") <= 0) {
exit(0);
}
/* Make sure server supports the vertex array extension */
extensions = (char *) glGetString( GL_EXTENSIONS );
if (!strstr( extensions, "GL_EXT_vertex_array" )) {
use_vertex_arrays = GL_FALSE;
}
Init();
glutReshapeFunc(Reshape);
glutKeyboardFunc(Key);
glutSpecialFunc(SpecialKey);
glutDisplayFunc(Draw);
glutMainLoop();
return 0;
}