/*
 ** License Applicability. Except to the extent portions of this file are
 ** made subject to an alternative license as permitted in the SGI Free
 ** Software License B, Version 1.1 (the "License"), the contents of this
 ** file are subject only to the provisions of the License. You may not use
 ** this file except in compliance with the License. You may obtain a copy
 ** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
 ** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
 **
 ** http://oss.sgi.com/projects/FreeB
 **
 ** Note that, as provided in the License, the Software is distributed on an
 ** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
 ** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
 ** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
 ** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
 **
 ** Original Code. The Original Code is: OpenGL Sample Implementation,
 ** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
 ** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
 ** Copyright in any portions created by third parties is as indicated
 ** elsewhere herein. All Rights Reserved.
 **
 ** Additional Notice Provisions: The application programming interfaces
 ** established by SGI in conjunction with the Original Code are The
 ** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
 ** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
 ** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
 ** Window System(R) (Version 1.3), released October 19, 1998. This software
 ** was created using the OpenGL(R) version 1.2.1 Sample Implementation
 ** published by SGI, but has not been independently verified as being
 ** compliant with the OpenGL(R) version 1.2.1 Specification.
 **
 */

#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 );
	struct GLContextIFace *Self;
};

GLUquadric * GLAPIENTRY
cgl_GLUNewQuadric(struct GLContextIFace *Self)
{
	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;
	newstate->Self = Self;
	return newstate;
}


void GLAPIENTRY
cgl_GLUDeleteQuadric(struct GLContextIFace *Self, GLUquadric *state)
{
	free(state);
}

static void gluQuadricError(GLUquadric *qobj, GLenum which)
{
	if (qobj->errorCallback) {
		qobj->errorCallback(which);
	}
}

void GLAPIENTRY
cgl_GLUQuadricCallback(struct GLContextIFace *Self, 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
cgl_GLUQuadricNormals(struct GLContextIFace *Self, 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
cgl_GLUQuadricTexture(struct GLContextIFace *Self, GLUquadric *qobj, GLboolean textureCoords)
{
	qobj->textureCoords = textureCoords;
}

void GLAPIENTRY
cgl_GLUQuadricOrientation(struct GLContextIFace *Self, 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
cgl_GLUQuadricDrawStyle(struct GLContextIFace *Self, 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
cgl_GLUCylinder(struct GLContextIFace *Self,
		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);

			Self->GLBegin(GL_QUAD_STRIP);
			for (i = 0; i <= slices; i++) {
				switch(qobj->normals) {
				case GLU_FLAT:
					Self->GLNormal3f(sinCache3[i], cosCache3[i], zNormal);
					break;
				case GLU_SMOOTH:
					Self->GLNormal3f(sinCache2[i], cosCache2[i], zNormal);
					break;
				case GLU_NONE:
				default:
					break;
				}
				if (qobj->orientation == GLU_OUTSIDE) {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								(float) j / stacks);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], zLow, 1.0);
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								(float) (j+1) / stacks);
					}
					Self->GLVertex4f(radiusHigh * sinCache[i],
							radiusHigh * cosCache[i], zHigh, 1.0);
				} else {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								(float) (j+1) / stacks);
					}
					Self->GLVertex4f(radiusHigh * sinCache[i],
							radiusHigh * cosCache[i], zHigh, 1.0);
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								(float) j / stacks);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], zLow, 1.0);
				}
			}
			Self->GLEnd();
		}
		break;
	case GLU_POINT:
		Self->GLBegin(GL_POINTS);
		for (i = 0; i < slices; i++) {
			switch(qobj->normals) {
			case GLU_FLAT:
			case GLU_SMOOTH:
				Self->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) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							(float) j / stacks);
				}
				Self->GLVertex4f(radiusLow * sintemp,
						radiusLow * costemp, zLow, 1.0);
			}
		}
		Self->GLEnd();
		break;
	case GLU_LINE:
		for (j = 1; j < stacks; j++) {
			zLow = j * height / stacks;
			radiusLow = baseRadius - deltaRadius * ((float) j / stacks);

			Self->GLBegin(GL_LINE_STRIP);
			for (i = 0; i <= slices; i++) {
				switch(qobj->normals) {
				case GLU_FLAT:
					Self->GLNormal3f(sinCache3[i], cosCache3[i], zNormal);
					break;
				case GLU_SMOOTH:
					Self->GLNormal3f(sinCache2[i], cosCache2[i], zNormal);
					break;
				case GLU_NONE:
				default:
					break;
				}
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							(float) j / stacks);
				}
				Self->GLVertex4f(radiusLow * sinCache[i],
						radiusLow * cosCache[i], zLow, 1.0);
			}
			Self->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);

			Self->GLBegin(GL_LINE_STRIP);
			for (i = 0; i <= slices; i++) {
				switch(qobj->normals) {
				case GLU_FLAT:
					Self->GLNormal3f(sinCache3[i], cosCache3[i], zNormal);
					break;
				case GLU_SMOOTH:
					Self->GLNormal3f(sinCache2[i], cosCache2[i], zNormal);
					break;
				case GLU_NONE:
				default:
					break;
				}
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							(float) j / stacks);
				}
				Self->GLVertex4f(radiusLow * sinCache[i], radiusLow * cosCache[i],
						zLow, 1.0);
			}
			Self->GLEnd();
		}
		for (i = 0; i < slices; i++) {
			switch(qobj->normals) {
			case GLU_FLAT:
			case GLU_SMOOTH:
				Self->GLNormal3f(sinCache2[i], cosCache2[i], 0.0);
				break;
			case GLU_NONE:
			default:
				break;
			}
			sintemp = sinCache[i];
			costemp = cosCache[i];
			Self->GLBegin(GL_LINE_STRIP);
			for (j = 0; j <= stacks; j++) {
				zLow = j * height / stacks;
				radiusLow = baseRadius - deltaRadius * ((float) j / stacks);

				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							(float) j / stacks);
				}
				Self->GLVertex4f(radiusLow * sintemp,
						radiusLow * costemp, zLow, 1.0);
			}
			Self->GLEnd();
		}
		break;
	default:
		break;
	}
}

void GLAPIENTRY
cgl_GLUDisk(struct GLContextIFace *Self, 
		GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
		GLint slices, GLint loops)
{
	Self->GLUPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);
}

void GLAPIENTRY
cgl_GLUPartialDisk(struct GLContextIFace *Self, 
		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) {
			Self->GLNormal3f(0.0, 0.0, 1.0);
		} else {
			Self->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 */
			Self->GLBegin(GL_TRIANGLE_FAN);
			if (qobj->textureCoords) {
				Self->GLTexCoord2f(0.5, 0.5);
			}
			Self->GLVertex4f(0.0, 0.0, 0.0, 1.0);
			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) {
						Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
								texLow * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], 0.0, 1.0);
				}
			} else {
				for (i = 0; i <= slices; i++) {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
								texLow * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], 0.0, 1.0);
				}
			}
			Self->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;
			}

			Self->GLBegin(GL_QUAD_STRIP);
			for (i = 0; i <= slices; i++) {
				if (qobj->orientation == GLU_OUTSIDE) {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
								texLow * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], 0.0, 1.0);

					if (qobj->textureCoords) {
						Self->GLTexCoord2f(texHigh * sinCache[i] + 0.5,
								texHigh * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusHigh * sinCache[i],
							radiusHigh * cosCache[i], 0.0, 1.0);
				} else {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(texHigh * sinCache[i] + 0.5,
								texHigh * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusHigh * sinCache[i],
							radiusHigh * cosCache[i], 0.0, 1.0);

					if (qobj->textureCoords) {
						Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
								texLow * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusLow * sinCache[i],
							radiusLow * cosCache[i], 0.0, 1.0);
				}
			}
			Self->GLEnd();
		}
		break;
	case GLU_POINT:
		Self->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;

					Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
							texLow * cosCache[i] + 0.5);
				}
				Self->GLVertex4f(radiusLow * sintemp, radiusLow * costemp, 0.0, 1.0);
			}
		}
		Self->GLEnd();
		break;
	case GLU_LINE:
		if (innerRadius == outerRadius) {
			Self->GLBegin(GL_LINE_STRIP);

			for (i = 0; i <= slices; i++) {
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(sinCache[i] / 2 + 0.5,
							cosCache[i] / 2 + 0.5);
				}
				Self->GLVertex4f(innerRadius * sinCache[i],
						innerRadius * cosCache[i], 0.0, 1.0);
			}
			Self->GLEnd();
			break;
		}
		for (j = 0; j <= loops; j++) {
			radiusLow = outerRadius - deltaRadius * ((float) j / loops);
			if (qobj->textureCoords) {
				texLow = radiusLow / outerRadius / 2;
			}

