1014 lines
45 KiB
C
1014 lines
45 KiB
C
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/*
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(c) Copyright 2001 convergence integrated media GmbH.
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All rights reserved.
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Written by Denis Oliver Kropp <dok@convergence.de> and
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Andreas Hundt <andi@convergence.de>.
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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Boston, MA 02111-1307, USA.
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*/
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/*-
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* morph3d.c - Shows 3D morphing objects
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*
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* Converted to GLUT by brianp on 1/1/98
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*
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* This program was inspired on a WindowsNT(R)'s screen saver. It was written
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* from scratch and it was not based on any other source code.
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*
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* Porting it to xlock (the final objective of this code since the moment I
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* decided to create it) was possible by comparing the original Mesa's gear
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* demo with it's ported version, so thanks for Danny Sung for his indirect
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* help (look at gear.c in xlock source tree). NOTE: At the moment this code
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* was sent to Brian Paul for package inclusion, the XLock Version was not
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* available. In fact, I'll wait it to appear on the next Mesa release (If you
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* are reading this, it means THIS release) to send it for xlock package
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* inclusion). It will probably there be a GLUT version too.
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*
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* Thanks goes also to Brian Paul for making it possible and inexpensive
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* to use OpenGL at home.
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*
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* Since I'm not a native english speaker, my apologies for any gramatical
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* mistake.
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*
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* My e-mail addresses are
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*
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* vianna@cat.cbpf.br
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* and
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* marcelo@venus.rdc.puc-rio.br
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*
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* Marcelo F. Vianna (Feb-13-1997)
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*/
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/*
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This document is VERY incomplete, but tries to describe the mathematics used
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in the program. At this moment it just describes how the polyhedra are
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generated. On futhurer versions, this document will be probabbly improved.
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Since I'm not a native english speaker, my apologies for any gramatical
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mistake.
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Marcelo Fernandes Vianna
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- Undergraduate in Computer Engeneering at Catholic Pontifical University
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- of Rio de Janeiro (PUC-Rio) Brasil.
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- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br
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- Feb-13-1997
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POLYHEDRA GENERATION
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For the purpose of this program it's not sufficient to know the polyhedra
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vertexes coordinates. Since the morphing algorithm applies a nonlinear
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transformation over the surfaces (faces) of the polyhedron, each face has
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to be divided into smaller ones. The morphing algorithm needs to transform
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each vertex of these smaller faces individually. It's a very time consoming
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task.
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In order to reduce calculation overload, and since all the macro faces of
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the polyhedron are transformed by the same way, the generation is made by
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creating only one face of the polyhedron, morphing it and then rotating it
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around the polyhedron center.
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What we need to know is the face radius of the polyhedron (the radius of
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the inscribed sphere) and the angle between the center of two adjacent
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faces using the center of the sphere as the angle's vertex.
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The face radius of the regular polyhedra are known values which I decided
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to not waste my time calculating. Following is a table of face radius for
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the regular polyhedra with edge length = 1:
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TETRAHEDRON : 1/(2*sqrt(2))/sqrt(3)
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CUBE : 1/2
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OCTAHEDRON : 1/sqrt(6)
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DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2 -> where T=(sqrt(5)+1)/2
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ICOSAHEDRON : (3*sqrt(3)+sqrt(15))/12
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I've not found any reference about the mentioned angles, so I needed to
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calculate them, not a trivial task until I figured out how :)
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Curiously these angles are the same for the tetrahedron and octahedron.
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A way to obtain this value is inscribing the tetrahedron inside the cube
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by matching their vertexes. So you'll notice that the remaining unmatched
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vertexes are in the same straight line starting in the cube/tetrahedron
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center and crossing the center of each tetrahedron's face. At this point
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it's easy to obtain the bigger angle of the isosceles triangle formed by
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the center of the cube and two opposite vertexes on the same cube face.
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The edges of this triangle have the following lenghts: sqrt(2) for the base
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and sqrt(3)/2 for the other two other edges. So the angle we want is:
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+-----------------------------------------------------------+
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| 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+-----------------------------------------------------------+
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For the cube this angle is obvious, but just for formality it can be
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easily obtained because we also know it's isosceles edge lenghts:
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sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we
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want is:
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+-----------------------------------------------------------+
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| 2*ARCSIN((sqrt(2)/2)/1) = 90.000000000000000000 degrees |
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+-----------------------------------------------------------+
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For the octahedron we use the same idea used for the tetrahedron, but now
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we inscribe the cube inside the octahedron so that all cubes's vertexes
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matches excatly the center of each octahedron's face. It's now clear that
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this angle is the same of the thetrahedron one:
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+-----------------------------------------------------------+
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| 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+-----------------------------------------------------------+
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For the dodecahedron it's a little bit harder because it's only relationship
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with the cube is useless to us. So we need to solve the problem by another
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way. The concept of Face radius also exists on 2D polygons with the name
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Edge radius:
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Edge Radius For Pentagon (ERp)
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ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
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(VRp is the pentagon's vertex radio).
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Face Radius For Dodecahedron
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FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
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Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle,
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completing this triangle, the lesser angle is a half of the angle we are
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looking for, so this angle is:
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+-----------------------------------------------------------+
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| 2*ARCTAN(ERp/FRd) = 63.434948822922009981 degrees |
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+-----------------------------------------------------------+
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For the icosahedron we can use the same method used for dodecahedron (well
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the method used for dodecahedron may be used for all regular polyhedra)
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Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
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ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
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Face Radius For Icosahedron
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FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
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So the angle is:
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+-----------------------------------------------------------+
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| 2*ARCTAN(ERt/FRi) = 41.810314895778596167 degrees |
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+-----------------------------------------------------------+
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <unistd.h>
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#include <directfb.h>
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#include <directfbgl.h>
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#include <GL/gl.h>
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/* the super interface */
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IDirectFB *dfb;
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/* the primary surface (surface of primary layer) */
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IDirectFBSurface *primary;
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/* the GL context */
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IDirectFBGL *primary_gl;
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/* our font */
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IDirectFBFont *font;
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/* event buffer */
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IDirectFBEventBuffer *events;
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/* macro for a safe call to DirectFB functions */
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#define DFBCHECK(x...) \
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{ \
