#include "fg_internal.h"
/*
- *
* Need more types of polyhedra? See CPolyhedron in MRPT
- *
- * 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
*/
* useWireMode controls the drawing of solids (false) or wire frame
* versions (TRUE) of the geometry you pass
*/
-static void fghDrawGeometry(GLenum vertexMode, GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLboolean useWireMode)
+static void fghDrawGeometry(GLdouble *vertices, GLdouble *normals, GLboolean *edgeFlags, GLsizei numVertices, GLsizei numFaces, GLsizei numEdgePerFace, GLboolean useWireMode)
{
+# ifdef FREEGLUT_GLES1
+ /* Solid drawing is the same for OpenGL 1.x and OpenGL ES 1.x, just
+ * no edge flags for ES.
+ * WireFrame drawing will have to be done per face though, using
+ * GL_LINE_LOOP and issuing one draw call per face. For triangles,
+ * we use glDrawArrays directly on the vertex data for each face,
+ * while for shapes that are composed of quads or pentagons, we use
+ * glDrawElements with index vector {0,1,2,5} or {0,1,2,8,5},
+ * respectively.
+ * We use the first parameter in glDrawArrays or glDrawElements to
+ * go from face to face.
+ */
if (useWireMode)
{
- glPushAttrib(GL_POLYGON_BIT);
- glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- }
+ /* setup reading the right elements from vertex array */
+ GLubyte vertIdx4[4] = {0,1,2,5};
+ GLubyte vertIdx5[5] = {0,1,2,8,5};
+ GLubyte *indices = NULL;
+ int vertStride, i, j;
+
+ switch (numEdgePerFace)
+ {
+ case 3:
+ vertStride = 3; /* there are 3 vertices for each face in the array */
+ break;
+ case 4:
+ indices = vertIdx4;
+ vertStride = 6; /* there are 6 vertices for each face in the array */
+ break;
+ case 5:
+ indices = vertIdx5;
+ vertStride = 9; /* there are 9 vertices for each face in the array */
+ break;
+ }
- if (1)
- {
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
- if (edgeFlags)
- glEnableClientState(GL_EDGE_FLAG_ARRAY);
glVertexPointer(3, GL_DOUBLE, 0, vertices);
glNormalPointer(GL_DOUBLE, 0, normals);
- if (edgeFlags)
- glEdgeFlagPointer(0,edgeFlags);
- glDrawArrays(vertexMode, 0, numVertices);
+
+ if (numEdgePerFace==3)
+ for (i=0; i<numFaces; i++)
+ glDrawArrays(GL_LINE_LOOP, i*vertStride, numEdgePerFace);
+ else
+ {
+ GLubyte *vertIndices = malloc(numEdgePerFace*sizeof(GLubyte));
+ for (i=0; i<numFaces; i++)
+ {
+ for (j=0; j< numEdgePerFace; j++)
+ vertIndices[j] = indices[j]+i*vertStride;
+
+ glDrawElements(GL_LINE_LOOP, numEdgePerFace, GL_UNSIGNED_BYTE, vertIndices);
+ }
+ free(vertIndices);
+ }
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
- if (edgeFlags)
- glDisableClientState(GL_EDGE_FLAG_ARRAY);
+ return; /* done */
}
- else
+# endif
+
+ if (useWireMode)
{
- int i;
- glBegin(vertexMode);
- for(i=0; i<numVertices; i++)
- {
- glEdgeFlag(edgeFlags[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();
+ glPushAttrib(GL_POLYGON_BIT);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ glDisable(GL_CULL_FACE);
}
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+# ifndef FREEGLUT_GLES1
+ if (edgeFlags)
+ glEnableClientState(GL_EDGE_FLAG_ARRAY);
+# endif
+
+ glVertexPointer(3, GL_DOUBLE, 0, vertices);
+ glNormalPointer(GL_DOUBLE, 0, normals);
+# ifndef FREEGLUT_GLES1
+ if (edgeFlags)
+ glEdgeFlagPointer(0,edgeFlags);
+# endif
+ glDrawArrays(GL_TRIANGLES, 0, numVertices);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+# ifndef FREEGLUT_GLES1
+ if (edgeFlags)
+ glDisableClientState(GL_EDGE_FLAG_ARRAY);
+# endif
+
if (useWireMode)
{
glPopAttrib();
}
+
+ /* Notes on OpenGL 3 and OpenGL ES2, drawing code for programmable pipeline:
+ * As above, we'll have to draw face-by-face for wireframes. On
+ * OpenGL 3 we can probably use glMultiDrawArrays do do this efficiently.
+ * other complications are VBOs and such...
+ */
}
-/* triangle decomposition and associated edgeFlags
- * be careful to keep winding of all triangles counter-clockwise,
+/* Triangle decomposition and associated edgeFlags generation
+ * Be careful to keep winding of all triangles counter-clockwise,
* assuming that input has correct winding...
+ * Could probably do something smarter using glDrawElements and generating
+ * an index vector here for all shapes that are not triangles, but this
+ * suffices for now. We're not talking many vertices in our objects anyway.
