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-rw-r--r--sdl/gldraw.c516
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();
+}
+