/*
write the open gl code segment to approximate a sphere using subdivision?
*/
#include<stdlib.h>
#include<math.h>
#include<stdio.h>
#include<GL/glut.h>
GLfloat v[4][3]={{0.0,0.0,1.0},{0.0,0.94,-0.33},
{-0.81,-0.47,-0.33}, {0.81,-0.47,-0.33}};
GLfloat colors[4][3]={{1.0,0.0,0.0},{0.0,1.0,0.0},{0.0,0.0,1.0},{0.0,0.0,0.0}};
int n;
void triangle(GLfloat *a,GLfloat *b,GLfloat *c)
{
glColor3fv(colors[0]);
glVertex3fv(a);
glColor3fv(colors[1]);
glVertex3fv(b);
glColor3fv(colors[2]);
glVertex3fv(c);
}
void normalize(GLfloat *p)
{
double d=0.0;
int i;
for(i=0;i<3;i++) d+=p[i]*p[i];
d=sqrt(d);
if(d>0.0) for(i=0;i<3;i++) p[i]/=d;
}
void divide_tetra(GLfloat *a,GLfloat *b,GLfloat *c,int m)
{
GLfloat v1[3],v2[3],v3[3];
int j;
if(m>0)
{ /*compute six midpoints*/
for(j=0;j<3;j++)
v1[j]=(a[j]+b[j])/2;
normalize(v1);
for(j=0;j<3;j++)
v2[j]=(a[j]+c[j])/2;
normalize(v2);
for(j=0;j<3;j++)
v3[j]=(c[j]+b[j])/2;
normalize(v3);
divide_tetra(a,v2,v1,m-1);
divide_tetra(c,v3,v2,m-1);
divide_tetra(b,v1,v3,m-1);
divide_tetra(v1,v2,v3,m-1);
}
else
triangle( a, b, c); //draw triangle at end of recursion//
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glBegin(GL_TRIANGLES);
divide_tetra(v[0],v[1],v[2],n);
divide_tetra(v[3],v[2],v[1],n);
divide_tetra(v[0],v[3],v[1],n);
divide_tetra(v[0],v[2],v[3],n);
glEnd();
glFlush();
}
void myReshape(int w,int h)
{
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-2.0,2.0,-2.0,2.0 ,-10.0,10.0);
glMatrixMode(GL_MODELVIEW);
glutPostRedisplay();
}
int main(int argc,char **argv)
{
printf("enter the no of division ");
scanf("%d",&n);
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
glutInitWindowSize(500,500);
glutCreateWindow("3d gasket");
glutReshapeFunc(myReshape);
glutDisplayFunc(display);
glEnable(GL_DEPTH_TEST);
glClearColor(1.0,1.0,1.0,1.0);
glutMainLoop();
return 0;
}
Output:
enter the no of division: 5
Snapshot: