[1] | 1 | #include <stdlib.h> |
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| 2 | #include <math.h> |
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| 3 | #include <GL/gl.h> |
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| 4 | #include "glu.h" |
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| 5 | |
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| 6 | |
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| 7 | void drawTorus(float rc, int numc, float rt, int numt) |
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| 8 | { |
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| 9 | int i, j, k; |
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| 10 | double s, t; |
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| 11 | double x, y, z; |
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| 12 | double pi, twopi; |
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| 13 | |
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| 14 | pi = 3.14159265358979323846; |
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| 15 | twopi = 2 * pi; |
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| 16 | |
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| 17 | for (i = 0; i < numc; i++) { |
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| 18 | glBegin(GL_QUAD_STRIP); |
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| 19 | for (j = 0; j <= numt; j++) { |
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| 20 | for (k = 1; k >= 0; k--) { |
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| 21 | s = (i + k) % numc + 0.5; |
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| 22 | t = j % numt; |
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| 23 | |
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| 24 | x = cos(t*twopi/numt) * cos(s*twopi/numc); |
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| 25 | y = sin(t*twopi/numt) * cos(s*twopi/numc); |
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| 26 | z = sin(s*twopi/numc); |
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| 27 | glNormal3f(x, y, z); |
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| 28 | |
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| 29 | x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt); |
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| 30 | y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt); |
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| 31 | z = rc * sin(s*twopi/numc); |
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| 32 | glVertex3f(x, y, z); |
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| 33 | } |
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| 34 | } |
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| 35 | glEnd(); |
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| 36 | } |
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| 37 | } |
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| 38 | |
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| 39 | static void normal3f( GLfloat x, GLfloat y, GLfloat z ) |
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| 40 | { |
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| 41 | GLdouble mag; |
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| 42 | |
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| 43 | mag = sqrt( x*x + y*y + z*z ); |
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| 44 | if (mag>0.00001F) { |
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| 45 | x /= mag; |
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| 46 | y /= mag; |
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| 47 | z /= mag; |
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| 48 | } |
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| 49 | glNormal3f( x, y, z ); |
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| 50 | } |
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| 51 | |
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| 52 | void gluPerspective( GLdouble fovy, GLdouble aspect, |
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| 53 | GLdouble zNear, GLdouble zFar ) |
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| 54 | { |
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| 55 | GLdouble xmin, xmax, ymin, ymax; |
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| 56 | |
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| 57 | ymax = zNear * tan( fovy * M_PI / 360.0 ); |
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| 58 | ymin = -ymax; |
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| 59 | |
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| 60 | xmin = ymin * aspect; |
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| 61 | xmax = ymax * aspect; |
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| 62 | |
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| 63 | glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); |
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| 64 | } |
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| 65 | |
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| 66 | GLUquadricObj *gluNewQuadric(void) |
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| 67 | { |
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| 68 | return NULL; |
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| 69 | } |
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| 70 | |
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| 71 | void gluQuadricDrawStyle(GLUquadricObj *obj, int style) |
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| 72 | { |
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| 73 | } |
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| 74 | |
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| 75 | void gluCylinder( GLUquadricObj *qobj, |
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| 76 | GLdouble baseRadius, GLdouble topRadius, GLdouble height, |
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| 77 | GLint slices, GLint stacks ) |
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| 78 | { |
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| 79 | GLdouble da, r, dr, dz; |
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| 80 | GLfloat z, nz, nsign; |
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| 81 | GLint i, j; |
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| 82 | GLfloat du = 1.0 / slices; |
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| 83 | GLfloat dv = 1.0 / stacks; |
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| 84 | GLfloat tcx = 0.0, tcy = 0.0; |
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| 85 | |
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| 86 | nsign = 1.0; |
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| 87 | |
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| 88 | da = 2.0*M_PI / slices; |
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| 89 | dr = (topRadius-baseRadius) / stacks; |
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| 90 | dz = height / stacks; |
