/* * freeglut_geometry.c * * Freeglut geometry rendering methods. * * Copyright (c) 1999-2000 Pawel W. Olszta. All Rights Reserved. * Written by Pawel W. Olszta, * Creation date: Fri Dec 3 1999 * * 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 and this permission notice 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 * PAWEL W. OLSZTA 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. */ #include #include "sysinc.h" #include "glut_internal.h" #include "util.h" #define glBegin glctx->GLBegin #define glEnd glctx->GLEnd #ifdef MGL_TABOR #define glVertex3d(x, y, z) {float vec[3]={x,y,z}; glctx->GLVertex3fv(vec);} #define glNormal3d(x, y, z) {float vec[3]={x,y,z}; glctx->GLNormal3fv(vec);} #define glVertex3dv(v) {float vec[4]={(GLfloat)(v)[0],(GLfloat)(v)[1],(GLfloat)(v)[2],1.0f}; glctx->GLVertex4fv(vec);} #define glNormal3dv(v) {float vec[3]={(GLfloat)(v)[0],(GLfloat)(v)[1],(GLfloat)(v)[2]}; glctx->GLNormal3fv(vec);} #else #define glVertex3d(x, y, z) glctx->GLVertex4f((GLfloat)x, (GLfloat)y, (GLfloat)z, 1.0f) #define glNormal3d(x, y, z) glctx->GLNormal3f((GLfloat)x, (GLfloat)y, (GLfloat)z) #define glVertex3dv(v) glctx->GLVertex4f((GLfloat)(v)[0], (GLfloat)(v)[1], (GLfloat)(v)[2], 1.0f) #define glNormal3dv(v) glctx->GLNormal3f((GLfloat)(v)[0], (GLfloat)(v)[1], (GLfloat)(v)[2]) #endif #define glPushMatrix glctx->GLPushMatrix #define glPopMatrix glctx->GLPopMatrix /* * TODO BEFORE THE STABLE RELEASE: * * Following functions have been contributed by Andreas Umbach. * * glutWireCube() -- looks OK * glutSolidCube() -- OK * * Those functions have been implemented by John Fay. * * glutWireTorus() -- looks OK * glutSolidTorus() -- looks OK * glutWireDodecahedron() -- looks OK * glutSolidDodecahedron() -- looks OK * glutWireOctahedron() -- looks OK * glutSolidOctahedron() -- looks OK * glutWireTetrahedron() -- looks OK * glutSolidTetrahedron() -- looks OK * glutWireIcosahedron() -- looks OK * glutSolidIcosahedron() -- looks OK * * The Following functions have been updated by Nigel Stewart, based * on FreeGLUT 2.0.0 implementations: * * glutWireSphere() -- looks OK * glutSolidSphere() -- looks OK * glutWireCone() -- looks OK * glutSolidCone() -- looks OK */ typedef struct { float32 x, y, z; } glut3d_t; /* -- INTERFACE FUNCTIONS -------------------------------------------------- */ /* * Draws a wireframed cube. Code contributed by Andreas Umbach */ void glut_GLUTWireCube(struct GlutIFace *Self, GLdouble dSize ) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; double size = dSize * 0.5; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireCube"); # define V(a,b,c) glVertex3d( a size, b size, c size); # define N(a,b,c) glNormal3d( a, b, c); /* PWO: I dared to convert the code to use macros... */ glBegin(GL_LINE_LOOP); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); glEnd(); glBegin(GL_LINE_LOOP); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); glEnd(); glBegin(GL_LINE_LOOP); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); glEnd(); glBegin(GL_LINE_LOOP); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); glEnd(); glBegin(GL_LINE_LOOP); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); glEnd(); glBegin(GL_LINE_LOOP); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd(); # undef V # undef N } /* * Draws a solid cube. Code contributed by Andreas Umbach */ void glut_GLUTSolidCube(struct GlutIFace *Self, GLdouble dSize ) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; double