/*
* TODO BEFORE THE STABLE RELEASE:
*
- * Following functions have been contributed by Andreas Umbach. I modified
- * them a bit to make them use GLib (for memory allocation).
+ * Following functions have been contributed by Andreas Umbach.
*
- * glutWireCube() -- could add normal vectors so that lighting works
+ * glutWireCube() -- looks OK
* glutSolidCube() -- OK
* glutWireSphere() -- OK
* glutSolidSphere() -- OK
*
- * Following functions have been implemented by me:
+ * Following functions have been implemented by Pawel and modified by John Fay:
*
* glutWireCone() -- looks OK
- * glutSolidCone() -- normals are missing, there are holes in the thing
+ * glutSolidCone() -- looks OK
*
- * Those functions need to be implemented, as nothing has been done yet.
- * For now all of them draw a wire or solid cube, just to mark their presence.
+ * Those functions have been implemented by John Fay.
*
- * glutWireTorus() --
- * glutSolidTorus() --
- * glutWireDodecahedron() --
- * glutSolidDodecahedron() --
- * glutWireOctahedron() --
- * glutSolidOctahedron() --
- * glutWireTetrahedron() --
- * glutSolidTetrahedron() --
- * glutWireIcosahedron() --
- * glutSolidIcosahedron() --
+ * 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
*/
float size = (float) dSize * 0.5f;
# define V(a,b,c) glVertex3f( a size, b size, c size );
+# define N(a,b,c) glNormal3f( a, b, c );
/*
* PWO: I dared to convert the code to use macros...
*/
- glBegin( GL_LINE_LOOP ); V(-,-,+); V(+,-,+); V(+,+,+); V(-,+,+); glEnd();
- glBegin( GL_LINE_LOOP ); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd();
- glBegin( GL_LINES );
- V(-,-,+); V(-,-,-); V(-,+,+); V(-,+,-);
- 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();
+ 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();
# undef V
+# undef N
}
/*
* PWO: Again, I dared to convert the code to use macros...
*/
glBegin( GL_QUADS );
- N( 1, 0, 0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+);
- N( 0, 1, 0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+);
- N( 0, 0, 1); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+);
- N(-1, 0, 0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-);
- N( 0,-1, 0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+);
- N( 0, 0,-1); 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(+,-,+);
+ 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();
# undef V
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float* vertex;
int i, j;
+ float cphi, sphi, cpsi, spsi ;
/*
* Allocate the vertices array
for( j=0; j<stacks-1; j++ )
{
+ cpsi = (float)cos ( psi ) ;
+ spsi = (float)sin ( psi ) ;
phi = 0;
for( i=0; i<slices; i++ )
{
- *(vertex + 3 * j * slices + 3 * i + 0) = sin( phi ) * sin( psi );
- *(vertex + 3 * j * slices + 3 * i + 1) = cos( phi ) * sin( psi );
- *(vertex + 3 * j * slices + 3 * i + 2) = cos( psi );
+ int offset = 3 * ( j * slices + i ) ;
+ cphi = (float)cos ( phi ) ;
+ sphi = (float)sin ( phi ) ;
+ *(vertex + offset + 0) = sphi * spsi ;
+ *(vertex + offset + 1) = cphi * spsi ;
+ *(vertex + offset + 2) = cpsi ;
phi += dphi;
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
}
psi += dpsi;
for( j=0; j<stacks - 1; j++ )
{
- glNormal3fv( vertex + 3 * j * slices + 3 * i );
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
+ int offset = 3 * ( j * slices + i ) ;
+ glNormal3fv( vertex + offset );
+ glVertex3fv( vertex + offset );
}
glNormal3f(0, 0, -1);
for( i=0; i<slices; i++ )
{
- glNormal3fv( vertex + 3 * j * slices + 3 * i );
- glVertex3fv( vertex + 3 * j * slices + 3 * i );
+ int offset = 3 * ( j * slices + i ) ;
+ glNormal3fv( vertex + offset );
+ glVertex3fv( vertex + offset );
