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+/*
+ (c) Copyright 2001 convergence integrated media GmbH.
+ All rights reserved.
+
+ Written by Denis Oliver Kropp <[email protected]> and
+ Andreas Hundt <[email protected]>.
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the
+ Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ Boston, MA 02111-1307, USA.
+*/
+
+/*-
+ * 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
+ *
+ * and
+ *
+ * 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.
+- 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 <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+#include <unistd.h>
+
+#include <directfb.h>
+
+#include <GL/gl.h>
+#include <GL/directfbgl.h>
+
+
+/* the super interface */
+IDirectFB *dfb;
+
+/* the primary surface (surface of primary layer) */
+IDirectFBSurface *primary;
+
+/* the GL context */
+IDirectFBGL *primary_gl;
+
+/* our font */
+IDirectFBFont *font;
+
+/* event buffer */
+IDirectFBEventBuffer *events;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+ { \
+ err = x; \
+ if (err != DFB_OK) { \
+ fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ ); \
+ DirectFBErrorFatal( #x, err ); \
+ } \
+ }
+
+static int screen_width, screen_height;
+
+static unsigned long T0 = 0;
+static GLint Frames = 0;
+static GLfloat fps = 0;
+
+static inline unsigned long get_millis()
+{
+ struct timeval tv;
+
+ gettimeofday (&tv, NULL);
+ return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+
+
+#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 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();
+
+ step+=0.05;
+}
+
+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)
+{
+ 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 );
+ }
+
+}
+
+static void init(void)
+{
+ printf("Morph 3D - Shows morphing platonic polyhedra\n");
+ printf("Author: Marcelo Fernandes Vianna ([email protected])\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;
+
+ glClearDepth(1.0);
+ glClearColor( 0.0, 0.0, 0.0, 0.0 );
+ glColor3f( 1.0, 1.0, 1.0 );
+
+ glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ glFlush();
+ primary->Flip( primary, NULL, 0 );
+
+ 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();
+}
+
+int main( int argc, char *argv[] )
+{
+ int quit = 0;
+ DFBResult err;
+ DFBSurfaceDescription dsc;
+
+ DFBCHECK(DirectFBInit( &argc, &argv ));
+
+ /* create the super interface */
+ DFBCHECK(DirectFBCreate( &dfb ));
+
+ /* create an event buffer for all devices with these caps */
+ DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS, DFB_FALSE, &events ));
+
+ /* set our cooperative level to DFSCL_FULLSCREEN
+ for exclusive access to the primary layer */
+ dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
+
+ /* get the primary surface, i.e. the surface of the
+ primary layer we have exclusive access to */
+ dsc.flags = DSDESC_CAPS;
+ dsc.caps = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
+
+ DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
+
+ /* get the size of the surface and fill it */
+ DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
+ DFBCHECK(primary->FillRectangle( primary, 0, 0,
+ screen_width, screen_height ));
+
+ /* create the default font and set it */
+ DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+ DFBCHECK(primary->SetFont( primary, font ));
+
+ /* get the GL context */
+ DFBCHECK(primary->GetGL( primary, &primary_gl ));
+
+ DFBCHECK(primary_gl->Lock( primary_gl ));
+
+ init();
+ reshape(screen_width, screen_height);
+
+ DFBCHECK(primary_gl->Unlock( primary_gl ));
+
+ T0 = get_millis();
+
+ while (!quit) {
+ DFBInputEvent evt;
+ unsigned long t;
+
+ primary->Clear( primary, 0, 0, 0, 0 );
+
+ DFBCHECK(primary_gl->Lock( primary_gl ));
+
+ draw();
+
+ DFBCHECK(primary_gl->Unlock( primary_gl ));
+
+ if (fps) {
+ char buf[64];
+
+ sprintf(buf, "%4.1f FPS\n", fps);
+ primary->SetColor( primary, 0xff, 0, 0, 0xff );
+ primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
+ }
+
+ primary->Flip( primary, NULL, 0 );
+ Frames++;
+
+
+ t = get_millis();
+ if (t - T0 >= 1000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+
+ fps = Frames / seconds;
+
+ T0 = t;
+ Frames = 0;
+ }
+
+
+ while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+ switch (evt.type) {
+ case DIET_KEYPRESS:
+ switch (evt.key_symbol) {
+ case DIKS_ESCAPE:
+ quit = 1;
+ break;
+ case DIKS_1: object=1; break;
+ case DIKS_2: object=2; break;
+ case DIKS_3: object=3; break;
+ case DIKS_4: object=4; break;
+ case DIKS_5: object=5; break;
+ case DIKS_SPACE: mono^=1; break;
+ case DIKS_ENTER: smooth^=1; break;
+ default:
+ ;
+ }
+ pinit();
+ break;
+ default:
+ ;
+ }
+ }
+ }
+
+ /* release our interfaces to shutdown DirectFB */
+ primary_gl->Release( primary_gl );
+ primary->Release( primary );
+ font->Release( font );
+ events->Release( events );
+ dfb->Release( dfb );
+
+ return 0;
+}
+