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/* $Id: quadric.c,v 1.1 2003-02-28 11:42:07 pj Exp $ */
/*
* Mesa 3-D graphics library
* Version: 3.3
* Copyright (C) 1999-2000 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/* TODO:
* texture coordinate support
* flip normals according to orientation
* there's still some inside/outside orientation bugs in possibly all
* but the sphere function
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "gluP.h"
#endif
#ifndef M_PI
# define M_PI (3.1415926)
#endif
/*
* Convert degrees to radians:
*/
#define DEG_TO_RAD(A) ((A)*(M_PI/180.0))
/*
* Sin and Cos for degree angles:
*/
#define SIND( A ) sin( (A)*(M_PI/180.0) )
#define COSD( A) cos( (A)*(M_PI/180.0) )
/*
* Texture coordinates if texture flag is set
*/
#define TXTR_COORD(x,y) if (qobj->TextureFlag) glTexCoord2f(x,y);
struct GLUquadric
{
GLenum DrawStyle
; /* GLU_FILL, LINE, SILHOUETTE, or POINT */
GLenum Orientation
; /* GLU_INSIDE or GLU_OUTSIDE */
GLboolean TextureFlag
; /* Generate texture coords? */
GLenum Normals
; /* GLU_NONE, GLU_FLAT, or GLU_SMOOTH */
void (GLCALLBACK
* ErrorFunc
) (GLenum err
); /* Error handler callback function */
};
/*
* Process a GLU error.
*/
static void
quadric_error
(GLUquadricObj
* qobj
, GLenum error
, const char *msg
)
{
/* Call the error call back function if any */
if (qobj
->ErrorFunc
) {
(*qobj
->ErrorFunc
) (error
);
}
/* Print a message to stdout if MESA_DEBUG variable is defined */
if (getenv("MESA_DEBUG")) {
fprintf(stderr
, "GLUError: %s: %s\n", (char *) gluErrorString
(error
),
msg
);
}
}
GLUquadricObj
*GLAPIENTRY
gluNewQuadric
(void)
{
GLUquadricObj
*q
;
q
= (GLUquadricObj
*) malloc(sizeof(struct GLUquadric
));
if (q
) {
q
->DrawStyle
= GLU_FILL
;
q
->Orientation
= GLU_OUTSIDE
;
q
->TextureFlag
= GL_FALSE
;
q
->Normals
= GLU_SMOOTH
;
q
->ErrorFunc
= NULL
;
}
return q
;
}
void GLAPIENTRY
gluDeleteQuadric
(GLUquadricObj
* state
)
{
if (state
) {
free((void *) state
);
}
}
/*
* Set the drawing style to be GLU_FILL, GLU_LINE, GLU_SILHOUETTE,
* or GLU_POINT.
*/
void GLAPIENTRY
gluQuadricDrawStyle
(GLUquadricObj
* quadObject
, GLenum drawStyle
)
{
if (quadObject
&& (drawStyle
== GLU_FILL
|| drawStyle
== GLU_LINE
|| drawStyle
== GLU_SILHOUETTE
|| drawStyle
== GLU_POINT
)) {
quadObject
->DrawStyle
= drawStyle
;
}
else {
quadric_error
(quadObject
, GLU_INVALID_ENUM
, "qluQuadricDrawStyle");
}
}
/*
* Set the orientation to GLU_INSIDE or GLU_OUTSIDE.
*/
void GLAPIENTRY
gluQuadricOrientation
(GLUquadricObj
* quadObject
, GLenum orientation
)
{
if (quadObject
&& (orientation
== GLU_INSIDE
|| orientation
== GLU_OUTSIDE
)) {
quadObject
->Orientation
= orientation
;
}
else {
quadric_error
(quadObject
, GLU_INVALID_ENUM
, "qluQuadricOrientation");
}
}
/*
* Set the error handler callback function.
*/
void GLAPIENTRY
gluQuadricCallback
(GLUquadricObj
* qobj
,
GLenum which
, void (GLCALLBACK
* fn
) ())
{
/*
* UGH, this is a mess! I thought ANSI was a standard.
