#include "fg_internal.h"
/*
- * TODO BEFORE THE STABLE RELEASE:
- *
- * See fghTetrahedron
- *
- * Following functions have been contributed by Andreas Umbach.
- *
- * glutWireCube() -- looks OK
- * glutSolidCube() -- OK
- *
- * Those functions have been implemented by John Fay.
- *
- * glutWireTorus() -- looks OK
- * glutSolidTorus() -- looks OK
- * glutWireDodecahedron() -- looks OK
- * glutSolidDodecahedron() -- looks OK
- * glutWireOctahedron() -- looks OK
- * glutSolidOctahedron() -- looks OK
- * glutWireTetrahedron() -- looks OK
- * glutSolidTetrahedron() -- looks OK
- * glutWireIcosahedron() -- looks OK
- * glutSolidIcosahedron() -- looks OK
- *
- * The Following functions have been updated by Nigel Stewart, based
- * on FreeGLUT 2.0.0 implementations:
- *
- * glutWireSphere() -- looks OK
- * glutSolidSphere() -- looks OK
- * glutWireCone() -- looks OK
- * glutSolidCone() -- looks OK
+ * Need more types of polyhedra? See CPolyhedron in MRPT
*/
-/* General function for drawing geometry. As for all geometry we have no
- * redundancy (or hardly any in the case of cones and cylinders) in terms
- * of the vertex/normal combinations, we just use glDrawArrays.
- * useWireMode controls the drawing of solids (false) or wire frame
- * versions (TRUE) of the geometry you pass
+/* General functions for drawing geometry
+ * Solids are drawn by glDrawArrays if composed of triangles, or by
+ * glDrawElements if consisting of squares or pentagons that were
+ * decomposed into triangles (some vertices are repeated in that case).
+ * WireFrame drawing will have to be done per face, using GL_LINE_LOOP and
+ * issuing one draw call per face. Always use glDrawArrays as no triangle
+ * decomposition needed. We use the "first" parameter in glDrawArrays to go
+ * from face to face.
*/
-static void fghDrawGeometry(GLenum vertexMode, GLdouble* vertices, GLdouble* normals, GLsizei numVertices, GLboolean useWireMode)
+static void fghDrawGeometryWire(GLfloat *vertices, GLfloat *normals, GLsizei numFaces, GLsizei numEdgePerFace)
{
- if (useWireMode)
- {
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
+ int i;
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
- if (1)
- {
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_NORMAL_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
- glVertexPointer(3, GL_DOUBLE, 0, vertices);
- glNormalPointer(GL_DOUBLE, 0, normals);
- glDrawArrays(vertexMode, 0, numVertices);
+ /* Draw per face (TODO: could use glMultiDrawArrays if available) */
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*numEdgePerFace, numEdgePerFace);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisableClientState(GL_NORMAL_ARRAY);
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+}
+static void fghDrawGeometrySolid(GLfloat *vertices, GLfloat *normals, GLubyte *vertIdxs, GLsizei numVertices, GLsizei numEdgePerFace)
+{
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glNormalPointer(GL_FLOAT, 0, normals);
+ if (numEdgePerFace==3)
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
else
- {
- int i;
- glBegin(vertexMode);
- for(i=0; i<numVertices; i++)
- {
- glNormal3dv(normals+i*3);
- printf("n(%i) = (%1.4f,%1.4f,%1.4f)\n",i,*(normals+i*3),*(normals+i*3+1),*(normals+i*3+2));
- glVertex3dv(vertices+i*3);
- printf("v(%i) = (%1.4f,%1.4f,%1.4f)\n",i,*(vertices+i*3),*(vertices+i*3+1),*(vertices+i*3+2));
- }
- glEnd();
- }
+ glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_BYTE, vertIdxs);
- if (useWireMode)
- {
- glPopAttrib();
- }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
}
-static void fghGenerateGeometry(int numFaces, int numVertPerFace, GLdouble *vertices, GLubyte* vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
+/* Shape decomposition to triangles
+ * We'll use glDrawElements to draw all shapes that are not triangles, so
+ * generate an index vector here, using the below sampling scheme.
+ * Be careful to keep winding of all triangles counter-clockwise,
+ * assuming that input has correct winding...
+ */
+static GLubyte vert4Decomp[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
+static GLubyte vert5Decomp[9] = {0,1,2, 0,2,4, 4,2,3}; /* pentagon: 5 input vertices, 9 output (3 triangles) */
+
+static void fghGenerateGeometryWithIndexArray(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut, GLubyte *vertIdxOut)
{
- int i,j;
+ int i,j,numEdgeIdxPerFace;
+ GLubyte *vertSamps = NULL;
+ switch (numEdgePerFace)
+ {
+ case 3:
+ /* nothing to do here, we'll drawn with glDrawArrays */
+ break;
+ case 4:
+ vertSamps = vert4Decomp;
+ numEdgeIdxPerFace = 6; /* 6 output vertices for each face */
+ break;
+ case 5:
+ vertSamps = vert5Decomp;
+ numEdgeIdxPerFace = 9; /* 9 output vertices for each face */
+ break;
+ }
/*
- * Build array with vertices from vertex coordinates and vertex indices
+ * Build array with vertices using vertex coordinates and vertex indices
* Do same for normals.
- * Need to do this because of different normals at shared vertices
- * (and because normals' coordinates need to be negated).
+ * Need to do this because of different normals at shared vertices.
*/
for (i=0; i<numFaces; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*numVertPerFace;
- for (j=0; j<numVertPerFace; j++)
+ int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
+ for (j=0; j<numEdgePerFace; j++)
{
- int outIdx = i*numVertPerFace*3+j*3;
+ int outIdx = i*numEdgePerFace*3+j*3;
int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
vertOut[outIdx ] = vertices[vertIdx ];
normOut[outIdx+1] = normals [normIdx+1];
normOut[outIdx+2] = normals [normIdx+2];
}
+
+ /* generate vertex indices for each face */
+ if (vertSamps)
+ for (j=0; j<numEdgeIdxPerFace; j++)
+ vertIdxOut[i*numEdgeIdxPerFace+j] = faceIdxVertIdx + vertSamps[j];
}
}
-
-/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
-static unsigned int ipow (int x, unsigned int y)
+static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLfloat *vertices, GLubyte *vertIndices, GLfloat *normals, GLfloat *vertOut, GLfloat *normOut)
{
- return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
+ /* This function does the same as fghGenerateGeometryWithIndexArray, just skipping the index array generation... */
+ fghGenerateGeometryWithIndexArray(numFaces, numEdgePerFace, vertices, vertIndices, normals, vertOut, normOut, NULL);
}
+
+/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
/* -- stuff that can be cached -- */
-/*
+/* Cache of input to glDrawArrays or glDrawElements
* In general, we build arrays with all vertices or normals.
* We cant compress this and use glDrawElements as all combinations of
* vertex and normals are unique.
