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QB64-PE/internal/c/parts/core/download/freeglut-2.8.0/progs/demos/shapes/shapes.c

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14 KiB
C

/*! \file shapes.c
\ingroup demos
This program is a test harness for the various shapes
in OpenGLUT. It may also be useful to see which
parameters control what behavior in the OpenGLUT
objects.
Spinning wireframe and solid-shaded shapes are
displayed. Some parameters can be adjusted.
Keys:
- <tt>Esc &nbsp;</tt> Quit
- <tt>q Q &nbsp;</tt> Quit
- <tt>i I &nbsp;</tt> Show info
- <tt>= + &nbsp;</tt> Increase \a slices
- <tt>- _ &nbsp;</tt> Decreate \a slices
- <tt>, < &nbsp;</tt> Decreate \a stacks
- <tt>. > &nbsp;</tt> Increase \a stacks
- <tt>9 ( &nbsp;</tt> Decreate \a depth (Sierpinski Sponge)
- <tt>0 ) &nbsp;</tt> Increase \a depth (Sierpinski Sponge)
- <tt>up&nbsp; &nbsp;</tt> Increase "outer radius"
- <tt>down&nbsp;</tt> Decrease "outer radius"
- <tt>left&nbsp;</tt> Decrease "inner radius"
- <tt>right</tt> Increase "inner radius"
- <tt>PgUp&nbsp;</tt> Next shape-drawing function
- <tt>PgDn&nbsp;</tt> Prev shape-drawing function
\author Written by Nigel Stewart November 2003
\author Portions Copyright (C) 2004, the OpenGLUT project contributors. <br>
OpenGLUT branched from freeglut in February, 2004.
\image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration
\include demos/shapes/shapes.c
*/
#include <GL/freeglut.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef _MSC_VER
/* DUMP MEMORY LEAKS */
#include <crtdbg.h>
#endif
/*
* This macro is only intended to be used on arrays, of course.
*/
#define NUMBEROF(x) ((sizeof(x))/(sizeof(x[0])))
/*
* These global variables control which object is drawn,
* and how it is drawn. No object uses all of these
* variables.
*/
static int function_index;
static int slices = 16;
static int stacks = 16;
static double irad = .25;
static double orad = 1.0;
static int depth = 4;
static double offset[ 3 ] = { 0, 0, 0 };
static GLboolean show_info = GL_TRUE;
/*
* These one-liners draw particular objects, fetching appropriate
* information from the above globals. They are just thin wrappers
* for the OpenGLUT objects.
*/
static void drawSolidTetrahedron(void) { glutSolidTetrahedron (); }
static void drawWireTetrahedron(void) { glutWireTetrahedron (); }
static void drawSolidCube(void) { glutSolidCube(1); }
static void drawWireCube(void) { glutWireCube(1); }
static void drawSolidOctahedron(void) { glutSolidOctahedron (); }
static void drawWireOctahedron(void) { glutWireOctahedron (); }
static void drawSolidDodecahedron(void) { glutSolidDodecahedron (); }
static void drawWireDodecahedron(void) { glutWireDodecahedron (); }
static void drawSolidRhombicDodecahedron(void) { glutSolidRhombicDodecahedron (); }
static void drawWireRhombicDodecahedron(void) { glutWireRhombicDodecahedron (); }
static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); }
static void drawWireIcosahedron(void) { glutWireIcosahedron (); }
static void drawSolidSierpinskiSponge(void) { glutSolidSierpinskiSponge (depth, offset, 1); }
static void drawWireSierpinskiSponge(void) { glutWireSierpinskiSponge (depth, offset, 1); }
static void drawSolidTeapot(void) { glutSolidTeapot(1); }
static void drawWireTeapot(void) { glutWireTeapot(1); }
static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices,stacks); }
static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); }
static void drawSolidSphere(void) { glutSolidSphere(1,slices,stacks); }
static void drawWireSphere(void) { glutWireSphere(1,slices,stacks); }
static void drawSolidCone(void) { glutSolidCone(1,1,slices,stacks); }
static void drawWireCone(void) { glutWireCone(1,1,slices,stacks); }
static void drawSolidCylinder(void) { glutSolidCylinder(1,1,slices,stacks); }
static void drawWireCylinder(void) { glutWireCylinder(1,1,slices,stacks); }
#define RADIUS 1.0f
static void drawSolidCuboctahedron(void)
{
glBegin( GL_TRIANGLES );
glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d( RADIUS, 0.0, RADIUS );
glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d( RADIUS, 0.0,-RADIUS );
glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS );
glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS );
glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS );
glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS );
glEnd();
glBegin( GL_QUADS );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
glEnd();
}
static void drawWireCuboctahedron(void)
{
glBegin( GL_LINE_LOOP );
glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( RADIUS, 0.0,-RADIUS );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d(-RADIUS, 0.0, RADIUS );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS,-RADIUS ); glVertex3d(-RADIUS, RADIUS, 0.0 ); glVertex3d( 0.0, RADIUS, RADIUS );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS, RADIUS ); glVertex3d(-RADIUS,-RADIUS, 0.0 ); glVertex3d( 0.0,-RADIUS,-RADIUS );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( RADIUS, 0.0, RADIUS ); glVertex3d( 0.0, RADIUS, RADIUS ); glVertex3d(-RADIUS, 0.0, RADIUS ); glVertex3d( 0.0,-RADIUS, RADIUS );
glEnd();
glBegin( GL_LINE_LOOP );
glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0,-RADIUS,-RADIUS ); glVertex3d(-RADIUS, 0.0,-RADIUS ); glVertex3d( 0.0, RADIUS,-RADIUS );
glEnd();
}
#undef RADIUS
/*
* This structure defines an entry in our function-table.
