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author | marha <marha@users.sourceforge.net> | 2009-10-09 06:31:44 +0000 |
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committer | marha <marha@users.sourceforge.net> | 2009-10-09 06:31:44 +0000 |
commit | 06456f5db88b434c3634ede42bdbfdce78fc4249 (patch) | |
tree | 97f5174e2d3da40faee7f2ad8858233da3d0166e /mesalib/src/glu/sgi/libutil/quad.c | |
parent | 7b230a3fe2d6c83488d9eec43067fe8ba8ac081b (diff) | |
parent | a0c4815433ccd57322f4f7703ca35e9ccfa59250 (diff) | |
download | vcxsrv-06456f5db88b434c3634ede42bdbfdce78fc4249.tar.gz vcxsrv-06456f5db88b434c3634ede42bdbfdce78fc4249.tar.bz2 vcxsrv-06456f5db88b434c3634ede42bdbfdce78fc4249.zip |
svn merge ^/branches/released . --username marha
Diffstat (limited to 'mesalib/src/glu/sgi/libutil/quad.c')
-rw-r--r-- | mesalib/src/glu/sgi/libutil/quad.c | 1155 |
1 files changed, 1155 insertions, 0 deletions
diff --git a/mesalib/src/glu/sgi/libutil/quad.c b/mesalib/src/glu/sgi/libutil/quad.c new file mode 100644 index 000000000..d88b20f55 --- /dev/null +++ b/mesalib/src/glu/sgi/libutil/quad.c @@ -0,0 +1,1155 @@ +/* + * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008) + * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice including the dates of first publication and + * either this permission notice or a reference to + * http://oss.sgi.com/projects/FreeB/ + * shall be included in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, + * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF + * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + * + * Except as contained in this notice, the name of Silicon Graphics, Inc. + * shall not be used in advertising or otherwise to promote the sale, use or + * other dealings in this Software without prior written authorization from + * Silicon Graphics, Inc. + */ + +#include "gluos.h" +#include "gluint.h" +#include <stdio.h> +#include <stdlib.h> +#include <math.h> +#include <GL/gl.h> +#include <GL/glu.h> + +/* Make it not a power of two to avoid cache thrashing on the chip */ +#define CACHE_SIZE 240 + +#undef PI +#define PI 3.14159265358979323846 + +struct GLUquadric { + GLint normals; + GLboolean textureCoords; + GLint orientation; + GLint drawStyle; + void (GLAPIENTRY *errorCallback)( GLint ); +}; + +GLUquadric * GLAPIENTRY +gluNewQuadric(void) +{ + GLUquadric *newstate; + + newstate = (GLUquadric *) malloc(sizeof(GLUquadric)); + if (newstate == NULL) { + /* Can't report an error at this point... */ + return NULL; + } + newstate->normals = GLU_SMOOTH; + newstate->textureCoords = GL_FALSE; + newstate->orientation = GLU_OUTSIDE; + newstate->drawStyle = GLU_FILL; + newstate->errorCallback = NULL; + return newstate; +} + + +void GLAPIENTRY +gluDeleteQuadric(GLUquadric *state) +{ + free(state); +} + +static void gluQuadricError(GLUquadric *qobj, GLenum which) +{ + if (qobj->errorCallback) { + qobj->errorCallback(which); + } +} + +void GLAPIENTRY +gluQuadricCallback(GLUquadric *qobj, GLenum which, _GLUfuncptr fn) +{ + switch (which) { + case GLU_ERROR: + qobj->errorCallback = (void (GLAPIENTRY *)(GLint)) fn; + break; + default: + gluQuadricError(qobj, GLU_INVALID_ENUM); + return; + } +} + +void GLAPIENTRY +gluQuadricNormals(GLUquadric *qobj, GLenum normals) +{ + switch (normals) { + case GLU_SMOOTH: + case GLU_FLAT: + case GLU_NONE: + break; + default: + gluQuadricError(qobj, GLU_INVALID_ENUM); + return; + } + qobj->normals = normals; +} + +void GLAPIENTRY +gluQuadricTexture(GLUquadric *qobj, GLboolean textureCoords) +{ + qobj->textureCoords = textureCoords; +} + +void GLAPIENTRY +gluQuadricOrientation(GLUquadric *qobj, GLenum orientation) +{ + switch(orientation) { + case GLU_OUTSIDE: + case GLU_INSIDE: + break; + default: + gluQuadricError(qobj, GLU_INVALID_ENUM); + return; + } + qobj->orientation = orientation; +} + +void GLAPIENTRY +gluQuadricDrawStyle(GLUquadric *qobj, GLenum drawStyle) +{ + switch(drawStyle) { + case GLU_POINT: + case GLU_LINE: + case GLU_FILL: + case GLU_SILHOUETTE: + break; + default: + gluQuadricError(qobj, GLU_INVALID_ENUM); + return; + } + qobj->drawStyle = drawStyle; +} + +void GLAPIENTRY +gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius, + GLdouble height, GLint slices, GLint stacks) +{ + GLint i,j; + GLfloat sinCache[CACHE_SIZE]; + GLfloat cosCache[CACHE_SIZE]; + GLfloat sinCache2[CACHE_SIZE]; + GLfloat cosCache2[CACHE_SIZE]; + GLfloat sinCache3[CACHE_SIZE]; + GLfloat cosCache3[CACHE_SIZE]; + GLfloat angle; + GLfloat zLow, zHigh; + GLfloat sintemp, costemp; + GLfloat length; + GLfloat deltaRadius; + GLfloat zNormal; + GLfloat xyNormalRatio; + GLfloat radiusLow, radiusHigh; + int needCache2, needCache3; + + if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1; + + if (slices < 2 || stacks < 1 || baseRadius < 0.0 || topRadius < 0.0 || + height < 0.0) { + gluQuadricError(qobj, GLU_INVALID_VALUE); + return; + } + + /* Compute length (needed for normal calculations) */ + deltaRadius = baseRadius - topRadius; + length = SQRT(deltaRadius*deltaRadius + height*height); + if (length == 0.0) { + gluQuadricError(qobj, GLU_INVALID_VALUE); + return; + } + + /* Cache is the vertex locations cache */ + /* Cache2 is the various normals at the vertices themselves */ + /* Cache3 is the various normals for the faces */ + needCache2 = needCache3 = 0; + if (qobj->normals == GLU_SMOOTH) { + needCache2 = 1; + } + + if (qobj->normals == GLU_FLAT) { + if (qobj->drawStyle != GLU_POINT) { + needCache3 = 1; + } + if (qobj->drawStyle == GLU_LINE) { + needCache2 = 1; + } + } + + zNormal = deltaRadius / length; + xyNormalRatio = height / length; + + for (i = 0; i < slices; i++) { + angle = 2 * PI * i / slices; + if (needCache2) { + if (qobj->orientation == GLU_OUTSIDE) { + sinCache2[i] = xyNormalRatio * SIN(angle); + cosCache2[i] = xyNormalRatio * COS(angle); + } else { + sinCache2[i] = -xyNormalRatio * SIN(angle); + cosCache2[i] = -xyNormalRatio * COS(angle); + } + } + sinCache[i] = SIN(angle); + cosCache[i] = COS(angle); + } + + if (needCache3) { + for (i = 0; i < slices; i++) { + angle = 2 * PI * (i-0.5) / slices; + if (qobj->orientation == GLU_OUTSIDE) { + sinCache3[i] = xyNormalRatio * SIN(angle); + cosCache3[i] = xyNormalRatio * COS(angle); + } else { + sinCache3[i] = -xyNormalRatio * SIN(angle); + cosCache3[i] = -xyNormalRatio * COS(angle); + } + } + } + + sinCache[slices] = sinCache[0]; + cosCache[slices] = cosCache[0]; + if (needCache2) { + sinCache2[slices] = sinCache2[0]; + cosCache2[slices] = cosCache2[0]; + } + if (needCache3) { + sinCache3[slices] = sinCache3[0]; + cosCache3[slices] = cosCache3[0]; + } + + switch (qobj->drawStyle) { + case GLU_FILL: + /* Note: + ** An argument could be made for using a TRIANGLE_FAN for the end + ** of the cylinder of either radii is 0.0 (a cone). However, a + ** TRIANGLE_FAN would not work in smooth shading mode (the common + ** case) because the normal for the apex is different for every + ** triangle (and TRIANGLE_FAN doesn't let me respecify that normal). + ** Now, my choice is GL_TRIANGLES, or leave the GL_QUAD_STRIP and + ** just let the GL trivially reject one of the two triangles of the + ** QUAD. GL_QUAD_STRIP is probably faster, so I will leave this code + ** alone. + */ + for (j = 0; j < stacks; j++) { + zLow = j * height / stacks; + zHigh = (j + 1) * height / stacks; + radiusLow = baseRadius - deltaRadius * ((float) j / stacks); + radiusHigh = baseRadius - deltaRadius * ((float) (j + 1) / stacks); + + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + glNormal3f(sinCache3[i], cosCache3[i], zNormal); + break; + case GLU_SMOOTH: + glNormal3f(sinCache2[i], cosCache2[i], zNormal); + break; + case GLU_NONE: + default: + break; + } + if (qobj->orientation == GLU_OUTSIDE) { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], zLow); + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) (j+1) / stacks); + } + glVertex3f(radiusHigh * sinCache[i], + radiusHigh * cosCache[i], zHigh); + } else { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) (j+1) / stacks); + } + glVertex3f(radiusHigh * sinCache[i], + radiusHigh * cosCache[i], zHigh); + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], zLow); + } + } + glEnd(); + } + break; + case GLU_POINT: + glBegin(GL_POINTS); + for (i = 0; i < slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + glNormal3f(sinCache2[i], cosCache2[i], zNormal); + break; + case GLU_NONE: + default: + break; + } + sintemp = sinCache[i]; + costemp = cosCache[i]; + for (j = 0; j <= stacks; j++) { + zLow = j * height / stacks; + radiusLow = baseRadius - deltaRadius * ((float) j / stacks); + + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sintemp, + radiusLow * costemp, zLow); + } + } + glEnd(); + break; + case GLU_LINE: + for (j = 1; j < stacks; j++) { + zLow = j * height / stacks; + radiusLow = baseRadius - deltaRadius * ((float) j / stacks); + + glBegin(GL_LINE_STRIP); + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + glNormal3f(sinCache3[i], cosCache3[i], zNormal); + break; + case GLU_SMOOTH: + glNormal3f(sinCache2[i], cosCache2[i], zNormal); + break; + case GLU_NONE: + default: + break; + } + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], zLow); + } + glEnd(); + } + /* Intentionally fall through here... */ + case GLU_SILHOUETTE: + for (j = 0; j <= stacks; j += stacks) { + zLow = j * height / stacks; + radiusLow = baseRadius - deltaRadius * ((float) j / stacks); + + glBegin(GL_LINE_STRIP); + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + glNormal3f(sinCache3[i], cosCache3[i], zNormal); + break; + case GLU_SMOOTH: + glNormal3f(sinCache2[i], cosCache2[i], zNormal); + break; + case GLU_NONE: + default: + break; + } + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], + zLow); + } + glEnd(); + } + for (i = 0; i < slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + glNormal3f(sinCache2[i], cosCache2[i], 0.0); + break; + case GLU_NONE: + default: + break; + } + sintemp = sinCache[i]; + costemp = cosCache[i]; + glBegin(GL_LINE_STRIP); + for (j = 0; j <= stacks; j++) { + zLow = j * height / stacks; + radiusLow = baseRadius - deltaRadius * ((float) j / stacks); + + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + (float) j / stacks); + } + glVertex3f(radiusLow * sintemp, + radiusLow * costemp, zLow); + } + glEnd(); + } + break; + default: + break; + } +} + +void GLAPIENTRY +gluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius, + GLint slices, GLint loops) +{ + gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0); +} + +void GLAPIENTRY +gluPartialDisk(GLUquadric *qobj, GLdouble innerRadius, + GLdouble outerRadius, GLint slices, GLint loops, + GLdouble startAngle, GLdouble sweepAngle) +{ + GLint i,j; + GLfloat sinCache[CACHE_SIZE]; + GLfloat cosCache[CACHE_SIZE]; + GLfloat angle; + GLfloat sintemp, costemp; + GLfloat deltaRadius; + GLfloat radiusLow, radiusHigh; + GLfloat texLow = 0.0, texHigh = 0.0; + GLfloat angleOffset; + GLint slices2; + GLint finish; + + if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1; + if (slices < 2 || loops < 1 || outerRadius <= 0.0 || innerRadius < 0.0 || + innerRadius > outerRadius) { + gluQuadricError(qobj, GLU_INVALID_VALUE); + return; + } + + if (sweepAngle < -360.0) sweepAngle = 360.0; + if (sweepAngle > 360.0) sweepAngle = 360.0; + if (sweepAngle < 0) { + startAngle += sweepAngle; + sweepAngle = -sweepAngle; + } + + if (sweepAngle == 360.0) { + slices2 = slices; + } else { + slices2 = slices + 1; + } + + /* Compute length (needed for normal calculations) */ + deltaRadius = outerRadius - innerRadius; + + /* Cache is the vertex locations cache */ + + angleOffset = startAngle / 180.0 * PI; + for (i = 0; i <= slices; i++) { + angle = angleOffset + ((PI * sweepAngle) / 180.0) * i / slices; + sinCache[i] = SIN(angle); + cosCache[i] = COS(angle); + } + + if (sweepAngle == 360.0) { + sinCache[slices] = sinCache[0]; + cosCache[slices] = cosCache[0]; + } + + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + if (qobj->orientation == GLU_OUTSIDE) { + glNormal3f(0.0, 0.0, 1.0); + } else { + glNormal3f(0.0, 0.0, -1.0); + } + break; + default: + case GLU_NONE: + break; + } + + switch (qobj->drawStyle) { + case GLU_FILL: + if (innerRadius == 0.0) { + finish = loops - 1; + /* Triangle strip for inner polygons */ + glBegin(GL_TRIANGLE_FAN); + if (qobj->textureCoords) { + glTexCoord2f(0.5, 0.5); + } + glVertex3f(0.0, 0.0, 0.0); + radiusLow = outerRadius - + deltaRadius * ((float) (loops-1) / loops); + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + } + + if (qobj->orientation == GLU_OUTSIDE) { + for (i = slices; i >= 0; i--) { + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + } + } else { + for (i = 0; i <= slices; i++) { + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + } + } + glEnd(); + } else { + finish = loops; + } + for (j = 0; j < finish; j++) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + radiusHigh = outerRadius - deltaRadius * ((float) (j + 1) / loops); + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + texHigh = radiusHigh / outerRadius / 2; + } + + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= slices; i++) { + if (qobj->orientation == GLU_OUTSIDE) { + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + + if (qobj->textureCoords) { + glTexCoord2f(texHigh * sinCache[i] + 0.5, + texHigh * cosCache[i] + 0.5); + } + glVertex3f(radiusHigh * sinCache[i], + radiusHigh * cosCache[i], 0.0); + } else { + if (qobj->textureCoords) { + glTexCoord2f(texHigh * sinCache[i] + 0.5, + texHigh * cosCache[i] + 0.5); + } + glVertex3f(radiusHigh * sinCache[i], + radiusHigh * cosCache[i], 0.0); + + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + } + } + glEnd(); + } + break; + case GLU_POINT: + glBegin(GL_POINTS); + for (i = 0; i < slices2; i++) { + sintemp = sinCache[i]; + costemp = cosCache[i]; + for (j = 0; j <= loops; j++) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0); + } + } + glEnd(); + break; + case GLU_LINE: + if (innerRadius == outerRadius) { + glBegin(GL_LINE_STRIP); + + for (i = 0; i <= slices; i++) { + if (qobj->textureCoords) { + glTexCoord2f(sinCache[i] / 2 + 0.5, + cosCache[i] / 2 + 0.5); + } + glVertex3f(innerRadius * sinCache[i], + innerRadius * cosCache[i], 0.0); + } + glEnd(); + break; + } + for (j = 0; j <= loops; j++) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + } + + glBegin(GL_LINE_STRIP); + for (i = 0; i <= slices; i++) { + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + } + glEnd(); + } + for (i=0; i < slices2; i++) { + sintemp = sinCache[i]; + costemp = cosCache[i]; + glBegin(GL_LINE_STRIP); + for (j = 0; j <= loops; j++) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + } + + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0); + } + glEnd(); + } + break; + case GLU_SILHOUETTE: + if (sweepAngle < 360.0) { + for (i = 0; i <= slices; i+= slices) { + sintemp = sinCache[i]; + costemp = cosCache[i]; + glBegin(GL_LINE_STRIP); + for (j = 0; j <= loops; j++) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0); + } + glEnd(); + } + } + for (j = 0; j <= loops; j += loops) { + radiusLow = outerRadius - deltaRadius * ((float) j / loops); + if (qobj->textureCoords) { + texLow = radiusLow / outerRadius / 2; + } + + glBegin(GL_LINE_STRIP); + for (i = 0; i <= slices; i++) { + if (qobj->textureCoords) { + glTexCoord2f(texLow * sinCache[i] + 0.5, + texLow * cosCache[i] + 0.5); + } + glVertex3f(radiusLow * sinCache[i], + radiusLow * cosCache[i], 0.0); + } + glEnd(); + if (innerRadius == outerRadius) break; + } + break; + default: + break; + } +} + +void GLAPIENTRY +gluSphere(GLUquadric *qobj, GLdouble radius, GLint slices, GLint stacks) +{ + GLint i,j; + GLfloat sinCache1a[CACHE_SIZE]; + GLfloat cosCache1a[CACHE_SIZE]; + GLfloat sinCache2a[CACHE_SIZE]; + GLfloat cosCache2a[CACHE_SIZE]; + GLfloat sinCache3a[CACHE_SIZE]; + GLfloat cosCache3a[CACHE_SIZE]; + GLfloat sinCache1b[CACHE_SIZE]; + GLfloat cosCache1b[CACHE_SIZE]; + GLfloat sinCache2b[CACHE_SIZE]; + GLfloat cosCache2b[CACHE_SIZE]; + GLfloat sinCache3b[CACHE_SIZE]; + GLfloat cosCache3b[CACHE_SIZE]; + GLfloat angle; + GLfloat zLow, zHigh; + GLfloat sintemp1 = 0.0, sintemp2 = 0.0, sintemp3 = 0.0, sintemp4 = 0.0; + GLfloat costemp1 = 0.0, costemp2 = 0.0, costemp3 = 0.0, costemp4 = 0.0; + GLboolean needCache2, needCache3; + GLint start, finish; + + if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1; + if (stacks >= CACHE_SIZE) stacks = CACHE_SIZE-1; + if (slices < 2 || stacks < 1 || radius < 0.0) { + gluQuadricError(qobj, GLU_INVALID_VALUE); + return; + } + + /* Cache is the vertex locations cache */ + /* Cache2 is the various normals at the vertices themselves */ + /* Cache3 is the various normals for the faces */ + needCache2 = needCache3 = GL_FALSE; + + if (qobj->normals == GLU_SMOOTH) { + needCache2 = GL_TRUE; + } + + if (qobj->normals == GLU_FLAT) { + if (qobj->drawStyle != GLU_POINT) { + needCache3 = GL_TRUE; + } + if (qobj->drawStyle == GLU_LINE) { + needCache2 = GL_TRUE; + } + } + + for (i = 0; i < slices; i++) { + angle = 2 * PI * i / slices; + sinCache1a[i] = SIN(angle); + cosCache1a[i] = COS(angle); + if (needCache2) { + sinCache2a[i] = sinCache1a[i]; + cosCache2a[i] = cosCache1a[i]; + } + } + + for (j = 0; j <= stacks; j++) { + angle = PI * j / stacks; + if (needCache2) { + if (qobj->orientation == GLU_OUTSIDE) { + sinCache2b[j] = SIN(angle); + cosCache2b[j] = COS(angle); + } else { + sinCache2b[j] = -SIN(angle); + cosCache2b[j] = -COS(angle); + } + } + sinCache1b[j] = radius * SIN(angle); + cosCache1b[j] = radius * COS(angle); + } + /* Make sure it comes to a point */ + sinCache1b[0] = 0; + sinCache1b[stacks] = 0; + + if (needCache3) { + for (i = 0; i < slices; i++) { + angle = 2 * PI * (i-0.5) / slices; + sinCache3a[i] = SIN(angle); + cosCache3a[i] = COS(angle); + } + for (j = 0; j <= stacks; j++) { + angle = PI * (j - 0.5) / stacks; + if (qobj->orientation == GLU_OUTSIDE) { + sinCache3b[j] = SIN(angle); + cosCache3b[j] = COS(angle); + } else { + sinCache3b[j] = -SIN(angle); + cosCache3b[j] = -COS(angle); + } + } + } + + sinCache1a[slices] = sinCache1a[0]; + cosCache1a[slices] = cosCache1a[0]; + if (needCache2) { + sinCache2a[slices] = sinCache2a[0]; + cosCache2a[slices] = cosCache2a[0]; + } + if (needCache3) { + sinCache3a[slices] = sinCache3a[0]; + cosCache3a[slices] = cosCache3a[0]; + } + + switch (qobj->drawStyle) { + case GLU_FILL: + /* Do ends of sphere as TRIANGLE_FAN's (if not texturing) + ** We don't do it when texturing because we need to respecify the + ** texture coordinates of the apex for every adjacent vertex (because + ** it isn't a constant for that point) + */ + if (!(qobj->textureCoords)) { + start = 1; + finish = stacks - 1; + + /* Low end first (j == 0 iteration) */ + sintemp2 = sinCache1b[1]; + zHigh = cosCache1b[1]; + switch(qobj->normals) { + case GLU_FLAT: + sintemp3 = sinCache3b[1]; + costemp3 = cosCache3b[1]; + break; + case GLU_SMOOTH: + sintemp3 = sinCache2b[1]; + costemp3 = cosCache2b[1]; + glNormal3f(sinCache2a[0] * sinCache2b[0], + cosCache2a[0] * sinCache2b[0], + cosCache2b[0]); + break; + default: + break; + } + glBegin(GL_TRIANGLE_FAN); + glVertex3f(0.0, 0.0, radius); + if (qobj->orientation == GLU_OUTSIDE) { + for (i = slices; i >= 0; i--) { + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp3, + cosCache2a[i] * sintemp3, + costemp3); + break; + case GLU_FLAT: + if (i != slices) { + glNormal3f(sinCache3a[i+1] * sintemp3, + cosCache3a[i+1] * sintemp3, + costemp3); + } + break; + case GLU_NONE: + default: + break; + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } + } else { + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp3, + cosCache2a[i] * sintemp3, + costemp3); + break; + case GLU_FLAT: + glNormal3f(sinCache3a[i] * sintemp3, + cosCache3a[i] * sintemp3, + costemp3); + break; + case GLU_NONE: + default: + break; + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } + } + glEnd(); + + /* High end next (j == stacks-1 iteration) */ + sintemp2 = sinCache1b[stacks-1]; + zHigh = cosCache1b[stacks-1]; + switch(qobj->normals) { + case GLU_FLAT: + sintemp3 = sinCache3b[stacks]; + costemp3 = cosCache3b[stacks]; + break; + case GLU_SMOOTH: + sintemp3 = sinCache2b[stacks-1]; + costemp3 = cosCache2b[stacks-1]; + glNormal3f(sinCache2a[stacks] * sinCache2b[stacks], + cosCache2a[stacks] * sinCache2b[stacks], + cosCache2b[stacks]); + break; + default: + break; + } + glBegin(GL_TRIANGLE_FAN); + glVertex3f(0.0, 0.0, -radius); + if (qobj->orientation == GLU_OUTSIDE) { + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp3, + cosCache2a[i] * sintemp3, + costemp3); + break; + case GLU_FLAT: + glNormal3f(sinCache3a[i] * sintemp3, + cosCache3a[i] * sintemp3, + costemp3); + break; + case GLU_NONE: + default: + break; + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } + } else { + for (i = slices; i >= 0; i--) { + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp3, + cosCache2a[i] * sintemp3, + costemp3); + break; + case GLU_FLAT: + if (i != slices) { + glNormal3f(sinCache3a[i+1] * sintemp3, + cosCache3a[i+1] * sintemp3, + costemp3); + } + break; + case GLU_NONE: + default: + break; + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } + } + glEnd(); + } else { + start = 0; + finish = stacks; + } + for (j = start; j < finish; j++) { + zLow = cosCache1b[j]; + zHigh = cosCache1b[j+1]; + sintemp1 = sinCache1b[j]; + sintemp2 = sinCache1b[j+1]; + switch(qobj->normals) { + case GLU_FLAT: + sintemp4 = sinCache3b[j+1]; + costemp4 = cosCache3b[j+1]; + break; + case GLU_SMOOTH: + if (qobj->orientation == GLU_OUTSIDE) { + sintemp3 = sinCache2b[j+1]; + costemp3 = cosCache2b[j+1]; + sintemp4 = sinCache2b[j]; + costemp4 = cosCache2b[j]; + } else { + sintemp3 = sinCache2b[j]; + costemp3 = cosCache2b[j]; + sintemp4 = sinCache2b[j+1]; + costemp4 = cosCache2b[j+1]; + } + break; + default: + break; + } + + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp3, + cosCache2a[i] * sintemp3, + costemp3); + break; + case GLU_FLAT: + case GLU_NONE: + default: + break; + } + if (qobj->orientation == GLU_OUTSIDE) { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) (j+1) / stacks); + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } else { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) j / stacks); + } + glVertex3f(sintemp1 * sinCache1a[i], + sintemp1 * cosCache1a[i], zLow); + } + switch(qobj->normals) { + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp4, + cosCache2a[i] * sintemp4, + costemp4); + break; + case GLU_FLAT: + glNormal3f(sinCache3a[i] * sintemp4, + cosCache3a[i] * sintemp4, + costemp4); + break; + case GLU_NONE: + default: + break; + } + if (qobj->orientation == GLU_OUTSIDE) { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) j / stacks); + } + glVertex3f(sintemp1 * sinCache1a[i], + sintemp1 * cosCache1a[i], zLow); + } else { + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) (j+1) / stacks); + } + glVertex3f(sintemp2 * sinCache1a[i], + sintemp2 * cosCache1a[i], zHigh); + } + } + glEnd(); + } + break; + case GLU_POINT: + glBegin(GL_POINTS); + for (j = 0; j <= stacks; j++) { + sintemp1 = sinCache1b[j]; + costemp1 = cosCache1b[j]; + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + sintemp2 = sinCache2b[j]; + costemp2 = cosCache2b[j]; + break; + default: + break; + } + for (i = 0; i < slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp2, + cosCache2a[i] * sintemp2, + costemp2); + break; + case GLU_NONE: + default: + break; + } + + zLow = j * radius / stacks; + + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) j / stacks); + } + glVertex3f(sintemp1 * sinCache1a[i], + sintemp1 * cosCache1a[i], costemp1); + } + } + glEnd(); + break; + case GLU_LINE: + case GLU_SILHOUETTE: + for (j = 1; j < stacks; j++) { + sintemp1 = sinCache1b[j]; + costemp1 = cosCache1b[j]; + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + sintemp2 = sinCache2b[j]; + costemp2 = cosCache2b[j]; + break; + default: + break; + } + + glBegin(GL_LINE_STRIP); + for (i = 0; i <= slices; i++) { + switch(qobj->normals) { + case GLU_FLAT: + glNormal3f(sinCache3a[i] * sintemp2, + cosCache3a[i] * sintemp2, + costemp2); + break; + case GLU_SMOOTH: + glNormal3f(sinCache2a[i] * sintemp2, + cosCache2a[i] * sintemp2, + costemp2); + break; + case GLU_NONE: + default: + break; + } + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) j / stacks); + } + glVertex3f(sintemp1 * sinCache1a[i], + sintemp1 * cosCache1a[i], costemp1); + } + glEnd(); + } + for (i = 0; i < slices; i++) { + sintemp1 = sinCache1a[i]; + costemp1 = cosCache1a[i]; + switch(qobj->normals) { + case GLU_FLAT: + case GLU_SMOOTH: + sintemp2 = sinCache2a[i]; + costemp2 = cosCache2a[i]; + break; + default: + break; + } + + glBegin(GL_LINE_STRIP); + for (j = 0; j <= stacks; j++) { + switch(qobj->normals) { + case GLU_FLAT: + glNormal3f(sintemp2 * sinCache3b[j], + costemp2 * sinCache3b[j], + cosCache3b[j]); + break; + case GLU_SMOOTH: + glNormal3f(sintemp2 * sinCache2b[j], + costemp2 * sinCache2b[j], + cosCache2b[j]); + break; + case GLU_NONE: + default: + break; + } + + if (qobj->textureCoords) { + glTexCoord2f(1 - (float) i / slices, + 1 - (float) j / stacks); + } + glVertex3f(sintemp1 * sinCache1b[j], + costemp1 * sinCache1b[j], cosCache1b[j]); + } + glEnd(); + } + break; + default: + break; + } +} |