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err = x; \
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if (err != DFB_OK) { \
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fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ ); \
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DirectFBErrorFatal( #x, err ); \
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} \
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}
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static int screen_width, screen_height;
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static unsigned long T0 = 0;
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static GLint Frames = 0;
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static GLfloat fps = 0;
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static inline unsigned long get_millis()
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{
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struct timeval tv;
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gettimeofday (&tv, NULL);
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return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
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}
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#define Scale 0.3
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#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
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#define sqr(A) ((A)*(A))
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/* Increasing this values produces better image quality, the price is speed. */
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/* Very low values produces erroneous/incorrect plotting */
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#define tetradivisions 23
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#define cubedivisions 20
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#define octadivisions 21
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#define dodecadivisions 10
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#define icodivisions 15
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#define tetraangle 109.47122063449069174
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#define cubeangle 90.000000000000000000
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#define octaangle 109.47122063449069174
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#define dodecaangle 63.434948822922009981
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#define icoangle 41.810314895778596167
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#ifndef Pi
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#define Pi 3.1415926535897932385
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#endif
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#define SQRT2 1.4142135623730951455
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#define SQRT3 1.7320508075688771932
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#define SQRT5 2.2360679774997898051
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#define SQRT6 2.4494897427831778813
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#define SQRT15 3.8729833462074170214
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#define cossec36_2 0.8506508083520399322
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#define cos72 0.3090169943749474241
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#define sin72 0.9510565162951535721
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#define cos36 0.8090169943749474241
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#define sin36 0.5877852522924731292
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/*************************************************************************/
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static int mono=0;
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static int smooth=1;
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static GLint WindH, WindW;
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static GLfloat step=0;
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static GLfloat seno;
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static int object;
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static int edgedivisions;
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static void (*draw_object)( void );
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static float Magnitude;
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static float *MaterialColor[20];
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static float front_shininess[] = {60.0};
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static float front_specular[] = { 0.7, 0.7, 0.7, 1.0 };
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static float ambient[] = { 0.0, 0.0, 0.0, 1.0 };
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static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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static float position0[] = { 1.0, 1.0, 1.0, 0.0 };
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static float position1[] = {-1.0,-1.0, 1.0, 0.0 };
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static float lmodel_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
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static float lmodel_twoside[] = {GL_TRUE};
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static float MaterialRed[] = { 0.7, 0.0, 0.0, 1.0 };
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static float MaterialGreen[] = { 0.1, 0.5, 0.2, 1.0 };
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static float MaterialBlue[] = { 0.0, 0.0, 0.7, 1.0 };
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static float MaterialCyan[] = { 0.2, 0.5, 0.7, 1.0 };
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static float MaterialYellow[] = { 0.7, 0.7, 0.0, 1.0 };
