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-rw-r--r--hacks/glx/b_sphere.c219
1 files changed, 0 insertions, 219 deletions
diff --git a/hacks/glx/b_sphere.c b/hacks/glx/b_sphere.c
deleted file mode 100644
index 38e3d79..0000000
--- a/hacks/glx/b_sphere.c
+++ /dev/null
@@ -1,219 +0,0 @@
-#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)
-{
- free(d->vertices);
- free(d->triangles);
- free (d);
-}