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Regard whitespace Rev 5097 → Rev 5098

/programs/develop/libraries/TinyGL/src/glu.c
0,0 → 1,343
#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include <GL/glu.h>
void drawTorus(float rc, int numc, float rt, int numt)
{
int i, j, k;
double s, t;
double x, y, z;
double pi, twopi;
 
pi = 3.14159265358979323846;
twopi = 2 * pi;
for (i = 0; i < numc; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= numt; j++) {
for (k = 1; k >= 0; k--) {
s = (i + k) % numc + 0.5;
t = j % numt;
 
x = cos(t*twopi/numt) * cos(s*twopi/numc);
y = sin(t*twopi/numt) * cos(s*twopi/numc);
z = sin(s*twopi/numc);
glNormal3f(x, y, z);
 
x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
z = rc * sin(s*twopi/numc);
glVertex3f(x, y, z);
}
}
glEnd();
}
}
 
static void normal3f( GLfloat x, GLfloat y, GLfloat z )
{
GLdouble mag;
 
mag = sqrt( x*x + y*y + z*z );
if (mag>0.00001F) {
x /= mag;
y /= mag;
z /= mag;
}
glNormal3f( x, y, z );
}
 
void gluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
 
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
 
xmin = ymin * aspect;
xmax = ymax * aspect;
 
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
 
}
 
void
gluLookAt(GLdouble eyex, GLdouble eyey, GLdouble eyez,
GLdouble centerx, GLdouble centery, GLdouble centerz,
GLdouble upx, GLdouble upy, GLdouble upz)
{
GLfloat m[16];
GLdouble x[3], y[3], z[3];
GLdouble mag;
 
/* Make rotation matrix */
 
/* Z vector */
z[0] = eyex - centerx;
z[1] = eyey - centery;
z[2] = eyez - centerz;
mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (mag) { /* mpichler, 19950515 */
z[0] /= mag;
z[1] /= mag;
z[2] /= mag;
}
 
/* Y vector */
y[0] = upx;
y[1] = upy;
y[2] = upz;
 
/* X vector = Y cross Z */
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = -y[0] * z[2] + y[2] * z[0];
x[2] = y[0] * z[1] - y[1] * z[0];
 
/* Recompute Y = Z cross X */
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = -z[0] * x[2] + z[2] * x[0];
y[2] = z[0] * x[1] - z[1] * x[0];
 
/* mpichler, 19950515 */
/* cross product gives area of parallelogram, which is < 1.0 for
* non-perpendicular unit-length vectors; so normalize x, y here
*/
 
mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (mag) {
x[0] /= mag;
x[1] /= mag;
x[2] /= mag;
}
 
mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (mag) {
y[0] /= mag;
y[1] /= mag;
y[2] /= mag;
}
 
#define M(row,col) m[col*4+row]
M(0, 0) = x[0];
M(0, 1) = x[1];
M(0, 2) = x[2];
M(0, 3) = 0.0;
M(1, 0) = y[0];
M(1, 1) = y[1];
M(1, 2) = y[2];
M(1, 3) = 0.0;
M(2, 0) = z[0];
M(2, 1) = z[1];
M(2, 2) = z[2];
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
glMultMatrixf(m);
 
/* Translate Eye to Origin */
glTranslatef(-eyex, -eyey, -eyez);
 
}
 
GLUquadricObj *gluNewQuadric(void)
{
return NULL;
}
 
void gluQuadricDrawStyle(GLUquadricObj *obj, int style)
{
}
 
void gluCylinder( GLUquadricObj *qobj,
GLdouble baseRadius, GLdouble topRadius, GLdouble height,
GLint slices, GLint stacks )
{
GLdouble da, r, dr, dz;
GLfloat z, nz, nsign;
GLint i, j;
GLfloat du = 1.0 / slices;
GLfloat dv = 1.0 / stacks;
GLfloat tcx = 0.0, tcy = 0.0;
nsign = 1.0;
 
da = 2.0*M_PI / slices;
dr = (topRadius-baseRadius) / stacks;
dz = height / stacks;
nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */
 