*/
typedef struct
{
const char * const name;
void (*solid) (void);
void (*wire) (void);
} entry;
#define ENTRY(e) {#e, drawSolid##e, drawWire##e}
static const entry table [] =
{
ENTRY (Tetrahedron),
ENTRY (Cube),
ENTRY (Octahedron),
ENTRY (Dodecahedron),
ENTRY (RhombicDodecahedron),
ENTRY (Icosahedron),
ENTRY (SierpinskiSponge),
ENTRY (Teapot),
ENTRY (Torus),
ENTRY (Sphere),
ENTRY (Cone),
ENTRY (Cylinder),
ENTRY (Cuboctahedron)
};
#undef ENTRY
/*!
Does printf()-like work using freeglut/OpenGLUT
glutBitmapString(). Uses a fixed font. Prints
at the indicated row/column position.
Limitation: Cannot address pixels.
Limitation: Renders in screen coords, not model coords.
*/
static void shapesPrintf (int row, int col, const char *fmt, ...)
{
static char buf[256];
int viewport[4];
void *font = GLUT_BITMAP_9_BY_15;
va_list args;
va_start(args, fmt);
#if defined(WIN32) && !defined(__CYGWIN__)
(void) _vsnprintf (buf, sizeof(buf), fmt, args);
#else
(void) vsnprintf (buf, sizeof(buf), fmt, args);
#endif
va_end(args);
glGetIntegerv(GL_VIEWPORT,viewport);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0,viewport[2],0,viewport[3],-1,1);
glRasterPos2i
(
glutBitmapWidth(font, ' ') * col,
- glutBitmapHeight(font) * (row+2) + viewport[3]
);
glutBitmapString (font, (unsigned char*)buf);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
/* GLUT callback Handlers */
static void
resize(int width, int height)
{
const float ar = (float) width / (float) height;
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity() ;
}
static void display(void)
{
const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
const double a = t*90.0;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_LIGHTING);
glColor3d(1,0,0);
glPushMatrix();
glTranslated(0,1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
table [function_index].solid ();
glPopMatrix();
glPushMatrix();
glTranslated(0,-1.2,-6);
glRotated(60,1,0,0);
glRotated(a,0,0,1);
table [function_index].wire ();
glPopMatrix();
glDisable(GL_LIGHTING);
glColor3d(0.1,0.1,0.4);
if( show_info ) {
shapesPrintf (1, 3, "Shape PgUp PgDn: %s", table [function_index].name);
shapesPrintf (2, 3, "Slices +-: %d Stacks <>: %d", slices, stacks);
shapesPrintf (3, 3, "nSides +-: %d nRings <>: %d", slices, stacks);
shapesPrintf (4, 3, "Depth (): %d", depth);
shapesPrintf (5, 3, "Outer radius Up Down : %f", orad);
shapesPrintf (6, 3, "Inner radius Left Right: %f", irad);
} else {
printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ;
}
glutSwapBuffers();
}
static void
key(unsigned char key, int x, int y)
{
switch (key)
{
case 27 :
case 'Q':
case 'q': glutLeaveMainLoop () ; break;
case 'I':
case 'i': show_info = ( show_info == GL_TRUE ) ? GL_FALSE : GL_TRUE; break;
case '=':
case '+': slices++; break;
case '-':
case '_': if( slices > -1 ) slices--; break;
case ',':
case '<': if( stacks > -1 ) stacks--; break;
case '.':
case '>': stacks++; break;
case '9':
case '(': if( depth > -1 ) depth--; break;
case '0':
case ')': ++depth; break;
default:
break;
}
glutPostRedisplay();
}
static void special (int key, int x, int y)
{
switch (key)
{
case GLUT_KEY_PAGE_UP: ++function_index; break;
case GLUT_KEY_PAGE_DOWN: --function_index; break;
case GLUT_KEY_UP: orad *= 2; break;
case GLUT_KEY_DOWN: orad /= 2; break;
case GLUT_KEY_RIGHT: irad *= 2; break;
case GLUT_KEY_LEFT: irad /= 2; break;
default:
break;
}
if (0 > function_index)
function_index = NUMBEROF (table) - 1;
if (NUMBEROF (table) <= ( unsigned )function_index)
function_index = 0;
}
static void
idle(void)
{
glutPostRedisplay();
}
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
/* Program entry point */
int
main(int argc, char *argv[])
{
glutInitWindowSize(640,480);
glutInitWindowPosition(40,40);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE);
glutCreateWindow("OpenGLUT Shapes");
glutReshapeFunc(resize);
glutDisplayFunc(display);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutIdleFunc(idle);
glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION ) ;
glClearColor(1,1,1,1);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutMainLoop();
#ifdef _MSC_VER
/* DUMP MEMORY LEAK INFORMATION */
_CrtDumpMemoryLeaks () ;
#endif
return EXIT_SUCCESS;
}