*/
+#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
+ static GLboolean name##Cached = FALSE;\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static void fgh##nameICaps##Generate()\
+ {\
+ fghGenerateGeometry(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms);\
+ }
+#define DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(name,nameICaps,nameCaps)\
+ static GLboolean name##Cached = FALSE;\
+ static GLfloat name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLfloat name##_norms[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLubyte name##_vertIdxs[nameCaps##_VERT_PER_OBJ_TRI];\
+ static void fgh##nameICaps##Generate()\
+ {\
+ fghGenerateGeometryWithIndexArray(nameCaps##_NUM_FACES, nameCaps##_NUM_EDGE_PER_FACE,\
+ name##_v, name##_vi, name##_n,\
+ name##_verts, name##_norms, name##_vertIdxs);\
+ }
/* -- Cube -- */
#define CUBE_NUM_VERT 8
#define CUBE_NUM_FACES 6
-#define CUBE_NUM_VERT_PER_FACE 4
-#define CUBE_VERT_PER_CUBE CUBE_NUM_FACES*CUBE_NUM_VERT_PER_FACE
-#define CUBE_VERT_ELEM_PER_CUBE CUBE_VERT_PER_CUBE*3
+#define CUBE_NUM_EDGE_PER_FACE 4
+#define CUBE_VERT_PER_OBJ (CUBE_NUM_FACES*CUBE_NUM_EDGE_PER_FACE)
+#define CUBE_VERT_ELEM_PER_OBJ (CUBE_VERT_PER_OBJ*3)
+#define CUBE_VERT_PER_OBJ_TRI (CUBE_VERT_PER_OBJ+CUBE_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
/* Vertex Coordinates */
-static GLdouble cube_v[CUBE_NUM_VERT*3] =
+static GLfloat cube_v[CUBE_NUM_VERT*3] =
{
- .5, .5, .5,
- -.5, .5, .5,
- -.5,-.5, .5,
- .5,-.5, .5,
- .5,-.5,-.5,
- .5, .5,-.5,
- -.5, .5,-.5,
- -.5,-.5,-.5
+ .5f, .5f, .5f,
+ -.5f, .5f, .5f,
+ -.5f,-.5f, .5f,
+ .5f,-.5f, .5f,
+ .5f,-.5f,-.5f,
+ .5f, .5f,-.5f,
+ -.5f, .5f,-.5f,
+ -.5f,-.5f,-.5f
};
/* Normal Vectors */
-static GLdouble cube_n[CUBE_NUM_FACES*3] =
+static GLfloat cube_n[CUBE_NUM_FACES*3] =
{
- 0.0, 0.0, 1.0,
- 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
+ 0.0f, 0.0f, 1.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f,
+ -1.0f, 0.0f, 0.0f,
+ 0.0f,-1.0f, 0.0f,
+ 0.0f, 0.0f,-1.0f
};
/* Vertex indices */
-static GLubyte cube_vi[CUBE_VERT_PER_CUBE] =
+static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
{
0,1,2,3,
0,3,4,5,
7,4,3,2,
4,7,6,5
};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE);
+
+/* -- Dodecahedron -- */
+/* Magic Numbers: It is possible to create a dodecahedron by attaching two
+ * pentagons to each face of of a cube. The coordinates of the points are:
+ * (+-x,0, z); (+-1, 1, 1); (0, z, x )
+ * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
+ * x = 0.61803398875 and z = 1.61803398875.
+ */
+#define DODECAHEDRON_NUM_VERT 20
+#define DODECAHEDRON_NUM_FACES 12
+#define DODECAHEDRON_NUM_EDGE_PER_FACE 5
+#define DODECAHEDRON_VERT_PER_OBJ (DODECAHEDRON_NUM_FACES*DODECAHEDRON_NUM_EDGE_PER_FACE)
+#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ*3)
+#define DODECAHEDRON_VERT_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */
+/* Vertex Coordinates */
+static GLfloat dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
+{
+ 0.0f, 1.61803398875f, 0.61803398875f,
+ - 1.0f, 1.0f, 1.0f,
+ -0.61803398875f, 0.0f, 1.61803398875f,
+ 0.61803398875f, 0.0f, 1.61803398875f,
+ 1.0f, 1.0f, 1.0f,
+ 0.0f, 1.61803398875f, -0.61803398875f,
+ 1.0f, 1.0f, - 1.0f,
+ 0.61803398875f, 0.0f, -1.61803398875f,
+ -0.61803398875f, 0.0f, -1.61803398875f,
+ - 1.0f, 1.0f, - 1.0f,
+ 0.0f, -1.61803398875f, 0.61803398875f,
+ 1.0f, - 1.0f, 1.0f,
+ - 1.0f, - 1.0f, 1.0f,
+ 0.0f, -1.61803398875f, -0.61803398875f,
+ - 1.0f, - 1.0f, - 1.0f,
+ 1.0f, - 1.0f, - 1.0f,
+ 1.61803398875f, -0.61803398875f, 0.0f,
+ 1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, 0.61803398875f, 0.0f,
+ -1.61803398875f, -0.61803398875f, 0.0f
+};
+/* Normal Vectors */
+static GLfloat dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
+{
+ 0.0f, 0.525731112119f, 0.850650808354f,
+ 0.0f, 0.525731112119f, -0.850650808354f,
+ 0.0f, -0.525731112119f, 0.850650808354f,
+ 0.0f, -0.525731112119f, -0.850650808354f,
+
+ 0.850650808354f, 0.0f, 0.525731112119f,
+ -0.850650808354f, 0.0f, 0.525731112119f,
+ 0.850650808354f, 0.0f, -0.525731112119f,
+ -0.850650808354f, 0.0f, -0.525731112119f,
+
+ 0.525731112119f, 0.850650808354f, 0.0f,
+ 0.525731112119f, -0.850650808354f, 0.0f,
+ -0.525731112119f, 0.850650808354f, 0.0f,
+ -0.525731112119f, -0.850650808354f, 0.0f,
+};
-/* Cache of input to glDrawArrays */
-static GLboolean cubeCached = FALSE;
-static GLdouble cube_verts[CUBE_VERT_ELEM_PER_CUBE];
-static GLdouble cube_norms[CUBE_VERT_ELEM_PER_CUBE];
+/* Vertex indices */
+static GLubyte dodecahedron_vi[DODECAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 2, 3, 4,
+ 5, 6, 7, 8, 9,
+ 10, 11, 3, 2, 12,
+ 13, 14, 8, 7, 15,
+
+ 3, 11, 16, 17, 4,
+ 2, 1, 18, 19, 12,
+ 7, 6, 17, 16, 15,
+ 8, 14, 19, 18, 9,
+
+ 17, 6, 5, 0, 4,
+ 16, 11, 10, 13, 15,
+ 18, 1, 0, 5, 9,
+ 19, 14, 13, 10, 12
+};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
-static void fghCubeGenerate()
+
+/* -- Icosahedron -- */
+#define ICOSAHEDRON_NUM_VERT 12
+#define ICOSAHEDRON_NUM_FACES 20
+#define ICOSAHEDRON_NUM_EDGE_PER_FACE 3
+#define ICOSAHEDRON_VERT_PER_OBJ (ICOSAHEDRON_NUM_FACES*ICOSAHEDRON_NUM_EDGE_PER_FACE)
+#define ICOSAHEDRON_VERT_ELEM_PER_OBJ (ICOSAHEDRON_VERT_PER_OBJ*3)
+#define ICOSAHEDRON_VERT_PER_OBJ_TRI ICOSAHEDRON_VERT_PER_OBJ
+/* Vertex Coordinates */
+static GLfloat icosahedron_v[ICOSAHEDRON_NUM_VERT*3] =
{
- fghGenerateGeometry(CUBE_NUM_FACES, CUBE_NUM_VERT_PER_FACE, cube_v, cube_vi, cube_n, cube_verts, cube_norms);
-}
+ 1.0f, 0.0f, 0.0f,
+ 0.447213595500f, 0.894427191000f, 0.0f,
+ 0.447213595500f, 0.276393202252f, 0.850650808354f,
+ 0.447213595500f, -0.723606797748f, 0.525731112119f,
+ 0.447213595500f, -0.723606797748f, -0.525731112119f,
+ 0.447213595500f, 0.276393202252f, -0.850650808354f,
+ -0.447213595500f, -0.894427191000f, 0.0f,
+ -0.447213595500f, -0.276393202252f, 0.850650808354f,
+ -0.447213595500f, 0.723606797748f, 0.525731112119f,
+ -0.447213595500f, 0.723606797748f, -0.525731112119f,
+ -0.447213595500f, -0.276393202252f, -0.850650808354f,
+ - 1.0f, 0.0f, 0.0f
+};
+/* Normal Vectors:
