/*! \file shapes.c \ingroup demos This program is a test harness for the various shapes in OpenGLUT. It may also be useful to see which parameters control what behavior in the OpenGLUT objects. Spinning wireframe and solid-shaded shapes are displayed. Some parameters can be adjusted. Keys: - Esc   Quit - q Q   Quit - i I   Show info - p P   Toggle perspective or orthographic projection - r R   Toggle fixed or animated rotation around model X-axis - s S   Toggle toggle fixed function or shader render path - n N   Toggle visualization of object's normal vectors - = +   Increase \a slices - - _   Decreate \a slices - , <   Decreate \a stacks - . >   Increase \a stacks - 9 (   Decreate \a depth (Sierpinski Sponge) - 0 )   Increase \a depth (Sierpinski Sponge) - up    Increase "outer radius" - down  Decrease "outer radius" - left  Decrease "inner radius" - right Increase "inner radius" - PgUp  Next shape-drawing function - PgDn  Prev shape-drawing function \author Written by Nigel Stewart November 2003 \author Portions Copyright (C) 2004, the OpenGLUT project contributors.
OpenGLUT branched from freeglut in February, 2004. \image html openglut_shapes.png OpenGLUT Geometric Shapes Demonstration \include demos/shapes/shapes.c */ #include #include #include #include #include #include "glmatrix.h" #ifdef _MSC_VER /* DUMP MEMORY LEAKS */ #include #endif /* report GL errors, if any, to stderr */ void checkError(const char *functionName) { GLenum error; while (( error = glGetError() ) != GL_NO_ERROR) { fprintf (stderr, "GL error 0x%X detected in %s\n", error, functionName); } } /* * OpenGL 2+ shader mode needs some function and macro definitions, * avoiding a dependency on additional libraries like GLEW or the * GL/glext.h header */ #ifndef GL_FRAGMENT_SHADER #define GL_FRAGMENT_SHADER 0x8B30 #endif #ifndef GL_VERTEX_SHADER #define GL_VERTEX_SHADER 0x8B31 #endif #ifndef GL_COMPILE_STATUS #define GL_COMPILE_STATUS 0x8B81 #endif #ifndef GL_LINK_STATUS #define GL_LINK_STATUS 0x8B82 #endif #ifndef GL_INFO_LOG_LENGTH #define GL_INFO_LOG_LENGTH 0x8B84 #endif typedef ptrdiff_t ourGLsizeiptr; typedef char ourGLchar; #ifndef APIENTRY #define APIENTRY #endif #ifndef GL_VERSION_2_0 typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const ourGLchar **string, const GLint *length); typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader); typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void); typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog); typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLenum target, GLenum pname, GLint *params); typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, ourGLchar *infoLog); typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const ourGLchar *name); typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const ourGLchar *name); typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (APIENTRY *PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); #endif PFNGLCREATESHADERPROC gl_CreateShader; PFNGLSHADERSOURCEPROC gl_ShaderSource; PFNGLCOMPILESHADERPROC gl_CompileShader; PFNGLCREATEPROGRAMPROC gl_CreateProgram; PFNGLATTACHSHADERPROC gl_AttachShader; PFNGLLINKPROGRAMPROC gl_LinkProgram; PFNGLUSEPROGRAMPROC gl_UseProgram; PFNGLGETSHADERIVPROC gl_GetShaderiv; PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog; PFNGLGETPROGRAMIVPROC gl_GetProgramiv; PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog; PFNGLGETATTRIBLOCATIONPROC gl_GetAttribLocation; PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation; PFNGLUNIFORMMATRIX4FVPROC gl_UniformMatrix4fv; PFNGLUNIFORMMATRIX3FVPROC gl_UniformMatrix3fv; void initExtensionEntries(void) { gl_CreateShader = (PFNGLCREATESHADERPROC) glutGetProcAddress ("glCreateShader"); gl_ShaderSource = (PFNGLSHADERSOURCEPROC) glutGetProcAddress ("glShaderSource"); gl_CompileShader = (PFNGLCOMPILESHADERPROC) glutGetProcAddress ("glCompileShader"); gl_CreateProgram = (PFNGLCREATEPROGRAMPROC) glutGetProcAddress ("glCreateProgram"); gl_AttachShader = (PFNGLATTACHSHADERPROC) glutGetProcAddress ("glAttachShader"); gl_LinkProgram = (PFNGLLINKPROGRAMPROC) glutGetProcAddress ("glLinkProgram"); gl_UseProgram = (PFNGLUSEPROGRAMPROC) glutGetProcAddress ("glUseProgram"); gl_GetShaderiv = (PFNGLGETSHADERIVPROC) glutGetProcAddress ("glGetShaderiv"); gl_GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) glutGetProcAddress ("glGetShaderInfoLog"); gl_GetProgramiv = (PFNGLGETPROGRAMIVPROC) glutGetProcAddress ("glGetProgramiv"); gl_GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) glutGetProcAddress ("glGetProgramInfoLog"); gl_GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) glutGetProcAddress ("glGetAttribLocation"); gl_GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) glutGetProcAddress ("glGetUniformLocation"); gl_UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) glutGetProcAddress ("glUniformMatrix4fv"); gl_UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) glutGetProcAddress ("glUniformMatrix3fv"); if (!gl_CreateShader || !gl_ShaderSource || !gl_CompileShader || !gl_CreateProgram || !gl_AttachShader || !gl_LinkProgram || !gl_UseProgram || !gl_GetShaderiv || !gl_GetShaderInfoLog || !gl_GetProgramiv || !gl_GetProgramInfoLog || !gl_GetAttribLocation || !gl_GetUniformLocation || !gl_UniformMatrix4fv || !gl_UniformMatrix3fv) { fprintf (stderr, "glCreateShader, glShaderSource, glCompileShader, glCreateProgram, glAttachShader, glLinkProgram, glUseProgram, glGetShaderiv, glGetShaderInfoLog, glGetProgramiv, glGetProgramInfoLog, glGetAttribLocation, glGetUniformLocation, glUniformMatrix4fv or gl_UniformMatrix3fv not found"); exit(1); } } const ourGLchar *vertexShaderSource[] = { "/**", " * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights", " * This file is in the public domain.", " * Contributors: Sylvain Beucler", " */", "attribute vec3 fg_coord;", "attribute vec3 fg_normal;", "varying vec4 position; /* position of the vertex (and fragment) in world space */", "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", "uniform mat4 m, p; /* don't need v, as always identity in our demo */", "uniform mat3 m_3x3_inv_transp;", " ", "void main()", "{", " vec4 fg_coord4 = vec4(fg_coord, 1.0);", " position = m * fg_coord4;", " varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);", " ", " mat4 mvp = p*m; /* normally p*v*m */", " gl_Position = mvp * fg_coord4;", "}" }; const ourGLchar *fragmentShaderSource[] = { "/**", " * From the OpenGL Programming wikibook: http://en.wikibooks.org/wiki/GLSL_Programming/GLUT/Smooth_Specular_Highlights", " * This file is in the public domain.", " * Contributors: Martin Kraus, Sylvain Beucler", " */", "varying vec4 position; /* position of the vertex (and fragment) in world space */", "varying vec3 varyingNormalDirection; /* surface normal vector in world space */", "/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */", " ", "struct lightSource", "{", " vec4 position;", " vec4 diffuse;", " vec4 specular;", " float constantAttenuation, linearAttenuation, quadraticAttenuation;", " float spotCutoff, spotExponent;", " vec3 spotDirection;", "};", "lightSource light0 = lightSource(", " vec4(2.0, 5.0, 5.0, 0.0),", " vec4(1.0, 1.0, 1.0, 1.0),", " vec4(1.0, 1.0, 1.0, 1.0),", " 0.0, 1.0, 0.0,", " 180.0, 0.0,", " vec3(0.0, 0.0, 0.0)", ");", "vec4 scene_ambient = vec4(0.2, 0.2, 0.2, 1.0);", " ", "struct material", "{", " vec4 ambient;", " vec4 diffuse;", " vec4 specular;", " float shininess;", "};", "material frontMaterial = material(", " vec4(1.0, 0.0, 0.0, 1.0),", " vec4(1.0, 0.0, 0.0, 1.0),", " vec4(1.0, 1.0, 1.0, 1.0),", " 100.0", ");", " ", "void main()", "{", " vec3 normalDirection = normalize(varyingNormalDirection);", " /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */", " vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */", " vec3 lightDirection;", " float attenuation;", " ", " if (0.0 == light0.position.w) /* directional light? */", " {", " attenuation = 1.0; /* no attenuation */", " lightDirection = normalize(vec3(light0.position));", " } ", " else /* point light or spotlight (or other kind of light) */", " {", " vec3 positionToLightSource = vec3(light0.position - position);", " float distance = length(positionToLightSource);", " lightDirection = normalize(positionToLightSource);", " attenuation = 1.0 / (light0.constantAttenuation", " + light0.linearAttenuation * distance", " + light0.quadraticAttenuation * distance * distance);", " ", " if (light0.spotCutoff <= 90.0) /* spotlight? */", " {", " float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));", " if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */", " {", " attenuation = 0.0;", " }", " else", " {", " attenuation = attenuation * pow(clampedCosine, light0.spotExponent); ", " }", " }", " }", " ", " vec3 ambientLighting = vec3(scene_ambient) * vec3(frontMaterial.ambient);", " ", " vec3 diffuseReflection = attenuation ", " * vec3(light0.diffuse) * vec3(frontMaterial.diffuse)", " * max(0.0, dot(normalDirection, lightDirection));", " ", " vec3 specularReflection;", " if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */", " {", " specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */", " }", " else /* light source on the right side */", " {", " specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ", " * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);", " }", " ", " gl_FragColor = vec4(ambientLighting + diffuseReflection + specularReflection, 1.0);", "}" }; GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isAttrib) { if (isAttrib) { GLint attrib = gl_GetAttribLocation(program, name); if (attrib == -1) { fprintf(stderr, "Warning: Could not bind attrib %s\n", name); } checkError ("getAttribOrUniformLocation"); return attrib; } else { GLint uniform = gl_GetUniformLocation(program, name); if (uniform == -1) { fprintf(stderr, "Warning: Could not bind uniform %s\n", name); } checkError ("getAttribOrUniformLocation"); return uniform; } } GLuint program; GLint attribute_fg_coord = -1, attribute_fg_normal = -1; GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1; GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */ void compileAndCheck(GLuint shader) { GLint status; gl_CompileShader (shader); gl_GetShaderiv (shader, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { GLint infoLogLength; ourGLchar *infoLog; gl_GetShaderiv (shader, GL_INFO_LOG_LENGTH, &infoLogLength); infoLog = (ourGLchar*) malloc (infoLogLength); gl_GetShaderInfoLog (shader, infoLogLength, NULL, infoLog); fprintf (stderr, "compile log: %s\n", infoLog); free (infoLog); } checkError ("compileAndCheck"); } GLuint