*/
static GLubyte vertSamp3[3] = {0,1,2};
static GLubyte vertSamp4[6] = {0,1,2, 0,2,3}; /* quad : 4 input vertices, 6 output (2 triangles) */
{
int outIdx = i*numEdgePerFaceOut*3+j*3;
int vertIdx = vertIndices[faceIdxVertIdx+vertSamps[j]]*3;
- printf("%i,",outIdx);
vertOut[outIdx ] = vertices[vertIdx ];
vertOut[outIdx+1] = vertices[vertIdx+1];
if (edgeFlagsOut)
edgeFlagsOut[i*numEdgePerFaceOut+j] = edgeFlags[j];
}
- printf("\n");
}
- printf("\n");
}
static void fghGenerateGeometry(int numFaces, int numEdgePerFace, GLdouble *vertices, GLubyte *vertIndices, GLdouble *normals, GLdouble *vertOut, GLdouble *normOut)
/* -- INTERNAL SETUP OF GEOMETRY --------------------------------------- */
-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);
-}
-
/* -- stuff that can be cached -- */
/* Cache of input to glDrawArrays */
#define DECLARE_SHAPE_CACHE(name,nameICaps,nameCaps)\
};
DECLARE_SHAPE_CACHE_DECOMPOSE_TO_TRIANGLE(cube,Cube,CUBE);
-/* Icosahedron */
+/* -- 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_PER_OBJ_TRI (DODECAHEDRON_VERT_PER_OBJ+DODECAHEDRON_NUM_FACES*4) /* 4 extra edges per face when drawing pentagons as triangles */
+#define DODECAHEDRON_VERT_ELEM_PER_OBJ (DODECAHEDRON_VERT_PER_OBJ_TRI*3)
+/* 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
DECLARE_SHAPE_CACHE(tetrahedron,Tetrahedron,TETRAHEDRON);
/* -- 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 fghSierpinskiSpongeGenerate ( int numLevels, GLdouble offset[3], GLdouble scale, GLdouble* vertices, GLdouble* normals )
{
int i, j;
}
-/* -- INTERNAL DRAWING functions to avoid code duplication ------------- */
-#define DECLARE_INTERNAL_DRAW(vertexMode,name,nameICaps,nameCaps)\
+/* -- INTERNAL DRAWING functions --------------------------------------- */
+#define _DECLARE_INTERNAL_DRAW_DO_DECLARE(name,nameICaps,nameCaps,edgeFlags)\
static void fgh##nameICaps( GLboolean useWireMode )\
{\
if (!name##Cached)\
fgh##nameICaps##Generate();\
name##Cached = GL_TRUE;\
}\
- fghDrawGeometry(vertexMode,name##_verts,name##_norms,NULL,nameCaps##_VERT_PER_OBJ_TRI,useWireMode);\
+ fghDrawGeometry(name##_verts,name##_norms,edgeFlags,\
+ nameCaps##_VERT_PER_OBJ_TRI,nameCaps##_NUM_FACES,nameCaps##_NUM_EDGE_PER_FACE,\
+ useWireMode);\
}
+#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##_edgeFlags)
static void fghCube( GLdouble dSize, GLboolean useWireMode )
{
/* Need to build new vertex list containing vertices for cube of different size */
GLdouble *vertices = malloc(CUBE_VERT_ELEM_PER_OBJ * sizeof(GLdouble));
+ /* Bail out if memory allocation fails, fgError never returns */
+ if (!vertices)
+ {
+ free(vertices);
+ fgError("Failed to allocate memory in fghCube");
+ }
for (i=0; i<CUBE_VERT_ELEM_PER_OBJ; i++)
vertices[i] = dSize*cube_verts[i];
- fghDrawGeometry(GL_TRIANGLES,vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,useWireMode);
+ fghDrawGeometry(vertices ,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
+
+ /* cleanup allocated memory */
+ free(vertices);
}
else
- fghDrawGeometry(GL_TRIANGLES,cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,useWireMode);
+ fghDrawGeometry(cube_verts,cube_norms,cube_edgeFlags,CUBE_VERT_PER_OBJ_TRI,CUBE_NUM_FACES,CUBE_NUM_EDGE_PER_FACE,useWireMode);
}
-DECLARE_INTERNAL_DRAW(GL_TRIANGLES,icosahedron,Icosahedron,ICOSAHEDRON);
-DECLARE_INTERNAL_DRAW(GL_TRIANGLES,octahedron,Octahedron,OCTAHEDRON);
-DECLARE_INTERNAL_DRAW(GL_QUADS,rhombicdodecahedron,RhombicDodecahedron,RHOMBICDODECAHEDRON);
-DECLARE_INTERNAL_DRAW(GL_TRIANGLES,tetrahedron,Tetrahedron,TETRAHEDRON);
+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 )
{
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;
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");
+ }
/* Generate elements */
fghSierpinskiSpongeGenerate ( numLevels, offset, scale, vertices, normals );
/* Draw and cleanup */
- fghDrawGeometry(GL_TRIANGLES,vertices,normals,NULL,numVert,useWireMode);
+ fghDrawGeometry(vertices,normals,NULL,numVert,numFace,TETRAHEDRON_NUM_EDGE_PER_FACE,useWireMode);
free(vertices);
free(normals );
}
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 () ;
-}
-
/* -- INTERFACE FUNCTIONS -------------------------------------------------- */
fghCube( dSize, FALSE );
}
+DECLARE_SHAPE_INTERFACE(Dodecahedron);
DECLARE_SHAPE_INTERFACE(Icosahedron);
DECLARE_SHAPE_INTERFACE(Octahedron);
DECLARE_SHAPE_INTERFACE(RhombicDodecahedron);