for (i=0;i<slices;i++) {
GLfloat x1 = -sin(i*da);
GLfloat y1 = cos(i*da);
GLfloat x2 = -sin((i+1)*da);
GLfloat y2 = cos((i+1)*da);
z = 0.0;
r = baseRadius;
tcy = 0.0;
glBegin( GL_QUAD_STRIP );
for (j=0;j<=stacks;j++) {
if (nsign==1.0) {
normal3f( x1*nsign, y1*nsign, nz*nsign );
glTexCoord2f(tcx, tcy);
glVertex3f( x1*r, y1*r, z );
normal3f( x2*nsign, y2*nsign, nz*nsign );
glTexCoord2f(tcx+du, tcy);
glVertex3f( x2*r, y2*r, z );
}
else {
normal3f( x2*nsign, y2*nsign, nz*nsign );
glTexCoord2f(tcx, tcy);
glVertex3f( x2*r, y2*r, z );
normal3f( x1*nsign, y1*nsign, nz*nsign );
glTexCoord2f(tcx+du, tcy);
glVertex3f( x1*r, y1*r, z );
}
z += dz;
r += dr;
tcy += dv;
}
glEnd();
tcx += du;
}
}
 
/* Disk (adapted from Mesa) */
 
void gluDisk( GLUquadricObj *qobj,
GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops )
{
GLdouble a, da;
GLfloat dr;
GLfloat r1, r2, dtc;
GLint s, l;
GLfloat sa,ca;
 
/* Normal vectors */
glNormal3f( 0.0, 0.0, +1.0 );
 
da = 2.0*M_PI / slices;
dr = (outerRadius-innerRadius) / (GLfloat) loops;
 
/* texture of a gluDisk is a cut out of the texture unit square */
/* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1] (linear mapping) */
dtc = 2.0f * outerRadius;
 
r1 = innerRadius;
for (l=0;l<loops;l++) {
r2 = r1 + dr;
glBegin( GL_QUAD_STRIP );
for (s=0;s<=slices;s++) {
if (s==slices) a = 0.0;
else a = s * da;
sa = sin(a); ca = cos(a);
glTexCoord2f(0.5+sa*r2/dtc,0.5+ca*r2/dtc);
glVertex2f( r2*sa, r2*ca );
glTexCoord2f(0.5+sa*r1/dtc,0.5+ca*r1/dtc);
glVertex2f( r1*sa, r1*ca );
}
glEnd();
r1 = r2;
}
 
}
 
/*
* Sphere (adapted from Mesa)
*/
 
void gluSphere(GLUquadricObj *qobj,
float radius,int slices,int stacks)
{
float rho, drho, theta, dtheta;
float x, y, z;
float s, t, ds, dt;
int i, j, imin, imax;
int normals;
float nsign;
normals=1;
nsign=1;
 
drho = M_PI / (float) stacks;
dtheta = 2.0 * M_PI / (float) slices;
 
/* draw +Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, 1.0 );
glTexCoord2f(0.5,0.0);
glVertex3f( 0.0, 0.0, nsign * radius );
for (j=0;j<=slices;j++) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(drho);
y = cos(theta) * sin(drho);
z = nsign * cos(drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
 
 
ds = 1.0 / slices;
dt = 1.0 / stacks;
t = 1.0; /* because loop now runs from 0 */
if (1) {
imin = 0;
imax = stacks;
}
else {
imin = 1;
imax = stacks-1;
}
 
/* draw intermediate stacks as quad strips */
for (i=imin;i<imax;i++) {
rho = i * drho;
glBegin( GL_QUAD_STRIP );
s = 0.0;
for (j=0;j<=slices;j++) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(rho);
y = cos(theta) * sin(rho);
z = nsign * cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-t);
glVertex3f( x*radius, y*radius, z*radius );
x = -sin(theta) * sin(rho+drho);
y = cos(theta) * sin(rho+drho);
z = nsign * cos(rho+drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-(t-dt));
s += ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
t -= dt;
}
 
/* draw -Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, -1.0 );
glTexCoord2f(0.5,1.0);
glVertex3f( 0.0, 0.0, -radius*nsign );
rho = M_PI - drho;
s = 1.0;
t = dt;
for (j=slices;j>=0;j--) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(rho);
y = cos(theta) * sin(rho);
z = nsign * cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-t);
s -= ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}