compileShaderSource(GLenum type, GLsizei count, const ourGLchar **string) { GLuint shader = gl_CreateShader (type); gl_ShaderSource (shader, count, string, NULL); checkError ("compileShaderSource"); compileAndCheck (shader); return shader; } void linkAndCheck(GLuint program) { GLint status; gl_LinkProgram (program); gl_GetProgramiv (program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { GLint infoLogLength; ourGLchar *infoLog; gl_GetProgramiv (program, GL_INFO_LOG_LENGTH, &infoLogLength); infoLog = (ourGLchar*) malloc (infoLogLength); gl_GetProgramInfoLog (program, infoLogLength, NULL, infoLog); fprintf (stderr, "link log: %s\n", infoLog); free (infoLog); } checkError ("linkAndCheck"); } void createProgram(GLuint vertexShader, GLuint fragmentShader) { program = gl_CreateProgram (); if (vertexShader != 0) { gl_AttachShader (program, vertexShader); } if (fragmentShader != 0) { gl_AttachShader (program, fragmentShader); } checkError ("createProgram"); linkAndCheck (program); } void initShader(void) { const GLsizei vertexShaderLines = sizeof(vertexShaderSource) / sizeof(ourGLchar*); GLuint vertexShader = compileShaderSource (GL_VERTEX_SHADER, vertexShaderLines, vertexShaderSource); const GLsizei fragmentShaderLines = sizeof(fragmentShaderSource) / sizeof(ourGLchar*); GLuint fragmentShader = compileShaderSource (GL_FRAGMENT_SHADER, fragmentShaderLines, fragmentShaderSource); checkError ("initShader - 1"); createProgram (vertexShader, fragmentShader); gl_UseProgram (program); attribute_fg_coord = getAttribOrUniformLocation("fg_coord" , program, GL_TRUE); attribute_fg_normal = getAttribOrUniformLocation("fg_normal" , program, GL_TRUE); uniform_m = getAttribOrUniformLocation("m" , program, GL_FALSE); uniform_p = getAttribOrUniformLocation("p" , program, GL_FALSE); uniform_m_3x3_inv_transp= getAttribOrUniformLocation("m_3x3_inv_transp" , program, GL_FALSE); gl_UseProgram (0); if (attribute_fg_coord==-1 || attribute_fg_normal==-1 || uniform_m==-1 || uniform_p==-1 || uniform_m_3x3_inv_transp==-1) shaderReady = -1; else shaderReady = 1; checkError ("initShader - 2"); } /* * This macro is only intended to be used on arrays, of course. */ #define NUMBEROF(x) ((sizeof(x))/(sizeof(x[0]))) /* * These global variables control which object is drawn, * and how it is drawn. No object uses all of these * variables. */ static int function_index; static int slices = 16; static int stacks = 16; static double irad = .25; static double orad = 1.0; /* doubles as size for objects other than Torus */ static int depth = 4; static double offset[ 3 ] = { 0, 0, 0 }; static GLboolean show_info = GL_TRUE; static float ar; static GLboolean persProject = GL_TRUE; static GLboolean animateXRot = GL_FALSE; static GLboolean useShader = GL_FALSE; static GLboolean visNormals = GL_FALSE; static GLboolean flat; /* * Enum to tell drawSizeInfo what to draw for each object */ #define GEO_NO_SIZE 0 #define GEO_SIZE 1 #define GEO_SCALE 2 #define GEO_INNER_OUTER_RAD 4 #define GEO_RAD 8 #define GEO_BASE_HEIGHT 16 #define GEO_RAD_HEIGHT 32 /* * These one-liners draw particular objects, fetching appropriate * information from the above globals. They are just thin wrappers * for the FreeGLUT objects. */ static void drawSolidTetrahedron(void) { glutSolidTetrahedron (); } static void drawWireTetrahedron(void) { glutWireTetrahedron (); } static void drawSolidCube(void) { glutSolidCube(orad); } /* orad doubles as size input */ static void drawWireCube(void) { glutWireCube(orad); } /* orad doubles as size input */ static void drawSolidOctahedron(void) { glutSolidOctahedron (); } static void drawWireOctahedron(void) { glutWireOctahedron (); } static void drawSolidDodecahedron(void) { glutSolidDodecahedron (); } static void drawWireDodecahedron(void) { glutWireDodecahedron (); } static void drawSolidRhombicDodecahedron(void) { glutSolidRhombicDodecahedron (); } static void drawWireRhombicDodecahedron(void) { glutWireRhombicDodecahedron (); } static void drawSolidIcosahedron(void) { glutSolidIcosahedron (); } static void drawWireIcosahedron(void) { glutWireIcosahedron (); } static void drawSolidSierpinskiSponge(void) { glutSolidSierpinskiSponge (depth, offset, orad);} /* orad doubles as size input */ static void drawWireSierpinskiSponge(void) { glutWireSierpinskiSponge (depth, offset, orad); } /* orad doubles as size input */ static void drawSolidTorus(void) { glutSolidTorus(irad,orad,slices,stacks); } static void drawWireTorus(void) { glutWireTorus (irad,orad,slices,stacks); } static void drawSolidSphere(void) { glutSolidSphere(orad,slices,stacks); } /* orad doubles as size input */ static void drawWireSphere(void) { glutWireSphere(orad,slices,stacks); } /* orad doubles as size input */ static void drawSolidCone(void) { glutSolidCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */ static void drawWireCone(void) { glutWireCone(irad,orad,slices,stacks); } /* irad doubles as base input, and orad as height input */ static void drawSolidCylinder(void) { glutSolidCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */ static void drawWireCylinder(void) { glutWireCylinder(irad,orad,slices,stacks); } /* irad doubles as radius input, and orad as height input */ /* per Glut manpage, it should be noted that the teapot is rendered * with clockwise winding for front facing polygons... * Same for the teacup and teaspoon */ static void drawSolidTeapot(void) { glFrontFace(GL_CW); glutSolidTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawWireTeapot(void) { glFrontFace(GL_CW); glutWireTeapot(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawSolidTeacup(void) { glFrontFace(GL_CW); glutSolidTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawWireTeacup(void) { glFrontFace(GL_CW); glutWireTeacup(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawSolidTeaspoon(void) { glFrontFace(GL_CW); glutSolidTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} static void drawWireTeaspoon(void) { glFrontFace(GL_CW); glutWireTeaspoon(orad); glFrontFace(GL_CCW); /* orad doubles as size input */} #define RADIUSFAC 0.70710678118654752440084436210485f static void drawSolidCuboctahedron(void) { GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */ glBegin( GL_TRIANGLES ); glNormal3d( 0.577350269189, 0.577350269189, 0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glVertex3d( radius, 0.0, radius ); glNormal3d( 0.577350269189, 0.577350269189,-0.577350269189); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius ); glNormal3d( 0.577350269189,-0.577350269189, 0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius ); glNormal3d( 0.577350269189,-0.577350269189,-0.577350269189); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glVertex3d( radius, 0.0,-radius ); glNormal3d(-0.577350269189, 0.577350269189, 0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glNormal3d(-0.577350269189, 0.577350269189,-0.577350269189); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glNormal3d(-0.577350269189,-0.577350269189, 0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius, 0.0, radius ); glNormal3d(-0.577350269189,-0.577350269189,-0.577350269189); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glEnd(); glBegin( GL_QUADS ); glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius ); glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius ); glEnd(); } static void drawWireCuboctahedron(void) { GLfloat radius = RADIUSFAC*(GLfloat)orad; /* orad doubles as size */ glBegin( GL_LINE_LOOP ); glNormal3d( 1.0, 0.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( radius, 0.0,-radius ); glEnd(); glBegin( GL_LINE_LOOP ); glNormal3d(-1.0, 0.0, 0.0 ); glVertex3d(-radius, radius, 0.0 ); glVertex3d(-radius, 0.0,-radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d(-radius, 0.0, radius ); glEnd(); glBegin( GL_LINE_LOOP ); glNormal3d( 0.0, 1.0, 0.0 ); glVertex3d( radius, radius, 0.0 ); glVertex3d( 0.0, radius,-radius ); glVertex3d(-radius, radius, 0.0 ); glVertex3d( 0.0, radius, radius ); glEnd(); glBegin( GL_LINE_LOOP ); glNormal3d( 0.0,-1.0, 0.0 ); glVertex3d( radius,-radius, 0.0 ); glVertex3d( 0.0,-radius, radius ); glVertex3d(-radius,-radius, 0.0 ); glVertex3d( 0.0,-radius,-radius ); glEnd(); glBegin( GL_LINE_LOOP ); glNormal3d( 0.0, 0.0, 1.0 ); glVertex3d( radius, 0.0, radius ); glVertex3d( 0.0, radius, radius ); glVertex3d(-radius, 0.0, radius ); glVertex3d( 0.0,-radius, radius ); glEnd(); glBegin( GL_LINE_LOOP ); glNormal3d( 0.0, 0.0,-1.0 ); glVertex3d( radius, 0.0,-radius ); glVertex3d( 0.0,-radius,-radius ); glVertex3d(-radius, 0.0,-radius ); glVertex3d( 0.0, radius,-radius ); glEnd(); } #undef RADIUSFAC /* * This structure defines an entry in our function-table. */ typedef struct { const char * const name; void (*solid) (void); void (*wire) (void); int drawSizeInfoFlag; } entry; #define ENTRY(e,f) {#e, drawSolid##e, drawWire##e,f} static const entry table [] = { ENTRY (Tetrahedron,GEO_NO_SIZE), ENTRY (Cube,GEO_SIZE), ENTRY (Octahedron,GEO_NO_SIZE), ENTRY (Dodecahedron,GEO_NO_SIZE), ENTRY (RhombicDodecahedron,GEO_NO_SIZE), ENTRY (Icosahedron,GEO_NO_SIZE), ENTRY (SierpinskiSponge,GEO_SCALE), ENTRY (Teapot,GEO_SIZE), ENTRY (Teacup,GEO_SIZE), ENTRY (Teaspoon,GEO_SIZE), ENTRY (Torus,GEO_INNER_OUTER_RAD), ENTRY (Sphere,GEO_RAD), ENTRY (Cone,GEO_BASE_HEIGHT), ENTRY (Cylinder,GEO_RAD_HEIGHT), ENTRY (Cuboctahedron,GEO_SIZE) /* This one doesn't work when in shader mode and is then skipped */ }; #undef ENTRY /*! Does printf()-like work using freeglut glutBitmapString(). Uses a fixed font. Prints at the indicated row/column position. Limitation: Cannot address pixels. Limitation: Renders in screen coords, not model coords. */ static void shapesPrintf (int row, int col, const char *fmt, ...) { static char buf[256]; int viewport[4]; void *font = GLUT_BITMAP_9_BY_15; va_list args; va_start(args, fmt); #if defined(WIN32) && !defined(__CYGWIN__) (void) _vsnprintf (buf, sizeof(buf), fmt, args); #else (void) vsnprintf (buf, sizeof(buf), fmt, args); #endif va_end(args); glGetIntegerv(GL_VIEWPORT,viewport); glPushMatrix(); glLoadIdentity(); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0,viewport[2],0,viewport[3],-1,1); glRasterPos2i ( glutBitmapWidth(font, ' ') * col, - glutBitmapHeight(font) * row + viewport[3] ); glutBitmapString (font, (unsigned char*)buf); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } /* Print info about the about the current shape and render state on the screen */ static void DrawSizeInfo(int *row) { switch (table [function_index].drawSizeInfoFlag) { case GEO_NO_SIZE: break; case GEO_SIZE: shapesPrintf ((*row)++, 1, "Size Up