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-
-/*-
- * morph3d.c - Shows 3D morphing objects
- *
- * Converted to GLUT by brianp on 1/1/98
- *
- * This program was inspired on a WindowsNT(R)'s screen saver. It was written
- * from scratch and it was not based on any other source code.
- *
- * Porting it to xlock (the final objective of this code since the moment I
- * decided to create it) was possible by comparing the original Mesa's gear
- * demo with it's ported version, so thanks for Danny Sung for his indirect
- * help (look at gear.c in xlock source tree). NOTE: At the moment this code
- * was sent to Brian Paul for package inclusion, the XLock Version was not
- * available. In fact, I'll wait it to appear on the next Mesa release (If you
- * are reading this, it means THIS release) to send it for xlock package
- * inclusion). It will probably there be a GLUT version too.
- *
- * Thanks goes also to Brian Paul for making it possible and inexpensive
- * to use OpenGL at home.
- *
- * Since I'm not a native english speaker, my apologies for any gramatical
- * mistake.
- *
- * My e-mail addresses are
- *
- * vianna@cat.cbpf.br
- * and
- * marcelo@venus.rdc.puc-rio.br
- *
- * Marcelo F. Vianna (Feb-13-1997)
- */
-
-/*
-This document is VERY incomplete, but tries to describe the mathematics used
-in the program. At this moment it just describes how the polyhedra are
-generated. On futhurer versions, this document will be probabbly improved.
-
-Since I'm not a native english speaker, my apologies for any gramatical
-mistake.
-
-Marcelo Fernandes Vianna
-- Undergraduate in Computer Engeneering at Catholic Pontifical University
-- of Rio de Janeiro (PUC-Rio) Brasil.
-- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br
-- Feb-13-1997
-
-POLYHEDRA GENERATION
-
-For the purpose of this program it's not sufficient to know the polyhedra
-vertexes coordinates. Since the morphing algorithm applies a nonlinear
-transformation over the surfaces (faces) of the polyhedron, each face has
-to be divided into smaller ones. The morphing algorithm needs to transform
-each vertex of these smaller faces individually. It's a very time consoming
-task.
-
-In order to reduce calculation overload, and since all the macro faces of
-the polyhedron are transformed by the same way, the generation is made by
-creating only one face of the polyhedron, morphing it and then rotating it
-around the polyhedron center.
-
-What we need to know is the face radius of the polyhedron (the radius of
-the inscribed sphere) and the angle between the center of two adjacent
-faces using the center of the sphere as the angle's vertex.
-
-The face radius of the regular polyhedra are known values which I decided
-to not waste my time calculating. Following is a table of face radius for
-the regular polyhedra with edge length = 1:
-
- TETRAHEDRON : 1/(2*sqrt(2))/sqrt(3)
- CUBE : 1/2
- OCTAHEDRON : 1/sqrt(6)
- DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2 -> where T=(sqrt(5)+1)/2
- ICOSAHEDRON : (3*sqrt(3)+sqrt(15))/12
-
-I've not found any reference about the mentioned angles, so I needed to
-calculate them, not a trivial task until I figured out how :)
-Curiously these angles are the same for the tetrahedron and octahedron.
-A way to obtain this value is inscribing the tetrahedron inside the cube
-by matching their vertexes. So you'll notice that the remaining unmatched
-vertexes are in the same straight line starting in the cube/tetrahedron
-center and crossing the center of each tetrahedron's face. At this point
-it's easy to obtain the bigger angle of the isosceles triangle formed by
-the center of the cube and two opposite vertexes on the same cube face.
-The edges of this triangle have the following lenghts: sqrt(2) for the base
-and sqrt(3)/2 for the other two other edges. So the angle we want is:
- +-----------------------------------------------------------+
- | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
- +-----------------------------------------------------------+
-For the cube this angle is obvious, but just for formality it can be
-easily obtained because we also know it's isosceles edge lenghts:
-sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we
-want is:
- +-----------------------------------------------------------+
- | 2*ARCSIN((sqrt(2)/2)/1) = 90.000000000000000000 degrees |
- +-----------------------------------------------------------+
-For the octahedron we use the same idea used for the tetrahedron, but now
-we inscribe the cube inside the octahedron so that all cubes's vertexes
-matches excatly the center of each octahedron's face. It's now clear that
-this angle is the same of the thetrahedron one:
- +-----------------------------------------------------------+
- | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
- +-----------------------------------------------------------+
-For the dodecahedron it's a little bit harder because it's only relationship
-with the cube is useless to us. So we need to solve the problem by another
-way. The concept of Face radius also exists on 2D polygons with the name
-Edge radius:
- Edge Radius For Pentagon (ERp)
- ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
- (VRp is the pentagon's vertex radio).
