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>/* Make it not a power of two to avoid cache thrashing on the chip */#define CACHE_SIZE	240#undef	PI#define PI	      3.14159265358979323846struct GLUquadric {    GLint	normals;    GLboolean	textureCoords;    GLint	orientation;    GLint	drawStyle;    void	(GLAPIENTRY *errorCallback)( GLint );};GLUquadric * GLAPIENTRYgluNewQuadric(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 GLAPIENTRYgluDeleteQuadric(GLUquadric *state){    free(state);}static void gluQuadricError(GLUquadric *qobj, GLenum which){    if (qobj->errorCallback) {	qobj->errorCallback(which);    }}void GLAPIENTRYgluQuadricCallback(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 GLAPIENTRYgluQuadricNormals(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 GLAPIENTRYgluQuadricTexture(GLUquadric *qobj, GLboolean textureCoords){    qobj->textureCoords = textureCoords;}void GLAPIENTRYgluQuadricOrientation(GLUquadric *qobj, GLenum orientation){    switch(orientation) {      case GLU_OUTSIDE:      case GLU_INSIDE:	break;      default:	gluQuadricError(qobj, GLU_INVALID_ENUM);	return;    }    qobj->orientation = orientation;}void GLAPIENTRYgluQuadricDrawStyle(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 GLAPIENTRYgluCylinder(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;		}		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 GLAPIENTRYgluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,	    GLint slices, GLint loops){    gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);}void GLAPIENTRYgluPartialDisk(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 = 0.0, texHigh = 0.0;    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);		}	    }

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