

#include "stdafx.h"

#using <mscorlib.dll>

using namespace System;

/* Recursive subdivision of tetrahedron (Chapter 6) to create a sphere. 
Three display
modes: wire frame, constant, and interpolative shading. */

/* program also illustrates defining materials and light sources
in init() */

/* mode 0 = wire frame, mode 1 = constant shading, mode 3 =
interpolative shading */

#include <stdlib.h>
#include <glut.h>
#include <math.h>


typedef float point[4];

/* initial tetrahedron */

float v[][3]={{0.0, 0.0, 1.0}, {0.0, 0.942809, -0.33333},
       {-0.816497, -0.471405, -0.333333}, {0.816497, -0.471405, -0.333333}};

static GLfloat theta[] = {0.0,0.0,0.0};

int n; int mode;


void triangle( float *a, float *b, float *c)

/* display one triangle using a line loop for wire frame, a single
normal for constant shading, or three normals for interpolative
shading */
{
    if (mode==0) glBegin(GL_LINE_LOOP);
    else glBegin(GL_POLYGON);
       if(mode==1) glNormal3fv(a);
       if(mode==2) glNormal3fv(a);
       glVertex3fv(a);
       if(mode==2) glNormal3fv(b);
       glVertex3fv(b);
       if(mode==2) glNormal3fv(c);
       glVertex3fv(c);
    glEnd();
}

void normal(float *p)
{

/* normalize a vector */

    
    float 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_triangle(float *a, float *b, float *c, int m)
{

/* Triangle subdivision using vertex numbers. Right-hand rule
applied to create outward-pointing faces. */

    float v1[3], v2[3], v3[3];
    int j;
    if(m>0)
    {
        for(j=0; j<3; j++) v1[j]=(a[j]+b[j])/2;//Find the midpoint
        normal(v1);//get the normal at v1
        for(j=0; j<3; j++) v2[j]=(a[j]+c[j])/2;
        normal(v2);
        for(j=0; j<3; j++) v3[j]=(b[j]+c[j])/2;
         normal(v3);
		 //recursively subdivide the triangles m times
        divide_triangle(a, v1, v2, m-1);
        divide_triangle(c, v2, v3, m-1);
        divide_triangle(b, v3, v1, m-1);
        divide_triangle(v1, v3, v2, m-1);
    }
    else triangle(a,b,c); /* draw triangle at end of recursion */
}

void tetrahedron( int m)
{

/* apply triangle subdivision to faces of tetrahedron */

    divide_triangle(v[0], v[1], v[2], m);
    divide_triangle(v[3], v[2], v[1], m);
    divide_triangle(v[0], v[3], v[1], m);
    divide_triangle(v[0], v[2], v[3], m);
}

void display()
{

/* displays all three modes, side by side */

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    mode=0;
	//display the first sphere
    tetrahedron(n);
    mode=1;
	//move over to display the second sphere
    glTranslatef(-2.0, 0.0,0.0);
    tetrahedron(n);
    mode=2;
	//move again to display the third sphere
    glTranslatef( 4.0, 0.0,0.0);
    tetrahedron(n);


    glFlush();
}

void myReshape(int w, int h)
{
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);//enter projection mode
    glLoadIdentity();//initialize the current matrix
	//depending on aspect ratio, multiply by the orthogonal
	//projection matrix
    if (w <= h)
        glOrtho(-4.0, 4.0, -4.0 * (GLfloat) h / (GLfloat) w,
            4.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0);
    else
        glOrtho(-4.0 * (GLfloat) w / (GLfloat) h,
            4.0 * (GLfloat) w / (GLfloat) h, -4.0, 4.0, -10.0, 10.0);
	//restore the modelview matrix
    glMatrixMode(GL_MODELVIEW);
    display();
}


void myinit()
{
	//initialize light values
    GLfloat mat_specular[]={1.0, 1.0, 1.0, 1.0};
    GLfloat mat_diffuse[]={1.0, 1.0, 1.0, 1.0};
    GLfloat mat_ambient[]={1.0, 1.0, 1.0, 1.0};
    GLfloat mat_shininess={100.0};
    GLfloat light_ambient[]={0.0, 0.0, 0.0, 1.0};
    GLfloat light_diffuse[]={1.0, 1.0, 1.0, 1.0};
    GLfloat light_specular[]={1.0, 1.0, 1.0, 1.0};
//assuming one light source
/* set up ambient, diffuse, and specular components for light 0 */

    glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);

/* define material properties for front face of all polygons */

    glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
    glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
    glMaterialf(GL_FRONT, GL_SHININESS, mat_shininess);

    glShadeModel(GL_SMOOTH); /* enable smooth shading */
    glEnable(GL_LIGHTING); /* enable lighting */
    glEnable(GL_LIGHT0);  /* enable light 0 */
    glEnable(GL_DEPTH_TEST); /* enable z buffer */
    glClearColor (1.0, 1.0, 1.0, 1.0);
    glColor3f (0.0, 0.0, 0.0);
}

int main(int argc, char **argv)
{
    
	n = 5;//This could be read from the user or put in 
	//from a command line
	//Using much larger numbers, say 10, slows down the 
	//rendering noticably
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(500, 500);
    glutCreateWindow("sphere");
    myinit();
    glutReshapeFunc(myReshape);
    glutDisplayFunc(display);
    glutMainLoop();
}