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| 91 | nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */ |
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| 92 | |
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| 93 | for (i=0;i<slices;i++) { |
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| 94 | GLfloat x1 = -sin(i*da); |
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| 95 | GLfloat y1 = cos(i*da); |
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| 96 | GLfloat x2 = -sin((i+1)*da); |
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| 97 | GLfloat y2 = cos((i+1)*da); |
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| 98 | z = 0.0; |
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| 99 | r = baseRadius; |
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| 100 | tcy = 0.0; |
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| 101 | glBegin( GL_QUAD_STRIP ); |
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| 102 | for (j=0;j<=stacks;j++) { |
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| 103 | if (nsign==1.0) { |
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| 104 | normal3f( x1*nsign, y1*nsign, nz*nsign ); |
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| 105 | glTexCoord2f(tcx, tcy); |
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| 106 | glVertex3f( x1*r, y1*r, z ); |
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| 107 | normal3f( x2*nsign, y2*nsign, nz*nsign ); |
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| 108 | glTexCoord2f(tcx+du, tcy); |
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| 109 | glVertex3f( x2*r, y2*r, z ); |
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| 110 | } |
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| 111 | else { |
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| 112 | normal3f( x2*nsign, y2*nsign, nz*nsign ); |
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| 113 | glTexCoord2f(tcx, tcy); |
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| 114 | glVertex3f( x2*r, y2*r, z ); |
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| 115 | normal3f( x1*nsign, y1*nsign, nz*nsign ); |
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| 116 | glTexCoord2f(tcx+du, tcy); |
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| 117 | glVertex3f( x1*r, y1*r, z ); |
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| 118 | } |
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| 119 | z += dz; |
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| 120 | r += dr; |
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| 121 | tcy += dv; |
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| 122 | } |
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| 123 | glEnd(); |
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| 124 | tcx += du; |
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| 125 | } |
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| 126 | } |
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| 127 | |
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| 128 | /* Disk (adapted from Mesa) */ |
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| 129 | |
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| 130 | void gluDisk( GLUquadricObj *qobj, |
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| 131 | GLdouble innerRadius, GLdouble outerRadius, |
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| 132 | GLint slices, GLint loops ) |
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| 133 | { |
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| 134 | GLdouble a, da; |
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| 135 | GLfloat dr; |
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| 136 | GLfloat r1, r2, dtc; |
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| 137 | GLint s, l; |
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| 138 | GLfloat sa,ca; |
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| 139 | |
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| 140 | /* Normal vectors */ |
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| 141 | glNormal3f( 0.0, 0.0, +1.0 ); |
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| 142 | |
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| 143 | da = 2.0*M_PI / slices; |
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| 144 | dr = (outerRadius-innerRadius) / (GLfloat) loops; |
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| 145 | |
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| 146 | /* texture of a gluDisk is a cut out of the texture unit square */ |
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| 147 | /* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1] (linear mapping) */ |
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| 148 | dtc = 2.0f * outerRadius; |
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| 149 | |
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| 150 | r1 = innerRadius; |
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| 151 | for (l=0;l<loops;l++) { |
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| 152 | r2 = r1 + dr; |
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| 153 | glBegin( GL_QUAD_STRIP ); |
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| 154 | for (s=0;s<=slices;s++) { |
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| 155 | if (s==slices) a = 0.0; |
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| 156 | else a = s * da; |
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| 157 | sa = sin(a); ca = cos(a); |
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| 158 | glTexCoord2f(0.5+sa*r2/dtc,0.5+ca*r2/dtc); |
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| 159 | glVertex2f( r2*sa, r2*ca ); |
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| 160 | glTexCoord2f(0.5+sa*r1/dtc,0.5+ca*r1/dtc); |
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| 161 | glVertex2f( r1*sa, r1*ca ); |
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| 162 | } |
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| 163 | glEnd(); |
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| 164 | r1 = r2; |
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| 165 | } |
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| 166 | |
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| 167 | } |
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| 168 | |
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| 169 | /* |
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| 170 | * Sphère (adapted from Mesa) |
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| 171 | */ |
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| 172 | |
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| 173 | void gluSphere(GLUquadricObj *qobj, |
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| 174 | float radius,int slices,int stacks) |
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| 175 | { |
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| 176 | float rho, drho, theta, dtheta; |
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| 177 | float x, y, z; |
