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ShapePoly3D.c
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ShapePoly3D.c
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//////////////////////////////////////////////////////////////////////////////////////////
// Module for 3D vectored polygons using 2D polygons
//
//
// Created: 02 Dec 2017
// Author: Anna Doulatshahi
// Based on QUADMESH C class: given in 511CPS
//
// Issues: -a and b different renders incorrectly
// -normals
// -ineffient methor rendering. Uses Immediate mode, can switch to VBO
// -a,b,r seemingly need to be greater then 1
// -when malloc is called...currently have no checks for if this worked.
//
//////////////////////////////////////////////////////////////////////////////////////////
/*
for (i = 0; i < n; i++) {
printf("%f %f\n",x + r * Math.cos(2 * Math.PI * i / n), y + r * Math.sin(2 * Math.PI * i / n));
}
//(x,y)=center of polygon3d , r = radius
*/
#include <stdio.h>
#include <stdbool.h>
#include <windows.h>
#include <gl/gl.h>
#include <gl/glu.h>
#include <gl/glut.h>
#include <string.h>
#include <math.h>
#include <GL/glext.h>
#include "Vector3D.h"
#include "ShapePoly3D.h"
#include <stdlib.h>
#include <malloc.h>
GLfloat pie = 3.14159265;
int radius = 1;
Poly3D New3D_Polygon(float aa, float bb, float radi, GLuint sidesOfPoly, GLuint texture1, GLuint texture2)
{
radius = radi;
struct Poly3D pp; // The new poly3D to be returned
pp.textureCenter = texture1;
pp.textureFaces = texture2;
int numOfP = (sidesOfPoly + 2);
int numOfV = sidesOfPoly;
float a = aa, b = bb;
//Polygon3D
pp.numOfPolygons = numOfP;
pp.polygonList = (struct Poly*)malloc(sizeof(Poly)*numOfP);
//first polygon and last
pp.polygonList[0].numOfvertices = sidesOfPoly;
pp.polygonList[0].positionList = (Vector3D*)malloc(sizeof(Vector3D) * sidesOfPoly);
pp.polygonList[0].normalList = (Vector3D*)malloc(sizeof(Vector3D) * sidesOfPoly);
pp.polygonList[sidesOfPoly+1].numOfvertices = sidesOfPoly;
pp.polygonList[sidesOfPoly+1].positionList = (Vector3D*)malloc(sizeof(Vector3D) * sidesOfPoly);
pp.polygonList[sidesOfPoly + 1].normalList = (Vector3D*)malloc(sizeof(Vector3D) * sidesOfPoly);
for (int i = 0; i < sidesOfPoly; i++) {
Set(&pp.polygonList[0].positionList[i], radius*cosf(2 * pie * i / sidesOfPoly) , radius*sinf(2 * pie * i / sidesOfPoly), 0.0f);
}
//middle and last polygons
int z1, index=0;
for (int i = 1; i <= sidesOfPoly; i++) {
pp.polygonList[i].numOfvertices = 4;
pp.polygonList[i].positionList = (Vector3D*)malloc(sizeof(Vector3D) * 4);
pp.polygonList[i].normalList = (Vector3D*)malloc(sizeof(Vector3D) * 4);
//middle value for allocating a and b spacing
z1 = sidesOfPoly / 2;
if(i<=z1) {//split to have a and b dimensions
Set(&pp.polygonList[i].positionList[0], pp.polygonList[0].positionList[i].x, pp.polygonList[0].positionList[i].y, 0.0f);
Set(&pp.polygonList[i].positionList[1], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, 0.0f);
Set(&pp.polygonList[i].positionList[2], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, a);
Set(&pp.polygonList[i].positionList[3], pp.polygonList[0].positionList[i].x, pp.polygonList[0].positionList[i].y, a);
//for last polygon
Set(&pp.polygonList[sidesOfPoly+1].positionList[i-1], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, a);
}
else {
if (i == sidesOfPoly) { index = 0; }
else index = i;
if (i == (z1 + 1)|| i == sidesOfPoly) {//for the two polygons that will have both a and b
Set(&pp.polygonList[i].positionList[0], pp.polygonList[0].positionList[index].x, pp.polygonList[0].positionList[index].y, 0.0f);
