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Diffstat (limited to 'nx-X11/extras/Mesa_6.4.1/progs/demos/morph3d.c')
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diff --git a/nx-X11/extras/Mesa_6.4.1/progs/demos/morph3d.c b/nx-X11/extras/Mesa_6.4.1/progs/demos/morph3d.c deleted file mode 100644 index 047d571c7..000000000 --- a/nx-X11/extras/Mesa_6.4.1/progs/demos/morph3d.c +++ /dev/null @@ -1,886 +0,0 @@ - -/*- - * morph3d.c - Shows 3D morphing objects - * - * Converted to GLUT by brianp on 1/1/98 - * - * This program was inspired on a WindowsNT(R)'s screen saver. It was written - * from scratch and it was not based on any other source code. - * - * Porting it to xlock (the final objective of this code since the moment I - * decided to create it) was possible by comparing the original Mesa's gear - * demo with it's ported version, so thanks for Danny Sung for his indirect - * help (look at gear.c in xlock source tree). NOTE: At the moment this code - * was sent to Brian Paul for package inclusion, the XLock Version was not - * available. In fact, I'll wait it to appear on the next Mesa release (If you - * are reading this, it means THIS release) to send it for xlock package - * inclusion). It will probably there be a GLUT version too. - * - * Thanks goes also to Brian Paul for making it possible and inexpensive - * to use OpenGL at home. - * - * Since I'm not a native english speaker, my apologies for any gramatical - * mistake. - * - * My e-mail addresses are - * - * vianna@cat.cbpf.br - * and - * marcelo@venus.rdc.puc-rio.br - * - * Marcelo F. Vianna (Feb-13-1997) - */ - -/* -This document is VERY incomplete, but tries to describe the mathematics used -in the program. At this moment it just describes how the polyhedra are -generated. On futhurer versions, this document will be probabbly improved. - -Since I'm not a native english speaker, my apologies for any gramatical -mistake. - -Marcelo Fernandes Vianna -- Undergraduate in Computer Engeneering at Catholic Pontifical University -- of Rio de Janeiro (PUC-Rio) Brasil. -- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br -- Feb-13-1997 - -POLYHEDRA GENERATION - -For the purpose of this program it's not sufficient to know the polyhedra -vertexes coordinates. Since the morphing algorithm applies a nonlinear -transformation over the surfaces (faces) of the polyhedron, each face has -to be divided into smaller ones. The morphing algorithm needs to transform -each vertex of these smaller faces individually. It's a very time consoming -task. - -In order to reduce calculation overload, and since all the macro faces of -the polyhedron are transformed by the same way, the generation is made by -creating only one face of the polyhedron, morphing it and then rotating it -around the polyhedron center. - -What we need to know is the face radius of the polyhedron (the radius of -the inscribed sphere) and the angle between the center of two adjacent -faces using the center of the sphere as the angle's vertex. - -The face radius of the regular polyhedra are known values which I decided -to not waste my time calculating. Following is a table of face radius for -the regular polyhedra with edge length = 1: - - TETRAHEDRON : 1/(2*sqrt(2))/sqrt(3) - CUBE : 1/2 - OCTAHEDRON : 1/sqrt(6) - DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2 -> where T=(sqrt(5)+1)/2 - ICOSAHEDRON : (3*sqrt(3)+sqrt(15))/12 - -I've not found any reference about the mentioned angles, so I needed to -calculate them, not a trivial task until I figured out how :) -Curiously these angles are the same for the tetrahedron and octahedron. -A way to obtain this value is inscribing the tetrahedron inside the cube -by matching their vertexes. So you'll notice that the remaining unmatched -vertexes are in the same straight line starting in the cube/tetrahedron -center and crossing the center of each tetrahedron's face. At this point -it's easy to obtain the bigger angle of the isosceles triangle formed by -the center of the cube and two opposite vertexes on the same cube face. -The edges of this triangle have the following lenghts: sqrt(2) for the base -and sqrt(3)/2 for the other two other edges. So the angle we want is: - +-----------------------------------------------------------+ - | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees | - +-----------------------------------------------------------+ -For the cube this angle is obvious, but just for formality it can be -easily obtained because we also know it's isosceles edge lenghts: -sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we -want is: - +-----------------------------------------------------------+ - | 2*ARCSIN((sqrt(2)/2)/1) = 90.000000000000000000 degrees | - +-----------------------------------------------------------+ -For the octahedron we use the same idea used for the tetrahedron, but now -we inscribe the cube inside the octahedron so that all cubes's vertexes -matches excatly the center of each octahedron's face. It's now clear that -this angle is the same of the thetrahedron one: - +-----------------------------------------------------------+ - | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees | - +-----------------------------------------------------------+ -For the dodecahedron it's a little bit harder because it's only relationship -with the cube is useless to us. So we need to solve the problem by another -way. The concept of Face radius also exists on 2D polygons with the name -Edge radius: - Edge Radius For Pentagon (ERp) - ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905 - (VRp is the pentagon's vertex radio). - Face Radius For Dodecahedron - FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404 -Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle, -completing this triangle, the lesser angle is a half of the angle we are -looking for, so this angle is: - +-----------------------------------------------------------+ - | 2*ARCTAN(ERp/FRd) = 63.434948822922009981 degrees | - +-----------------------------------------------------------+ -For the icosahedron we can use the same method used for dodecahedron (well -the method used for dodecahedron may be used for all regular polyhedra) - Edge Radius For Triangle (this one is well known: 1/3 of the triangle height) - ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655 - Face Radius For Icosahedron - FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538 -So the angle is: - +-----------------------------------------------------------+ - | 2*ARCTAN(ERt/FRi) = 41.810314895778596167 degrees | - +-----------------------------------------------------------+ - -*/ - - -#include <stdio.h> -#include <stdlib.h> -#ifndef _WIN32 -#include <unistd.h> -#endif -#include <GL/glut.h> -#include <math.h> -#include <string.h> - -#define Scale 0.3 - -#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2) -#define sqr(A) ((A)*(A)) - -/* Increasing this values produces better image quality, the price is speed. */ -/* Very low values produces erroneous/incorrect plotting */ -#define tetradivisions 23 -#define cubedivisions 20 -#define octadivisions 21 -#define dodecadivisions 10 -#define icodivisions 15 - -#define tetraangle 109.47122063449069174 -#define cubeangle 90.000000000000000000 -#define octaangle 109.47122063449069174 -#define dodecaangle 63.434948822922009981 -#define icoangle 41.810314895778596167 - -#ifndef Pi -#define Pi 3.1415926535897932385 -#endif -#define SQRT2 1.4142135623730951455 -#define SQRT3 1.7320508075688771932 -#define SQRT5 2.2360679774997898051 -#define SQRT6 2.4494897427831778813 -#define SQRT15 3.8729833462074170214 -#define cossec36_2 0.8506508083520399322 -#define cos72 0.3090169943749474241 -#define sin72 0.9510565162951535721 -#define cos36 0.8090169943749474241 -#define sin36 0.5877852522924731292 - -/*************************************************************************/ - -static int mono=0; -static int smooth=1; -static GLint WindH, WindW; -static GLfloat step=0; -static GLfloat seno; -static int object; -static int edgedivisions; -static void (*draw_object)( void ); -static float Magnitude; -static float *MaterialColor[20]; - -static float