📄 quad.c
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/*
** License Applicability. Except to the extent portions of this file are
** made subject to an alternative license as permitted in the SGI Free
** Software License B, Version 1.1 (the "License"), the contents of this
** file are subject only to the provisions of the License. You may not use
** this file except in compliance with the License. You may obtain a copy
** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
**
** http://oss.sgi.com/projects/FreeB
**
** Note that, as provided in the License, the Software is distributed on an
** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
**
** Original Code. The Original Code is: OpenGL Sample Implementation,
** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
** Copyright in any portions created by third parties is as indicated
** elsewhere herein. All Rights Reserved.
**
** Additional Notice Provisions: The application programming interfaces
** established by SGI in conjunction with the Original Code are The
** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
** Window System(R) (Version 1.3), released October 19, 1998. This software
** was created using the OpenGL(R) version 1.2.1 Sample Implementation
** published by SGI, but has not been independently verified as being
** compliant with the OpenGL(R) version 1.2.1 Specification.
**
*/
#include "gluos.h"
#include "gluint.h"
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
#ifndef GLU_ERROR
#define GLU_ERROR 100103
#endif
/* Make it not a power of two to avoid cache thrashing on the chip */
#define CACHE_SIZE 240
#undef PI
#define PI 3.14159265358979323846
struct GLUquadric {
GLint normals;
GLboolean textureCoords;
GLint orientation;
GLint drawStyle;
void (GLAPIENTRY *errorCallback)( GLint );
};
GLUquadric * GLAPIENTRY
gluNewQuadric(void)
{
GLUquadric *newstate;
newstate = (GLUquadric *) malloc(sizeof(GLUquadric));
if (newstate == NULL) {
/* Can't report an error at this point... */
return NULL;
}
newstate->normals = GLU_SMOOTH;
newstate->textureCoords = GL_FALSE;
newstate->orientation = GLU_OUTSIDE;
newstate->drawStyle = GLU_FILL;
newstate->errorCallback = NULL;
return newstate;
}
void GLAPIENTRY
gluDeleteQuadric(GLUquadric *state)
{
free(state);
}
static void gluQuadricError(GLUquadric *qobj, GLenum which)
{
if (qobj->errorCallback) {
qobj->errorCallback(which);
}
}
void GLAPIENTRY
gluQuadricCallback(GLUquadric *qobj, GLenum which, _GLUfuncptr fn)
{
switch (which) {
case GLU_ERROR:
qobj->errorCallback = (void (GLAPIENTRY *)(GLint)) fn;
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
}
void GLAPIENTRY
gluQuadricNormals(GLUquadric *qobj, GLenum normals)
{
switch (normals) {
case GLU_SMOOTH:
case GLU_FLAT:
case GLU_NONE:
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
qobj->normals = normals;
}
void GLAPIENTRY
gluQuadricTexture(GLUquadric *qobj, GLboolean textureCoords)
{
qobj->textureCoords = textureCoords;
}
void GLAPIENTRY
gluQuadricOrientation(GLUquadric *qobj, GLenum orientation)
{
switch(orientation) {
case GLU_OUTSIDE:
case GLU_INSIDE:
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
qobj->orientation = orientation;
}
void GLAPIENTRY
gluQuadricDrawStyle(GLUquadric *qobj, GLenum drawStyle)
{
switch(drawStyle) {
case GLU_POINT:
case GLU_LINE:
case GLU_FILL:
case GLU_SILHOUETTE:
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
qobj->drawStyle = drawStyle;
}
void GLAPIENTRY
gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius,
GLdouble height, GLint slices, GLint stacks)
{
GLint i,j;
GLfloat sinCache[CACHE_SIZE];
GLfloat cosCache[CACHE_SIZE];
GLfloat sinCache2[CACHE_SIZE];
GLfloat cosCache2[CACHE_SIZE];
GLfloat sinCache3[CACHE_SIZE];
GLfloat cosCache3[CACHE_SIZE];
GLfloat angle;
GLfloat zLow, zHigh;
GLfloat sintemp, costemp;
GLfloat length;
GLfloat deltaRadius;
GLfloat zNormal;
GLfloat xyNormalRatio;
GLfloat radiusLow, radiusHigh;
int needCache2, needCache3;
if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
if (slices < 2 || stacks < 1 || baseRadius < 0.0 || topRadius < 0.0 ||
height < 0.0) {
gluQuadricError(qobj, GLU_INVALID_VALUE);
return;
}
/* Compute length (needed for normal calculations) */
deltaRadius = baseRadius - topRadius;
length = SQRT(deltaRadius*deltaRadius + height*height);
if (length == 0.0) {
