OpenGL - simplificar e parametrizações

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A

Boas pessoal, estou a começar a trabalhar com openGL. Estas funcoes sao dadas, com pesquisas na internet, mas no entanto foi me solicitado para reformular as funções dadas de modo a que os cálculos sejam mais eficazes e redesenhar as funções do modo a que tenham as parametrizações adequadas para servirem como primitivas para a computação gráfica… Andei as voltas, mas não sei como simplificar isto ainda mais, porque influencia nas próprias funções. Obrigado desde já.

Aqui segue-se o código, apenas direccionado aos poligonos.

  • contorno_cilindro(gl);
  • contorno_cone(gl);
  • contorno_praboloid(gl);
  • contorno_sphere(gl);
  • contorno_oval(gl);
public class Hilfe implements GLEventListener {

    public static void main(String[] args) {
        Frame frame = new Frame("Simple JOGL Application");
        GLCanvas canvas = new GLCanvas();

        canvas.addGLEventListener(new Hilfe());
        frame.add(canvas);
        frame.setSize(640, 480);
        final Animator animator = new Animator(canvas);
        frame.addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                // Run this on another thread than the AWT event queue to
                // make sure the call to Animator.stop() completes before
                // exiting
                new Thread(new Runnable() {

                    public void run() {
                        animator.stop();
                        System.exit(0);
                    }
                }).start();
            }
        });
        // Center frame
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
        animator.start();
    }

    public void init(GLAutoDrawable drawable) {
        // Use debug pipeline
        // drawable.setGL(new DebugGL(drawable.getGL()));

        GL gl = drawable.getGL();
        System.err.println("INIT GL IS: " + gl.getClass().getName());

        // Enable VSync
        gl.setSwapInterval(1);

        // Setup the drawing area and shading mode
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.
    }

    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        GL gl = drawable.getGL();
        GLU glu = new GLU();

        if (height <= 0) { // avoid a divide by zero error!
        
            height = 1;
        }
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }
    
     public void display(GLAutoDrawable drawable) 
        {GL gl = drawable.getGL();
         gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
         gl.glLoadIdentity();
         gl.glTranslatef(-1.5f, 0.0f, -6.0f);
         //contorno_cilindro(gl);
         //contorno_cone(gl);
         contorno_praboloid(gl);
         //contorno_sphere(gl);
         //contorno_oval(gl);
         // int max=100;
         //for (int n=0;n<max;++n) 
         //    pontos_circulo(gl,10000,n*(float)(1)/max);
        
         gl.glFlush();
        }

    
    
    
    public void triangulo(GL gl) {
        gl.glBegin(GL.GL_TRIANGLES);
            gl.glColor3f(1.0f, 0.0f, 0.0f);    // Set the current drawing color to red
            gl.glVertex3f(0.0f, 1.0f, 0.0f);   // Top
            gl.glColor3f(0.0f, 1.0f, 0.0f);    // Set the current drawing color to green
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
            gl.glColor3f(0.0f, 0.0f, 1.0f);    // Set the current drawing color to blue
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
        // Finished Drawing The Triangle
        gl.glEnd(); 
                                 }
     
     public void quadrado(GL gl) {
        gl.glBegin(GL.GL_QUADS);
            gl.glColor3f(0.5f, 0.5f, 1.0f);    // Set the current drawing color to light blue
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);  // Top Left
            gl.glVertex3f(1.0f, 1.0f, 0.0f);   // Top Right
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
        // Done Drawing The Quad
        gl.glEnd();
                                  }
     private void polygon_circulo(GL gl,int n)
         {
            gl.glBegin(GL.GL_POLYGON);
            for (int i=0;i<n;++i)
              {gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f); 
               gl.glVertex3f((float)(Math.sin((Double)(i*6.283/n))),(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
              }
            gl.glEnd();
         }

     private void contorno_circulo(GL gl,int n)
         {
            gl.glBegin(GL.GL_POINTS);
            for (int i=0;i<n;++i)
              {gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f); 
               gl.glVertex3f((float)(Math.sin((Double)(i*6.283/n))),(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
               gl.glVertex3f((float)(Math.sin((Double)((i+1)*6.283/n))),(float)(Math.cos((Double)((i+1)*6.283/n))), 0.0f);
              }
            gl.glEnd();
         }