Set(&pp.polygonList[i].positionList[1], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, 0.0f);
Set(&pp.polygonList[i].positionList[2], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, a);
Set(&pp.polygonList[i].positionList[3], pp.polygonList[0].positionList[index].x, pp.polygonList[0].positionList[index].y, b);
}
else {
Set(&pp.polygonList[i].positionList[0], pp.polygonList[0].positionList[index].x, pp.polygonList[0].positionList[index].y, 0.0f);
Set(&pp.polygonList[i].positionList[1], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, 0.0f);
Set(&pp.polygonList[i].positionList[2], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, b);
Set(&pp.polygonList[i].positionList[3], pp.polygonList[0].positionList[index].x, pp.polygonList[0].positionList[index].y, b);
}
//for last polygon
Set(&pp.polygonList[sidesOfPoly + 1].positionList[i - 1], pp.polygonList[0].positionList[(i - 1)].x, pp.polygonList[0].positionList[(i - 1)].y, b);
}
}
// Set up default material used for the mesh
pp.mat_ambient[0] = 1.0;
pp.mat_ambient[1] = 1.0;
pp.mat_ambient[2] = 1.0;
pp.mat_ambient[3] = 1.0;
pp.mat_specular[0] = 1.0;
pp.mat_specular[1] = 1.0;
pp.mat_specular[2] = 1.0;
pp.mat_specular[3] = 1.0;
pp.mat_diffuse[0] = 1.0;
pp.mat_diffuse[1] = 1.0;
pp.mat_diffuse[2] = 1.0;
pp.mat_diffuse[3] = 1.0;
pp.mat_shininess[0] = 1.0;
int test1 = 0;
/*for (int k = 0; k < numOfP; k++) {
test1 = pp.polygonList[k].numOfvertices;
for (int i = 0; i < test1; i++) {
printf("\npolygon%d: vertex%d\m",k,i);
PrintV(&pp.polygonList[k].positionList[i]);
}
}*/
ComputeNormalsPP(&pp);
/*
for (int k = 0; k < numOfP; k++) {
test1 = pp.polygonList[k].numOfvertices;
for (int i = 0; i < test1; i++) {
printf("\npolygon%d: vertex%d\m", k, i);
PrintV(&pp.polygonList[k].normalList[i]);
}
}*/
return pp;
}
void SetMaterialPP(struct Poly3D* pp, Vector3D ambient, Vector3D diffuse, Vector3D specular, double shininess)
{
pp->mat_ambient[0] = ambient.x;
pp->mat_ambient[1] = ambient.y;
pp->mat_ambient[2] = ambient.z;
pp->mat_ambient[3] = 1.0;
pp->mat_specular[0] = specular.x;
pp->mat_specular[1] = specular.y;
pp->mat_specular[2] = specular.z;
pp->mat_specular[3] = 1.0;
pp->mat_diffuse[0] = diffuse.x;
pp->mat_diffuse[1] = diffuse.y;
pp->mat_diffuse[2] = diffuse.z;
pp->mat_diffuse[3] = 1.0;
pp->mat_shininess[0] = (float)shininess;
}
// Deallocate dynamic arrays.
void FreeMemoryPP(struct Poly3D* pp)
{
int countP = pp->numOfPolygons;
//FOR EACH POLYGON in Polygon3D list
for (int i = 0; i < countP; i++) {
if (pp->polygonList[i].positionList != NULL) {
free(pp->polygonList[i].positionList);
}
if (pp->polygonList[i].normalList != NULL) {
free(pp->polygonList[i].normalList);
}
pp->polygonList[i].numOfvertices = 0;
}
//FOR OUR POLYGON3D list
if (pp->polygonList != NULL) {
free(pp->polygonList);
}
pp->numOfPolygons = 0;
}
// Use cross-products to compute the normal vector at each vertex
/*void ComputeNormalsPP(struct Poly3D *pp)
{
int countP = pp->numOfPolygons;
int countV = 0;
int maxCountV = pp->polygonList[0].numOfvertices;
Vector3D *norm = (Vector3D*)malloc(sizeof(Vector3D) * maxCountV);
Vector3D *e = (Vector3D*)malloc(sizeof(Vector3D) *maxCountV);
for (int j = 0; j < countP; j++)
{
countV = pp->polygonList[j].numOfvertices;
for ( int i = 0; i < countV; i++ )
{
LoadZero(&pp->polygonList[j].normalList[i]) ;
}
if ( j == 0 || j == (countP-1) ) {
for( int m = 1; m < countV; m++ ){
CrossProduct(&pp->polygonList[j].positionList[m], &pp->polygonList[j].positionList[m-1], &norm[j]);
}
CrossProduct( &pp->polygonList[j].positionList[0], &pp->polygonList[j].positionList[(countV - 1)], &norm[(countV - 1)] );
}
for (int h = 1; h < countV; h++) {
