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2 未使用显示列表的代码

#define GLUT_DISABLE_ATEXIT_HACK 
#include <stdlib.h>
#include <string.h>
#include "stdio.h"
#include "math.h"
#include "GL/glut.h"
#if !defined(GLUT_WHEEL_UP)
#  define GLUT_WHEEL_UP   3
#  define GLUT_WHEEL_DOWN 4
#endif
//向量
struct GLvector
{
GLfloat fX;
GLfloat fY;
GLfloat fZ;     
};
//These tables are used so that everything can be done in little loops that you can look at all at once
// rather than in pages and pages of unrolled code.
//a2fVertexOffset lists the positions, relative to vertex0, of each of the 8 vertices of a cube      立方体8个顶点
//  立方体8个顶点
static const GLfloat a2fVertexOffset[8][3] =
{
{0.0, 0.0, 0.0},{1.0, 0.0, 0.0},{1.0, 1.0, 0.0},{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0},{1.0, 0.0, 1.0},{1.0, 1.0, 1.0},{0.0, 1.0, 1.0}
};
//a2iEdgeConnection lists the index of the endpoint vertices for each of the 12 edges of the cube    立方体12个边
static const GLint a2iEdgeConnection[12][2] = 
{
{0,1}, {1,2}, {2,3}, {3,0},
{4,5}, {5,6}, {6,7}, {7,4},
{0,4}, {1,5}, {2,6}, {3,7}
};
//a2fEdgeDirection lists the direction vector (vertex1-vertex0) for each edge in the cube    立方体 12个边的方向向量
static const GLfloat a2fEdgeDirection[12][3] =
{
{1.0, 0.0, 0.0},{0.0, 1.0, 0.0},{-1.0, 0.0, 0.0},{0.0, -1.0, 0.0},
{1.0, 0.0, 0.0},{0.0, 1.0, 0.0},{-1.0, 0.0, 0.0},{0.0, -1.0, 0.0},
{0.0, 0.0, 1.0},{0.0, 0.0, 1.0},{ 0.0, 0.0, 1.0},{0.0,  0.0, 1.0}
};
static const GLfloat afAmbientWhite [] = {0.25, 0.25, 0.25, 1.00};   // 周围 环绕 白
static const GLfloat afAmbientRed   [] = {0.25, 0.00, 0.00, 1.00};   // 周围 环绕 红
static const GLfloat afAmbientGreen [] = {0.00, 0.25, 0.00, 1.00};   // 周围 环绕 绿
static const GLfloat afAmbientBlue  [] = {0.00, 0.00, 0.25, 1.00};   // 周围 环绕 蓝
static const GLfloat afDiffuseWhite [] = {0.75, 0.75, 0.75, 1.00};   // 漫射 白
static const GLfloat afDiffuseRed   [] = {0.75, 0.00, 0.00, 1.00};   // 漫射 红
static const GLfloat afDiffuseGreen [] = {0.00, 0.75, 0.00, 1.00};   // 漫射 绿
static const GLfloat afDiffuseBlue  [] = {0.00, 0.00, 0.75, 1.00};   // 漫射 蓝
static const GLfloat afSpecularWhite[] = {1.00, 1.00, 1.00, 1.00};   // 反射 白
static const GLfloat afSpecularRed  [] = {1.00, 0.25, 0.25, 1.00};   // 反射 红
static const GLfloat afSpecularGreen[] = {0.25, 1.00, 0.25, 1.00};   // 反射 绿
static const GLfloat afSpecularBlue [] = {0.25, 0.25, 1.00, 1.00};   // 反射 蓝
GLenum    ePolygonMode = GL_FILL;
GLfloat   fTargetValue = 100.0;
GLfloat   fTime = 0.0;
GLvector  sSourcePoint[3];
GLboolean bLight = true;
void vIdle();
void vDrawScene(); 
void vResize(GLsizei, GLsizei);
void vKeyboard(unsigned char cKey, int iX, int iY);
void vSpecial(int iKey, int iX, int iY);
void spinDisplay();
void fYawDisplay(void);
void myMouseCall(int button, int state, int x ,int y);
GLvoid vPrintHelp();
GLvoid vMarchingCubes();
GLvoid vMarchCube1(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale);
GLvoid (*vMarchCube)(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale) = vMarchCube1;
//
#define NX 200 
#define NY 160
#define NZ 160
//
//#define NX 48 
//#define NY 62
//#define NZ 42
short int ***data;
GLfloat HoriRotate  = 90;
GLfloat VertiRotate = 0;
GLfloat  Xtranform=-90.0;
GLfloat  Ytranform= 80.0;
GLfloat  Ztranform=-10.0;
GLfloat ZoonAspect=140.0;
GLfloat ZoomScale=1.0;
short int themax = 0,themin = 255;
void main(int argc, char **argv) 
{ 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int i,j,k,c;
short int isolevel = 128;
FILE *fptr;
argc=2;
argv[1]="F:软件OpenGLmri.raw";
for (i=1;i<argc;i++) {
if (strcmp(argv[i],"-i") == 0)
isolevel = atof(argv[i+1]);
}
// Malloc the volumetric data, hardwired size!
data = (short int ***)malloc(NX*sizeof(short int **));
for (i=0;i<NX;i++)
data[i] = (short int **)malloc(NY*sizeof(short int *));
for (i=0;i<NX;i++)
for (j=0;j<NY;j++)
data[i][j] = (short int *)malloc(NZ*sizeof(short int));
// Open and read the raw data
fprintf(stderr,"Reading data ...n");
if ((fptr = fopen(argv[argc-1],"rb")) == NULL) {
fprintf(stderr,"File open failedn");
exit(-1);
}
for (k=0;k<NZ;k++) {
for (j=0;j<NY;j++) {
for (i=0;i<NX;i++) {
if ((c = fgetc(fptr)) == EOF) {
fprintf(stderr,"Unexpected end of filen");
exit(-1);
}
data[i][j][k] = c;
if (c > themax)
themax = c;
if (c < themin)
themin = c;
}
}
}
fclose(fptr);
fprintf(stderr,"Volumetric data range: %d -> %dn",themin,themax);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
GLfloat afPropertiesAmbient [] = {0.25, 0.25, 0.25, 1.00}; 
GLfloat afPropertiesDiffuse [] = {0.75, 0.75, 0.75, 1.00}; 
GLfloat afPropertiesSpecular[] = {1.00, 0.25, 0.25, 1.00}; 
GLsizei iWidth = 640.0; 
GLsizei iHeight = 480.0; 
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(iWidth, iHeight);
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
glutCreateWindow( "Marching Cubes" );
glutDisplayFunc( vDrawScene );
glutIdleFunc( vIdle );
glutReshapeFunc( vResize );
glutKeyboardFunc( vKeyboard );
glutSpecialFunc( vSpecial );
glutMouseFunc(myMouseCall);
glClearColor( 0.0, 0.0, 0.0, 1.0 ); 
glClearDepth( 1.0 ); 
glEnable(GL_DEPTH_TEST); 
glEnable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, ePolygonMode);
glLightfv( GL_LIGHT0, GL_AMBIENT,  afPropertiesAmbient); 
glLightfv( GL_LIGHT0, GL_DIFFUSE,  afPropertiesDiffuse); 
glLightfv( GL_LIGHT0, GL_SPECULAR, afPropertiesSpecular); 
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0); 
glEnable( GL_LIGHT0 ); 
// 材质颜色  ***里外 ***
glMaterialfv(GL_BACK,  GL_AMBIENT,   afAmbientRed); 
glMaterialfv(GL_BACK,  GL_DIFFUSE,   afDiffuseRed); 
glMaterialfv(GL_FRONT, GL_AMBIENT,   afAmbientWhite); 
glMaterialfv(GL_FRONT, GL_DIFFUSE,   afDiffuseWhite); 
glMaterialfv(GL_FRONT, GL_SPECULAR,  afSpecularWhite); 
glMaterialf( GL_FRONT, GL_SHININESS, 10.0); 
vResize(iWidth, iHeight); 
vPrintHelp();
glutMainLoop(); 
}
// 帮助内容
GLvoid vPrintHelp()
{
printf("Marching Cubes Rountines by Niu Kenan (niukenan@sina.com)nn");
}
// 窗口改变响应
void vResize( GLsizei iWidth, GLsizei iHeight ) 
{ 
GLfloat fAspect, fHalfWorldSize = (1.4142135623730950488016887242097/2); 
glViewport( 0, 0, iWidth, iHeight ); 
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if(iWidth <= iHeight)
{
fAspect = (GLfloat)iHeight / (GLfloat)iWidth;
glOrtho(-fHalfWorldSize*ZoonAspect, fHalfWorldSize*ZoonAspect, -fHalfWorldSize*fAspect*ZoonAspect,
fHalfWorldSize*fAspect*ZoonAspect, -10*fHalfWorldSize*ZoonAspect, 10*fHalfWorldSize*ZoonAspect);
}
else
{
fAspect = (GLfloat)iWidth / (GLfloat)iHeight; 
glOrtho(-fHalfWorldSize*fAspect*ZoonAspect, fHalfWorldSize*fAspect*ZoonAspect, -fHalfWorldSize*ZoonAspect,
fHalfWorldSize*ZoonAspect, -10*fHalfWorldSize*ZoonAspect, 10*fHalfWorldSize*ZoonAspect);
}
glMatrixMode( GL_MODELVIEW );
}
void spinDisplay(void)
{
HoriRotate = HoriRotate+10.0;
if (HoriRotate >360.0)
HoriRotate = HoriRotate -360.0;
glutPostRedisplay();
}
void fYawDisplay(void)
{
VertiRotate = VertiRotate+10.0;
if (VertiRotate >360.0)
VertiRotate = VertiRotate -360.0;
glutPostRedisplay();
}
// 鼠标响应
void myMouseCall(int button, int state, int x ,int y)
{
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
spinDisplay();
break;
case GLUT_RIGHT_BUTTON:
if(state == GLUT_DOWN)
fYawDisplay();
break;
case GLUT_WHEEL_UP:
ZoomScale=ZoomScale+0.05;
glutPostRedisplay();
break;
case GLUT_WHEEL_DOWN:
ZoomScale=ZoomScale-0.05;
glutPostRedisplay();
break;
default:
break;
}
}
// 键盘响应
void vKeyboard(unsigned char cKey, int iX, int iY)
{
switch(cKey)
{
case 'w' :
{
if(ePolygonMode == GL_LINE)
{
ePolygonMode = GL_FILL;
glutPostRedisplay();
}
else
{
ePolygonMode = GL_LINE;
glutPostRedisplay();
}
glPolygonMode(GL_FRONT_AND_BACK, ePolygonMode);
} break;
case 'l' :
{
if(bLight)
{
glDisable(GL_LIGHTING);//use vertex colors
glutPostRedisplay();
}
else
{
glEnable(GL_LIGHTING);//use lit material color
glutPostRedisplay();
}
bLight = !bLight;
};
}
}
//特殊键响应 上下左右 PaUP PaDn
void vSpecial(int iKey, int iX, int iY)
{
switch(iKey)
{
case GLUT_KEY_F1 :
{
ZoonAspect-=10;
glutReshapeFunc( vResize );
} break;
////////////////////////////////////////////
case GLUT_KEY_PAGE_UP :
{
if(fTargetValue<=themax-1)
{
fTargetValue=fTargetValue+1;
}
else
{
fTargetValue=themax;
}
glutPostRedisplay();
} break;
case GLUT_KEY_PAGE_DOWN :
{
if(fTargetValue>=themin+1)
{
fTargetValue=fTargetValue-1;
}
else
{
fTargetValue=themin;
}
glutPostRedisplay();
} break;
////////////////////////////////////////////////////////////////////////////
//***                     键盘 上下左右 控制               ***//
///////////////////////////////////////////////////////////////////////
case GLUT_KEY_UP :    // 上
{
Ytranform+=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_DOWN :   // 下
{
Ytranform-=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_LEFT :    // 左
{
Xtranform-=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_RIGHT :   //  右
{
Xtranform+=10.0;
glutPostRedisplay();
} break;
/////////////////////////////////////////////////////////////////////////
}
}
void vIdle()//   程序空闲时
{
// 重绘函数
//glutPostRedisplay();
}
void vDrawScene() // 绘制场景
{ 
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 
glPushMatrix(); 
glTranslatef(Xtranform, Ytranform, Ztranform); 
/*printf("%f,  %f,  %f n" ,Xtranform, Ytranform, Ztranform );
printf("%f,  %f n" ,VertiRotate, HoriRotate);*/
glRotatef(     HoriRotate, 1.0, 0.0, 0.0);
glRotatef(     0.0, 0.0, 1.0, 0.0);
glRotatef(     VertiRotate, 0.0, 0.0, 1.0);
glScaled(ZoomScale,ZoomScale,ZoomScale);
glPushAttrib(GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
/* glColor3f(1.0, 1.0, 1.0);
glutWireCube(100.0); */
glPopAttrib(); 
glBegin(GL_TRIANGLES);
vMarchingCubes();
glEnd();
glPopMatrix(); 
glutSwapBuffers(); 
}
//************************************************************************************************************************************************
/*                                                             Marching Cube 计算相关函数                                                       */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fGetOffset finds the approximate point of intersection of the surface
// between two points with the values fValue1 and fValue2
GLfloat fGetOffset(GLfloat fValue1, GLfloat fValue2, GLfloat fValueDesired)    
{
GLdouble fDelta = fValue2 - fValue1;
if(fDelta == 0.0)
{
return 0.5;
}
return (fValueDesired - fValue1)/fDelta;
}
// 根据 位置 以及 法向量 产生颜色    
GLvoid vGetColor(GLvector &rfColor, GLvector &rfPosition, GLvector &rfNormal)
{
GLfloat fX = rfNormal.fX;
GLfloat fY = rfNormal.fY;
GLfloat fZ = rfNormal.fZ;
rfColor.fX = (fX > 0.0 ? fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0);
rfColor.fY = (fY > 0.0 ? fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0);
rfColor.fZ = (fZ > 0.0 ? fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0);
}
//向量标准化
GLvoid vNormalizeVector(GLvector &rfVectorResult, GLvector &rfVectorSource)  
{
GLfloat fOldLength;
GLfloat fScale;
fOldLength = sqrtf( (rfVectorSource.fX * rfVectorSource.fX) +
(rfVectorSource.fY * rfVectorSource.fY) +
(rfVectorSource.fZ * rfVectorSource.fZ) );
if(fOldLength == 0.0)
{
rfVectorResult.fX = rfVectorSource.fX;
rfVectorResult.fY = rfVectorSource.fY;
rfVectorResult.fZ = rfVectorSource.fZ;
}
else
{
fScale = 1.0/fOldLength;
rfVectorResult.fX = rfVectorSource.fX*fScale;
rfVectorResult.fY = rfVectorSource.fY*fScale;
rfVectorResult.fZ = rfVectorSource.fZ*fScale;
}
}
//vGetNormal() finds the gradient of the scalar field at a point
//This gradient can be used as a very accurate vertx normal for lighting calculations
GLvoid vGetNormal(GLvector &rfNormal, GLfloat fX, GLfloat fY, GLfloat fZ)                   // 计算 数据场一点的梯度
{
if (  fX>1 && fX<NX-1 &&    fY>1 && fY<NY-1  &&  fZ>1 && fZ<NZ-1    )
{
rfNormal.fX = (GLfloat)data[(int)fX-1][ (int)fY][ (int)fZ] - (GLfloat)data[(int)fX+1][ (int)fY] [(int)fZ];
rfNormal.fY = (GLfloat)data[(int)fX] [(int)fY-1] [(int)fZ] - (GLfloat)data[(int)fX][(int) fY+1][(int)fZ];
rfNormal.fZ = (GLfloat)data[(int)fX][(int)fY][(int) fZ-1] - (GLfloat)data[(int)fX][ (int)fY][ (int)fZ+1];
vNormalizeVector(rfNormal, rfNormal);
}
}
//vMarchCube1 performs the Marching Cubes algorithm on a single cube
GLvoid vMarchCube1(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale)                   // Marching Cubes 算法对于一个 单个立方体
{
extern GLint aiCubeEdgeFlags[256];
extern GLint a2iTriangleConnectionTable[256][16];
GLint iCorner, iVertex, iVertexTest, iEdge, iTriangle, iFlagIndex, iEdgeFlags;
GLfloat fOffset;
GLvector sColor;
GLfloat afCubeValue[8];
GLvector asEdgeVertex[12];
GLvector asEdgeNorm[12];
//Make a local copy of the values at the cube's corners  保存 每一个Cube的八个顶点。       
for(iVertex = 0; iVertex < 8; iVertex++)
{
afCubeValue[iVertex] =(GLfloat)data[(int)(fX + a2fVertexOffset[iVertex][0])]
[(int)(fY + a2fVertexOffset[iVertex][1])]
[(int)(fZ + a2fVertexOffset[iVertex][2])] ;
}
//Find which vertices are inside of the surface and which are outside   找出哪些顶点是在等值面内,哪些是在等值面外
iFlagIndex = 0;
for(iVertexTest = 0; iVertexTest < 8; iVertexTest++)
{
if(afCubeValue[iVertexTest] <= fTargetValue) 
iFlagIndex |= 1<<iVertexTest;
}
//Find which edges are intersected by the surface  找到与等值面有交点的 边
iEdgeFlags = aiCubeEdgeFlags[iFlagIndex];
//If the cube is entirely inside or outside of the surface, then there will be no intersections
if(iEdgeFlags == 0) 
{
return;
}
//Find the point of intersection of the surface with each edge 找到每一个与等值面相交的边,并且找到等值面在这一点的法向量
//Then find the normal to the surface at those points
for(iEdge = 0; iEdge < 12; iEdge++)
{
//if there is an intersection on this edge 如果在这一个边上有交点的话
if(iEdgeFlags & (1<<iEdge))
{
fOffset = fGetOffset(afCubeValue[ a2iEdgeConnection[iEdge][0] ], 
afCubeValue[ a2iEdgeConnection[iEdge][1] ], fTargetValue);
//计算交点的坐标
asEdgeVertex[iEdge].fX = fX + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][0]  +  fOffset * a2fEdgeDirection[iEdge][0]) ;//* fScale;
asEdgeVertex[iEdge].fY = fY + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][1]  +  fOffset * a2fEdgeDirection[iEdge][1]) ;//* fScale;
asEdgeVertex[iEdge].fZ = fZ + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][2]  +  fOffset * a2fEdgeDirection[iEdge][2]) ;//* fScale;
//计算交点的法向量
vGetNormal(asEdgeNorm[iEdge], asEdgeVertex[iEdge].fX, asEdgeVertex[iEdge].fY, asEdgeVertex[iEdge].fZ);
}
}
//Draw the triangles that were found.  There can be up to five per cube   画出等值面三角形 每个立方体 5个三角形
for(iTriangle = 0; iTriangle < 5; iTriangle++)
{
if(a2iTriangleConnectionTable[iFlagIndex][3*iTriangle] < 0)
break;
for(iCorner = 0; iCorner < 3; iCorner++)
{
iVertex = a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner];
vGetColor(sColor, asEdgeVertex[iVertex], asEdgeNorm[iVertex]);
glColor3f(sColor.fX, sColor.fY, sColor.fZ);
glNormal3f(asEdgeNorm[iVertex].fX,   asEdgeNorm[iVertex].fY,   asEdgeNorm[iVertex].fZ);
glVertex3f(asEdgeVertex[iVertex].fX, asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ);
}
}
}
//vMarchingCubes iterates over the entire dataset, calling vMarchCube on each cube
GLvoid vMarchingCubes()
{
GLint iX, iY, iZ;
for(iX = 0; iX < NX-1; iX++)
for(iY = 0; iY < NY-1; iY++)
for(iZ = 0; iZ < NZ-1; iZ++)
{
vMarchCube(iX, iY, iZ, 1);
}
printf("finish one Draw ! !n");
}
// For any edge, if one vertex is inside of the surface and the other is outside of the surface
//  then the edge intersects the surface
// For each of the 8 vertices of the cube can be two possible states : either inside or outside of the surface
// For any cube the are 2^8=256 possible sets of vertex states
// This table lists the edges intersected by the surface for all 256 possible vertex states
// There are 12 edges.  For each entry in the table, if edge #n is intersected, then bit #n is set to 1
GLint aiCubeEdgeFlags[256]=
{
0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 
0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 
0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 
0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 
0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460, 
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0, 
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230, 
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190, 
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000
};
//  For each of the possible vertex states listed in aiCubeEdgeFlags there is a specific triangulation
//  of the edge intersection points.  a2iTriangleConnectionTable lists all of them in the form of
