diff options
| author | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-01 18:03:10 +0200 |
|---|---|---|
| committer | Albrecht Schlosser <albrechts.fltk@online.de> | 2020-07-06 20:28:20 +0200 |
| commit | f09e17c3c564e8310125a10c03397cbf473ff643 (patch) | |
| tree | 8d0fd4a28e3686c33aaa140d07ddba26ab28bdc2 /test/fractals.cxx | |
| parent | b0e0c355edaa2e23148cb0260ada907aec930f05 (diff) | |
Remove $Id$ tags, update URL's, and more
- remove obsolete svn '$Id$' tags from all source files
- update .fl files and generated files accordingly
- replace 'http://www.fltk.org' URL's with 'https://...'
- replace bug report URL 'str.php' with 'bugs.php'
- remove trailing whitespace
- fix other whitespace errors flagged by Git
- add and/or fix missing or wrong standard headers
- convert tabs to spaces in all source files
The only relevant code changes are in the fluid/ folder where
some .fl files and other source files were used to generate
the '$Id' headers and footers.
Diffstat (limited to 'test/fractals.cxx')
| -rw-r--r-- | test/fractals.cxx | 72 |
1 files changed, 33 insertions, 39 deletions
diff --git a/test/fractals.cxx b/test/fractals.cxx index 435ede1b6..da6dec60e 100644 --- a/test/fractals.cxx +++ b/test/fractals.cxx @@ -1,6 +1,4 @@ // -// "$Id$" -// // Fractal drawing demo for the Fast Light Tool Kit (FLTK). // // This is a GLUT demo program, with modifications to @@ -13,11 +11,11 @@ // the file "COPYING" which should have been included with this file. If this // file is missing or damaged, see the license at: // -// http://www.fltk.org/COPYING.php +// https://www.fltk.org/COPYING.php // -// Please report all bugs and problems on the following page: +// Please see the following page on how to report bugs and issues: // -// http://www.fltk.org/str.php +// https://www.fltk.org/bugs.php // #include <config.h> @@ -34,10 +32,10 @@ int main(int, char**) { * * Usage: fractals * - * Homework 6, Part 2: fractal mountains and fractal trees + * Homework 6, Part 2: fractal mountains and fractal trees * (Pretty Late) * - * Draws fractal mountains and trees -- and an island of mountains in water + * Draws fractal mountains and trees -- and an island of mountains in water * (I tried having trees on the island but it didn't work too well.) * * Two viewer modes: polar and flying (both restrained to y>0 for up vector). @@ -75,7 +73,7 @@ int main(int, char**) { # define srand48(x) (srand((x))) #endif -typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF, +typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF, MOUNTAIN_MAT, WATER_MAT, LEAF_MAT, TREE_MAT, STEMANDLEAVES, AXES } DisplayLists; @@ -83,9 +81,9 @@ typedef enum { NOTALLOWED, MOUNTAIN, TREE, ISLAND, BIGMTN, STEM, LEAF, int Rebuild = 1, /* Rebuild display list in next display? */ fractal = TREE, /* What fractal are we building */ - Level = 4; /* levels of recursion for fractals */ + Level = 4; /* levels of recursion for fractals */ -int DrawAxes = 0; +int DrawAxes = 0; /***************************************************************/ /************************* VECTOR JUNK *************************/ @@ -97,7 +95,7 @@ void printvert(float v[3]) fprintf(stderr, "(%f, %f, %f)\n", v[0], v[1], v[2]); } -#if 0 // removed for FL, it is in fracviewer.c +#if 0 // removed for FL, it is in fracviewer.c /* normalizes v */ void normalize(GLfloat v[3]) { @@ -140,7 +138,7 @@ float xzlength(float v1[3], float v2[3]) float xzslope(float v1[3], float v2[3]) { return ((v1[0] != v2[0]) ? ((v1[2] - v2[2]) / (v1[0] - v2[0])) - : FLT_MAX); + : FLT_MAX); } @@ -149,14 +147,14 @@ float xzslope(float v1[3], float v2[3]) /***************************************************************/ GLfloat DispFactor[MAXLEVEL]; /* Array of what to multiply random number - by for a given level to get midpoint - displacement */ + by for a given level to get midpoint + displacement */ GLfloat DispBias[MAXLEVEL]; /* Array of what to add to random number - before multiplying it by DispFactor */ + before multiplying it by DispFactor */ #define NUMRANDS 191 float RandTable[NUMRANDS]; /* hash table of random numbers so we can - raise the same midpoints by the same amount */ + raise the same midpoints by the same amount */ /* The following are for permitting an edge of a moutain to be */ /* pegged so it won't be displaced up or down. This makes it */ @@ -164,7 +162,7 @@ float