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/* $Id: quadric.c,v 1.1 1996/09/27 01:19:39 brianp Exp $ */ /* * Mesa 3-D graphics library * Version: 2.0 * Copyright (C) 1995-1996 Brian Paul * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. */ /* * $Log: quadric.c,v $ * Revision 1.1 1996/09/27 01:19:39 brianp * Initial revision * */ /* TODO: * texture coordinate support * flip normals according to orientation * there's still some inside/outside orientation bugs in possibly all * but the sphere function */ #include <math.h> #include <stdio.h> #include <stdlib.h> #include "gluP.h" #ifndef M_PI # define M_PI (3.1415926) #endif /* * Convert degrees to radians: */ #define DEG_TO_RAD(A) ((A)*(M_PI/180.0)) /* * Sin and Cos for degree angles: */ #define SIND( A ) sin( (A)*(M_PI/180.0) ) #define COSD( A) cos( (A)*(M_PI/180.0) ) /* * Texture coordinates if texture flag is set */ #define TXTR_COORD(x,y) if (qobj->TextureFlag) glTexCoord2f(x,y); struct GLUquadricObj { GLenum DrawStyle; /* GLU_FILL, LINE, SILHOUETTE, or POINT */ GLenum Orientation; /* GLU_INSIDE or GLU_OUTSIDE */ GLboolean TextureFlag; /* Generate texture coords? */ GLenum Normals; /* GLU_NONE, GLU_FLAT, or GLU_SMOOTH */ void (*ErrorFunc)(GLenum err); /* Error handler callback function */ }; /* * Process a GLU error. */ static void quadric_error( GLUquadricObj *qobj, GLenum error, const char *msg ) { /* Call the error call back function if any */ if (qobj->ErrorFunc) { (*qobj->ErrorFunc)( error ); } /* Print a message to stdout if MESA_DEBUG variable is defined */ if (getenv("MESA_DEBUG")) { fprintf(stderr,"GLUError: %s: %s\n", gluErrorString(error), msg ); } } GLUquadricObj *gluNewQuadric( void ) { GLUquadricObj *q; q = (GLUquadricObj *) malloc( sizeof(struct GLUquadricObj) ); if (q) { q->DrawStyle = GLU_FILL; q->Orientation = GLU_OUTSIDE; q->TextureFlag = GL_FALSE; q->Normals = GLU_SMOOTH; q->ErrorFunc = NULL; } return q; } void gluDeleteQuadric( GLUquadricObj *state ) { if (state) { free( (void *) state ); } } /* * Set the drawing style to be GLU_FILL, GLU_LINE, GLU_SILHOUETTE, or GLU_POINT. */ void gluQuadricDrawStyle( GLUquadricObj *quadObject, GLenum drawStyle ) { if (quadObject && (drawStyle==GLU_FILL || drawStyle==GLU_LINE || drawStyle==GLU_SILHOUETTE || drawStyle==GLU_POINT)) { quadObject->DrawStyle = drawStyle; } else { quadric_error( quadObject, GLU_INVALID_ENUM, "qluQuadricDrawStyle" ); } } /* * Set the orientation to GLU_INSIDE or GLU_OUTSIDE. */ void gluQuadricOrientation( GLUquadricObj *quadObject, GLenum orientation ) { if (quadObject && (orientation==GLU_INSIDE || orientation==GLU_OUTSIDE)) { quadObject->Orientation = orientation; } else { quadric_error( quadObject, GLU_INVALID_ENUM, "qluQuadricOrientation" ); } } /* * Set the error handler callback function. */ void gluQuadricCallback( GLUquadricObj *qobj, GLenum which, void (*fn)(GLenum) ) { if (qobj && which==GLU_ERROR) { qobj->ErrorFunc = fn; } } void gluQuadricNormals( GLUquadricObj *quadObject, GLenum normals ) { if (quadObject && (normals==GLU_NONE || normals==GLU_FLAT || normals==GLU_SMOOTH)) { quadObject->Normals = normals; } } void gluQuadricTexture( GLUquadricObj *quadObject, GLboolean textureCoords ) { if (quadObject) { quadObject->TextureFlag = textureCoords; } } /* * Call glNormal3f after scaling normal to unit length. */ static void normal3f( GLfloat x, GLfloat y, GLfloat z ) { GLdouble mag; mag = sqrt( x*x + y*y + z*z ); if (mag>0.00001F) { x /= mag; y /= mag; z /= mag; } glNormal3f( x, y, z ); } void gluCylinder( GLUquadricObj *qobj, GLdouble baseRadius, GLdouble topRadius, GLdouble height, GLint slices, GLint stacks ) { GLdouble da, r, dr, dz; GLfloat x, y, z, nz, nsign; GLint i, j; if (qobj->Orientation==GLU_INSIDE) { nsign = -1.0; } else { nsign = 1.0; } da = 2.0*M_PI / slices; dr = (topRadius-baseRadius) / stacks; dz = height / stacks; nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */ if (qobj->DrawStyle==GLU_POINT) { glBegin( GL_POINTS ); for (i=0;i<slices;i++) { x = cos(i*da); y = sin(i*da); normal3f( x*nsign, y*nsign, nz*nsign ); z = 0.0; r = baseRadius; for (j=0;j<=stacks;j++) { glVertex3f( x*r, y*r, z ); z += dz; r += dr; } } glEnd(); } else if (qobj->DrawStyle==GLU_LINE || qobj->DrawStyle==GLU_SILHOUETTE) { /* Draw rings */ if (qobj->DrawStyle==GLU_LINE) { z = 0.0; r = baseRadius; for (j=0;j<=stacks;j++) { glBegin( GL_LINE_LOOP ); for (i=0;i<slices;i++) { x = cos(i*da); y = sin(i*da); normal3f( x*nsign, y*nsign, nz*nsign ); glVertex3f( x*r, y*r, z ); } glEnd(); z += dz; r += dr; } } else { /* draw one ring at each end */ if (baseRadius!=0.0) { glBegin( GL_LINE_LOOP ); for (i=0;i<slices;i++) { x = cos(i*da); y = sin(i*da); normal3f( x*nsign, y*nsign, nz*nsign ); glVertex3f( x*baseRadius, y*baseRadius, 0.0 ); } glEnd(); glBegin( GL_LINE_LOOP ); for (i=0;i<slices;i++) { x = cos(i*da); y = sin(i*da); normal3f( x*nsign, y*nsign, nz*nsign ); glVertex3f( x*topRadius, y*topRadius, height ); } glEnd(); } } /* draw length lines */ glBegin( GL_LINES ); for (i=0;i<slices;i++) { x = cos(i*da); y = sin(i*da); normal3f( x*nsign, y*nsign, nz*nsign ); glVertex3f( x*baseRadius, y*baseRadius, 0.0 ); glVertex3f( x*topRadius, y*topRadius, height ); } glEnd(); } else if (qobj->DrawStyle==GLU_FILL) { GLfloat du = 1.0 / slices; GLfloat dv = 1.0 / stacks; GLfloat tcx = 0.0, tcy = 0.0; for (i=0;i<slices;i++) { GLfloat x1 = -sin(i*da); GLfloat y1 = cos(i*da); GLfloat x2 = -sin((i+1)*da); GLfloat y2 = cos((i+1)*da); z = 0.0; r = baseRadius; tcy = 0.0; glBegin( GL_QUAD_STRIP ); for (j=0;j<=stacks;j++) { if (nsign==1.0) { normal3f( x1*nsign, y1*nsign, nz*nsign ); TXTR_COORD(tcx, tcy); glVertex3f( x1*r, y1*r, z ); normal3f( x2*nsign, y2*nsign, nz*nsign ); TXTR_COORD(tcx+du, tcy); glVertex3f( x2*r, y2*r, z ); } else { normal3f( x2*nsign, y2*nsign, nz*nsign ); TXTR_COORD(tcx, tcy); glVertex3f( x2*r, y2*r, z ); normal3f( x1*nsign, y1*nsign, nz*nsign ); TXTR_COORD(tcx+du, tcy); glVertex3f( x1*r, y1*r, z ); } z += dz; r += dr; tcy += dv; } glEnd(); tcx += du; } } } void gluSphere( GLUquadricObj *qobj, GLdouble radius, GLint