}
glEnd();
float radius = (float) dRadius, phi, psi, dpsi, dphi;
float *next, *tmp, *row;
int i, j;
+ float cphi, sphi, cpsi, spsi ;
glPushMatrix();
//glScalef( radius, radius, radius );
{
phi = 0;
psi += dpsi;
+ cpsi = (float)cos ( psi ) ;
+ spsi = (float)sin ( psi ) ;
/* get coords */
glBegin( GL_QUAD_STRIP );
/* glBegin(GL_LINE_LOOP); */
for( i=0; i<slices; i++ )
{
- next[ i * 3 + 0 ] = sin( phi ) * sin( psi );
- next[ i * 3 + 1 ] = cos( phi ) * sin( psi );
- next[ i * 3 + 2 ] = cos( psi );
+ cphi = (float)cos ( phi ) ;
+ sphi = (float)sin ( phi ) ;
+ next[ i * 3 + 0 ] = sphi * spsi ;
+ next[ i * 3 + 1 ] = cphi * spsi ;
+ next[ i * 3 + 2 ] = cpsi ;
glNormal3fv( row + i * 3 );
glVertex3f(
*/
void FGAPIENTRY glutWireCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
- float alt = (float) height / (float) (stacks + 1);
- float angle = (float) M_PI / (float) slices * 2.0f;
- float slope = (float) tan( height / base );
- float* vertices = NULL;
- int i, j;
-
- /*
- * We need 'slices' points on a circle
- */
- vertices = calloc( sizeof(float), 2 * (slices + 1) );
+ float alt = (float) height / (float) (stacks + 1);
+ float angle = (float) M_PI / (float) slices * 2.0f;
+ float slope = (float) ( height / base );
+ float sBase = (float)base ;
+ float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
+ float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
+
+ float* vertices = NULL;
+ int i, j;
+
+ /*
+ * We need 'slices' points on a circle
+ */
+ vertices = calloc( sizeof(float), 2 * (slices + 1) );
- for( i=0; i<slices+1; i++ )
- {
- vertices[ i*2 + 0 ] = cos( angle * i );
- vertices[ i*2 + 1 ] = sin( angle * i );
- }
+ for( j=0; j<slices+1; j++ )
+ {
+ vertices[ j*2 + 0 ] = cos( angle * j );
+ vertices[ j*2 + 1 ] = sin( angle * j );
+ }
- /*
- * First the cone's bottom...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = height / slope;
+ /*
+ * First the cone's bottom...
+ */
+ for( j=0; j<slices; j++ )
+ {
+ glBegin( GL_LINE_LOOP );
+ glNormal3f( 0, 0, -1 );
+ glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
+ glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
+ glVertex3f( 0, 0, 0 );
+ glEnd();
+ }
- glBegin( GL_LINE_LOOP );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, 0 );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, 0 );
- glVertex3f( 0, 0, 0 );
- glEnd();
- }
+ /*
+ * Then all the stacks between the bottom and the top
+ */
+ for( i=0; i<stacks; i++ )
+ {
+ float alt_a = i * alt, alt_b = (i + 1) * alt;
+ float scl_a = (height - alt_a) / slope;
+ float scl_b = (height - alt_b) / slope;
- /*
- * Then all the stacks between the bottom and the top
- *
- * ekhm jak wektor normalny z trojkata?
- */
- for( i=0; i<stacks; i++ )
+ for( j=0; j<slices; j++ )
{
- float alt_a = i * alt, alt_b = (i + 1) * alt;
- float scl_a = (height - alt_a) / slope;
- float scl_b = (height - alt_b) / slope;
-
- for( j=0; j<slices; j++ )
- {
- glBegin( GL_LINE_LOOP );
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_LINE_LOOP );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glEnd();
- }
+ glBegin( GL_LINE_LOOP );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ glEnd();
+
+ glBegin( GL_LINE_LOOP );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
+ glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
+ glEnd();
}
+ }
- /*
- * Finally have the top part drawn...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = alt / slope;
-
- glBegin( GL_LINE_LOOP );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, height - alt );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
- glEnd();
- }
+ /*
+ * Finally have the top part drawn...
+ */
+ for( j=0; j<slices; j++ )
+ {
+ float scl = alt / slope;
+
+ glBegin( GL_LINE_LOOP );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
+ glVertex3f( 0, 0, height );
+ glEnd();
+ }
}
/*
*/
void FGAPIENTRY glutSolidCone( GLdouble base, GLdouble height, GLint slices, GLint stacks )
{
- float alt = (float) height / (float) (stacks + 1);
- float angle = (float) M_PI / (float) slices * 2.0f;
- float slope = (float) tan( height / base );
- float* vertices = NULL;
- int i, j;
+ float alt = (float) height / (float) (stacks + 1);
+ float angle = (float) M_PI / (float) slices * 2.0f;
+ float slope = (float) ( height / base );
+ float sBase = (float)base ;
+ float sinNormal = (float)( base / sqrt ( height * height + base * base )) ;
+ float cosNormal = (float)( height / sqrt ( height * height + base * base )) ;
+
+ float* vertices = NULL;
+ int i, j;
+
+ /*
+ * We need 'slices' points on a circle
+ */
+ vertices = calloc( sizeof(float), 2 * (slices + 1) );
- /*
- * We need 'slices' points on a circle
- */
- vertices = calloc( sizeof(float), 2 * (slices + 1) );
+ for( j=0; j<slices+1; j++ )
+ {
+ vertices[ j*2 + 0 ] = cos( angle * j );
+ vertices[ j*2 + 1 ] = sin( angle * j );
+ }
- for( i=0; i<slices+1; i++ )
- {
- vertices[ i*2 + 0 ] = cos( angle * i );
- vertices[ i*2 + 1 ] = sin( angle * i );
- }
+ /*
+ * First the cone's bottom...
+ */
+ for( j=0; j<slices; j++ )
+ {
+ float scl = height / slope;
- /*
- * First the cone's bottom...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = height / slope;
+ glBegin( GL_TRIANGLES );
+ glNormal3f( 0, 0, -1 );
+ glVertex3f( vertices[ (j+0)*2+0 ] * sBase, vertices[ (j+0)*2+1 ] * sBase, 0 );
+ glVertex3f( vertices[ (j+1)*2+0 ] * sBase, vertices[ (j+1)*2+1 ] * sBase, 0 );
+ glVertex3f( 0, 0, 0 );
+ glEnd();
+ }
- glBegin( GL_TRIANGLES );
- glNormal3f( 0, 0, -1 );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, 0 );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, 0 );
- glVertex3f( 0, 0, 0 );
- glEnd();
- }
+ /*
+ * Then all the stacks between the bottom and the top
+ */
+ for( i=0; i<stacks; i++ )
+ {
+ float alt_a = i * alt, alt_b = (i + 1) * alt;
+ float scl_a = (height - alt_a) / slope;
+ float scl_b = (height - alt_b) / slope;
- /*
- * Then all the stacks between the bottom and the top
- *
- * ekhm jak wektor normalny z trojkata?
- */
- for( i=0; i<stacks; i++ )
+ for( j=0; j<slices; j++ )
{
- float alt_a = i * alt, alt_b = (i + 1) * alt;
- float scl_a = (height - alt_a) / slope;
- float scl_b = (height - alt_b) / slope;
-
- for( j=0; j<slices; j++ )
- {
- glBegin( GL_TRIANGLES );
- glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
-
- glBegin( GL_TRIANGLES );
- glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
- glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
- glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
- glEnd();
- }
+ glBegin( GL_TRIANGLES );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_a, vertices[(j+0)*2+1] * scl_a, alt_a );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ glEnd();
+
+ glBegin( GL_TRIANGLES );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+0)*2+0] * scl_b, vertices[(j+0)*2+1] * scl_b, alt_b );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[(j+1)*2+0] * scl_b, vertices[(j+1)*2+1] * scl_b, alt_b );
+ glVertex3f( vertices[(j+1)*2+0] * scl_a, vertices[(j+1)*2+1] * scl_a, alt_a );
+ glEnd();
}
+ }
- /*
- * Finally have the top part drawn...
- */
- for( i=0; i<slices; i++ )
- {
- float scl = alt / slope;
-
- glBegin( GL_TRIANGLES );
- glVertex3f( vertices[ (i+0)*2+0 ] * scl, vertices[ (i+0)*2+1 ] * scl, height - alt );
- glVertex3f( vertices[ (i+1)*2+0 ] * scl, vertices[ (i+1)*2+1 ] * scl, height - alt );
- glVertex3f( 0, 0, height );
- glEnd();
- }
+ /*
+ * Finally have the top part drawn...
