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+{
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+ $Id$
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+ *-
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+ * morph3d.c - Shows 3D morphing objects
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+ *
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+ * Converted to GLUT by brianp on 1/1/98
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+ * Converted to FreePascal by Peter Vreman on 9/3/2000
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+ *
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+ * This program was inspired on a WindowsNT(R)'s screen saver. It was written
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+ * from scratch and it was not based on any other source code.
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+ *
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+ * Porting it to xlock (the final objective of this code since the moment I
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+ * decided to create it) was possible by comparing the original Mesa's gear
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+ * demo with it's ported version, so thanks for Danny Sung for his indirect
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+ * help (look at gear.c in xlock source tree). NOTE: At the moment this code
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+ * was sent to Brian Paul for package inclusion, the XLock Version was not
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+ * available. In fact, I'll wait it to appear on the next Mesa release (If you
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+ * are reading this, it means THIS release) to send it for xlock package
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+ * inclusion). It will probably there be a GLUT version too.
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+ *
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+ * Thanks goes also to Brian Paul for making it possible and inexpensive
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+ * to use OpenGL at home. *
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+ * Since I'm not a native english speaker, my apologies for any gramatical
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+ * mistake.
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+ *
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+ * My e-mail addresses are
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+ *
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+ * [email protected]
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+ * and
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+ * [email protected]
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+ *
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+ * Marcelo F. Vianna (Feb-13-1997)
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+ */
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+}
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+program morph3d;
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+
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+{
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+This document is VERY incomplete, but tries to describe the mathematics used
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+in the program. At this moment it just describes how the polyhedra are
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+generated. On futhurer versions, this document will be probabbly improved.
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+
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+Since I'm not a native english speaker, my apologies for any gramatical
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+mistake.
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+
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+Marcelo Fernandes Vianna
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+- Undergraduate in Computer Engeneering at Catholic Pontifical University
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+- of Rio de Janeiro (PUC-Rio) Brasil.
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+- e-mail: [email protected] or [email protected]
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+- Feb-13-1997
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+
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+POLYHEDRA GENERATION
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+
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+For the purpose of this program it's not sufficient to know the polyhedra
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+vertexes coordinates. Since the morphing algorithm applies a nonlinear
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+transformation over the surfaces (faces) of the polyhedron, each face has
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+to be divided into smaller ones. The morphing algorithm needs to transform
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+each vertex of these smaller faces individually. It's a very time consoming
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+task.
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+
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+In order to reduce calculation overload, and since all the macro faces of
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+the polyhedron are transformed by the same way, the generation is made by
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+creating only one face of the polyhedron, morphing it and then rotating it
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+around the polyhedron center.
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+
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+What we need to know is the face radius of the polyhedron (the radius of
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+the inscribed sphere) and the angle between the center of two adjacent
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+faces using the center of the sphere as the angle's vertex.
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+
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+The face radius of the regular polyhedra are known values which I decided
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+to not waste my time calculating. Following is a table of face radius for
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+the regular polyhedra with edge length = 1:
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+
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+ TETRAHEDRON : 1/(2*sqrt(2))/sqrt(3)
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+ CUBE : 1/2
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+ OCTAHEDRON : 1/sqrt(6)
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+ DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2 -> where T=(sqrt(5)+1)/2
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+ ICOSAHEDRON : (3*sqrt(3)+sqrt(15))/12
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+
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+I've not found any reference about the mentioned angles, so I needed to
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+calculate them, not a trivial task until I figured out how :)
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+Curiously these angles are the same for the tetrahedron and octahedron.
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+A way to obtain this value is inscribing the tetrahedron inside the cube
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+by matching their vertexes. So you'll notice that the remaining unmatched
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+vertexes are in the same straight line starting in the cube/tetrahedron
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+center and crossing the center of each tetrahedron's face. At this point
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+it's easy to obtain the bigger angle of the isosceles triangle formed by
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+the center of the cube and two opposite vertexes on the same cube face.
