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sphere.c
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256 lines (212 loc) · 7.56 KB
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// Function to draw text on the screen
#include <GL/glut.h>
#include <math.h>
#include <stdbool.h>
#include <string.h>
#include <stdio.h>
#include <GL/freeglut.h>
// Constants
#define WINDOW_WIDTH 1920
#define WINDOW_HEIGHT 1080
// Variables
GLfloat angleX = 0.0f;
GLfloat angleY = 0.0f;
float zoomFactor = 1.0f;
int lastMouseX;
int lastMouseY;
bool mouseDown = false;
void drawText(float x, float y, float z, char *text)
{
glColor3f(1.0f, 1.0f, 1.0f); // Set text color to white
float xStart = x;
float yStart = y;
glRasterPos3f(xStart, yStart, z);
while (*text)
{
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, *text); // Using larger font size
text++;
}
}
// Function to draw a sphere
void drawSphere(float radius, int slices, int stacks, GLfloat color[3], GLfloat x, GLfloat y, GLfloat z, char *text)
{
drawText(x + radius, y, z + 0.601, text);
glEnable(GL_COLOR_MATERIAL); // Enable color tracking for ambient and diffuse properties
glColor3fv(color); // Set sphere color
glPushMatrix();
glTranslatef(x, y, z); // Move sphere
glutSolidSphere(radius, slices, stacks);
glPopMatrix();
}
// Function to draw a line between two points
void drawLine(GLfloat x1, GLfloat y1, GLfloat z1, GLfloat x2, GLfloat y2, GLfloat z2, GLfloat color[3])
{
glEnable(GL_DEPTH_TEST); // Enable depth testing
glEnable(GL_LIGHTING); // Enable lighting
glEnable(GL_LIGHT0); // Enable light source 0 (adjust as needed)
GLfloat lineThickness = 10.0f; // Adjust line thickness as needed
glLineWidth(lineThickness); // Set line thickness
// Set material properties (ambient, diffuse, specular)
GLfloat materialAmbient[] = {0.2f, 0.2f, 0.2f, 1.0f};
GLfloat materialDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat materialSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f};
GLfloat materialShininess = 100.0f; // Adjust shininess as needed
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, materialAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, materialDiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, materialShininess);
// Set line color
glColor3fv(color);
// Define line vertices
glBegin(GL_LINES);
glVertex3f(x1, y1, z1);
glVertex3f(x2, y2, z2);
glEnd();
}
// Function to handle mouse movement
void mouseMovement(int x, int y)
{
if (mouseDown)
{
int deltaX = x - lastMouseX;
int deltaY = y - lastMouseY;
angleY += deltaX * 0.1f;
angleX += deltaY * 0.1f;
lastMouseX = x;
lastMouseY = y;
glutPostRedisplay();
}
}
// Function to handle mouse click
void mouseButton(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON)
{
if (state == GLUT_DOWN)
{
mouseDown = true;
lastMouseX = x;
lastMouseY = y;
}
else if (state == GLUT_UP)
{
mouseDown = false;
}
}
}
// Function to initialize OpenGL
void initGL()
{
glEnable(GL_LIGHTING); // Enable lighting
glEnable(GL_LIGHT0); // Enable light source 0
// Set light source properties
GLfloat lightPosition[] = {10.0f, 10.0f, 10.0f, 1.0f}; // Position of the light source
glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);
// Set material properties for the sphere
GLfloat materialAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f}; // Ambient reflection
GLfloat materialDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Diffuse reflection
GLfloat materialSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f}; // Specular reflection
GLfloat materialShininess[] = {100.0f}; // Shininess (specular exponent)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, materialAmbient);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, materialDiffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, materialShininess);
glEnable(GL_DEPTH_TEST); // Enable depth testing for 3D rendering
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)WINDOW_WIDTH / (GLfloat)WINDOW_HEIGHT, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
// Function to render scene
// void display()
// {
// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// glLoadIdentity();
// gluLookAt(0.0f, 0.0f, 10.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); // Set camera position
// glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate around X axis
// glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate around Y axis
// // Draw first sphere (red)
// GLfloat redColor[3] = {1.0f, 0.0f, 0.0f};
// drawSphere(0.6f, 30, 30, redColor, -2.0f, 0.0f, 0.0f,"1");
// // Draw second sphere (green)
// GLfloat greenColor[3] = {0.0f, 1.0f, 0.0f};
// drawSphere(0.6f, 30, 30, greenColor, 2.0f, 0.0f, 0.0f,"2" );
// // Draw third sphere (blue)
// GLfloat blueColor[3] = {0.0f, 0.0f, 1.0f};
// drawSphere(0.6f, 30, 30, blueColor, 0.0f, 2.0f, 0.0f,"Bhavya" );
// drawSphere(0.6f, 30, 30, blueColor, -3.0f, -2.0f, 0.0f,"4" );
// drawSphere(0.6f, 30, 30, blueColor, -1.0f, -4.0f, 0.0f,"5" );
// drawSphere(0.6f, 30, 30, greenColor, -1.0f, -2.0f, 0.0f,"6" );
// // Draw connection line between the spheres
// GLfloat lineColor[3] = {1.0f, 1.0f, 1.0f}; // White color
// drawLine(-2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, lineColor);
// drawLine(2.0f, 0.0f, 0.0f, 0.0f, 2.0f, 0.0f, lineColor);
// drawLine(-2.0f, 0.0f, 0.0f, -3.0f, -2.0f, 0.0f, lineColor);
// drawLine(-2.0f, 0.0f, 0.0f, -1.0f, -2.0f, 0.0f, lineColor);
// drawLine(-1.0f, -2.0f, 0.0f, -1.0f, -4.0f, 0.0f, lineColor);
// glutSwapBuffers();
// }
// Function to handle window resizing
void reshape(int width, int height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f, (GLfloat)width / (GLfloat)height, 0.1f, 100.0f);
glMatrixMode(GL_MODELVIEW);
}
void zoomIn()
{
// Decrease the zoom factor
zoomFactor *= 0.9f; // You can adjust the factor as needed
// Update the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Apply the zoom factor
gluPerspective(45.0f * zoomFactor, 16.0f / 9.0f, 0.1f, 100.0f); // Adjust the field of view angle (45.0f) based on your scene
// Switch back to modelview matrix
glMatrixMode(GL_MODELVIEW);
// Request a redraw
glutPostRedisplay();
}
void zoomOut()
{
// Decrease the zoom factor
zoomFactor /= 0.9f; // You can adjust the factor as needed
// Update the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Apply the zoom factor
gluPerspective(45.0f * zoomFactor, 16.0f / 9.0f, 0.1f, 100.0f); // Adjust the field of view angle (45.0f) based on your scene
// Switch back to modelview matrix
glMatrixMode(GL_MODELVIEW);
// Request a redraw
glutPostRedisplay();
}
void keyboard(unsigned char key, int x, int y)
{
if (key == '+')
{
zoomIn();
}
if (key == '-')
{
zoomOut();
}
}
// int main(int argc, char **argv)
// {
// glutInit(&argc, argv);
// glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
// glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
// glutCreateWindow("OpenGL Spheres with Connection Line");
// glutDisplayFunc(display);
// glutReshapeFunc(reshape);
// glutMotionFunc(mouseMovement);
// glutMouseFunc(mouseButton);
// glutKeyboardFunc(keyboard);
// initGL();
// glutMainLoop();
// return 0;
// }
//