+ */
+ for( j=0; j<slices; j++ )
+ {
+ float scl = alt / slope;
+
+ glBegin( GL_TRIANGLES );
+ glNormal3f( sinNormal * vertices[(j+0)*2+0], sinNormal * vertices[(j+0)*2+1], cosNormal ) ;
+ glVertex3f( vertices[ (j+0)*2+0 ] * scl, vertices[ (j+0)*2+1 ] * scl, height - alt );
+ glNormal3f( sinNormal * vertices[(j+1)*2+0], sinNormal * vertices[(j+1)*2+1], cosNormal ) ;
+ glVertex3f( vertices[ (j+1)*2+0 ] * scl, vertices[ (j+1)*2+1 ] * scl, height - alt );
+ glVertex3f( 0, 0, height );
+ glEnd();
+ }
}
/*
*/
void FGAPIENTRY glutWireTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
- glutWireSphere( dOuterRadius, 5, 5 );
+ float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
+ float* vertex, *normal;
+ int i, j;
+ float spsi, cpsi, sphi, cphi ;
+
+ /*
+ * Allocate the vertices array
+ */
+ vertex = calloc( sizeof(float), 3 * nSides * nRings );
+ normal = calloc( sizeof(float), 3 * nSides * nRings );
+
+ glPushMatrix();
+
+ dpsi = 2.0 * M_PI / (float)nRings ;
+ dphi = 2.0 * M_PI / (float)nSides ;
+ psi = 0.0;
+
+ for( j=0; j<nRings; j++ )
+ {
+ cpsi = (float)cos ( psi ) ;
+ spsi = (float)sin ( psi ) ;
+ phi = 0.0;
+
+ for( i=0; i<nSides; i++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+ cphi = (float)cos ( phi ) ;
+ sphi = (float)sin ( phi ) ;
+ *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
+ *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
+ *(vertex + offset + 2) = sphi * iradius ;
+ *(normal + offset + 0) = cpsi * cphi ;
+ *(normal + offset + 1) = spsi * cphi ;
+ *(normal + offset + 2) = sphi ;
+ phi += dphi;
+ }
+
+ psi += dpsi;
+ }
+
+ for( i=0; i<nSides; i++ )
+ {
+ glBegin( GL_LINE_LOOP );
+
+ for( j=0; j<nRings; j++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
+ }
+
+ glEnd();
+ }
+
+ for( j=0; j<nRings; j++ )
+ {
+ glBegin(GL_LINE_LOOP);
+
+ for( i=0; i<nSides; i++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
+ }
+
+ glEnd();
+ }
+
+ free ( vertex ) ;
+ free ( normal ) ;
+ glPopMatrix();
}
/*
*/
void FGAPIENTRY glutSolidTorus( GLdouble dInnerRadius, GLdouble dOuterRadius, GLint nSides, GLint nRings )
{
- glutSolidSphere( dOuterRadius, 5, 5 );
+ float iradius = (float) dInnerRadius, oradius = (float)dOuterRadius, phi, psi, dpsi, dphi;
+ float* vertex, *normal;
+ int i, j;
+ float spsi, cpsi, sphi, cphi ;
+
+ /*
+ * Increment the number of sides and rings to allow for one more point than surface
+ */
+ nSides ++ ;
+ nRings ++ ;
+
+ /*
+ * Allocate the vertices array
+ */
+ vertex = calloc( sizeof(float), 3 * nSides * nRings );
+ normal = calloc( sizeof(float), 3 * nSides * nRings );
+
+ glPushMatrix();
+
+ dpsi = 2.0 * M_PI / (float)(nRings - 1) ;
+ dphi = 2.0 * M_PI / (float)(nSides - 1) ;
+ psi = 0.0;
+
+ for( j=0; j<nRings; j++ )
+ {
+ cpsi = (float)cos ( psi ) ;
+ spsi = (float)sin ( psi ) ;
+ phi = 0.0;
+
+ for( i=0; i<nSides; i++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+ cphi = (float)cos ( phi ) ;
+ sphi = (float)sin ( phi ) ;
+ *(vertex + offset + 0) = cpsi * ( oradius + cphi * iradius ) ;
+ *(vertex + offset + 1) = spsi * ( oradius + cphi * iradius ) ;
+ *(vertex + offset + 2) = sphi * iradius ;
+ *(normal + offset + 0) = cpsi * cphi ;
+ *(normal + offset + 1) = spsi * cphi ;
+ *(normal + offset + 2) = sphi ;
+ phi += dphi;
+ }
+
+ psi += dpsi;
+ }
+
+ glBegin( GL_QUADS );
+ for( i=0; i<nSides-1; i++ )
+ {
+ for( j=0; j<nRings-1; j++ )
+ {
+ int offset = 3 * ( j * nSides + i ) ;
+ glNormal3fv( normal + offset );
+ glVertex3fv( vertex + offset );
+ glNormal3fv( normal + offset + 3 );
+ glVertex3fv( vertex + offset + 3 );
+ glNormal3fv( normal + offset + 3 * nSides + 3 );