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+The edges of this triangle have the following lenghts: sqrt(2) for the base
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+and sqrt(3)/2 for the other two other edges. So the angle we want is:
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+ +-----------------------------------------------------------+
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+ | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+ +-----------------------------------------------------------+
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+For the cube this angle is obvious, but just for formality it can be
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+easily obtained because we also know it's isosceles edge lenghts:
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+sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we
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+want is:
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+ +-----------------------------------------------------------+
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+ | 2*ARCSIN((sqrt(2)/2)/1) = 90.000000000000000000 degrees |
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+ +-----------------------------------------------------------+
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+For the octahedron we use the same idea used for the tetrahedron, but now
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+we inscribe the cube inside the octahedron so that all cubes's vertexes
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+matches excatly the center of each octahedron's face. It's now clear that
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+this angle is the same of the thetrahedron one:
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+ +-----------------------------------------------------------+
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+ | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+ +-----------------------------------------------------------+
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+For the dodecahedron it's a little bit harder because it's only relationship
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+with the cube is useless to us. So we need to solve the problem by another
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+way. The concept of Face radius also exists on 2D polygons with the name
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+Edge radius:
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+ Edge Radius For Pentagon (ERp)
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+ ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
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+ (VRp is the pentagon's vertex radio).
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+ Face Radius For Dodecahedron
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+ FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
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+Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle,
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+completing this triangle, the lesser angle is a half of the angle we are
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+looking for, so this angle is:
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+ +-----------------------------------------------------------+
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+ | 2*ARCTAN(ERp/FRd) = 63.434948822922009981 degrees |
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+ +-----------------------------------------------------------+
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+For the icosahedron we can use the same method used for dodecahedron (well
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+the method used for dodecahedron may be used for all regular polyhedra)
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+ Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
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+ ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
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+ Face Radius For Icosahedron
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+ FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
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+So the angle is:
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+ +-----------------------------------------------------------+
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+ | 2*ARCTAN(ERt/FRi) = 41.810314895778596167 degrees |
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+ +-----------------------------------------------------------+
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+}
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+
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+uses
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+ GL,GLUT;
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+
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+type
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+ float = single;
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+
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+const
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+ Scale = 0.3;
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+
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+// #define sqr(A) ((A)*(A))
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+
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+// Increasing this values produces better image quality, the price is speed.
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+// Very low values produces erroneous/incorrect plotting
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+ tetradivisions = 23;
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+ cubedivisions = 20;
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+ octadivisions = 21;
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+ dodecadivisions = 10;
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+ icodivisions = 15;
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+
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+ tetraangle = 109.47122063449069174;
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+ cubeangle = 90.000000000000000000;
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+ octaangle = 109.47122063449069174;
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+ dodecaangle = 63.434948822922009981;
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+ icoangle = 41.810314895778596167;
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+
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+//#define Pi 3.1415926535897932385
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+ SQRT2 = 1.4142135623730951455;
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+ SQRT3 = 1.7320508075688771932;
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+ SQRT5 = 2.2360679774997898051;
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+ SQRT6 = 2.4494897427831778813;
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+ SQRT15 = 3.8729833462074170214;
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+ cossec36_2 = 0.8506508083520399322;
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+ cos72 = 0.3090169943749474241;
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+ sin72 = 0.9510565162951535721;
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+ cos36 = 0.8090169943749474241;
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+ sin36 = 0.5877852522924731292;
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+
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+{*************************************************************************}
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+
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+const
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+ mono : boolean=false;
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+ smooth : boolean=true;
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+var
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+ WindH,WindW : GLint;
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+ step,seno : GLFloat;
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+ _object : glint;
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+ edgedivisions : glint;
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+ draw_object : procedure;
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+ Magnitude : glfloat;
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+ MaterialColor : array[0..19] of pglfloat;
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+
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+const
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+ front_shininess : array[0..0] of glfloat = (60.0);
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+ front_specular : array[0..3] of glfloat = ( 0.7, 0.7, 0.7, 1.0 );
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+ ambient : array[0..3] of glfloat = ( 0.0, 0.0, 0.0, 1.0 );
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+ diffuse : array[0..3] of glfloat = ( 1.0, 1.0, 1.0, 1.0 );
