Friday, July 18, 2014

Opengl,C++ : Scratch code for the standard perspective projection

 #include <windows.h>  
 #include <gl/Gl.h>  
 #include <gl/glut.h>  
 #include <cmath>   
   
 int WinWidth = 500, WinHeight = 500;  
   
 typedef struct{float x;float y;}Point2D;  
 typedef struct{float x;float y;float z;}Point3D;  
   
 Point3D COP = {0,0,-200};     // Centre Of Projection is at (0,0,-200)  
 Point3D COP1 = {100,100,-200};  
 Point3D A,B,C,D,E,F,G,H;     // Vertices of the cube  
   
 void InitCube(){  
      A.x = 0; A.y = 0; A.z = 0;               // A(0,0,0)  
      B.x = 200; B.y = 0; B.z = 0;          // B(200,0,0)  
      C.x = 200; C.y = 200; C.z = 0;          // C(200,200,0)  
      D.x = 0; D.y = 200; D.z = 0;          // D(0,200,0)  
   
      E.x = 0; E.y = 200; E.z = 200;          // E(0,200,200)  
      F.x = 0; F.y = 0; F.z = 200;          // F(0,0,200)  
      G.x = 200; G.y = 0; G.z = 200;          // G(200,0,200)  
      H.x = 200; H.y = 200; H.z = 200;     // H(200,200,200)  
 }  
   
 void DrawCube(Point2D A, Point2D B, Point2D C, Point2D D, Point2D E, Point2D F, Point2D G, Point2D H){  
      glPointSize(1.0);  
   
      glBegin(GL_LINE_LOOP);       
      //DRAWING FRONT FACE  
           glVertex2i(A.x, A.y); glVertex2i(B.x, B.y);     glVertex2i(C.x, C.y); glVertex2i(D.x, D.y);  
      glEnd();  
   
      glBegin(GL_LINE_LOOP);  
      //DRAWING BACK FACE  
           glVertex2i(E.x, E.y); glVertex2i(F.x, F.y);     glVertex2i(G.x, G.y); glVertex2i(H.x, H.y);  
      glEnd();  
        
      glBegin(GL_LINES);  
      //DRAWING OTHER LINES  
           glVertex2i(A.x, A.y); glVertex2i(F.x, F.y);  
   
           glVertex2i(B.x, B.y); glVertex2i(G.x, G.y);  
   
           glVertex2i(C.x, C.y); glVertex2i(H.x, H.y);  
   
           glVertex2i(D.x, D.y); glVertex2i(E.x, E.y);  
      glEnd();  
   
      glFlush();  
 }  
   
 Point2D Project_Perspective(Point3D p, Point3D CoP){  
      Point2D p2;  
      float d = abs(CoP.z);     // The distance between the COP and orign  
      p2.x=(d*p.x)/(p.z+d);  
      p2.y=(d*p.y)/(p.z+d);  
   
      //.....wite necessary equations here for perspective transformation  
        
      return p2;  
 }  
   
 Point2D translate2D(Point2D p, float tx, float ty){  
   Point2D tp2;  
      //.....wite the equations for 2D translation  
      tp2.x=p.x+tx;  
      tp2.y=p.y+ty;  
      return tp2;  
 }   
   
 Point3D translate3D(Point3D p, float tx, float ty, float tz){  
   Point3D tp3;  
      //.....wite the equations for 3D translation  
      tp3.x=p.x+tx;  
      tp3.y=p.y+ty;  
      tp3.z=p.z+tz;  
      return tp3;  
 }   
   
 void keyboard(unsigned char key, int x, int y)  
 {  
   if (key == 'q' || key == 'Q')  
     exit(EXIT_SUCCESS);  
 }  
   
 void myMouse(int button, int state, int x, int y) {  
      if(state == GLUT_DOWN)   
      {  
           if(button == GLUT_LEFT_BUTTON)   
           {  
           /*     Point2D translateA=translate2D(Projected_A,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_B,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_C,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_D,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_E,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_F,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_G,WinWidth/2, WinHeight/2);  
                Point2D translateA=translate2D(Projected_H,WinWidth/2, WinHeight/2);*/  
           }  
           else if (button == GLUT_RIGHT_BUTTON)   
           {  
                   
           }  
      }  
 }  
   
 void myDisplay()  
 {  
      glClearColor(1.0f, 1.0f, 1.0f, 0.0f);   
      glClear(GL_COLOR_BUFFER_BIT);  
      glColor3f(0.0f, 0.0f, 0.0f);  
        
      Point2D     Projected_A=Project_Perspective(A,COP);       
      Point2D     Projected_B=Project_Perspective(B,COP);  
      Point2D     Projected_C=Project_Perspective(C,COP);  
      Point2D     Projected_D=Project_Perspective(D,COP);  
      Point2D     Projected_E=Project_Perspective(E,COP);  
      Point2D     Projected_F=Project_Perspective(F,COP);  
      Point2D     Projected_G=Project_Perspective(G,COP);  
      Point2D     Projected_H=Project_Perspective(H,COP);  
   
      DrawCube(  
           // Calculate the following values  
           //Q1  
           /*translate2D(Projected_A,WinWidth/2, WinHeight/2),       
           translate2D(Projected_B,WinWidth/2, WinHeight/2),  
           translate2D(Projected_C,WinWidth/2, WinHeight/2),  
           translate2D(Projected_D,WinWidth/2, WinHeight/2),  
           translate2D(Projected_E,WinWidth/2, WinHeight/2),  
           translate2D(Projected_F,WinWidth/2, WinHeight/2),  
           translate2D(Projected_G,WinWidth/2, WinHeight/2),  
           translate2D(Projected_H,WinWidth/2, WinHeight/2)*/  
   
           //Q3  
           translate2D(Project_Perspective(translate3D(A,-100, -100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(B,-100, -100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(C,-100,-100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(D,-100, -100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(E,-100, -100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(F,-100, -100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(G,-100,-100,0),COP1),WinWidth/2, WinHeight/2),  
           translate2D(Project_Perspective(translate3D(H,-100, -100,0),COP1),WinWidth/2, WinHeight/2)  
      );  
 }  
   
   
 int main( int argc, char ** argv ) {  
      glutInit( &argc, argv );  
      glutInitWindowPosition( 0, 0 );  
      glutInitWindowSize( WinWidth, WinHeight );  
      glutCreateWindow( "Projection of a Cube" );  
   
      glMatrixMode( GL_PROJECTION );   
      glLoadIdentity();  
      gluOrtho2D( 0, WinWidth, 0, WinHeight );  
      glViewport(0, 0, WinWidth, WinHeight);  
   
      InitCube();  
   
      glutKeyboardFunc(keyboard);   
      glutMouseFunc( myMouse );  
      glutDisplayFunc( myDisplay );  
      glutMainLoop();  
   
      return( 0 );  
 }  

No comments:

Post a Comment