#include "config.h"
#endif
-#include "../include/GL/freeglut.h"
+#include <GL/freeglut.h>
#include "freeglut_internal.h"
/*
*
* glutWireCube() -- looks OK
* glutSolidCube() -- OK
- * glutWireSphere() -- OK
- * glutSolidSphere() -- OK
- *
- * Following functions have been implemented by Pawel and modified by John Fay:
- *
- * glutWireCone() -- looks OK
- * glutSolidCone() -- looks OK
*
* Those functions have been implemented by John Fay.
*
* 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
*/
}
/*
- * Draws a wire sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ * Compute lookup table of cos and sin values forming a cirle
+ *
+ * Notes:
+ * It is the responsibility of the caller to free these tables
+ * The size of the table is (n+1) to form a connected loop
+ * The last entry is exactly the same as the first
+ * The sign of n can be flipped to get the reverse loop
*/
-void FGAPIENTRY glutWireSphere( GLdouble dRadius, GLint slices, GLint stacks )
+
+static void circleTable(double **sint,double **cost,const int n)
{
- double radius = dRadius, phi, psi, dpsi, dphi;
- double *vertex;
- int i, j;
- double cphi, sphi, cpsi, spsi ;
+ int i;
- /*
- * Allocate the vertices array
- */
- vertex = (double *)calloc( sizeof(double), 3 * slices * (stacks - 1) );
+ /* Table size, the sign of n flips the circle direction */
- glPushMatrix();
- glScaled( radius, radius, radius );
+ const int size = abs(n);
- dpsi = M_PI / (stacks + 1);
- dphi = 2 * M_PI / slices;
- psi = dpsi;
+ /* Determine the angle between samples */
- for( j=0; j<stacks-1; j++ )
+ const double angle = 2*M_PI/(double)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);
+
+ /* Bail out if memory allocation fails, fgError never returns */
+
+ if (!(*sint) || !(*cost))
{
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
- phi = 0.0;
+ free(*sint);
+ free(*cost);
+ fgError("Failed to allocate memory in circleTable");
+ }
- for( i=0; i<slices; i++ )
- {
- int offset = 3 * ( j * slices + i ) ;
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
- *(vertex + offset + 0) = sphi * spsi ;
- *(vertex + offset + 1) = cphi * spsi ;
- *(vertex + offset + 2) = cpsi ;
- phi += dphi;
- }
+ /* Compute cos and sin around the circle */
- psi += dpsi;
+ for (i=0; i<size; i++)
+ {
+ (*sint)[i] = sin(angle*i);
+ (*cost)[i] = cos(angle*i);
}
- for( i=0; i<slices; i++ )
+ /* Last sample is duplicate of the first */
+
+ (*sint)[size] = (*sint)[0];
+ (*cost)[size] = (*cost)[0];
+}
+
+/*
+ * Draws a solid sphere
+ */
+void FGAPIENTRY glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Adjust z and radius as stacks are drawn. */
+
+ double z0,z1;
+ double r0,r1;
+
+ /* Pre-computed circle */
+
+ double *sint1,*cost1;
+ double *sint2,*cost2;
+ circleTable(&sint1,&cost1,-slices);
+ circleTable(&sint2,&cost2,stacks*2);
+
+ /* The top stack is covered with a triangle fan */
+
+ z0 = 1.0;
+ z1 = cost2[1];
+ r0 = 0.0;
+ r1 = sint2[1];
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glNormal3d(0,0,1);
+ glVertex3d(0,0,radius);
+
+ 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);
