miércoles, 27 de agosto de 2008
Ejemplo de entrada para tu Blog de RRII
jueves, 13 de diciembre de 2007
FINAL DE COMPUTACION GRAFICA
lunes, 22 de octubre de 2007
ALGORITMOS DE TRAZO DE LÍNEAS
Algoritmo DDA (Digital Differential Analyzer)
Es un algoritmo que se basa en el cálculo y la evaluación de un DeltaX ( X) y un DeltaY( Y). Por medio de las siguientes ecuaciones:
DeltaX = DeltaY / m DeltaY = m * DeltaX
Se efectúa un muestreo de la línea en intervalos unitarios en una coordenada y se determinan los valores enteros correspondientes más próximos a la trayectoria de la línea para la siguiente coordenada.
Algoritmo de Bresenham (Pendiente <>
Considerado uno de los algoritmos más efectivos para el trazo de líneas mediante rastreo. Emplea cálculos incrementales con valores enteros. La forma de determinar el siguiente pixel a iluminar en la generación de una línea, se describe a continuación: Se parte de un punto inicial P1(Xinicial,Yinicial). Luego se desplaza una columna (incrementando la posición en X) y se traza el pixel cuyo valor de Y de la línea de rastreo se aproxima más a la trayectoria de la línea.
REFERENCIA:
http://72.14.253.104/search?q=cache:nn__bPjg9W0J:agr115ues.iespana.es/guialineasrectas.doc+algoritmo+de+bresenham&hl=es&ct=clnk&cd=16&gl=mx
miércoles, 10 de octubre de 2007
martes, 9 de octubre de 2007
lunes, 17 de septiembre de 2007
Puerco Araña
//tronco
Push;
Cilindro (radio=2, largo=7);
Pop;
//cabeza
Push;
Translate(0,0,3.5);
Esfera (radio=2);
//trompa
Push;
Translatef(0,-0.5,1.75);
Cilindro (radio=0.5, largo=0.7);
Pop;
//orejas
Push;
Rotate(-90,0,1,0);
Rotate(-45,1,0,0);
Translate(0.0f,0.3f,2.0f);
Cono(radio=0.5,altura=1);
Pop:
Push;
Rotate(90,0,1,0);
Rotate(-45,1,0,0);
Translate(0.0f,0.3f,2.0f);
Cono(radio=0.5,altura=1);
Pop;
//ojos
Push;
Translate(-1,0.6,2);
Esfera(radio=0.5);
Pop:
Push;
Translate(1,0.6,2);
Esfera(radio=0.5);
Pop;
Pop;
//cola
Push;
Translate(0.0f,1.2f,-
Rotate(40,1,0,0);
Cilindro (radio= 0.2,largo=1);
Pop;
//Patas delanteras
Push;
Translate(-1.0f,-1.5f,0.0f);
Rotate(90,1,0,0);
Cilindro (Radio= 0.7,
Push;
Translatef(0.0f,0.0f,2.0f);
Cilindro (radio= 0.4,Largo=1);
Pop;
Pop;
Push;
Translate(1.0f,-1.5f,0.0f);
Rotate(90,1,0,0);
Cilindro (Radio= 0.7,
Push;
Translatef(0.0f,0.0f,2.0f);
Cilindro (radio= 0.4,Largo=1);
Pop;
Pop
//patas traseras
Push;
Translate(1.0f,-1.5f,-
Rotate(135,1,0,0);
Cilindro(radio= 0.7,largo=2.1213);
Push;
Translate(0.0f,-0.7f,2.5213f);
Rotate(-90,1,0,0);
Cilindror(radio= 0.4,largo=2.1142);
Pop;
Pop;
Push;
Translate(-1.0f,-1.5f,-
Rotate(135,1,0,0);
Cilindro(radio= 0.7,largo=2.1213);
Push;
Translate(0.0f,-0.7f,2.5213f);
Rotate(-90,1,0,0);
Cilindror(radio= 0.4,largo=2.1142);
Pop;
Pop;
Código en C++; //tiene funciones de teclado para mover y hacercar la imagen en 3d
#include "glut.h"
float angleX = 0.0f;
float angleY = 0.0f;
float angleZ = 0.0f;
float transZ = -10.0f;
int proOr=0;
float al,an,pro;
GLint venAncho=600;
GLint venAlto=600;
void puerco_araña();
void reshape(int width, int height);
void keyboard(unsigned char key, int x, int y);
int main(int argc, char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(20,20);
glutInitWindowSize( 600, 600);
glClearColor(0,0,0,0);
glEnable(GL_DEPTH_TEST);
glutCreateWindow("Puerco Araña");
glutDisplayFunc(puerco_araña);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutIdleFunc(puerco_araña);
glutMainLoop();
return 0;
}
void puerco_araña(void){
GLUquadricObj *qobj;
qobj = gluNewQuadric ();
