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diff --git a/src/glu/sgi/libutil/quad.c b/src/glu/sgi/libutil/quad.c
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+++ b/src/glu/sgi/libutil/quad.c
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+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+**
+** http://oss.sgi.com/projects/FreeB
+**
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+**
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+**
+** Additional Notice Provisions: The application programming interfaces
+** established by SGI in conjunction with the Original Code are The
+** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
+** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
+** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
+** Window System(R) (Version 1.3), released October 19, 1998. This software
+** was created using the OpenGL(R) version 1.2.1 Sample Implementation
+** published by SGI, but has not been independently verified as being
+** compliant with the OpenGL(R) version 1.2.1 Specification.
+**
+** $Date: 2001/03/17 00:25:41 $ $Revision: 1.1 $
+** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libutil/quad.c,v 1.1 2001/03/17 00:25:41 brianp Exp $
+*/
+
+#include "gluos.h"
+#include "gluint.h"
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+#include <GL/gl.h>
+#include <GL/glu.h>
+
+/* Make it not a power of two to avoid cache thrashing on the chip */
+#define CACHE_SIZE 240
+
+#define PI 3.14159265358979323846
+
+struct GLUquadric {
+ GLint normals;
+ GLboolean textureCoords;
+ GLint orientation;
+ GLint drawStyle;
+ void (GLAPIENTRY *errorCallback)( GLint );
+};
+
+GLUquadric * GLAPIENTRY
+gluNewQuadric(void)
+{
+ GLUquadric *newstate;
+
+ newstate = (GLUquadric *) malloc(sizeof(GLUquadric));
+ if (newstate == NULL) {
+ /* Can't report an error at this point... */
+ return NULL;
+ }
+ newstate->normals = GLU_SMOOTH;
+ newstate->textureCoords = GL_FALSE;
+ newstate->orientation = GLU_OUTSIDE;
+ newstate->drawStyle = GLU_FILL;
+ newstate->errorCallback = NULL;
+ return newstate;
+}
+
+
+void GLAPIENTRY
+gluDeleteQuadric(GLUquadric *state)
+{
+ free(state);
+}
+
+static void gluQuadricError(GLUquadric *qobj, GLenum which)
+{
+ if (qobj->errorCallback) {
+ qobj->errorCallback(which);
+ }
+}
+
+void GLAPIENTRY
+gluQuadricCallback(GLUquadric *qobj, GLenum which, void (GLAPIENTRY *fn)())
+{
+ switch (which) {
+ case GLU_ERROR:
+ qobj->errorCallback = (void (GLAPIENTRY *)(GLint)) fn;
+ break;
+ default:
+ gluQuadricError(qobj, GLU_INVALID_ENUM);
+ return;
+ }
+}
+
+void GLAPIENTRY
+gluQuadricNormals(GLUquadric *qobj, GLenum normals)
+{
+ switch (normals) {
+ case GLU_SMOOTH:
+ case GLU_FLAT:
+ case GLU_NONE:
+ break;
+ default:
+ gluQuadricError(qobj, GLU_INVALID_ENUM);
+ return;
+ }
+ qobj->normals = normals;
+}
+
+void GLAPIENTRY
+gluQuadricTexture(GLUquadric *qobj, GLboolean textureCoords)
+{
+ qobj->textureCoords = textureCoords;
+}
+
+void GLAPIENTRY
+gluQuadricOrientation(GLUquadric *qobj, GLenum orientation)
+{
+ switch(orientation) {
+ case GLU_OUTSIDE:
+ case GLU_INSIDE:
+ break;
+ default:
+ gluQuadricError(qobj, GLU_INVALID_ENUM);
+ return;
+ }
