コード例 #1
0
void GLAPIENTRY
gluCylinder(GLUquadricObj * qobj,
	    GLdouble baseRadius, GLdouble topRadius,
	    GLdouble height, GLint slices, GLint stacks)
{
   GLdouble da, r, dr, dz;
   GLfloat x, y, z, nz, nsign;
   GLint i, j;

   if (qobj->Orientation == GLU_INSIDE) {
      nsign = -1.0;
   }
   else {
      nsign = 1.0;
   }

   da = 2.0 * M_PI / slices;
   dr = (topRadius - baseRadius) / stacks;
   dz = height / stacks;
   nz = (baseRadius - topRadius) / height;	/* Z component of normal vectors */

   if (qobj->DrawStyle == GLU_POINT) {
      glBegin(GL_POINTS);
      for (i = 0; i < slices; i++) {
	 x = cos(i * da);
	 y = sin(i * da);
	 normal3f(x * nsign, y * nsign, nz * nsign);

	 z = 0.0;
	 r = baseRadius;
	 for (j = 0; j <= stacks; j++) {
	    glVertex3f(x * r, y * r, z);
	    z += dz;
	    r += dr;
	 }
      }
      glEnd();
   }
   else if (qobj->DrawStyle == GLU_LINE || qobj->DrawStyle == GLU_SILHOUETTE) {
      /* Draw rings */
      if (qobj->DrawStyle == GLU_LINE) {
	 z = 0.0;
	 r = baseRadius;
	 for (j = 0; j <= stacks; j++) {
	    glBegin(GL_LINE_LOOP);
	    for (i = 0; i < slices; i++) {
	       x = cos(i * da);
	       y = sin(i * da);
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       glVertex3f(x * r, y * r, z);
	    }
	    glEnd();
	    z += dz;
	    r += dr;
	 }
      }
      else {
	 /* draw one ring at each end */
	 if (baseRadius != 0.0) {
	    glBegin(GL_LINE_LOOP);
	    for (i = 0; i < slices; i++) {
	       x = cos(i * da);
	       y = sin(i * da);
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       glVertex3f(x * baseRadius, y * baseRadius, 0.0);
	    }
	    glEnd();
	    glBegin(GL_LINE_LOOP);
	    for (i = 0; i < slices; i++) {
	       x = cos(i * da);
	       y = sin(i * da);
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       glVertex3f(x * topRadius, y * topRadius, height);
	    }
	    glEnd();
	 }
      }
      /* draw length lines */
      glBegin(GL_LINES);
      for (i = 0; i < slices; i++) {
	 x = cos(i * da);
	 y = sin(i * da);
	 normal3f(x * nsign, y * nsign, nz * nsign);
	 glVertex3f(x * baseRadius, y * baseRadius, 0.0);
	 glVertex3f(x * topRadius, y * topRadius, height);
      }
      glEnd();
   }
   else if (qobj->DrawStyle == GLU_FILL) {
      GLfloat ds = 1.0 / slices;
      GLfloat dt = 1.0 / stacks;
      GLfloat t = 0.0;
      z = 0.0;
      r = baseRadius;
      for (j = 0; j < stacks; j++) {
	 GLfloat s = 0.0;
	 glBegin(GL_QUAD_STRIP);
	 for (i = 0; i <= slices; i++) {
	    GLfloat x, y;
	    if (i == slices) {
	       x = sin(0.0);
	       y = cos(0.0);
	    }
	    else {
	       x = sin(i * da);
	       y = cos(i * da);
	    }
	    if (nsign == 1.0) {
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       TXTR_COORD(s, t);
	       glVertex3f(x * r, y * r, z);
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       TXTR_COORD(s, t + dt);
	       glVertex3f(x * (r + dr), y * (r + dr), z + dz);
	    }
	    else {
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       TXTR_COORD(s, t);
	       glVertex3f(x * r, y * r, z);
	       normal3f(x * nsign, y * nsign, nz * nsign);
	       TXTR_COORD(s, t + dt);
	       glVertex3f(x * (r + dr), y * (r + dr), z + dz);
	    }
	    s += ds;
	 }			/* for slices */
	 glEnd();
	 r += dr;
	 t += dt;
	 z += dz;
      }				/* for stacks */
   }
}
コード例 #2
0
ファイル: cylinder.cpp プロジェクト: avilleret/Gem
void cylinder :: render(GemState *state)
{
  setupParameters();
  if(m_drawType==GL_DEFAULT_GEM)m_drawType=GL_FILL;

  GLdouble da, r, dr, dz;
  GLfloat x, y, z, nz;
  GLint i, j;
  /* coverity[dead_error_condition] we might want to play with orientation (FIXME) */
  GLboolean orientation = false; /* true=INSIDE */
  GLfloat nsign = (orientation)?-1.0:1.0;

  TexCoord*texCoords=NULL;
  int texType=0;
  int texNum=0;
  bool lighting=false;
  state->get(GemState::_GL_TEX_COORDS, texCoords);
  state->get(GemState::_GL_TEX_TYPE, texType);
  state->get(GemState::_GL_TEX_NUMCOORDS, texNum);
  state->get(GemState::_GL_LIGHTING, lighting);


  GLfloat xsize = 1.0, xsize0 = 0.0;
  GLfloat ysize = 1.0, ysize0 = 0.0;
  if(texType && texNum>=3){
    xsize0 = texCoords[0].s;
    xsize  = texCoords[1].s-xsize0;
    ysize0 = texCoords[1].t;
    ysize  = texCoords[2].t-ysize0;
  }

  glPushMatrix();
  glTranslatef(0.f, 0.f, -m_size);

  // gluCylinder(m_thing, m_size, m_size, m_size * 2, m_numSlices, m_numSlices);
  da = 2.0 * M_PI / slices;
  dr = (topRadius - baseRadius) / stacks;
  dz = height / stacks;
  nz = (baseRadius - topRadius) / height;	/* Z component of normal vectors */

  if (m_drawType == GL_POINT) {
    glBegin(GL_POINTS);
    for (i = 0; i < slices; i++) {
      x = cos(i * da);
      y = sin(i * da);
      normal3f(x * nsign, y * nsign, nz * nsign);

      z = 0.0;
      r = baseRadius;
      for (j = 0; j <= stacks; j++) {
        glVertex3f(x * r, y * r, z);
        z += dz;
        r += dr;
      }
    }
    glEnd();
  }
  else if (m_drawType == GL_LINE || m_drawType == GLU_SILHOUETTE) {
    /* Draw rings */
    if (m_drawType == GL_LINE) {
      z = 0.0;
      r = baseRadius;
      for (j = 0; j <= stacks; j++) {
        glBegin(GL_LINE_LOOP);
        for (i = 0; i < slices; i++) {
          x = cos(i * da);
          y = sin(i * da);
          normal3f(x * nsign, y * nsign, nz * nsign);
          glVertex3f(x * r, y * r, z);
        }
        glEnd();
        z += dz;
        r += dr;
      }
    }
    else {
      /* draw one ring at each end */
      if (baseRadius != 0.0) {
        glBegin(GL_LINE_LOOP);
        for (i = 0; i < slices; i++) {
          x = cos(i * da);
          y = sin(i * da);
          normal3f(x * nsign, y * nsign, nz * nsign);
          glVertex3f(x * baseRadius, y * baseRadius, 0.0);
        }
        glEnd();
        glBegin(GL_LINE_LOOP);
        for (i = 0; i < slices; i++) {
          x = cos(i * da);
          y = sin(i * da);
          normal3f(x * nsign, y * nsign, nz * nsign);
          glVertex3f(x * topRadius, y * topRadius, height);
        }
        glEnd();
      }
    }
    /* draw length lines */
    glBegin(GL_LINES);
    for (i = 0; i < slices; i++) {
      x = cos(i * da);
      y = sin(i * da);
      normal3f(x * nsign, y * nsign, nz * nsign);
      glVertex3f(x * baseRadius, y * baseRadius, 0.0);
      glVertex3f(x * topRadius, y * topRadius, height);
    }
    glEnd();
  }
  else if (m_drawType == GL_FILL) {
    GLfloat ds = 1.0 / slices;
    GLfloat dt = 1.0 / stacks;
    GLfloat t = 0.0;
    z = 0.0;
    r = baseRadius;
    for (j = 0; j < stacks; j++) {
      GLfloat s = 0.0;
      glBegin(GL_QUAD_STRIP);
      for (i = 0; i <= slices; i++) {
        GLfloat x, y;
        if (i == slices) {
          x = sin(0.0);
          y = cos(0.0);
        }
        else {
          x = sin(i * da);
          y = cos(i * da);
        }
	normal3f(x * nsign, y * nsign, nz * nsign);
	if(texType)glTexCoord2f(s*xsize+xsize0, t*ysize+ysize0);
	glVertex3f(x * r, y * r, z);
	normal3f(x * nsign, y * nsign, nz * nsign);
	if(texType)glTexCoord2f(s*xsize+xsize0, (t + dt)*ysize+ysize0);
	glVertex3f(x * (r + dr), y * (r + dr), z + dz);

	s += ds;
      }			/* for slices */
      glEnd();
      r += dr;
      t += dt;
      z += dz;
    }				/* for stacks */
  }
  glPopMatrix();
}