size = dSize * 0.5; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidCube"); # define V(a,b,c) glVertex3d( a size, b size, c size); # define N(a,b,c) glNormal3d( a, b, c); /* PWO: Again, I dared to convert the code to use macros... */ glBegin(GL_QUADS); N( 1.0, 0.0, 0.0); V(+,-,+); V(+,-,-); V(+,+,-); V(+,+,+); N( 0.0, 1.0, 0.0); V(+,+,+); V(+,+,-); V(-,+,-); V(-,+,+); N( 0.0, 0.0, 1.0); V(+,+,+); V(-,+,+); V(-,-,+); V(+,-,+); N(-1.0, 0.0, 0.0); V(-,-,+); V(-,+,+); V(-,+,-); V(-,-,-); N( 0.0,-1.0, 0.0); V(-,-,+); V(-,-,-); V(+,-,-); V(+,-,+); N( 0.0, 0.0,-1.0); V(-,-,-); V(-,+,-); V(+,+,-); V(+,-,-); glEnd(); # undef V # undef N } /* * Compute lookup table of cos and sin values forming a cirle * * Notes: * It is the responsibility of the caller to free these tables * The size of the table is (n+1) to form a connected loop * The last entry is exactly the same as the first * The sign of n can be flipped to get the reverse loop */ static void fghCircleTable(double **sint,double **cost,const int n) { int i; /* Table size, the sign of n flips the circle direction */ const int size = abs(n); /* Determine the angle between samples */ const double angle = 2*M_PI/(double)((n == 0)? 1 : n); /* Allocate memory for n samples, plus duplicate of first entry at the end */ *sint = (double *) calloc(sizeof(double), size+1); *cost = (double *) calloc(sizeof(double), size+1); /* Bail out if memory allocation fails, fgError never returns */ if (!(*sint) || !(*cost)) { free(*sint); free(*cost); dprintf("Failed to allocate memory in fghCircleTable"); } /* Compute cos and sin around the circle */ (*sint)[0] = 0.0; (*cost)[0] = 1.0; for (i=1; i__glutContext; int i,j; /* Adjust z and radius as stacks are drawn. */ double z0,z1; double r0,r1; /* Pre-computed circle */ double *sint1,*cost1; double *sint2,*cost2; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidSphere"); fghCircleTable(&sint1,&cost1,-slices); fghCircleTable(&sint2,&cost2,stacks*2); /* The top stack is covered with a triangle fan */ z0 = 1.0; z1 = cost2[(stacks>0)?1:0]; r0 = 0.0; r1 = sint2[(stacks>0)?1:0]; glBegin(GL_TRIANGLE_FAN); { glNormal3d(0,0,1); glVertex3d(0,0,radius); for (j=slices; j>=0; j--) { glNormal3d(cost1[j]*r1, sint1[j]*r1, z1 ); glVertex3d(cost1[j]*r1*radius, sint1[j]*r1*radius, z1*radius); } } glEnd(); /* Cover each stack with a quad strip, except the top and bottom stacks */ for ( i=1; i__glutContext; int i,j; /* Adjust z and radius as stacks and slices are drawn. */ double r; double x,y,z; /* Pre-computed circle */ double *sint1,*cost1; double *sint2,*cost2; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR("glutWireSphere"); fghCircleTable(&sint1,&cost1,-slices); fghCircleTable(&sint2,&cost2, stacks*2); /* Draw a line loop for each stack */ for (i=1; i__glutContext; int i,j; /* Step in z and radius as stacks are drawn. */ double z0,z1; double r0,r1; const double zStep = height /(( stacks > 0)? stacks : 1); const double rStep = base /(( stacks > 0)? stacks : 1); /* Scaling factors for vertex normals */ const double cosn =(height * fast_reciprocal_sqrt(height * height + base * base )); const double sinn =(base * fast_reciprocal_sqrt(height * height + base * base )); /* Pre-computed circle */ double *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidCone"); fghCircleTable(&sint,&cost,-slices); /* Cover the circular base with a triangle fan... */ z0 = 0.0; z1 = zStep; r0 = base; r1 = r0 - rStep; glBegin(GL_TRIANGLE_FAN); { glNormal3d(0.0,0.0,-1.0); glVertex3d(0.0,0.0, z0); for (j=0; j<=slices; j++) { glVertex3d(cost[j]*r0, sint[j]*r0, z0); } } glEnd(); /* Cover each stack with a quad strip, except the top stack */ for (i=0; i__glutContext; int i,j; /* Step in z and radius as stacks are drawn. */ double z = 0.0; double r = base; const double zStep = height /(( stacks > 0)? stacks : 1); const double rStep = base /(( stacks > 0)? stacks : 1); /* Scaling factors for vertex normals */ const double cosn =(height * fast_reciprocal_sqrt(height * height + base * base )); const double sinn =(base * fast_reciprocal_sqrt(height * height + base * base )); /* Pre-computed circle */ double *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireCone"); fghCircleTable(&sint,&cost,-slices); /* Draw the stacks... */ for (i=0; i__glutContext; int i,j; /* Step in z and radius as stacks are drawn. */ double z0,z1; const double zStep = height / ((stacks > 0)? stacks : 1); /* Pre-computed circle */ double *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidCylinder"); fghCircleTable(&sint,&cost,-slices); /* Cover the base and top */ glBegin(GL_TRIANGLE_FAN); { glNormal3d(0.0, 0.0, -1.0); glVertex3d(0.0, 0.0, 0.0); for (j=0; j<=slices; j++) { glVertex3d(cost[j]*radius, sint[j]*radius, 0.0); } } glEnd(); glBegin(GL_TRIANGLE_FAN); { glNormal3d(0.0, 0.0, 1.0); glVertex3d(0.0, 0.0, height); for (j=slices; j>=0; j--) { glVertex3d(cost[j]*radius, sint[j]*radius, height); } } glEnd(); /* Do the stacks */ z0 = 0.0; z1 = zStep; for (i=1; i<=stacks; i++) { if (i==stacks) { z1 = height; } glBegin(GL_QUAD_STRIP); { for (j=0; j<=slices; j++){ glNormal3d(cost[j], sint[j], 0.0); glVertex3d(cost[j]*radius, sint[j]*radius, z0 ); glVertex3d(cost[j]*radius, sint[j]*radius, z1 ); } } glEnd(); z0 = z1; z1 += zStep; } /* Release sin and cos tables */ free(sint); free(cost); } /* * Draws a wire cylinder */ void glut_GLUTWireCylinder(struct GlutIFace *Self, GLdouble radius, GLdouble height, GLint slices, GLint stacks) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i,j; /* Step in z and radius as stacks are drawn. */ double z = 0.0; const double zStep = height /(( stacks > 0)? stacks : 1); /* Pre-computed circle */ double *sint,*cost; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireCylinder"); fghCircleTable(&sint,&cost,-slices); /* Draw the stacks... */ for (i=0; i<=stacks; i++) { if (i==stacks) { z = height; } glBegin(GL_LINE_LOOP); { for ( j=0; j__glutContext; double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi; double *vertex, *normal; int i, j; double spsi, cpsi, sphi, cphi ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireTorus"); if (nSides < 1) { nSides = 1; } if (nRings < 1) { nRings = 1; } /* Allocate the vertices array */ vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings); normal = (double *)calloc( sizeof(double), 3 * nSides * nRings); glPushMatrix(); dpsi = 2.0 * M_PI / (double)nRings ; dphi = -2.0 * M_PI / (double)nSides ; psi = 0.0; for ( j=0; j__glutContext; double iradius = dInnerRadius, oradius = dOuterRadius, phi, psi, dpsi, dphi; double *vertex, *normal; int i, j; double spsi, cpsi, sphi, cphi ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidTorus"); if (nSides < 1) { nSides = 1; } if (nRings < 1) { nRings = 1; } /* Increment the number of sides and rings to allow for one more point than surface */ nSides ++ ; nRings ++ ; /* Allocate the vertices array */ vertex = (double *)calloc( sizeof(double), 3 * nSides * nRings); normal = (double *)calloc( sizeof(double), 3 * nSides * nRings); glPushMatrix(); dpsi = 2.0 * M_PI / (double)(nRings - 1); dphi = -2.0 * M_PI / (double)(nSides - 1); psi = 0.0; for ( j=0; jx, v->y, v->z); v++; for (j=0; j<5; j++) { glVertex3d(v->x, v->y, v->z); v++; } } glEnd(); } } /* * */ void glut_GLUTWireDodecahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR("glutWireDodecahedron"); makeDodecahedron(glctx, GL_LINE_LOOP); } /* * */ void glut_GLUTSolidDodecahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR("glutSolidDodecahedron"); makeDodecahedron(glctx, GL_POLYGON); } static void makeOctahedron(struct GLContextIFace *glctx, GLenum type) { #include "glut_geometry_octahedron.h" const glut3d_t* v = glut_octahedron_data; glBegin(type); { int i; for (i=0; i<8; i++) { glNormal3d(v->x, v->y, v->z); v++; glVertex3d(v->x, v->y, v->z); v++; glVertex3d(v->x, v->y, v->z); v++; glVertex3d(v->x, v->y, v->z); v++; } } glEnd(); } /* * */ void glut_GLUTWireOctahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireOctahedron"); makeOctahedron(glctx, GL_LINE_LOOP); } /* * */ void glut_GLUTSolidOctahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidOctahedron"); makeOctahedron(glctx, GL_TRIANGLES); } /* Magic Numbers: r0 =(1, 0, 0 ) * r1 =(-1/3, 2 sqrt(2) / 3, 0 ) * r2 =(-1/3, -sqrt(2) / 3, sqrt(6) / 3 ) * r3 =(-1/3, -sqrt(2) / 3, -sqrt(6) / 3 ) * |r0| = |r1| = |r2| = |r3| = 1 * Distance between any two points is 2 sqrt(6) / 3 * * Normals: The unit normals are simply the negative of the coordinates of the point not on the surface. */ #define NUM_TETR_FACES 4 static GLdouble tet_r[4][3] = { { 1.0, 0.0, 0.0 }, { -0.333333333333, 0.942809041582, 0.0 }, { -0.333333333333, -0.471404520791, 0.816496580928 }, { -0.333333333333, -0.471404520791, -0.816496580928 } } ; static GLint tet_i[4][3] = /* Vertex indices */ { { 1, 3, 2 }, { 0, 2, 3 }, { 0, 3, 1 }, { 0, 1, 2 } }; /* * */ void glut_GLUTWireTetrahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR("glutWireTetrahedron"); glBegin(GL_LINE_LOOP); { glNormal3d(-tet_r[0][0], -tet_r[0][1], -tet_r[0][2]); glVertex3dv(tet_r[1]); glVertex3dv(tet_r[3]); glVertex3dv(tet_r[2]); glNormal3d(-tet_r[1][0], -tet_r[1][1], -tet_r[1][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[2]); glVertex3dv(tet_r[3]); glNormal3d(-tet_r[2][0], -tet_r[2][1], -tet_r[2][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[3]); glVertex3dv(tet_r[1]); glNormal3d(-tet_r[3][0], -tet_r[3][1], -tet_r[3][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[1]); glVertex3dv(tet_r[2]); } glEnd(); } /* * */ void glut_GLUTSolidTetrahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidTetrahedron"); glBegin(GL_TRIANGLES); { glNormal3d(-tet_r[0][0], -tet_r[0][1], -tet_r[0][2]); glVertex3dv(tet_r[1]); glVertex3dv(tet_r[3]); glVertex3dv(tet_r[2]); glNormal3d(-tet_r[1][0], -tet_r[1][1], -tet_r[1][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[2]); glVertex3dv(tet_r[3]); glNormal3d(-tet_r[2][0], -tet_r[2][1], -tet_r[2][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[3]); glVertex3dv(tet_r[1]); glNormal3d(-tet_r[3][0], -tet_r[3][1], -tet_r[3][2]); glVertex3dv(tet_r[0]); glVertex3dv(tet_r[1]); glVertex3dv(tet_r[2]); } glEnd(); } /* * */ double icos_r[12][3] = { { 1.0, 0.0, 0.0 }, { 0.447213595500, 0.894427191000, 0.0 }, { 0.447213595500, 0.276393202252, 0.850650808354 }, { 0.447213595500, -0.723606797748, 