*/
if (qobj
&& which
== GLU_ERROR
) {
#ifdef __CYGWIN32__
qobj
->ErrorFunc
= (void (GLCALLBACKPCAST
) (GLenum
)) fn
;
#elif defined(OPENSTEP)
qobj
->ErrorFunc
= (void (*)(GLenum
)) fn
;
#elif defined(_WIN32)
qobj
->ErrorFunc
= (void (GLCALLBACK
*) (int)) fn
;
#elif defined(__STORM__)
qobj
->ErrorFunc
= (void (GLCALLBACK
*) (GLenum
)) fn
;
#elif defined(__BEOS__)
qobj
->ErrorFunc
= (void (*)(GLenum
)) fn
;
#else
qobj
->ErrorFunc
= (void (GLCALLBACK
*) ()) fn
;
#endif
}
}
void GLAPIENTRY
gluQuadricNormals
(GLUquadricObj
* quadObject
, GLenum normals
)
{
if (quadObject
&& (normals
== GLU_NONE
|| normals
== GLU_FLAT
|| normals
== GLU_SMOOTH
)) {
quadObject
->Normals
= normals
;
}
}
void GLAPIENTRY
gluQuadricTexture
(GLUquadricObj
* quadObject
, GLboolean textureCoords
)
{
if (quadObject
) {
quadObject
->TextureFlag
= textureCoords
;
}
}
/*
* Call glNormal3f after scaling normal to unit length.
*/
static void
normal3f
(GLfloat x
, GLfloat y
, GLfloat z
)
{
GLdouble mag
;
mag
= sqrt(x
* x
+ y
* y
+ z
* z
);
if (mag
> 0.00001F) {
x
/= mag
;
y
/= mag
;
z
/= mag
;
}
glNormal3f
(x
, y
, z
);
}
void GLAPIENTRY
gluCylinder
(GLUquadricObj
* qobj
,
GLdouble baseRadius
, GLdouble topRadius
,
GLdouble height
, GLint slices
, GLint stacks
)
{
GLdouble da
, r
, dr
, dz
;
GLfloat x
, y
, z
, nz
, nsign
;
GLint i
, j
;
if (qobj
->Orientation
== GLU_INSIDE
) {
nsign
= -1.0;
}
else {
nsign
= 1.0;
}
da
= 2.0 * M_PI
/ slices
;
dr
= (topRadius
- baseRadius
) / stacks
;
dz
= height
/ stacks
;
nz
= (baseRadius
- topRadius
) / height
; /* Z component of normal vectors */
if (qobj
->DrawStyle
== GLU_POINT
) {
glBegin
(GL_POINTS
);
for (i
= 0; i
< slices
; i
++) {
x
= cos(i
* da
);
y
= sin(i
* da
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
z
= 0.0;
r
= baseRadius
;
for (j
= 0; j
<= stacks
; j
++) {
glVertex3f
(x
* r
, y
* r
, z
);
z
+= dz
;
r
+= dr
;
}
}
glEnd
();
}
else if (qobj
->DrawStyle
== GLU_LINE
|| qobj
->DrawStyle
== GLU_SILHOUETTE
) {
/* Draw rings */
if (qobj
->DrawStyle
== GLU_LINE
) {
z
= 0.0;
r
= baseRadius
;
for (j
= 0; j
<= stacks
; j
++) {
glBegin
(GL_LINE_LOOP
);
for (i
= 0; i
< slices
; i
++) {
x
= cos(i
* da
);
y
= sin(i
* da
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
glVertex3f
(x
* r
, y
* r
, z
);
}
glEnd
();
z
+= dz
;
r
+= dr
;
}
}
else {
/* draw one ring at each end */
if (baseRadius
!= 0.0) {
glBegin
(GL_LINE_LOOP
);
for (i
= 0; i
< slices
; i
++) {
x
= cos(i
* da
);
y
= sin(i
* da
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
glVertex3f
(x
* baseRadius
, y
* baseRadius
, 0.0);
}
glEnd
();
glBegin
(GL_LINE_LOOP
);
for (i
= 0; i
< slices
; i
++) {
x
= cos(i
* da
);
y
= sin(i
* da
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
glVertex3f
(x
* topRadius
, y
* topRadius
, height
);
}
glEnd
();
}
}
/* draw length lines */
glBegin
(GL_LINES
);
for (i
= 0; i
< slices
; i
++) {
x
= cos(i
* da
);
y
= sin(i
* da
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
glVertex3f
(x
* baseRadius
, y
* baseRadius
, 0.0);
glVertex3f
(x
* topRadius
, y
* topRadius
, height
);
}
glEnd
();
}
else if (qobj
->DrawStyle
== GLU_FILL
) {
GLfloat ds
= 1.0 / slices
;
GLfloat dt
= 1.0 / stacks
;
GLfloat t
= 0.0;
z
= 0.0;
r
= baseRadius
;
for (j
= 0; j
< stacks
; j
++) {
GLfloat s
= 0.0;
glBegin
(GL_QUAD_STRIP
);
for (i
= 0; i
<= slices
; i
++) {
GLfloat x
, y
;
if (i
== slices
) {
x
= sin(0.0);
y
= cos(0.0);
}
else {
x
= sin(i
* da
);
y
= cos(i
* da
);
}
if (nsign
== 1.0) {
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
TXTR_COORD
(s
, t
);
glVertex3f
(x
* r
, y
* r
, z
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
TXTR_COORD
(s
, t
+ dt
);
glVertex3f
(x
* (r
+ dr
), y
* (r
+ dr
), z
+ dz
);
}
else {
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
TXTR_COORD
(s
, t
);
glVertex3f
(x
* r
, y
* r
, z
);
normal3f
(x
* nsign
, y
* nsign
, nz
* nsign
);
TXTR_COORD
(s
, t
+ dt
);
glVertex3f
(x
* (r
+ dr
), y
* (r
+ dr
), z
+ dz
);
}
s
+= ds
;
} /* for slices */
glEnd
();
r
+= dr
;
t
+= dt
;
z
+= dz
;
} /* for stacks */
}
}
void GLAPIENTRY
gluSphere
(GLUquadricObj
* qobj
, GLdouble radius
, GLint slices
, GLint stacks
)
{
GLfloat rho
, drho
, theta
, dtheta
;
GLfloat x
, y
, z
;
GLfloat s
, t
, ds
, dt
;
GLint i
, j
, imin
, imax
;
GLboolean normals
;
GLfloat nsign
;
if (qobj
->Normals
== GLU_NONE
) {
normals
= GL_FALSE
;
}
else {
normals
= GL_TRUE
;
}
if (qobj
->Orientation
== GLU_INSIDE
) {
nsign
= -1.0;
}
else {
nsign
= 1.0;
}
drho
= M_PI
/ (GLfloat
) stacks
;
dtheta
= 2.0 * M_PI
/ (GLfloat
) slices
;
/* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y axis */
/* t goes from -1.0/+1.0 at z = -radius/+radius (linear along longitudes) */
/* cannot use triangle fan on texturing (s coord. at top/bottom tip varies) */
if (qobj
->DrawStyle
== GLU_FILL
) {
if (!qobj
->TextureFlag
) {
/* draw +Z end as a triangle fan */
glBegin
(GL_TRIANGLE_FAN
);
glNormal3f
(0.0, 0.0, 1.0);
glVertex3f
(0.0, 0.0, nsign
* radius
);
for (j
= 0; j
<= slices
; j
++) {
theta
= (j
== slices
) ? 0.0 : j
* dtheta
;
x
= -sin(theta
) * sin(drho
);
y
= cos(theta
) * sin(drho
);
z
= nsign
* cos(drho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
glEnd
();
}
ds
= 1.0 / slices
;
dt
= 1.0 / stacks
;
t
= 1.0; /* because loop now runs from 0 */
if (qobj
->TextureFlag
) {
imin
= 0;
imax
= stacks
;
}
else {
imin
= 1;
imax
= stacks
- 1;
}
/* draw intermediate stacks as quad strips */
for (i
= imin
; i
< imax
; i
++) {
rho
= i
* drho
;
glBegin
(GL_QUAD_STRIP
);
s
= 0.0;
for (j
= 0; j
<= slices
; j
++) {
theta
= (j
== slices
) ? 0.0 : j
* dtheta
;
x
= -sin(theta
) * sin(rho
);
y
= cos(theta
) * sin(rho
);
z
= nsign
* cos(rho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
TXTR_COORD
(s
, t