//  0-5 edge triples with the list terminated by the invalid value -1.
//  For example: a2iTriangleConnectionTable[3] list the 2 triangles formed when corner[0] 
//  and corner[1] are inside of the surface, but the rest of the cube is not.
//  I found this table in an example program someone wrote long ago.  It was probably generated by hand
GLint a2iTriangleConnectionTable[256][16] =  
{
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
{3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
{4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
{9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
{10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
{5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
{8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
{2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
{11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
{5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
{11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
{11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
{9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
{6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
{6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
{8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
{7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
{3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
{9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
{8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
{0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
{6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
{10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
{10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
{0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
{3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
{9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
{8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
{3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
{10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
{10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
{7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
{1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
{11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
{8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
{0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
{7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
{7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
{10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
{0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
{7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
{9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
{6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
{4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
{10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
{8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
{1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
{10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
{10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
{9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
{7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
{3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
{7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
{3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
{6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
{9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
{1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
{4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
{7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
{6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
{0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
{6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
{0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
{11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
{6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
{5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
{9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
{1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
{10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
{0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
{5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
{11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
{9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
{7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
{2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
{9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
{1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
{10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
{2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
{0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
{0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
{9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
{5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
{5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
{9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
{1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
{3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
{4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
{9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
{11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
{2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
{9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
{3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
{1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
{4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
{0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
{1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}
};

3 使用显示列表的代码

#define GLUT_DISABLE_ATEXIT_HACK 
#include <stdlib.h>
#include <string.h>
#include "stdio.h"
#include "math.h"
#include <OpenGL_Freeglut/freeglut.h>
#if !defined(GLUT_WHEEL_UP)
#  define GLUT_WHEEL_UP   3
#  define GLUT_WHEEL_DOWN 4
#endif
//向量
struct GLvector
{
GLfloat fX;
GLfloat fY;
GLfloat fZ;     
};
//These tables are used so that everything can be done in little loops that you can look at all at once
// rather than in pages and pages of unrolled code.