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static float MaterialMagenta[] = { 0.6, 0.2, 0.5, 1.0 };
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static float MaterialWhite[] = { 0.7, 0.7, 0.7, 1.0 };
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static float MaterialGray[] = { 0.2, 0.2, 0.2, 1.0 };
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#define TRIANGLE(Edge, Amp, Divisions, Z) \
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{ \
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GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
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GLfloat Factor,Factor1,Factor2; \
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GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
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GLfloat Ax,Ay,Bx; \
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int Ri,Ti; \
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GLfloat Vr=(Edge)*SQRT3/3; \
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GLfloat AmpVr2=(Amp)/sqr(Vr); \
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GLfloat Zf=(Edge)*(Z); \
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\
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Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \
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Bx=(Edge)*(-0.5/(Divisions)); \
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\
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for (Ri=1; Ri<=(Divisions); Ri++) { \
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glBegin(GL_TRIANGLE_STRIP); \
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for (Ti=0; Ti<Ri; Ti++) { \
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Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx; \
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Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay; \
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Xa=Xf+0.001; Yb=Yf+0.001; \
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Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
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Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
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Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
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VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
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NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
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NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
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glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
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glVertex3f(VertX, VertY, VertZ); \
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\
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Xf=(float)(Ri-Ti-1)*Ax + (float)Ti*Bx; \
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Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay; \
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Xa=Xf+0.001; Yb=Yf+0.001; \
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Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
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Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
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Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
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VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
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NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
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NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
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glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
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glVertex3f(VertX, VertY, VertZ); \
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\
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} \
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Xf=(float)Ri*Bx; \
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Yf=Vr+(float)Ri*Ay; \
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Xa=Xf+0.001; Yb=Yf+0.001; \
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Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
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Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
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Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
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VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
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NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
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NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
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glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
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glVertex3f(VertX, VertY, VertZ); \
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glEnd(); \
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} \
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}
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#define SQUARE(Edge, Amp, Divisions, Z) \
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{ \
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int Xi,Yi; \
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GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb; \
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GLfloat Factor,Factor1,Factor2; \
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GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
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GLfloat Zf=(Edge)*(Z); \