);
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
x
= -sin(theta
) * sin(rho
+ drho
);
y
= cos(theta
) * sin(rho
+ drho
);
z
= nsign
* cos(rho
+ drho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
TXTR_COORD
(s
, t
- dt
);
s
+= ds
;
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
glEnd
();
t
-= dt
;
}
if (!qobj
->TextureFlag
) {
/* draw -Z end as a triangle fan */
glBegin
(GL_TRIANGLE_FAN
);
glNormal3f
(0.0, 0.0, -1.0);
glVertex3f
(0.0, 0.0, -radius
* nsign
);
rho
= M_PI
- drho
;
s
= 1.0;
t
= dt
;
for (j
= slices
; j
>= 0; j
--) {
theta
= (j
== slices
) ? 0.0 : j
* dtheta
;
x
= -sin(theta
) * sin(rho
);
y
= cos(theta
) * sin(rho
);
z
= nsign
* cos(rho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
s
-= ds
;
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
glEnd
();
}
}
else if (qobj
->DrawStyle
== GLU_LINE
|| qobj
->DrawStyle
== GLU_SILHOUETTE
) {
/* draw stack lines */
for (i
= 1; i
< stacks
; i
++) { /* stack line at i==stacks-1 was missing here */
rho
= i
* drho
;
glBegin
(GL_LINE_LOOP
);
for (j
= 0; j
< slices
; j
++) {
theta
= j
* dtheta
;
x
= cos(theta
) * sin(rho
);
y
= sin(theta
) * sin(rho
);
z
= cos(rho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
glEnd
();
}
/* draw slice lines */
for (j
= 0; j
< slices
; j
++) {
theta
= j
* dtheta
;
glBegin
(GL_LINE_STRIP
);
for (i
= 0; i
<= stacks
; i
++) {
rho
= i
* drho
;
x
= cos(theta
) * sin(rho
);
y
= sin(theta
) * sin(rho
);
z
= cos(rho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
glEnd
();
}
}
else if (qobj
->DrawStyle
== GLU_POINT
) {
/* top and bottom-most points */
glBegin
(GL_POINTS
);
if (normals
)
glNormal3f
(0.0, 0.0, nsign
);
glVertex3d
(0.0, 0.0, radius
);
if (normals
)
glNormal3f
(0.0, 0.0, -nsign
);
glVertex3d
(0.0, 0.0, -radius
);
/* loop over stacks */
for (i
= 1; i
< stacks
- 1; i
++) {
rho
= i
* drho
;
for (j
= 0; j
< slices
; j
++) {
theta
= j
* dtheta
;
x
= cos(theta
) * sin(rho
);
y
= sin(theta
) * sin(rho
);
z
= cos(rho
);
if (normals
)
glNormal3f
(x
* nsign
, y
* nsign
, z
* nsign
);
glVertex3f
(x
* radius
, y
* radius
, z
* radius
);
}
}
glEnd
();
}
}
void GLAPIENTRY
gluDisk
(GLUquadricObj
* qobj
,
GLdouble innerRadius
, GLdouble outerRadius
, GLint slices
, GLint loops
)
{
GLfloat da
, dr
;
#if 0
GLdouble a
, da
;
GLfloat r
, dr
;
GLfloat x
, y
;
GLfloat r1
, r2
, dtc
;
GLint s
, l
;
#endif
/* Normal vectors */
if (qobj
->Normals
!= GLU_NONE
) {
if (qobj
->Orientation
== GLU_OUTSIDE
) {
glNormal3f
(0.0, 0.0, +1.0);
}
else {
glNormal3f
(0.0, 0.0, -1.0);
}
}
da
= 2.0 * M_PI
/ slices
;
dr
= (outerRadius
- innerRadius
) / (GLfloat
) loops
;
switch (qobj
->DrawStyle
) {
case GLU_FILL
:
{
/* texture of a gluDisk is a cut out of the texture unit square
* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1]
* (linear mapping)
*/
GLfloat dtc
= 2.0f * outerRadius
;
GLfloat sa
, ca