Down : %f", orad); break; case GEO_SCALE: shapesPrintf ((*row)++, 1, "Scale Up Down : %f", orad); break; case GEO_INNER_OUTER_RAD: shapesPrintf ((*row)++, 1, "Inner radius Left Right: %f", irad); shapesPrintf ((*row)++, 1, "Outer radius Up Down : %f", orad); break; case GEO_RAD: shapesPrintf ((*row)++, 1, "Radius Up Down : %f", orad); break; case GEO_BASE_HEIGHT: shapesPrintf ((*row)++, 1, "Base Left Right: %f", irad); shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad); break; case GEO_RAD_HEIGHT: shapesPrintf ((*row)++, 1, "Radius Left Right: %f", irad); shapesPrintf ((*row)++, 1, "Height Up Down : %f", orad); break; } } static void drawInfo() { int row = 1; shapesPrintf (row++, 1, "Shape PgUp PgDn: %s", table [function_index].name); shapesPrintf (row++, 1, "Slices +-: %d Stacks <>: %d", slices, stacks); shapesPrintf (row++, 1, "nSides +-: %d nRings <>: %d", slices, stacks); shapesPrintf (row++, 1, "Depth (): %d", depth); DrawSizeInfo(&row); if (persProject) shapesPrintf (row++, 1, "Perspective projection (p)"); else shapesPrintf (row++, 1, "Orthographic projection (p)"); if (useShader) { shapesPrintf (row++, 1, "Using shader (s)"); } else { shapesPrintf (row++, 1, "Using fixed function pipeline (s)"); if (flat) shapesPrintf (row++, 1, "Flat shading (f)"); else shapesPrintf (row++, 1, "Smooth shading (f)"); } if (animateXRot) shapesPrintf (row++, 1, "2D rotation (r)"); else shapesPrintf (row++, 1, "1D rotation (r)"); shapesPrintf (row++, 1, "visualizing normals: %i (n)",visNormals); } /* GLUT callback Handlers */ static void resize(int width, int height) { ar = (float) width / (float) height; glViewport(0, 0, width, height); } static void display(void) { const double t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; const double a = t*89.0; const double b = (animateXRot?t:1)*67.0; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSetOption(GLUT_GEOMETRY_VISUALIZE_NORMALS,visNormals); /* Normals visualized or not? */ glShadeModel(flat ? GL_FLAT : GL_SMOOTH); /* flat or gouraud shading */ if (useShader && !shaderReady) initShader(); if (useShader && shaderReady) { /* setup use of shader (and vertex buffer by FreeGLUT) */ gl_UseProgram (program); glutSetVertexAttribCoord3(attribute_fg_coord); glutSetVertexAttribNormal(attribute_fg_normal); /* There is also a glutSetVertexAttribTexCoord2, which is used only when drawing the teapot, teacup or teaspoon */ gl_matrix_mode(GL_PROJECTION); gl_load_identity(); if (persProject) gl_frustum(-ar, ar, -1.f, 1.f, 2.f, 100.f); else gl_ortho(-ar*3, ar*3, -3.f, 3.f, 2.f, 100.f); gl_UniformMatrix4fv (uniform_p, 1, GL_FALSE, get_matrix(GL_PROJECTION)); gl_matrix_mode(GL_MODELVIEW); gl_load_identity(); gl_push_matrix(); /* Not in reverse order like normal OpenGL, our util library multiplies the matrices in the order they are specified in */ gl_rotatef((float)a,0,0,1); gl_rotatef((float)b,1,0,0); gl_translatef(0,1.2f,-6); gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW)); gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW)); table [function_index].solid (); gl_pop_matrix(); gl_push_matrix(); gl_rotatef((float)a,0,0,1); gl_rotatef((float)b,1,0,0); gl_translatef(0,-1.2f,-6); gl_UniformMatrix4fv (uniform_m , 1, GL_FALSE, get_matrix(GL_MODELVIEW)); gl_UniformMatrix3fv (uniform_m_3x3_inv_transp, 1, GL_FALSE, get_inv_transpose_3x3(GL_MODELVIEW)); table [function_index].wire (); gl_pop_matrix(); gl_UseProgram (0); glutSetVertexAttribCoord3(-1); glutSetVertexAttribNormal(-1); checkError ("display"); } else { /* fixed function