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Rev | Author | Line No. | Line |
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5098 | clevermous | 1 | #include |
2 | #include |
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3 | #include |
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4 | #include "glu.h" |
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5 | |||
6 | |||
7 | void drawTorus(float rc, int numc, float rt, int numt) |
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8 | { |
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9 | int i, j, k; |
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10 | double s, t; |
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11 | double x, y, z; |
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12 | double pi, twopi; |
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13 | |||
14 | pi = 3.14159265358979323846; |
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15 | twopi = 2 * pi; |
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16 | |||
17 | for (i = 0; i < numc; i++) { |
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18 | glBegin(GL_QUAD_STRIP); |
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19 | for (j = 0; j <= numt; j++) { |
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20 | for (k = 1; k >= 0; k--) { |
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21 | s = (i + k) % numc + 0.5; |
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22 | t = j % numt; |
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23 | |||
24 | x = cos(t*twopi/numt) * cos(s*twopi/numc); |
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25 | y = sin(t*twopi/numt) * cos(s*twopi/numc); |
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26 | z = sin(s*twopi/numc); |
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27 | glNormal3f(x, y, z); |
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28 | |||
29 | x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt); |
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30 | y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt); |
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31 | z = rc * sin(s*twopi/numc); |
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32 | glVertex3f(x, y, z); |
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33 | } |
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34 | } |
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35 | glEnd(); |
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36 | } |
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37 | } |
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38 | |||
39 | static void normal3f( GLfloat x, GLfloat y, GLfloat z ) |
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40 | { |
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41 | GLdouble mag; |
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42 | |||
43 | mag = sqrt( x*x + y*y + z*z ); |
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44 | if (mag>0.00001F) { |
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45 | x /= mag; |
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46 | y /= mag; |
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47 | z /= mag; |
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48 | } |
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49 | glNormal3f( x, y, z ); |
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50 | } |
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51 | |||
52 | void gluPerspective( GLdouble fovy, GLdouble aspect, |
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53 | GLdouble zNear, GLdouble zFar ) |
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54 | { |
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55 | GLdouble xmin, xmax, ymin, ymax; |
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56 | |||
57 | ymax = zNear * tan( fovy * M_PI / 360.0 ); |
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58 | ymin = -ymax; |
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59 | |||
60 | xmin = ymin * aspect; |
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61 | xmax = ymax * aspect; |
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62 | |||
63 | glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); |
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64 | } |
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65 | |||
66 | GLUquadricObj *gluNewQuadric(void) |
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67 | { |
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68 | return NULL; |
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69 | } |
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70 | |||
71 | void gluQuadricDrawStyle(GLUquadricObj *obj, int style) |
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72 | { |
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73 | } |
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74 | |||
75 | void gluCylinder( GLUquadricObj *qobj, |
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76 | GLdouble baseRadius, GLdouble topRadius, GLdouble height, |
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77 | GLint slices, GLint stacks ) |
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78 | { |
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79 | GLdouble da, r, dr, dz; |
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80 | GLfloat z, nz, nsign; |
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81 | GLint i, j; |
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82 | GLfloat du = 1.0 / slices; |
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83 | GLfloat dv = 1.0 / stacks; |
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84 | GLfloat tcx = 0.0, tcy = 0.0; |
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85 | |||
86 | nsign = 1.0; |
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87 | |||
88 | da = 2.0*M_PI / slices; |
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89 | dr = (topRadius-baseRadius) / stacks; |
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90 | dz = height / stacks; |
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91 | nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */ |
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92 | |||
93 | for (i=0;i |
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94 | GLfloat x1 = -sin(i*da); |
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95 | GLfloat y1 = cos(i*da); |
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96 | GLfloat x2 = -sin((i+1)*da); |
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97 | GLfloat y2 = cos((i+1)*da); |
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98 | z = 0.0; |
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99 | r = baseRadius; |
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100 | tcy = 0.0; |
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101 | glBegin( GL_QUAD_STRIP ); |
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102 | for (j=0;j<=stacks;j++) { |
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103 | if (nsign==1.0) { |
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104 | normal3f( x1*nsign, y1*nsign, nz*nsign ); |
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105 | glTexCoord2f(tcx, tcy); |
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106 | glVertex3f( x1*r, y1*r, z ); |
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107 | normal3f( x2*nsign, y2*nsign, nz*nsign ); |
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108 | glTexCoord2f(tcx+du, tcy); |
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109 | glVertex3f( x2*r, y2*r, z ); |
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110 | } |
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111 | else { |
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112 | normal3f( x2*nsign, y2*nsign, nz*nsign ); |
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113 | glTexCoord2f(tcx, tcy); |
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114 | glVertex3f( x2*r, y2*r, z ); |
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115 | normal3f( x1*nsign, y1*nsign, nz*nsign ); |
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116 | glTexCoord2f(tcx+du, tcy); |
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117 | glVertex3f( x1*r, y1*r, z ); |
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118 | } |
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119 | z += dz; |
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120 | r += dr; |
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121 | tcy += dv; |
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122 | } |
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123 | glEnd(); |
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124 | tcx += du; |
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125 | } |
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126 | } |
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127 | |||
128 | /* Disk (adapted from Mesa) */ |
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129 | |||
130 | void gluDisk( GLUquadricObj *qobj, |
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131 | GLdouble innerRadius, GLdouble outerRadius, |
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132 | GLint slices, GLint loops ) |
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133 | { |
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134 | GLdouble a, da; |
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135 | GLfloat dr; |
