#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, double* vertices, double* normals, GLsizei numVertices, GLboolean useWireMode)
+static void fghDrawGeometryWire(GLdouble *vertices, GLdouble *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);
+
+ glVertexPointer(3, GL_DOUBLE, 0, vertices);
+ glNormalPointer(GL_DOUBLE, 0, normals);
+
+ /* 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);
+}
+static void fghDrawGeometrySolid(GLdouble *vertices, GLdouble *normals, GLubyte *vertIdxs, GLsizei numVertices, GLsizei numEdgePerFace)
+{
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_DOUBLE, 0, vertices);
glNormalPointer(GL_DOUBLE, 0, normals);
- glDrawArrays(vertexMode,0,numVertices);
+ if (numEdgePerFace==3)
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+ else
+ glDrawElements(GL_TRIANGLES, numVertices, GL_UNSIGNED_BYTE, vertIdxs);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
+}
- if (useWireMode)
+/* 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, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut, GLubyte *vertIdxOut)
+{
+ 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 using vertex coordinates and vertex indices
+ * Do same for normals.
+ * Need to do this because of different normals at shared vertices.
+ */
+ for (i=0; i<numFaces; i++)
{
- glPopAttrib();
+ int normIdx = i*3;
+ int faceIdxVertIdx = i*numEdgePerFace; // index to first element of "row" in vertex indices
+ for (j=0; j<numEdgePerFace; j++)
+ {
+ int outIdx = i*numEdgePerFace*3+j*3;
+ int vertIdx = vertIndices[faceIdxVertIdx+j]*3;
+
+ vertOut[outIdx ] = vertices[vertIdx ];
+ vertOut[outIdx+1] = vertices[vertIdx+1];
+ vertOut[outIdx+2] = vertices[vertIdx+2];
+
+ normOut[outIdx ] = normals [normIdx ];
+ 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];
}
}
+static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
+{
+ /* 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 --------------------------------------- */
-/* -- first the cachable ones -- */
+/* -- 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 GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLdouble 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 GLdouble name##_verts[nameCaps##_VERT_ELEM_PER_OBJ];\
+ static GLdouble 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_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] =
+{
+ .5, .5, .5,
+ -.5, .5, .5,
+ -.5,-.5, .5,
+ .5,-.5, .5,
+ .5,-.5,-.5,
+ .5, .5,-.5,
+ -.5, .5,-.5,
+ -.5,-.5,-.5
+};
+/* Normal Vectors */
+static GLdouble 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
+};
+
+/* Vertex indices */
+static GLubyte cube_vi[CUBE_VERT_PER_OBJ] =
+{
+ 0,1,2,3,
+ 0,3,4,5,
+ 0,5,6,1,
+ 1,6,7,2,
+ 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 GLdouble dodecahedron_v[DODECAHEDRON_NUM_VERT*3] =
+{
+ 0.0 , 1.61803398875, 0.61803398875,
+ -1.0 , 1.0 , 1.0 ,
+ -0.61803398875, 0.0 , 1.61803398875,
+ 0.61803398875, 0.0 , 1.61803398875,
+ 1.0 , 1.0 , 1.0 ,
+ 0.0 , 1.61803398875, -0.61803398875,
+ 1.0 , 1.0 , -1.0 ,
+ 0.61803398875, 0.0 , -1.61803398875,
+ -0.61803398875, 0.0 , -1.61803398875,
+ -1.0 , 1.0 , -1.0 ,
+ 0.0 , -1.61803398875, 0.61803398875,
+ 1.0 , -1.0 , 1.0 ,
+ -1.0 , -1.0 , 1.0 ,
+ 0.0 , -1.61803398875, -0.61803398875,
+ -1.0 , -1.0 , -1.0 ,
+ 1.0 , -1.0 , -1.0 ,
+ 1.61803398875, -0.61803398875, 0.0 ,
+ 1.61803398875, 0.61803398875, 0.0 ,
+ -1.61803398875, 0.61803398875, 0.0 ,
+ -1.61803398875, -0.61803398875, 0.0
+};
+/* Normal Vectors */
+static GLdouble dodecahedron_n[DODECAHEDRON_NUM_FACES*3] =
+{