			Self->GLBegin(GL_LINE_STRIP);
			for (i = 0; i <= slices; i++) {
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
							texLow * cosCache[i] + 0.5);
				}
				Self->GLVertex4f(radiusLow * sinCache[i],
						radiusLow * cosCache[i], 0.0, 1.0);
			}
			Self->GLEnd();
		}
		for (i=0; i < slices2; i++) {
			sintemp = sinCache[i];
			costemp = cosCache[i];
			Self->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) {
					Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
							texLow * cosCache[i] + 0.5);
				}
				Self->GLVertex4f(radiusLow * sintemp, radiusLow * costemp, 0.0, 1.0);
			}
			Self->GLEnd();
		}
		break;
	case GLU_SILHOUETTE:
		if (sweepAngle < 360.0) {
			for (i = 0; i <= slices; i+= slices) {
				sintemp = sinCache[i];
				costemp = cosCache[i];
				Self->GLBegin(GL_LINE_STRIP);
				for (j = 0; j <= loops; j++) {
					radiusLow = outerRadius - deltaRadius * ((float) j / loops);

					if (qobj->textureCoords) {
						texLow = radiusLow / outerRadius / 2;
						Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
								texLow * cosCache[i] + 0.5);
					}
					Self->GLVertex4f(radiusLow * sintemp, radiusLow * costemp, 0.0, 1.0);
				}
				Self->GLEnd();
			}
		}
		for (j = 0; j <= loops; j += loops) {
			radiusLow = outerRadius - deltaRadius * ((float) j / loops);
			if (qobj->textureCoords) {
				texLow = radiusLow / outerRadius / 2;
			}

			Self->GLBegin(GL_LINE_STRIP);
			for (i = 0; i <= slices; i++) {
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(texLow * sinCache[i] + 0.5,
							texLow * cosCache[i] + 0.5);
				}
				Self->GLVertex4f(radiusLow * sinCache[i],
						radiusLow * cosCache[i], 0.0, 1.0);
			}
			Self->GLEnd();
			if (innerRadius == outerRadius) break;
		}
		break;
	default:
		break;
	}
}

void GLAPIENTRY
cgl_GLUSphere(struct GLContextIFace *Self, 
		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, sintemp2, sintemp3 = 0.0, sintemp4 = 0.0;
	GLfloat costemp1, 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];
				Self->GLNormal3f(sinCache2a[0] * sinCache2b[0],
						cosCache2a[0] * sinCache2b[0],
						cosCache2b[0]);
				break;
			default:
				break;
			}
			Self->GLBegin(GL_TRIANGLE_FAN);
			Self->GLVertex4f(0.0, 0.0, radius, 1.0);
			if (qobj->orientation == GLU_OUTSIDE) {
				for (i = slices; i >= 0; i--) {
					switch(qobj->normals) {
					case GLU_SMOOTH:
						Self->GLNormal3f(sinCache2a[i] * sintemp3,
								cosCache2a[i] * sintemp3,
								costemp3);
						break;
					case GLU_FLAT:
						if (i != slices) {
							Self->GLNormal3f(sinCache3a[i+1] * sintemp3,
									cosCache3a[i+1] * sintemp3,
									costemp3);
						}
						break;
					case GLU_NONE:
					default:
						break;
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				}
			} else {
				for (i = 0; i <= slices; i++) {
					switch(qobj->normals) {
					case GLU_SMOOTH:
						Self->GLNormal3f(sinCache2a[i] * sintemp3,
								cosCache2a[i] * sintemp3,
								costemp3);
						break;
					case GLU_FLAT:
						Self->GLNormal3f(sinCache3a[i] * sintemp3,
								cosCache3a[i] * sintemp3,
								costemp3);
						break;
					case GLU_NONE:
					default:
						break;
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				}
			}
			Self->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];
				Self->GLNormal3f(sinCache2a[stacks] * sinCache2b[stacks],
						cosCache2a[stacks] * sinCache2b[stacks],
						cosCache2b[stacks]);
				break;
			default:
				break;
			}
			Self->GLBegin(GL_TRIANGLE_FAN);
			Self->GLVertex4f(0.0, 0.0, -radius, 1.0);
			if (qobj->orientation == GLU_OUTSIDE) {
				for (i = 0; i <= slices; i++) {
					switch(qobj->normals) {
					case GLU_SMOOTH:
						Self->GLNormal3f(sinCache2a[i] * sintemp3,
								cosCache2a[i] * sintemp3,
								costemp3);
						break;
					case GLU_FLAT:
						Self->GLNormal3f(sinCache3a[i] * sintemp3,
								cosCache3a[i] * sintemp3,
								costemp3);
						break;
					case GLU_NONE:
					default:
						break;
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				}
			} else {
				for (i = slices; i >= 0; i--) {
					switch(qobj->normals) {
					case GLU_SMOOTH:
						Self->GLNormal3f(sinCache2a[i] * sintemp3,
								cosCache2a[i] * sintemp3,
								costemp3);
						break;
					case GLU_FLAT:
						if (i != slices) {
							Self->GLNormal3f(sinCache3a[i+1] * sintemp3,
									cosCache3a[i+1] * sintemp3,
									costemp3);
						}
						break;
					case GLU_NONE:
					default:
						break;
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				}
			}
			Self->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;
			}

