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-rw-r--r--hacks/glx/tube.c403
1 files changed, 403 insertions, 0 deletions
diff --git a/hacks/glx/tube.c b/hacks/glx/tube.c
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+++ b/hacks/glx/tube.c
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+/* tube, Copyright (c) 2001-2012 Jamie Zawinski <jwz@jwz.org>
+ * Utility functions to create tubes and cones in GL.
+ *
+ * Permission to use, copy, modify, distribute, and sell this software and its
+ * documentation for any purpose is hereby granted without fee, provided that
+ * the above copyright notice appear in all copies and that both that
+ * copyright notice and this permission notice appear in supporting
+ * documentation. No representations are made about the suitability of this
+ * software for any purpose. It is provided "as is" without express or
+ * implied warranty.
+ */
+
+#include <math.h>
+
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
+#include <stdlib.h>
+
+#ifdef HAVE_COCOA
+#elif defined(HAVE_ANDROID)
+# include <GLES/gl.h>
+#else
+# include <GL/gl.h>
+#endif
+
+#ifdef HAVE_JWZGLES
+# include "jwzgles.h"
+#endif /* HAVE_JWZGLES */
+
+#include "tube.h"
+
+typedef struct { GLfloat x, y, z; } XYZ;
+
+
+static int
+unit_tube (int faces, int smooth, int caps_p, int wire_p)
+{
+ int i;
+ int polys = 0;
+ GLfloat step = M_PI * 2 / faces;
+ GLfloat s2 = step/2;
+ GLfloat th;
+ GLfloat x, y, x0=0, y0=0;
+ int z = 0;
+
+ int arraysize, out;
+ struct { XYZ p; XYZ n; GLfloat s, t; } *array;
+
+ arraysize = (faces+1) * 6;
+ array = (void *) calloc (arraysize, sizeof(*array));
+ if (! array) abort();
+ out = 0;
+
+
+ /* #### texture coords are currently not being computed */
+
+
+ /* side walls
+ */
+ th = 0;
+ x = 1;
+ y = 0;
+
+ if (!smooth)
+ {
+ x0 = cos (s2);
+ y0 = sin (s2);
+ }
+
+ if (smooth) faces++;
+
+ for (i = 0; i < faces; i++)
+ {
+ array[out].p.x = x; /* bottom point A */
+ array[out].p.y = 0;
+ array[out].p.z = y;
+
+ if (smooth)
+ array[out].n = array[out].p; /* its own normal */
+ else
+ {
+ array[out].n.x = x0; /* mid-plane normal */
+ array[out].n.y = 0;
+ array[out].n.z = y0;
+ }
+ out++;
+
+
+ array[out].p.x = x; /* top point A */
+ array[out].p.y = 1;
+ array[out].p.z = y;
+ array[out].n = array[out-1].n; /* same normal */
+ out++;
+
+
+ th += step;
+ x = cos (th);
+ y = sin (th);
+
+ if (!smooth)
+ {
+ x0 = cos (th + s2);
+ y0 = sin (th + s2);
+
+ array[out].p.x = x; /* top point B */
+ array[out].p.y = 1;
+ array[out].p.z = y;
+ array[out].n = array[out-1].n; /* same normal */
+ out++;
+
+
+ array[out] = array[out-3]; /* bottom point A */
+ out++;
+
+ array[out] = array[out-2]; /* top point B */
+ out++;
+
+ array[out].p.x = x; /* bottom point B */
+ array[out].p.y = 0;
+ array[out].p.z = y;
+ array[out].n = array[out-1].n; /* same normal */
+ out++;
+
+ polys++;
+ }
+
+ polys++;
+ if (out >= arraysize) abort();
+ }
+
+ glEnableClientState (GL_VERTEX_ARRAY);
+ glEnableClientState (GL_NORMAL_ARRAY);
+ glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+
+ glVertexPointer (3, GL_FLOAT, sizeof(*array), &array[0].p);
+ glNormalPointer ( GL_FLOAT, sizeof(*array), &array[0].n);
+ glTexCoordPointer (2, GL_FLOAT, sizeof(*array), &array[0].s);
+
+ glFrontFace(GL_CCW);
+ glDrawArrays ((wire_p ? GL_LINES :
+ (smooth ? GL_TRIANGLE_STRIP : GL_TRIANGLES)),
+ 0, out);
+
+
+ /* End caps
+ */
+ if (caps_p)
+ for (z = 0; z <= 1; z++)
+ {
+ out = 0;
+ if (! wire_p)
+ {
+ array[out].p.x = 0;
+ array[out].p.y = z;
+ array[out].p.z = 0;
+
+ array[out].n.x = 0;
+ array[out].n.y = (z == 0 ? -1 : 1);
+ array[out].n.z = 0;
+ out++;
+ }
+
+ th = 0;
+ for (i = (z == 0 ? 0 : faces);
+ (z == 0 ? i <= faces : i >= 0);
+ i += (z == 0 ? 1 : -1)) {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+
+ array[out] = array[0]; /* same normal and texture */
+ array[out].p.x = x;
+ array[out].p.y = z;
+ array[out].p.z = y;
+ out++;
+
+ th += (z == 0 ? step : -step);
+
+ polys++;
+ if (out >= arraysize) abort();
+ }
+
+ glVertexPointer (3, GL_FLOAT, sizeof(*array), &array[0].p);
+ glNormalPointer ( GL_FLOAT, sizeof(*array), &array[0].n);
+ glTexCoordPointer (2, GL_FLOAT, sizeof(*array), &array[0].s);
+
+ glFrontFace(GL_CCW);
+ glDrawArrays ((wire_p ? GL_LINE_LOOP : GL_TRIANGLE_FAN), 0, out);
+ }
+
+ free(array);
+
+ return polys;
+}
+
+
+static int
+unit_cone (int faces, int smooth, int cap_p, int wire_p)
+{
+ int i;
+ int polys = 0;
+ GLfloat step = M_PI * 2 / faces;
+ GLfloat s2 = step/2;
+ GLfloat th;
+ GLfloat x, y, x0, y0;
+
+ int arraysize, out;
+ struct { XYZ p; XYZ n; GLfloat s, t; } *array;
+
+ arraysize = (faces+1) * 3;
+ array = (void *) calloc (arraysize, sizeof(*array));
+ if (! array) abort();
+ out = 0;
+
+
+ /* #### texture coords are currently not being computed */
+
+
+ /* side walls
+ */
+
+ th = 0;
+ x = 1;
+ y = 0;
+ x0 = cos (s2);
+ y0 = sin (s2);
+
+ for (i = 0; i < faces; i++)
+ {
+ array[out].p.x = x; /* bottom point A */
+ array[out].p.y = 0;
+ array[out].p.z = y;
+
+ if (smooth)
+ array[out].n = array[out].p; /* its own normal */
+ else
+ {
+ array[out].n.x = x0; /* mid-plane normal */
+ array[out].n.y = 0;
+ array[out].n.z = y0;
+ }
+ out++;
+
+
+ array[out].p.x = 0; /* tip point */
+ array[out].p.y = 1;
+ array[out].p.z = 0;
+
+ array[out].n.x = x0; /* mid-plane normal */
+ array[out].n.y = 0;
+ array[out].n.z = y0;
+ out++;
+
+
+ th += step;
+ x0 = cos (th + s2);
+ y0 = sin (th + s2);
+ x = cos (th);
+ y = sin (th);
+
+ array[out].p.x = x; /* bottom point B */
+ array[out].p.y = 0;
+ array[out].p.z = y;
+
+ if (smooth)
+ array[out].n = array[out].p; /* its own normal */
+ else
