Allow to draw frame and ball, small refactor

This commit is contained in:
hasufell 2014-06-01 19:12:07 +02:00
parent f83b778323
commit b01e00497d
No known key found for this signature in database
GPG Key ID: 220CD1C5BDEED020
1 changed files with 158 additions and 95 deletions

View File

@ -57,6 +57,10 @@
#define NEAR_CLIPPING_PLANE 1.0f
#define CAMERA_ANGLE 60.0f
/*
* globals
*/
int year;
int yearabs = 365;
int day;
@ -64,11 +68,18 @@ int dayabs = 30;
HE_obj *obj;
bool show_normals = false;
bool shademodel = true;
bool draw_frame = false;
float ball_speed = 1.0f;
/*
* static function declaration
*/
static void draw_bez(HE_obj const * const obj, float step_factor_inc);
static void draw_bez(const bez_curv *bez, float step_factor_inc);
static void draw_bez_frame(const bez_curv *bez,
float pos);
static void draw_ball(const bez_curv *bez,
const float pos);
static void draw_obj(int32_t const myxrot,
int32_t const myyrot,
int32_t const myzrot,
@ -192,9 +203,8 @@ static void draw_vertices(HE_obj const * const obj,
glPopMatrix();
}
static void draw_bez(HE_obj const * const obj, float step_factor_inc)
static void draw_bez(const bez_curv *bez, float step_factor_inc)
{
uint32_t i = 0;
static float line_width = 2;
static float point_size = 10;
static float step_factor = 0.1;
@ -209,112 +219,137 @@ static void draw_bez(HE_obj const * const obj, float step_factor_inc)
glPointSize(point_size);
glColor3f(1.0, 0.0, 0.0);
while (i < obj->bzc) { /* for all bezier curves */
vector *v1 = NULL,
*v2 = NULL;
vector *v1 = NULL,
*v2 = NULL;
/*
* draw frame
*/
glBegin(GL_LINE_STRIP);
for (uint32_t j = 0; j <= bez->deg; j++) {
glVertex3f(bez->vec[j].x,
bez->vec[j].y,
bez->vec[j].z);
}
glEnd();
/*
* draw control points
*/
glBegin(GL_POINTS);
for (uint32_t j = 0; j <= bez->deg; j++) {
glVertex3f(bez->vec[j].x,
bez->vec[j].y,
bez->vec[j].z);
}
glEnd();
glBegin(GL_LINES);
/*
* line segments: first line
*/
v1 = calculate_bezier_point(bez, step_factor);
glVertex3f(bez->vec[0].x,
bez->vec[0].y,
bez->vec[0].z);
glVertex3f(v1->x,
v1->y,
v1->z);
for (float k = step_factor; k < 1 - step_factor; k += step_factor) {
free(v1);
free(v2);
v1 = calculate_bezier_point(bez, k);
v2 = calculate_bezier_point(bez, k +
step_factor);
/*
* draw frame
* line segments: middle lines
*/
glBegin(GL_LINE_STRIP);
for (uint32_t j = 0; j <= obj->bez_curves[i].deg; j++) {
glVertex3f(obj->bez_curves[i].vec[j].x,
obj->bez_curves[i].vec[j].y,
obj->bez_curves[i].vec[j].z);
}
glEnd();
/*
* draw control points
*/
glBegin(GL_POINTS);
for (uint32_t j = 0; j <= obj->bez_curves[i].deg; j++) {
glVertex3f(obj->bez_curves[i].vec[j].x,
obj->bez_curves[i].vec[j].y,
obj->bez_curves[i].vec[j].z);
}
glEnd();
glBegin(GL_LINES);
/*
* line segments: first line
*/
v1 = calculate_bezier_point(&(obj->bez_curves[i]), step_factor);
glVertex3f(obj->bez_curves[i].vec[0].x,
obj->bez_curves[i].vec[0].y,
obj->bez_curves[i].vec[0].z);
glVertex3f(v1->x,
v1->y,
v1->z);
for (float k = step_factor; k < 1 - step_factor; k += step_factor) {
free(v1);
free(v2);
v1 = calculate_bezier_point(&(obj->bez_curves[i]), k);
v2 = calculate_bezier_point(&(obj->bez_curves[i]), k +
step_factor);
/*
* line segments: middle lines
*/
glVertex3f(v1->x,
v1->y,
v1->z);
glVertex3f(v2->x,
v2->y,
v2->z);
}
/*
* line segments: last line
*/
glVertex3f(v2->x,
v2->y,
v2->z);
glVertex3f(obj->bez_curves[i].vec[obj->bez_curves[i].deg].x,
obj->bez_curves[i].vec[obj->bez_curves[i].deg].y,
obj->bez_curves[i].vec[obj->bez_curves[i].deg].z);
}
/*