+ * icosahedron_n[i][0] = ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) - ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) ;
+ * icosahedron_n[i][1] = ( icosahedron_v[icosahedron_vi[i][1]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) - ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][2] - icosahedron_v[icosahedron_vi[i][0]][2] ) ;
+ * icosahedron_n[i][2] = ( icosahedron_v[icosahedron_vi[i][1]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) * ( icosahedron_v[icosahedron_vi[i][2]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) - ( icosahedron_v[icosahedron_vi[i][1]][1] - icosahedron_v[icosahedron_vi[i][0]][1] ) * ( icosahedron_v[icosahedron_vi[i][2]][0] - icosahedron_v[icosahedron_vi[i][0]][0] ) ;
+*/
+static GLfloat icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
+{
+ 0.760845213037948f, 0.470228201835026f, 0.341640786498800f,
+ 0.760845213036861f, -0.179611190632978f, 0.552786404500000f,
+ 0.760845213033849f, -0.581234022404097f, 0.0f,
+ 0.760845213036861f, -0.179611190632978f, -0.552786404500000f,
+ 0.760845213037948f, 0.470228201835026f, -0.341640786498800f,
+ 0.179611190628666f, 0.760845213037948f, 0.552786404498399f,
+ 0.179611190634277f, -0.290617011204044f, 0.894427191000000f,
+ 0.179611190633958f, -0.940456403667806f, 0.0f,
+ 0.179611190634278f, -0.290617011204044f, -0.894427191000000f,
+ 0.179611190628666f, 0.760845213037948f, -0.552786404498399f,
+ -0.179611190633958f, 0.940456403667806f, 0.0f,
+ -0.179611190634277f, 0.290617011204044f, 0.894427191000000f,
+ -0.179611190628666f, -0.760845213037948f, 0.552786404498399f,
+ -0.179611190628666f, -0.760845213037948f, -0.552786404498399f,
+ -0.179611190634277f, 0.290617011204044f, -0.894427191000000f,
+ -0.760845213036861f, 0.179611190632978f, -0.552786404500000f,
+ -0.760845213033849f, 0.581234022404097f, 0.0f,
+ -0.760845213036861f, 0.179611190632978f, 0.552786404500000f,
+ -0.760845213037948f, -0.470228201835026f, 0.341640786498800f,
+ -0.760845213037948f, -0.470228201835026f, -0.341640786498800f,
+};
+
+/* Vertex indices */
+static GLubyte icosahedron_vi[ICOSAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 2 ,
+ 0, 2, 3 ,
+ 0, 3, 4 ,
+ 0, 4, 5 ,
+ 0, 5, 1 ,
+ 1, 8, 2 ,
+ 2, 7, 3 ,
+ 3, 6, 4 ,
+ 4, 10, 5 ,
+ 5, 9, 1 ,
+ 1, 9, 8 ,
+ 2, 8, 7 ,
+ 3, 7, 6 ,
+ 4, 6, 10 ,
+ 5, 10, 9 ,
+ 11, 9, 10 ,
+ 11, 8, 9 ,
+ 11, 7, 8 ,
+ 11, 6, 7 ,
+ 11, 10, 6
+};
+DECLARE_SHAPE_CACHE(icosahedron,Icosahedron,ICOSAHEDRON);
/* -- Octahedron -- */
#define OCTAHEDRON_NUM_VERT 6
#define OCTAHEDRON_NUM_FACES 8
-#define OCTAHEDRON_NUM_VERT_PER_FACE 3
-#define OCTAHEDRON_VERT_PER_OCTA OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_VERT_PER_FACE
-#define OCTAHEDRON_VERT_ELEM_PER_OCTA OCTAHEDRON_VERT_PER_OCTA*3
+#define OCTAHEDRON_NUM_EDGE_PER_FACE 3
+#define OCTAHEDRON_VERT_PER_OBJ (OCTAHEDRON_NUM_FACES*OCTAHEDRON_NUM_EDGE_PER_FACE)
+#define OCTAHEDRON_VERT_ELEM_PER_OBJ (OCTAHEDRON_VERT_PER_OBJ*3)
+#define OCTAHEDRON_VERT_PER_OBJ_TRI OCTAHEDRON_VERT_PER_OBJ
/* Vertex Coordinates */
-static GLdouble octahedron_v[OCTAHEDRON_NUM_VERT*3] =
+static GLfloat octahedron_v[OCTAHEDRON_NUM_VERT*3] =
{
- 1., 0., 0.,
- 0., 1., 0.,
- 0., 0., 1.,
- -1., 0., 0.,
- 0., -1., 0.,
- 0., 0., -1.,
+ 1.f, 0.f, 0.f,
+ 0.f, 1.f, 0.f,
+ 0.f, 0.f, 1.f,
+ -1.f, 0.f, 0.f,
+ 0.f, -1.f, 0.f,
+ 0.f, 0.f, -1.f,
};
/* Normal Vectors */
-static GLdouble octahedron_n[OCTAHEDRON_NUM_FACES*3] =
+static GLfloat octahedron_n[OCTAHEDRON_NUM_FACES*3] =
{
- 0.577350269189, 0.577350269189, 0.577350269189, /* sqrt(1/3) */
- 0.577350269189, 0.577350269189,-0.577350269189,
- 0.577350269189,-0.577350269189, 0.577350269189,
- 0.577350269189,-0.577350269189,-0.577350269189,
- -0.577350269189, 0.577350269189, 0.577350269189,
- -0.577350269189, 0.577350269189,-0.577350269189,
- -0.577350269189,-0.577350269189, 0.577350269189,
- -0.577350269189,-0.577350269189,-0.577350269189
+ 0.577350269189f, 0.577350269189f, 0.577350269189f, /* sqrt(1/3) */
+ 0.577350269189f, 0.577350269189f,-0.577350269189f,
+ 0.577350269189f,-0.577350269189f, 0.577350269189f,
+ 0.577350269189f,-0.577350269189f,-0.577350269189f,
+ -0.577350269189f, 0.577350269189f, 0.577350269189f,
+ -0.577350269189f, 0.577350269189f,-0.577350269189f,
+ -0.577350269189f,-0.577350269189f, 0.577350269189f,
+ -0.577350269189f,-0.577350269189f,-0.577350269189f
};
/* Vertex indices */
-static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OCTA] =
+static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OBJ] =
{
0, 1, 2,
0, 5, 1,
3, 4, 2,
3, 5, 4
};
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON);
-/* Cache of input to glDrawArrays */
-static GLboolean octahedronCached = FALSE;
-static GLdouble octahedron_verts[OCTAHEDRON_VERT_ELEM_PER_OCTA];
-static GLdouble octahedron_norms[OCTAHEDRON_VERT_ELEM_PER_OCTA];
+/* -- RhombicDodecahedron -- */
+#define RHOMBICDODECAHEDRON_NUM_VERT 14
+#define RHOMBICDODECAHEDRON_NUM_FACES 12
+#define RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE 4
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ (RHOMBICDODECAHEDRON_NUM_FACES*RHOMBICDODECAHEDRON_NUM_EDGE_PER_FACE)
+#define RHOMBICDODECAHEDRON_VERT_ELEM_PER_OBJ (RHOMBICDODECAHEDRON_VERT_PER_OBJ*3)
+#define RHOMBICDODECAHEDRON_VERT_PER_OBJ_TRI (RHOMBICDODECAHEDRON_VERT_PER_OBJ+RHOMBICDODECAHEDRON_NUM_FACES*2) /* 2 extra edges per face when drawing quads as triangles */
-static void fghOctahedronGenerate()
+/* Vertex Coordinates */
+static GLfloat rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
{
- fghGenerateGeometry(OCTAHEDRON_NUM_FACES, OCTAHEDRON_NUM_VERT_PER_FACE, octahedron_v, octahedron_vi, octahedron_n, octahedron_verts, octahedron_norms);
-}
+ 0.0f, 0.0f, 1.0f,
+ 0.707106781187f, 0.0f, 0.5f,
+ 0.0f, 0.707106781187f, 0.5f,
+ -0.707106781187f, 0.0f, 0.5f,
+ 0.0f, -0.707106781187f, 0.5f,
+ 0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, 0.707106781187f, 0.0f,
+ -0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, -0.707106781187f, 0.0f,
+ 0.707106781187f, 0.0f, -0.5f,
+ 0.0f, 0.707106781187f, -0.5f,
+ -0.707106781187f, 0.0f, -0.5f,
+ 0.0f, -0.707106781187f, -0.5f,
+ 0.0f, 0.0f, -1.0f
+};
+/* Normal Vectors */