+ qobj->orientation = orientation;
+}
+
+void GLAPIENTRY
+gluQuadricDrawStyle(GLUquadric *qobj, GLenum drawStyle)
+{
+ switch(drawStyle) {
+ case GLU_POINT:
+ case GLU_LINE:
+ case GLU_FILL:
+ case GLU_SILHOUETTE:
+ break;
+ default:
+ gluQuadricError(qobj, GLU_INVALID_ENUM);
+ return;
+ }
+ qobj->drawStyle = drawStyle;
+}
+
+void GLAPIENTRY
+gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius,
+ GLdouble height, GLint slices, GLint stacks)
+{
+ GLint i,j,max;
+ GLfloat sinCache[CACHE_SIZE];
+ GLfloat cosCache[CACHE_SIZE];
+ GLfloat sinCache2[CACHE_SIZE];
+ GLfloat cosCache2[CACHE_SIZE];
+ GLfloat sinCache3[CACHE_SIZE];
+ GLfloat cosCache3[CACHE_SIZE];
+ GLfloat angle;
+ GLfloat x, y, zLow, zHigh;
+ GLfloat sintemp, costemp;
+ GLfloat length;
+ GLfloat deltaRadius;
+ GLfloat zNormal;
+ GLfloat xyNormalRatio;
+ GLfloat radiusLow, radiusHigh;
+ int needCache2, needCache3;
+
+ if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
+
+ if (slices < 2 || stacks < 1 || baseRadius < 0.0 || topRadius < 0.0 ||
+ height < 0.0) {
+ gluQuadricError(qobj, GLU_INVALID_VALUE);
+ return;
+ }
+
+ /* Compute length (needed for normal calculations) */
+ deltaRadius = baseRadius - topRadius;
+ length = SQRT(deltaRadius*deltaRadius + height*height);
+ if (length == 0.0) {
+ gluQuadricError(qobj, GLU_INVALID_VALUE);
+ return;
+ }
+
+ /* Cache is the vertex locations cache */
+ /* Cache2 is the various normals at the vertices themselves */
+ /* Cache3 is the various normals for the faces */
+ needCache2 = needCache3 = 0;
+ if (qobj->normals == GLU_SMOOTH) {
+ needCache2 = 1;
+ }
+
+ if (qobj->normals == GLU_FLAT) {
+ if (qobj->drawStyle != GLU_POINT) {
+ needCache3 = 1;
+ }
+ if (qobj->drawStyle == GLU_LINE) {
+ needCache2 = 1;
+ }
+ }
+
+ zNormal = deltaRadius / length;
+ xyNormalRatio = height / length;
+
+ for (i = 0; i < slices; i++) {
+ angle = 2 * PI * i / slices;
+ if (needCache2) {
+ if (qobj->orientation == GLU_OUTSIDE) {
+ sinCache2[i] = xyNormalRatio * SIN(angle);
+ cosCache2[i] = xyNormalRatio * COS(angle);
+ } else {
+ sinCache2[i] = -xyNormalRatio * SIN(angle);
+ cosCache2[i] = -xyNormalRatio * COS(angle);
+ }
+ }
+ sinCache[i] = SIN(angle);
+ cosCache[i] = COS(angle);
+ }
+
+ if (needCache3) {
+ for (i = 0; i < slices; i++) {
+ angle = 2 * PI * (i-0.5) / slices;
+ if (qobj->orientation == GLU_OUTSIDE) {
+ sinCache3[i] = xyNormalRatio * SIN(angle);
+ cosCache3[i] = xyNormalRatio * COS(angle);
+ } else {
+ sinCache3[i] = -xyNormalRatio * SIN(angle);
+ cosCache3[i] = -xyNormalRatio * COS(angle);
+ }
+ }
+ }
+
+ sinCache[slices] = sinCache[0];
+ cosCache[slices] = cosCache[0];
+ if (needCache2) {
+ sinCache2[slices] = sinCache2[0];
+ cosCache2[slices] = cosCache2[0];
+ }
+ if (needCache3) {
+ sinCache3[slices] = sinCache3[0];
+ cosCache3[slices] = cosCache3[0];
+ }
+
+ switch (qobj->drawStyle) {
+ case GLU_FILL:
+ /* Note:
+ ** An argument could be made for using a TRIANGLE_FAN for the end
+ ** of the cylinder of either radii is 0.0 (a cone). However, a
+ ** TRIANGLE_FAN would not work in smooth shading mode (the common
+ ** case) because the normal for the apex is different for every
+ ** triangle (and TRIANGLE_FAN doesn't let me respecify that normal).