;
GLfloat r1
= innerRadius
;
GLint l
;
for (l
= 0; l
< loops
; l
++) {
GLfloat r2
= r1
+ dr
;
if (qobj
->Orientation
== GLU_OUTSIDE
) {
GLint s
;
glBegin
(GL_QUAD_STRIP
);
for (s
= 0; s
<= slices
; s
++) {
GLfloat a
;
if (s
== slices
)
a
= 0.0;
else
a
= s
* da
;
sa
= sin(a
);
ca
= cos(a
);
TXTR_COORD
(0.5 + sa
* r2
/ dtc
, 0.5 + ca
* r2
/ dtc
);
glVertex2f
(r2
* sa
, r2
* ca
);
TXTR_COORD
(0.5 + sa
* r1
/ dtc
, 0.5 + ca
* r1
/ dtc
);
glVertex2f
(r1
* sa
, r1
* ca
);
}
glEnd
();
}
else {
GLint s
;
glBegin
(GL_QUAD_STRIP
);
for (s
= slices
; s
>= 0; s
--) {
GLfloat a
;
if (s
== slices
)
a
= 0.0;
else
a
= s
* da
;
sa
= sin(a
);
ca
= cos(a
);
TXTR_COORD
(0.5 - sa
* r2
/ dtc
, 0.5 + ca
* r2
/ dtc
);
glVertex2f
(r2
* sa
, r2
* ca
);
TXTR_COORD
(0.5 - sa
* r1
/ dtc
, 0.5 + ca
* r1
/ dtc
);
glVertex2f
(r1
* sa
, r1
* ca
);
}
glEnd
();
}
r1
= r2
;
}
break;
}
case GLU_LINE
:
{
GLint l
, s
;
/* draw loops */
for (l
= 0; l
<= loops
; l
++) {
GLfloat r
= innerRadius
+ l
* dr
;
glBegin
(GL_LINE_LOOP
);
for (s
= 0; s
< slices
; s
++) {
GLfloat a
= s
* da
;
glVertex2f
(r
* sin(a
), r
* cos(a
));
}
glEnd
();
}
/* draw spokes */
for (s
= 0; s
< slices
; s
++) {
GLfloat a
= s
* da
;
GLfloat x
= sin(a
);
GLfloat y
= cos(a
);
glBegin
(GL_LINE_STRIP
);
for (l
= 0; l
<= loops
; l
++) {
GLfloat r
= innerRadius
+ l
* dr
;
glVertex2f
(r
* x
, r
* y
);
}
glEnd
();
}
break;
}
case GLU_POINT
:
{
GLint s
;
glBegin
(GL_POINTS
);
for (s
= 0; s
< slices
; s
++) {
GLfloat a
= s
* da
;
GLfloat x
= sin(a
);
GLfloat y
= cos(a
);
GLint l
;
for (l
= 0; l
<= loops
; l
++) {
GLfloat r
= innerRadius
* l
* dr
;
glVertex2f
(r
* x
, r
* y
);
}
}
glEnd
();
break;
}
case GLU_SILHOUETTE
:
{
if (innerRadius
!= 0.0) {
GLfloat a
;
glBegin
(GL_LINE_LOOP
);
for (a
= 0.0; a
< 2.0 * M_PI
; a
+= da
) {
GLfloat x
= innerRadius
* sin(a
);
GLfloat y
= innerRadius
* cos(a
);
glVertex2f
(x
, y
);
}
glEnd
();
}
{
GLfloat a
;
glBegin
(GL_LINE_LOOP
);
for (a
= 0; a
< 2.0 * M_PI
; a
+= da
) {
GLfloat x
= outerRadius
* sin(a
);
GLfloat y
= outerRadius
* cos(a
);
glVertex2f
(x
, y
);
}
glEnd
();
}
break;
}
default:
abort();
}
}
void GLAPIENTRY
gluPartialDisk
(GLUquadricObj
* qobj
, GLdouble innerRadius
,
GLdouble outerRadius
, GLint slices
, GLint loops
,
GLdouble startAngle
, GLdouble sweepAngle
)
{
if (qobj
->Normals
!= GLU_NONE
) {
if (qobj
->Orientation
== GLU_OUTSIDE
) {
glNormal3f
(0.0, 0.0, +1.0);
}
else {
glNormal3f
(0.0, 0.0, -1.0);
}
}
if (qobj
->DrawStyle
== GLU_POINT
) {
GLint loop
, slice
;
GLdouble radius
, delta_radius
;
GLdouble angle
, delta_angle
;
delta_radius
= (outerRadius
- innerRadius
) / (loops
- 1);
delta_angle
= DEG_TO_RAD
((sweepAngle
) / (slices
- 1));
glBegin
(GL_POINTS
);
radius
= innerRadius
;
for (loop
= 0; loop
< loops
; loop
++) {
angle
= DEG_TO_RAD
(startAngle
);
for (slice
= 0; slice
< slices
; slice
++) {
glVertex2d
