#include #include #include #include "glfww.h" #include typedef struct { double x; double y; double z; } cord; typedef struct { int roll; //x axis int pitch; //y axis int yaw; //z axis } rot; typedef struct { float opacity; } opts; typedef struct { cord loc; rot rot; int uid; int id; opts opts; } point; double binominal(int n, int k){ if(n==k) return 1.0; double v = 1.0; for(int i = 1; i<=k; i++){ v=v*((float)(n+1-i)/i); } return v; } int ma = 4; void mul_matr(double a[][ma],double b[][ma], double res[][ma]){ for(int i = 0; i=0) glfw_circle_partial(b,nearbyint(bx),nearbyint(by),/*(0>=aaa?1:*/1/*)*/); //glfw_pixel_partial(b,round(bx),round(by)); } glEnd(); } cord* basier3d(double*xx,double*yy,double*zz,int n){ cord* pa = malloc(sizeof(*pa)*(3000)); //double xx[5] = {5.0,5.0,50.0,5.0,5.0}; //double yy[5] = {5.0,5.0,5.0,5.0,10.0}; //double zz[5] = {10.0,5.0,5.0,5.0,5.0}; //int n = 5-1; n-=1; for(int iy = 0; iy<=100;iy+=1){ double t = 0.01*iy; double bcx = 0; double bcy = 0; double bcz = 0; for(int i = 0; i <=n;i++){ double pp = binominal(n,i) * pow((1 - t),(n - i)) * pow(t,i); bcx += pp * xx[i]; bcy += pp * yy[i]; bcz += pp * zz[i]; //if(ii==3){ // printf("pp: %f bi : %f p1 : %f p2 : %f| %f, %f, %f\n",pp,binominal(n,i),bcx,bcy,bcz,pow((1-t),(n-i)),pow(t,i)); //} } //int ii = floor(100*(double)(t/1.0)); //printf("%i\n",iy); pa[iy].x = bcx; pa[iy].y = bcy; pa[iy].z = bcz; //printf("(%f,%f,%f)\n",bcx,bcy,bcz); } //bw b = sdl_init(); /*for(int i = 0; i!=100; i ++){ SDL_SetRenderDrawColor(b.r,0,255-255*(pa[i].z/100),0,255); SDL_RenderDrawPoint(b.r,pa[i].x,pa[i].y); sdl_circle(b,round(pa[i].x),round(pa[i].y),round(100-pa[i].z)); //printf("%i : (%f,%f,%f)\n",i,pa[i].x,pa[i].y,(100-pa[i].z)); }*/ //perspective_proj(b,pa,100); //sdl_loop(b); return pa; } void join_cords(cord* a, cord* b, int a_len, int b_len){ a = realloc(a,sizeof(*a)*(a_len+b_len+2)); for(int i = 0; i<=a_len+b_len; i++){ a[a_len+i] = b[i]; } } int main(){ double xx[5] = {5.0,5.0,5.0}; double yy[5] = {5.0,100.0,200.0}; double zz[5] = {95.0,95.0,95.0}; cord* a = basier3d(xx,yy,zz,3); double xx2[5] = {200.0,200.0,200.0}; double yy2[5] = {5.0,100.0,200.0}; double zz2[5] = {95.0,95.0,95.0}; cord* b = basier3d(xx2,yy2,zz2,3); double xx3[5] = {5.0,100.0,200.0}; double yy3[5] = {5.0,5.0,5.0}; double zz3[5] = {95.0,95.0,95.0}; cord* c = basier3d(xx3,yy3,zz3,3); double xx4[5] = {5.0,100.0,200.0}; double yy4[5] = {200.0,200.0,200.0}; double zz4[5] = {95.0,95.0,95.0}; cord* d = basier3d(xx4,yy4,zz4,3); double xx5[5] = {5.0,100.0,200.0}; double yy5[5] = {200.0,200.0,200.0}; double zz5[5] = {150.0,150.0,150.0}; cord* e = basier3d(xx5,yy5,zz5,3); double xx6[5] = {5.0,100.0,200.0}; double yy6[5] = {5.0,5.0,5.0}; double zz6[5] = {150.0,150.0,150.0}; cord* f = basier3d(xx6,yy6,zz6,3); double xx7[5] = {200.0,200.0,200.0}; double yy7[5] = {5.0,100.0,200.0}; double zz7[5] = {150.0,150.0,150.0}; cord* g = basier3d(xx7,yy7,zz7,3); double xx8[5] = {5.0,5.0,5.0}; double yy8[5] = {5.0,100.0,200.0}; double zz8[5] = {150.0,150.0,150.0}; cord* h = basier3d(xx8,yy8,zz8,3); join_cords(a,b,100,100); join_cords(a,c,200,100); join_cords(a,d,300,100); join_cords(a,e,400,100); join_cords(a,f,500,100); join_cords(a,g,600,100); join_cords(a,h,700,100); GLFWwindow* w = glfw_init(); for(double rr = 0.01;rr<=20;rr+=0.01){ double p1 = 0; double p2 = rr; double p3 = 0; double p4 = -100; double p5 = 0; double p6 = rr*100*0; perspective_proj(w,a,800,p1,p2,p3,p4,p5,p6); //perspective_proj(w,b,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,c,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,d,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,e,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,f,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,g,100,p1,p2,p3,p4,p5,p6); //perspective_proj(w,h,100,p1,p2,p3,p4,p5,p6); glfw_load(w); usleep(500); glfw_clear(w); if(glfwWindowShouldClose(w))break; } free(a); free(b); free(c); free(d); glfwDestroyWindow(w); win_clean(); return 0; }