+ glVertex3fv( vertex + offset + 3 * nSides + 3 );
+ glNormal3fv( normal + offset + 3 * nSides );
+ glVertex3fv( vertex + offset + 3 * nSides );
+ }
+ }
+
+ glEnd();
+
+ free ( vertex ) ;
+ free ( normal ) ;
+ glPopMatrix();
}
/*
/*
*
*/
- float r[12][3] = { { 1.0f, 0.0f, 0.0f },
+float icos_r[12][3] = { { 1.0f, 0.0f, 0.0f },
{ 0.447214f, 0.894427f, 0.0f }, { 0.447214f, 0.276393f, 0.850651f }, { 0.447214f, -0.723607f, 0.525731f }, { 0.447214f, -0.723607f, -0.525731f }, { 0.447214f, 0.276393f, -0.850651f },
{ -0.447214f, -0.894427f, 0.0f }, { -0.447214f, -0.276393f, 0.850651f }, { -0.447214f, 0.723607f, 0.525731f }, { -0.447214f, 0.723607f, -0.525731f }, { -0.447214f, -0.276393f, -0.850651f },
{ -1.0f, 0.0f, 0.0f } } ;
- int 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 } } ;
+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 )
{
for ( i = 0; i < 20; i++ )
{
float normal[3] ;
- normal[0] = ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) - ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) ;
- normal[1] = ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) - ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) ;
- normal[2] = ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) - ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) ;
+ 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 ) ;
glNormal3fv ( normal ) ;
- glVertex3fv ( r[v[i][0]] ) ;
- glVertex3fv ( r[v[i][1]] ) ;
- glVertex3fv ( r[v[i][2]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][0]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][1]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][2]] ) ;
glEnd () ;
}
}
for ( i = 0; i < 20; i++ )
{
float normal[3] ;
- normal[0] = ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) - ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) ;
- normal[1] = ( r[v[i][1]][2] - r[v[i][0]][2] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) - ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][2] - r[v[i][0]][2] ) ;
- normal[2] = ( r[v[i][1]][0] - r[v[i][0]][0] ) * ( r[v[i][2]][1] - r[v[i][0]][1] ) - ( r[v[i][1]][1] - r[v[i][0]][1] ) * ( r[v[i][2]][0] - r[v[i][0]][0] ) ;
+ 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] ) ;
glNormal3fv ( normal ) ;
- glVertex3fv ( r[v[i][0]] ) ;
- glVertex3fv ( r[v[i][1]] ) ;
- glVertex3fv ( r[v[i][2]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][0]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][1]] ) ;
+ glVertex3fv ( icos_r[icos_v[i][2]] ) ;
}
glEnd () ;
}
+/*
+ *
+ */
+float rdod_r[14][3] = { { 0.0f, 0.0f, 1.0f },
+ { 0.707107f, 0.000000f, 0.5f }, { 0.000000f, 0.707107f, 0.5f }, { -0.707107f, 0.000000f, 0.5f }, { 0.000000f, -0.707107f, 0.5f },
+ { 0.707107f, 0.707107f, 0.0f }, { -0.707107f, 0.707107f, 0.0f }, { -0.707107f, -0.707107f, 0.0f }, { 0.707107f, -0.707107f, 0.0f },
+ { 0.707107f, 0.000000f, -0.5f }, { 0.000000f, 0.707107f, -0.5f }, { -0.707107f, 0.000000f, -0.5f }, { 0.000000f, -0.707107f, -0.5f },
+ { 0.0f, 0.0f, -1.0f } } ;
+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 } } ;
+float rdod_n[12][3] = {
+ { 0.353553f, 0.353553f, 0.5f }, { -0.353553f, 0.353553f, 0.5f }, { -0.353553f, -0.353553f, 0.5f }, { 0.353553f, -0.353553f, 0.5f },
+ { 0.000000f, 1.000000f, 0.0f }, { -1.000000f, 0.000000f, 0.0f }, { 0.000000f, -1.000000f, 0.0f }, { 1.000000f, 0.000000f, 0.0f },
+ { 0.353553f, 0.353553f, -0.5f }, { -0.353553f, 0.353553f, -0.5f }, { -0.353553f, -0.353553f, -0.5f }, { 0.353553f, -0.353553f, -0.5f }
+ } ;
+
+void FGAPIENTRY glutWireRhombicDodecahedron( void )
+{
+ int i ;
+ for ( i = 0; i < 12; i++ )
+ {
+ glBegin ( GL_LINE_LOOP ) ;
+ glNormal3fv ( rdod_n[i] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
+ glEnd () ;
+ }
+}
+
+/*
+ *
+ */
+void FGAPIENTRY glutSolidRhombicDodecahedron( void )
+{
+ int i ;
+
+ glBegin ( GL_QUADS ) ;
+ for ( i = 0; i < 12; i++ )
+ {
+ glNormal3fv ( rdod_n[i] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][0]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][1]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][2]] ) ;
+ glVertex3fv ( rdod_r[rdod_v[i][3]] ) ;
+ }
+
+ glEnd () ;
+}
+
+#define NUM_FACES 4
+
+static GLfloat tetrahedron_v[4][3] = /* Vertices */
+{
+ { -0.5, -0.288675134, -0.144337567 },
+ { 0.5, -0.288675134, -0.144337567 },
+ { 0.0, 0.577350269, -0.144337567 },
+ { 0.0, 0.0, 0.672159013 }
+} ;
+
+static GLint tetrahedron_i[4][3] = /* Vertex indices */
+{
+ { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 1, 3, 2 }
+} ;
+
+static GLfloat tetrahedron_n[4][3] = /* Normals */
+{
+ { 0.0, 0.0, -1.0 },
+ { -0.816496581, 0.471404521, 0.333333333 },
+ { 0.0, -0.942809042, 0.333333333 },
+ { 0.816496581, 0.471404521, 0.333333333 }
+} ;
+
+void FGAPIENTRY glutWireSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
+{
+ int i, j ;
+
+ if ( num_levels == 0 )
+ {
+
+ for ( i = 0 ; i < NUM_FACES ; i++ )
+ {
+ glBegin ( GL_LINE_LOOP ) ;
+ glNormal3fv ( tetrahedron_n[i] ) ;
+ for ( j = 0; j < 3; j++ )
+ {
+ float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
+ float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
+ float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
+ glVertex3f ( x, y, z ) ;
+ }
+
+ glEnd () ;
+ }
+ }
+ else
+ {
+ GLfloat local_offset[3] ; // Use a local variable to avoid buildup of roundoff errors
+ num_levels -- ;
+ scale /= 2.0 ;
+ local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
+ local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
+ local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
+ glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[0] += scale ;
+ glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[0] -= 0.5 * scale ;
+ local_offset[1] += 0.866025403 * scale ;
+ glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[1] -= 0.577350269 * scale ;
+ local_offset[2] += 0.816496581 * scale ;
+ glutWireSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ }
+}
+
+void FGAPIENTRY glutSolidSierpinskiSponge ( int num_levels, GLfloat offset[3], GLfloat scale )
+{
+ int i, j ;
+
+ if ( num_levels == 0 )
+ {
+ glBegin ( GL_TRIANGLES ) ;
+
+ for ( i = 0 ; i < NUM_FACES ; i++ )
+ {
+ glNormal3fv ( tetrahedron_n[i] ) ;
+ for ( j = 0; j < 3; j++ )
+ {
+ float x = offset[0] + scale * tetrahedron_v[tetrahedron_i[i][j]][0] ;
+ float y = offset[1] + scale * tetrahedron_v[tetrahedron_i[i][j]][1] ;
+ float z = offset[2] + scale * tetrahedron_v[tetrahedron_i[i][j]][2] ;
+ glVertex3f ( x, y, z ) ;
+ }
+ }
+
+ glEnd () ;
+ }
+ else
+ {
+ GLfloat local_offset[3] ; // Use a local variable to avoid buildup of roundoff errors
+ num_levels -- ;
+ scale /= 2.0 ;
+ local_offset[0] = offset[0] + scale * tetrahedron_v[0][0] ;
+ local_offset[1] = offset[1] + scale * tetrahedron_v[0][1] ;
+ local_offset[2] = offset[2] + scale * tetrahedron_v[0][2] ;
+ glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[0] += scale ;
+ glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[0] -= 0.5 * scale ;
+ local_offset[1] += 0.866025403 * scale ;
+ glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ local_offset[1] -= 0.577350269 * scale ;
+ local_offset[2] += 0.816496581 * scale ;
+ glutSolidSierpinskiSponge ( num_levels, local_offset, scale ) ;
+ }
+}
+
+#undef NUM_FACES
+
/*** END OF FILE ***/