(radius
* sin(angle
), radius
* cos(angle
));
angle
+= delta_angle
;
}
radius
+= delta_radius
;
}
glEnd
();
}
else if (qobj
->DrawStyle
== GLU_LINE
) {
GLint loop
, slice
;
GLdouble radius
, delta_radius
;
GLdouble angle
, delta_angle
;
delta_radius
= (outerRadius
- innerRadius
) / loops
;
delta_angle
= DEG_TO_RAD
(sweepAngle
/ slices
);
/* draw rings */
radius
= innerRadius
;
for (loop
= 0; loop
< loops
; loop
++) {
angle
= DEG_TO_RAD
(startAngle
);
glBegin
(GL_LINE_STRIP
);
for (slice
= 0; slice
<= slices
; slice
++) {
glVertex2d
(radius
* sin(angle
), radius
* cos(angle
));
angle
+= delta_angle
;
}
glEnd
();
radius
+= delta_radius
;
}
/* draw spokes */
angle
= DEG_TO_RAD
(startAngle
);
for (slice
= 0; slice
<= slices
; slice
++) {
radius
= innerRadius
;
glBegin
(GL_LINE_STRIP
);
for (loop
= 0; loop
< loops
; loop
++) {
glVertex2d
(radius
* sin(angle
), radius
* cos(angle
));
radius
+= delta_radius
;
}
glEnd
();
angle
+= delta_angle
;
}
}
else if (qobj
->DrawStyle
== GLU_SILHOUETTE
) {
GLint slice
;
GLdouble angle
, delta_angle
;
delta_angle
= DEG_TO_RAD
(sweepAngle
/ slices
);
/* draw outer ring */
glBegin
(GL_LINE_STRIP
);
angle
= DEG_TO_RAD
(startAngle
);
for (slice
= 0; slice
<= slices
; slice
++) {
glVertex2d
(outerRadius
* sin(angle
), outerRadius
* cos(angle
));
angle
+= delta_angle
;
}
glEnd
();
/* draw inner ring */
if (innerRadius
> 0.0) {
glBegin
(GL_LINE_STRIP
);
angle
= DEG_TO_RAD
(startAngle
);
for (slice
= 0; slice
< slices
; slice
++) {
glVertex2d
(innerRadius
* sin(angle
), innerRadius
* cos(angle
));
angle
+= delta_angle
;
}
glEnd
();
}
/* draw spokes */
if (sweepAngle
< 360.0) {
GLdouble stopAngle
= startAngle
+ sweepAngle
;
glBegin
(GL_LINES
);
glVertex2d
(innerRadius
* SIND
(startAngle
),
innerRadius
* COSD
(startAngle
));
glVertex2d
(outerRadius
* SIND
(startAngle
),
outerRadius
* COSD
(startAngle
));
glVertex2d
(innerRadius
* SIND
(stopAngle
),
innerRadius
* COSD
(stopAngle
));
glVertex2d
(outerRadius
* SIND
(stopAngle
),
outerRadius
* COSD
(stopAngle
));
glEnd
();
}
}
else if (qobj
->DrawStyle
== GLU_FILL
) {
GLint loop
, slice
;
GLdouble radius
, delta_radius
;
GLdouble angle
, delta_angle
;
delta_radius
= (outerRadius
- innerRadius
) / loops
;
delta_angle
= DEG_TO_RAD
(sweepAngle
/ slices
);
radius
= innerRadius
;
for (loop
= 0; loop
< loops
; loop
++) {
glBegin
(GL_QUAD_STRIP
);
angle
= DEG_TO_RAD
(startAngle
);
for (slice
= 0; slice
<= slices
; slice
++) {
if (qobj
->Orientation
== GLU_OUTSIDE
) {
glVertex2d
((radius
+ delta_radius
) * sin(angle
),
(radius
+ delta_radius
) * cos(angle
));
glVertex2d
(radius
* sin(angle
), radius
* cos(angle
));
}
else {
glVertex2d
(radius
* sin(angle
), radius
* cos(angle
));
glVertex2d
((radius
+ delta_radius
) * sin(angle
),
(radius
+ delta_radius
) * cos(angle
));
}
angle
+= delta_angle
;
}
glEnd
();
radius
+= delta_radius
;
}
}
}