          private void pontos_circulo(GL gl,int n,float r)
         {
            gl.glBegin(GL.GL_POINTS);
            for (int i=0;i<n;++i)
              {gl.glColor3f(1.0f-(float)(i)/n,(float)(i)/n, 1.0f); 
               gl.glVertex3f(r*(float)(Math.sin((Double)(i*6.283/n))),r*(float)(Math.cos((Double)(i*6.283/n))), 0.0f);
               gl.glVertex3f(r*(float)(Math.sin((Double)((i+1)*6.283/n))),r*(float)(Math.cos((Double)((i+1)*6.283/n))), 0.0f);
              }
            gl.glEnd();
         }
      private void contorno_sphere(GL gl)
         {
            gl.glBegin(GL.GL_POINTS);
            int n=1000; int m=1000;
            for (int j=0;j<m;++j)
               for (int i=0;i<n;++i)
                {gl.glColor3f(1.0f,(float)(j)/m, 1.0f); 
                 gl.glVertex3f((float)(Math.sin((Double)((float)(i)/n*3.1415))
                                       *Math.cos((Double)((float)(j)/m*6.283))),
                               (float)(Math.cos((Double)((float)(i)/n*3.1415))),
                               (float)(Math.sin((Double)((float)(i)/n*3.1415))
                                       *Math.sin((Double)((float)(j)/m*6.283))));
                                                 // /(float)(Math.cos((Double)(j*6.283/m)))
                }
            gl.glEnd();
         }
       private void contorno_oval(GL gl)
         {  int n=700; int m=700;
            gl.glBegin(GL.GL_POINTS);
            for (int j=0;j<m;++j)
               for (int i=0;i<n;++i)
                {gl.glColor3f(1.0f, 1.0f,(float)(j)/m); //
                 gl.glVertex3f(1.5f*(float)(Math.sin((Double)((float)(i)/n*3.1415))
                                     *Math.cos((Double)((float)(j)/m*6.283))),
                               2*(float)(Math.cos((Double)((float)(i)/n*3.1415))),
                               1.5f*(float)(Math.sin((Double)((float)(i)/n*3.1415))
                                    *Math.sin((Double)((float)(j)/m*6.283))));         
                }
            gl.glEnd();           
         }
       
      private void contorno_praboloid(GL gl)
         {
            gl.glBegin(GL.GL_POINTS);
            int n=1000; int m=1000;
            for (int j=0;j<m;++j)
               for (int i=0;i<n;++i)
                {gl.glColor3f(1.0f,(float)(j)/m, 1.0f); 
                 gl.glVertex3f((float)(i)/n*(float)(Math.cos((Double)((float)(j)/m*6.283))),1.5f*(float)(i*i)/(n*n),(float)(i)/n*(float)(Math.sin(6.283*j/m)));
                                                 // /(float)(Math.cos((Double)(j*6.283/m)))
                }
            gl.glEnd();
         }

       private void contorno_cone(GL gl)
         {
            gl.glBegin(GL.GL_POINTS);
            int n=1000; int m=1000;
            for (int j=0;j<m;++j)
               for (int i=0;i<n;++i)
                {gl.glColor3f(1.0f,(float)(j)/m, 1.0f); 
                 gl.glVertex3f((float)(i)/n*(float)(Math.cos((Double)((float)(j)/m*6.283))),
                                1.5f*(float)(i)/n,
                                (float)(i)/n*(float)(Math.sin(6.283*j/m)));
                                                 // /(float)(Math.cos((Double)(j*6.283/m)))
                }
            gl.glEnd();
         }     
      
     private void contorno_cilindro(GL gl)
         {
            gl.glBegin(GL.GL_POINTS);
            int n=1000; int m=1000;
            for (int j=0;j<m;++j)
               for (int i=0;i<n;++i)
                {gl.glColor3f(1.0f,(float)(j)/m, 1.0f); 
                 gl.glVertex3f(0.2f*(float)(Math.cos((Double)((float)(j)/m*6.283))),(float)(i)/n,0.2f*(float)(Math.sin(6.283*j/m)));
                                                 // /(float)(Math.cos((Double)(j*6.283/m)))
                }
            gl.glEnd();
         }     
    public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
    }
}
Criado 7 de março de 2012
Respostas 0
Participantes 1