+ array[out].n = array[out-1].n; /* same normal as other two */
+ out++;
+
+
+ if (out >= arraysize) abort();
+ polys++;
+ }
+
+ glEnableClientState (GL_VERTEX_ARRAY);
+ glEnableClientState (GL_NORMAL_ARRAY);
+ glEnableClientState (GL_TEXTURE_COORD_ARRAY);
+
+ glVertexPointer (3, GL_FLOAT, sizeof(*array), &array[0].p);
+ glNormalPointer ( GL_FLOAT, sizeof(*array), &array[0].n);
+ glTexCoordPointer (2, GL_FLOAT, sizeof(*array), &array[0].s);
+
+ glFrontFace(GL_CCW);
+ glDrawArrays ((wire_p ? GL_LINES : GL_TRIANGLES), 0, out);
+
+
+ /* End cap
+ */
+ if (cap_p)
+ {
+ out = 0;
+
+ if (! wire_p)
+ {
+ array[out].p.x = 0;
+ array[out].p.y = 0;
+ array[out].p.z = 0;
+
+ array[out].n.x = 0;
+ array[out].n.y = -1;
+ array[out].n.z = 0;
+ out++;
+ }
+
+ for (i = 0, th = 0; i <= faces; i++)
+ {
+ GLfloat x = cos (th);
+ GLfloat y = sin (th);
+
+ array[out] = array[0]; /* same normal and texture */
+ array[out].p.x = x;
+ array[out].p.y = 0;
+ array[out].p.z = y;
+ out++;
+ th += step;
+ polys++;
+ if (out >= arraysize) abort();
+ }
+
+ glVertexPointer (3, GL_FLOAT, sizeof(*array), &array[0].p);
+ glNormalPointer ( GL_FLOAT, sizeof(*array), &array[0].n);
+ glTexCoordPointer (2, GL_FLOAT, sizeof(*array), &array[0].s);
+
+ glFrontFace(GL_CCW);
+ glDrawArrays ((wire_p ? GL_LINE_LOOP : GL_TRIANGLE_FAN), 0, out);
+ }
+
+ free (array);
+
+ return polys;
+}
+
+
+static int
+tube_1 (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat diameter, GLfloat cap_size,
+ int faces, int smooth, int caps_p, int wire_p,
+ int cone_p)
+{
+ GLfloat length, X, Y, Z;
+ int polys = 0;
+
+ if (diameter <= 0) abort();
+
+ X = (x2 - x1);
+ Y = (y2 - y1);
+ Z = (z2 - z1);
+
+ if (X == 0 && Y == 0 && Z == 0)
+ return 0;
+
+ length = sqrt (X*X + Y*Y + Z*Z);
+
+ glPushMatrix();
+
+ glTranslatef(x1, y1, z1);
+ glRotatef (-atan2 (X, Y) * (180 / M_PI), 0, 0, 1);
+ glRotatef ( atan2 (Z, sqrt(X*X + Y*Y)) * (180 / M_PI), 1, 0, 0);
+ glScalef (diameter, length, diameter);
+
+ /* extend the endpoints of the tube by the cap size in both directions */
+ if (cap_size != 0)
+ {
+ GLfloat c = cap_size/length;
+ glTranslatef (0, -c, 0);
+ glScalef (1, 1+c+c, 1);
+ }
+
+ if (cone_p)
+ polys = unit_cone (faces, smooth, caps_p, wire_p);
+ else
+ polys = unit_tube (faces, smooth, caps_p, wire_p);
+
+ glPopMatrix();
+ return polys;
+}
+
+
+int
+tube (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat diameter, GLfloat cap_size,
+ int faces, int smooth, int caps_p, int wire_p)
+{
+ return tube_1 (x1, y1, z1, x2, y2, z2, diameter, cap_size,
+ faces, smooth, caps_p, wire_p,
+ 0);
+}
+
+
+int
+cone (GLfloat x1, GLfloat y1, GLfloat z1,
+ GLfloat x2, GLfloat y2, GLfloat z2,
+ GLfloat diameter, GLfloat cap_size,
+ int faces, int smooth, int cap_p, int wire_p)
+{
+ return tube_1 (x1, y1, z1, x2, y2, z2, diameter, cap_size,
+ faces, smooth, cap_p, wire_p,
+ 1);
+}