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menger.cpp
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#include <iostream>
#include <SFML/System.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/OpenGL.hpp>
#include <vector>
#if defined(__APPLE__)
#include <OpenGL/glu.h>
#else
#include <GL/glu.h>
#endif
int width = 1024;
int height = 900;
class Box {
float x,y,z;
float r;
public:
Box(float x_, float y_, float z_, float r_)
: x(x_),y(y_),z(z_),r(r_) {}
void show();
std::vector<Box> generate();
};
inline int abs(int a)
{
return a>0 ? a : -a;
}
std::vector<Box> Box::generate()
{
std::vector<Box> boxes;
boxes.reserve(27);
for (int i=-1; i<2; i++) {
for (int j=-1; j<2; j++) {
for (int k=-1; k<2; k++) {
int sum = abs(i) + abs(j) + abs(k);
if (sum <= 1) continue;
float newR = r/3;
boxes.emplace_back(Box(x+i*newR, y+j*newR, z+k*newR,newR));
}
}
}
return boxes;
}
void Box::show()
{
GLfloat n[6][3] = { /* Normals for the 6 faces of a cube. */
{-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0},
{0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0} };
//Draw a cube
glColor3f(1,0,0);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_POLYGON);//draw some squares
//glColor3f(1,0,0);
glNormal3fv(n[5]);
glVertex3f(x-r/2, y-r/2, z-r/2);
glVertex3f(x-r/2, y+r/2, z-r/2);
glVertex3f(x+r/2, y+r/2, z-r/2);
glVertex3f(x+r/2, y-r/2, z-r/2);
glEnd();
glBegin(GL_POLYGON);
// glColor3f(0,0,1);
glNormal3fv(n[4]);
glVertex3f(x-r/2, y-r/2, z+r/2);
glVertex3f(x-r/2, y+r/2, z+r/2);
glVertex3f(x+r/2, y+r/2, z+r/2);
glVertex3f(x+r/2, y-r/2, z+r/2);
glEnd();
glBegin(GL_POLYGON);
// glColor3f(1,0,1);
glNormal3fv(n[0]);
glVertex3f(x-r/2, y-r/2, z-r/2);
glVertex3f(x-r/2, y+r/2, z-r/2);
glVertex3f(x-r/2, y+r/2, z+r/2);
glVertex3f(x-r/2, y-r/2, z+r/2);
glEnd();
glBegin(GL_POLYGON);
// glColor3f(0,1,0);
glNormal3fv(n[2]);
glVertex3f(x+r/2, y-r/2, z-r/2);
glVertex3f(x+r/2, y+r/2, z-r/2);
glVertex3f(x+r/2, y+r/2, z+r/2);
glVertex3f(x+r/2, y-r/2, z+r/2);
glEnd();
glBegin(GL_POLYGON);
// glColor3f(1,1,0);
glNormal3fv(n[3]);
glVertex3f(x-r/2, y-r/2, z+r/2);
glVertex3f(x-r/2, y-r/2, z-r/2);
glVertex3f(x+r/2, y-r/2, z-r/2);
glVertex3f(x+r/2, y-r/2, z+r/2);
glEnd();
glBegin(GL_POLYGON);
// glColor3f(1,0,0);
glNormal3fv(n[1]);
glVertex3f(x-r/2, y+r/2, z+r/2);
glVertex3f(x-r/2, y+r/2, z-r/2);
glVertex3f(x+r/2, y+r/2, z-r/2);
glVertex3f(x+r/2, y+r/2, z+r/2);
glEnd();
}
float xlight,ylight,zlight;
double pos_z = 20;
int main()
{
sf::RenderWindow window(sf::VideoMode(width, height), "Menger Sponge");
std::vector<Box> sponge;
sponge.emplace_back(0,0,0,150);
glClearDepth(1.f);
glClearColor(0.3f, 0.3f, 0.3f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glEnable(GL_LIGHTING); //Enable lighting
glEnable(GL_LIGHT0); //Enable light #0
//glEnable(GL_LIGHT1); //Enable light #1
sf::Clock Clock;
float angle;
//// Setup a perspective projection & Camera position
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
double ar = 10;
glFrustum(-ar, ar, -ar, ar, 10, 2000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
GLfloat lightColor0[] = {1, 1, 1, 1.0f}; //Color (0.5, 0.5, 0.5)
GLfloat lightPos0[] = {0.0f, 0.0f, 200.0f, 1.0f}; //Positioned at (4, 0, 8)
GLfloat lightDirection0[] = {0.0f, 0.0f, -1.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, lightColor0);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 20.0f);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDirection0);
//gluPerspective(90.f, 1.f, 1.f, 800.0f);//fov, aspect, zNear, zFar
float zangle=0;
while (window.isOpen()) {
sf::Event event;
while( window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)
window.close();
else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Right)
zangle+=.5;
else if (event.type == sf::Event::KeyPressed) {
switch(event.key.code) {
case sf::Keyboard::Down:
pos_z+=10;
break;
case sf::Keyboard::Up:
pos_z-=10;
break;
}
}
else if (event.type == sf::Event::Resized) {
window.setView(sf::View(sf::FloatRect(0, 0, event.size.width, event.size.height)));
glViewport(0, 0, event.size.width, event.size.height);
width = event.size.width;
height = event.size.height;
}
else if (event.type == sf::Event::MouseButtonPressed) {
if (sponge.size() > 1000)
continue;
std::vector<Box> next;
next.reserve(sponge.size()*27);
for (auto &b : sponge) {
for (auto &t : b.generate())
next.push_back(t);
}
sponge = std::move(next);
}
}
// draw
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, pos_z, 0, 0, 0, 0.0f, 1.0f, 0.0f);
angle = Clock.getElapsedTime().asSeconds();
gluLookAt(0, 0, 200, 0, 0, 0, 0.0f, 1.0f, 0.0f);
//glTranslatef(0,0,-200);
glRotatef(zangle*10, 0.f, 1.f, 0.f);
glRotatef(angle*90, 1.f, 0.f, 0.f);
GLfloat lightColor0[] = {1, 1, 1, 1.0f}; //Color (0.5, 0.5, 0.5)
GLfloat lightPos0[] = {0.0f, 0.0f, 200.0f, 1.0f}; //Positioned at (4, 0, 8)
GLfloat lightDirection0[] = {0.0f, 0.0f, -1.0f, 1.0f};
glLightfv(GL_LIGHT0, GL_AMBIENT, lightColor0);
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 20.0f);
glLightfv(GL_LIGHT0, GL_POSITION, lightPos0);
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDirection0);
for (auto &box : sponge) {
box.show();
}
window.display();
}
return 0;
}