/* * To compile: cc -o fractals fractals.c -lGL -lGLU -lX11 -lglut -lXmu -lm * * Usage: fractals * * Homework 6, Part 2: fractal mountains and fractal trees * (Pretty Late) * * Draws fractal mountains and trees -- and an island of mountains in water * (I tried having trees on the island but it didn't work too well.) * * Two viewer modes: polar and flying (both restrained to y>0 for up vector). * Keyboard 0->9 and +/- control speed when flying. * * Only keyboard commands are 0-9 and +/- for speed in flying mode. * * Fog would make the island look much better, but I couldn't get it to work * correctly. Would line up on -z axis not from eye. * * Philip Winston - 3/4/95 * pwinston@hmc.edu * http://www.cs.hmc.edu/people/pwinston * */ #include #include #include #include #include /* ULONG_MAX is defined here */ #include /* FLT_MAX is atleast defined here */ #include /* for random seed */ #include "fracviewer.h" #ifdef WIN32 #define drand48() (((float) rand())/((float) RAND_MAX)) #define srand48(x) (srand((x))) #endif typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF, MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES, AXES } DisplayLists; #define MAXLEVEL 8 int Rebuild = 1, /* Rebuild display list in next display? */ Fract = TREE, /* What fractal are we building */ Level = 4; /* levels of recursion for fractals */ int DrawAxes = 0; /***************************************************************/ /************************* VECTOR JUNK *************************/ /***************************************************************/ /* print vertex to stderr */ void printvert(float v[3]) { fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]); } /* normalizes v */ void normalize(GLfloat v[3]) { GLfloat d = sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]); if (d == 0) fprintf(stderr, "Zero length vector in normalize\n"); else v[0] /= d; v[1] /= d; v[2] /= d; } /* calculates a normalized crossproduct to v1, v2 */ void ncrossprod(float v1[3], float v2[3], float cp[3]) { cp[0] = v1[1]*v2[2] - v1[2]*v2[1]; cp[1] = v1[2]*v2[0] - v1[0]*v2[2]; cp[2] = v1[0]*v2[1] - v1[1]*v2[0]; normalize(cp); } /* calculates normal to the triangle designated by v1, v2, v3 */ void triagnormal(float v1[3], float v2[3], float v3[3], float norm[3]) { float vec1[3], vec2[3]; vec1[0] = v3[0] - v1[0]; vec2[0] = v2[0] - v1[0]; vec1[1] = v3[1] - v1[1]; vec2[1] = v2[1] - v1[1]; vec1[2] = v3[2] - v1[2]; vec2[2] = v2[2] - v1[2]; ncrossprod(vec2, vec1, norm); } float xzlength(float v1[3], float v2[3]) { return sqrt((v1[0] - v2[0])*(v1[0] - v2[0]) + (v1[2] - v2[2])*(v1[2] - v2[2])); } float xzslope(float v1[3], float v2[3]) { return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0])) : FLT_MAX); } /***************************************************************/ /************************ MOUNTAIN STUFF ***********************/ /***************************************************************/ GLfloat DispFactor[MAXLEVEL]; /* Array of what to multiply random number by for a given level to get midpoint displacement */ GLfloat DispBias[MAXLEVEL]; /* Array of what to add to random number before multiplying it by DispFactor */ #define NUMRANDS 191 float RandTable[NUMRANDS]; /* hash table of random numbers so we can raise the same midpoints by the same amount */ /* The following are for permitting an edge of a moutain to be */ /* pegged so it won't be displaced up or down. This makes it */ /* easier to setup scenes and makes a single moutain look better */ GLfloat Verts[3][3], /* Vertices of outside edges of mountain */ Slopes[3]; /* Slopes between these outside edges */ int Pegged[3]; /* Is this edge pegged or not */ /* * Comes up with a new table of random numbers [0,1) */ void InitRandTable(unsigned int seed) { int i; srand48((long) seed); for (i = 0; i < NUMRANDS; i++) RandTable[i] = drand48() - 0.5; } /* calculate midpoint and displace it if required */ void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3], int edge, int level) { unsigned