+ ** Now, my choice is GL_TRIANGLES, or leave the GL_QUAD_STRIP and
+ ** just let the GL trivially reject one of the two triangles of the
+ ** QUAD. GL_QUAD_STRIP is probably faster, so I will leave this code
+ ** alone.
+ */
+ for (j = 0; j < stacks; j++) {
+ zLow = j * height / stacks;
+ zHigh = (j + 1) * height / stacks;
+ radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
+ radiusHigh = baseRadius - deltaRadius * ((float) (j + 1) / stacks);
+
+ glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ glNormal3f(sinCache3[i], cosCache3[i], zNormal);
+ break;
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2[i], cosCache2[i], zNormal);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->orientation == GLU_OUTSIDE) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], zLow);
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) (j+1) / stacks);
+ }
+ glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i], zHigh);
+ } else {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) (j+1) / stacks);
+ }
+ glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i], zHigh);
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], zLow);
+ }
+ }
+ glEnd();
+ }
+ break;
+ case GLU_POINT:
+ glBegin(GL_POINTS);
+ for (i = 0; i < slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2[i], cosCache2[i], zNormal);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ for (j = 0; j <= stacks; j++) {
+ zLow = j * height / stacks;
+ radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sintemp,
+ radiusLow * costemp, zLow);
+ }
+ }
+ glEnd();
+ break;
+ case GLU_LINE:
+ for (j = 1; j < stacks; j++) {
+ zLow = j * height / stacks;
+ radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
+
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ glNormal3f(sinCache3[i], cosCache3[i], zNormal);
+ break;
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2[i], cosCache2[i], zNormal);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], zLow);
+ }
+ glEnd();
+ }
+ /* Intentionally fall through here... */
+ case GLU_SILHOUETTE:
+ for (j = 0; j <= stacks; j += stacks) {
+ zLow = j * height / stacks;
+ radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
+
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ glNormal3f(sinCache3[i], cosCache3[i], zNormal);
+ break;
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2[i], cosCache2[i], zNormal);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i],
+ zLow);
+ }
+ glEnd();
+ }
+ for (i = 0; i < slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2[i], cosCache2[i], 0.0);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j <= stacks; j++) {
+ zLow = j * height / stacks;
+ radiusLow = baseRadius - deltaRadius * ((float) j / stacks);
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ (float) j / stacks);
+ }
+ glVertex3f(radiusLow * sintemp,
+ radiusLow * costemp, zLow);
+ }
+ glEnd();
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void GLAPIENTRY
+gluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
+ GLint slices, GLint loops)
+{
+ gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);
+}
+
+void GLAPIENTRY
+gluPartialDisk(GLUquadric *qobj, GLdouble innerRadius,
+ GLdouble outerRadius, GLint slices, GLint loops,
+ GLdouble startAngle, GLdouble sweepAngle)
+{
+ GLint i,j,max;
+ GLfloat sinCache[CACHE_SIZE];
+ GLfloat cosCache[CACHE_SIZE];
+ GLfloat angle;
+ GLfloat x, y;
+ GLfloat sintemp, costemp;
+ GLfloat deltaRadius;
+ GLfloat radiusLow, radiusHigh;
+ GLfloat texLow, texHigh;
+ GLfloat angleOffset;
+ GLint slices2;
+ GLint finish;
+
+ if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
+ if (slices < 2 || loops < 1 || outerRadius <= 0.0 || innerRadius < 0.0 ||
+ innerRadius > outerRadius) {
+ gluQuadricError(qobj, GLU_INVALID_VALUE);
+ return;
+ }
+
+ if (sweepAngle < -360.0) sweepAngle = 360.0;
+ if (sweepAngle > 360.0) sweepAngle = 360.0;
+ if (sweepAngle < 0) {
+ startAngle += sweepAngle;
+ sweepAngle = -sweepAngle;
+ }
+
+ if (sweepAngle == 360.0) {
+ slices2 = slices;
+ } else {
+ slices2 = slices + 1;
+ }
+
+ /* Compute length (needed for normal calculations) */
+ deltaRadius = outerRadius - innerRadius;
+
+ /* Cache is the vertex locations cache */
+
+ angleOffset = startAngle / 180.0 * PI;
+ for (i = 0; i <= slices; i++) {
+ angle = angleOffset + ((PI * sweepAngle) / 180.0) * i / slices;
+ sinCache[i] = SIN(angle);
+ cosCache[i] = COS(angle);
+ }
+
+ if (sweepAngle == 360.0) {
+ sinCache[slices] = sinCache[0];
+ cosCache[slices] = cosCache[0];
+ }
+
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ if (qobj->orientation == GLU_OUTSIDE) {
+ glNormal3f(0.0, 0.0, 1.0);
+ } else {
+ glNormal3f(0.0, 0.0, -1.0);
+ }
+ break;
+ default:
+ case GLU_NONE:
+ break;
+ }
+
+ switch (qobj->drawStyle) {
+ case GLU_FILL:
+ if (innerRadius == 0.0) {
+ finish = loops - 1;
+ /* Triangle strip for inner polygons */
+ glBegin(GL_TRIANGLE_FAN);
+ if (qobj->textureCoords) {
+ glTexCoord2f(0.5, 0.5);
+ }
+ glVertex3f(0.0, 0.0, 0.0);
+ radiusLow = outerRadius -
+ deltaRadius * ((float) (loops-1) / loops);
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ if (qobj->orientation == GLU_OUTSIDE) {
+ for (i = slices; i >= 0; i--) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+ }
+ } else {
+ for (i = 0; i <= slices; i++) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+ }
+ }
+ glEnd();
+ } else {
+ finish = loops;
+ }
+ for (j = 0; j < finish; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ radiusHigh = outerRadius - deltaRadius * ((float) (j + 1) / loops);
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ texHigh = radiusHigh / outerRadius / 2;
+ }
+
+ glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (qobj->orientation == GLU_OUTSIDE) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(texHigh * sinCache[i] + 0.5,
+ texHigh * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i], 0.0);
+ } else {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texHigh * sinCache[i] + 0.5,
+ texHigh * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusHigh * sinCache[i],
+ radiusHigh * cosCache[i], 0.0);
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+ }
+ }
+ glEnd();
+ }
+ break;
+ case GLU_POINT:
+ glBegin(GL_POINTS);
+ for (i = 0; i < slices2; i++) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
+ }
+ }
+ glEnd();
+ break;
+ case GLU_LINE:
+ if (innerRadius == outerRadius) {
+ glBegin(GL_LINE_STRIP);
+
+ for (i = 0; i <= slices; i++) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(sinCache[i] / 2 + 0.5,
+ cosCache[i] / 2 + 0.5);
+ }
+ glVertex3f(innerRadius * sinCache[i],
+ innerRadius * cosCache[i], 0.0);
+ }
+ glEnd();
+ break;
+ }
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+ }
+ glEnd();
+ }
+ for (i=0; i < slices2; i++) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
+ }
+ glEnd();
+ }
+ break;