+ }
+
+ glEnd();
+
+ /* Cover each stack with a quad strip, except the top and bottom stacks */
+
+ for( i=1; i<stacks-1; i++ )
{
- glBegin( GL_LINE_STRIP );
- glNormal3d( 0, 0, 1 );
- glVertex3d( 0, 0, 1 );
+ z0 = z1; z1 = cost2[i+1];
+ r0 = r1; r1 = sint2[i+1];
+
+ glBegin(GL_QUAD_STRIP);
+
+ 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);
+ }
+
+ glEnd();
+ }
+
+ /* The bottom stack is covered with a triangle fan */
+
+ z0 = z1;
+ r0 = r1;
+
+ glBegin(GL_TRIANGLE_FAN);
- for( j=0; j<stacks - 1; j++ )
+ glNormal3d(0,0,-1);
+ glVertex3d(0,0,-radius);
+
+ for (j=0; j<=slices; j++)
{
- int offset = 3 * ( j * slices + i ) ;
- glNormal3dv( vertex + offset );
- glVertex3dv( vertex + offset );
+ glNormal3d(cost1[j]*r0, sint1[j]*r0, z0 );
+ glVertex3d(cost1[j]*r0*radius, sint1[j]*r0*radius, z0*radius);
}
- glNormal3d(0, 0, -1);
- glVertex3d(0, 0, -1);
+ glEnd();
+
+ /* Release sin and cos tables */
+
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
+}
+
+/*
+ * Draws a wire sphere
+ */
+void FGAPIENTRY glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Adjust z and radius as stacks and slices are drawn. */
+
+ double r;
+ double x,y,z;
+
+ /* Pre-computed circle */
+
+ double *sint1,*cost1;
+ double *sint2,*cost2;
+ circleTable(&sint1,&cost1,-slices );
+ circleTable(&sint2,&cost2, stacks*2);
+
+ /* Draw a line loop for each stack */
+
+ for (i=1; i<stacks; i++)
+ {
+ z = cost2[i];
+ r = sint2[i];
+
+ glBegin(GL_LINE_LOOP);
+
+ for(j=0; j<=slices; j++)
+ {
+ x = cost1[j];
+ y = sint1[j];
+
+ glNormal3d(x,y,z);
+ glVertex3d(x*r*radius,y*r*radius,z*radius);
+ }
+
glEnd();
}
- for( j=0; j<stacks-1; j++ )
+ /* Draw a line loop for each slice */
+
+ for (i=0; i<slices; i++)
{
- glBegin(GL_LINE_LOOP);
+ glBegin(GL_LINE_STRIP);
- for( i=0; i<slices; i++ )
- {
- int offset = 3 * ( j * slices + i ) ;
- glNormal3dv( vertex + offset );
- glVertex3dv( vertex + offset );
- }
+ for(j=0; j<=stacks; j++)
+ {
+ x = cost1[i]*sint2[j];
+ y = sint1[i]*sint2[j];
+ z = cost2[j];
+
+ glNormal3d(x,y,z);
+ glVertex3d(x*radius,y*radius,z*radius);
+ }
glEnd();
}
- free( vertex );
- glPopMatrix();
+ /* Release sin and cos tables */
+
+ free(sint1);
+ free(cost1);
+ free(sint2);
+ free(cost2);
}
/*
- * Draws a solid sphere. Code contributed by Andreas Umbach <marvin@dataway.ch>
+ * Draws a solid cone
*/
-void FGAPIENTRY glutSolidSphere( GLdouble dRadius, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
- double radius = dRadius, phi, psi, dpsi, dphi;
- double *next, *tmp, *row;
- int i, j;
- double cphi, sphi, cpsi, spsi ;
+ int i,j;
- glPushMatrix();
- /* glScalef( radius, radius, radius ); */
+ /* Step in z and radius as stacks are drawn. */
- row = (double *)calloc( sizeof(double), slices * 3 );
- next = (double *)calloc( sizeof(double), slices * 3 );
+ double z0,z1;
+ double r0,r1;
- dpsi = M_PI / (stacks + 1);
- dphi = 2 * M_PI / slices;
- psi = dpsi;
- phi = 0;
+ const double zStep = height/stacks;
+ const double rStep = base/stacks;
- /* init first line + do polar cap */
- glBegin( GL_TRIANGLE_FAN );