gluQuadricError(qobj, GLU_INVALID_VALUE);
return;
}
/* Cache is the vertex locations cache */
/* Cache2 is the various normals at the vertices themselves */
/* Cache3 is the various normals for the faces */
needCache2 = needCache3 = 0;
if (qobj->normals == GLU_SMOOTH) {
needCache2 = 1;
}
if (qobj->normals == GLU_FLAT) {
if (qobj->drawStyle != GLU_POINT) {
needCache3 = 1;
}
if (qobj->drawStyle == GLU_LINE) {
needCache2 = 1;
}
}
zNormal = deltaRadius / length;
xyNormalRatio = height / length;
for (i = 0; i < slices; i++) {
angle = 2 * PI * i / slices;
if (needCache2) {
if (qobj->orientation == GLU_OUTSIDE) {
sinCache2[i] = xyNormalRatio * SIN(angle);
cosCache2[i] = xyNormalRatio * COS(angle);
} else {
sinCache2[i] = -xyNormalRatio * SIN(angle);
cosCache2[i] = -xyNormalRatio * COS(angle);
}
}
sinCache[i] = SIN(angle);
cosCache[i] = COS(angle);
}
if (needCache3) {
for (i = 0; i < slices; i++) {
angle = 2 * PI * (i-0.5) / slices;
if (qobj->orientation == GLU_OUTSIDE) {
sinCache3[i] = xyNormalRatio * SIN(angle);
cosCache3[i] = xyNormalRatio * COS(angle);
} else {
sinCache3[i] = -xyNormalRatio * SIN(angle);
cosCache3[i] = -xyNormalRatio * COS(angle);
}
}
}
sinCache[slices] = sinCache[0];
cosCache[slices] = cosCache[0];
if (needCache2) {
sinCache2[slices] = sinCache2[0];
cosCache2[slices] = cosCache2[0];
}
if (needCache3) {
sinCache3[slices] = sinCache3[0];
cosCache3[slices] = cosCache3[0];
}
switch (qobj->drawStyle) {
case GLU_FILL:
/* Note:
** An argument could be made for using a TRIANGLE_FAN for the end
** of the cylinder of either radii is 0.0 (a cone). However, a
** TRIANGLE_FAN would not work in smooth shading mode (the common
** case) because the normal for the apex is different for every
** triangle (and TRIANGLE_FAN doesn't let me respecify that normal).
** Now, my choice is GL_TRIANGLES, or leave the GL_QUAD_STRIP and
** just let the GL trivially reject one of the two triangles of the
** QUAD. GL_QUAD_STRIP is probably faster, so I will leave this code
** alone.
*/
for (j = 0; j < stacks; j++) {
zLow = j * height / stacks;
zHigh = (j + 1) * height / stacks;
radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
radiusHigh = baseRadius - deltaRadius * ((float) (j + 1) / stacks);
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= slices; i++) {
switch(qobj->normals) {
case GLU_FLAT:
glNormal3f(sinCache3[i], cosCache3[i], zNormal);
break;
case GLU_SMOOTH:
glNormal3f(sinCache2[i], cosCache2[i], zNormal);
break;
case GLU_NONE:
default:
break;
}
if (qobj->orientation == GLU_OUTSIDE) {
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) (j+1) / stacks);
}
glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], zHigh);
} else {
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) (j+1) / stacks);
}
glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], zHigh);
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
}
}
glEnd();
}
break;
case GLU_POINT:
glBegin(GL_POINTS);
for (i = 0; i < slices; i++) {
switch(qobj->normals) {
case GLU_FLAT:
case GLU_SMOOTH:
glNormal3f(sinCache2[i], cosCache2[i], zNormal);
break;
case GLU_NONE:
default:
break;
}
sintemp = sinCache[i];
costemp = cosCache[i];
for (j = 0; j <= stacks; j++) {
zLow = j * height / stacks;
radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
glVertex3f(radiusLow * sintemp,
radiusLow * costemp, zLow);
}
}
glEnd();
break;
case GLU_LINE:
for (j = 1; j < stacks; j++) {
zLow = j * height / stacks;
radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
glBegin(GL_LINE_STRIP);
for (i = 0; i <= slices; i++) {
switch(qobj->normals) {
case GLU_FLAT:
glNormal3f(sinCache3[i], cosCache3[i], zNormal);
break;
case GLU_SMOOTH:
glNormal3f(sinCache2[i], cosCache2[i], zNormal);
break;
case GLU_NONE:
default:
break;
}
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
}
glEnd();
}
/* Intentionally fall through here... */
case GLU_SILHOUETTE:
for (j = 0; j <= stacks; j += stacks) {
zLow = j * height / stacks;
radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
glBegin(GL_LINE_STRIP);
for (i = 0; i <= slices; i++) {
switch(qobj->normals) {
case GLU_FLAT:
glNormal3f(sinCache3[i], cosCache3[i], zNormal);
break;
case GLU_SMOOTH:
glNormal3f(sinCache2[i], cosCache2[i], zNormal);
break;
case GLU_NONE:
default:
break;
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