+ case GLU_SILHOUETTE:
+ if (sweepAngle < 360.0) {
+ for (i = 0; i <= slices; i+= slices) {
+ sintemp = sinCache[i];
+ costemp = cosCache[i];
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j <= loops; j++) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sintemp, radiusLow * costemp, 0.0);
+ }
+ glEnd();
+ }
+ }
+ for (j = 0; j <= loops; j += loops) {
+ radiusLow = outerRadius - deltaRadius * ((float) j / loops);
+ if (qobj->textureCoords) {
+ texLow = radiusLow / outerRadius / 2;
+ }
+
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(texLow * sinCache[i] + 0.5,
+ texLow * cosCache[i] + 0.5);
+ }
+ glVertex3f(radiusLow * sinCache[i],
+ radiusLow * cosCache[i], 0.0);
+ }
+ glEnd();
+ if (innerRadius == outerRadius) break;
+ }
+ break;
+ default:
+ break;
+ }
+}
+
+void GLAPIENTRY
+gluSphere(GLUquadric *qobj, GLdouble radius, GLint slices, GLint stacks)
+{
+ GLint i,j,max;
+ GLfloat sinCache1a[CACHE_SIZE];
+ GLfloat cosCache1a[CACHE_SIZE];
+ GLfloat sinCache2a[CACHE_SIZE];
+ GLfloat cosCache2a[CACHE_SIZE];
+ GLfloat sinCache3a[CACHE_SIZE];
+ GLfloat cosCache3a[CACHE_SIZE];
+ GLfloat sinCache1b[CACHE_SIZE];
+ GLfloat cosCache1b[CACHE_SIZE];
+ GLfloat sinCache2b[CACHE_SIZE];
+ GLfloat cosCache2b[CACHE_SIZE];
+ GLfloat sinCache3b[CACHE_SIZE];
+ GLfloat cosCache3b[CACHE_SIZE];
+ GLfloat angle;
+ GLfloat x, y, zLow, zHigh;
+ GLfloat sintemp1, sintemp2, sintemp3, sintemp4;
+ GLfloat costemp1, costemp2, costemp3, costemp4;
+ GLfloat zNormal;
+ GLfloat xyNormalRatio;
+ GLboolean needCache2, needCache3;
+ GLint start, finish;
+
+ if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1;
+ if (stacks >= CACHE_SIZE) stacks = CACHE_SIZE-1;
+ if (slices < 2 || stacks < 1 || radius < 0.0) {
+ gluQuadricError(qobj, GLU_INVALID_VALUE);
+ return;
+ }
+
+ /* Cache is the vertex locations cache */
+ /* Cache2 is the various normals at the vertices themselves */
+ /* Cache3 is the various normals for the faces */
+ needCache2 = needCache3 = GL_FALSE;
+
+ if (qobj->normals == GLU_SMOOTH) {
+ needCache2 = GL_TRUE;
+ }
+
+ if (qobj->normals == GLU_FLAT) {
+ if (qobj->drawStyle != GLU_POINT) {
+ needCache3 = GL_TRUE;
+ }
+ if (qobj->drawStyle == GLU_LINE) {
+ needCache2 = GL_TRUE;
+ }
+ }
+
+ for (i = 0; i < slices; i++) {
+ angle = 2 * PI * i / slices;
+ sinCache1a[i] = SIN(angle);
+ cosCache1a[i] = COS(angle);
+ if (needCache2) {
+ sinCache2a[i] = sinCache1a[i];
+ cosCache2a[i] = cosCache1a[i];
+ }
+ }
+
+ for (j = 0; j <= stacks; j++) {
+ angle = PI * j / stacks;
+ if (needCache2) {
+ if (qobj->orientation == GLU_OUTSIDE) {
+ sinCache2b[j] = SIN(angle);
+ cosCache2b[j] = COS(angle);
+ } else {
+ sinCache2b[j] = -SIN(angle);
+ cosCache2b[j] = -COS(angle);
+ }
+ }
+ sinCache1b[j] = radius * SIN(angle);
+ cosCache1b[j] = radius * COS(angle);
+ }
+ /* Make sure it comes to a point */
+ sinCache1b[0] = 0;
+ sinCache1b[stacks] = 0;
+
+ if (needCache3) {
+ for (i = 0; i < slices; i++) {
+ angle = 2 * PI * (i-0.5) / slices;
+ sinCache3a[i] = SIN(angle);
+ cosCache3a[i] = COS(angle);
+ }
+ for (j = 0; j <= stacks; j++) {
+ angle = PI * (j - 0.5) / stacks;
+ if (qobj->orientation == GLU_OUTSIDE) {
+ sinCache3b[j] = SIN(angle);
+ cosCache3b[j] = COS(angle);
+ } else {
+ sinCache3b[j] = -SIN(angle);
+ cosCache3b[j] = -COS(angle);
+ }
+ }
+ }
+
+ sinCache1a[slices] = sinCache1a[0];
+ cosCache1a[slices] = cosCache1a[0];
+ if (needCache2) {
+ sinCache2a[slices] = sinCache2a[0];