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GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \
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\
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for (Yi=0; Yi<(Divisions); Yi++) { \
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Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \
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Yf2=sqr(Yf); \
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Y=Yf+1.0/(Divisions)*(Edge); \
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Y2=sqr(Y); \
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glBegin(GL_QUAD_STRIP); \
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for (Xi=0; Xi<=(Divisions); Xi++) { \
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Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \
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Xf2=sqr(Xf); \
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\
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Xa=Xf+0.001; Yb=Y+0.001; \
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Factor=1-((Xf2+Y2)*AmpVr2); \
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Factor1=1-((sqr(Xa)+Y2)*AmpVr2); \
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Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
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VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \
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||
|
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY; NeiAZ=Factor1*Zf-VertZ; \
|
||
|
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
|
||
|
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
|
||
|
glVertex3f(VertX, VertY, VertZ); \
|
||
|
\
|
||
|
Xa=Xf+0.001; Yb=Yf+0.001; \
|
||
|
Factor=1-((Xf2+Yf2)*AmpVr2); \
|
||
|
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
|
||
|
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
|
||
|
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
|
||
|
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
|
||
|
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
|
||
|
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
|
||
|
glVertex3f(VertX, VertY, VertZ); \
|
||
|
} \
|
||
|
glEnd(); \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
#define PENTAGON(Edge, Amp, Divisions, Z) \
|
||
|
{ \
|
||
|
int Ri,Ti,Fi; \
|
||
|
GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
|
||
|
GLfloat x[6],y[6]; \
|
||
|
GLfloat Factor,Factor1,Factor2; \
|
||
|
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
|
||
|
GLfloat Zf=(Edge)*(Z); \
|
||
|
GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
|
||
|
\
|
||
|
for(Fi=0;Fi<6;Fi++) { \
|
||
|
x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
|
||
|
y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
|
||
|
} \
|
||
|
\
|
||
|
for (Ri=1; Ri<=(Divisions); Ri++) { \
|
||
|
for (Fi=0; Fi<5; Fi++) { \
|
||
|
glBegin(GL_TRIANGLE_STRIP); \
|
||
|
for (Ti=0; Ti<Ri; Ti++) { \
|
||
|
Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
|
||
|
Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
|
||
|
Xa=Xf+0.001; Yb=Yf+0.001; \
|
||
|
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
|
||
|
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
|
||
|
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
|
||
|
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
|
||
|
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
|
||
|
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
|
||
|
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
|
||
|
glVertex3f(VertX, VertY, VertZ); \
|
||
|
\
|
||
|
Xf=(float)(Ri-Ti-1)*x[Fi] + (float)Ti*x[Fi+1]; \
|
||
|
Yf=(float)(Ri-Ti-1)*y[Fi] + (float)Ti*y[Fi+1]; \
|
||
|
Xa=Xf+0.001; Yb=Yf+0.001; \
|
||
|
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
|
||
|
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
|
||
|
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
|
||
|
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
|
||
|
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
|
||
|
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
|
||
|
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
|
||
|
glVertex3f(VertX, VertY, VertZ); \
|
||
|
\
|
||
|
} \
|
||
|
Xf=(float)Ri*x[Fi+1]; \
|
||
|
Yf=(float)Ri*y[Fi+1]; \
|
||
|
Xa=Xf+0.001; Yb=Yf+0.001; \
|
||
|
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
|
||
|
Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
|
||
|
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
|
||
|
VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
|
||
|
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
|
||
|
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
|
||
|
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
|
||
|
glVertex3f(VertX, VertY, VertZ); \
|
||
|
glEnd(); \
|
||
|
} \
|
||
|
} \
|
||
|
}
|
||
|
|
||
|
static void draw_tetra( void )
|
||
|
{
|
||
|
GLuint list;
|
||
|
|
||
|
list = glGenLists( 1 );
|
||
|
glNewList( list, GL_COMPILE );
|
||
|
TRIANGLE(2,seno,edgedivisions,0.5/SQRT6);
|
||
|
glEndList();
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-tetraangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+tetraangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+tetraangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
||
|
glCallList(list);
|
||
|
|
||
|
glDeleteLists(list,1);
|
||
|
}
|
||
|
|
||
|
static void draw_cube( void )
|
||
|
{
|
||
|
GLuint list;
|
||
|
|
||
|
list = glGenLists( 1 );
|
||
|
glNewList( list, GL_COMPILE );
|
||
|
SQUARE(2, seno, edgedivisions, 0.5)
|
||
|
glEndList();
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
||
|
glCallList(list);
|
||
|
glRotatef(cubeangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
||
|
glCallList(list);
|
||
|
glRotatef(cubeangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
||
|
glCallList(list);
|
||
|
