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ReflectionVectors.cpp
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403 lines (320 loc) · 8.18 KB
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/*********
ERAY ALTAY
*********/
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include "vec.h"
#define WINDOW_WIDTH 500
#define WINDOW_HEIGHT 500
#define TIMER_PERIOD 16 // Period for the timer.
#define TIMER_ON 1 // 0:disable timer, 1:enable timer
#define D2R 0.0174532
/* Global Variables for Template File */
bool up = false, down = false, right = false, left = false;
int winWidth, winHeight; // current Window width and height
typedef struct color_t{
float r, g, b;
} color_t;
typedef struct light_t{
vec_t pos;
color_t color;
} light_t;
typedef struct vertex_t{
vec_t pos;
vec_t N;
} vertex_t;
#define NUM 2
light_t light[2] =
{
{ { -150, 50 }, { 1, 1, 0}},
{ { 50, 0 }, { 0, 1, 0}}
};
color_t mulColor(float k, color_t c) {
color_t tmp = { k * c.r, k * c.g, k * c.b };
return tmp;
}
color_t addColor(color_t c1, color_t c2) {
color_t tmp = { c1.r + c2.r, c1.g + c2.g, c1.b + c2.b };
return tmp;
}
// To add distance into calculation
// when distance is 0 => its impact is 1.0
// when distance is 350 => impact is 0.0
// Linear impact of distance on light calculation.
double distanceImpact(double d) {
return (-1.0 / 350.0) * d + 1.0;
}
color_t calculateColor(light_t source, vertex_t v) {
vec_t L = subV(source.pos, v.pos);
vec_t uL = unitV(L);
float factor = dotP(uL, v.N);
return mulColor(factor, source.color);
}
//
// to draw circle, center at (x,y)
// radius r
//
void circle(int x, int y, int r)
{
#define PI 3.1415
float angle;
glBegin(GL_POLYGON);
for (int i = 0; i < 100; i++)
{
angle = 2 * PI * i / 100;
glVertex2f(x + r * cos(angle), y + r * sin(angle));
}
glEnd();
}
void circle_wire(int x, int y, int r)
{
#define PI 3.1415
float angle;
glBegin(GL_LINE_LOOP);
for (int i = 0; i < 100; i++)
{
angle = 2 * PI * i / 100;
glVertex2f(x + r * cos(angle), y + r * sin(angle));
}
glEnd();
}
void print(int x, int y, const char* string, void* font)
{
int len, i;
glRasterPos2f(x, y);
len = (int)strlen(string);
for (i = 0; i < len; i++)
{
glutBitmapCharacter(font, string[i]);
}
}
// display text with variables.
void vprint(int x, int y, void* font, const char* string, ...)
{
va_list ap;
va_start(ap, string);
char str[1024];
vsprintf_s(str, string, ap);
va_end(ap);
int len, i;
glRasterPos2f(x, y);
len = (int)strlen(str);
for (i = 0; i < len; i++)
{
glutBitmapCharacter(font, str[i]);
}
}
void vprint2(int x, int y, float size, const char* string, ...) {
va_list ap;
va_start(ap, string);
char str[1024];
vsprintf_s(str, string, ap);
va_end(ap);
glPushMatrix();
glTranslatef(x, y, 0);
glScalef(size, size, 1);
int len, i;
len = (int)strlen(str);
for (i = 0; i < len; i++)
{
glutStrokeCharacter(GLUT_STROKE_ROMAN, str[i]);
}
glPopMatrix();
}
//
// To display onto window using OpenGL commands
//
void display() {
//
// clear window to black
//
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
// light source
for (int i = 0; i < NUM; i++) {
glColor3f(light[i].color.r, light[i].color.g, light[i].color.b);
circle(light[i].pos.x, light[i].pos.y, 10);
}
//up surface
for (int x = -250; x <= 250; x++) {
vertex_t P = { { x, 100}, { 0, -1 } };
color_t res = { 0, 0, 0 };
for (int i = 0; i < NUM; i++) {
res = addColor(res, calculateColor(light[i], P));
}
glBegin(GL_LINES);
glColor3f(res.r, res.g, res.b);
glVertex2f(x, 100);
glColor3f(0, 0, 0);
glVertex2f(x, 250);
glEnd();
if (x == 0) {
glColor3f(1, 1, 1);
vprint(0, 80, GLUT_BITMAP_HELVETICA_10, "Color of A Point; R= %.2f, G= %.2f, B= %.2f", res.r, res.g, res.b);
glColor3f(1, 1, 1);
vprint(0, 60, GLUT_BITMAP_HELVETICA_10, "x = %d, y= %d", 0, 100);
}
}
//bottom surface
for (int x = -250; x <= 250; x++) {
vertex_t P = { { x, -100}, { 0, 1 } };
color_t res = { 0, 0, 0 };
for (int i = 0; i < NUM; i++) {
res = addColor(res, calculateColor(light[i], P));
}
glBegin(GL_LINES);
glColor3f(res.r, res.g, res.b);
glVertex2f(x, -100);
glColor3f(0, 0, 0);
glVertex2f(x, -250);
glEnd();
if (x == -200) {
glColor3f(1, 1, 1);
vprint(-200, -60, GLUT_BITMAP_HELVETICA_10, "Color of B Point; R= %.2f, G= %.2f, B= %.2f", res.r, res.g, res.b);
glColor3f(1, 1, 1);
vprint(-200, -80, GLUT_BITMAP_HELVETICA_10, "x = %d, y= %d", -200, -100);
}
}
//A point
glColor3f(1, 0, 0);
circle(0, 100, 5);
//B point
glColor3f(0, 0, 1);
circle(-200, -100, 5);
/*glColor3f(1, 0.2, 0.2);
vprint(-20, 50, GLUT_BITMAP_HELVETICA_10, "R = %d, G= %d, B=%d", ,,);*/
glutSwapBuffers();
}
//
// key function for ASCII charachters like ESC, a,b,c..,A,B,..Z
//
void onKeyDown(unsigned char key, int x, int y)
{
// exit when ESC is pressed.