//a2fVertexOffset lists the positions, relative to vertex0, of each of the 8 vertices of a cube      立方体8个顶点
//  立方体8个顶点
static const GLfloat a2fVertexOffset[8][3] =
{
{0.0, 0.0, 0.0},{1.0, 0.0, 0.0},{1.0, 1.0, 0.0},{0.0, 1.0, 0.0},
{0.0, 0.0, 1.0},{1.0, 0.0, 1.0},{1.0, 1.0, 1.0},{0.0, 1.0, 1.0}
};
//a2iEdgeConnection lists the index of the endpoint vertices for each of the 12 edges of the cube    立方体12个边
static const GLint a2iEdgeConnection[12][2] = 
{
{0,1}, {1,2}, {2,3}, {3,0},
{4,5}, {5,6}, {6,7}, {7,4},
{0,4}, {1,5}, {2,6}, {3,7}
};
//a2fEdgeDirection lists the direction vector (vertex1-vertex0) for each edge in the cube    立方体 12个边的方向向量
static const GLfloat a2fEdgeDirection[12][3] =
{
{1.0, 0.0, 0.0},{0.0, 1.0, 0.0},{-1.0, 0.0, 0.0},{0.0, -1.0, 0.0},
{1.0, 0.0, 0.0},{0.0, 1.0, 0.0},{-1.0, 0.0, 0.0},{0.0, -1.0, 0.0},
{0.0, 0.0, 1.0},{0.0, 0.0, 1.0},{ 0.0, 0.0, 1.0},{0.0,  0.0, 1.0}
};
static const GLfloat afAmbientWhite [] = {0.25, 0.25, 0.25, 1.00};   // 周围 环绕 白
static const GLfloat afAmbientRed   [] = {0.25, 0.00, 0.00, 1.00};   // 周围 环绕 红
static const GLfloat afAmbientGreen [] = {0.00, 0.25, 0.00, 1.00};   // 周围 环绕 绿
static const GLfloat afAmbientBlue  [] = {0.00, 0.00, 0.25, 1.00};   // 周围 环绕 蓝
static const GLfloat afDiffuseWhite [] = {0.75, 0.75, 0.75, 1.00};   // 漫射 白
static const GLfloat afDiffuseRed   [] = {0.75, 0.00, 0.00, 1.00};   // 漫射 红
static const GLfloat afDiffuseGreen [] = {0.00, 0.75, 0.00, 1.00};   // 漫射 绿
static const GLfloat afDiffuseBlue  [] = {0.00, 0.00, 0.75, 1.00};   // 漫射 蓝
static const GLfloat afSpecularWhite[] = {1.00, 1.00, 1.00, 1.00};   // 反射 白
static const GLfloat afSpecularRed  [] = {1.00, 0.25, 0.25, 1.00};   // 反射 红
static const GLfloat afSpecularGreen[] = {0.25, 1.00, 0.25, 1.00};   // 反射 绿
static const GLfloat afSpecularBlue [] = {0.25, 0.25, 1.00, 1.00};   // 反射 蓝
GLenum    ePolygonMode = GL_FILL;
GLfloat   fTargetValue = 100.0;
GLfloat   fTime = 0.0;
GLvector  sSourcePoint[3];
GLboolean bLight = true;
void vIdle();
void vDrawScene(); 
void vResize(GLsizei, GLsizei);
void vKeyboard(unsigned char cKey, int iX, int iY);
void vSpecial(int iKey, int iX, int iY);
void spinDisplay();
void fYawDisplay(void);
void myMouseCall(int button, int state, int x ,int y);
GLvoid vPrintHelp();
GLvoid vMarchingCubes();
GLvoid vMarchCube1(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale);
GLvoid (*vMarchCube)(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale) = vMarchCube1;
//
#define NX 263 
#define NY 249
#define NZ 256
//
//#define NX 48 
//#define NY 62
//#define NZ 42
short int ***data;
GLfloat HoriRotate  = 90;
GLfloat VertiRotate = 0;
GLfloat  Xtranform=-90.0;
GLfloat  Ytranform= 80.0;
GLfloat  Ztranform=-10.0;
GLfloat ZoonAspect=140.0;
GLfloat ZoomScale=1.0;
short int themax = 0,themin = 255;
GLuint marchingCube=0;
void main(int argc, char **argv) 
{ 
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int i,j,k,c;
short int isolevel = 150;
FILE *fptr;
argc=2;
argv[1]="C:UsersHuangWangDesktopHead_256x256x256.raw";
for (i=1;i<argc;i++) {
if (strcmp(argv[i],"-i") == 0)
isolevel = atof(argv[i+1]);
}
// Malloc the volumetric data, hardwired size!
data = (short int ***)malloc(NX*sizeof(short int **));
for (i=0;i<NX;i++)
data[i] = (short int **)malloc(NY*sizeof(short int *));
for (i=0;i<NX;i++)
for (j=0;j<NY;j++)
data[i][j] = (short int *)malloc(NZ*sizeof(short int));
// Open and read the raw data
fprintf(stderr,"Reading data ...n");
if ((fptr = fopen(argv[argc-1],"rb")) == NULL) {
fprintf(stderr,"File open failedn");
exit(-1);
}
for (k=0;k<NZ;k++) {
for (j=0;j<NY;j++) {
for (i=0;i<NX;i++) {
if ((c = fgetc(fptr)) == EOF) {
fprintf(stderr,"Unexpected end of filen");
exit(-1);
}
data[i][j][k] = c;
if (c > themax)
themax = c;
if (c < themin)
themin = c;
}
}
}
fclose(fptr);
fprintf(stderr,"Volumetric data range: %d -> %dn",themin,themax);
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
GLfloat afPropertiesAmbient [] = {0.25, 0.25, 0.25, 1.00}; 
GLfloat afPropertiesDiffuse [] = {0.75, 0.75, 0.75, 1.00}; 
GLfloat afPropertiesSpecular[] = {1.00, 0.25, 0.25, 1.00}; 
GLsizei iWidth = 640.0; 
GLsizei iHeight = 480.0; 
glutInit(&argc, argv);
glutInitWindowPosition( 0, 0);
glutInitWindowSize(iWidth, iHeight);
glutInitDisplayMode( GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE );
//  vMarchingCubes();
glutCreateWindow( "Marching Cubes" );
glutDisplayFunc( vDrawScene );
glutIdleFunc( vIdle );
glutReshapeFunc( vResize );
glutKeyboardFunc( vKeyboard );
glutSpecialFunc( vSpecial );
glutMouseFunc(myMouseCall);
glClearColor( 0.0, 0.0, 0.0, 1.0 ); 
glClearDepth( 1.0 ); 
glEnable(GL_DEPTH_TEST); 
glEnable(GL_LIGHTING);
glPolygonMode(GL_FRONT_AND_BACK, ePolygonMode);
glLightfv( GL_LIGHT0, GL_AMBIENT,  afPropertiesAmbient); 
glLightfv( GL_LIGHT0, GL_DIFFUSE,  afPropertiesDiffuse); 
glLightfv( GL_LIGHT0, GL_SPECULAR, afPropertiesSpecular); 
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1.0); 
glEnable( GL_LIGHT0 ); 
// 材质颜色  ***里外 ***
glMaterialfv(GL_BACK,  GL_AMBIENT,   afAmbientRed); 
glMaterialfv(GL_BACK,  GL_DIFFUSE,   afDiffuseRed); 
glMaterialfv(GL_FRONT, GL_AMBIENT,   afAmbientWhite); 
glMaterialfv(GL_FRONT, GL_DIFFUSE,   afDiffuseWhite); 
glMaterialfv(GL_FRONT, GL_SPECULAR,  afSpecularWhite); 
glMaterialf( GL_FRONT, GL_SHININESS, 10.0); 
vResize(iWidth, iHeight); 
vPrintHelp();
glutMainLoop(); 
}
// 帮助内容
GLvoid vPrintHelp()
{
printf("Marching Cubes Rountines by Niu Kenan (niukenan@sina.com)nn");
}
// 窗口改变响应
void vResize( GLsizei iWidth, GLsizei iHeight ) 
{ 
GLfloat fAspect, fHalfWorldSize = (1.4142135623730950488016887242097/2); 
glViewport( 0, 0, iWidth, iHeight ); 
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
if(iWidth <= iHeight)
{
fAspect = (GLfloat)iHeight / (GLfloat)iWidth;
glOrtho(-fHalfWorldSize*ZoonAspect, fHalfWorldSize*ZoonAspect, -fHalfWorldSize*fAspect*ZoonAspect,
