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LAB2.cpp
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LAB2.cpp
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#include <stdlib.h>
#include <GL/glut.h>
#include <math.h>
GLsizei winWidth = 600, winHeight = 600;
GLfloat xwcMin = 0.0, xwcMax = 225.0;
GLfloat ywcMin = 0.0, ywcMax = 225.0;
class wcPt2D
{
public: GLfloat x, y;
};
typedef GLfloat Matrix3x3 [3][3];
Matrix3x3 matComposite;
const GLdouble pi = 3.14159;
void init (void)
{
glClearColor (1.0, 1.0, 1.0, 0.0);
}
void matrix3x3SetIdentity (Matrix3x3 matIdent3x3)
{
GLint row, col;
for (row = 0; row < 3; row++)
for (col = 0; col < 3; col++)
matIdent3x3 [row][col] = (row == col);
}
void matrix3x3PreMultiply (Matrix3x3 m1, Matrix3x3 m2)
{
GLint row, col;
Matrix3x3 matTemp;
for (row = 0; row < 3; row++)
for (col = 0; col < 3 ; col++)
matTemp [row][col] = m1 [row][0] * m2 [0][col] + m1 [row][1] * m2 [1][col] + m1 [row][2] * m2 [2][col];
for (row = 0; row < 3; row++)
for (col = 0; col < 3; col++)
m2 [row][col] = matTemp [row][col];
}
void translate2D (GLfloat tx, GLfloat ty)
{
Matrix3x3 matTransl;
matrix3x3SetIdentity (matTransl);
matTransl [0][2] = tx;
matTransl [1][2] = ty;
matrix3x3PreMultiply (matTransl, matComposite);
}
void rotate2D (wcPt2D pivotPt, GLfloat theta)
{
Matrix3x3 matRot;
matrix3x3SetIdentity (matRot);
matRot [0][0] = cos (theta);
matRot [0][1] = -sin (theta);
matRot [0][2] = pivotPt.x * (1 - cos (theta)) + pivotPt.y * sin (theta);
matRot [1][0] = sin (theta);
matRot [1][1] = cos (theta);
matRot [1][2] = pivotPt.y * (1 - cos (theta)) - pivotPt.x * sin (theta);
matrix3x3PreMultiply (matRot, matComposite);
}
void scale2D (GLfloat sx, GLfloat sy, wcPt2D fixedPt)
{
Matrix3x3 matScale;
matrix3x3SetIdentity (matScale);
matScale [0][0] = sx;
matScale [0][2] = (1 - sx) * fixedPt.x;
matScale [1][1] = sy;
matScale [1][2] = (1 - sy) * fixedPt.y;
matrix3x3PreMultiply (matScale, matComposite);
}
void transformVerts2D (GLint nVerts, wcPt2D * verts)
{
GLint k;
GLfloat temp;
for (k = 0; k < nVerts; k++)
{
temp = matComposite [0][0] * verts [k].x + matComposite [0][1] * verts [k].y + matComposite [0][2];
verts [k].y = matComposite [1][0] * verts [k].x + matComposite [1][1] * verts [k].y + matComposite [1][2];
verts [k].x = temp;
}
}
void triangle (wcPt2D *verts)
{
GLint k;
glBegin (GL_TRIANGLES);
for (k = 0; k < 3; k++)
glVertex2f (verts [k].x, verts [k].y);
glEnd ( );
}
void displayFcn (void)
{
GLint nVerts = 3;
wcPt2D verts [3] = { {50.0, 25.0}, {150.0, 25.0}, {100.0, 100.0} };
wcPt2D centroidPt;
GLint k, xSum = 0, ySum = 0;
for (k = 0; k < nVerts; k++)
{
xSum += verts [k].x;
ySum += verts [k].y;
}
centroidPt.x = GLfloat (xSum) / GLfloat (nVerts);
centroidPt.y = GLfloat (ySum) / GLfloat (nVerts);
wcPt2D pivPt,fixedPt;
pivPt = centroidPt;
fixedPt = centroidPt;
GLfloat tx = 0.0, ty = 100.0;
GLfloat sx = 0.5, sy = 0.5;
GLdouble theta = pi/2.0;
glClear (GL_COLOR_BUFFER_BIT);
glColor3f (0.0, 0.0, 1.0);
triangle (verts);
matrix3x3SetIdentity (matComposite);
scale2D (sx, sy, fixedPt);
rotate2D (pivPt, theta);
translate2D (tx, ty);
transformVerts2D (nVerts, verts);
glColor3f (1.0, 0.0, 0.0);
triangle (verts);
glFlush ( );
}
void winReshapeFcn (GLint newWidth, GLint newHeight)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ( );
gluOrtho2D (xwcMin, xwcMax, ywcMin, ywcMax);
glClear (GL_COLOR_BUFFER_BIT);
}
int main (int argc, char ** argv)
{
glutInit (&argc, argv);
glutInitDisplayMode (GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition (50, 50);
glutInitWindowSize (winWidth, winHeight);
glutCreateWindow ("Geometric Transformation Sequence");
init ( );
glutDisplayFunc (displayFcn);
glutReshapeFunc (winReshapeFcn);
glutMainLoop ( );
return 0;
}