- Face Radius For Dodecahedron
- FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
-Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle,
-completing this triangle, the lesser angle is a half of the angle we are
-looking for, so this angle is:
- +-----------------------------------------------------------+
- | 2*ARCTAN(ERp/FRd) = 63.434948822922009981 degrees |
- +-----------------------------------------------------------+
-For the icosahedron we can use the same method used for dodecahedron (well
-the method used for dodecahedron may be used for all regular polyhedra)
- Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
- ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
- Face Radius For Icosahedron
- FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
-So the angle is:
- +-----------------------------------------------------------+
- | 2*ARCTAN(ERt/FRi) = 41.810314895778596167 degrees |
- +-----------------------------------------------------------+
-
-*/
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#ifndef _WIN32
-#include <unistd.h>
-#endif
-#include <GL/glut.h>
-#include <math.h>
-
-#define Scale 0.3
-
-#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
-#define sqr(A) ((A)*(A))
-
-/* Increasing this values produces better image quality, the price is speed. */
-/* Very low values produces erroneous/incorrect plotting */
-#define tetradivisions 23
-#define cubedivisions 20
-#define octadivisions 21
-#define dodecadivisions 10
-#define icodivisions 15
-
-#define tetraangle 109.47122063449069174
-#define cubeangle 90.000000000000000000
-#define octaangle 109.47122063449069174
-#define dodecaangle 63.434948822922009981
-#define icoangle 41.810314895778596167
-
-#ifndef Pi
-#define Pi 3.1415926535897932385
-#endif
-#define SQRT2 1.4142135623730951455
-#define SQRT3 1.7320508075688771932
-#define SQRT5 2.2360679774997898051
-#define SQRT6 2.4494897427831778813
-#define SQRT15 3.8729833462074170214
-#define cossec36_2 0.8506508083520399322
-#define cos72 0.3090169943749474241
-#define sin72 0.9510565162951535721
-#define cos36 0.8090169943749474241
-#define sin36 0.5877852522924731292
-
-/*************************************************************************/
-
-static int mono=0;
-static int smooth=1;
-static int anim=1;
-static GLint WindH, WindW;
-static GLfloat step=0;
-static GLfloat seno;
-static int object;
-static int edgedivisions;
-static void (*draw_object)( void );
-static float Magnitude;
-static float *MaterialColor[20];
-
-static float front_shininess[] = {60.0};
-static float front_specular[] = { 0.7, 0.7, 0.7, 1.0 };
-static float ambient[] = { 0.0, 0.0, 0.0, 1.0 };
-static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
-static float position0[] = { 1.0, 1.0, 1.0, 0.0 };
-static float position1[] = {-1.0,-1.0, 1.0, 0.0 };
-static float lmodel_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
-static float lmodel_twoside[] = {GL_TRUE};
-
-static float MaterialRed[] = { 0.7, 0.0, 0.0, 1.0 };
-static float MaterialGreen[] = { 0.1, 0.5, 0.2, 1.0 };
-static float MaterialBlue[] = { 0.0, 0.0, 0.7, 1.0 };
-static float MaterialCyan[] = { 0.2, 0.5, 0.7, 1.0 };
-static float MaterialYellow[] = { 0.7, 0.7, 0.0, 1.0 };
-static float MaterialMagenta[] = { 0.6, 0.2, 0.5, 1.0 };
-static float MaterialWhite[] = { 0.7, 0.7, 0.7, 1.0 };
-static float MaterialGray[] = { 0.2, 0.2, 0.2, 1.0 };
-
-#define TRIANGLE(Edge, Amp, Divisions, Z) \
-{ \
- GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
- GLfloat Factor,Factor1,Factor2; \
- GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
- GLfloat Ax,Ay,Bx; \
- int Ri,Ti; \
- GLfloat Vr=(Edge)*SQRT3/3; \
- GLfloat AmpVr2=(Amp)/sqr(Vr); \
- GLfloat Zf=(Edge)*(Z); \
- \
- Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \
- Bx=(Edge)*(-0.5/(Divisions)); \
- \
- for (Ri=1; Ri<=(Divisions); Ri++) { \
- glBegin(GL_TRIANGLE_STRIP); \
- for (Ti=0; Ti<Ri; Ti++) { \
- Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx; \
- Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- \