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| 178 | float s, t, ds, dt; |
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| 179 | int i, j, imin, imax; |
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| 180 | int normals; |
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| 181 | float nsign; |
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| 182 | |
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| 183 | normals=1; |
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| 184 | nsign=1; |
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| 185 | |
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| 186 | drho = M_PI / (float) stacks; |
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| 187 | dtheta = 2.0 * M_PI / (float) slices; |
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| 188 | |
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| 189 | /* draw +Z end as a triangle fan */ |
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| 190 | glBegin( GL_TRIANGLE_FAN ); |
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| 191 | glNormal3f( 0.0, 0.0, 1.0 ); |
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| 192 | glTexCoord2f(0.5,0.0); |
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| 193 | glVertex3f( 0.0, 0.0, nsign * radius ); |
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| 194 | for (j=0;j<=slices;j++) { |
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| 195 | theta = (j==slices) ? 0.0 : j * dtheta; |
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| 196 | x = -sin(theta) * sin(drho); |
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| 197 | y = cos(theta) * sin(drho); |
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| 198 | z = nsign * cos(drho); |
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| 199 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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| 200 | glVertex3f( x*radius, y*radius, z*radius ); |
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| 201 | } |
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| 202 | glEnd(); |
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| 203 | |
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| 204 | |
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| 205 | ds = 1.0 / slices; |
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| 206 | dt = 1.0 / stacks; |
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| 207 | t = 1.0; /* because loop now runs from 0 */ |
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| 208 | if (1) { |
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| 209 | imin = 0; |
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| 210 | imax = stacks; |
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| 211 | } |
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| 212 | else { |
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| 213 | imin = 1; |
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| 214 | imax = stacks-1; |
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| 215 | } |
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| 216 | |
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| 217 | /* draw intermediate stacks as quad strips */ |
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| 218 | for (i=imin;i<imax;i++) { |
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| 219 | rho = i * drho; |
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| 220 | glBegin( GL_QUAD_STRIP ); |
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| 221 | s = 0.0; |
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| 222 | for (j=0;j<=slices;j++) { |
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| 223 | theta = (j==slices) ? 0.0 : j * dtheta; |
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| 224 | x = -sin(theta) * sin(rho); |
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| 225 | y = cos(theta) * sin(rho); |
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| 226 | z = nsign * cos(rho); |
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| 227 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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| 228 | glTexCoord2f(s,1-t); |
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| 229 | glVertex3f( x*radius, y*radius, z*radius ); |
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| 230 | x = -sin(theta) * sin(rho+drho); |
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| 231 | y = cos(theta) * sin(rho+drho); |
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| 232 | z = nsign * cos(rho+drho); |
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| 233 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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| 234 | glTexCoord2f(s,1-(t-dt)); |
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| 235 | s += ds; |
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| 236 | glVertex3f( x*radius, y*radius, z*radius ); |
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| 237 | } |
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| 238 | glEnd(); |
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| 239 | t -= dt; |
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| 240 | } |
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| 241 | |
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| 242 | /* draw -Z end as a triangle fan */ |
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| 243 | glBegin( GL_TRIANGLE_FAN ); |
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| 244 | glNormal3f( 0.0, 0.0, -1.0 ); |
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| 245 | glTexCoord2f(0.5,1.0); |
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| 246 | glVertex3f( 0.0, 0.0, -radius*nsign ); |
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| 247 | rho = M_PI - drho; |
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| 248 | s = 1.0; |
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| 249 | t = dt; |
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| 250 | for (j=slices;j>=0;j--) { |
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| 251 | theta = (j==slices) ? 0.0 : j * dtheta; |
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| 252 | x = -sin(theta) * sin(rho); |
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| 253 | y = cos(theta) * sin(rho); |
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| 254 | z = nsign * cos(rho); |
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| 255 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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| 256 | glTexCoord2f(s,1-t); |
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| 257 | s -= ds; |
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| 258 | glVertex3f( x*radius, y*radius, z*radius ); |
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| 259 | } |
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| 260 | glEnd(); |
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| 261 | } |
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