0.525731112119 }, { 0.447213595500, -0.723606797748, -0.525731112119 }, { 0.447213595500, 0.276393202252, -0.850650808354 }, { -0.447213595500, -0.894427191000, 0.0 }, { -0.447213595500, -0.276393202252, 0.850650808354 }, { -0.447213595500, 0.723606797748, 0.525731112119 }, { -0.447213595500, 0.723606797748, -0.525731112119 }, { -0.447213595500, -0.276393202252, -0.850650808354 }, { -1.0, 0.0, 0.0 } }; int icos_v [20][3] = { { 0, 1, 2 }, { 0, 2, 3 }, { 0, 3, 4 }, { 0, 4, 5 }, { 0, 5, 1 }, { 1, 8, 2 }, { 2, 7, 3 }, { 3, 6, 4 }, { 4, 10, 5 }, { 5, 9, 1 }, { 1, 9, 8 }, { 2, 8, 7 }, { 3, 7, 6 }, { 4, 6, 10 }, { 5, 10, 9 }, { 11, 9, 10 }, { 11, 8, 9 }, { 11, 7, 8 }, { 11, 6, 7 }, { 11, 10, 6 } }; void glut_GLUTWireIcosahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireIcosahedron"); for (i = 0; i < 20; i++ ) { double normal[3] ; normal[0] =( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1]) * (icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2])-(icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2]) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1] ); normal[1] =( icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2]) * (icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0])-(icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0]) * ( icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2] ); normal[2] =( icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0]) * ( icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1]) - ( icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1]) * ( icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0] ); glBegin(GL_LINE_LOOP); glNormal3dv(normal); glVertex3dv(icos_r[icos_v[i][0]]); glVertex3dv(icos_r[icos_v[i][1]]); glVertex3dv(icos_r[icos_v[i][2]]); glEnd(); } } /* * */ void glut_GLUTSolidIcosahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidIcosahedron"); glBegin(GL_TRIANGLES); for (i = 0; i < 20; i++ ) { double normal[3] ; normal[0] =(icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1])*(icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2])-(icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2])*(icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1]); normal[1] =(icos_r[icos_v[i][1]][2] - icos_r[icos_v[i][0]][2])*(icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0])-(icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0])*(icos_r[icos_v[i][2]][2] - icos_r[icos_v[i][0]][2]); normal[2] =(icos_r[icos_v[i][1]][0] - icos_r[icos_v[i][0]][0])*(icos_r[icos_v[i][2]][1] - icos_r[icos_v[i][0]][1])-(icos_r[icos_v[i][1]][1] - icos_r[icos_v[i][0]][1])*(icos_r[icos_v[i][2]][0] - icos_r[icos_v[i][0]][0]); glNormal3dv(normal); glVertex3dv(icos_r[icos_v[i][0]]); glVertex3dv(icos_r[icos_v[i][1]]); glVertex3dv(icos_r[icos_v[i][2]]); } glEnd(); } /* * */ double rdod_r[14][3] = { { 0.0, 0.0, 1.0 }, { 0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, 0.707106781187, 0.5 }, { -0.707106781187, 0.000000000000, 0.5 }, { 0.000000000000, -0.707106781187, 0.5 }, { 0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, 0.707106781187, 0.0 }, { -0.707106781187, -0.707106781187, 0.0 }, { 0.707106781187, -0.707106781187, 0.0 }, { 0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, 0.707106781187, -0.5 }, { -0.707106781187, 0.000000000000, -0.5 }, { 0.000000000000, -0.707106781187, -0.5 }, { 0.0, 0.0, -1.0 } }; int rdod_v [12][4] = { { 0, 1, 5, 2 }, { 0, 2, 6, 3 }, { 0, 3, 7, 4 }, { 0, 4, 8, 1 }, { 5, 