+ 0.0 , 0.525731112119, 0.850650808354,
+ 0.0 , 0.525731112119, -0.850650808354,
+ 0.0 , -0.525731112119, 0.850650808354,
+ 0.0 , -0.525731112119, -0.850650808354,
+
+ 0.850650808354, 0.0 , 0.525731112119,
+ -0.850650808354, 0.0 , 0.525731112119,
+ 0.850650808354, 0.0 , -0.525731112119,
+ -0.850650808354, 0.0 , -0.525731112119,
+
+ 0.525731112119, 0.850650808354, 0.0 ,
+ 0.525731112119, -0.850650808354, 0.0 ,
+ -0.525731112119, 0.850650808354, 0.0 ,
+ -0.525731112119, -0.850650808354, 0.0 ,
+};
+
+/* 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);
+
+/* -- 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 GLdouble icosahedron_v[ICOSAHEDRON_NUM_VERT*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
+};
+/* 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 GLdouble icosahedron_n[ICOSAHEDRON_NUM_FACES*3] =
+{
+ 0.760845213037948, 0.470228201835026, 0.341640786498800,
+ 0.760845213036861, -0.179611190632978, 0.552786404500000,
+ 0.760845213033849, -0.581234022404097, 0,
+ 0.760845213036861, -0.179611190632978, -0.552786404500000,
+ 0.760845213037948, 0.470228201835026, -0.341640786498800,
+ 0.179611190628666, 0.760845213037948, 0.552786404498399,
+ 0.179611190634277, -0.290617011204044, 0.894427191000000,
+ 0.179611190633958, -0.940456403667806, 0,
+ 0.179611190634278, -0.290617011204044, -0.894427191000000,
+ 0.179611190628666, 0.760845213037948, -0.552786404498399,
+ -0.179611190633958, 0.940456403667806, 0,
+ -0.179611190634277, 0.290617011204044, 0.894427191000000,
+ -0.179611190628666, -0.760845213037948, 0.552786404498399,
+ -0.179611190628666, -0.760845213037948, -0.552786404498399,
+ -0.179611190634277, 0.290617011204044, -0.894427191000000,
+ -0.760845213036861, 0.179611190632978, -0.552786404500000,
+ -0.760845213033849, 0.581234022404097, 0,
+ -0.760845213036861, 0.179611190632978, 0.552786404500000,
+ -0.760845213037948, -0.470228201835026, 0.341640786498800,
+ -0.760845213037948, -0.470228201835026, -0.341640786498800,
+};
+
+/* 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_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] =
+{
+ 1., 0., 0.,
+ 0., 1., 0.,
+ 0., 0., 1.,
+ -1., 0., 0.,
+ 0., -1., 0.,
+ 0., 0., -1.,
+
+};
+/* Normal Vectors */
+static GLdouble 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
+
+};
+
+/* Vertex indices */
+static GLubyte octahedron_vi[OCTAHEDRON_VERT_PER_OBJ] =
+{
+ 0, 1, 2,
+ 0, 5, 1,
+ 0, 2, 4,
+ 0, 4, 5,
+ 3, 2, 1,
+ 3, 1, 5,
+ 3, 4, 2,
+ 3, 5, 4
+};
+DECLARE_SHAPE_CACHE(octahedron,Octahedron,OCTAHEDRON);
+
+/* -- 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 */
+
+/* Vertex Coordinates */
+static GLdouble rhombicdodecahedron_v[RHOMBICDODECAHEDRON_NUM_VERT*3] =
+{
+ 0.0, 0.0, 1.0,
+ 0.707106781187, 0.0 , 0.5,
+ 0.0 , 0.707106781187, 0.5,
+ -0.707106781187, 0.0 , 0.5,
+ 0.0 , -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, 0.0 , -0.5,
+ 0.0 , 0.707106781187, -0.5,
+ -0.707106781187, 0.0 , -0.5,
+ 0.0 , -0.707106781187, -0.5,
+ 0.0, 0.0, -1.0
+};
+/* Normal Vectors */
+static GLdouble rhombicdodecahedron_n[RHOMBICDODECAHEDRON_NUM_FACES*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,
+ 0.0 , 1.0 , 0.0,
+ -1.0 , 0.0 , 0.0,
+ 0.0 , -1.0 , 0.0,
+ 1.0 , 0.0 , 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
+};
+
+/* 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 )
* r1 = ( -1/3, 2 sqrt(2) / 3, 0 )
* r2 = ( -1/3, - sqrt(2) / 3, sqrt(6) / 3 )
* Distance between any two points is 2 sqrt(6) / 3
*
* Normals: The unit normals are simply the negative of the coordinates of the point not on the surface.