slices, GLint stacks ) { GLfloat rho, drho, theta, dtheta; GLfloat x, y, z; GLfloat s, t, ds, dt; GLint i, j, imin, imax; GLboolean normals; GLfloat nsign; if (qobj->Normals==GLU_NONE) { normals = GL_FALSE; } else { normals = GL_TRUE; } if (qobj->Orientation==GLU_INSIDE) { nsign = -1.0; } else { nsign = 1.0; } drho = M_PI / (GLfloat) stacks; dtheta = 2.0 * M_PI / (GLfloat) slices; /* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y axis */ /* t goes from -1.0/+1.0 at z = -radius/+radius (linear along longitudes) */ /* cannot use triangle fan on texturing (s coord. at top/bottom tip varies) */ if (qobj->DrawStyle==GLU_FILL) { if (!qobj->TextureFlag) { /* draw +Z end as a triangle fan */ glBegin( GL_TRIANGLE_FAN ); glNormal3f( 0.0, 0.0, 1.0 ); TXTR_COORD(0.5,1.0); glVertex3f( 0.0, 0.0, nsign * radius ); for (j=0;j<=slices;j++) { theta = (j==slices) ? 0.0 : j * dtheta; x = -sin(theta) * sin(drho); y = cos(theta) * sin(drho); z = nsign * cos(drho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); } ds = 1.0 / slices; dt = 1.0 / stacks; t = 1.0; /* because loop now runs from 0 */ if (qobj->TextureFlag) { imin = 0; imax = stacks; } else { imin = 1; imax = stacks-1; } /* draw intermediate stacks as quad strips */ for (i=imin;i<imax;i++) { rho = i * drho; glBegin( GL_QUAD_STRIP ); s = 0.0; for (j=0;j<=slices;j++) { theta = (j==slices) ? 0.0 : j * dtheta; x = -sin(theta) * sin(rho); y = cos(theta) * sin(rho); z = nsign * cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); TXTR_COORD(s,t); glVertex3f( x*radius, y*radius, z*radius ); x = -sin(theta) * sin(rho+drho); y = cos(theta) * sin(rho+drho); z = nsign * cos(rho+drho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); TXTR_COORD(s,t-dt); s += ds; glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); t -= dt; } if (!qobj->TextureFlag) { /* draw -Z end as a triangle fan */ glBegin( GL_TRIANGLE_FAN ); glNormal3f( 0.0, 0.0, -1.0 ); TXTR_COORD(0.5,0.0); glVertex3f( 0.0, 0.0, -radius*nsign ); rho = M_PI - drho; s = 1.0; t = dt; for (j=slices;j>=0;j--) { theta = (j==slices) ? 0.0 : j * dtheta; x = -sin(theta) * sin(rho); y = cos(theta) * sin(rho); z = nsign * cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); TXTR_COORD(s,t); s -= ds; glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); } } else if (qobj->DrawStyle==GLU_LINE || qobj->DrawStyle==GLU_SILHOUETTE) { /* draw stack lines */ for (i=1;i<stacks;i++) { /* stack line at i==stacks-1 was missing here */ rho = i * drho; glBegin( GL_LINE_LOOP ); for (j=0;j<slices;j++) { theta = j * dtheta; x = cos(theta) * sin(rho); y = sin(theta) * sin(rho); z = cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); } /* draw slice lines */ for (j=0;j<slices;j++) { theta = j * dtheta; glBegin( GL_LINE_STRIP ); for (i=0;i<=stacks;i++) { rho = i * drho; x = cos(theta) * sin(rho); y = sin(theta) * sin(rho); z = cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); } } else if (qobj->DrawStyle==GLU_POINT) { /* top and bottom-most points */ glBegin( GL_POINTS ); if (normals) glNormal3f( 0.0, 0.0, nsign ); glVertex3d( 0.0, 0.0, radius ); if (normals) glNormal3f( 0.0, 0.0, -nsign ); glVertex3d( 0.0, 0.0, -radius ); /* loop over stacks */ for (i=1;i<stacks-1;i++) { rho = i * drho; for (j=0;j<slices;j++) { theta = j * dtheta; x = cos(theta) * sin(rho); y = sin(theta) * sin(rho); z = cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); glVertex3f( x*radius, y*radius, z*radius ); } } glEnd(); } } void gluDisk( GLUquadricObj *qobj, GLdouble innerRadius, GLdouble outerRadius, GLint slices, GLint loops ) { GLdouble a, da; GLfloat r, dr; GLfloat x, y; GLfloat r1, r2, dtc; GLint s, l; /* Normal vectors */ if (qobj->Normals!=GLU_NONE) { if (qobj->Orientation==GLU_OUTSIDE) { glNormal3f( 0.0, 0.0, +1.0 ); } else { glNormal3f( 0.0, 0.0, -1.0 ); } } da = 2.0*M_PI / slices; dr = (outerRadius-innerRadius) / (GLfloat) loops; /* texture of a gluDisk is a cut out of the texture unit square */ /* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1] (linear mapping) */ dtc = 2.0f * outerRadius; switch (qobj->DrawStyle) { case GLU_FILL: { GLfloat sa,ca; r1 = innerRadius; for (l=0;l<loops;l++) { r2 = r1 + dr; if (qobj->Orientation==GLU_OUTSIDE) { glBegin( GL_QUAD_STRIP ); for (s=0;s<=slices;s++) { if (s==slices) a = 0.0; else a = s * da; sa = sin(a); ca = cos(a); TXTR_COORD(0.5+sa*r2/dtc,0.5+ca*r2/dtc); glVertex2f( r2*sa, r2*ca ); TXTR_COORD(0.5+sa*r1/dtc,0.5+ca*r1/dtc); glVertex2f( r1*sa, r1*ca ); } glEnd(); } else { glBegin( GL_QUAD_STRIP ); for (s=slices;s>=0;s--) { if (s==slices) a = 0.0; else a = s * da; sa = sin(a); ca = cos(a); TXTR_COORD(0.5-sa*r2/dtc,0.5+ca*r2/dtc); glVertex2f( r2*sa, r2*ca ); TXTR_COORD(0.5-sa*r1/dtc,0.5+ca*r1/dtc); glVertex2f( r1*sa, r1*ca ); } glEnd(); } r1 = r2; } } break; case GLU_LINE: /* draw rings */ for (r=innerRadius; r<=outerRadius; r+=dr) { glBegin( GL_LINE_LOOP ); for (a=0.0; a<2.0*M_PI; a+=da) { glVertex2f( r*sin(a), r*cos(a) ); } glEnd(); } /* draw spokes */ for (a=0.0; a<2.0*M_PI; a+=da) { x = sin(a); y = cos(a); glBegin( GL_LINE_STRIP ); for (r=innerRadius; r<=outerRadius; r+=dr) { glVertex2f( r*x, r*y ); } glEnd(); } break; case GLU_POINT: glBegin( GL_POINTS ); for (a=0.0; a<2.0*M_PI; a+=da) { x = sin(a); y = cos(a); for (r=innerRadius; r<=outerRadius; r+=dr) { glVertex2f( r*x, r*y ); } } glEnd(); break; case GLU_SILHOUETTE: if (innerRadius!=0.0) { glBegin( GL_LINE_LOOP ); for (a=0.0; a<2.0*M_PI; a+=da) { x = innerRadius * sin(a); y = innerRadius * cos(a); glVertex2f( x, y ); } glEnd(); } glBegin( GL_LINE_LOOP ); for (a=0; a<2.0*M_PI; a+=da) { x = outerRadius * sin(a); y = outerRadius * cos(a); glVertex2f( x, y ); } glEnd(); break; default: abort(); } } void gluPartialDisk( GLUquadricObj *qobj, GLdouble innerRadius, GLdouble outerRadius, GLint slices, GLint loops, GLdouble startAngle, GLdouble sweepAngle ) { if (qobj->Normals!