hash; mid[0] = (v1[0] + v2[0]) / 2; mid[1] = (v1[1] + v2[1]) / 2; mid[2] = (v1[2] + v2[2]) / 2; if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid) - Slopes[edge]) > 0.00001)) { srand48((int)((v1[0]+v2[0])*23344)); hash = drand48() * 7334334; srand48((int)((v2[2]+v1[2])*43433)); hash = (unsigned)(drand48() * 634344 + hash) % NUMRANDS; mid[1] += ((RandTable[hash] + DispBias[level]) * DispFactor[level]); } } /* * Recursive moutain drawing routine -- from lecture with addition of * allowing an edge to be pegged. This function requires the above * globals to be set, as well as the Level global for fractal level */ void FMR(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int level) { if (level == Level) { GLfloat norm[3]; triagnormal(v1, v2, v3, norm); glNormal3fv(norm); glVertex3fv(v1); glVertex3fv(v2); glVertex3fv(v3); } else { GLfloat m1[3], m2[3], m3[3]; Midpoint(m1, v1, v2, 0, level); Midpoint(m2, v2, v3, 1, level); Midpoint(m3, v3, v1, 2, level); FMR(v1, m1, m3, level + 1); FMR(m1, v2, m2, level + 1); FMR(m3, m2, v3, level + 1); FMR(m1, m2, m3, level + 1); } } /* * sets up lookup tables and calls recursive mountain function */ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], int pegged[3]) { GLfloat lengths[MAXLEVEL]; GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 }; GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 }; int i; float avglen = (xzlength(v1, v2) + xzlength(v2, v3) + xzlength(v3, v1) / 3); for (i = 0; i < 3; i++) { Verts[0][i] = v1[i]; /* set mountain vertex globals */ Verts[1][i] = v2[i]; Verts[2][i] = v3[i]; Pegged[i] = pegged[i]; } Slopes[0] = xzslope(Verts[0], Verts[1]); /* set edge slope globals */ Slopes[1] = xzslope(Verts[1], Verts[2]); Slopes[2] = xzslope(Verts[2], Verts[0]); lengths[0] = avglen; for (i = 1; i < Level; i++) { lengths[i] = lengths[i-1]/2; /* compute edge length for each level */ } for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */ DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7])); DispBias[i] = ((i <= 7) ? bias[i] : bias[7]); } glBegin(GL_TRIANGLES); FMR(v1, v2, v3, 0); /* issues no GL but vertex calls */ glEnd(); } /* * draw a mountain and build the display list */ void CreateMountain(void) { GLfloat v1[3] = { 0, 0, -1 }, v2[3] = { -1, 0, 1 }, v3[3] = { 1, 0, 1 }; int pegged[3] = { 1, 1, 1 }; glNewList(MOUNTAIN, GL_COMPILE); glPushAttrib(GL_LIGHTING_BIT); glCallList(MOUNTAIN_MAT); FractalMountain(v1, v2, v3, pegged); glPopAttrib(); glEndList(); } /* * new random numbers to make a different moutain */ void NewMountain(void) { InitRandTable(time(NULL)); } /***************************************************************/ /***************************** TREE ****************************/ /***************************************************************/ long TreeSeed; /* for srand48 - remember so we can build "same tree" at a different level */ /* * recursive tree drawing thing, fleshed out from class notes pseudocode */ void FractalTree(int level) { long savedseed; /* need to save seeds while building tree too */ if (level == Level) { glPushMatrix(); glRotatef(drand48()*180, 0, 1, 0); glCallList(STEMANDLEAVES); glPopMatrix(); } else { glCallList(STEM); glPushMatrix(); glRotatef(drand48()*180, 0, 1, 0); glTranslatef(0, 1, 0); glScalef(0.7, 0.7, 0.7); savedseed = (long) drand48()*ULONG_MAX; /* recurse on a 3-way branching */ glPushMatrix(); glRotatef(110 + drand48()*40, 0, 1, 0); glRotatef(30 + drand48()*20, 0, 0, 1); FractalTree(level + 1); glPopMatrix(); srand48(savedseed); savedseed = (long) drand48()*ULONG_MAX; glPushMatrix(); glRotatef(-130 + drand48()*40, 0, 1, 0); glRotatef(30 + drand48()*20, 0, 0, 1); FractalTree(level + 1); glPopMatrix(); srand48(savedseed); glPushMatrix(); glRotatef(-20 + drand48()*40, 0, 1, 0); glRotatef(30 + drand48()*20, 0, 0, 1); FractalTree(level + 1); glPopMatrix(); glPopMatrix(); } } /* * Create display lists for a leaf, a set of leaves, and a stem */ void CreateTreeLists(void) { GLUquadricObj *cylquad = gluNewQuadric(); int