-*/
-
-/* -- TetraHedron -- */
-#define TETR_NUM_FACES 4
-#define TETR_NUM_VERT_PER_FACE 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 tet_r[TETR_NUM_FACES][TETR_NUM_VERT_PER_FACE] =
+static GLdouble 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 }
+ 1.0, 0.0, 0.0,
+ -0.333333333333, 0.942809041582, 0.0,
+ -0.333333333333, -0.471404520791, 0.816496580928,
+ -0.333333333333, -0.471404520791, -0.816496580928
};
-
-/* Vertex indices */
-static GLubyte tet_i[TETR_NUM_FACES][TETR_NUM_VERT_PER_FACE] =
+/* Normal Vectors */
+static GLdouble tetrahedron_n[TETRAHEDRON_NUM_FACES*3] =
{
- { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 }
+ - 1.0, 0.0, 0.0,
+ 0.333333333333, -0.942809041582, 0.0,
+ 0.333333333333, 0.471404520791, -0.816496580928,
+ 0.333333333333, 0.471404520791, 0.816496580928
};
-/* Normal indices */
-static GLubyte tet_n[TETR_NUM_FACES] =
+
+/* Vertex indices */
+static GLubyte tetrahedron_vi[TETRAHEDRON_VERT_PER_OBJ] =
{
- 0, 1, 2, 3
+ 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 double tetr_verts[TETR_NUM_FACES * TETR_NUM_VERT_PER_FACE * 3];
-static double tetr_norms[TETR_NUM_FACES * TETR_NUM_VERT_PER_FACE * 3];
+/* -- Sierpinski Sponge -- */
+static unsigned int ipow (int x, unsigned int y)
+{
+ return y==0? 1: y==1? x: (y%2? x: 1) * ipow(x*x, y/2);
+}
-static void fghTetrahedronCache()
+static void fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLdouble scale, GLdouble* vertices, GLdouble* normals )
{
- int p,q;
- /*
- * Build array with vertices from 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).