- Xf=(float)(Ri-Ti-1)*Ax + (float)Ti*Bx; \
- Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- \
- } \
- Xf=(float)Ri*Bx; \
- Yf=Vr+(float)Ri*Ay; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- glEnd(); \
- } \
-}
-
-#define SQUARE(Edge, Amp, Divisions, Z) \
-{ \
- int Xi,Yi; \
- GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb; \
- GLfloat Factor,Factor1,Factor2; \
- GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
- GLfloat Zf=(Edge)*(Z); \
- GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \
- \
- for (Yi=0; Yi<(Divisions); Yi++) { \
- Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \
- Yf2=sqr(Yf); \
- Y=Yf+1.0/(Divisions)*(Edge); \
- Y2=sqr(Y); \
- glBegin(GL_QUAD_STRIP); \
- for (Xi=0; Xi<=(Divisions); Xi++) { \
- Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \
- Xf2=sqr(Xf); \
- \
- Xa=Xf+0.001; Yb=Y+0.001; \
- Factor=1-((Xf2+Y2)*AmpVr2); \
- Factor1=1-((sqr(Xa)+Y2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-((Xf2+Yf2)*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- } \
- glEnd(); \
- } \
-}
-
-#define PENTAGON(Edge, Amp, Divisions, Z) \
-{ \
- int Ri,Ti,Fi; \
- GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
- GLfloat x[6],y[6]; \
- GLfloat Factor,Factor1,Factor2; \
- GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
- GLfloat Zf=(Edge)*(Z); \
- GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
- \
- for(Fi=0;Fi<6;Fi++) { \
- x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
- y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge); \
- } \
- \
- for (Ri=1; Ri<=(Divisions); Ri++) { \
- for (Fi=0; Fi<5; Fi++) { \
- glBegin(GL_TRIANGLE_STRIP); \
- for (Ti=0; Ti<Ri; Ti++) { \
- Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
- Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- \
- Xf=(float)(Ri-Ti-1)*x[Fi] + (float)Ti*x[Fi+1]; \
- Yf=(float)(Ri-Ti-1)*y[Fi] + (float)Ti*y[Fi+1]; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- \
- } \
- Xf=(float)Ri*x[Fi+1]; \
- Yf=(float)Ri*y[Fi+1]; \
- Xa=Xf+0.001; Yb=Yf+0.001; \
- Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2); \
- Factor1=1-((sqr(Xa)+Yf2)*AmpVr2); \
- Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
- VertX=Factor*Xf; VertY=Factor*Yf; VertZ=Factor*Zf; \
- NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ; \
- NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
- glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
- glVertex3f(VertX, VertY, VertZ); \
- glEnd(); \
- } \
- } \
-}
-
-static void draw_tetra( void )
-{
- GLuint list;
-
- list = glGenLists( 1 );
- glNewList( list, GL_COMPILE );
- TRIANGLE(2,seno,edgedivisions,0.5/SQRT6);
- glEndList();
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-tetraangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+tetraangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+tetraangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
- glCallList(list);
-
- glDeleteLists(list,1);
-}
-
-static void draw_cube( void )
-{
- GLuint list;
-
- list = glGenLists( 1 );
- glNewList( list, GL_COMPILE );
- SQUARE(2, seno, edgedivisions, 0.5)
- glEndList();
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
- glCallList(list);
- glRotatef(cubeangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
- glCallList(list);
- glRotatef(cubeangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
- glCallList(list);
- glRotatef(cubeangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
- glCallList(list);
- glRotatef(cubeangle,0,1,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
- glCallList(list);
- glRotatef(2*cubeangle,0,1,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
- glCallList(list);
-
- glDeleteLists(list,1);
-}
-
-static void draw_octa( void )
-{
- GLuint list;
-
- list = glGenLists( 1 );
- glNewList( list, GL_COMPILE );
- TRIANGLE(2,seno,edgedivisions,1/SQRT6);
- glEndList();