i; glNewList(STEM, GL_COMPILE); glPushMatrix(); glRotatef(-90, 1, 0, 0); gluCylinder(cylquad, 0.1, 0.08, 1, 10, 2 ); glPopMatrix(); glEndList(); glNewList(LEAF, GL_COMPILE); /* I think this was jeff allen's leaf idea */ glBegin(GL_TRIANGLES); glNormal3f(-0.1, 0, 0.25); /* not normalized */ glVertex3f(0, 0, 0); glVertex3f(0.25, 0.25, 0.1); glVertex3f(0, 0.5, 0); glNormal3f(0.1, 0, 0.25); glVertex3f(0, 0, 0); glVertex3f(0, 0.5, 0); glVertex3f(-0.25, 0.25, 0.1); glEnd(); glEndList(); glNewList(STEMANDLEAVES, GL_COMPILE); glPushMatrix(); glPushAttrib(GL_LIGHTING_BIT); glCallList(STEM); glCallList(LEAF_MAT); for(i = 0; i < 3; i++) { glTranslatef(0, 0.333, 0); glRotatef(90, 0, 1, 0); glPushMatrix(); glRotatef(0, 0, 1, 0); glRotatef(50, 1, 0, 0); glCallList(LEAF); glPopMatrix(); glPushMatrix(); glRotatef(180, 0, 1, 0); glRotatef(60, 1, 0, 0); glCallList(LEAF); glPopMatrix(); } glPopAttrib(); glPopMatrix(); glEndList(); } /* * draw and build display list for tree */ void CreateTree(void) { srand48(TreeSeed); glNewList(TREE, GL_COMPILE); glPushMatrix(); glPushAttrib(GL_LIGHTING_BIT); glCallList(TREE_MAT); glTranslatef(0, -1, 0); FractalTree(0); glPopAttrib(); glPopMatrix(); glEndList(); } /* * new seed for a new tree (groan) */ void NewTree(void) { TreeSeed = time(NULL); } /***************************************************************/ /*********************** FRACTAL PLANET ************************/ /***************************************************************/ void CreateIsland(void) { CreateMountain(); glNewList(ISLAND, GL_COMPILE); glPushAttrib(GL_LIGHTING_BIT); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glCallList(WATER_MAT); glBegin(GL_QUADS); glNormal3f(0, 1, 0); glVertex3f(100, 0.01, 100); glVertex3f(100, 0.01, -100); glVertex3f(-100, 0.01, -100); glVertex3f(-100, 0.01, 100); glEnd(); glPushMatrix(); glTranslatef(0, -0.1, 0); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); glRotatef(135, 0, 1, 0); glTranslatef(0.2, -0.15, -0.4); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); glRotatef(-60, 0, 1, 0); glTranslatef(0.7, -0.07, 0.5); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); glRotatef(-175, 0, 1, 0); glTranslatef(-0.7, -0.05, -0.5); glCallList(MOUNTAIN); glPopMatrix(); glPushMatrix(); glRotatef(165, 0, 1, 0); glTranslatef(-0.9, -0.12, 0.0); glCallList(MOUNTAIN); glPopMatrix(); glPopMatrix(); glPopAttrib(); glEndList(); } void NewFractals(void) { NewMountain(); NewTree(); } void Create(int fract) { switch(fract) { case MOUNTAIN: CreateMountain(); break; case TREE: CreateTree(); break; case ISLAND: CreateIsland(); break; } } /***************************************************************/ /**************************** OPENGL ***************************/ /***************************************************************/ void SetupMaterials(void) { GLfloat mtn_ambuse[] = { 0.426, 0.256, 0.108, 1.0 }; GLfloat mtn_specular[] = { 0.394, 0.272, 0.167, 1.0 }; GLfloat mtn_shininess[] = { 10 }; GLfloat water_ambuse[] = { 0.0, 0.1, 0.5, 1.0 }; GLfloat water_specular[] = { 0.0, 0.1, 0.5, 1.0 }; GLfloat water_shininess[] = { 10 }; GLfloat tree_ambuse[] = { 0.4, 0.25, 0.1, 1.0 }; GLfloat tree_specular[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat tree_shininess[] = { 0 }; GLfloat leaf_ambuse[] = { 0.0, 0.8, 0.0, 1.0 }; GLfloat leaf_specular[] = { 0.0, 0.8, 0.0, 1.0 }; GLfloat leaf_shininess[] = { 10 }; glNewList(MOUNTAIN_MAT, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, mtn_ambuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mtn_specular); glMaterialfv(GL_FRONT, GL_SHININESS, mtn_shininess); glEndList(); glNewList(WATER_MAT, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, water_ambuse); glMaterialfv(GL_FRONT, GL_SPECULAR, water_specular); glMaterialfv(GL_FRONT, GL_SHININESS, water_shininess); glEndList(); glNewList(TREE_MAT, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, tree_ambuse); glMaterialfv(GL_FRONT, GL_SPECULAR, tree_specular); glMaterialfv(GL_FRONT, GL_SHININESS, tree_shininess); glEndList(); glNewList(LEAF_MAT, GL_COMPILE); glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, leaf_ambuse); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, leaf_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, leaf_shininess); glEndList(); } void