front_shininess[] = {60.0}; -static float front_specular[] = { 0.7, 0.7, 0.7, 1.0 }; -static float ambient[] = { 0.0, 0.0, 0.0, 1.0 }; -static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; -static float position0[] = { 1.0, 1.0, 1.0, 0.0 }; -static float position1[] = {-1.0,-1.0, 1.0, 0.0 }; -static float lmodel_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; -static float lmodel_twoside[] = {GL_TRUE}; - -static float MaterialRed[] = { 0.7, 0.0, 0.0, 1.0 }; -static float MaterialGreen[] = { 0.1, 0.5, 0.2, 1.0 }; -static float MaterialBlue[] = { 0.0, 0.0, 0.7, 1.0 }; -static float MaterialCyan[] = { 0.2, 0.5, 0.7, 1.0 }; -static float MaterialYellow[] = { 0.7, 0.7, 0.0, 1.0 }; -static float MaterialMagenta[] = { 0.6, 0.2, 0.5, 1.0 }; -static float MaterialWhite[] = { 0.7, 0.7, 0.7, 1.0 }; -static float MaterialGray[] = { 0.2, 0.2, 0.2, 1.0 }; - -#define TRIANGLE(Edge, Amp, Divisions, Z) \ -{ \ - GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \ - GLfloat Factor,Factor1,Factor2; \ - GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \ - GLfloat Ax,Ay,Bx; \ - int Ri,Ti; \ - GLfloat Vr=(Edge)*SQRT3/3; \ - GLfloat AmpVr2=(Amp)/sqr(Vr); \ - GLfloat Zf=(Edge)*(Z); \ - \ - Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \ - Bx=(Edge)*(-0.5/(Divisions)); \ - \ - for (Ri=1; Ri<=(Divisions); Ri++) { \ - glBegin(GL_TRIANGLE_STRIP); \ - for (Ti=0; Ti<Ri; Ti++) { \ - Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx; \ - Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay; \ - 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)*Ax + (float)Ti*Bx; \ - Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay; \ - 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*Bx; \ - Yf=Vr+(float)Ri*Ay; \ - 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(); \ - } \ -} - -#define SQUARE(Edge, Amp, Divisions, Z) \ -{ \ - int Xi,Yi; \ - GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb; \ - GLfloat Factor,Factor1,Factor2; \ - GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \ - GLfloat Zf=(Edge)*(Z); \ - GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \ - \ - for (Yi=0; Yi<(Divisions); Yi++) { \ - Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \ - Yf2=sqr(Yf); \ - Y=Yf+1.0/(Divisions)*(Edge); \ - Y2=sqr(Y); \ - glBegin(GL_QUAD_STRIP); \ - for (Xi=0; Xi<=(Divisions); Xi++) { \ - Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \ - Xf2=sqr(Xf); \ - \ - Xa=Xf+0.001; Yb=Y+0.001; \ - Factor=1-((Xf2+Y2)*AmpVr2); \ - Factor1=1-((sqr(Xa)+Y2)*AmpVr2); \ - Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \ - VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \ - 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 ) { - static double t0 = -1.; - double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; - if (t0 < 0.0) - t0 = t; - dt = t - t0; - t0 = t; - - 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(); - - glutSwapBuffers(); - - step += dt; -} - -static void idle_( void ) -{ - glutPostRedisplay(); -} - -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); - -static void key( unsigned char k, int x, int y ) -{ - (void) x; - (void) y; - switch (k) { - case '1': object=1; break; - case '2': object=2; break; - case '3': object=3; break; - case '4': object=4; break; - case '5': object=5; break; - case ' ': mono^=1; break; - case 13: smooth^=1; break; - case 27: - exit(0); - } - pinit(); -} - -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; - - glutInitWindowPosition(0,0); - glutInitWindowSize(640,480); - - glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB ); - - if (glutCreateWindow("Morph 3D - Shows morphing platonic polyhedra") <= 0) { - exit(0); - } - - glClearDepth(1.0); - glClearColor( 0.0, 0.0, 0.0, 1.0 ); - glColor3f( 1.0, 1.0, 1.0 ); - - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glFlush(); - glutSwapBuffers(); - - 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(); - - glutReshapeFunc( reshape ); - glutKeyboardFunc( key ); - glutIdleFunc( idle_ ); - glutDisplayFunc( draw ); - glutMainLoop(); - -} - -int main(int argc, char **argv) -{ - INIT(); - return(0); -} |