- glNormal3d( 0.0, 0.0, 1.0 );
- glVertex3d( 0.0, 0.0, radius );
+ /* Scaling factors for vertex normals */
- for( i=0; i<slices; i++ )
- {
- row[ i * 3 + 0 ] = sin( phi ) * sin( psi );
- row[ i * 3 + 1 ] = cos( phi ) * sin( psi );
- row[ i * 3 + 2 ] = cos( psi );
-
- glNormal3dv( row + 3 * i );
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
-
- phi += dphi;
- }
+ const double cosn = ( height / sqrt ( height * height + base * base ));
+ const double sinn = ( base / sqrt ( height * height + base * base ));
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+ circleTable(&sint,&cost,-slices);
+
+ /* Cover the circular base with a triangle fan... */
+
+ z0 = 0.0;
+ z1 = zStep;
+
+ r0 = base;
+ r1 = r0 - rStep;
+
+ glBegin(GL_TRIANGLE_FAN);
+
+ glNormal3d(0.0,0.0,-1.0);
+ glVertex3d(0.0,0.0, z0 );
+
+ for (j=0; j<=slices; j++)
+ glVertex3d(cost[j]*r0, sint[j]*r0, z0);
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
glEnd();
- for( j=0; j<stacks-1; j++ )
+ /* Cover each stack with a quad strip, except the top stack */
+
+ for( i=0; i<stacks-1; i++ )
{
- phi = 0.0;
- psi += dpsi;
- cpsi = cos ( psi ) ;
- spsi = sin ( psi ) ;
+ glBegin(GL_QUAD_STRIP);
+
+ for(j=0; j<=slices; j++)
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3d(cost[j]*r0, sint[j]*r0, z0 );
+ glVertex3d(cost[j]*r1, sint[j]*r1, z1 );
+ }
+
+ z0 = z1; z1 += zStep;
+ r0 = r1; r1 -= rStep;
+
+ glEnd();
+ }
+
+ /* The top stack is covered with individual triangles */
- /* get coords */
- glBegin( GL_QUAD_STRIP );
+ glBegin(GL_TRIANGLES);
- /* glBegin(GL_LINE_LOOP); */
- for( i=0; i<slices; i++ )
+ glNormal3d(cost[0]*sinn, sint[0]*sinn, cosn);
+
+ for (j=0; j<slices; j++)
{
- cphi = cos ( phi ) ;
- sphi = sin ( phi ) ;
- next[ i * 3 + 0 ] = sphi * spsi ;
- next[ i * 3 + 1 ] = cphi * spsi ;
- next[ i * 3 + 2 ] = cpsi ;
-
- glNormal3dv( row + i * 3 );
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
-
- glNormal3dv( next + i * 3 );
- glVertex3d(
- radius * *(next + 3 * i + 0),
- radius * *(next + 3 * i + 1),
- radius * *(next + 3 * i + 2)
- );
-
- phi += dphi;
+ 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 );
}
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
- glNormal3dv( next );
- glVertex3d( radius * *(next + 0), radius * *(next + 1), radius * *(next + 2) );
- glEnd();
+ glEnd();
- tmp = row;
- row = next;
- next = tmp;
- }
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
+}
+
+/*
+ * Draws a wire cone
+ */
+void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks)
+{
+ int i,j;
+
+ /* Step in z and radius as stacks are drawn. */
- /* south pole */
- glBegin( GL_TRIANGLE_FAN );
- glNormal3d( 0.0, 0.0, -1.0 );
- glVertex3d( 0.0, 0.0, -radius );
- glNormal3dv( row );
- glVertex3d( radius * *(row + 0), radius * *(row + 1), radius * *(row + 2) );
+ double z = 0.0;
+ double r = base;
- for( i=slices-1; i>=0; i-- )
+ const double zStep = height/stacks;
+ const double rStep = base/stacks;
+
+ /* Scaling factors for vertex normals */
+
+ const double cosn = ( height / sqrt ( height * height + base * base ));
+ const double sinn = ( base / sqrt ( height * height + base * base ));
+
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+ circleTable(&sint,&cost,-slices);
+
+ /* Draw the stacks... */
+
+ for (i=0; i<stacks; i++)
{
- glNormal3dv(row + 3 * i);
- glVertex3d(
- radius * *(row + 3 * i + 0),
- radius * *(row + 3 * i + 1),
- radius * *(row + 3 * i + 2)
- );
+ glBegin(GL_LINE_LOOP);
+
+ for( j=0; j<slices; j++ )
+ {
+ glNormal3d(cost[j]*sinn, sint[j]*sinn, cosn);
+ glVertex3d(cost[j]*r, sint[j]*r, z );
+ }
+
+ glEnd();
+
+ z += zStep;
+ r -= rStep;
}
+ /* Draw the slices */
+
+ r = 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);
+ }
+
glEnd();
- free(row);
- free(next);
- glPopMatrix();
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
}
+
/*
- * Draws a wire cone
+ * Draws a solid cylinder
*/
-void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutSolidCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
{
- double alt = height / (double) (stacks + 1);
- double angle = M_PI / (double) slices * 2.0;
- double slope = ( height / base );
- double sBase = base ;
- double sinNormal = ( base / sqrt ( height * height + base * base )) ;
- double cosNormal = ( height / sqrt ( height * height + base * base )) ;
-
- double *vertices = NULL;
- int i, j;
+ int i,j;
- /*
- * We need 'slices' points on a circle
- */
- vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
+ /* Step in z and radius as stacks are drawn. */
- for( j=0; j<slices+1; j++ )
- {
- vertices[ j*2 + 0 ] = cos( angle * j );
- vertices[ j*2 + 1 ] = sin( angle * j );
- }
+ double z0,z1;
+ const double zStep = height/stacks;
- /*
- * First the cone's bottom...
- */
- for( j=0; j<slices; j++ )
- {
- glBegin( GL_LINE_LOOP );
- glNormal3d( 0.0, 0.0, -1.0 );
- glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
- glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
- glVertex3d( 0.0, 0.0, 0.0 );
+ /* Pre-computed circle */
+
+ double *sint,*cost;
+ circleTable(&sint,&cost,-slices);
+
+ /* Cover the base and top */
+
+ glBegin(GL_TRIANGLE_FAN);
+ glNormal3d(0.0, 0.0, -1.0 );
+ glVertex3d(0.0, 0.0, 0.0 );
+ for (j=0; j<=slices; j++)
+ glVertex3d(cost[j]*radius, sint[j]*radius, 0.0);
glEnd();
- }
- /*
- * Then all the stacks between the bottom and the top
- */
- for( i=0; i<stacks; i++ )
- {
- double alt_a = i * alt, alt_b = (i + 1) * alt;
- double scl_a = (height - alt_a) / slope;
- double scl_b = (height - alt_b) / slope;
+ glBegin(GL_TRIANGLE_FAN);
+ glNormal3d(0.0, 0.0, 1.0 );
+ glVertex3d(0.0, 0.0, height);
+ for (j=slices; j>=0; j--)
+ glVertex3d(cost[j]*radius, sint[j]*radius, height);
+ glEnd();
+
+ /* Do the stacks */
+
+ z0 = 0.0;
+ z1 = zStep;
- for( j=0; j<slices; j++ )
+ for (i=1; i<=stacks; i++)
{
- glBegin( GL_LINE_LOOP );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_LINE_LOOP );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glEnd();
+ if (i==stacks)
+ z1 = 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 );
+ }
+ glEnd();
+
+ z0 = z1; z1 += zStep;
}
- }
- /*
- * Finally have the top part drawn...
