mpri-graphics-project/render/GlutRender.cpp

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#include "GlutRender.hpp"
#include <GL/gl.h>
#include <GL/glut.h>
#include <cstring>
#include <random>
#include <ctime>
GlutRender& GlutRender::get_instance() {
static GlutRender instance;
return instance;
}
GlutRender::GlutRender() { }
void GlutRender::init(int* argc, char** argv,
int wid, int hei, const char* win_name)
{
glutInit(argc, argv);
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glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowSize(wid, hei);
glutCreateWindow(win_name);
glutDisplayFunc(display_handle);
glutReshapeFunc(reshape_handle);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Background color
glClearDepth(1.0f); // Set background depth to farthest
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH); // Enable smooth shading
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void GlutRender::cleanup() {
}
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void GlutRender::add_mesh(Mesh* mesh) {
meshes.insert(mesh);
}
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void GlutRender::remove_mesh(Mesh* mesh) {
meshes.erase(mesh);
}
void GlutRender::run() {
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glutMainLoop();
}
void GlutRender::reshape(int wid, int hei) {
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if (hei == 0)
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hei = 1;
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GLfloat aspect = (GLfloat)wid / (GLfloat)hei;
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glViewport(0, 0, wid, hei);
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Enable perspective projection with fovy, aspect, zNear and zFar
gluPerspective(45.0f, aspect, 0.1f, 100.0f);
}
void GlutRender::display() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
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// Camera position and orientation
glLoadIdentity();
glTranslatef(0., 0., -6.);
std::default_random_engine rand_engine(time(NULL));
std::uniform_real_distribution<double> distribution;
auto rand_color = std::bind(distribution, rand_engine);
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for(Mesh* mesh: meshes) {
const Point& mesh_center = mesh->get_center();
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const std::vector<Point>& points = mesh->get_vertices();
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glBegin(GL_TRIANGLES);
for(const Face& face: mesh->get_faces()) {
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Point p0 = face.pt(0, points) + mesh_center,
p1 = face.pt(1, points) + mesh_center,
p2 = face.pt(2, points) + mesh_center;
glColor3f(rand_color(), rand_color(), rand_color());
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glVertex3f(p0[0], p0[1], p0[2]);
glVertex3f(p1[0], p1[1], p1[2]);
glVertex3f(p2[0], p2[1], p2[2]);
}
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glEnd();
}
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glutSwapBuffers();
}
void GlutRender::reshape_handle(int wid, int hei) {
get_instance().reshape(wid, hei);
}
void GlutRender::display_handle() {
get_instance().display();
}