diff options
Diffstat (limited to 'sdl/gldraw.c')
-rw-r--r-- | sdl/gldraw.c | 516 |
1 files changed, 516 insertions, 0 deletions
diff --git a/sdl/gldraw.c b/sdl/gldraw.c new file mode 100644 index 0000000..67f317b --- /dev/null +++ b/sdl/gldraw.c @@ -0,0 +1,516 @@ +/* draw.c + * + * Draw + * + * + */ + +#include <GL/glew.h> +#include <GL/freeglut.h> +#include <math.h> +#include "math3d.h" +#include "gldraw.h" + +void glDrawSnowman(void) +{ + GLUquadricObj *pObj; /* quadric object */ + + /* main body */ + glPushMatrix(); + pObj = gluNewQuadric(); + gluQuadricNormals(pObj, GLU_SMOOTH); + + glPushMatrix(); + glColor3f(1.0f, 1.0f, 1.0f); + gluSphere(pObj, .40f, 26, 13); /* bottom */ + + /* mid section */ + glTranslatef(0.0f, .550f, 0.0f); + gluSphere(pObj, .3f, 26, 13); + + /* head */ + glTranslatef(0.0f, 0.45f, 0.0f); + gluSphere(pObj, 0.24f, 26, 13); + + /* eyes */ + glColor3f(0.0f, 0.0f, 0.0f); + glTranslatef(0.1f, 0.1f, 0.21f); + gluSphere(pObj, 0.02f, 26, 13); + + glTranslatef(-0.2f, 0.0f, 0.0f); + gluSphere(pObj, 0.02f, 26, 13); + + /* nose */ + glColor3f(1.0f, 0.3f, 0.3f); + glTranslatef(0.1f, -0.12f, 0.0f); + gluCylinder(pObj, 0.04f, 0.0f, 0.3f, 26, 13); + glPopMatrix(); + + /* hat */ + glPushMatrix(); + glColor3f(0.0f, 0.0f, 0.0f); + glTranslatef(0.0f, 1.17f, 0.0f); + glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + gluCylinder(pObj, 0.17f, 0.17f, 0.4f, 26, 13); + + /* hat brim */ + glDisable(GL_CULL_FACE); + gluDisk(pObj, 0.17f, 0.28f, 26, 13); + glEnable(GL_CULL_FACE); + + glTranslatef(0.0f, 0.0f, 0.40f); + gluDisk(pObj, 0.0f, 0.17f, 26, 13); + glPopMatrix(); + glPopMatrix(); + + /* delete the quadric */ + gluDeleteQuadric(pObj); +} + +/* this screws up the rendering, possibly becasue it's glut? */ +void glDrawFigures(void) +{ + glDisable(GL_TEXTURE_2D); + glDisable(GL_LIGHTING); + glPushMatrix(); + /* scale the figures */ + glScalef(0.02f, 0.02f, 0.02f); + + /* draw red cube */ + glColor3f(1.0f, 0.0f, 0.0f); + glPushMatrix(); + glutSolidCube(48.0f); + glPopMatrix(); + + /* draw green sphere */ + glColor3f(0.0f, 1.0f, 0.0f); + glPushMatrix(); + glTranslatef(-60.0f, 0.0f, 0.0f); + glutSolidSphere(25.0f, 50, 50); + glPopMatrix(); + + /* draw magenta torus */ + glColor3f(1.0f, 0.0f, 1.0f); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 60.0f); + glutSolidTorus(8.0f, 16.0f, 50, 50); + glPopMatrix(); + + /* draw yellow cone */ + glColor3f(1.0f, 1.0f, 0.0f); + glPushMatrix(); + glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + glTranslatef(60.0f, 0.0f, -24.0f); + glutSolidCone(25.0f, 50.0f, 50, 50); + glPopMatrix(); + + /* draw cyan teapot */ + glColor3f(0.0f, 1.0f, 1.0f); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, -60.0f); + glutSolidTeapot(25.0f); + glPopMatrix(); + glPopMatrix(); + glEnable(GL_LIGHTING); + glEnable(GL_TEXTURE_2D); +} + +void glDrawTriangle(void) +{ + M3DVector3f vNormal; + M3DVector3f vCorners[5] = { + { 0.0f, 0.6f, 0.0f }, /* top 0 */ + { -0.5f, -0.2f, -.50f }, /* back left 1 */ + { 0.5f, -0.2f, -0.50f }, /* back right 2 */ + { 0.5f, -0.2f, 0.5f }, /* front right 3 */ + { -0.5f, -0.2f, 0.5f } /* front left 4 */ + }; + + glBegin(GL_TRIANGLES); + /* bottom section - two triangles */ + glNormal3f(0.0f, -1.0f, 0.0f); + + /* map texture to geometry */ + glTexCoord2f(1.0f, 1.0f); + glVertex3fv(vCorners[2]); + glTexCoord2f(0.0f, 1.0f); + glVertex3fv(vCorners[4]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[1]); + glTexCoord2f(1.0f, 