📄 quad.c
字号:
/* * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice including the dates of first publication and * either this permission notice or a reference to * http://oss.sgi.com/projects/FreeB/ * shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. * * Except as contained in this notice, the name of Silicon Graphics, Inc. * shall not be used in advertising or otherwise to promote the sale, use or * other dealings in this Software without prior written authorization from * Silicon Graphics, Inc. */#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); } } glEnd(); }
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -