📄 quad.c
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}
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i],
zLow);
}
glEnd();
}
for (i = 0; i < slices; i++) {
switch(qobj->normals) {
case GLU_FLAT:
case GLU_SMOOTH:
glNormal3f(sinCache2[i], cosCache2[i], 0.0);
break;
case GLU_NONE:
default:
break;
}
sintemp = sinCache[i];
costemp = cosCache[i];
glBegin(GL_LINE_STRIP);
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;
default:
break;
}
}
void GLAPIENTRY
gluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops)
{
gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);
}
void GLAPIENTRY
gluPartialDisk(GLUquadric *qobj, GLdouble innerRadius,
GLdouble outerRadius, GLint slices, GLint loops,
GLdouble startAngle, GLdouble sweepAngle)
{
GLint i,j;
GLfloat sinCache[CACHE_SIZE];
GLfloat cosCache[CACHE_SIZE];
GLfloat angle;
GLfloat sintemp, costemp;
GLfloat deltaRadius;
GLfloat radiusLow, radiusHigh;
GLfloat texLow = 0, texHigh = 0;
GLfloat angleOffset;
GLint slices2;
GLint finish;
if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
if (slices < 2 || loops < 1 || outerRadius <= 0.0 || innerRadius < 0.0 ||
innerRadius > outerRadius) {
gluQuadricError(qobj, GLU_INVALID_VALUE);
return;
}
if (sweepAngle < -360.0) sweepAngle = 360.0;
if (sweepAngle > 360.0) sweepAngle = 360.0;
if (sweepAngle < 0) {
startAngle += sweepAngle;
sweepAngle = -sweepAngle;
}
if (sweepAngle == 360.0) {
slices2 = slices;
} else {
slices2 = slices + 1;
}
/* Compute length (needed for normal calculations) */
deltaRadius = outerRadius - innerRadius;
/* Cache is the vertex locations cache */
angleOffset = startAngle / 180.0 * PI;
for (i = 0; i <= slices; i++) {
angle = angleOffset + ((PI * sweepAngle) / 180.0) * i / slices;
sinCache[i] = SIN(angle);
cosCache[i] = COS(angle);
}
if (sweepAngle == 360.0) {
sinCache[slices] = sinCache[0];
cosCache[slices] = cosCache[0];
}
switch(qobj->normals) {
case GLU_FLAT:
case GLU_SMOOTH:
if (qobj->orientation == GLU_OUTSIDE) {
glNormal3f(0.0, 0.0, 1.0);
} else {
glNormal3f(0.0, 0.0, -1.0);
}
break;
default:
case GLU_NONE:
break;
}
switch (qobj->drawStyle) {
case GLU_FILL:
if (innerRadius == 0.0) {
finish = loops - 1;
/* Triangle strip for inner polygons */
glBegin(GL_TRIANGLE_FAN);
if (qobj->textureCoords) {
glTexCoord2f(0.5, 0.5);
}
glVertex3f(0.0, 0.0, 0.0);
radiusLow = outerRadius -
deltaRadius * ((float) (loops-1) / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
}
if (qobj->orientation == GLU_OUTSIDE) {
for (i = slices; i >= 0; i--) {
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
} else {
for (i = 0; i <= slices; i++) {
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
}
glEnd();
} else {
finish = loops;
}
for (j = 0; j < finish; j++) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
radiusHigh = outerRadius - deltaRadius * ((float) (j + 1) / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
texHigh = radiusHigh / outerRadius / 2;
}
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= slices; i++) {
if (qobj->orientation == GLU_OUTSIDE) {
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
if (qobj->textureCoords) {
glTexCoord2f(texHigh * sinCache[i] + 0.5,
texHigh * cosCache[i] + 0.5);
}
glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], 0.0);
} else {
if (qobj->textureCoords) {
glTexCoord2f(texHigh * sinCache[i] + 0.5,
texHigh * cosCache[i] + 0.5);
}
glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], 0.0);