1.0f); + glVertex3fv(vCorners[2]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[3]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[4]); + + /* front face */ + m3dFindNormalf(vNormal, vCorners[0], vCorners[4], vCorners[3]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[4]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[3]); + + /* left face */ + m3dFindNormalf(vNormal, vCorners[0], vCorners[1], vCorners[4]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[1]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[4]); + + /* back face */ + m3dFindNormalf(vNormal, vCorners[0], vCorners[2], vCorners[1]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[2]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[1]); + + /* right face */ + m3dFindNormalf(vNormal, vCorners[0], vCorners[3], vCorners[2]); + glNormal3fv(vNormal); + glTexCoord2f(0.5f, 1.0f); + glVertex3fv(vCorners[0]); + glTexCoord2f(0.0f, 0.0f); + glVertex3fv(vCorners[3]); + glTexCoord2f(1.0f, 0.0f); + glVertex3fv(vCorners[2]); + glEnd(); +} + +void glDrawGround(void) +{ + GLfloat fExtent = 20.0f; + GLfloat fStep = 0.5f; + GLfloat y = -0.4f; + GLfloat iLine; + + glLineWidth(1.0f); + glBegin(GL_LINES); + for (iLine = -fExtent; iLine <= fExtent; iLine += fStep) + { + glVertex3f(iLine, y, fExtent); + glVertex3f(iLine, y, -fExtent); + glVertex3f(fExtent, y, iLine); + glVertex3f(-fExtent, y, iLine); + } + glEnd(); +} + +void glDrawUnitAxes(void) +{ + GLUquadricObj *pObj; /* temporary, used for quadrics */ + + /* measurements */ + float fAxisRadius = 0.025f; + float fAxisHeight = 1.0f; + float fArrowRadius = 0.06f; + float fArrowHeight = 0.1f; + + /* setup the quadric object */ + pObj = gluNewQuadric(); + gluQuadricDrawStyle(pObj, GLU_FILL); + gluQuadricNormals(pObj, GLU_SMOOTH); + gluQuadricOrientation(pObj, GLU_OUTSIDE); + gluQuadricTexture(pObj, GLU_FALSE); + + /* draw the blue z axis first with arrowed head */ + glColor3f(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 1.0f, 0.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + + /* draw the red x axis 2nd with arrowed head */ + glColor3f(1.0f, 0.0f, 0.0f); + glPushMatrix(); + glRotatef(90.0f, 0.0f, 1.0f, 0.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 0.0f, 1.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + glPopMatrix(); + + /* draw the green y axis 3rd with arrowed head */ + glColor3f(0.0f, 1.0f, 0.0f); + glPushMatrix(); + glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); + gluCylinder(pObj, fAxisRadius, fAxisRadius, fAxisHeight, 10, 1); + glPushMatrix(); + glTranslatef(0.0f, 0.0f, 1.0f); + gluCylinder(pObj, fArrowRadius, 0.0f, fArrowHeight, 10, 1); + glRotatef(180.0f, 1.0f, 0.0f, 0.0f); + gluDisk(pObj, fAxisRadius, fArrowRadius, 10, 1); + glPopMatrix(); + glPopMatrix(); + + /* white sphere at origin */ + glColor3f(1.0f, 1.0f, 1.0f); + gluSphere(pObj, 0.05f, 15, 15); + + /* delete the quadric */ + gluDeleteQuadric(pObj); +} + +/* draw a torus (doughnut), using the current 1d texture for light shading */ +void glDrawTorus(GLfloat majorRadius, GLfloat minorRadius, GLint numMajor, + GLint numMinor) +{ + M3DVector3f vNormal; + double majorStep = 2.0f * M3D_PI / numMajor; + double minorStep = 2.0f * M3D_PI / numMinor; + int i, j; + + for (i = 0; i < numMajor; ++i) + { + double a0 = i * majorStep; + double a1 = a0 + majorStep; + GLfloat x0 = (GLfloat) cos(a0); + GLfloat y0 = (GLfloat) sin(a0); + GLfloat x1 = (GLfloat) cos(a1); + GLfloat y1 = (GLfloat) sin(a1); + + glBegin(GL_TRIANGLE_STRIP); + for (j = 0; j <= numMinor; ++j) + { + double b = j * minorStep; + GLfloat c = (GLfloat) cos(b); + GLfloat r = minorRadius * c + majorRadius; + GLfloat z = minorRadius * (GLfloat) sin(b); + + glTexCoord2f((float) (i) / (float) (numMajor), (float) (j) \ + / (float) (numMinor)); + vNormal[0] = x0 * c; + vNormal[1] = y0 * c; + vNormal[2] = z / minorRadius; + m3dNormalizeVectorf(vNormal); + glNormal3fv(vNormal); + glVertex3f(x0 * r, y0 * r, z); + + glTexCoord2f((float) (i + 1) / (float) (numMajor), (float) (j) \ + / (float) (numMinor)); + vNormal[0] = x1 * c; + vNormal[1] = y1 * c; + vNormal[2] = z / minorRadius; + m3dNormalizeVectorf(vNormal); + glNormal3fv(vNormal); + glVertex3f(x1 * r, y1 * r, z); + } + glEnd(); + } +} + +void glDrawJet(void) +{ + M3DVector3f vNormal; + + /* nose cone, points straight down, set material color */ + /* follow few lines use manual approach */ + glBegin(GL_TRIANGLES); + glNormal3f(0.0f, -1.0f, 0.0f); + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(0.0f, 0.0f, 60.0f); + glVertex3f(-15.0f, 0.0f, 30.0f); + glVertex3f(15.0f, 0.0f, 30.0f); + + /* verticies for this panel */ + { + M3DVector3f vPoints[3] = { { 15.0f, 0.0f, 30.0f }, + { 0.0f, 15.0f, 30.0f }, + { 0.0f, 0.0f, 60.0f } }; + + /* calculate the normal for the plane */ + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 0.0f, 60.0f }, + { 0.0f, 15.0f, 30.0f }, + { -15.0f, 0.0f, 30.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + /* body of the plane */ + { + M3DVector3f vPoints[3] = { { -15.0f, 0.0f, 30.0f }, + { 0.0f, 15.0f, 30.0f }, + { 0.0f, 0.0f, -56.0f }}; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 0.0f, -56.0f }, + { 0.0f, 15.0f, 30.0f }, + { 15.0f, 0.0f, 30.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(15.0f, 0.0f, 30.0f); + glVertex3f(-15.0f, 0.0f, 30.0f); + glVertex3f(0.0f, 0.0f, -56.0f); + + /* left wing, large triangle for bottom of wing */ + { + M3DVector3f vPoints[3] = { { 0.0f, 2.0f, 27.0f }, + { -60.0f, 2.0f, -8.0f }, + { 60.0f, 2.0f, -8.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 60.0f, 2.0f, -8.0f }, + { 0.0f, 7.0f, -8.0f }, + { 0.0f, 2.0f, 27.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 60.0f, 2.0f, -8.0f }, + { -60.0f, 2.0f, -8.0f }, + { 0.0f, 7.0f, -8.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 2.0f, 27.0f }, + { 0.0f, 7.0f, -8.0f }, + { -60.0f, 2.0f, -8.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + /* tail section */ + /* bottom of back fin */ + glNormal3f(0.0f, -1.0f, 0.0f); + glVertex3f(-30.0f, -0.50f, -57.0f); + glVertex3f(30.0f, -0.50f, -57.0f); + glVertex3f(0.0f, -0.50f, -40.0f); + + { + M3DVector3f vPoints[3] = { { 0.0f, -0.5f, -40.0f }, + { 30.0f, -0.5f, -57.0f }, + { 0.0f, 4.0f, -57.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 4.0f, -57.0f }, + { -30.0f, -0.5f, -57.0f }, + { 0.0f, -0.5f, -40.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 30.0f, -0.5f, -57.0f }, + { -30.0f, -0.5f, -57.0f }, + { 0.0f, 4.0f, -57.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 0.5f, -40.0f }, + { 3.0f, 0.5f, -57.0f }, + { 0.0f, 25.0f, -65.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 0.0f, 25.0f, -65.0f }, + { -3.0f, 0.5f, -57.0f }, + { 0.0f, 0.5f, -40.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + { + M3DVector3f vPoints[3] = { { 3.0f, 0.5f, -57.0f }, + { -3.0f, 0.5f, -57.0f }, + { 0.0f, 25.0f, -65.0f } }; + + m3dFindNormalf(vNormal, vPoints[0], vPoints[1], vPoints[2]); + glNormal3fv(vNormal); + glVertex3fv(vPoints[0]); + glVertex3fv(vPoints[1]); + glVertex3fv(vPoints[2]); + } + + glEnd(); +} + |