#if 0
static const char sccsid[] = "@(#)b_sphere.c 4.11 98/06/16 xlockmore";
#endif
/*-
* BUBBLE3D (C) 1998 Richard W.M. Jones.
* b_sphere.c: Create a list of vertices and triangles in a
* normalized sphere, which is then later used as the basic shape
* for all bubbles. This code is run once when the program starts
* up.
*/
#include "bubble3d.h"
typedef glb_vertex vertex;
typedef glb_triangle triangle;
struct glb_data {
/* The list of vertices created. */
vertex *vertices;
int nr_vertices, nr_vertices_allocated;
/* The list of triangles created. */
triangle *triangles;
int nr_triangles, nr_triangles_allocated;
};
#define EPSILON GLB_VERTICES_EPSILON
/* Should be taken care of already... but just in case */
#if !defined( __GNUC__ ) && !defined(__cplusplus) && !defined(c_plusplus)
#undef inline
#define inline /* */
#endif
static inline int
close_enough(const GLfloat * v1, const GLfloat * v2)
{
return fabs((double) (v1[0] - v2[0])) <= EPSILON &&
fabs((double) (v1[1] - v2[1])) <= EPSILON &&
fabs((double) (v1[2] - v2[2])) <= EPSILON;
}
#define INCR(n) ((n == 0) ? (n = 1) : (n *= 2))
#define INCR_ALLOCATION(a, n, t) (a = (t *) realloc (a, INCR (n) * sizeof (t)))
static inline GLuint
save_vertex(glb_data *d, const GLfloat * v)
{
int i;
/* Inefficient, but we only do this a few times. Check to see if there's
* an existing vertex which is `close enough' to this one.
*/
for (i = 0; i < d->nr_vertices; ++i)
if (close_enough(v, d->vertices[i]))
return i;
if (d->nr_vertices_allocated <= d->nr_vertices) {
if (d->vertices == 0) {
d->vertices = (vertex *) malloc(INCR(d->nr_vertices_allocated) * sizeof (vertex));
} else {
INCR_ALLOCATION(d->vertices, d->nr_vertices_allocated, vertex);
}
}
d->vertices[d->nr_vertices][0] = v[0];
d->vertices[d->nr_vertices][1] = v[1];
d->vertices[d->nr_vertices][2] = v[2];
return d->nr_vertices++;
}
static inline GLuint
save_triangle(glb_data *d, GLuint v1, GLuint v2, GLuint v3)
{
if (d->nr_triangles_allocated <= d->nr_triangles) {
if (d->triangles == 0) {
d->triangles = (triangle *) malloc(INCR(d->nr_triangles_allocated) * sizeof (triangle));
} else {
INCR_ALLOCATION(d->triangles, d->nr_triangles_allocated, triangle);
}
}
d->triangles[d->nr_triangles][0] = v1;
d->triangles[d->nr_triangles][1] = v2;
d->triangles[d->nr_triangles][2] = v3;
return d->nr_triangles++;
}
static inline void
normalize(GLfloat v[3])
{
GLfloat d = (GLfloat) sqrt((double) (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]));
if (d != 0) {
v[0] /= d;
v[1] /= d;
v[2] /= d;
} else {
v[0] = v[1] = v[2] = 0;
}
}
static void
subdivide(glb_data *d,
const GLfloat * v1, GLuint vi1,
const GLfloat * v2, GLuint vi2,
const GLfloat * v3, GLuint vi3,
int depth)
{
int i;
if (depth == 0) {
save_triangle(d, vi1, vi2, vi3);
} else {
GLuint vi12, vi23, vi31;
GLfloat v12[3], v23[3], v31[3];
for (i = 0; i < 3; ++i) {
v12[i] = v1[i] + v2[i];
v23[i] = v2[i] + v3[i];
v31[i] = v3[i] + v1[i];
}
normalize(v12);
vi12 = save_vertex(d, v12);
normalize(v23);
vi23 = save_vertex(d, v23);
normalize(v31);
vi31 = save_vertex(d, v31);
subdivide(d, v1, vi1, v12, vi12, v31, vi31, depth - 1);
subdivide(d, v2, vi2, v23, vi23, v12, vi12, depth - 1);
subdivide(d, v3, vi3, v31, vi31, v23, vi23, depth - 1);
subdivide(d, v12, vi12, v23, vi23, v31, vi31, depth - 1);
}
}
#define ICO_X 0.525731112119133606
#define ICO_Z 0.850650808352039932
static const GLfloat vdata[12][3] =
{
{-ICO_X, 0, ICO_Z},
{ICO_X, 0, ICO_Z},
{-ICO_X, 0, -ICO_Z},
{ICO_X, 0, -ICO_Z},
{0, ICO_Z, ICO_X},
{0, ICO_Z, -ICO_X},
{0, -ICO_Z, ICO_X},
{0, -ICO_Z, -ICO_X},
{ICO_Z, ICO_X, 0},
{-ICO_Z, ICO_X, 0},
{ICO_Z, -ICO_X, 0},
{-ICO_Z, -ICO_X, 0}
};
static const GLuint tindices[20][3] =
{
{0, 4, 1},
{0, 9, 4},
{9, 5, 4},
{4, 5, 8},
{4, 8, 1},
{8, 10, 1},
{8, 3, 10},
{5, 3, 8},
{5, 2, 3},
{2, 7, 3},
{7, 10, 3},
{7, 6, 10},
{7, 11, 6},
{11, 0, 6},
{0, 1, 6},
{6, 1, 10},
{9, 0, 11},
{9, 11, 2},
{9, 2, 5},
{7, 2, 11}
};
/* Public interface: Create the sphere. */
glb_data *
glb_sphere_init(void)
{
glb_data *d = (glb_data *) calloc (1, sizeof (*d));
int i;
for (i = 0; i < 20; ++i) {
subdivide(d, vdata[tindices[i][0]], save_vertex(d, vdata[tindices[i][0]]),
vdata[tindices[i][1]], save_vertex(d, vdata[tindices[i][1]]),
vdata[tindices[i][2]], save_vertex(d, vdata[tindices[i][2]]),
glb_config.subdivision_depth);
}
return d;
}
/* Return the vertices list. */
glb_vertex *
glb_sphere_get_vertices(glb_data *d, int *nr_vertices_ptr)
{
*nr_vertices_ptr = d->nr_vertices;
return d->vertices;
}
/* Return the triangles list. */
glb_triangle *
glb_sphere_get_triangles(glb_data *d, int *nr_triangles_ptr)
{
*nr_triangles_ptr = d->nr_triangles;
return d->triangles;
}
/* Free up memory. */
void
glb_sphere_end(glb_data *d)
{
(void) free((void *) d->vertices);
(void) free((void *) d->triangles);
free (d);
}