glRotatef(cubeangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
||
|
glCallList(list);
|
||
|
glRotatef(cubeangle,0,1,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
||
|
glCallList(list);
|
||
|
glRotatef(2*cubeangle,0,1,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
||
|
glCallList(list);
|
||
|
|
||
|
glDeleteLists(list,1);
|
||
|
}
|
||
|
|
||
|
static void draw_octa( void )
|
||
|
{
|
||
|
GLuint list;
|
||
|
|
||
|
list = glGenLists( 1 );
|
||
|
glNewList( list, GL_COMPILE );
|
||
|
TRIANGLE(2,seno,edgedivisions,1/SQRT6);
|
||
|
glEndList();
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-180+octaangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-octaangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-octaangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-180+octaangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-octaangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-octaangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
||
|
glCallList(list);
|
||
|
|
||
|
glDeleteLists(list,1);
|
||
|
}
|
||
|
|
||
|
static void draw_dodeca( void )
|
||
|
{
|
||
|
GLuint list;
|
||
|
|
||
|
#define TAU ((SQRT5+1)/2)
|
||
|
|
||
|
list = glGenLists( 1 );
|
||
|
glNewList( list, GL_COMPILE );
|
||
|
PENTAGON(1,seno,edgedivisions,sqr(TAU) * sqrt((TAU+2)/5) / 2);
|
||
|
glEndList();
|
||
|
|
||
|
glPushMatrix();
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
||
|
glCallList(list);
|
||
|
glRotatef(180,0,0,1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,cos72,sin72,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,cos72,-sin72,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(dodecaangle,cos36,-sin36,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(dodecaangle,cos36,sin36,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
||
|
glCallList(list);
|
||
|
glRotatef(180,0,0,1);
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,cos72,sin72,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(-dodecaangle,cos72,-sin72,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(dodecaangle,cos36,-sin36,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(dodecaangle,cos36,sin36,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
|
||
|
glCallList(list);
|
||
|
|
||
|
glDeleteLists(list,1);
|
||
|
}
|
||
|
|
||
|
static void draw_ico( void )
|
||
|
{
|
||
|
GLuint list;
|
||
|
|
||
|
list = glGenLists( 1 );
|
||
|
glNewList( list, GL_COMPILE );
|
||
|
TRIANGLE(1.5,seno,edgedivisions,(3*SQRT3+SQRT15)/12);
|
||
|
glEndList();
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[12]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[13]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[14]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[15]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[16]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[17]);
|
||
|
glCallList(list);
|
||
|
glPushMatrix();
|
||
|
glRotatef(180,0,1,0);
|
||
|
glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[18]);
|
||
|
glCallList(list);
|
||
|
glPopMatrix();
|
||
|
glRotatef(180,0,0,1);
|
||
|
glRotatef(-icoangle,1,0,0);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[19]);
|
||
|
glCallList(list);
|
||
|
|
||
|
glDeleteLists(list,1);
|
||
|
}
|
||
|
|
||
|
static void draw ( void ) {
|
||
|
glClear( /*GL_COLOR_BUFFER_BIT |*/ GL_DEPTH_BUFFER_BIT );
|
||
|
|
||
|
glPushMatrix();
|
||
|
|
||
|
glTranslatef( 0.0, 0.0, -10.0 );
|
||
|
glScalef( Scale*WindH/WindW, Scale, Scale );
|
||
|
glTranslatef(2.5*WindW/WindH*sin(step*1.11),2.5*cos(step*1.25*1.11),0);
|
||
|
glRotatef(step*100,1,0,0);
|
||
|
glRotatef(step*95,0,1,0);
|
||
|
glRotatef(step*90,0,0,1);
|
||
|
|
||
|
seno=(sin(step)+1.0/3.0)*(4.0/5.0)*Magnitude;
|
||
|
|
||
|
draw_object();
|
||
|
|
||
|
glPopMatrix();
|
||
|
|
||
|
glFlush();
|
||
|
|
||
|
step+=0.05;
|
||
|
}
|
||
|
|
||
|
static void reshape( int width, int height )
|
||
|
{
|
||
|
glViewport(0, 0, WindW=(GLint)width, WindH=(GLint)height);
|
||
|
glMatrixMode(GL_PROJECTION);
|
||
|
glLoadIdentity();
|
||
|
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
}
|
||
|
|
||
|
static void pinit(void)
|
||
|
{
|
||
|
switch(object) {
|
||
|
case 1:
|
||
|
draw_object=draw_tetra;
|
||
|
MaterialColor[0]=MaterialRed;
|
||
|
MaterialColor[1]=MaterialGreen;
|
||
|
MaterialColor[2]=MaterialBlue;
|
||
|
MaterialColor[3]=MaterialWhite;
|
||
|
edgedivisions=tetradivisions;
|
||
|
Magnitude=2.5;
|
||
|
break;
|
||
|
case 2:
|
||
|
draw_object=draw_cube;
|
||
|
MaterialColor[0]=MaterialRed;
|
||
|
MaterialColor[1]=MaterialGreen;
|
||
|
MaterialColor[2]=MaterialCyan;
|
||
|
MaterialColor[3]=MaterialMagenta;
|
||
|
MaterialColor[4]=MaterialYellow;
|
||
|
MaterialColor[5]=MaterialBlue;
|
||
|
edgedivisions=cubedivisions;
|
||
|
Magnitude=2.0;
|
||
|
break;
|
||
|
case 3:
|
||
|
draw_object=draw_octa;
|
||
|
MaterialColor[0]=MaterialRed;
|
||
|
MaterialColor[1]=MaterialGreen;
|
||
|
MaterialColor[2]=MaterialBlue;
|
||
|
MaterialColor[3]=MaterialWhite;
|
||
|
MaterialColor[4]=MaterialCyan;
|
||
|
MaterialColor[5]=MaterialMagenta;
|
||
|
MaterialColor[6]=MaterialGray;
|
||
|
MaterialColor[7]=MaterialYellow;
|
||
|
edgedivisions=octadivisions;
|
||
|
Magnitude=2.5;
|
||
|
break;
|
||
|
case 4:
|
||
|
draw_object=draw_dodeca;
|
||
|
MaterialColor[ 0]=MaterialRed;
|
||
|
MaterialColor[ 1]=MaterialGreen;
|
||
|
MaterialColor[ 2]=MaterialCyan;
|
||
|
MaterialColor[ 3]=MaterialBlue;
|
||
|
MaterialColor[ 4]=MaterialMagenta;
|
||
|
MaterialColor[ 5]=MaterialYellow;
|
||
|
MaterialColor[ 6]=MaterialGreen;
|
||
|
MaterialColor[ 7]=MaterialCyan;
|
||
|
MaterialColor[ 8]=MaterialRed;
|
||
|
MaterialColor[ 9]=MaterialMagenta;
|
||
|
MaterialColor[10]=MaterialBlue;
|
||
|
MaterialColor[11]=MaterialYellow;
|
||
|
edgedivisions=dodecadivisions;
|
||
|
Magnitude=2.0;
|
||
|
break;
|
||
|
case 5:
|
||
|
draw_object=draw_ico;
|
||
|
MaterialColor[ 0]=MaterialRed;
|
||
|
MaterialColor[ 1]=MaterialGreen;
|
||
|
MaterialColor[ 2]=MaterialBlue;
|
||
|
MaterialColor[ 3]=MaterialCyan;