myGLInit(void) { GLfloat light_ambient[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_position[] = { 0.0, 0.3, 0.3, 0.0 }; GLfloat lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 }; glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glEnable(GL_NORMALIZE); #if 0 glEnable(GL_CULL_FACE); glCullFace(GL_BACK); #endif glShadeModel(GL_SMOOTH); #if 0 glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #endif SetupMaterials(); CreateTreeLists(); glFlush(); } /***************************************************************/ /************************ GLUT STUFF ***************************/ /***************************************************************/ void reshape(GLsizei w, GLsizei h) { glViewport(0,0,w,h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0, (GLdouble)w/h, 0.01, 100); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glFlush(); } void display(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glFlush(); glMatrixMode(GL_PROJECTION); glPopMatrix(); glPushMatrix(); /* clear of last viewing xform, leaving perspective */ agvViewTransform(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); if (Rebuild) { Create(Fract); Rebuild = 0; } glCallList(Fract); if (DrawAxes) glCallList(AXES); glutSwapBuffers(); glFlush(); } void visible(int v) { if (v == GLUT_VISIBLE) agvSetAllowIdle(1); else { glutIdleFunc(NULL); agvSetAllowIdle(0); } } void menuuse(int v) { if (v == GLUT_MENU_NOT_IN_USE) agvSetAllowIdle(1); else { glutIdleFunc(NULL); agvSetAllowIdle(0); } } /***************************************************************/ /******************* MENU SETUP & HANDLING *********************/ /***************************************************************/ typedef enum { MENU_QUIT, MENU_RAND, MENU_MOVE, MENU_AXES } MenuChoices; void setlevel(int value) { Level = value; Rebuild = 1; glutPostRedisplay(); } void choosefract(int value) { Fract = value; Rebuild = 1; glutPostRedisplay(); } void handlemenu(int value) { switch (value) { case MENU_QUIT: exit(0); break; case MENU_RAND: NewFractals(); Rebuild = 1; glutPostRedisplay(); break; case MENU_AXES: DrawAxes = !DrawAxes; glutPostRedisplay(); break; } } void MenuInit(void) { int submenu3, submenu2, submenu1; submenu1 = glutCreateMenu(setlevel); glutAddMenuEntry("0", 0); glutAddMenuEntry("1", 1); glutAddMenuEntry("2", 2); glutAddMenuEntry("3", 3); glutAddMenuEntry("4", 4); glutAddMenuEntry("5", 5); glutAddMenuEntry("6", 6); glutAddMenuEntry("7", 7); glutAddMenuEntry("8", 8); submenu2 = glutCreateMenu(choosefract); glutAddMenuEntry("Moutain", MOUNTAIN); glutAddMenuEntry("Tree", TREE); glutAddMenuEntry("Island", ISLAND); submenu3 = glutCreateMenu(agvSwitchMoveMode); glutAddMenuEntry("Flying", FLYING); glutAddMenuEntry("Polar", POLAR); glutCreateMenu(handlemenu); glutAddSubMenu("Level", submenu1); glutAddSubMenu("Fractal", submenu2); glutAddSubMenu("Movement", submenu3); glutAddMenuEntry("New Fractal", MENU_RAND); glutAddMenuEntry("Toggle Axes", MENU_AXES); glutAddMenuEntry("Quit", MENU_QUIT); glutAttachMenu(GLUT_RIGHT_BUTTON); } /***************************************************************/ /**************************** MAIN *****************************/ /***************************************************************/ int main(int argc, char** argv) { glutInit(&argc, argv); glutInitWindowSize(512, 512); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE); glutCreateWindow("Fractal Planet?"); agvInit(1); /* 1 cause we don't have our own idle */ glutReshapeFunc(reshape); glutDisplayFunc(display); glutVisibilityFunc(visible); glutMenuStateFunc(menuuse); NewFractals(); agvMakeAxesList(AXES); myGLInit(); MenuInit(); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }