Thursday, 26 May 2016

7. Program, using OpenGL functions, to draw a simple shaded scene consisting of a tea pot on a table. Define suitably the position and properties of the light source along with the properties of the properties of the surfaces of the solid object used in the scene.

Description:

Lighting and shading play a very prominent role in the field of image formation process, there are various graphics shading models supported by openGL. In this program the programmer should develop a simple
Scene consisting of table and a teapot and demonstrate the different effects of lighting and shading.

Program:

#include<GL/glut.h>
void displaySolid(void)
{
            glClearColor(0.5,0.5,0.1,0.0);
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            glOrtho(-100,100,-100,100,-100,100);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            //set properties of the surface material
            GLfloat mat_ambient[]={0.0f,1.0f,1.0f,1.0f};
            GLfloat mat_diffuse[]={1.0f,0.5f,1.0f,1.0f};
            GLfloat mat_specular[]={0.5f,0.5f,1.0f,1.0f};
            GLfloat mat_shininess[]={25.0f};
            glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mat_ambient);
            glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse);
            glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular);
            glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,mat_shininess);

            //set the light source properties
            GLfloat lightIntensity[]={1.0f,0.7f,0.7f,1.0f};
            GLfloat light_position[]={25.0f,50.0f,50.0f,1.0f};
            glLightfv(GL_LIGHT0, GL_POSITION,light_position);
            glLightfv(GL_LIGHT0,GL_DIFFUSE,lightIntensity);

            glPushMatrix();
            glTranslated(0,30,0);
            glRotatef(35,1,0.5,0);
            //glScaled(1,8,1);
            glutSolidTeapot(10);
            //glutWireTeapot(10);
            glPopMatrix();
           
            GLfloat mat_ambient1[]={1.0f,0.0f,0.0f,1.0f};
            GLfloat mat_diffuse1[]={1.0f,1.0f,0.0f,1.0f};
            GLfloat mat_specular1[]={1.0f,1.0f,0.5f,1.0f};
            GLfloat mat_shininess1[]={25.0f};
            glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,mat_ambient1);
            glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,mat_diffuse1);
            glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,mat_specular1);
            glMaterialfv(GL_FRONT_AND_BACK,GL_SHININESS,mat_shininess1);

            //set the light source properties
            GLfloat lightIntensity1[]={0.5f,0.5f,0.5f,1.0f};
            GLfloat light_position1[]={25.0f,50.0f,50.0f,1.0f};
            glLightfv(GL_LIGHT0, GL_POSITION,light_position1);
            glLightfv(GL_LIGHT0,GL_DIFFUSE,lightIntensity1);
            //top surface
            glPushMatrix();
            glTranslated(0,20,0);
            glRotatef(-80,1,0.5,0.8);
            //glRotatef(,0,0,1);
            glScalef(1.5,1.5,0.1);
            glutSolidCube(50);
            glPopMatrix();

            //First Leg
            glPushMatrix();
            glTranslated(-45,-10,-5);
            glRotatef(45,0,1,0);
            glScalef(0.4,5.5,0.4);
            glutSolidCube(10);
            glPopMatrix();

            //Second Leg
            glPushMatrix();
            glTranslated(-10,-25,5);
            glRotatef(45,0,1,0);
            glScalef(0.4,4.5,0.4);
            glutSolidCube(10);
            glPopMatrix();

            //Third Leg
            glPushMatrix();
            glTranslated(45,-5,-10);
            glRotatef(45,0,1,0);
            glScaled(0.4,5.5,0.4);
            glutSolidCube(10);
            glPopMatrix();

            //Fourth Leg
            glPushMatrix();
            glTranslated(10,5,-35);
            glRotatef(45,0,1,0);
            glScalef(0.4,6,0.4);
            glutSolidCube(10);
            glPopMatrix();

            glFlush();
}

void main(int argc, char *argv[])
{
            glutInit(&argc,argv);
            glutInitWindowSize(600,600);
            glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
            glutInitWindowPosition(10,10);
            glutInitWindowSize(500,500);
            glutCreateWindow("Simple shaded scene consisting of a tea pot on a table");
            glutDisplayFunc(displaySolid);
            glEnable(GL_LIGHTING); // enable Lighting
            glEnable(GL_LIGHT0);  // enable the light source
            glShadeModel(GL_SMOOTH); // set the shading model GL_FLAT or GL_SMOOTH
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_NORMALIZE);
            glutMainLoop();

}

Thursday, 5 May 2016

8. Program to draw a color cube and allow the user to move the camera suitably to experiment with perspective viewing. Use OpenGL functions.

Description:

Perspective in the graphic arts is an approximate representation, on a flat surface, of an image as it is seen by the eye. The two most characteristic features of perspective are that objects are smaller as their distance from the observer increases and the objects appear larger as the viewer is very close to the object. The main objective of this program is to implement the concept of perspective viewing with the help of cube.
Program:
#include<stdio.h>
#include<stdlib.h>
#include<GL/glut.h>
GLfloat v[8][3]={{-100,-100,100},{100,-100,100},{100,100,100},{-100,100,100},{-100,-100,-100}, {100,-100,-100},{100,100,-100},{-100,100,-100}};
GLfloat viewer[3]={ 0.0,0.0,500};

void drawcube(GLfloat *,GLfloat *,GLfloat *,GLfloat *);

void keys(unsigned char k,int x,int y)
{
            if(k=='x') viewer[0]-=10.0;
            if(k=='X')  viewer[0]+=10.0;
            if(k=='y') viewer[1]+=10.0;
            if(k=='Y') viewer[1]-=10.0;
            if(k=='z') viewer[2]+=10.0;
            if(k=='Z') viewer[2]-=10.0;
            glutPostRedisplay();
}

void display()
{
            glClearColor(0.0,0.0,0.0,0.0);
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            glFrustum(-200,200,-200,200,200,800);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            gluLookAt(viewer[0],viewer[1],viewer[2],0,0,0,1,0,0);        
            glColor3f(1.0,0.6,0.3);
            drawcube(v[0],v[1],v[2],v[3]);
            glColor3f(1.0,0.7,0.3);
            drawcube(v[1],v[5],v[6],v[2]);
            glColor3f(1.0,0.0,0.0);
            drawcube(v[3],v[2],v[6],v[7]);
            glColor3f(0.0,1.0,0.0);
            drawcube(v[4],v[5],v[1],v[0]);
            glColor3f(0.0,0.0,1.0);
            drawcube(v[7],v[6],v[5],v[4]);
            glColor3f(1.0,1.0,0.3);
            drawcube(v[3],v[7],v[4],v[0]);
            glFlush();
}

void drawcube(GLfloat *a,GLfloat *b,GLfloat *c,GLfloat *d)
{
            glBegin(GL_POLYGON);
                        //glColor3f(1.0,0.2,0.5);
                        glVertex3fv(a);
                        //glColor3f(0.9,0.1,0.8);
                        glVertex3fv(b);
                        //glColor3f(1.0,1.0,1.0);
                        glVertex3fv(c);
                        //glColor3f(0.7,0.8,0.6);
                        glVertex3fv(d);
            glEnd();
}

void main(int argc, char *argv[])
{
            glutInit(&argc,argv);
            glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB|GLUT_DEPTH);
            glutInitWindowPosition(10,10);
            glutInitWindowSize(500,500);
            glutCreateWindow("Perspective View");
            glutDisplayFunc(display);
            glEnable(GL_DEPTH_TEST);
            glutKeyboardFunc(keys);  // Enable the keyboard function
            glutMainLoop();

}

Wednesday, 27 April 2016

9. Program to fill any given polygon using scan-line area filling algorithm. (Use appropriate data structures.)

Description:
Scan Line Algorithm
This algorithm works by intersecting scanline with polygon edges and fills the polygon between pairs of intersections. The following steps depict how this algorithm works.
Step 1 − Find out the Ymin and Ymax from the given polygon.
Step 2 − ScanLine intersects with each edge of the polygon from Ymin to Ymax. Name each intersection point of the polygon. As per the figure shown above, they are named as p0, p1, p2, p3.
Step 3 − Sort the intersection point in the increasing order of X coordinate i.e. (p0, p1), (p1, p2), and (p2,p3).
Step 4 − Fill all those pair of coordinates that are inside polygons and ignore the alternate pairs.
The main objective of this program is to implement the scan line fill algorithm.
Solution 1:

#include<stdio.h>
#include<stdlib.h>
#include<GL/glut.h>

float x1,x2,x3,x4,y1,y2,y3,y4;

void edgedetect(float x1, float y1, float x2, float y2, int *le, int *re)
{
            float mx,x,temp;
            int i;
            if((y2-y1)<0)
            {
                        temp=y1;
                        y1=y2;
                        y2=temp;
                        temp=x1;
                        x1=x2;
                        x2=temp;
            }
            if((y2-y1)!=0)
                        mx=(x2-x1)/(y2-y1);
            else
                        mx=x2-x1;
            x=x1;
            for(i=y1;i<=y2;i++)
            {
                        if(x<(float)le[i])
                                    le[i]=(int)x;
                        if(x>(float)re[i])
                                    re[i]=(int)x;
                        x+=mx;
            }
}

void draw_pixel(int x, int y)
{
            glBegin(GL_POINTS);
            glVertex2i(x,y);
            glEnd();
            glFlush();
}


void scanfill(float x1, float y1, float x2, float y2,float x3,float y3, float x4, float y4)
{
            int le[500],re[500];
            int i,j;
            for(i=0;i<500;i++)
            {
                        le[i]=500;
                        re[i]=0;
            }
            edgedetect(x1,y1,x2,y2,le,re);
            edgedetect(x2,y2,x3,y3,le,re);
            edgedetect(x3,y3,x4,y4,le,re);
            edgedetect(x4,y4,x1,y1,le,re);
            for(j=0;j<500;j++)
            {
                        if(le[j]<=re[j])
                                    for(i=(int)le[j];i<=(int)re[j];i++)
                                                draw_pixel(i,j);
            }
}

void display()
{
            glClearColor(1.0,1.0,1.0,1.0);
            glClear(GL_COLOR_BUFFER_BIT);
            glPointSize(1.0);
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluOrtho2D(0.0,499.0,0.0,499.0);
            glMatrixMode(GL_MODELVIEW);
            glLoadIdentity();
            glColor3f(1.0,0.0,0.0);
            glBegin(GL_LINE_LOOP);
                        glVertex2f(x1,y1);
                        glVertex2f(x2,y2);
                        glVertex2f(x3,y3);
                        glVertex2f(x4,y4);
            glEnd();
            scanfill(x1,y1,x2,y2,x3,y3,x4,y4);
}

void main(int argc, char **argv)
{
            printf("Enter the verices of Polygon\n");
            printf("Enter x1,y1,x2,y2,x3,y3,x4,y4:\n");
            scanf("%f%f%f%f%f%f%f%f",&x1,&y1,&x2,&y2,&x3,&y3, &x4,&y4);
            glutInit(&argc,argv);
            glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
            glutInitWindowPosition(10,10);
            glutInitWindowSize(500,500);
            glutCreateWindow("Filling a Polygon using Scan-line Algorithm");
            glutDisplayFunc(display);
            glutMainLoop();
}


Solution 2:

#include<stdio.h>
#include<stdlib.h>
#include<GL/glut.h>

#define WINDOW_HEIGHT 500

/*The edge data structure*/
typedef struct tEdge
{
            int yUpper;
            float xIntersect, dxPerScan;
            struct tEdge * next;
} Edge;

typedef struct tPoint
{
            int x;
            int y;
} Point;

int n;
Point v[60];

/* Inserts edge into list in order of increasing xIntersect field. */
void insertEdge (Edge * list, Edge * edge)
{
            Edge * p, * q = list;
            p = q->next;
            while (p != NULL)
            {
                        if (edge->xIntersect < p->xIntersect)
                                    p = NULL;
                        else
                        {
                                    q = p;
                                    p = p->next;
                        }
            }
            edge->next = q->next;
            q->next = edge;
}

/* Store lower-y coordinate and inverse slope for each edge. Adjust and store upper-y coordinate for edges that are the lower member
of a monotically increasing or decreasing pair of edges */

void makeEdgeRec(Point lower, Point upper, int yComp, Edge * edge, Edge * edges[])
{
//Edge *q;
            edge->dxPerScan =(float) (upper.x - lower.x) / (upper.y - lower.y);
            edge->xIntersect = lower.x;
            if (upper.y < yComp)
                        edge->yUpper = upper.y - 1;
            else
                        edge->yUpper = upper.y;
            insertEdge (edges[lower.y], edge);
/*checking the values inserted into edge records uncomment if you want to check
q=edges[lower.y]->next;
while(q!=NULL)
{
printf("xi=%f\n",q->xIntersect);
q=q->next;
}*/
}

/* For an index, return y-coordinate of next nonhorizontal line */
int yNext (int k, int n, Point * v)
{
            int j;
            if ((k+1) > (n-1))
                        j = 0;
            else
                        j = k + 1;
            while (v[k].y == v[j].y)
                        if ((j+1) > (n-1))
                                    j = 0;
                        else
                                    j++;
            return (v[j].y);
}

void buildEdgeList (int n, Point * v, Edge * edges[])
{
            Edge * edge;
            Point v1, v2;
            int i, yPrev = v[n - 2].y;
            v1.x = v[n-1].x; v1.y = v[n-1].y;
            for (i=0; i<n; i++)
            {
                        v2 = v[i];
                        if (v1.y != v2.y)
                        { /* nonhorizontal line */
                                    edge = (Edge *) malloc (sizeof (Edge));
                                    if (v1.y < v2.y) /* up-going edge */
                                                makeEdgeRec (v1, v2, yNext (i, n, v), edge, edges);
                                    else /* down-going edge */
                                                makeEdgeRec (v2, v1, yPrev, edge, edges);
                        }
                        yPrev = v1.y;
                        v1 = v2;
            }
}

void buildActiveList (int scan, Edge * active, Edge * edges[])
{
            Edge * p, * q;
            p = edges[scan]->next;
            while (p)
            {
                        q = p->next;
                        insertEdge (active, p);
                        p = q;
            }
}

void fillScan (int scan, Edge * active)
{
            Edge * p1, * p2;
            int i;
            p1 = active->next;
            while (p1)
            {
                        p2 = p1->next;
                        glColor3f(0.0,1.0,0.0);
                        glBegin(GL_POINTS);
                        for (i=p1->xIntersect; i<p2->xIntersect; i++)
                                    glVertex2i((int) i, scan);
                        glEnd();
                        p1 = p2->next;
            }
}

void deleteAfter (Edge * q)
{
            Edge * p = q->next;
            q->next = p->next;
            free (p);
}




/* Delete completed edges. Update 'xIntersect' field for others */
void updateActiveList (int scan, Edge * active)
{
            Edge * q = active, * p = active->next;
            while (p)
            if (scan >= p->yUpper)
            {
                        p = p->next;
                        deleteAfter (q);
            }
            else
            {
                        p->xIntersect = p->xIntersect +
                        p->dxPerScan;/*x=x+1/m*/
                        q = p;
                        p = p->next;
            }
}

void resortActiveList (Edge * active)
{
            Edge * q, * p = active->next;
            active->next = NULL;
            while (p)
            {
                        q = p->next;
                        insertEdge (active, p);
                        p = q;
            }
}

void scanFill (int n, Point * v)
{
            Edge * edges[WINDOW_HEIGHT], * active;
            int i, scan;
            for (i=0; i<WINDOW_HEIGHT; i++)
            {
                        edges[i] = (Edge *) malloc (sizeof (Edge));
                        edges[i]->next = NULL;
            }
            buildEdgeList (n, v, edges);
            active = (Edge *) malloc (sizeof (Edge));
            active->next = NULL;
            for (scan=0; scan<WINDOW_HEIGHT; scan++)
            {
                        buildActiveList (scan, active, edges);
                        if (active->next)
                        {
                                    fillScan (scan, active);
                                    updateActiveList (scan, active);
                                    resortActiveList (active);
                        }
            }
/* Free edge records that have been malloc'ed ... */
            free(active);
}


void display()
{
            int i;
            glClear(GL_COLOR_BUFFER_BIT);
            glColor3f(0.0,0.0,1.0);
            glBegin(GL_LINE_LOOP);
            for(i=0;i<n; i++)
            {
                        glVertex2i(v[i].x,v[i].y);
            }
            glEnd();
            scanFill(n,v);
            glFlush();
}

void myinit()
{
            glClearColor(0.0,0.0,0.0,1.0);
            glMatrixMode(GL_PROJECTION);
            glLoadIdentity();
            gluOrtho2D(0,499.0,0.0,499.0);
            glMatrixMode(GL_MODELVIEW);
}


void main(int argc, char **argv)
{
            int i;
            printf("Enter the no of points\n");
            scanf("%d",&n);
            printf("Enter the vertices\n");
            for(i=0;i<n; i++)
                        scanf("%d%d",&v[i].x,&v[i].y);
            glutInit(&argc,argv);
            glutInitDisplayMode(GLUT_SINGLE|GLUT_RGB);
            glutInitWindowPosition(0,0);
            glutInitWindowSize(500,500);
            glutCreateWindow("Scan Line Area Filling Algorithm");
            myinit();
            glutDisplayFunc(display);
            glutMainLoop();

}