|
||
|
MaterialColor[ 4]=MaterialYellow;
|
||
|
MaterialColor[ 5]=MaterialMagenta;
|
||
|
MaterialColor[ 6]=MaterialRed;
|
||
|
MaterialColor[ 7]=MaterialGreen;
|
||
|
MaterialColor[ 8]=MaterialBlue;
|
||
|
MaterialColor[ 9]=MaterialWhite;
|
||
|
MaterialColor[10]=MaterialCyan;
|
||
|
MaterialColor[11]=MaterialYellow;
|
||
|
MaterialColor[12]=MaterialMagenta;
|
||
|
MaterialColor[13]=MaterialRed;
|
||
|
MaterialColor[14]=MaterialGreen;
|
||
|
MaterialColor[15]=MaterialBlue;
|
||
|
MaterialColor[16]=MaterialCyan;
|
||
|
MaterialColor[17]=MaterialYellow;
|
||
|
MaterialColor[18]=MaterialMagenta;
|
||
|
MaterialColor[19]=MaterialGray;
|
||
|
edgedivisions=icodivisions;
|
||
|
Magnitude=2.5;
|
||
|
break;
|
||
|
}
|
||
|
if (mono) {
|
||
|
int loop;
|
||
|
for (loop=0; loop<20; loop++) MaterialColor[loop]=MaterialGray;
|
||
|
}
|
||
|
if (smooth) {
|
||
|
glShadeModel( GL_SMOOTH );
|
||
|
} else {
|
||
|
glShadeModel( GL_FLAT );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
static void init(void)
|
||
|
{
|
||
|
printf("Morph 3D - Shows morphing platonic polyhedra\n");
|
||
|
printf("Author: Marcelo Fernandes Vianna (vianna@cat.cbpf.br)\n\n");
|
||
|
printf(" [1] - Tetrahedron\n");
|
||
|
printf(" [2] - Hexahedron (Cube)\n");
|
||
|
printf(" [3] - Octahedron\n");
|
||
|
printf(" [4] - Dodecahedron\n");
|
||
|
printf(" [5] - Icosahedron\n");
|
||
|
printf("[SPACE] - Toggle colored faces\n");
|
||
|
printf("[RETURN] - Toggle smooth/flat shading\n");
|
||
|
printf(" [ESC] - Quit\n");
|
||
|
|
||
|
object=1;
|
||
|
|
||
|
glClearDepth(1.0);
|
||
|
glClearColor( 0.0, 0.0, 0.0, 0.0 );
|
||
|
glColor3f( 1.0, 1.0, 1.0 );
|
||
|
|
||
|
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
||
|
glFlush();
|
||
|
primary->Flip( primary, NULL, 0 );
|
||
|
|
||
|
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
||
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
||
|
glLightfv(GL_LIGHT0, GL_POSITION, position0);
|
||
|
glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
|
||
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
|
||
|
glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
||
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
||
|
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
|
||
|
glEnable(GL_LIGHTING);
|
||
|
glEnable(GL_LIGHT0);
|
||
|
glEnable(GL_LIGHT1);
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
glEnable(GL_NORMALIZE);
|
||
|
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
|
||
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
|
||
|
|
||
|
glHint(GL_FOG_HINT, GL_FASTEST);
|
||
|
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
||
|
glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
|
||
|
|
||
|
pinit();
|
||
|
}
|
||
|
|
||
|
int main( int argc, char *argv[] )
|
||
|
{
|
||
|
int quit = 0;
|
||
|
DFBResult err;
|
||
|
DFBSurfaceDescription dsc;
|
||
|
|
||
|
DFBCHECK(DirectFBInit( &argc, &argv ));
|
||
|
|
||
|
/* create the super interface */
|
||
|
DFBCHECK(DirectFBCreate( &dfb ));
|
||
|
|
||
|
/* create an event buffer for all devices with these caps */
|
||
|
DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS, DFB_FALSE, &events ));
|
||
|
|
||
|
/* set our cooperative level to DFSCL_FULLSCREEN
|
||
|
for exclusive access to the primary layer */
|
||
|
dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
|
||
|
|
||
|
/* get the primary surface, i.e. the surface of the
|
||
|
primary layer we have exclusive access to */
|
||
|
dsc.flags = DSDESC_CAPS;
|
||
|
dsc.caps = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
|
||
|
|
||
|
DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
|
||
|
|
||
|
/* get the size of the surface and fill it */
|
||
|
DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
|
||
|
DFBCHECK(primary->FillRectangle( primary, 0, 0,
|
||
|
screen_width, screen_height ));
|
||
|
|
||
|
/* create the default font and set it */
|
||
|
DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
|
||
|
DFBCHECK(primary->SetFont( primary, font ));
|
||
|
|
||
|
/* get the GL context */
|
||
|
DFBCHECK(primary->GetGL( primary, &primary_gl ));
|
||
|
|
||
|
DFBCHECK(primary_gl->Lock( primary_gl ));
|
||
|
|
||
|
init();
|
||
|
reshape(screen_width, screen_height);
|
||
|
|
||
|
DFBCHECK(primary_gl->Unlock( primary_gl ));
|
||
|
|
||
|
T0 = get_millis();
|
||
|
|
||
|
while (!quit) {
|
||
|
DFBInputEvent evt;
|
||
|
unsigned long t;
|
||
|
|
||
|
primary->Clear( primary, 0, 0, 0, 0 );
|
||
|
|
||
|
DFBCHECK(primary_gl->Lock( primary_gl ));
|
||
|
|
||
|
draw();
|
||
|
|
||
|
DFBCHECK(primary_gl->Unlock( primary_gl ));
|
||
|
|
||
|
if (fps) {
|
||
|
char buf[64];
|
||
|
|
||
|
sprintf(buf, "%4.1f FPS\n", fps);
|
||
|
primary->SetColor( primary, 0xff, 0, 0, 0xff );
|
||
|
primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
|
||
|
}
|
||
|
|
||
|
primary->Flip( primary, NULL, 0 );
|
||
|
Frames++;
|
||
|
|
||
|
|
||
|
t = get_millis();
|
||
|
if (t - T0 >= 1000) {
|
||
|
GLfloat seconds = (t - T0) / 1000.0;
|
||
|
|
||
|
fps = Frames / seconds;
|
||
|
|
||
|
T0 = t;
|
||
|
Frames = 0;
|
||
|
}
|
||
|
|
||
|
|
||
|
while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
|
||
|
switch (evt.type) {
|
||
|
case DIET_KEYPRESS:
|
||
|
switch (evt.key_symbol) {
|
||
|
case DIKS_ESCAPE:
|
||
|
quit = 1;
|
||
|
break;
|
||
|
case DIKS_1: object=1; break;
|
||
|
case DIKS_2: object=2; break;
|
||
|
case DIKS_3: object=3; break;
|
||
|
case DIKS_4: object=4; break;
|
||
|
case DIKS_5: object=5; break;
|
||
|
case DIKS_SPACE: mono^=1; break;
|
||
|
case DIKS_ENTER: smooth^=1; break;
|
||
|
default:
|
||
|
;
|
||
|
}
|
||
|
pinit();
|
||
|
break;
|
||
|
default:
|
||
|
;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/* release our interfaces to shutdown DirectFB */
|
||
|
primary_gl->Release( primary_gl );
|
||
|
primary->Release( primary );
|
||
|
font->Release( font );
|
||
|
events->Release( events );
|
||
|
dfb->Release( dfb );
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|