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-180+octaangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-octaangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-octaangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-180+octaangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-octaangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-octaangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
- glCallList(list);
-
- glDeleteLists(list,1);
-}
-
-static void draw_dodeca( void )
-{
- GLuint list;
-
-#define TAU ((SQRT5+1)/2)
-
- list = glGenLists( 1 );
- glNewList( list, GL_COMPILE );
- PENTAGON(1,seno,edgedivisions,sqr(TAU) * sqrt((TAU+2)/5) / 2);
- glEndList();
-
- glPushMatrix();
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
- glCallList(list);
- glRotatef(180,0,0,1);
- glPushMatrix();
- glRotatef(-dodecaangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(-dodecaangle,cos72,sin72,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(-dodecaangle,cos72,-sin72,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(dodecaangle,cos36,-sin36,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
- glCallList(list);
- glPopMatrix();
- glRotatef(dodecaangle,cos36,sin36,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
- glCallList(list);
- glRotatef(180,0,0,1);
- glPushMatrix();
- glRotatef(-dodecaangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(-dodecaangle,cos72,sin72,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(-dodecaangle,cos72,-sin72,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(dodecaangle,cos36,-sin36,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
- glCallList(list);
- glPopMatrix();
- glRotatef(dodecaangle,cos36,sin36,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
- glCallList(list);
-
- glDeleteLists(list,1);
-}
-
-static void draw_ico( void )
-{
- GLuint list;
-
- list = glGenLists( 1 );
- glNewList( list, GL_COMPILE );
- TRIANGLE(1.5,seno,edgedivisions,(3*SQRT3+SQRT15)/12);
- glEndList();
-
- glPushMatrix();
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[12]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[13]);
- glCallList(list);
- glPopMatrix();
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[14]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[15]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[16]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[17]);
- glCallList(list);
- glPushMatrix();
- glRotatef(180,0,1,0);
- glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[18]);
- glCallList(list);
- glPopMatrix();
- glRotatef(180,0,0,1);
- glRotatef(-icoangle,1,0,0);
- glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[19]);
- glCallList(list);
-
- glDeleteLists(list,1);
-}
-
-static void draw ( void ) {
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
-
- glPushMatrix();
-
- glTranslatef( 0.0, 0.0, -10.0 );
- glScalef( Scale*WindH/WindW, Scale, Scale );
- glTranslatef(2.5*WindW/WindH*sin(step*1.11),2.5*cos(step*1.25*1.11),0);
- glRotatef(step*100,1,0,0);
- glRotatef(step*95,0,1,0);
- glRotatef(step*90,0,0,1);
-
- seno=(sin(step)+1.0/3.0)*(4.0/5.0)*Magnitude;
-
- draw_object();
-
- glPopMatrix();
-
- glFlush();
-
- glutSwapBuffers();
-
-}
-
-static void idle_( void )
-{
- static double t0 = -1.;
- double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
- if (t0 < 0.0)
- t0 = t;
- dt = t - t0;
- t0 = t;
-
- step += dt;
-
- glutPostRedisplay();
-}
-
-static void reshape( int width, int height )
-{
- glViewport(0, 0, WindW=(GLint)width, WindH=(GLint)height);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
- glMatrixMode(GL_MODELVIEW);
-}
-
-static void pinit(void);
-
-static void key( unsigned char k, int x, int y )
-{
- (void) x;
- (void) y;
- switch (k) {
- case '1': object=1; break;
- case '2': object=2; break;
- case '3': object=3; break;
- case '4': object=4; break;
- case '5': object=5; break;
- case ' ': mono^=1; break;
- case 's': smooth^=1; break;
- case 'a':
- anim^=1;
- if (anim)
- glutIdleFunc( idle_ );
- else
- glutIdleFunc(NULL);
- break;
- case 27:
- exit(0);
- }
- pinit();
- glutPostRedisplay();
-}
-
-static void pinit(void)
-{
- switch(object) {
- case 1:
- draw_object=draw_tetra;
- MaterialColor[0]=MaterialRed;