Subtract(&pp->polygonList[j].positionList[h], &pp->polygonList[j].positionList[countV-1],&e[h - 1]);
Normalize(&e[h - 1]);
}
Subtract(&pp->polygonList[j].positionList[0], &pp->polygonList[j].positionList[(countV - 1)], &e[countV - 1]);
Normalize(&e[countV - 1]);
Vector3D w; // Working vector;
for (int g = 1; g <= countV; g++) {
Negate(&e[countV - g],&w);
CrossProduct(&e[g - 1], &w, &norm[g - 1]);
Normalize(&norm[g - 1]);
Add(&pp->polygonList[j].normalList[g-1], &norm[g - 1], &pp->polygonList[j].normalList[g - 1]);
Normalize(&pp->polygonList[j].normalList[g - 1]);
}
}
free(norm);
free(e);
}*/
void ComputeNormalsPP(struct Poly3D *pp)
{
int countP = pp->numOfPolygons;
int countV = 0;
int maxCountV = pp->polygonList[0].numOfvertices;
Vector3D *norm = (Vector3D*)malloc(sizeof(Vector3D) * maxCountV);
Vector3D *e = (Vector3D*)malloc(sizeof(Vector3D) *maxCountV);
for (int j = 0; j < countP; j++)
{
countV = pp->polygonList[j].numOfvertices;
for (int i = 0; i < countV; i++)
{
LoadZero(&pp->polygonList[j].normalList[i]) ;
}
for (int h = 1; h < countV; h++) {
Subtract(&pp->polygonList[j].positionList[h], &pp->polygonList[j].positionList[h-1],&e[h - 1]);
Normalize(&e[h - 1]);
}
Subtract(&pp->polygonList[j].positionList[0], &pp->polygonList[j].positionList[(countV - 1)], &e[countV - 1]);
Normalize(&e[countV - 1]);
Vector3D w; // Working vector;
for (int g = 1; g <= countV; g++) {
//Negate(&e[countV - g],&w);
CrossProduct(&e[g - 1], &w, &norm[g - 1]);
Normalize(&norm[g - 1]);
Add(&pp->polygonList[j].normalList[g-1], &norm[g - 1], &pp->polygonList[j].normalList[g - 1]);
Normalize(&pp->polygonList[j].normalList[g - 1]);
}
}
free(norm);
free(e);
}
// Draw the mesh by drawing all quads.
void DrawPP(struct Poly3D* pp)
{
int countP = pp->numOfPolygons;
int countV = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT, pp->mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, pp->mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, pp->mat_diffuse);
glMaterialfv(GL_FRONT, GL_SHININESS, pp->mat_shininess);
//for polygons that are in the center
glBindTexture(GL_TEXTURE_2D, pp->textureCenter);
for (int i = 1; i < (countP-1); i++) {
countV = pp->polygonList[i].numOfvertices;
glBegin(GL_QUADS);
for (int j = 0; j < countV; j++) {
glTexCoord2f(radius*cosf(2 * pie * j / countV), radius*sinf(2 * pie * j / countV));
//glNormal3f(pp->polygonList[i].normalList[j].x, pp->polygonList[i].normalList[j].y, pp->polygonList[i].normalList[j].z);
glVertex3f(pp->polygonList[i].positionList[j].x, pp->polygonList[i].positionList[j].y, pp->polygonList[i].positionList[j].z);
}
glEnd();
}
//for face polygons
//front face
glBindTexture(GL_TEXTURE_2D, pp->textureFaces);
countV = pp->polygonList[0].numOfvertices;
glBegin(GL_POLYGON);
for (int j = 0; j < countV; j++) {
glTexCoord2f(radius*cosf(2 * pie * j / countV), radius*sinf(2 * pie * j / countV));
glNormal3f(pp->polygonList[0].normalList[j].x, pp->polygonList[0].normalList[j].y, pp->polygonList[0].normalList[j].z);
glVertex3f(pp->polygonList[0].positionList[j].x, pp->polygonList[0].positionList[j].y, pp->polygonList[0].positionList[j].z);
}
glEnd();
//back face
countV = pp->polygonList[countP-1].numOfvertices;
glBegin(GL_POLYGON);
for (int j = 0; j < countV; j++) {
glTexCoord2f(radius*cosf(2 * pie * j / countV), radius*sinf(2 * pie * j / countV));
glNormal3f(pp->polygonList[countP - 1].normalList[j].x, pp->polygonList[countP - 1].normalList[j].y, pp->polygonList[countP - 1].normalList[j].z);
glVertex3f(pp->polygonList[countP - 1].positionList[j].x, pp->polygonList[countP - 1].positionList[j].y, pp->polygonList[countP - 1].positionList[j].z);
}
glEnd();
}