10, 6, 2 }, { 6, 11, 7, 3 }, { 7, 12, 8, 4 }, { 8, 9, 5, 1 }, { 5, 9, 13, 10 }, { 6, 10, 13, 11 }, { 7, 11, 13, 12 }, { 8, 12, 13, 9 } }; double rdod_n[12][3] = { { 0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, 0.353553390594, 0.5 }, { -0.353553390594, -0.353553390594, 0.5 }, { 0.353553390594, -0.353553390594, 0.5 }, { 0.000000000000, 1.000000000000, 0.0 }, { -1.000000000000, 0.000000000000, 0.0 }, { 0.000000000000, -1.000000000000, 0.0 }, { 1.000000000000, 0.000000000000, 0.0 }, { 0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, 0.353553390594, -0.5 }, { -0.353553390594, -0.353553390594, -0.5 }, { 0.353553390594, -0.353553390594, -0.5 } } ; void glut_GLUTWireRhombicDodecahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireRhombicDodecahedron"); for (i = 0; i < 12; i++ ) { glBegin(GL_LINE_LOOP); glNormal3dv(rdod_n[i]); glVertex3dv(rdod_r[rdod_v[i][0]]); glVertex3dv(rdod_r[rdod_v[i][1]]); glVertex3dv(rdod_r[rdod_v[i][2]]); glVertex3dv(rdod_r[rdod_v[i][3]]); glEnd(); } } /* * */ void glut_GLUTSolidRhombicDodecahedron(struct GlutIFace *Self) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidRhombicDodecahedron"); glBegin(GL_QUADS); { for (i = 0; i < 12; i++){ glNormal3dv(rdod_n[i]); glVertex3dv(rdod_r[rdod_v[i][0]]); glVertex3dv(rdod_r[rdod_v[i][1]]); glVertex3dv(rdod_r[rdod_v[i][2]]); glVertex3dv(rdod_r[rdod_v[i][3]]); } } glEnd(); } void glut_GLUTWireSierpinskiSponge (struct GlutIFace *Self, int num_levels, GLdouble offset[3], GLdouble scale ) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i, j ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutWireSierpinskiSponge"); if (num_levels == 0){ for (i = 0 ; i < NUM_TETR_FACES ; i++){ glBegin(GL_LINE_LOOP); { glNormal3d(-tet_r[i][0], -tet_r[i][1], -tet_r[i][2]); for (j = 0; j < 3; j++){ double x = offset[0] + scale * tet_r[tet_i[i][j]][0] ; double y = offset[1] + scale * tet_r[tet_i[i][j]][1] ; double z = offset[2] + scale * tet_r[tet_i[i][j]][2] ; glVertex3d(x, y, z); } } glEnd(); } } else { GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ num_levels -- ; scale *= 0.5 ; for (i = 0 ; i < NUM_TETR_FACES ; i++){ local_offset[0] = offset[0] + scale * tet_r[i][0] ; local_offset[1] = offset[1] + scale * tet_r[i][1] ; local_offset[2] = offset[2] + scale * tet_r[i][2] ; glut_GLUTWireSierpinskiSponge (Self, num_levels, local_offset, scale); } } } void glut_GLUTSolidSierpinskiSponge (struct GlutIFace *Self, int num_levels, GLdouble offset[3], GLdouble scale ) { GLUTcontext ctx = (GLUTcontext)GET_INSTANCE(Self); struct GLContextIFace *glctx = ctx->__glutContext; int i, j ; FREEGLUT_EXIT_IF_NOT_INITIALISED_NR( "glutSolidSierpinskiSponge"); if (num_levels == 0) { glBegin(GL_TRIANGLES); { for (i = 0 ; i < NUM_TETR_FACES ; i++){ glNormal3d(-tet_r[i][0], -tet_r[i][1], -tet_r[i][2]); for (j = 0; j < 3; j++){ GLfloat x = offset[0] + scale * tet_r[tet_i[i][j]][0] ; GLfloat y = offset[1] + scale * tet_r[tet_i[i][j]][1] ; GLfloat z = offset[2] + scale * tet_r[tet_i[i][j]][2] ; glVertex3d(x, y, z); } } } glEnd(); } else { GLdouble local_offset[3] ; /* Use a local variable to avoid buildup of roundoff errors */ num_levels -- ; scale *= 0.5 ; for (i = 0 ; i < NUM_TETR_FACES ; i++){ local_offset[0] = offset[0] + scale * tet_r[i][0] ; local_offset[1] = offset[1] + scale * tet_r[i][1] ; local_offset[2] = offset[2] + scale * tet_r[i][2] ; glut_GLUTSolidSierpinskiSponge (Self, num_levels, local_offset, scale); } } } /*** END OF FILE ***/