- */
- for (p=0; p<TETR_NUM_FACES; p++)
+ int i, j;
+ if ( numLevels == 0 )
{
- for (q=0; q<TETR_NUM_VERT_PER_FACE; q++)
+ for (i=0; i<TETRAHEDRON_NUM_FACES; i++)
{
- int idx = p*TETR_NUM_VERT_PER_FACE*3+q*3;
- tetr_verts[idx ] = tet_r[tet_i[p][q]][0];
- tetr_verts[idx+1] = tet_r[tet_i[p][q]][1];
- tetr_verts[idx+2] = tet_r[tet_i[p][q]][2];
-
- tetr_norms[idx ] = -tet_r[tet_n[p]][0];
- tetr_norms[idx+1] = -tet_r[tet_n[p]][1];
- tetr_norms[idx+2] = -tet_r[tet_n[p]][2];
+ int normIdx = i*3;
+ int faceIdxVertIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE;
+ for (j=0; j<TETRAHEDRON_NUM_EDGE_PER_FACE; j++)
+ {
+ int outIdx = i*TETRAHEDRON_NUM_EDGE_PER_FACE*3+j*3;
+ int vertIdx = tetrahedron_vi[faceIdxVertIdx+j]*3;
+
+ vertices[outIdx ] = offset[0] + scale * tetrahedron_v[vertIdx ];
+ vertices[outIdx+1] = offset[1] + scale * tetrahedron_v[vertIdx+1];
+ vertices[outIdx+2] = offset[2] + scale * tetrahedron_v[vertIdx+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)*TETRAHEDRON_VERT_ELEM_PER_OBJ;
+ scale /= 2.0 ;
+ for ( i = 0 ; i < TETRAHEDRON_NUM_FACES ; i++ )
+ {
+ int idx = i*3;
+ 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
*
* Notes:
* It is the responsibility of the caller to free these tables
}
-/* -- 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 fghTetrahedron( GLboolean useWireMode )
+static void fghCube( GLdouble dSize, GLboolean useWireMode )
{
- if (!tetrCached)
- fghTetrahedronCache();
-
- fghDrawGeometry(GL_TRIANGLES,tetr_verts,tetr_norms,TETR_NUM_FACES*TETR_NUM_VERT_PER_FACE,useWireMode);
-}
+ GLdouble *vertices;
+ if (!cubeCached)
+ {
+ fghCubeGenerate();
+ cubeCached = GL_TRUE;
+ }
-/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
+ if (dSize!=1.)
+ {
+ /* Need to build new vertex list containing vertices for cube of different size */
+ int i;
-/*
- * Draws a wireframed cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
- */
-void FGAPIENTRY glutWireCube( GLdouble dSize )
-{
- double size = dSize * 0.5;
+ vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLdouble));
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices)
+ {
+ free(vertices);
+ fgError("Failed to allocate memory in fghCube");
+ }
-# define V(a,b,c) glVertex3d( a size, b size, c size );
-# define N(a,b,c) glNormal3d( a, b, c );
+ for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
+ vertices[i] = dSize*cube_verts[i];
+ }
+ else
+ vertices = cube_verts;
- /* PWO: I dared to convert the code to use macros... */
- glBegin( GL_LINE_LOOP ); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd();
- glBegin( GL_LINE_LOOP ); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd();
- glBegin( GL_LINE_LOOP ); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
+ 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);
-# undef V
-# undef N
+ if (dSize!=1.)
+ /* cleanup allocated memory */
+ free(vertices);
}
-/*
- * Draws a solid cube. Code contributed by Andreas Umbach <marvin@dataway.ch>
- */
-void FGAPIENTRY glutSolidCube( GLdouble dSize )
+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 )
{
- double size = dSize * 0.5;
+ GLdouble *vertices;
+ GLdouble * normals;
+ GLsizei numTetr = numLevels<0? 0 : ipow(4,numLevels); /* No sponge for numLevels below 0 */
+ GLsizei numVert = numTetr*TETRAHEDRON_VERT_PER_OBJ;
+ GLsizei numFace = numTetr*TETRAHEDRON_NUM_FACES;
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
+ if (numTetr)
+ {
+ /* Allocate memory */
+ vertices = malloc(numVert*3 * sizeof(GLdouble));
+ normals = malloc(numVert*3 * sizeof(GLdouble));
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices || !normals)
+ {
+ free(vertices);
+ free(normals);
+ fgError("Failed to allocate memory in fghSierpinskiSponge");
+ }
-# define V(a,b,c) glVertex3d( a size, b size, c size );
-# define N(a,b,c) glNormal3d( a, b, c );
+ /* Generate elements */
+ fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
- /* PWO: Again, I dared to convert the code to use macros... */
- glBegin( GL_QUADS );
- N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
- N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
- N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
- N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
- N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
- N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-);
- glEnd();
+ /* Draw and cleanup */
+ if (useWireMode)