RandTable[NUMRANDS]; /* hash table of random numbers so we can GLfloat Verts[3][3], /* Vertices of outside edges of mountain */ Slopes[3]; /* Slopes between these outside edges */ -int Pegged[3]; /* Is this edge pegged or not */ +int Pegged[3]; /* Is this edge pegged or not */ /* * Comes up with a new table of random numbers [0,1) @@ -180,14 +178,14 @@ void InitRandTable(unsigned int seed) /* calculate midpoint and displace it if required */ void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3], - int edge, int level) + int edge, int level) { unsigned hash; mid[0] = (v1[0] + v2[0]) / 2; mid[1] = (v1[1] + v2[1]) / 2; mid[2] = (v1[2] + v2[2]) / 2; - if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid) + if (!Pegged[edge] || (fabs(xzslope(Verts[edge], mid) - Slopes[edge]) > 0.00001)) { srand48((int)((v1[0]+v2[0])*23344)); hash = unsigned(drand48() * 7334334); @@ -198,9 +196,9 @@ void Midpoint(GLfloat mid[3], GLfloat v1[3], GLfloat v2[3], } /* - * Recursive moutain drawing routine -- from lecture with addition of + * Recursive moutain drawing routine -- from lecture with addition of * allowing an edge to be pegged. This function requires the above - * globals to be set, as well as the Level global for fractal level + * globals to be set, as well as the Level global for fractal level */ static float cutoff = -1; @@ -239,9 +237,9 @@ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], GLfloat fraction[8] = { 0.3, 0.3, 0.4, 0.2, 0.3, 0.2, 0.4, 0.4 }; GLfloat bias[8] = { 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1, 0.1 }; int i; - float avglen = (xzlength(v1, v2) + + float avglen = (xzlength(v1, v2) + xzlength(v2, v3) + - xzlength(v3, v1) / 3); + xzlength(v3, v1) / 3); for (i = 0; i < 3; i++) { Verts[0][i] = v1[i]; /* set mountain vertex globals */ @@ -254,15 +252,15 @@ void FractalMountain(GLfloat v1[3], GLfloat v2[3], GLfloat v3[3], Slopes[1] = xzslope(Verts[1], Verts[2]); Slopes[2] = xzslope(Verts[2], Verts[0]); - lengths[0] = avglen; - for (i = 1; i < Level; i++) { + lengths[0] = avglen; + for (i = 1; i < Level; i++) { lengths[i] = lengths[i-1]/2; /* compute edge length for each level */ } - for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */ + for (i = 0; i < Level; i++) { /* DispFactor and DispBias arrays */ DispFactor[i] = (lengths[i] * ((i <= 7) ? fraction[i] : fraction[7])); DispBias[i] = ((i <= 7) ? bias[i] : bias[7]); - } + } glBegin(GL_TRIANGLES); FMR(v1, v2, v3, 0); /* issues no GL but vertex calls */ @@ -301,7 +299,7 @@ long TreeSeed; /* for srand48 - remember so we can build "same tree" at a different level */ /* - * recursive tree drawing thing, fleshed out from class notes pseudocode + * recursive tree drawing thing, fleshed out from class notes pseudocode */ void FractalTree(int level, long level_seed) { @@ -318,7 +316,7 @@ void FractalTree(int level, long level_seed) glScalef(0.7, 0.7, 0.7); srand48(level_seed+1); - glPushMatrix(); + glPushMatrix(); glRotatef(110 + drand48()*40, 0, 1, 0); glRotatef(30 + drand48()*20, 0, 0, 1); FractalTree(level + 1, level_seed+4); @@ -412,7 +410,7 @@ void CreateTree(void) FractalTree(0, TreeSeed); glPopAttrib(); glPopMatrix(); - glEndList(); + glEndList(); } /* @@ -477,7 +475,7 @@ void CreateIsland(void) glPopMatrix(); glPopAttrib(); - glEndList(); + glEndList(); } @@ -565,7 +563,7 @@ void myGLInit(void) glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); - + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); @@ -590,7 +588,7 @@ void myGLInit(void) CreateTreeLists(); glFlush(); -} +} /***************************************************************/ /************************ GLUT STUFF ***************************/ @@ -792,7 +790,7 @@ int main(int argc, char** argv) g->end(); b = new Fl_Button(400,50,100,30,"New Fractal"); b->callback(handlemenu,(void*)MENU_RAND); - + b = new Fl_Button( 10,10,100,30,"Mountain"); b->callback(choosefract,(void*)MOUNTAIN); b = new Fl_Button(110,10,100,30,"Tree"); b->callback(choosefract,(void*)TREE); b = new Fl_Button(210,10,100,30,"Island"); b->callback(choosefract,(void*)ISLAND); @@ -817,7 +815,7 @@ int main(int argc, char** argv) NewFractals(); agvMakeAxesList(AXES); - myGLInit(); + myGLInit(); MenuInit(); glutMainLoop(); // you could use Fl::run() instead @@ -825,7 +823,3 @@ int main(int argc, char** argv) return 0; } #endif - -// -// End of "$Id$". -// |