+ cosCache2a[slices] = cosCache2a[0];
+ }
+ if (needCache3) {
+ sinCache3a[slices] = sinCache3a[0];
+ cosCache3a[slices] = cosCache3a[0];
+ }
+
+ switch (qobj->drawStyle) {
+ case GLU_FILL:
+ /* Do ends of sphere as TRIANGLE_FAN's (if not texturing)
+ ** We don't do it when texturing because we need to respecify the
+ ** texture coordinates of the apex for every adjacent vertex (because
+ ** it isn't a constant for that point)
+ */
+ if (!(qobj->textureCoords)) {
+ start = 1;
+ finish = stacks - 1;
+
+ /* Low end first (j == 0 iteration) */
+ sintemp2 = sinCache1b[1];
+ zHigh = cosCache1b[1];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ sintemp3 = sinCache3b[1];
+ costemp3 = cosCache3b[1];
+ break;
+ case GLU_SMOOTH:
+ sintemp3 = sinCache2b[1];
+ costemp3 = cosCache2b[1];
+ glNormal3f(sinCache2a[0] * sinCache2b[0],
+ cosCache2a[0] * sinCache2b[0],
+ cosCache2b[0]);
+ break;
+ default:
+ break;
+ }
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3f(0.0, 0.0, radius);
+ if (qobj->orientation == GLU_OUTSIDE) {
+ for (i = slices; i >= 0; i--) {
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp3,
+ cosCache2a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_FLAT:
+ if (i != slices) {
+ glNormal3f(sinCache3a[i+1] * sintemp3,
+ cosCache3a[i+1] * sintemp3,
+ costemp3);
+ }
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ }
+ } else {
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp3,
+ cosCache2a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_FLAT:
+ glNormal3f(sinCache3a[i] * sintemp3,
+ cosCache3a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ }
+ }
+ glEnd();
+
+ /* High end next (j == stacks-1 iteration) */
+ sintemp2 = sinCache1b[stacks-1];
+ zHigh = cosCache1b[stacks-1];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ sintemp3 = sinCache3b[stacks];
+ costemp3 = cosCache3b[stacks];
+ break;
+ case GLU_SMOOTH:
+ sintemp3 = sinCache2b[stacks-1];
+ costemp3 = cosCache2b[stacks-1];
+ glNormal3f(sinCache2a[stacks] * sinCache2b[stacks],
+ cosCache2a[stacks] * sinCache2b[stacks],
+ cosCache2b[stacks]);
+ break;
+ default:
+ break;
+ }
+ glBegin(GL_TRIANGLE_FAN);
+ glVertex3f(0.0, 0.0, -radius);
+ if (qobj->orientation == GLU_OUTSIDE) {
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp3,
+ cosCache2a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_FLAT:
+ glNormal3f(sinCache3a[i] * sintemp3,
+ cosCache3a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ }
+ } else {
+ for (i = slices; i >= 0; i--) {
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp3,
+ cosCache2a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_FLAT:
+ if (i != slices) {
+ glNormal3f(sinCache3a[i+1] * sintemp3,
+ cosCache3a[i+1] * sintemp3,
+ costemp3);
+ }
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ }
+ }
+ glEnd();
+ } else {
+ start = 0;
+ finish = stacks;
+ }
+ for (j = start; j < finish; j++) {
+ zLow = cosCache1b[j];
+ zHigh = cosCache1b[j+1];
+ sintemp1 = sinCache1b[j];
+ sintemp2 = sinCache1b[j+1];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ sintemp4 = sinCache3b[j+1];
+ costemp4 = cosCache3b[j+1];
+ break;
+ case GLU_SMOOTH:
+ if (qobj->orientation == GLU_OUTSIDE) {
+ sintemp3 = sinCache2b[j+1];
+ costemp3 = cosCache2b[j+1];
+ sintemp4 = sinCache2b[j];
+ costemp4 = cosCache2b[j];
+ } else {
+ sintemp3 = sinCache2b[j];
+ costemp3 = cosCache2b[j];
+ sintemp4 = sinCache2b[j+1];
+ costemp4 = cosCache2b[j+1];
+ }
+ break;
+ default:
+ break;
+ }
+
+ glBegin(GL_QUAD_STRIP);
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp3,
+ cosCache2a[i] * sintemp3,
+ costemp3);
+ break;
+ case GLU_FLAT:
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->orientation == GLU_OUTSIDE) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) (j+1) / stacks);
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ } else {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) j / stacks);
+ }
+ glVertex3f(sintemp1 * sinCache1a[i],
+ sintemp1 * cosCache1a[i], zLow);
+ }
+ switch(qobj->normals) {
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp4,
+ cosCache2a[i] * sintemp4,
+ costemp4);
+ break;
+ case GLU_FLAT:
+ glNormal3f(sinCache3a[i] * sintemp4,
+ cosCache3a[i] * sintemp4,
+ costemp4);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->orientation == GLU_OUTSIDE) {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) j / stacks);
+ }
+ glVertex3f(sintemp1 * sinCache1a[i],
+ sintemp1 * cosCache1a[i], zLow);
+ } else {
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) (j+1) / stacks);
+ }
+ glVertex3f(sintemp2 * sinCache1a[i],
+ sintemp2 * cosCache1a[i], zHigh);
+ }
+ }
+ glEnd();
+ }
+ break;
+ case GLU_POINT:
+ glBegin(GL_POINTS);
+ for (j = 0; j <= stacks; j++) {
+ sintemp1 = sinCache1b[j];
+ costemp1 = cosCache1b[j];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ sintemp2 = sinCache2b[j];
+ costemp2 = cosCache2b[j];
+ break;
+ default:
+ break;
+ }
+ for (i = 0; i < slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp2,
+ cosCache2a[i] * sintemp2,
+ costemp2);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+
+ zLow = j * radius / stacks;
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) j / stacks);
+ }
+ glVertex3f(sintemp1 * sinCache1a[i],
+ sintemp1 * cosCache1a[i], costemp1);
+ }
+ }
+ glEnd();
+ break;
+ case GLU_LINE:
+ case GLU_SILHOUETTE:
+ for (j = 1; j < stacks; j++) {
+ sintemp1 = sinCache1b[j];
+ costemp1 = cosCache1b[j];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ sintemp2 = sinCache2b[j];
+ costemp2 = cosCache2b[j];
+ break;
+ default:
+ break;
+ }
+
+ glBegin(GL_LINE_STRIP);
+ for (i = 0; i <= slices; i++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ glNormal3f(sinCache3a[i] * sintemp2,
+ cosCache3a[i] * sintemp2,
+ costemp2);
+ break;
+ case GLU_SMOOTH:
+ glNormal3f(sinCache2a[i] * sintemp2,
+ cosCache2a[i] * sintemp2,
+ costemp2);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) j / stacks);
+ }
+ glVertex3f(sintemp1 * sinCache1a[i],
+ sintemp1 * cosCache1a[i], costemp1);
+ }
+ glEnd();
+ }
+ for (i = 0; i < slices; i++) {
+ sintemp1 = sinCache1a[i];
+ costemp1 = cosCache1a[i];
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ case GLU_SMOOTH:
+ sintemp2 = sinCache2a[i];
+ costemp2 = cosCache2a[i];
+ break;
+ default:
+ break;
+ }
+
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j <= stacks; j++) {
+ switch(qobj->normals) {
+ case GLU_FLAT:
+ glNormal3f(sintemp2 * sinCache3b[j],
+ costemp2 * sinCache3b[j],
+ cosCache3b[j]);
+ break;
+ case GLU_SMOOTH:
+ glNormal3f(sintemp2 * sinCache2b[j],
+ costemp2 * sinCache2b[j],
+ cosCache2b[j]);
+ break;
+ case GLU_NONE:
+ default:
+ break;
+ }
+
+ if (qobj->textureCoords) {
+ glTexCoord2f(1 - (float) i / slices,
+ 1 - (float) j / stacks);
+ }
+ glVertex3f(sintemp1 * sinCache1b[j],
+ costemp1 * sinCache1b[j], cosCache1b[j]);
+ }
+ glEnd();
+ }
+ break;
+ default:
+ break;
+ }
+}