gluQuadricDrawStyle(qobj,GLU_FILL);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if(proOr==1){
glRotatef(90,0,1,0);
glTranslatef(0,0,15);
}
else {
glMatrixMode(GL_PROJECTION);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
glTranslatef(0.0f, 0.0f, transZ);
glRotatef(angleX, 1.0f, 0.0f, 0.0f);
glRotatef(angleY, 0.0f, 1.0f, 0.0f);
glRotatef(angleZ, 0.0f, 0.0f, 1.0f);
glPushMatrix();
//tronco
glPushMatrix();
glTranslatef(0,0,-5.5f);
glColor3f(0.6f,0.0f,0.0f);
gluCylinder(qobj, 2, 2,7, 20, 20);
glPopMatrix();
//cabeza
glPushMatrix();
glTranslatef(0,0,3.5f);
glColor3f(0.0f,0.6f,0.2f);
glutSolidSphere(2,20,20);
//trompa
glPushMatrix();
glColor3f(0.6f,0.0f,0.0f);
glTranslatef(0.0f,-0.5f,1.75f);
gluCylinder(qobj, 0.5,0.5,0.75, 20, 20);
glPopMatrix();
//orejas
glPushMatrix();
glColor3f(0.0f,0.0f,0.9f);
glRotatef(-90,0,1,0);
glRotatef(-45,1,0,0);
glTranslatef(0.0f,0.3f,2.0f);
glutSolidCone (0.5, 1, 20, 20);
glPopMatrix();
glPushMatrix();
glColor3f(0.0f,0.0f,0.9f);
glRotatef(90,0,1,0);
glRotatef(-45,1,0,0);
glTranslatef(0.0f,0.3f,2.0f);
glutSolidCone (0.5, 1, 20, 20);
glPopMatrix();
//ojos
glPushMatrix();
glTranslatef(-1,0.6,2);
glColor3f(0.0f,0.9f,0.0f);
glutSolidSphere(0.5f,20,20);
glPopMatrix();
glPushMatrix();
glTranslatef(1,0.6,2);
glColor3f(0.0f,0.9f,0.0f);
glutSolidSphere(0.5f,20,20);
glPopMatrix();
glPopMatrix();
//cola
glPushMatrix();
glColor3f(0.6f,0.2f,0.9f);
glTranslatef(0.0f,1.2f,-6.2f);
glRotatef(40,1,0,0);
gluCylinder(qobj, 0.2,0.2,1,20,20);
glPopMatrix();
//patas delanteras
glPushMatrix();
glColor3f(0.6f,0.9f,0.2f);
glTranslatef(-1.0f,-1.5f,0.0f);
glRotatef(90,1,0,0);
gluCylinder(qobj, 0.7,0.7,2,20,20);
glPushMatrix();
glColor3f(0.0f,0.9f,0.9f);
glTranslatef(0.0f,0.0f,2.0f);
gluCylinder(qobj, 0.4,0.4,1,20,20);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glColor3f(0.6f,0.9f,0.2f);
glTranslatef(1.0f,-1.5f,0.0f);
glRotatef(90,1,0,0);
gluCylinder(qobj, 0.7,0.7,2,20,20);
glPushMatrix();
glColor3f(0.0f,0.9f,0.9f);
glTranslatef(0.0f,0.0f,2.0f);
gluCylinder(qobj, 0.4,0.4,1,20,20);
glPopMatrix();
glPopMatrix();
//patas traseras
glPushMatrix();
glColor3f(0.6f,0.9f,0.2f);
glTranslatef(1.0f,-1.5f,-4.0f);
glRotatef(135,1,0,0);
gluCylinder(qobj, 0.7,0.7,2.1213f,20,20);
glPushMatrix();
glColor3f(0.0f,0.1f,0.9f);
glTranslatef(0.0f,-0.7f,2.5213f);
glRotatef(-90,1,0,0);
gluCylinder(qobj, 0.4,0.4,2.1142,20,20);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glColor3f(0.6f,0.9f,0.2f);
glTranslatef(-1.0f,-1.5f,-4.0f);
glRotatef(135,1,0,0);
gluCylinder(qobj, 0.7,0.7,2.1213f,20,20);
glPushMatrix();
glColor3f(0.0f,0.1f,0.9f);
glTranslatef(0.0f,-0.7f,2.5213f);
glRotatef(-90,1,0,0);
gluCylinder(qobj, 0.4,0.4,2.1142,20,20);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
void reshape(int width, int height){
glViewport(0, 0, width, height);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if(proOr!=2)
glOrtho(-20, 20, -20, 20, -50, 50);
if(proOr==2)
gluPerspective(90, (GLfloat) width/(GLfloat) height,2.0, 70.0);
glMatrixMode (GL_MODELVIEW);
venAncho = width;
venAlto = height;
}
void keyboard(unsigned char key, int x, int y){
switch(key)
{
case 27:
exit(0);
case 'w':
angleX += 1.0f;
break;
case 'W':
angleX -= 1.0f;
break;
case 's':
angleZ += 1.0f;
break;
case 'S':
angleZ -= 1.0f;
break;
case 'a':
angleY += 1.0f;
break;
case 'A':
angleY -= 1.0f;
break;
case 'z':
transZ += 0.1f;
break;
case 'Z':
transZ -= 0.1f;
break;
case '1':
proOr=1;
break;
case '2':
proOr=0;
break;
case '3':
proOr=2;
break;
default:
break;
}
}