+static GLfloat rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*3] =
+{
+ 0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, 0.353553390594f, 0.5f,
+ -0.353553390594f, -0.353553390594f, 0.5f,
+ 0.353553390594f, -0.353553390594f, 0.5f,
+ 0.0f, 1.0f, 0.0f,
+ - 1.0f, 0.0f, 0.0f,
+ 0.0f, - 1.0f, 0.0f,
+ 1.0f, 0.0f, 0.0f,
+ 0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, 0.353553390594f, -0.5f,
+ -0.353553390594f, -0.353553390594f, -0.5f,
+ 0.353553390594f, -0.353553390594f, -0.5f
+};
+
+/* Vertex indices */
+static GLubyte rhombicdodecahedron_vi[RHOMBICDODECAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 5, 2,
+ 0, 2, 6, 3,
+ 0, 3, 7, 4,
+ 0, 4, 8, 1,
+ 5, 10, 6, 2,
+ 6, 11, 7, 3,
+ 7, 12, 8, 4,
+ 8, 9, 5, 1,
+ 5, 9, 13, 10,
+ 6, 10, 13, 11,
+ 7, 11, 13, 12,
+ 8, 12, 13, 9
+};
+DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
/* -- Tetrahedron -- */
/* Magic Numbers: r0 = ( 1, 0, 0 )
*
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
*/
-#define TETR_NUM_VERT 4
-#define TETR_NUM_FACES 4
-#define TETR_NUM_VERT_PER_FACE 3
-#define TETR_VERT_PER_TETR TETR_NUM_FACES*TETR_NUM_VERT_PER_FACE
-#define TETR_VERT_ELEM_PER_TETR TETR_VERT_PER_TETR*3
+#define TETRAHEDRON_NUM_VERT 4
+#define TETRAHEDRON_NUM_FACES 4
+#define TETRAHEDRON_NUM_EDGE_PER_FACE 3
+#define TETRAHEDRON_VERT_PER_OBJ (TETRAHEDRON_NUM_FACES*TETRAHEDRON_NUM_EDGE_PER_FACE)
+#define TETRAHEDRON_VERT_ELEM_PER_OBJ (TETRAHEDRON_VERT_PER_OBJ*3)
+#define TETRAHEDRON_VERT_PER_OBJ_TRI TETRAHEDRON_VERT_PER_OBJ
/* Vertex Coordinates */
-static GLdouble tetr_v[TETR_NUM_VERT*3] =
+static GLfloat tetrahedron_v[TETRAHEDRON_NUM_VERT*3] =
{
- 1.0, 0.0, 0.0,
- -0.333333333333, 0.942809041582, 0.0,
- -0.333333333333, -0.471404520791, 0.816496580928,
- -0.333333333333, -0.471404520791, -0.816496580928
+ 1.0f, 0.0f, 0.0f,
+ -0.333333333333f, 0.942809041582f, 0.0f,
+ -0.333333333333f, -0.471404520791f, 0.816496580928f,
+ -0.333333333333f, -0.471404520791f, -0.816496580928f
};
/* Normal Vectors */
-static GLdouble tetr_n[CUBE_NUM_FACES*3] =
+static GLfloat tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
{
- - 1.0, 0.0, 0.0,
- 0.333333333333, -0.942809041582, 0.0,
- 0.333333333333, 0.471404520791, -0.816496580928,
- 0.333333333333, 0.471404520791, 0.816496580928
+ - 1.0f, 0.0f, 0.0f,
+ 0.333333333333f, -0.942809041582f, 0.0f,
+ 0.333333333333f, 0.471404520791f, -0.816496580928f,
+ 0.333333333333f, 0.471404520791f, 0.816496580928f
};
/* Vertex indices */
-static GLubyte tetr_vi[TETR_VERT_PER_TETR] =
+static GLubyte tetrahedron_vi[TETRAHEDRON_VERT_PER_OBJ] =
{
1, 3, 2,
0, 2, 3,
0, 3, 1,
0, 1, 2
};
+DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON);
-/* Cache of input to glDrawArrays */
-static GLboolean tetrCached = FALSE;
-static GLdouble tetr_verts[TETR_VERT_ELEM_PER_TETR];
-static GLdouble tetr_norms[TETR_VERT_ELEM_PER_TETR];
-
-static void fghTetrahedronGenerate()
+/* -- Sierpinski Sponge -- */
+static unsigned int ipow (int x, unsigned int y)
{
- fghGenerateGeometry(TETR_NUM_FACES, TETR_NUM_VERT_PER_FACE, tetr_v, tetr_vi, tetr_n, tetr_verts, tetr_norms);
+ return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
}
-/* -- Sierpinski Sponge -- */
-static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLdouble scale, GLdouble* vertices, GLdouble* normals )
+static void fghSierpinskiSpongeGenerate ( int numLevels, double offset[3], GLfloat scale, GLfloat* vertices, GLfloat* normals )
{
int i, j;
if ( numLevels == 0 )
{
- for (i=0; i<TETR_NUM_FACES; i++)
+ for (i=0; i<TETRAHEDRON_NUM_FACES; i++)
{
int normIdx = i*3;
- int faceIdxVertIdx = i*TETR_NUM_VERT_PER_FACE;
- for (j=0; j<TETR_NUM_VERT_PER_FACE; j++)
+ int faceIdxVertIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE;
+ for (j=0; j<TETRAHEDRON_NUM_EDGE_PER_FACE; j++)
{
- int outIdx = i*TETR_NUM_VERT_PER_FACE*3+j*3;
- int vertIdx = tetr_vi[faceIdxVertIdx+j]*3;
+ int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
+ int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
- vertices[outIdx ] = offset[0] + scale * tetr_v[vertIdx ];
- vertices[outIdx+1] = offset[1] + scale * tetr_v[vertIdx+1];
- vertices[outIdx+2] = offset[2] + scale * tetr_v[vertIdx+2];
+ vertices[outIdx ] = (GLfloat)offset[0] + scale * tetrahedron_v[vertIdx ];
+ vertices[outIdx+1] = (GLfloat)offset[1] + scale * tetrahedron_v[vertIdx+1];
+ vertices[outIdx+2] = (GLfloat)offset[2] + scale * tetrahedron_v[vertIdx+2];
- normals [outIdx ] = tetr_n[normIdx ];
- normals [outIdx+1] = tetr_n[normIdx+1];
- normals [outIdx+2] = tetr_n[normIdx+2];
+ normals [outIdx ] = tetrahedron_n[normIdx ];
+ normals [outIdx+1] = tetrahedron_n[normIdx+1];
+ normals [outIdx+2] = tetrahedron_n[normIdx+2];
}
}
}
else if ( numLevels > 0 )
{
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
- unsigned int stride = ipow(4,--numLevels)*TETR_VERT_ELEM_PER_TETR;
+ double local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
+ unsigned int stride = ipow(4,--numLevels)*TETRAHEDRON_VERT_ELEM_PER_OBJ;
scale /= 2.0 ;
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
+ for ( i = 0 ; i < TETRAHEDRON_NUM_FACES ; i++ )
{
int idx = i*3;
- local_offset[0] = offset[0] + scale * tetr_v[idx ];
- local_offset[1] = offset[1] + scale * tetr_v[idx+1];
- local_offset[2] = offset[2] + scale * tetr_v[idx+2];
+ local_offset[0] = offset[0] + scale * tetrahedron_v[idx ];
+ local_offset[1] = offset[1] + scale * tetrahedron_v[idx+1];
+ local_offset[2] = offset[2] + scale * tetrahedron_v[idx+2];
fghSierpinskiSpongeGenerate ( numLevels, local_offset, scale, vertices+i*stride, normals+i*stride );
}
}
/* -- Now the various shapes involving circles -- */
/*
- * Compute lookup table of cos and sin values forming a cirle
+ * Compute lookup table of cos and sin values forming a circle
+ * (or half circle if halfCircle==TRUE)
*
* Notes:
* It is the responsibility of the caller to free these tables
* The last entry is exactly the same as the first
* The sign of n can be flipped to get the reverse loop
*/
-static void fghCircleTable(double **sint,double **cost,const int n)
+static void fghCircleTable(GLfloat **sint, GLfloat **cost, const int n, const GLboolean halfCircle)