fHalfWorldSize*fAspect*ZoonAspect, -10*fHalfWorldSize*ZoonAspect, 10*fHalfWorldSize*ZoonAspect);
}
else
{
fAspect = (GLfloat)iWidth / (GLfloat)iHeight; 
glOrtho(-fHalfWorldSize*fAspect*ZoonAspect, fHalfWorldSize*fAspect*ZoonAspect, -fHalfWorldSize*ZoonAspect,
fHalfWorldSize*ZoonAspect, -10*fHalfWorldSize*ZoonAspect, 10*fHalfWorldSize*ZoonAspect);
}
glMatrixMode( GL_MODELVIEW );
}
void spinDisplay(void)
{
HoriRotate = HoriRotate+10.0;
if (HoriRotate >360.0)
HoriRotate = HoriRotate -360.0;
glutPostRedisplay();
}
void fYawDisplay(void)
{
VertiRotate = VertiRotate+10.0;
if (VertiRotate >360.0)
VertiRotate = VertiRotate -360.0;
glutPostRedisplay();
}
// 鼠标响应
void myMouseCall(int button, int state, int x ,int y)
{
switch (button)
{
case GLUT_LEFT_BUTTON:
if (state == GLUT_DOWN)
spinDisplay();
break;
case GLUT_RIGHT_BUTTON:
if(state == GLUT_DOWN)
fYawDisplay();
break;
case GLUT_WHEEL_UP:
ZoomScale=ZoomScale+0.05;
glutPostRedisplay();
break;
case GLUT_WHEEL_DOWN:
ZoomScale=ZoomScale-0.05;
glutPostRedisplay();
break;
default:
break;
}
}
// 键盘响应
void vKeyboard(unsigned char cKey, int iX, int iY)
{
switch(cKey)
{
case 'w' :
{
if(ePolygonMode == GL_LINE)
{
ePolygonMode = GL_FILL;
glutPostRedisplay();
}
else
{
ePolygonMode = GL_LINE;
glutPostRedisplay();
}
glPolygonMode(GL_FRONT_AND_BACK, ePolygonMode);
} break;
case 'l' :
{
if(bLight)
{
glDisable(GL_LIGHTING);//use vertex colors
glutPostRedisplay();
}
else
{
glEnable(GL_LIGHTING);//use lit material color
glutPostRedisplay();
}
bLight = !bLight;
};
}
}
//特殊键响应 上下左右 PaUP PaDn
void vSpecial(int iKey, int iX, int iY)
{
switch(iKey)
{
case GLUT_KEY_F1 :
{
ZoonAspect-=10;
glutReshapeFunc( vResize );
} break;
////////////////////////////////////////////
case GLUT_KEY_PAGE_UP :
{
if(fTargetValue<=themax-1)
{
fTargetValue=fTargetValue+1;
}
else
{
fTargetValue=themax;
}
glutPostRedisplay();
} break;
case GLUT_KEY_PAGE_DOWN :
{
if(fTargetValue>=themin+1)
{
fTargetValue=fTargetValue-1;
}
else
{
fTargetValue=themin;
}
glutPostRedisplay();
} break;
////////////////////////////////////////////////////////////////////////////
//***                     键盘 上下左右 控制               ***//
///////////////////////////////////////////////////////////////////////
case GLUT_KEY_UP :    // 上
{
Ytranform+=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_DOWN :   // 下
{
Ytranform-=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_LEFT :    // 左
{
Xtranform-=10.0;
glutPostRedisplay();
} break;
case GLUT_KEY_RIGHT :   //  右
{
Xtranform+=10.0;
glutPostRedisplay();
} break;
/////////////////////////////////////////////////////////////////////////
}
}
void vIdle()//   程序空闲时
{
// 重绘函数
//glutPostRedisplay();
}
int i=0;
void vDrawScene() // 绘制场景
{ 
i=i+1;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); 
glPushMatrix(); 
glTranslatef(Xtranform, Ytranform, Ztranform); 
/*printf("%f,  %f,  %f n" ,Xtranform, Ytranform, Ztranform );
printf("%f,  %f n" ,VertiRotate, HoriRotate);*/
glRotatef(     HoriRotate, 1.0, 0.0, 0.0);
glRotatef(     0.0, 0.0, 1.0, 0.0);
glRotatef(     VertiRotate, 0.0, 0.0, 1.0);
glScaled(ZoomScale,ZoomScale,ZoomScale);
if (i==1)
{   
marchingCube=glGenLists(1);
glNewList(marchingCube,GL_COMPILE);
vMarchingCubes();
glEndList();
glCallList(marchingCube);
}
else if(i>1)
{
glCallList(marchingCube);
}
glPushAttrib(GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
/* glColor3f(1.0, 1.0, 1.0);
glutWireCube(100.0); */
glPopAttrib(); 
glPopMatrix(); 
glutSwapBuffers(); 
}
//************************************************************************************************************************************************
/*                                                             Marching Cube 计算相关函数                                                       */
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//fGetOffset finds the approximate point of intersection of the surface
// between two points with the values fValue1 and fValue2
GLfloat fGetOffset(GLfloat fValue1, GLfloat fValue2, GLfloat fValueDesired)    
{
GLdouble fDelta = fValue2 - fValue1;
if(fDelta == 0.0)
{
return 0.5;
}
return (fValueDesired - fValue1)/fDelta;
}
// 根据 位置 以及 法向量 产生颜色    
GLvoid vGetColor(GLvector &rfColor, GLvector &rfPosition, GLvector &rfNormal)
{
GLfloat fX = rfNormal.fX;
GLfloat fY = rfNormal.fY;
GLfloat fZ = rfNormal.fZ;
rfColor.fX = (fX > 0.0 ? fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0);
rfColor.fY = (fY > 0.0 ? fY : 0.0) + (fZ < 0.0 ? -0.5*fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0);
rfColor.fZ = (fZ > 0.0 ? fZ : 0.0) + (fX < 0.0 ? -0.5*fX : 0.0) + (fY < 0.0 ? -0.5*fY : 0.0);
}
//向量标准化
GLvoid vNormalizeVector(GLvector &rfVectorResult, GLvector &rfVectorSource)  
{
GLfloat fOldLength;
GLfloat fScale;
fOldLength = sqrtf( (rfVectorSource.fX * rfVectorSource.fX) +
(rfVectorSource.fY * rfVectorSource.fY) +
(rfVectorSource.fZ * rfVectorSource.fZ) );
if(fOldLength == 0.0)
{
rfVectorResult.fX = rfVectorSource.fX;
rfVectorResult.fY = rfVectorSource.fY;
rfVectorResult.fZ = rfVectorSource.fZ;
}
else
{
fScale = 1.0/fOldLength;
rfVectorResult.fX = rfVectorSource.fX*fScale;
rfVectorResult.fY = rfVectorSource.fY*fScale;
rfVectorResult.fZ = rfVectorSource.fZ*fScale;
}
}
//vGetNormal() finds the gradient of the scalar field at a point
//This gradient can be used as a very accurate vertx normal for lighting calculations
GLvoid vGetNormal(GLvector &rfNormal, GLfloat fX, GLfloat fY, GLfloat fZ)                   // 计算 数据场一点的梯度
{
if (  fX>1 && fX<NX-1 &&    fY>1 && fY<NY-1  &&  fZ>1 && fZ<NZ-1    )
{
rfNormal.fX = (GLfloat)data[(int)fX-1][ (int)fY][ (int)fZ] - (GLfloat)data[(int)fX+1][ (int)fY] [(int)fZ];
rfNormal.fY = (GLfloat)data[(int)fX] [(int)fY-1] [(int)fZ] - (GLfloat)data[(int)fX][(int) fY+1][(int)fZ];
rfNormal.fZ = (GLfloat)data[(int)fX][(int)fY][(int) fZ-1] - (GLfloat)data[(int)fX][ (int)fY][ (int)fZ+1];
vNormalizeVector(rfNormal, rfNormal);