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+ position0 : array[0..3] of glfloat = ( 1.0, 1.0, 1.0, 0.0 );
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+ position1 : array[0..3] of glfloat = (-1.0,-1.0, 1.0, 0.0 );
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+ lmodel_ambient : array[0..3] of glfloat = ( 0.5, 0.5, 0.5, 1.0 );
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+ lmodel_twoside : array[0..0] of glfloat = (GL_TRUE);
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+
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+ MaterialRed : array[0..3] of glfloat = ( 0.7, 0.0, 0.0, 1.0 );
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+ MaterialGreen : array[0..3] of glfloat = ( 0.1, 0.5, 0.2, 1.0 );
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+ MaterialBlue : array[0..3] of glfloat = ( 0.0, 0.0, 0.7, 1.0 );
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+ MaterialCyan : array[0..3] of glfloat = ( 0.2, 0.5, 0.7, 1.0 );
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+ MaterialYellow : array[0..3] of glfloat = ( 0.7, 0.7, 0.0, 1.0 );
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+ MaterialMagenta : array[0..3] of glfloat = ( 0.6, 0.2, 0.5, 1.0 );
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+ MaterialWhite : array[0..3] of glfloat = ( 0.7, 0.7, 0.7, 1.0 );
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+ MaterialGray : array[0..3] of glfloat = ( 0.2, 0.2, 0.2, 1.0 );
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+
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+
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+procedure TRIANGLE(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
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+var
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+ Xf,Yf,Xa,Yb,Xf2,Yf2 : Extended;
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+ Factor,Factor1,Factor2 : GLfloat;
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+ VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
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+ Ax,Ay,Bx : GLfloat;
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+ Ri,Ti : longint;
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+ Vr : GLfloat;
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+ AmpVr2 : GLfloat;
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+ Zf : GLfloat;
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+begin
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+ Vr:=(Edge)*SQRT3/3;
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+ AmpVr2:=(Amp)/sqr(Vr);
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+ Zf:=(Edge)*(Z);
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+
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+ Ax:=(Edge)*(+0.5/(Divisions));
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+ Ay:=(Edge)*(-SQRT3/(2*Divisions));
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+ Bx:=(Edge)*(-0.5/(Divisions));
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+
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+ for Ri:=1 to Divisions do
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+ begin
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+ glBegin(GL_TRIANGLE_STRIP);
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+ for Ti:=0 to Ri-1 do
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+ begin
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+ Xf:=(Ri-Ti)*Ax + Ti*Bx;
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+ Yf:=Vr+(Ri-Ti)*Ay + Ti*Ay;
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+ Xa:=Xf+0.001; Yb:=Yf+0.001;
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+ Xf2:=sqr(Xf);
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+ Yf2:=sqr(Yf);
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+ Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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+ glVertex3f(VertX, VertY, VertZ);
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+
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+ Xf:=(Ri-Ti-1)*Ax + Ti*Bx;
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+ Yf:=Vr+(Ri-Ti-1)*Ay + Ti*Ay;
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+ Xa:=Xf+0.001; Yb:=Yf+0.001;
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+ Xf2:=sqr(Xf);
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+ Yf2:=sqr(Yf);
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+ Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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+ glVertex3f(VertX, VertY, VertZ);
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+ end;
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+ Xf:=Ri*Bx;
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+ Yf:=Vr+Ri*Ay;
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+ Xa:=Xf+0.001; Yb:=Yf+0.001;
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+ Xf2:=sqr(Xf);
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+ Yf2:=sqr(Yf);
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+ Factor:=1-((Xf2+Yf2)*AmpVr2);
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+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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+ glVertex3f(VertX, VertY, VertZ);
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+ glEnd();
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+ end;
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+end;
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+
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+
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+procedure SQUARE(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
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+var
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+ Xi,Yi : longint;
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+ Xf,Yf,Y,Y2,Xf2,Yf2,Xa,Yb : GLfloat;
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+ Factor,Factor1,Factor2 : GLfloat;
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+ VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
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+ AmpVr2 : GLfloat;
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+ Zf : GLfloat;
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+begin
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+ AmpVr2:=(Amp)/sqr((Edge)*SQRT2/2);
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+ Zf:=(Edge)*(Z);
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+
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+ for Yi:=0 to Divisions-1 do
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+ begin
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+ Yf:=-((Edge)/2.0) + (Yi)/(Divisions)*(Edge);
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+ Yf2:=sqr(Yf);
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+ Y:=Yf+1.0/(Divisions)*(Edge);
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+ Y2:=sqr(Y);
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+ glBegin(GL_QUAD_STRIP);
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+ for Xi:=0 to Divisions do
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+ begin
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+ Xf:=-((Edge)/2.0) + (Xi)/(Divisions)*(Edge);
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+ Xf2:=sqr(Xf);
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+
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+ Xa:=Xf+0.001; Yb:=Y+0.001;
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+ Factor:=1-((Xf2+Y2)*AmpVr2);
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+ Factor1:=1-((sqr(Xa)+Y2)*AmpVr2);
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+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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+ VertX:=Factor*Xf; VertY:=Factor*Y; VertZ:=Factor*Zf;
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+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Y-VertY; NeiAZ:=Factor1*Zf-VertZ;
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+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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+ glVertex3f(VertX, VertY, VertZ);
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+
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+ Xa:=Xf+0.001; Yb:=Yf+0.001;
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+ Factor:=1-((Xf2+Yf2)*AmpVr2);
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+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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+ glVertex3f(VertX, VertY, VertZ);
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+ end;
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+ glEnd();
|
|
|
+ end;
|
|
|
+end;
|
|
|
+
|
|
|
+procedure PENTAGON(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
|
|
|
+var
|
|
|
+ Ri,Ti,Fi : longint;
|
|
|
+ Xf,Yf,Xf2,Yf2,Xa,Yb : GLfloat;
|
|
|
+ X,Y : array[0..5] of GLFloat;
|
|
|
+ Factor,Factor1,Factor2 : GLfloat;
|
|
|
+ VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
|
|
|
+ AmpVr2 : GLfloat;
|
|
|
+ Zf : GLfloat;
|
|
|
+begin
|
|
|
+ AmpVr2:=(Amp)/sqr((Edge)*cossec36_2);
|
|
|
+ Zf:=(Edge)*(Z);
|
|
|
+
|
|
|
+ for Fi:=0 to 5 do
|
|
|
+ begin
|
|
|
+ x[Fi]:=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);
|
|
|
+ y[Fi]:=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);
|
|
|
+ end;
|
|
|
+
|
|
|
+ for Ri:=1 to Divisions do
|
|
|
+ begin
|
|
|
+ for Fi:=0 to 4 do
|
|
|
+ begin
|
|
|
+ glBegin(GL_TRIANGLE_STRIP);
|
|
|
+ for Ti:=0 to Ri-1 do
|
|
|
+ begin
|
|
|
+ Xf:=(Ri-Ti)*x[Fi] + Ti*x[Fi+1];
|
|
|
+ Yf:=(Ri-Ti)*y[Fi] + Ti*y[Fi+1];
|
|
|
+ Xa:=Xf+0.001; Yb:=Yf+0.001;
|
|
|
+ Xf2:=sqr(Xf);
|
|
|
+ Yf2:=sqr(Yf);
|
|
|
+ Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
|
|
|
+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
|
|
|
+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
|
|
|
+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
|
|
|
+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
|
|
|
+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
|
|
|
+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
|
|
|
+ glVertex3f(VertX, VertY, VertZ);
|
|
|
+
|
|
|
+ Xf:=(Ri-Ti-1)*x[Fi] + Ti*x[Fi+1];
|
|
|
+ Yf:=(Ri-Ti-1)*y[Fi] + Ti*y[Fi+1];
|
|
|
+ Xa:=Xf+0.001; Yb:=Yf+0.001;
|
|
|
+ Xf2:=sqr(Xf);
|
|
|
+ Yf2:=sqr(Yf);
|
|
|
+ Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
|
|
|
+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
|
|
|
+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
|
|
|
+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
|
|
|
+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
|
|
|
+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
|
|
|
+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
|
|
|
+ glVertex3f(VertX, VertY, VertZ);
|
|
|
+ end;
|
|
|
+ Xf:=Ri*x[Fi+1];
|
|
|
+ Yf:=Ri*y[Fi+1];
|
|
|
+ Xa:=Xf+0.001; Yb:=Yf+0.001;
|
|
|
+ Xf2:=sqr(Xf);
|
|
|
+ Yf2:=sqr(Yf);
|
|
|
+ Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
|
|
|
+ Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
|
|
|
+ Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
|
|
|
+ VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
|
|
|
+ NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
|
|
|
+ NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
|
|
|
+ glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
|
|
|
+ glVertex3f(VertX, VertY, VertZ);
|
|
|
+ glEnd();
|
|
|
+ end;
|
|
|
+ end;
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure draw_tetra;
|
|
|
+var
|
|
|
+ list : GLuint;
|
|
|
+begin
|
|
|
+ list := glGenLists( 1 );
|
|
|
+ glNewList( list, GL_COMPILE );
|
|
|
+ TRIANGLE(2,seno,edgedivisions,0.5/SQRT6);
|
|
|
+ glEndList();
|
|
|
+
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-tetraangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+tetraangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+tetraangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
|
|
+ glCallList(list);
|
|
|
+
|
|
|
+ glDeleteLists(list,1);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure draw_cube;
|
|
|
+var
|
|
|
+ list : GLuint;
|
|
|
+begin
|
|
|
+ list := glGenLists( 1 );
|
|
|
+ glNewList( list, GL_COMPILE );
|
|
|
+ SQUARE(2, seno, edgedivisions, 0.5);
|
|
|
+ glEndList();
|
|
|
+
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(cubeangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(cubeangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(cubeangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(cubeangle,0,1,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(2*cubeangle,0,1,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
|
|
+ glCallList(list);
|
|
|
+
|
|
|
+ glDeleteLists(list,1);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure draw_octa;
|
|
|
+var
|
|
|
+ list : GLuint;
|
|
|
+begin
|
|
|
+ list := glGenLists( 1 );
|
|
|
+ glNewList( list, GL_COMPILE );
|
|
|
+ TRIANGLE(2,seno,edgedivisions,1/SQRT6);
|
|
|
+ glEndList();
|
|
|
+
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-180+octaangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-octaangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-octaangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-180+octaangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-octaangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-octaangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
|
|
+ glCallList(list);
|
|
|
+
|
|
|
+ glDeleteLists(list,1);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure draw_dodeca;
|
|
|
+const
|
|
|
+ TAU = ((SQRT5+1)/2);
|
|
|
+var
|
|
|
+ list : GLuint;
|
|
|
+begin
|
|
|
+ list := glGenLists( 1 );
|
|
|
+ glNewList( list, GL_COMPILE );
|
|
|
+ PENTAGON(1,seno,edgedivisions,sqr(TAU) * sqrt((TAU+2)/5) / 2);
|
|
|
+ glEndList();
|
|
|
+
|
|
|
+ glPushMatrix();
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,cos72,sin72,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,cos72,-sin72,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(dodecaangle,cos36,-sin36,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(dodecaangle,cos36,sin36,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
|
|
+ glCallList(list);
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,cos72,sin72,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(-dodecaangle,cos72,-sin72,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(dodecaangle,cos36,-sin36,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(dodecaangle,cos36,sin36,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
|
|
|
+ glCallList(list);
|
|
|
+
|
|
|
+ glDeleteLists(list,1);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure draw_ico;
|
|
|
+var
|
|
|
+ list : GLuint;
|
|
|
+begin
|
|
|
+ list := glGenLists( 1 );
|
|
|
+ glNewList( list, GL_COMPILE );
|
|
|
+ TRIANGLE(1.5,seno,edgedivisions,(3*SQRT3+SQRT15)/12);
|
|
|
+ glEndList();
|
|
|
+
|
|
|
+ glPushMatrix();
|
|
|
+
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[12]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[13]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[14]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[15]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[16]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[17]);
|
|
|
+ glCallList(list);
|
|
|
+ glPushMatrix();
|
|
|
+ glRotatef(180,0,1,0);
|
|
|
+ glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[18]);
|
|
|
+ glCallList(list);
|
|
|
+ glPopMatrix();
|
|
|
+ glRotatef(180,0,0,1);
|
|
|
+ glRotatef(-icoangle,1,0,0);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[19]);
|
|
|
+ glCallList(list);
|
|
|
+
|
|
|
+ glDeleteLists(list,1);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure do_draw; cdecl;
|
|
|
+begin
|
|
|
+ glClear( GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT );
|
|
|
+
|
|
|
+ glPushMatrix();
|
|
|
+
|
|
|
+ glTranslatef( 0.0, 0.0, -10.0 );
|
|
|
+ glScalef( Scale*WindH/WindW, Scale, Scale );
|
|
|
+ glTranslatef(2.5*WindW/WindH*sin(step*1.11),2.5*cos(step*1.25*1.11),0);
|
|
|
+ glRotatef(step*100,1,0,0);
|
|
|
+ glRotatef(step*95,0,1,0);
|
|
|
+ glRotatef(step*90,0,0,1);
|
|
|
+
|
|
|
+ seno:=(sin(step)+1.0/3.0)*(4.0/5.0)*Magnitude;
|
|
|
+
|
|
|
+ draw_object();
|
|
|
+
|
|
|
+ glPopMatrix();
|
|
|
+
|
|
|
+ glFlush();
|
|
|
+
|
|
|
+ glutSwapBuffers();
|
|
|
+
|
|
|
+ step:=step+0.05;
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure do_idle; cdecl;
|
|
|
+begin
|
|
|
+ glutPostRedisplay();
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure do_reshape(width,height:longint); cdecl;
|
|
|
+begin
|
|
|
+ WindW:=width;
|
|
|
+ WindH:=height;
|
|
|
+ glViewport(0, 0, width, height);
|
|
|
+ glMatrixMode(GL_PROJECTION);
|
|
|
+ glLoadIdentity();
|
|
|
+ glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
|
|
|
+ glMatrixMode(GL_MODELVIEW);
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure pinit;
|
|
|
+var
|
|
|
+ loop : longint;
|
|
|
+begin
|
|
|
+ case _object of
|
|
|
+ 1 :
|
|
|
+ begin
|
|
|
+ draw_object:=@draw_tetra;
|
|
|
+ MaterialColor[0]:=@MaterialRed;
|
|
|
+ MaterialColor[1]:=@MaterialGreen;
|
|
|
+ MaterialColor[2]:=@MaterialBlue;
|
|
|
+ MaterialColor[3]:=@MaterialWhite;
|
|
|
+ edgedivisions:=tetradivisions;
|
|
|
+ Magnitude:=2.5;
|
|
|
+ end;
|
|
|
+ 2:
|
|
|
+ begin
|
|
|
+ draw_object:=@draw_cube;
|
|
|
+ MaterialColor[0]:=@MaterialRed;
|
|
|
+ MaterialColor[1]:=@MaterialGreen;
|
|
|
+ MaterialColor[2]:=@MaterialCyan;
|
|
|
+ MaterialColor[3]:=@MaterialMagenta;
|
|
|
+ MaterialColor[4]:=@MaterialYellow;
|
|
|
+ MaterialColor[5]:=@MaterialBlue;
|
|
|
+ edgedivisions:=cubedivisions;
|
|
|
+ Magnitude:=2.0;
|
|
|
+ end;
|
|
|
+ 3:
|
|
|
+ begin
|
|
|
+ draw_object:=@draw_octa;
|
|
|
+ MaterialColor[0]:=MaterialRed;
|
|
|
+ MaterialColor[1]:=MaterialGreen;
|
|
|
+ MaterialColor[2]:=MaterialBlue;
|
|
|
+ MaterialColor[3]:=MaterialWhite;
|
|
|
+ MaterialColor[4]:=MaterialCyan;
|
|
|
+ MaterialColor[5]:=MaterialMagenta;
|
|
|
+ MaterialColor[6]:=MaterialGray;
|
|
|
+ MaterialColor[7]:=MaterialYellow;
|
|
|
+ edgedivisions:=octadivisions;
|
|
|
+ Magnitude:=2.5;
|
|
|
+ end;
|
|
|
+ 4:
|
|
|
+ begin
|
|
|
+ draw_object:=@draw_dodeca;
|
|
|
+ MaterialColor[ 0]:=MaterialRed;
|
|
|
+ MaterialColor[ 1]:=MaterialGreen;
|
|
|
+ MaterialColor[ 2]:=MaterialCyan;
|
|
|
+ MaterialColor[ 3]:=MaterialBlue;
|
|
|
+ MaterialColor[ 4]:=MaterialMagenta;
|
|
|
+ MaterialColor[ 5]:=MaterialYellow;
|
|
|
+ MaterialColor[ 6]:=MaterialGreen;
|
|
|
+ MaterialColor[ 7]:=MaterialCyan;
|
|
|
+ MaterialColor[ 8]:=MaterialRed;
|
|
|
+ MaterialColor[ 9]:=MaterialMagenta;
|
|
|
+ MaterialColor[10]:=MaterialBlue;
|
|
|
+ MaterialColor[11]:=MaterialYellow;
|
|
|
+ edgedivisions:=dodecadivisions;
|
|
|
+ Magnitude:=2.0;
|
|
|
+ end;
|
|
|
+ 5:
|
|
|
+ begin
|
|
|
+ draw_object:=@draw_ico;
|
|
|
+ MaterialColor[ 0]:=MaterialRed;
|
|
|
+ MaterialColor[ 1]:=MaterialGreen;
|
|
|
+ MaterialColor[ 2]:=MaterialBlue;
|
|
|
+ MaterialColor[ 3]:=MaterialCyan;
|
|
|
+ MaterialColor[ 4]:=MaterialYellow;
|
|
|
+ MaterialColor[ 5]:=MaterialMagenta;
|
|
|
+ MaterialColor[ 6]:=MaterialRed;
|
|
|
+ MaterialColor[ 7]:=MaterialGreen;
|
|
|
+ MaterialColor[ 8]:=MaterialBlue;
|
|
|
+ MaterialColor[ 9]:=MaterialWhite;
|
|
|
+ MaterialColor[10]:=MaterialCyan;
|
|
|
+ MaterialColor[11]:=MaterialYellow;
|
|
|
+ MaterialColor[12]:=MaterialMagenta;
|
|
|
+ MaterialColor[13]:=MaterialRed;
|
|
|
+ MaterialColor[14]:=MaterialGreen;
|
|
|
+ MaterialColor[15]:=MaterialBlue;
|
|
|
+ MaterialColor[16]:=MaterialCyan;
|
|
|
+ MaterialColor[17]:=MaterialYellow;
|
|
|
+ MaterialColor[18]:=MaterialMagenta;
|
|
|
+ MaterialColor[19]:=MaterialGray;
|
|
|
+ edgedivisions:=icodivisions;
|
|
|
+ Magnitude:=2.5;
|
|
|
+ end;
|
|
|
+ end;
|
|
|
+ if (mono) then
|
|
|
+ begin
|
|
|
+ for loop:=0 to 19 do
|
|
|
+ MaterialColor[loop]:=MaterialGray;
|
|
|
+ end;
|
|
|
+ if (smooth) then
|
|
|
+ glShadeModel( GL_SMOOTH )
|
|
|
+ else
|
|
|
+ glShadeModel( GL_FLAT );
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+procedure do_key(k:byte;x,y:integer); cdecl;
|
|
|
+begin
|
|
|
+ case Char(k) of
|
|
|
+ '1' : _object:=1;
|
|
|
+ '2' : _object:=2;
|
|
|
+ '3' : _object:=3;
|
|
|
+ '4' : _object:=4;
|
|
|
+ '5' : _object:=5;
|
|
|
+ ' ' : mono:=not mono;
|
|
|
+ #13 : smooth:=not smooth;
|
|
|
+ #27 : halt(0);
|
|
|
+ end;
|
|
|
+ pinit;
|
|
|
+end;
|
|
|
+
|
|
|
+
|
|
|
+begin
|
|
|
+ writeln('Morph 3D - Shows morphing platonic polyhedra');
|
|
|
+ writeln('Author: Marcelo Fernandes Vianna ([email protected])');
|
|
|
+ writeln(' [1] - Tetrahedron');
|
|
|
+ writeln(' [2] - Hexahedron (Cube)');
|
|
|
+ writeln(' [3] - Octahedron');
|
|
|
+ writeln(' [4] - Dodecahedron');
|
|
|
+ writeln(' [5] - Icosahedron');
|
|
|
+ writeln('[SPACE] - Toggle colored faces');
|
|
|
+ writeln('[RETURN] - Toggle smooth/flat shading');
|
|
|
+ writeln(' [ESC] - Quit');
|
|
|
+ _object:=3;
|
|
|
+
|
|
|
+ glutInitWindowPosition(0,0);
|
|
|
+ glutInitWindowSize(640,480);
|
|
|
+
|
|
|
+ glutInitDisplayMode( GLUT_DEPTH + GLUT_DOUBLE + GLUT_RGB );
|
|
|
+
|
|
|
+ if (glutCreateWindow('Morph 3D - Shows morphing platonic polyhedra') <= 0) then
|
|
|
+ halt(1);
|
|
|
+
|
|
|
+ glClearDepth(1.0);
|
|
|
+ glClearColor( 0.0, 0.0, 0.0, 1.0 );
|
|
|
+ glColor3f( 1.0, 1.0, 1.0 );
|
|
|
+
|
|
|
+ glClear( GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT );
|
|
|
+ glFlush();
|
|
|
+ glutSwapBuffers();
|
|
|
+
|
|
|
+ glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
|
|
|
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
|
|
|
+ glLightfv(GL_LIGHT0, GL_POSITION, position0);
|
|
|
+ glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
|
|
|
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
|
|
|
+ glLightfv(GL_LIGHT1, GL_POSITION, position1);
|
|
|
+ glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
|
|
|
+ glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
|
|
|
+ glEnable(GL_LIGHTING);
|
|
|
+ glEnable(GL_LIGHT0);
|
|
|
+ glEnable(GL_LIGHT1);
|
|
|
+ glEnable(GL_DEPTH_TEST);
|
|
|
+ glEnable(GL_NORMALIZE);
|
|
|
+
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
|
|
|
+ glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
|
|
|
+
|
|
|
+ glHint(GL_FOG_HINT, GL_FASTEST);
|
|
|
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
+ glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
|
|
|
+
|
|
|
+ pinit();
|
|
|
+
|
|
|
+ glutReshapeFunc( @do_reshape );
|
|
|
+ glutKeyboardFunc( @do_key );
|
|
|
+ glutIdleFunc( @do_idle );
|
|
|
+ glutDisplayFunc( @do_draw );
|
|
|
+ glutMainLoop();
|
|
|
+end.
|
|
|
+{
|
|
|
+ $Log$
|
|
|
+ Revision 1.1 2002-10-13 14:01:45 sg
|
|
|
+ * added the new, adapted OpenGL examples...
|
|
|
+
|
|
|
+ Revision 1.4 2002/09/07 15:43:05 peter
|
|
|
+ * old logs removed and tabs fixed
|
|
|
+
|
|
|
+ Revision 1.3 2002/08/06 09:09:17 michael
|
|
|
+ + Fixed missing @
|
|
|
+
|
|
|
+ Revision 1.2 2002/05/31 11:54:33 marco
|
|
|
+ * Renamefest for 1.0, many 1.1.x spots patched also.
|
|
|
+
|
|
|
+ Revision 1.1 2002/01/29 17:55:19 peter
|
|
|
+ * splitted to base and extra
|
|
|
+
|
|
|
+}
|