if (key == 27)
exit(0);
// to refresh the window it calls display() function
glutPostRedisplay();
}
void onKeyUp(unsigned char key, int x, int y)
{
// exit when ESC is pressed.
if (key == 27)
exit(0);
// to refresh the window it calls display() function
glutPostRedisplay();
}
//
// Special Key like GLUT_KEY_F1, F2, F3,...
// Arrow Keys, GLUT_KEY_UP, GLUT_KEY_DOWN, GLUT_KEY_RIGHT, GLUT_KEY_RIGHT
//
void onSpecialKeyDown(int key, int x, int y)
{
// Write your codes here.
switch (key) {
case GLUT_KEY_UP: up = true; break;
case GLUT_KEY_DOWN: down = true; break;
case GLUT_KEY_LEFT: left = true; break;
case GLUT_KEY_RIGHT: right = true; break;
}
// to refresh the window it calls display() function
glutPostRedisplay();
}
//
// Special Key like GLUT_KEY_F1, F2, F3,...
// Arrow Keys, GLUT_KEY_UP, GLUT_KEY_DOWN, GLUT_KEY_RIGHT, GLUT_KEY_RIGHT
//
void onSpecialKeyUp(int key, int x, int y)
{
// Write your codes here.
switch (key) {
case GLUT_KEY_UP: up = false; break;
case GLUT_KEY_DOWN: down = false; break;
case GLUT_KEY_LEFT: left = false; break;
case GLUT_KEY_RIGHT: right = false; break;
}
// to refresh the window it calls display() function
glutPostRedisplay();
}
//
// When a click occurs in the window,
// It provides which button
// buttons : GLUT_LEFT_BUTTON , GLUT_RIGHT_BUTTON
// states : GLUT_UP , GLUT_DOWN
// x, y is the coordinate of the point that mouse clicked.
//
void onClick(int button, int stat, int x, int y)
{
// Write your codes here.
// to refresh the window it calls display() function
glutPostRedisplay();
}
//
// This function is called when the window size changes.
// w : is the new width of the window in pixels.
// h : is the new height of the window in pixels.
//
void onResize(int w, int h)
{
winWidth = w;
winHeight = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-w / 2, w / 2, -h / 2, h / 2, -1, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
display(); // refresh window.
}
void onMoveDown(int x, int y) {
// Write your codes here.
// to refresh the window it calls display() function
glutPostRedisplay();
}
void onMove(int x, int y) {
// Write your codes here.
// to refresh the window it calls display() function
glutPostRedisplay();
}
#if TIMER_ON == 1
void onTimer(int v) {
glutTimerFunc(TIMER_PERIOD, onTimer, 0);
glutPostRedisplay(); // display()
}
#endif
void Init() {
// Smoothing shapes
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void main(int argc, char* argv[]) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Eray Altay Question 4");
glutDisplayFunc(display);
glutReshapeFunc(onResize);
//
// keyboard registration
//
glutKeyboardFunc(onKeyDown);
glutSpecialFunc(onSpecialKeyDown);
glutKeyboardUpFunc(onKeyUp);
glutSpecialUpFunc(onSpecialKeyUp);
//
// mouse registration
//
glutMouseFunc(onClick);
glutMotionFunc(onMoveDown);
glutPassiveMotionFunc(onMove);
#if TIMER_ON == 1
// timer event
glutTimerFunc(TIMER_PERIOD, onTimer, 0);
#endif
Init();
glutMainLoop();
}