STD_FUNC(void) stdQsort(void *pMas, int32_t Num, int32_t width, int32_t(*compare)(const void *elm1, const void *elm2)) { int32_t i, CurNum = Num; if (Num < 2) return; for (i = Num / 2; i > 0; i--) piramida((char *) pMas, i, Num, width, compare); do { char *p1 = (char *) pMas, *p2 = (char *) pMas + (CurNum - 1) * width; reverse(p1, p2, width); CurNum--; piramida((char *) pMas, 1, CurNum, width, compare); } while (CurNum > 1); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFrontFace(GL_CW); glUseProgram(shader); M3DVector3f at= {0.0f, 0.0f, 0.0f}; M3DVector3f up= {0.0f, 0.0f, 1.0f}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f/8; eye[0]= 6.8f * cos(angle); eye[1]= 6.0f * sin(angle); eye[2]= 25.0f; LookAt(cameraFrame,eye,at,up); projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); grid(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-7.75f, -7.75f, 0.0f); modelView.Scale(0.25f, 0.25f, 0.25f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-6.0f, -6.0f, 0.0f); modelView.Scale(0.5f, 0.5f, 0.5f); modelView.Rotate(angle*512, 0.0f, 0.0f, 2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-4.0f, -4.0f, 0.0f); modelView.Scale(0.75f, 0.75f, 0.75f); modelView.Rotate(angle*512, 0.0f, 2.0f, 0.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-1.5f, -1.5f, 0.0f); modelView.Rotate(angle*512, 2.0f, 0.0f, 0.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(2.0f, 2.0f, 0.0f); modelView.Scale(1.5f, 1.5f, 1.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 0.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(6.5f, 6.5f, 0.0f); modelView.Scale(2.5f, 2.5f, 2.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 2.0f); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); piramida(); modelView.PopMatrix(); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }
void RenderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glFrontFace(GL_CW); glUseProgram(shader); M3DVector3f at={1.5f, 0.0f, 0.0f}; M3DVector3f up={-1.0f, 0.0f, 1.0f}; M3DVector3f eye; float angle = timer.GetElapsedSeconds()*3.14159f/8; eye[0]= 6.8f * cos(angle); eye[1]= 6.0f * sin(angle); eye[2]= 30.0f; LookAt(cameraFrame,eye,at,up); M3DVector3f ambientLight = {1.0f, 1.0f, 1.0f}; M3DVector3f position = {10.0f, 10.0f, 5.0f}; M3DVector3f color = {1.0f, 1.0f, 1.0f}; float l_angle = 90.0f; float attenuation0 = 0.01f; float attenuation1 = 0.01f; float attenuation2 = 0.01f; M3DVector3f ambientColor = {0.0f, 1.0, 0.0}; M3DVector3f diffuseColor = {0.0f, 1.0f, 1.0f}; M3DVector3f specularColor = {1.0f, 1.0f, 1.0f}; float specularExponent = 8; projection.LoadMatrix(viewFrustum.GetProjectionMatrix()); modelView.PushMatrix(); M3DMatrix44f mCamera; cameraFrame.GetCameraMatrix(mCamera); modelView.LoadMatrix(mCamera); modelView.PushMatrix(); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); glPolygonOffset(1.0f, 1.0f); grid(); glEnable(GL_POLYGON_OFFSET_FILL); grid(); glDisable(GL_POLYGON_OFFSET_FILL); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-7.75f, -7.75f, 0.0f); modelView.Scale(0.25f, 0.25f, 0.25f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-6.0f, -6.0f, 0.0f); modelView.Scale(0.5f, 0.5f, 0.5f); modelView.Rotate(angle*512, 0.0f, 0.0f, 2.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); glDrawElements(GL_TRIANGLES,3*n_faces,GL_UNSIGNED_INT,0); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-4.0f, -4.0f, 0.0f); modelView.Scale(0.75f, 0.75f, 0.75f); modelView.Rotate(angle*512, 0.0f, 2.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix();` modelView.PushMatrix(); modelView.Translate(2.0f, 2.0f, 0.0f); modelView.Scale(1.5f, 1.5f, 1.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); piramida(); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(-1.5f, -1.5f, 0.0f); modelView.Rotate(angle*512, 2.0f, 0.0f, 0.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); DrawTriangles(20, vertices_tab, faces_tab); modelView.PopMatrix(); modelView.PushMatrix(); modelView.Translate(6.5f, 6.5f, 0.0f); modelView.Scale(2.5f, 2.5f, 2.5f); modelView.Rotate(angle*512, 2.0f, 2.0f, 2.0f); glUniform3fv(shaderPositionLocation, 1, position); glUniform3fv(shaderColorLocation, 1, color); glUniform1f(shaderAngleLocation, l_angle); glUniform1f(shaderAttenuation0Location, attenuation0); glUniform1f(shaderAttenuation1Location, attenuation1); glUniform1f(shaderAttenuation2Location, attenuation2); glUniformMatrix4fv(MVMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewProjectionMatrix()); glUniformMatrix4fv(MVPMatrixLocation,1,GL_FALSE,geometryPipeline.GetModelViewMatrix()); glUniformMatrix3fv(normalMatrixLocation,1,GL_FALSE,geometryPipeline.GetNormalMatrix()); glUniform3fv(ambientLightLocation, 1, ambientLight); glUniform3fv(shaderAmbientColorLocation, 1, ambientColor); glUniform3fv(shaderDiffuseColorLocation, 1, diffuseColor); glUniform3fv(shaderSpecularColorLocation, 1, specularColor); glUniform1f(shaderSpecularExponentLocation, specularExponent); DrawSmoothTriangles(20, vertices_tab, faces_tab); modelView.PopMatrix(); modelView.PopMatrix(); glutSwapBuffers(); glutPostRedisplay(); }