wine/dlls/glu32/quad.c
Alexandre Julliard f60ec4ea06 glu32: Build with msvcrt.
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
2020-11-12 13:58:01 +01:00

1173 lines
30 KiB
C

/*
* 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 <stdarg.h>
#include <math.h>
#include "windef.h"
#include "winbase.h"
#include "wine/wgl.h"
#include "wine/glu.h"
/* Make it not a power of two to avoid cache thrashing on the chip */
#define CACHE_SIZE 240
struct GLUquadric {
GLint normals;
GLboolean textureCoords;
GLint orientation;
GLint drawStyle;
void (GLAPIENTRY *errorCallback)( GLint );
};
/***********************************************************************
* gluNewQuadric (GLU32.@)
*/
GLUquadric * WINAPI gluNewQuadric(void)
{
GLUquadric *newstate;
newstate = HeapAlloc(GetProcessHeap(), 0, 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;
}
/***********************************************************************
* gluDeleteQuadric (GLU32.@)
*/
void WINAPI gluDeleteQuadric( GLUquadric *state )
{
HeapFree(GetProcessHeap(), 0, state);
}
static void gluQuadricError(GLUquadric *qobj, GLenum which)
{
if (qobj->errorCallback) {
qobj->errorCallback(which);
}
}
/***********************************************************************
* gluQuadricCallback (GLU32.@)
*/
void WINAPI gluQuadricCallback( GLUquadric *qobj, GLenum which, void (CALLBACK *fn)(void) )
{
switch (which) {
case GLU_ERROR:
qobj->errorCallback = (void (GLAPIENTRY *)(GLint)) fn;
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
}
/***********************************************************************
* gluQuadricNormals (GLU32.@)
*/
void WINAPI 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;
}
/***********************************************************************
* gluQuadricTexture (GLU32.@)
*/
void WINAPI gluQuadricTexture( GLUquadric *qobj, GLboolean textureCoords )
{
qobj->textureCoords = textureCoords;
}
/***********************************************************************
* gluQuadricOrientation (GLU32.@)
*/
void WINAPI gluQuadricOrientation( GLUquadric *qobj, GLenum orientation )
{
switch(orientation) {
case GLU_OUTSIDE:
case GLU_INSIDE:
break;
default:
gluQuadricError(qobj, GLU_INVALID_ENUM);
return;
}
qobj->orientation = orientation;
}
/***********************************************************************
* gluQuadricDrawStyle (GLU32.@)
*/
void WINAPI 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;
}
/***********************************************************************
* gluCylinder (GLU32.@)
*/
void WINAPI 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 = sqrtf(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 * M_PI * i / slices;
if (needCache2) {
if (qobj->orientation == GLU_OUTSIDE) {
sinCache2[i] = xyNormalRatio * sinf(angle);
cosCache2[i] = xyNormalRatio * cosf(angle);
} else {
sinCache2[i] = -xyNormalRatio * sinf(angle);
cosCache2[i] = -xyNormalRatio * cosf(angle);
}
}
sinCache[i] = sinf(angle);
cosCache[i] = cosf(angle);
}
if (needCache3) {
for (i = 0; i < slices; i++) {
angle = 2 * M_PI * (i-0.5) / slices;
if (qobj->orientation == GLU_OUTSIDE) {
sinCache3[i] = xyNormalRatio * sinf(angle);
cosCache3[i] = xyNormalRatio * cosf(angle);
} else {
sinCache3[i] = -xyNormalRatio * sinf(angle);
cosCache3[i] = -xyNormalRatio * cosf(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;
}
}
/***********************************************************************
* gluDisk (GLU32.@)
*/
void WINAPI gluDisk( GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops )
{
gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);
}
/***********************************************************************
* gluPartialDisk (GLU32.@)
*/
void WINAPI 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 * M_PI;
for (i = 0; i <= slices; i++) {
angle = angleOffset + ((M_PI * sweepAngle) / 180.0) * i / slices;
sinCache[i] = sinf(angle);
cosCache[i] = cosf(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;
}
}
/***********************************************************************
* gluSphere (GLU32.@)
*/
void WINAPI 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 * M_PI * i / slices;
sinCache1a[i] = sinf(angle);
cosCache1a[i] = cosf(angle);
if (needCache2) {
sinCache2a[i] = sinCache1a[i];
cosCache2a[i] = cosCache1a[i];
}
}
for (j = 0; j <= stacks; j++) {
angle = M_PI * j / stacks;
if (needCache2) {
if (qobj->orientation == GLU_OUTSIDE) {
sinCache2b[j] = sinf(angle);
cosCache2b[j] = cosf(angle);
} else {
sinCache2b[j] = -sinf(angle);
cosCache2b[j] = -cosf(angle);
}
}
sinCache1b[j] = radius * sinf(angle);
cosCache1b[j] = radius * cosf(angle);
}
/* Make sure it comes to a point */
sinCache1b[0] = 0;
sinCache1b[stacks] = 0;
if (needCache3) {
for (i = 0; i < slices; i++) {
angle = 2 * M_PI * (i-0.5) / slices;
sinCache3a[i] = sinf(angle);
cosCache3a[i] = cosf(angle);
}
for (j = 0; j <= stacks; j++) {
angle = M_PI * (j - 0.5) / stacks;
if (qobj->orientation == GLU_OUTSIDE) {
sinCache3b[j] = sinf(angle);
cosCache3b[j] = cosf(angle);
} else {
sinCache3b[j] = -sinf(angle);
cosCache3b[j] = -cosf(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;
}
}