/* recursive subdivision of a tetrahedron to form 3D Sierpinski gasket */ /* number of recursive steps given on command line */ #include #include /* initial tetrahedron */ GLfloat v[4][3]={{0.0, 0.0, 1.0}, {0.0, 0.942809, -0.33333}, {-0.816497, -0.471405, -0.333333}, {0.816497, -0.471405, -0.333333}}; GLfloat colors[4][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, 0.0}}; int n; void triangle(GLfloat *va, GLfloat *vb, GLfloat *vc) { glVertex3fv(va); glVertex3fv(vb); glVertex3fv(vc); } void tetra(GLfloat *a, GLfloat *b, GLfloat *c, GLfloat *d) { glColor3fv(colors[0]); triangle(a, b, c); glColor3fv(colors[1]); triangle(a, c, d); glColor3fv(colors[2]); triangle(a, d, b); glColor3fv(colors[3]); triangle(b, d, c); } void divide_tetra(GLfloat *a, GLfloat *b, GLfloat *c, GLfloat *d, int m) { GLfloat mid[6][3]; int j; if(m>0) { /* compute six midpoints */ for(j=0; j<3; j++) mid[0][j]=(a[j]+b[j])/2; for(j=0; j<3; j++) mid[1][j]=(a[j]+c[j])/2; for(j=0; j<3; j++) mid[2][j]=(a[j]+d[j])/2; for(j=0; j<3; j++) mid[3][j]=(b[j]+c[j])/2; for(j=0; j<3; j++) mid[4][j]=(c[j]+d[j])/2; for(j=0; j<3; j++) mid[5][j]=(b[j]+d[j])/2; /* create 4 tetrahedrons by subdivision */ divide_tetra(a, mid[0], mid[1], mid[2], m-1); divide_tetra(mid[0], b, mid[3], mid[5], m-1); divide_tetra(mid[1], mid[3], c, mid[4], m-1); divide_tetra(mid[2], mid[4], d, mid[5], m-1); } else(tetra(a,b,c,d)); /* draw tetrahedron at end of recursion */ } void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBegin(GL_TRIANGLES); divide_tetra(v[0], v[1], v[2], v[3], n); glEnd(); glFlush(); } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); glutPostRedisplay(); } int main(int argc, char **argv) { n=4; /* or enter number of subdivision steps here */ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("3D Gasket"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glEnable(GL_DEPTH_TEST); glClearColor (1.0, 1.0, 1.0, 1.0); glutMainLoop(); }