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void drawFaceNormals() | |
{ | |
glColor3f(0,0,1); // The colour we will be drawing is white (red = 1, green = 1, blue = 1). | |
vector<vec3> verts = trig.Vertices(); | |
vector<vec3> fnorms = trig.FaceNormals(); | |
vec3 fnorm, pos, from, to; | |
glBegin(GL_LINES); | |
for(int i = 0; i < fnorms.size(); i++){ | |
fnorm = 10.0f*fnorms[i]; | |
vec3 pos1 = verts[i*3]; | |
vec3 pos2 = verts[i*3+1]; | |
vec3 pos3 = verts[i*3+2]; | |
float mul = 1/2.0f; | |
vec3 center = mul*pos1 + mul*(pos2-pos1) + mul*(pos3 - mul*(pos2-pos1)); | |
from = vec3(mvp * vec4(center, 1.0f)); | |
to = vec3(mvp * vec4(center+fnorm, 1.0f)); | |
glVertex3f(from.x, from.y, from.z); | |
glVertex3f(to.x, to.y, to.z); | |
} | |
glEnd(); | |
} | |
void drawVertexNormals() | |
{ | |
vector<vec3> verts = trig.Vertices(); | |
vector<vec3> vnorms = trig.VertexNormals(); | |
vec3 vnorm, pos, from, to; | |
glColor3f(0,1,0); // The colour we will be drawing is white (red = 1, green = 1, blue = 1). | |
glBegin(GL_LINES); | |
for(int i = 0; i < vnorms.size(); i++){ | |
vnorm = 10.0f*vnorms[i]; | |
vec3 pos = verts[i]; | |
from = vec3(mvp * vec4(pos, 1.0f)); | |
to = vec3(mvp* vec4(pos+vnorm, 1.0f)); | |
glVertex3f(from.x, from.y, from.z); | |
glVertex3f(to.x, to.y, to.z); | |
} | |
glEnd(); | |
} |
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