- MaterialColor[1]=MaterialGreen;
- MaterialColor[2]=MaterialBlue;
- MaterialColor[3]=MaterialWhite;
- edgedivisions=tetradivisions;
- Magnitude=2.5;
- break;
- case 2:
- draw_object=draw_cube;
- MaterialColor[0]=MaterialRed;
- MaterialColor[1]=MaterialGreen;
- MaterialColor[2]=MaterialCyan;
- MaterialColor[3]=MaterialMagenta;
- MaterialColor[4]=MaterialYellow;
- MaterialColor[5]=MaterialBlue;
- edgedivisions=cubedivisions;
- Magnitude=2.0;
- break;
- case 3:
- draw_object=draw_octa;
- MaterialColor[0]=MaterialRed;
- MaterialColor[1]=MaterialGreen;
- MaterialColor[2]=MaterialBlue;
- MaterialColor[3]=MaterialWhite;
- MaterialColor[4]=MaterialCyan;
- MaterialColor[5]=MaterialMagenta;
- MaterialColor[6]=MaterialGray;
- MaterialColor[7]=MaterialYellow;
- edgedivisions=octadivisions;
- Magnitude=2.5;
- break;
- case 4:
- draw_object=draw_dodeca;
- MaterialColor[ 0]=MaterialRed;
- MaterialColor[ 1]=MaterialGreen;
- MaterialColor[ 2]=MaterialCyan;
- MaterialColor[ 3]=MaterialBlue;
- MaterialColor[ 4]=MaterialMagenta;
- MaterialColor[ 5]=MaterialYellow;
- MaterialColor[ 6]=MaterialGreen;
- MaterialColor[ 7]=MaterialCyan;
- MaterialColor[ 8]=MaterialRed;
- MaterialColor[ 9]=MaterialMagenta;
- MaterialColor[10]=MaterialBlue;
- MaterialColor[11]=MaterialYellow;
- edgedivisions=dodecadivisions;
- Magnitude=2.0;
- break;
- case 5:
- draw_object=draw_ico;
- MaterialColor[ 0]=MaterialRed;
- MaterialColor[ 1]=MaterialGreen;
- MaterialColor[ 2]=MaterialBlue;
- MaterialColor[ 3]=MaterialCyan;
- MaterialColor[ 4]=MaterialYellow;
- MaterialColor[ 5]=MaterialMagenta;
- MaterialColor[ 6]=MaterialRed;
- MaterialColor[ 7]=MaterialGreen;
- MaterialColor[ 8]=MaterialBlue;
- MaterialColor[ 9]=MaterialWhite;
- MaterialColor[10]=MaterialCyan;
- MaterialColor[11]=MaterialYellow;
- MaterialColor[12]=MaterialMagenta;
- MaterialColor[13]=MaterialRed;
- MaterialColor[14]=MaterialGreen;
- MaterialColor[15]=MaterialBlue;
- MaterialColor[16]=MaterialCyan;
- MaterialColor[17]=MaterialYellow;
- MaterialColor[18]=MaterialMagenta;
- MaterialColor[19]=MaterialGray;
- edgedivisions=icodivisions;
- Magnitude=2.5;
- break;
- }
- if (mono) {
- int loop;
- for (loop=0; loop<20; loop++) MaterialColor[loop]=MaterialGray;
- }
- if (smooth) {
- glShadeModel( GL_SMOOTH );
- } else {
- glShadeModel( GL_FLAT );
- }
-
-}
-
-int main(int argc, char **argv)
-{
- printf("Morph 3D - Shows morphing platonic polyhedra\n");
- printf("Author: Marcelo Fernandes Vianna (vianna@cat.cbpf.br)\n\n");
- printf(" [1] - Tetrahedron\n");
- printf(" [2] - Hexahedron (Cube)\n");
- printf(" [3] - Octahedron\n");
- printf(" [4] - Dodecahedron\n");
- printf(" [5] - Icosahedron\n");
- printf("[SPACE] - Toggle colored faces\n");
- printf("[RETURN] - Toggle smooth/flat shading\n");
- printf(" [ESC] - Quit\n");
-
- object=1;
-
- glutInitWindowSize(640,480);
- glutInit(&argc, argv);
-
- glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB );
-
- if (glutCreateWindow("Morph 3D - Shows morphing platonic polyhedra") <= 0) {
- exit(0);
- }
-
- glClearDepth(1.0);
- glClearColor( 0.0, 0.0, 0.0, 1.0 );
- glColor3f( 1.0, 1.0, 1.0 );
-
- glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
- glFlush();
- glutSwapBuffers();
-
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT0, GL_POSITION, position0);
- glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
- glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
- glLightfv(GL_LIGHT1, GL_POSITION, position1);
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
- glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
- glEnable(GL_LIGHTING);
- glEnable(GL_LIGHT0);
- glEnable(GL_LIGHT1);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_NORMALIZE);
-
- glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
- glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
-
- glHint(GL_FOG_HINT, GL_FASTEST);
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
-
- pinit();
-
- glutReshapeFunc( reshape );
- glutKeyboardFunc( key );
- glutIdleFunc( idle_ );
- glutDisplayFunc( draw );
- glutMainLoop();
-
- return 0;
-}