+ fghDrawGeometryWire (vertices,normals, numFace,TETRAHEDRON_NUM_EDGE_PER_FACE);
+ else
+ fghDrawGeometrySolid(vertices,normals,NULL,numVert, TETRAHEDRON_NUM_EDGE_PER_FACE);
-# undef V
-# undef N
+ free(vertices);
+ free(normals );
+ }
}
+/* -- INTERFACE FUNCTIONS ---------------------------------------------- */
+
+
/*
* Draws a solid sphere
*/
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 () ;
-}
-/*
- *
- */
-void FGAPIENTRY glutWireOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireOctahedron" );
-
-#define RADIUS 1.0f
- glBegin( GL_LINE_LOOP );
- glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glEnd();
-#undef RADIUS
-}
-
-/*
- *
- */
-void FGAPIENTRY glutSolidOctahedron( void )
-{
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidOctahedron" );
-
-#define RADIUS 1.0f
- glBegin( GL_TRIANGLES );
- glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, 0.0 );
- glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, RADIUS, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0,-RADIUS, 0.0 ); glVertex3d( 0.0, 0.0, RADIUS );
- glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS, 0.0, 0.0 ); glVertex3d( 0.0, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS, 0.0 );
- glEnd();
-#undef RADIUS
-}
-
-/*
- *
- */
-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 () ;
- }
-}
+/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
+/* 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 glutSolidIcosahedron( void )
+void FGAPIENTRY glutWireCube( GLdouble dSize )
{
- 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 () ;
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireCube" );
+ fghCube( dSize, TRUE );
}
-
-/*
- *
- */
-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 )
+void FGAPIENTRY glutSolidCube( GLdouble dSize )
{
- 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 () ;
- }
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidCube" );
+ fghCube( dSize, FALSE );
}
-/*
- *
- */
-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 () ;
-}
+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 )
{
- int i, j ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
-
- if ( num_levels == 0 )
- {
-
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
- {
- glBegin ( GL_LINE_LOOP ) ;
- glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
- for ( j = 0; j < 3; j++ )
- {
- double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
- double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
- double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
- glVertex3d ( x, y, z ) ;
- }
-
- glEnd () ;
- }
- }
- else if ( num_levels > 0 )
- {
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
- num_levels -- ;
- scale /= 2.0 ;
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
- {
- local_offset[0] = offset[0] + scale * tet_r[i][0] ;
- local_offset[1] = offset[1] + scale * tet_r[i][1] ;
- local_offset[2] = offset[2] + scale * tet_r[i][2] ;
- glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
- }
- }
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutWireSierpinskiSponge" );
+ fghSierpinskiSponge ( num_levels, offset, scale, TRUE );
}
-
void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLdouble offset[3], GLdouble scale )
{
- int i, j ;
-
- FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
-
- if ( num_levels == 0 )
- {
- glBegin ( GL_TRIANGLES ) ;
-
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
- {
- glNormal3d ( -tet_r[i][0], -tet_r[i][1], -tet_r[i][2] ) ;
- for ( j = 0; j < 3; j++ )
- {
- double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ;
- double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ;
- double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ;
- glVertex3d ( x, y, z ) ;
- }
- }
-
- glEnd () ;
- }
- else if ( num_levels > 0 )
- {
- GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */
- num_levels -- ;
- scale /= 2.0 ;
- for ( i = 0 ; i < TETR_NUM_FACES ; i++ )
- {
- local_offset[0] = offset[0] + scale * tet_r[i][0] ;
- local_offset[1] = offset[1] + scale * tet_r[i][1] ;
- local_offset[2] = offset[2] + scale * tet_r[i][2] ;
- glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
- }
- }
+ FREEGLUT_EXIT_IF_NOT_INITIALISED ( "glutSolidSierpinskiSponge" );
+ fghSierpinskiSponge ( num_levels, offset, scale, FALSE );
}
-
-
-/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
-
-
-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 ***/