}
}
//vMarchCube1 performs the Marching Cubes algorithm on a single cube
GLvoid vMarchCube1(GLfloat fX, GLfloat fY, GLfloat fZ, GLfloat fScale)                   // Marching Cubes 算法对于一个 单个立方体
{
extern GLint aiCubeEdgeFlags[256];
extern GLint a2iTriangleConnectionTable[256][16];
GLint iCorner, iVertex, iVertexTest, iEdge, iTriangle, iFlagIndex, iEdgeFlags;
GLfloat fOffset;
GLvector sColor;
GLfloat afCubeValue[8];
GLvector asEdgeVertex[12];
GLvector asEdgeNorm[12];
//Make a local copy of the values at the cube's corners  保存 每一个Cube的八个顶点。       
for(iVertex = 0; iVertex < 8; iVertex++)
{
afCubeValue[iVertex] =(GLfloat)data[(int)(fX + a2fVertexOffset[iVertex][0])]
[(int)(fY + a2fVertexOffset[iVertex][1])]
[(int)(fZ + a2fVertexOffset[iVertex][2])] ;
}
//Find which vertices are inside of the surface and which are outside   找出哪些顶点是在等值面内,哪些是在等值面外
iFlagIndex = 0;
for(iVertexTest = 0; iVertexTest < 8; iVertexTest++)
{
if(afCubeValue[iVertexTest] <= fTargetValue) 
iFlagIndex |= 1<<iVertexTest;
}
//Find which edges are intersected by the surface  找到与等值面有交点的 边
iEdgeFlags = aiCubeEdgeFlags[iFlagIndex];
//If the cube is entirely inside or outside of the surface, then there will be no intersections
if(iEdgeFlags == 0) 
{
return;
}
//Find the point of intersection of the surface with each edge 找到每一个与等值面相交的边,并且找到等值面在这一点的法向量
//Then find the normal to the surface at those points
for(iEdge = 0; iEdge < 12; iEdge++)
{
//if there is an intersection on this edge 如果在这一个边上有交点的话
if(iEdgeFlags & (1<<iEdge))
{
fOffset = fGetOffset(afCubeValue[ a2iEdgeConnection[iEdge][0] ], 
afCubeValue[ a2iEdgeConnection[iEdge][1] ], fTargetValue);
//计算交点的坐标
asEdgeVertex[iEdge].fX = fX + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][0]  +  fOffset * a2fEdgeDirection[iEdge][0]) ;//* fScale;
asEdgeVertex[iEdge].fY = fY + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][1]  +  fOffset * a2fEdgeDirection[iEdge][1]) ;//* fScale;
asEdgeVertex[iEdge].fZ = fZ + (a2fVertexOffset[ a2iEdgeConnection[iEdge][0] ][2]  +  fOffset * a2fEdgeDirection[iEdge][2]) ;//* fScale;
//计算交点的法向量
vGetNormal(asEdgeNorm[iEdge], asEdgeVertex[iEdge].fX, asEdgeVertex[iEdge].fY, asEdgeVertex[iEdge].fZ);
}
}
//Draw the triangles that were found.  There can be up to five per cube   画出等值面三角形 每个立方体 5个三角形
for(iTriangle = 0; iTriangle < 5; iTriangle++)
{
if(a2iTriangleConnectionTable[iFlagIndex][3*iTriangle] < 0)
break;
for(iCorner = 0; iCorner < 3; iCorner++)
{
iVertex = a2iTriangleConnectionTable[iFlagIndex][3*iTriangle+iCorner];
vGetColor(sColor, asEdgeVertex[iVertex], asEdgeNorm[iVertex]);
glColor3f(sColor.fX, sColor.fY, sColor.fZ);
glNormal3f(asEdgeNorm[iVertex].fX,   asEdgeNorm[iVertex].fY,   asEdgeNorm[iVertex].fZ);
glVertex3f(asEdgeVertex[iVertex].fX, asEdgeVertex[iVertex].fY, asEdgeVertex[iVertex].fZ);
}
}
}
//vMarchingCubes iterates over the entire dataset, calling vMarchCube on each cube
GLvoid vMarchingCubes()
{
GLint iX, iY, iZ;
glBegin(GL_TRIANGLES);
for(iX = 0; iX < NX-1; iX++)
for(iY = 0; iY < NY-1; iY++)
for(iZ = 0; iZ < NZ-1; iZ++)
{
vMarchCube(iX, iY, iZ, 1);
}
glEnd();
printf("finish one Draw ! !n");
}
// For any edge, if one vertex is inside of the surface and the other is outside of the surface
//  then the edge intersects the surface
// For each of the 8 vertices of the cube can be two possible states : either inside or outside of the surface
// For any cube the are 2^8=256 possible sets of vertex states
// This table lists the edges intersected by the surface for all 256 possible vertex states
// There are 12 edges.  For each entry in the table, if edge #n is intersected, then bit #n is set to 1
GLint aiCubeEdgeFlags[256]=
{
0x000, 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c, 0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00, 
0x190, 0x099, 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c, 0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90, 
0x230, 0x339, 0x033, 0x13a, 0x636, 0x73f, 0x435, 0x53c, 0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30, 
0x3a0, 0x2a9, 0x1a3, 0x0aa, 0x7a6, 0x6af, 0x5a5, 0x4ac, 0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0, 
0x460, 0x569, 0x663, 0x76a, 0x066, 0x16f, 0x265, 0x36c, 0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60, 
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0x0ff, 0x3f5, 0x2fc, 0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0, 
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x055, 0x15c, 0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950, 
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0x0cc, 0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0, 
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc, 0x0cc, 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0, 
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c, 0x15c, 0x055, 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650, 
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc, 0x2fc, 0x3f5, 0x0ff, 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0, 
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c, 0x36c, 0x265, 0x16f, 0x066, 0x76a, 0x663, 0x569, 0x460, 
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac, 0x4ac, 0x5a5, 0x6af, 0x7a6, 0x0aa, 0x1a3, 0x2a9, 0x3a0, 
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c, 0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x033, 0x339, 0x230, 
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c, 0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x099, 0x190, 
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c, 0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x000
};
//  For each of the possible vertex states listed in aiCubeEdgeFlags there is a specific triangulation
//  of the edge intersection points.  a2iTriangleConnectionTable lists all of them in the form of
//  0-5 edge triples with the list terminated by the invalid value -1.
