diff options
Diffstat (limited to 'hacks/glx/b_sphere.c')
| -rw-r--r-- | hacks/glx/b_sphere.c | 219 |
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); -} |