{
int i;
-
+
/* Table size, the sign of n flips the circle direction */
-
const int size = abs(n);
/* Determine the angle between samples */
-
- const double angle = 2*M_PI/(double)( ( n == 0 ) ? 1 : n );
+ const GLfloat angle = (halfCircle?1:2)*(GLfloat)M_PI/(GLfloat)( ( n == 0 ) ? 1 : n );
/* Allocate memory for n samples, plus duplicate of first entry at the end */
-
- *sint = (double *) calloc(sizeof(double), size+1);
- *cost = (double *) calloc(sizeof(double), size+1);
+ *sint = malloc(sizeof(GLfloat) * (size+1));
+ *cost = malloc(sizeof(GLfloat) * (size+1));
/* Bail out if memory allocation fails, fgError never returns */
-
if (!(*sint) || !(*cost))
{
free(*sint);
}
/* Compute cos and sin around the circle */
-
(*sint)[0] = 0.0;
(*cost)[0] = 1.0;
for (i=1; i<size; i++)
{
- (*sint)[i] = sin(angle*i);
- (*cost)[i] = cos(angle*i);
+ (*sint)[i] = sinf(angle*i);
+ (*cost)[i] = cosf(angle*i);
}
- /* Last sample is duplicate of the first */
-
- (*sint)[size] = (*sint)[0];
- (*cost)[size] = (*cost)[0];
+
+ if (halfCircle)
+ {
+ (*sint)[size] = 0.0f; /* sin PI */
+ (*cost)[size] = -1.0f; /* cos PI */
+ }
+ else
+ {
+ /* Last sample is duplicate of the first (sin or cos of 2 PI) */
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
+ }
}
-/* -- INTERNAL DRAWING functions to avoid code duplication ------------- */
+/* -- INTERNAL DRAWING functions --------------------------------------- */
+#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,vertIdxs)\
+ static void fgh##nameICaps( GLboolean useWireMode )\
+ {\
+ if (!name##Cached)\
+ {\
+ fgh##nameICaps##Generate();\
+ name##Cached = GL_TRUE;\
+ }\
+ \
+ if (useWireMode)\
+ {\
+ fghDrawGeometryWire (name##_verts,name##_norms,\
+ nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE);\
+ }\
+ else\
+ {\
+ fghDrawGeometrySolid(name##_verts,name##_norms,vertIdxs,\
+ nameCaps##_VERT_PER_OBJ_TRI, nameCaps##_NUM_EDGE_PER_FACE);\
+ }\
+ }
+#define DECLARE_INTERNAL_DRAW(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,NULL)
+#define DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(name,nameICaps,nameCaps) _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,name##_vertIdxs)
-static void fghCube( GLdouble dSize, GLboolean useWireMode )
+static void fghCube( GLfloat dSize, GLboolean useWireMode )
{
+ GLfloat *vertices;
+
if (!cubeCached)
{
fghCubeGenerate();
- cubeCached = TRUE;
+ cubeCached = GL_TRUE;
}
- if (dSize!=1.)
+ if (dSize!=1.f)
{
+ /* Need to build new vertex list containing vertices for cube of different size */
int i;
- /* Need to build new vertex list containing vertices for cube of different size */
- GLdouble *vertices = malloc(CUBE_VERT_ELEM_PER_CUBE * sizeof(GLdouble));
- for (i=0; i<CUBE_VERT_ELEM_PER_CUBE; i++)
- vertices[i] = dSize*cube_verts[i];
+ vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLfloat));
+
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices)
+ {
+ free(vertices);
+ fgError("Failed to allocate memory in fghCube");
+ }
- fghDrawGeometry(GL_QUADS,vertices ,cube_norms,CUBE_VERT_PER_CUBE,useWireMode);
+ for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
+ vertices[i] = dSize*cube_verts[i];
}
else
- fghDrawGeometry(GL_QUADS,cube_verts,cube_norms,CUBE_VERT_PER_CUBE,useWireMode);
-}
+ vertices = cube_verts;
-static void fghOctahedron( GLboolean useWireMode )
-{
- if (!octahedronCached)
- {
- fghOctahedronGenerate();
- octahedronCached = TRUE;
- }
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,cube_norms, CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices,cube_norms,cube_vertIdxs,CUBE_VERT_PER_OBJ_TRI, CUBE_NUM_EDGE_PER_FACE);
- fghDrawGeometry(GL_TRIANGLES,octahedron_verts,octahedron_norms,OCTAHEDRON_VERT_PER_OCTA,useWireMode);
+ if (dSize!=1.f)
+ /* cleanup allocated memory */
+ free(vertices);
}
-static void fghTetrahedron( GLboolean useWireMode )
-{
- if (!tetrCached)
- {
- fghTetrahedronGenerate();
- tetrCached = TRUE;
- }
-
- fghDrawGeometry(GL_TRIANGLES,tetr_verts,tetr_norms,TETR_VERT_PER_TETR,useWireMode);
-}
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(dodecahedron,Dodecahedron,DODECAHEDRON);
+DECLARE_INTERNAL_DRAW(icosahedron,Icosahedron,ICOSAHEDRON);
+DECLARE_INTERNAL_DRAW(octahedron,Octahedron,OCTAHEDRON);
+DECLARE_INTERNAL_DRAW_DECOMPOSED_TO_TRIANGLE(rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
+DECLARE_INTERNAL_DRAW(tetrahedron,Tetrahedron,TETRAHEDRON);
-static void fghSierpinskiSponge ( int numLevels, GLdouble offset[3], GLdouble scale, GLboolean useWireMode )
+static void fghSierpinskiSponge ( int numLevels, double offset[3], GLfloat scale, GLboolean useWireMode )
{
- GLdouble *vertices;
- GLdouble * normals;
+ GLfloat *vertices;
+ GLfloat * normals;
GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
- GLsizei numVert = numTetr*TETR_VERT_PER_TETR;
+ GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
+ GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
if (numTetr)
{
/* Allocate memory */
- vertices = malloc(numVert*3 * sizeof(GLdouble));
- normals = malloc(numVert*3 * sizeof(GLdouble));
+ vertices = malloc(numVert*3 * sizeof(GLfloat));
+ normals = malloc(numVert*3 * sizeof(GLfloat));
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices || !normals)
+ {
+ free(vertices);
+ free(normals);
+ fgError("Failed to allocate memory in fghSierpinskiSponge");
+ }
/* Generate elements */
fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
/* Draw and cleanup */
- fghDrawGeometry(GL_TRIANGLES,vertices,normals,numVert,useWireMode);
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,normals, numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices,normals,NULL,numVert, TETRAHEDRON_NUM_EDGE_PER_FACE);
+
free(vertices);
free(normals );
}
/*
* Draws a solid sphere
*/
-void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+void FGAPIENTRY glutSolidSphere(double radius, GLint slices, GLint stacks)
{
int i,j;
/* Adjust z and radius as stacks are drawn. */
-
- double z0,z1;
- double r0,r1;
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z0,z1;
+ GLfloat r0,r1;
/* Pre-computed circle */
- double *sint1,*cost1;
- double *sint2,*cost2;
+ GLfloat *sint1,*cost1;
+ GLfloat *sint2,*cost2;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSphere" );
- fghCircleTable(&sint1,&cost1,-slices);
- fghCircleTable(&sint2,&cost2,stacks*2);
+ fghCircleTable(&sint1,&cost1,-slices,FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,TRUE);
/* The top stack is covered with a triangle fan */
- z0 = 1.0;
+ z0 = 1;
z1 = cost2[(stacks>0)?1:0];
- r0 = 0.0;
+ r0 = 0;
r1 = sint2[(stacks>0)?1:0];
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0,0,1);
- glVertex3d(0,0,radius);
+ glNormal3f(0,0,1);
+ glVertex3f(0,0,radf);
for (j=slices; j>=0; j--)
{
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
+ glNormal3f(cost1[j]*r1, sint1[j]*r1, z1 );
+ glVertex3f(cost1[j]*r1*radf, sint1[j]*r1*radf, z1*radf);
}
glEnd();
for(j=0; j<=slices; j++)
{
- glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
- glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius);
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 );
+ glVertex3d(cost1[j]*r1*radf, sint1[j]*r1*radf, z1*radf);
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radf, sint1[j]*r0*radf, z0*radf);
}
glEnd();
for (j=0; j<=slices; j++)
{
- glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
- glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radf, sint1[j]*r0*radf, z0*radf);
}
glEnd();
/*
* Draws a wire sphere
*/
-void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+void FGAPIENTRY glutWireSphere(double radius, GLint slices, GLint stacks)
{
int i,j;
/* Adjust z and radius as stacks and slices are drawn. */
-
- double r;
- double x,y,z;
+ GLfloat radf = (GLfloat)radius;
+ GLfloat r;
+ GLfloat x,y,z;
/* Pre-computed circle */
- double *sint1,*cost1;
- double *sint2,*cost2;
+ GLfloat *sint1,*cost1;
+ GLfloat *sint2,*cost2;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSphere" );
- fghCircleTable(&sint1,&cost1,-slices );
- fghCircleTable(&sint2,&cost2, stacks*2);
+ fghCircleTable(&sint1,&cost1,-slices,FALSE);
+ fghCircleTable(&sint2,&cost2, stacks,TRUE);
/* Draw a line loop for each stack */
x = cost1[j];
y = sint1[j];
- glNormal3d(x,y,z);
- glVertex3d(x*r*radius,y*r*radius,z*radius);
+ glNormal3f(x,y,z);
+ glVertex3f(x*r*radf,y*r*radf,z*radf);
}
glEnd();
y = sint1[i]*sint2[j];
z = cost2[j];
- glNormal3d(x,y,z);
- glVertex3d(x*radius,y*radius,z*radius);
+ glNormal3f(x,y,z);
+ glVertex3f(x*radf,y*radf,z*radf);
}
glEnd();
/*
* Draws a solid cone
*/
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidCone( double base, double height, GLint slices, GLint stacks )
{
int i,j;
/* Step in z and radius as stacks are drawn. */
- double z0,z1;
- double r0,r1;
+ GLfloat z0,z1;
+ GLfloat r0,r1;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
+ const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCone" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Cover the circular base with a triangle fan... */
- z0 = 0.0;
+ z0 = 0;
z1 = zStep;
- r0 = base;
+ r0 = (GLfloat)base;
r1 = r0 - rStep;
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0,0.0,-1.0);
- glVertex3d(0.0,0.0, z0 );
+ glNormal3f(0,0,-1);
+ glVertex3f(0,0, z0 );
for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*r0, sint[j]*r0, z0);
+ glVertex3f(cost[j]*r0, sint[j]*r0, z0);
glEnd();
for(j=0; j<=slices; j++)
{
- glNormal3d(cost[j]*cosn, sint[j]*cosn, sinn);
- glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
- glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
+ glNormal3f(cost[j]*cosn, sint[j]*cosn, sinn);
+ glVertex3f(cost[j]*r0, sint[j]*r0, z0 );
+ glVertex3f(cost[j]*r1, sint[j]*r1, z1 );
}
z0 = z1; z1 += zStep;
glBegin(GL_TRIANGLES);
- glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
+ glNormal3f(cost[0]*sinn, sint[0]*sinn, cosn);
for (j=0; j<slices; j++)
{
- glVertex3d(cost[j+0]*r0, sint[j+0]*r0, z0 );
- glVertex3d(0, 0, height);
- glNormal3d(cost[j+1]*sinn, sint[j+1]*sinn, cosn );
- glVertex3d(cost[j+1]*r0, sint[j+1]*r0, z0 );
+ glVertex3f(cost[j+0]*r0, sint[j+0]*r0, z0 );
+ glVertex3f(0, 0, (GLfloat)height);
+ glNormal3f(cost[j+1]*sinn, sint[j+1]*sinn, cosn );
+ glVertex3f(cost[j+1]*r0, sint[j+1]*r0, z0 );
}
glEnd();
/*
* Draws a wire cone
*/
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutWireCone( double base, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
- double z = 0.0;
- double r = base;
+ GLfloat z = 0;
+ GLfloat r = (GLfloat)base;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
- const double rStep = base / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
+ const GLfloat rStep = (GLfloat)base / ( ( stacks > 0 ) ? stacks : 1 );
/* Scaling factors for vertex normals */
- const double cosn = ( height / sqrt ( height * height + base * base ));
- const double sinn = ( base / sqrt ( height * height + base * base ));
+ const GLfloat cosn = ( (GLfloat)height / sqrtf( height * height + base * base ));
+ const GLfloat sinn = ( (GLfloat)base / sqrtf( height * height + base * base ));
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCone" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Draw the stacks... */
for( j=0; j<slices; j++ )
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
- glVertex3d(cost[j]*r, sint[j]*r, z );
+ glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3f(cost[j]*r, sint[j]*r, z );
}
glEnd();
/* Draw the slices */
- r = base;
+ r = (GLfloat)base;
glBegin(GL_LINES);
for (j=0; j<slices; j++)
{
- glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn );
- glVertex3d(cost[j]*r, sint[j]*r, 0.0 );
- glVertex3d(0.0, 0.0, height);
+ glNormal3f(cost[j]*sinn, sint[j]*sinn, cosn );
+ glVertex3f(cost[j]*r, sint[j]*r, 0 );
+ glVertex3f(0, 0, (GLfloat)height);
}
glEnd();
/*
* Draws a solid cylinder
*/
-void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutSolidCylinder(double radius, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
-
- double z0,z1;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z0,z1;
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCylinder" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Cover the base and top */
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, -1.0 );
- glVertex3d(0.0, 0.0, 0.0 );
+ glNormal3f(0, 0, -1 );
+ glVertex3f(0, 0, 0 );
for (j=0; j<=slices; j++)
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);
+ glVertex3f(cost[j]*radf, sint[j]*radf, 0);
glEnd();
glBegin(GL_TRIANGLE_FAN);
- glNormal3d(0.0, 0.0, 1.0 );
- glVertex3d(0.0, 0.0, height);
+ glNormal3f(0, 0, 1 );
+ glVertex3f(0, 0, (GLfloat)height);
for (j=slices; j>=0; j--)
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
glEnd();
/* Do the stacks */
- z0 = 0.0;
+ z0 = 0;
z1 = zStep;
for (i=1; i<=stacks; i++)
{
if (i==stacks)
- z1 = height;
+ z1 = (GLfloat)height;
glBegin(GL_QUAD_STRIP);
for (j=0; j<=slices; j++ )
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, z1 );
+ glNormal3f(cost[j], sint[j], 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, z0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, z1 );
}
glEnd();
/*
* Draws a wire cylinder
*/
-void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
+void FGAPIENTRY glutWireCylinder(double radius, double height, GLint slices, GLint stacks)
{
int i,j;
/* Step in z and radius as stacks are drawn. */
-
- double z = 0.0;
- const double zStep = height / ( ( stacks > 0 ) ? stacks : 1 );
+ GLfloat radf = (GLfloat)radius;
+ GLfloat z = 0;
+ const GLfloat zStep = (GLfloat)height / ( ( stacks > 0 ) ? stacks : 1 );
/* Pre-computed circle */
- double *sint,*cost;
+ GLfloat *sint,*cost;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCylinder" );
- fghCircleTable(&sint,&cost,-slices);
+ fghCircleTable(&sint,&cost,-slices,FALSE);
/* Draw the stacks... */
for (i=0; i<=stacks; i++)
{
if (i==stacks)
- z = height;
+ z = (GLfloat)height;
glBegin(GL_LINE_LOOP);
for( j=0; j<slices; j++ )
{
- glNormal3d(cost[j], sint[j], 0.0);
- glVertex3d(cost[j]*radius, sint[j]*radius, z );
+ glNormal3f(cost[j], sint[j], 0);
+ glVertex3f(cost[j]*radf, sint[j]*radf, z);
}
glEnd();
for (j=0; j<slices; j++)
{
- glNormal3d(cost[j], sint[j], 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, 0.0 );
- glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glNormal3f(cost[j], sint[j], 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, 0 );
+ glVertex3f(cost[j]*radf, sint[j]*radf, (GLfloat)height);
}
glEnd();
/*
* Draws a wire torus
*/
-void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutWireTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
+ GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
+ GLfloat phi, psi, dpsi, dphi;
+ GLfloat *vertex, *normal;
int i, j;
- double spsi, cpsi, sphi, cphi ;
+ GLfloat spsi, cpsi, sphi, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTorus" );
if ( nRings < 1 ) nRings = 1;
/* Allocate the vertices array */
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
+ normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)nRings ;
- dphi = -2.0 * M_PI / (double)nSides ;
- psi = 0.0;
+ dpsi = 2.0f * (GLfloat)M_PI / (GLfloat)(nRings) ;
+ dphi = -2.0f * (GLfloat)M_PI / (GLfloat)(nSides) ;
+ psi = 0.0f;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
}
glEnd();
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
}
glEnd();
/*
* Draws a solid torus
*/
-void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
+void FGAPIENTRY glutSolidTorus( double dInnerRadius, double dOuterRadius, GLint nSides, GLint nRings )
{
- double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi;
- double *vertex, *normal;
+ GLfloat iradius = (float)dInnerRadius, oradius = (float)dOuterRadius;
+ GLfloat phi, psi, dpsi, dphi;
+ GLfloat *vertex, *normal;
int i, j;
- double spsi, cpsi, sphi, cphi ;
+ GLfloat spsi, cpsi, sphi, cphi ;
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTorus" );
nRings ++ ;
/* Allocate the vertices array */
- vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings );
- normal = (double *)calloc( sizeof(double), 3 * nSides * nRings );
+ vertex = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
+ normal = (GLfloat *)calloc( sizeof(GLfloat), 3 * nSides * nRings );
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
- dphi = -2.0 * M_PI / (double)(nSides - 1) ;
- psi = 0.0;
+ dpsi = 2.0f * (GLfloat)M_PI / (GLfloat)(nRings - 1) ;
+ dphi = -2.0f * (GLfloat)M_PI / (GLfloat)(nSides - 1) ;
+ psi = 0.0f;
for( j=0; j<nRings; j++ )
{
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+ cpsi = cosf( psi ) ;
+ spsi = sinf( psi ) ;
+ phi = 0.0f;
for( i=0; i<nSides; i++ )
{
int offset = 3 * ( j * nSides + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
+ cphi = cosf( phi ) ;
+ sphi = sinf( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 2) = sphi * iradius ;
for( j=0; j<nRings-1; j++ )
{
int offset = 3 * ( j * nSides + i ) ;
- glNormal3dv( normal + offset );
- glVertex3dv( vertex + offset );
- glNormal3dv( normal + offset + 3 );
- glVertex3dv( vertex + offset + 3 );
- glNormal3dv( normal + offset + 3 * nSides + 3 );
- glVertex3dv( vertex + offset + 3 * nSides + 3 );
- glNormal3dv( normal + offset + 3 * nSides );
- glVertex3dv( vertex + offset + 3 * nSides );
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
+ glNormal3fv( normal + offset + 3 );
+ glVertex3fv( vertex + offset + 3 );
+ glNormal3fv( normal + offset + 3 * nSides + 3 );
+ glVertex3fv( vertex + offset + 3 * nSides + 3 );
+ glNormal3fv( normal + offset + 3 * nSides );
+ glVertex3fv( vertex + offset + 3 * nSides );
}
}
glPopMatrix();
}
-/*
- *
- */
-void FGAPIENTRY glutWireDodecahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireDodecahedron" );
-
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
- * of a cube. The coordinates of the points are:
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
- * x = 0.61803398875 and z = 1.61803398875.
- */
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidDodecahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidDodecahedron" );
-
- /* Magic Numbers: It is possible to create a dodecahedron by attaching two pentagons to each face of
- * of a cube. The coordinates of the points are:
- * (+-x,0, z); (+-1, 1, 1); (0, z, x )
- * where x = (-1 + sqrt(5))/2, z = (1 + sqrt(5))/2 or
- * x = 0.61803398875 and z = 1.61803398875.