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
}
glEnd();
}
break;
case GLU_POINT:
glBegin(GL_POINTS);
for (i = 0; i < slices2; i++) {
sintemp = sinCache[i];
costemp = cosCache[i];
for (j = 0; j <= loops; j++) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
}
}
glEnd();
break;
case GLU_LINE:
if (innerRadius == outerRadius) {
glBegin(GL_LINE_STRIP);
for (i = 0; i <= slices; i++) {
if (qobj->textureCoords) {
glTexCoord2f(sinCache[i] / 2 + 0.5,
cosCache[i] / 2 + 0.5);
}
glVertex3f(innerRadius * sinCache[i],
innerRadius * cosCache[i], 0.0);
}
glEnd();
break;
}
for (j = 0; j <= loops; j++) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
}
glBegin(GL_LINE_STRIP);
for (i = 0; i <= slices; i++) {
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
glEnd();
}
for (i=0; i < slices2; i++) {
sintemp = sinCache[i];
costemp = cosCache[i];
glBegin(GL_LINE_STRIP);
for (j = 0; j <= loops; j++) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
}
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
}
glEnd();
}
break;
case GLU_SILHOUETTE:
if (sweepAngle < 360.0) {
for (i = 0; i <= slices; i+= slices) {
sintemp = sinCache[i];
costemp = cosCache[i];
glBegin(GL_LINE_STRIP);
for (j = 0; j <= loops; j++) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
}
glEnd();
}
}
for (j = 0; j <= loops; j += loops) {
radiusLow = outerRadius - deltaRadius * ((float) j / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
}
glBegin(GL_LINE_STRIP);
for (i = 0; i <= slices; i++) {
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
glEnd();
if (innerRadius == outerRadius) break;
}
break;
default:
break;
}
}
void GLAPIENTRY
gluSphere(GLUquadric *qobj, GLdouble radius, GLint slices, GLint stacks)
{
GLint i,j;
GLfloat sinCache1a[CACHE_SIZE];
GLfloat cosCache1a[CACHE_SIZE];
GLfloat sinCache2a[CACHE_SIZE];
GLfloat cosCache2a[CACHE_SIZE];
GLfloat sinCache3a[CACHE_SIZE];
GLfloat cosCache3a[CACHE_SIZE];
GLfloat sinCache1b[CACHE_SIZE];
GLfloat cosCache1b[CACHE_SIZE];
GLfloat sinCache2b[CACHE_SIZE];
GLfloat cosCache2b[CACHE_SIZE];
GLfloat sinCache3b[CACHE_SIZE];
GLfloat cosCache3b[CACHE_SIZE];
GLfloat angle;
GLfloat zLow, zHigh;
GLfloat sintemp1, sintemp2=0, sintemp3=0, sintemp4=0;
GLfloat costemp1, costemp2=0, costemp3=0, costemp4=0;
GLboolean needCache2, needCache3;
GLint start, finish;
if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
if (stacks >= CACHE_SIZE) stacks = CACHE_SIZE-1;
if (slices < 2 || stacks < 1 || radius < 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 = GL_FALSE;
if (qobj->normals == GLU_SMOOTH) {
needCache2 = GL_TRUE;
}
if (qobj->normals == GLU_FLAT) {
if (qobj->drawStyle != GLU_POINT) {
needCache3 = GL_TRUE;
}
if (qobj->drawStyle == GLU_LINE) {
needCache2 = GL_TRUE;
}
}
for (i = 0; i < slices; i++) {
angle = 2 * PI * i / slices;
sinCache1a[i] = SIN(angle);
cosCache1a[i] = COS(angle);
if (needCache2) {
sinCache2a[i] = sinCache1a[i];
cosCache2a[i] = cosCache1a[i];
}
}
for (j = 0; j <= stacks; j++) {
angle = PI * j / stacks;
if (needCache2) {
if (qobj->orientation == GLU_OUTSIDE) {
sinCache2b[j] = SIN(angle);
cosCache2b[j] = COS(angle);
} else {
sinCache2b[j] = -SIN(angle);
cosCache2b[j] = -COS(angle);
}
}
sinCache1b[j] = radius * SIN(angle);
cosCache1b[j] = radius * COS(angle);
}
/* Make sure it comes to a point */
sinCache1b[0] = 0;
sinCache1b[stacks] = 0;
if (needCache3) {
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