=GLU_NONE) { if (qobj->Orientation==GLU_OUTSIDE) { glNormal3f( 0.0, 0.0, +1.0 ); } else { glNormal3f( 0.0, 0.0, -1.0 ); } } if (qobj->DrawStyle==GLU_POINT) { GLint loop, slice; GLdouble radius, delta_radius; GLdouble angle, delta_angle; delta_radius = (outerRadius - innerRadius) / (loops-1); delta_angle = DEG_TO_RAD((sweepAngle) / (slices-1)); glBegin( GL_POINTS ); radius = innerRadius; for (loop=0; loop<loops; loop++) { angle = DEG_TO_RAD(startAngle); for (slice=0; slice<slices; slice++) { glVertex2d( radius * sin(angle), radius * cos(angle) ); angle += delta_angle; } radius += delta_radius; } glEnd(); } else if (qobj->DrawStyle==GLU_LINE) { GLint loop, slice; GLdouble radius, delta_radius; GLdouble angle, delta_angle; delta_radius = (outerRadius - innerRadius) / (loops-1); delta_angle = DEG_TO_RAD((sweepAngle) / (slices-1)); /* draw rings */ radius = innerRadius; for (loop=0; loop<loops; loop++) { angle = DEG_TO_RAD(startAngle); glBegin( GL_LINE_STRIP ); for (slice=0; slice<slices; slice++) { glVertex2d( radius * sin(angle), radius * cos(angle) ); angle += delta_angle; } glEnd(); radius += delta_radius; } /* draw spokes */ angle = DEG_TO_RAD(startAngle); for (slice=0; slice<slices; slice++) { radius = innerRadius; glBegin( GL_LINE_STRIP ); for (loop=0; loop<loops; loop++) { glVertex2d( radius * sin(angle), radius * cos(angle) ); radius += delta_radius; } glEnd(); angle += delta_angle; } } else if (qobj->DrawStyle==GLU_SILHOUETTE) { GLint slice; GLdouble angle, delta_angle; delta_angle = DEG_TO_RAD((sweepAngle) / (slices-1)); /* draw outer ring */ glBegin( GL_LINE_STRIP ); angle = DEG_TO_RAD(startAngle); for (slice=0; slice<slices; slice++) { glVertex2d( outerRadius * sin(angle), outerRadius * cos(angle) ); angle += delta_angle; } glEnd(); /* draw inner ring */ if (innerRadius>0.0) { glBegin( GL_LINE_STRIP ); angle = DEG_TO_RAD(startAngle); for (slice=0; slice<slices; slice++) { glVertex2d( innerRadius * sin(angle), innerRadius * cos(angle) ); angle += delta_angle; } glEnd(); } /* draw spokes */ if (sweepAngle<360.0) { GLdouble stopAngle = startAngle + sweepAngle; glBegin( GL_LINES ); glVertex2d( innerRadius*SIND(startAngle), innerRadius*COSD(startAngle) ); glVertex2d( outerRadius*SIND(startAngle), outerRadius*COSD(startAngle) ); glVertex2d( innerRadius*SIND(stopAngle), innerRadius*COSD(stopAngle) ); glVertex2d( outerRadius*SIND(stopAngle), outerRadius*COSD(stopAngle) ); glEnd(); } } else if (qobj->DrawStyle==GLU_FILL) { GLint loop, slice; GLdouble radius, delta_radius; GLdouble angle, delta_angle; delta_radius = (outerRadius - innerRadius) / (loops-1); delta_angle = DEG_TO_RAD((sweepAngle) / (slices-1)); radius = innerRadius; for (loop=0; loop<loops-1; loop++) { glBegin( GL_QUAD_STRIP ); angle = DEG_TO_RAD(startAngle); for (slice=0; slice<slices; slice++) { if (qobj->Orientation==GLU_OUTSIDE) { glVertex2d( (radius+delta_radius)*sin(angle), (radius+delta_radius)*cos(angle) ); glVertex2d( radius * sin(angle), radius * cos(angle) ); } else { glVertex2d( radius * sin(angle), radius * cos(angle) ); glVertex2d( (radius+delta_radius)*sin(angle), (radius+delta_radius)*cos(angle) ); } angle += delta_angle; } glEnd(); radius += delta_radius; } } }
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.