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Diffstat (limited to 'progs/redbook/quadric.c')
-rw-r--r-- | progs/redbook/quadric.c | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/progs/redbook/quadric.c b/progs/redbook/quadric.c new file mode 100644 index 000000000..4e46c85f8 --- /dev/null +++ b/progs/redbook/quadric.c @@ -0,0 +1,189 @@ +/* + * Copyright (c) 1993-1997, Silicon Graphics, Inc. + * ALL RIGHTS RESERVED + * Permission to use, copy, modify, and distribute this software for + * any purpose and without fee is hereby granted, provided that the above + * copyright notice appear in all copies and that both the copyright notice + * and this permission notice appear in supporting documentation, and that + * the name of Silicon Graphics, Inc. not be used in advertising + * or publicity pertaining to distribution of the software without specific, + * written prior permission. + * + * THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS" + * AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE, + * INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR + * FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON + * GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT, + * SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY + * KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION, + * LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF + * THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN + * ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON + * ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE + * POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE. + * + * US Government Users Restricted Rights + * Use, duplication, or disclosure by the Government is subject to + * restrictions set forth in FAR 52.227.19(c)(2) or subparagraph + * (c)(1)(ii) of the Rights in Technical Data and Computer Software + * clause at DFARS 252.227-7013 and/or in similar or successor + * clauses in the FAR or the DOD or NASA FAR Supplement. + * Unpublished-- rights reserved under the copyright laws of the + * United States. Contractor/manufacturer is Silicon Graphics, + * Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311. + * + * OpenGL(R) is a registered trademark of Silicon Graphics, Inc. + */ + +/* + * quadric.c + * This program demonstrates the use of some of the gluQuadric* + * routines. Quadric objects are created with some quadric + * properties and the callback routine to handle errors. + * Note that the cylinder has no top or bottom and the circle + * has a hole in it. + */ +#include <GL/glut.h> +#include <stdio.h> +#include <stdlib.h> + +/* Win32 calling conventions. */ +#ifndef CALLBACK +#define CALLBACK +#endif + +GLuint startList; + +void CALLBACK errorCallback(GLenum errorCode) +{ + const GLubyte *estring; + + estring = gluErrorString(errorCode); + fprintf(stderr, "Quadric Error: %s\n", estring); + exit(0); +} + +void init(void) +{ + GLUquadricObj *qobj; + GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; + GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; + GLfloat mat_shininess[] = { 50.0 }; + GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 }; + GLfloat model_ambient[] = { 0.5, 0.5, 0.5, 1.0 }; + + glClearColor(0.0, 0.0, 0.0, 0.0); + + glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); + glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); + glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess); + glLightfv(GL_LIGHT0, GL_POSITION, light_position); + glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model_ambient); + + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + +/* Create 4 display lists, each with a different quadric object. + * Different drawing styles and surface normal specifications + * are demonstrated. + */ + startList = glGenLists(4); + qobj = gluNewQuadric(); + gluQuadricCallback(qobj, GLU_ERROR, + (GLvoid (CALLBACK*) ()) errorCallback); + + gluQuadricDrawStyle(qobj, GLU_FILL); /* smooth shaded */ + gluQuadricNormals(qobj, GLU_SMOOTH); + glNewList(startList, GL_COMPILE); + gluSphere(qobj, 0.75, 15, 10); + glEndList(); + + gluQuadricDrawStyle(qobj, GLU_FILL); /* flat shaded */ + gluQuadricNormals(qobj, GLU_FLAT); + glNewList(startList+1, GL_COMPILE); + gluCylinder(qobj, 0.5, 0.3, 1.0, 15, 5); + glEndList(); + + gluQuadricDrawStyle(qobj, GLU_LINE); /* all polygons wireframe */ + gluQuadricNormals(qobj, GLU_NONE); + glNewList(startList+2, GL_COMPILE); + gluDisk(qobj, 0.25, 1.0, 20, 4); + glEndList(); + + gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); /* boundary only */ + gluQuadricNormals(qobj, GLU_NONE); + glNewList(startList+3, GL_COMPILE); + gluPartialDisk(qobj, 0.0, 1.0, 20, 4, 0.0, 225.0); + glEndList(); +} + +void display(void) +{ + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + glPushMatrix(); + + glEnable(GL_LIGHTING); + glShadeModel (GL_SMOOTH); + glTranslatef(-1.0, -1.0, 0.0); + glCallList(startList); + + glShadeModel (GL_FLAT); + glTranslatef(0.0, 2.0, 0.0); + glPushMatrix(); + glRotatef(300.0, 1.0, 0.0, 0.0); + glCallList(startList+1); + glPopMatrix(); + + glDisable(GL_LIGHTING); + glColor3f(0.0, 1.0, 1.0); + glTranslatef(2.0, -2.0, 0.0); + glCallList(startList+2); + + glColor3f(1.0, 1.0, 0.0); + glTranslatef(0.0, 2.0, 0.0); + glCallList(startList+3); + + glPopMatrix(); + glFlush(); +} + +void reshape (int w, int h) +{ + glViewport(0, 0, (GLsizei) w, (GLsizei) h); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if (w <= h) + glOrtho(-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w, + 2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0); + else + glOrtho(-2.5*(GLfloat)w/(GLfloat)h, + 2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); +} + +/* ARGSUSED1 */ +void keyboard(unsigned char key, int x, int y) +{ + switch (key) { + case 27: + exit(0); + break; + } +} + +int main(int argc, char** argv) +{ + glutInit(&argc, argv); + glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH); + glutInitWindowSize(500, 500); + glutInitWindowPosition(100, 100); + glutCreateWindow(argv[0]); + init(); + glutDisplayFunc(display); + glutReshapeFunc(reshape); + glutKeyboardFunc(keyboard); + glutMainLoop(); + return 0; +} |