* line segments: last line
*/
glVertex3f(v2->x,
v2->y,
v2->z);
glVertex3f(bez->vec[bez->deg].x,
bez->vec[bez->deg].y,
bez->vec[bez->deg].z);
free(v1);
free(v2);
glEnd();
{
const float ball_pos = 0.2;
bez_curv cur_bez = obj->bez_curves[i];
bez_curv next_bez = { NULL, 0 };
while ((get_reduced_bez_curv(&cur_bez, &next_bez, ball_pos))) {
glPopMatrix();
}
glBegin(GL_LINES);
/**
* Draw the bezier frame of the given bezier curve
* which will cut the curve at the given position.
*
* @param bez the bezier curve to draw the frame of
* @param pos the position where the curve and the frame
* will cut
*/
static void draw_bez_frame(const bez_curv *bez,
float pos)
{
bez_curv cur_bez = *bez;
bez_curv next_bez = { NULL, 0 };
for (uint32_t j = 0; j < next_bez.deg; j++) {
glVertex3f(next_bez.vec[j].x,
next_bez.vec[j].y,
next_bez.vec[j].z);
glVertex3f(next_bez.vec[j + 1].x,
next_bez.vec[j + 1].y,
next_bez.vec[j + 1].z);
}
while ((get_reduced_bez_curv(&cur_bez, &next_bez, pos))) {
/* don't free the original one! */
if (cur_bez.deg < obj->bez_curves[i].deg)
free(cur_bez.vec);
cur_bez = next_bez;
glBegin(GL_LINES);
glEnd();
}
free(cur_bez.vec);
for (uint32_t j = 0; j < next_bez.deg; j++) {
glVertex3f(next_bez.vec[j].x,
next_bez.vec[j].y,
next_bez.vec[j].z);
glVertex3f(next_bez.vec[j + 1].x,
next_bez.vec[j + 1].y,
next_bez.vec[j + 1].z);
}
i++;
/* don't free the original one! */
if (cur_bez.deg < bez->deg)
free(cur_bez.vec);
cur_bez = next_bez;
glEnd();
}
free(cur_bez.vec);
}
/**
* Draws a ball on the bezier curve at the given position.
*
* @param bez the bezier curve to draw the ball on
* @param pos the position of the ball
*/
static void draw_ball(const bez_curv *bez,
const float pos)
{
const float ball_pos = pos;
glPushMatrix();
vector *point = calculate_bezier_point(bez,
ball_pos);
glTranslatef(point->x, point->y, point->z);
glutWireSphere(0.02f, 100, 100);
glPopMatrix();
}
@ -335,6 +370,18 @@ static void draw_obj(int32_t const myxrot,
static int32_t xrot = 0,
yrot = 0,
zrot = 0;
static float ball_inc = 0;
static bool ball_to_right = true;
if (ball_inc > 0.98)
ball_to_right = false;
else if (ball_inc < 0.02)
ball_to_right = true;
if (ball_to_right)
ball_inc += 0.01f * ball_speed;
else
ball_inc -= 0.01f * ball_speed;
vector center_vert;
@ -370,8 +417,12 @@ static void draw_obj(int32_t const myxrot,
draw_vertices(obj, false);
}
if (obj->bzc != 0)
draw_bez(obj, bez_inc);
if (obj->bzc != 0) {
draw_bez(&(obj->bez_curves[0]), bez_inc);
draw_ball(&(obj->bez_curves[0]), ball_inc);
if(draw_frame)
draw_bez_frame(&(obj->bez_curves[0]), ball_inc);
}
glPopMatrix();
}
@ -684,13 +735,13 @@ void animate()
void keyboard(unsigned char key, int x, int y)
{
switch (key) {
case 'b':
if (glIsEnabled(GL_CULL_FACE))
glDisable(GL_CULL_FACE);
else
glEnable(GL_CULL_FACE);
glutPostRedisplay();
break;
/* case 'b': */
/* if (glIsEnabled(GL_CULL_FACE)) */
/* glDisable(GL_CULL_FACE); */
/* else */
/* glEnable(GL_CULL_FACE); */
/* glutPostRedisplay(); */
/* break; */
case 't':
dayabs += 15;
glutPostRedisplay();
@ -745,14 +796,26 @@ void keyboard(unsigned char key, int x, int y)
}
glutPostRedisplay();
break;
case 'k':
case 'b':
draw_obj(0, 0, 0, 0.02);
glutPostRedisplay();
break;
case 'K':
case 'B':
draw_obj(0, 0, 0, -0.02);
glutPostRedisplay();
break;
case 'k':
ball_speed += 0.2f;
glutPostRedisplay();
break;
case 'K':
ball_speed -= 0.2f;
glutPostRedisplay();
break;
case 'f':
draw_frame = !draw_frame;
glutPostRedisplay();
break;
/* case 'k': */
/* draw_normals(obj, 0.01f); */