//  For example: a2iTriangleConnectionTable[3] list the 2 triangles formed when corner[0] 
//  and corner[1] are inside of the surface, but the rest of the cube is not.
//  I found this table in an example program someone wrote long ago.  It was probably generated by hand
GLint a2iTriangleConnectionTable[256][16] =  
{
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
{3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
{4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
{9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
{10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
{5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
{8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
{2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
{11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
{5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
{11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
{11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
{9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
{6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
{6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
{8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
{7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
{3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
{9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
{8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
{0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
{6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
{10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
{10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
{0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
{3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
{9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
{8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
{3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
{10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
{10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
{7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
{1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
{11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
{8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
{0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
{7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
{7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
{10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
{0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
{7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
{9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
{6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
{4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
{10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
{8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
{1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
{10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
{10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
{9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
{7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
{3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
{7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
{3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
{6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
{9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
{1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
{4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
{7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
{6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
{0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
{6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
{0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
{11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
{6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
{5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
{9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
{1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
{10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
{0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
{5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
{11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
{9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
{7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
{2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
{9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
{1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
{10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
{2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
{0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
{0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
{9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
{5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
{5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
{9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
{1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
{3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
{4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
{9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
{11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
{2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
{9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
{3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
{1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
{4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
{0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
{1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}
};

4 结果示例

Marching Cube(C++ OpenGl代码)读取医学三维图像*.raw进行三维重建-StubbornHuang Blog