			Self->GLBegin(GL_QUAD_STRIP);
			for (i = 0; i <= slices; i++) {
				switch(qobj->normals) {
				case GLU_SMOOTH:
					Self->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) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								1 - (float) (j+1) / stacks);
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				} else {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								1 - (float) j / stacks);
					}
					Self->GLVertex4f(sintemp1 * sinCache1a[i],
							sintemp1 * cosCache1a[i], zLow, 1.0);
				}
				switch(qobj->normals) {
				case GLU_SMOOTH:
					Self->GLNormal3f(sinCache2a[i] * sintemp4,
							cosCache2a[i] * sintemp4,
							costemp4);
					break;
				case GLU_FLAT:
					Self->GLNormal3f(sinCache3a[i] * sintemp4,
							cosCache3a[i] * sintemp4,
							costemp4);
					break;
				case GLU_NONE:
				default:
					break;
				}
				if (qobj->orientation == GLU_OUTSIDE) {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								1 - (float) j / stacks);
					}
					Self->GLVertex4f(sintemp1 * sinCache1a[i],
							sintemp1 * cosCache1a[i], zLow, 1.0);
				} else {
					if (qobj->textureCoords) {
						Self->GLTexCoord2f(1 - (float) i / slices,
								1 - (float) (j+1) / stacks);
					}
					Self->GLVertex4f(sintemp2 * sinCache1a[i],
							sintemp2 * cosCache1a[i], zHigh, 1.0);
				}
			}
			Self->GLEnd();
		}
		break;
	case GLU_POINT:
		Self->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:
					Self->GLNormal3f(sinCache2a[i] * sintemp2,
							cosCache2a[i] * sintemp2,
							costemp2);
					break;
				case GLU_NONE:
				default:
					break;
				}

				zLow = j * radius / stacks;

				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							1 - (float) j / stacks);
				}
				Self->GLVertex4f(sintemp1 * sinCache1a[i],
						sintemp1 * cosCache1a[i], costemp1, 1.0);
			}
		}
		Self->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;
			}

			Self->GLBegin(GL_LINE_STRIP);
			for (i = 0; i <= slices; i++) {
				switch(qobj->normals) {
				case GLU_FLAT:
					Self->GLNormal3f(sinCache3a[i] * sintemp2,
							cosCache3a[i] * sintemp2,
							costemp2);
					break;
				case GLU_SMOOTH:
					Self->GLNormal3f(sinCache2a[i] * sintemp2,
							cosCache2a[i] * sintemp2,
							costemp2);
					break;
				case GLU_NONE:
				default:
					break;
				}
				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							1 - (float) j / stacks);
				}
				Self->GLVertex4f(sintemp1 * sinCache1a[i],
						sintemp1 * cosCache1a[i], costemp1, 1.0);
			}
			Self->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;
			}

			Self->GLBegin(GL_LINE_STRIP);
			for (j = 0; j <= stacks; j++) {
				switch(qobj->normals) {
				case GLU_FLAT:
					Self->GLNormal3f(sintemp2 * sinCache3b[j],
							costemp2 * sinCache3b[j],
							cosCache3b[j]);
					break;
				case GLU_SMOOTH:
					Self->GLNormal3f(sintemp2 * sinCache2b[j],
							costemp2 * sinCache2b[j],
							cosCache2b[j]);
					break;
				case GLU_NONE:
				default:
					break;
				}

				if (qobj->textureCoords) {
					Self->GLTexCoord2f(1 - (float) i / slices,
							1 - (float) j / stacks);
				}
				Self->GLVertex4f(sintemp1 * sinCache1b[j],
						costemp1 * sinCache1b[j], cosCache1b[j], 1.0);
			}
			Self->GLEnd();
		}
		break;
	default:
		break;
	}
}