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136 | GLfloat r1, r2, dtc; |
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137 | GLint s, l; |
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138 | GLfloat sa,ca; |
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139 | |||
140 | /* Normal vectors */ |
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141 | glNormal3f( 0.0, 0.0, +1.0 ); |
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142 | |||
143 | da = 2.0*M_PI / slices; |
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144 | dr = (outerRadius-innerRadius) / (GLfloat) loops; |
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145 | |||
146 | /* texture of a gluDisk is a cut out of the texture unit square */ |
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147 | /* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1] (linear mapping) */ |
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148 | dtc = 2.0f * outerRadius; |
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149 | |||
150 | r1 = innerRadius; |
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151 | for (l=0;l |
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152 | r2 = r1 + dr; |
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153 | glBegin( GL_QUAD_STRIP ); |
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154 | for (s=0;s<=slices;s++) { |
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155 | if (s==slices) a = 0.0; |
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156 | else a = s * da; |
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157 | sa = sin(a); ca = cos(a); |
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158 | glTexCoord2f(0.5+sa*r2/dtc,0.5+ca*r2/dtc); |
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159 | glVertex2f( r2*sa, r2*ca ); |
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160 | glTexCoord2f(0.5+sa*r1/dtc,0.5+ca*r1/dtc); |
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161 | glVertex2f( r1*sa, r1*ca ); |
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162 | } |
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163 | glEnd(); |
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164 | r1 = r2; |
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165 | } |
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166 | |||
167 | } |
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168 | |||
169 | /* |
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170 | * Sphère (adapted from Mesa) |
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171 | */ |
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172 | |||
173 | void gluSphere(GLUquadricObj *qobj, |
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174 | float radius,int slices,int stacks) |
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175 | { |
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176 | float rho, drho, theta, dtheta; |
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177 | float x, y, z; |
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178 | float s, t, ds, dt; |
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179 | int i, j, imin, imax; |
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180 | int normals; |
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181 | float nsign; |
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182 | |||
183 | normals=1; |
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184 | nsign=1; |
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185 | |||
186 | drho = M_PI / (float) stacks; |
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187 | dtheta = 2.0 * M_PI / (float) slices; |
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188 | |||
189 | /* draw +Z end as a triangle fan */ |
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190 | glBegin( GL_TRIANGLE_FAN ); |
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191 | glNormal3f( 0.0, 0.0, 1.0 ); |
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192 | glTexCoord2f(0.5,0.0); |
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193 | glVertex3f( 0.0, 0.0, nsign * radius ); |
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194 | for (j=0;j<=slices;j++) { |
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195 | theta = (j==slices) ? 0.0 : j * dtheta; |
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196 | x = -sin(theta) * sin(drho); |
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197 | y = cos(theta) * sin(drho); |
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198 | z = nsign * cos(drho); |
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199 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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200 | glVertex3f( x*radius, y*radius, z*radius ); |
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201 | } |
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202 | glEnd(); |
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203 | |||
204 | |||
205 | ds = 1.0 / slices; |
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206 | dt = 1.0 / stacks; |
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207 | t = 1.0; /* because loop now runs from 0 */ |
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208 | if (1) { |
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209 | imin = 0; |
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210 | imax = stacks; |
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211 | } |
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212 | else { |
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213 | imin = 1; |
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214 | imax = stacks-1; |
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215 | } |
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216 | |||
217 | /* draw intermediate stacks as quad strips */ |
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218 | for (i=imin;i |
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219 | rho = i * drho; |
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220 | glBegin( GL_QUAD_STRIP ); |
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221 | s = 0.0; |
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222 | for (j=0;j<=slices;j++) { |
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223 | theta = (j==slices) ? 0.0 : j * dtheta; |
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224 | x = -sin(theta) * sin(rho); |
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225 | y = cos(theta) * sin(rho); |
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226 | z = nsign * cos(rho); |
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227 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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228 | glTexCoord2f(s,1-t); |
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229 | glVertex3f( x*radius, y*radius, z*radius ); |
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230 | x = -sin(theta) * sin(rho+drho); |
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231 | y = cos(theta) * sin(rho+drho); |
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232 | z = nsign * cos(rho+drho); |
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233 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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234 | glTexCoord2f(s,1-(t-dt)); |
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235 | s += ds; |
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236 | glVertex3f( x*radius, y*radius, z*radius ); |
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237 | } |
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238 | glEnd(); |
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239 | t -= dt; |
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240 | } |
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241 | |||
242 | /* draw -Z end as a triangle fan */ |
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243 | glBegin( GL_TRIANGLE_FAN ); |
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244 | glNormal3f( 0.0, 0.0, -1.0 ); |
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245 | glTexCoord2f(0.5,1.0); |
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246 | glVertex3f( 0.0, 0.0, -radius*nsign ); |
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247 | rho = M_PI - drho; |
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248 | s = 1.0; |
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249 | t = dt; |
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250 | for (j=slices;j>=0;j--) { |
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251 | theta = (j==slices) ? 0.0 : j * dtheta; |
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252 | x = -sin(theta) * sin(rho); |
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253 | y = cos(theta) * sin(rho); |
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254 | z = nsign * cos(rho); |
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255 | if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); |
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256 | glTexCoord2f(s,1-t); |
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257 | s -= ds; |
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258 | glVertex3f( x*radius, y*radius, z*radius ); |
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259 | } |
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260 | glEnd(); |
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261 | }=slices;j++)>=slices;j++)>=slices;s++)>=stacks;j++)>=>> |