static GLboolean persProject = GL_TRUE;
static GLboolean animateXRot = GL_FALSE;
static GLboolean useShader = GL_FALSE;
+static GLboolean visNormals = GL_FALSE;
/*
* These one-liners draw particular objects, fetching appropriate
glFrontFace(GL_CCW);
}
-#define RADIUS 1.0f
+#define RADIUSFAC 0.70710678118654752440084436210485f
static void drawSolidCuboctahedron(void)
{
+ GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_TRIANGLES );
- glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d( RADIUS, 0.0, RADIUS );
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
- glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d( RADIUS, 0.0,-RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS );
+ glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glVertex3d( radius, 0.0, radius );
+ glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
+ glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
+ glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glVertex3d( radius, 0.0,-radius );
+ glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0, radius, radius );
+ glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, 0.0,-radius );
+ glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius, 0.0, radius );
+ glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_QUADS );
- glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
- glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
- glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
- glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
- glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
- glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
+ glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
+ glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
+ glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
+ glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
+ glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
+ glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
static void drawWireCuboctahedron(void)
{
+ GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */
glBegin( GL_LINE_LOOP );
- glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
+ glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
- glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
+ glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius );
glEnd();
glBegin( GL_LINE_LOOP );
- glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
+ glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
- glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
+ glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius );
glEnd();
glBegin( GL_LINE_LOOP );
- glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
+ glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius );
glEnd();
glBegin( GL_LINE_LOOP );
- glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
+ glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius );
glEnd();
}
-#undef RADIUS
+#undef RADIUSFAC
/*
* This structure defines an entry in our function-table.
ENTRY (Sphere),
ENTRY (Cone),
ENTRY (Cylinder),
- ENTRY (Cuboctahedron)
+ ENTRY (Cuboctahedron) /* This one doesn't work when in shader mode and is then skipped */
};
#undef ENTRY
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- const double a = t*90.0;
- const double b = (animateXRot?t:1)*60.0;
+ const double a = t*89.0;
+ const double b = (animateXRot?t:1)*67.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
{
/* fixed function pipeline */
+ glutSetOption(GLUT_OBJECTS_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (persProject)
shapesPrintf (5, 1, "Outer radius Up Down : %f", orad);
shapesPrintf (6, 1, "Inner radius Left Right: %f", irad);
if (persProject)
- shapesPrintf (7, 1, "Perspective projection");
+ shapesPrintf (7, 1, "Perspective projection (p)");
else
- shapesPrintf (7, 1, "Orthographic projection");
+ shapesPrintf (7, 1, "Orthographic projection (p)");
if (useShader)
- shapesPrintf (8, 1, "Using shader");
+ shapesPrintf (8, 1, "Using shader (s)");
else
- shapesPrintf (8, 1, "Using fixed function pipeline");
+ shapesPrintf (8, 1, "Using fixed function pipeline (s)");
+ if (animateXRot)
+ shapesPrintf (9, 1, "2D rotation (r)");
+ else
+ shapesPrintf (9, 1, "1D rotation (r)");
+ if (!useShader)
+ shapesPrintf (10, 1, "visualizing normals: %i (n)",visNormals);
} else {
+ /* print to command line instead */
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
}
case 'r': animateXRot=!animateXRot; break;
case 'S':
- case 's': useShader=!useShader; break;
+ case 's':
+ useShader=!useShader;
+ /* Cuboctahedron can't be shown when in shader mode, move to next */
+ if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
+ function_index = 0;
+ break;
+
+ case 'N':
+ case 'n': visNormals=!visNormals; break;
default:
break;
if (NUMBEROF (table) <= ( unsigned )function_index)
function_index = 0;
+
+ /* Cuboctahedron can't be shown when in shader mode, skip it */
+ if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index)
+ if (key==GLUT_KEY_PAGE_UP)
+ function_index = 0;
+ else
+ function_index -= 1;
}
int
main(int argc, char *argv[])
{
- glutInitWindowSize(640,480);
+ glutInitWindowSize(800,600);
glutInitWindowPosition(40,40);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);