pipeline */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (persProject) glFrustum(-ar, ar, -1.0, 1.0, 2.0, 100.0); else glOrtho(-ar*3, ar*3, -3.0, 3.0, 2.0, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_LIGHTING); glColor3d(1,0,0); glPushMatrix(); glTranslated(0,1.2,-6); glRotated(b,1,0,0); glRotated(a,0,0,1); table [function_index].solid (); glPopMatrix(); glPushMatrix(); glTranslated(0,-1.2,-6); glRotated(b,1,0,0); glRotated(a,0,0,1); table [function_index].wire (); glPopMatrix(); glDisable(GL_LIGHTING); glColor3d(0.1,0.1,0.4); } if( show_info ) /* print info to screen */ drawInfo(); else /* print to command line instead */ printf ( "Shape %d slides %d stacks %d\n", function_index, slices, stacks ) ; glutSwapBuffers(); } static void key(unsigned char key, int x, int y) { switch (key) { case 27 : case 'Q': case 'q': glutLeaveMainLoop () ; break; case 'I': case 'i': show_info=!show_info; break; case '=': case '+': slices++; break; case '-': case '_': if( slices > -1 ) slices--; break; case ',': case '<': if( stacks > -1 ) stacks--; break; case '.': case '>': stacks++; break; case '9': case '(': if( depth > -1 ) depth--; break; case '0': case ')': ++depth; break; case 'P': case 'p': persProject=!persProject; break; case 'R': case 'r': animateXRot=!animateXRot; break; case 'S': case 's': useShader=!useShader; /* Cuboctahedron can't be shown when in shader mode, move to next */ if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index) function_index = 0; break; case 'F': case 'f': flat ^= 1; break; case 'N': case 'n': visNormals=!visNormals; break; default: break; } glutPostRedisplay(); } static void special (int key, int x, int y) { switch (key) { case GLUT_KEY_PAGE_UP: ++function_index; break; case GLUT_KEY_PAGE_DOWN: --function_index; break; case GLUT_KEY_UP: orad *= 2; break; case GLUT_KEY_DOWN: orad /= 2; break; case GLUT_KEY_RIGHT: irad *= 2; break; case GLUT_KEY_LEFT: irad /= 2; break; default: break; } if (0 > function_index) function_index = NUMBEROF (table) - 1; if (NUMBEROF (table) <= ( unsigned )function_index) function_index = 0; /* Cuboctahedron can't be shown when in shader mode, skip it */ if (useShader && NUMBEROF (table)-1 == ( unsigned )function_index) { if (key==GLUT_KEY_PAGE_UP) function_index = 0; else function_index -= 1; } } static void idle(void) { glutPostRedisplay(); } const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f }; const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat light_position[] = { 2.0f, 5.0f, 5.0f, 0.0f }; const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f }; const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f }; const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }; const GLfloat high_shininess[] = { 100.0f }; /* Program entry point */ int main(int argc, char *argv[]) { glutInitWindowSize(800,600); glutInitWindowPosition(40,40); glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_MULTISAMPLE); glutCreateWindow("FreeGLUT Shapes"); glutReshapeFunc(resize); glutDisplayFunc(display); glutKeyboardFunc(key); glutSpecialFunc(special); glutIdleFunc(idle); glutSetOption ( GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION ) ; glClearColor(1,1,1,1); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glEnable(GL_LIGHT0); glEnable(GL_NORMALIZE); glEnable(GL_COLOR_MATERIAL); glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); initExtensionEntries(); glutMainLoop(); #ifdef _MSC_VER /* DUMP MEMORY LEAK INFORMATION */ _CrtDumpMemoryLeaks () ; #endif return EXIT_SUCCESS; }