- */
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, 0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, 0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, -0.525731112119, 0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.0, -0.525731112119, -0.850650808354 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.850650808354, 0.0, 0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, 1.61803398875 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( 0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.850650808354, 0.0, -0.525731112119 ) ; glVertex3d ( -0.61803398875, 0.0, -1.61803398875 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
-
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( 1.0, 1.0, -1.0 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 1.0, 1.0, 1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( 0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( 1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( 1.0, -1.0, 1.0 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 1.0, -1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.525731112119, 0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, 0.61803398875, 0.0 ) ; glVertex3d ( -1.0, 1.0, 1.0 ) ; glVertex3d ( 0.0, 1.61803398875, 0.61803398875 ) ; glVertex3d ( 0.0, 1.61803398875, -0.61803398875 ) ; glVertex3d ( -1.0, 1.0, -1.0 ) ;
- glEnd () ;
- glBegin ( GL_POLYGON ) ;
- glNormal3d ( -0.525731112119, -0.850650808354, 0.0 ) ; glVertex3d ( -1.61803398875, -0.61803398875, 0.0 ) ; glVertex3d ( -1.0, -1.0, -1.0 ) ; glVertex3d ( 0.0, -1.61803398875, -0.61803398875 ) ; glVertex3d ( 0.0, -1.61803398875, 0.61803398875 ) ; glVertex3d ( -1.0, -1.0, 1.0 ) ;
- glEnd () ;
-}
-
-/*
- *
- */
-static double icos_r[12][3] = {
- { 1.0, 0.0, 0.0 },
- { 0.447213595500, 0.894427191000, 0.0 },
- { 0.447213595500, 0.276393202252, 0.850650808354 },
- { 0.447213595500, -0.723606797748, 0.525731112119 },
- { 0.447213595500, -0.723606797748, -0.525731112119 },
- { 0.447213595500, 0.276393202252, -0.850650808354 },
- { -0.447213595500, -0.894427191000, 0.0 },
- { -0.447213595500, -0.276393202252, 0.850650808354 },
- { -0.447213595500, 0.723606797748, 0.525731112119 },
- { -0.447213595500, 0.723606797748, -0.525731112119 },
- { -0.447213595500, -0.276393202252, -0.850650808354 },
- { -1.0, 0.0, 0.0 }
-};
-
-static int icos_v [20][3] = {
- { 0, 1, 2 },
- { 0, 2, 3 },
- { 0, 3, 4 },
- { 0, 4, 5 },
- { 0, 5, 1 },
- { 1, 8, 2 },
- { 2, 7, 3 },
- { 3, 6, 4 },
- { 4, 10, 5 },
- { 5, 9, 1 },
- { 1, 9, 8 },
- { 2, 8, 7 },
- { 3, 7, 6 },
- { 4, 6, 10 },
- { 5, 10, 9 },
- { 11, 9, 10 },
- { 11, 8, 9 },
- { 11, 7, 8 },
- { 11, 6, 7 },
- { 11, 10, 6 }
-};
-
-void FGAPIENTRY glutWireIcosahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireIcosahedron" );
-
- for ( i = 0; i < 20; i++ )
- {
- double normal[3] ;
- normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
- normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
- normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3dv ( normal ) ;
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;
- glEnd () ;
- }
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidIcosahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidIcosahedron" );
-
- glBegin ( GL_TRIANGLES ) ;
- for ( i = 0; i < 20; i++ )
- {
- double normal[3] ;
- normal[0] = ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) - ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) ;
- normal[1] = ( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) - ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ) ;
- normal[2] = ( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0] ) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1] ) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ) ;
- glNormal3dv ( normal ) ;
- glVertex3dv ( icos_r[icos_v[i][0]] ) ;
- glVertex3dv ( icos_r[icos_v[i][1]] ) ;
- glVertex3dv ( icos_r[icos_v[i][2]] ) ;
- }
-
- glEnd () ;
-}
-
-/*
- *
- */
-static double rdod_r[14][3] = {
- { 0.0, 0.0, 1.0 },
- { 0.707106781187, 0.000000000000, 0.5 },
- { 0.000000000000, 0.707106781187, 0.5 },
- { -0.707106781187, 0.000000000000, 0.5 },
- { 0.000000000000, -0.707106781187, 0.5 },
- { 0.707106781187, 0.707106781187, 0.0 },
- { -0.707106781187, 0.707106781187, 0.0 },
- { -0.707106781187, -0.707106781187, 0.0 },
- { 0.707106781187, -0.707106781187, 0.0 },
- { 0.707106781187, 0.000000000000, -0.5 },
- { 0.000000000000, 0.707106781187, -0.5 },
- { -0.707106781187, 0.000000000000, -0.5 },
- { 0.000000000000, -0.707106781187, -0.5 },
- { 0.0, 0.0, -1.0 }
-} ;
-
-static int rdod_v [12][4] = {
- { 0, 1, 5, 2 },
- { 0, 2, 6, 3 },
- { 0, 3, 7, 4 },
- { 0, 4, 8, 1 },
- { 5, 10, 6, 2 },
- { 6, 11, 7, 3 },
- { 7, 12, 8, 4 },
- { 8, 9, 5, 1 },
- { 5, 9, 13, 10 },
- { 6, 10, 13, 11 },
- { 7, 11, 13, 12 },
- { 8, 12, 13, 9 }
-};
-
-static double rdod_n[12][3] = {
- { 0.353553390594, 0.353553390594, 0.5 },
- { -0.353553390594, 0.353553390594, 0.5 },
- { -0.353553390594, -0.353553390594, 0.5 },
- { 0.353553390594, -0.353553390594, 0.5 },
- { 0.000000000000, 1.000000000000, 0.0 },
- { -1.000000000000, 0.000000000000, 0.0 },
- { 0.000000000000, -1.000000000000, 0.0 },
- { 1.000000000000, 0.000000000000, 0.0 },
- { 0.353553390594, 0.353553390594, -0.5 },
- { -0.353553390594, 0.353553390594, -0.5 },
- { -0.353553390594, -0.353553390594, -0.5 },
- { 0.353553390594, -0.353553390594, -0.5 }
-};
-
-void FGAPIENTRY glutWireRhombicDodecahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireRhombicDodecahedron" );
-
- for ( i = 0; i < 12; i++ )
- {
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3dv ( rdod_n[i] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
- glEnd () ;
- }
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidRhombicDodecahedron( void )
-{
- int i ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidRhombicDodecahedron" );
-
- glBegin ( GL_QUADS ) ;
- for ( i = 0; i < 12; i++ )
- {
- glNormal3dv ( rdod_n[i] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][0]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][1]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][2]] ) ;
- glVertex3dv ( rdod_r[rdod_v[i][3]] ) ;
- }
-
- glEnd () ;
-}
-
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
-/*
- * Draws a wireframed cube.
- */
-void FGAPIENTRY glutWireCube( GLdouble dSize )
+/* Macro to generate interface functions */
+#define DECLARE_SHAPE_INTERFACE(nameICaps)\
+ void FGAPIENTRY glutWire##nameICaps( void )\
+ {\
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWire"#nameICaps );\
+ fgh##nameICaps( TRUE );\
+ }\
+ void FGAPIENTRY glutSolid##nameICaps( void )\
+ {\
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolid"#nameICaps );\
+ fgh##nameICaps( FALSE );\
+ }
+
+void FGAPIENTRY glutWireCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
- fghCube( dSize, TRUE );
+ fghCube( (GLfloat)dSize, TRUE );
}
-void FGAPIENTRY glutSolidCube( GLdouble dSize )
+void FGAPIENTRY glutSolidCube( double dSize )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
- fghCube( dSize, FALSE );
+ fghCube( (GLfloat)dSize, FALSE );
}
-void FGAPIENTRY glutWireOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );
- fghOctahedron( TRUE );
-}
-void FGAPIENTRY glutSolidOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );
- fghOctahedron( FALSE );
-}
+DECLARE_SHAPE_INTERFACE(Dodecahedron);
+DECLARE_SHAPE_INTERFACE(Icosahedron);
+DECLARE_SHAPE_INTERFACE(Octahedron);
+DECLARE_SHAPE_INTERFACE(RhombicDodecahedron);
-void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, TRUE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, TRUE );
}
-void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, double offset[3], double scale )
{
FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
- fghSierpinskiSponge ( num_levels, offset, scale, FALSE );
+ fghSierpinskiSponge ( num_levels, offset, (GLfloat)scale, FALSE );
}
-void FGAPIENTRY glutWireTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireTetrahedron" );
- fghTetrahedron( TRUE );
-}
-void FGAPIENTRY glutSolidTetrahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidTetrahedron" );
- fghTetrahedron( FALSE );
-}
+DECLARE_SHAPE_INTERFACE(Tetrahedron);
/*** END OF FILE ***/