- */
- for( j=0; j<slices; j++ )
- {
- double scl = alt / slope;
+ /* Release sin and cos tables */
- glBegin( GL_LINE_LOOP );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
- glVertex3d( 0, 0, height );
- glEnd();
- }
+ free(sint);
+ free(cost);
}
/*
- * Draws a solid cone
+ * Draws a wire cylinder
*/
-void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
+void FGAPIENTRY glutWireCylinder(GLdouble radius, GLdouble height, GLint slices, GLint stacks)
{
- double alt = height / (double) (stacks + 1);
- double angle = M_PI / (double) slices * 2.0f;
- double slope = ( height / base );
- double sBase = base ;
- double sinNormal = ( base / sqrt ( height * height + base * base )) ;
- double cosNormal = ( height / sqrt ( height * height + base * base )) ;
-
- double *vertices = NULL;
- int i, j;
+ int i,j;
- /*
- * We need 'slices' points on a circle
- */
- vertices = (double *)calloc( sizeof(double), 2 * (slices + 1) );
+ /* Step in z and radius as stacks are drawn. */
- for( j=0; j<slices+1; j++ )
- {
- vertices[ j*2 + 0 ] = cos( angle * j );
- vertices[ j*2 + 1 ] = sin( angle * j );
- }
+ double z = 0.0;
+ const double zStep = height/stacks;
- /*
- * First the cone's bottom...
- */
- for( j=0; j<slices; j++ )
- {
- double scl = height / slope;
+ /* Pre-computed circle */
- glBegin( GL_TRIANGLES );
- glNormal3d( 0.0, 0.0, -1.0 );
- glVertex3d( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
- glVertex3d( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
- glVertex3d( 0.0, 0.0, 0.0 );
- glEnd();
- }
+ double *sint,*cost;
+ circleTable(&sint,&cost,-slices);
- /*
- * Then all the stacks between the bottom and the top
- */
- for( i=0; i<stacks; i++ )
- {
- double alt_a = i * alt, alt_b = (i + 1) * alt;
- double scl_a = (height - alt_a) / slope;
- double scl_b = (height - alt_b) / slope;
+ /* Draw the stacks... */
- for( j=0; j<slices; j++ )
+ for (i=0; i<=stacks; i++)
{
- glBegin( GL_TRIANGLES );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_TRIANGLES );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3d( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glEnd();
+ if (i==stacks)
+ z = 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 );
+ }
+
+ glEnd();
+
+ z += zStep;
}
- }
- /*
- * Finally have the top part drawn...
- */
- for( j=0; j<slices; j++ )
- {
- double scl = alt / slope;
-
- glBegin( GL_TRIANGLES );
- glNormal3d( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
- glVertex3d( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
- glNormal3d( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
- glVertex3d( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
- glVertex3d( 0, 0, height );
+ /* Draw the slices */
+
+ glBegin(GL_LINES);
+
+ 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);
+ }
+
glEnd();
- }
+
+ /* Release sin and cos tables */
+
+ free(sint);
+ free(cost);
}
/*
- *
+ * Draws a wire torus
*/
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)nRings ;
- dphi = 2.0 * M_PI / (double)nSides ;
+ dpsi = 2.0 * M_PI / (double)nRings ;
+ dphi = -2.0 * M_PI / (double)nSides ;
psi = 0.0;
for( j=0; j<nRings; j++ )
sphi = sin ( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
- *(vertex + offset + 2) = sphi * iradius ;
+ *(vertex + offset + 2) = sphi * iradius ;
*(normal + offset + 0) = cpsi * cphi ;
*(normal + offset + 1) = spsi * cphi ;
*(normal + offset + 2) = sphi ;
}
/*
- *
+ * Draws a solid torus
*/
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
glPushMatrix();
- dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
- dphi = 2.0 * M_PI / (double)(nSides - 1) ;
+ dpsi = 2.0 * M_PI / (double)(nRings - 1) ;
+ dphi = -2.0 * M_PI / (double)(nSides - 1) ;
psi = 0.0;
for( j=0; j<nRings; j++ )
sphi = sin ( phi ) ;
*(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
*(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
- *(vertex + offset + 2) = sphi * iradius ;
+ *(vertex + offset + 2) = sphi * iradius ;
*(normal + offset + 0) = cpsi * cphi ;
*(normal + offset + 1) = spsi * cphi ;
*(normal + offset + 2) = sphi ;