197 lines
5 KiB
C++
197 lines
5 KiB
C++
#include <stdlib.h>
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#include <stdio.h>
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#include <math.h>
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#include <string.h>
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#include <time.h>
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#include <assert.h>
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#include <windows.h>
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#include <gl\gl.h>
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#include <gl\glu.h>
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#include <gl\glaux.h>
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#include "mtk.hxx"
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#include "objects.hxx"
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#define RGB_COLOR(red, green, blue) \
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(((DWORD)(BYTE)(red) << 0) | \
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((DWORD)(BYTE)(green) << 8) | \
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((DWORD)(BYTE)(blue) << 16))
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#define RGBA_COLOR(red, green, blue, alpha) \
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(((DWORD)(BYTE)(red) << 0) | \
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((DWORD)(BYTE)(green) << 8) | \
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((DWORD)(BYTE)(blue) << 16) | \
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((DWORD)(BYTE)(alpha) << 24))
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#define FRANDOM(x) (((float)rand() / RAND_MAX) * (x))
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/****** OBJECT *******************************************************/
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OBJECT::OBJECT( int rings, int sections )
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: nRings( rings ), nSections( sections )
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{
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pTriData = NULL;
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pVertData = NULL;
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alphaVal = 255;
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}
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OBJECT::~OBJECT()
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{
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// These ptrs alloc'd in inheriting classes...
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if( pVertData )
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free( pVertData );
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if( pTriData )
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free( pTriData );
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}
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/****** SPHERE *******************************************************/
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SPHERE::SPHERE(
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int rings, int sections, float fOpacity )
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: OBJECT( rings, sections )
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{
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iType = OBJECT_TYPE_SPHERE;
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alphaVal = (int) (fOpacity * 255.0f);
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SS_CLAMP_TO_RANGE2( alphaVal, 0, 255 );
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nVerts = CalcNVertices();
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nTris = CalcNTriangles();
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// Allocate memory for the sphere data (freed by the base OBJECT class)
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// Vertex data
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pVertData = (VERTEX *) malloc( nVerts * sizeof(VERTEX) );
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assert( pVertData != NULL );
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// Triangle indices
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pTriData = (TRIANGLE *) malloc( nTris * sizeof(TRIANGLE) );
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assert( pTriData != NULL );
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GenerateData(1.0f);
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}
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int
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SPHERE::CalcNVertices()
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{
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return (((nRings)+1)*(nSections)+2);
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}
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int
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SPHERE::CalcNTriangles()
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{
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return (((nRings)+1)*(nSections)*2);
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}
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void
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SPHERE::GenerateData( float fRadius )
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{
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float fTheta, fPhi; /* Angles used to sweep around sphere */
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float fDTheta, fDPhi; /* Angle between each section and ring */
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float fX, fY, fZ, fV, fRSinTheta; /* Temporary variables */
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int i, j, n, m; /* counters */
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VERTEX *pvtx = pVertData;
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TRIANGLE *ptri = pTriData;
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//mf: ! give these different alpha values !
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DWORD color0 = RGBA_COLOR( 255, 0, 0, alphaVal );
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DWORD color1 = RGBA_COLOR( 255, 255, 0, alphaVal ); // yellow
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/*
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* Generate vertices at the top and bottom points.
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*/
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pvtx[0].fX = 0.0f;
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pvtx[0].fY = fRadius;
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pvtx[0].fZ = 0.0f;
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pvtx[0].fNx = 0.0f;
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pvtx[0].fNy = 1.0f;
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pvtx[0].fNz = 0.0f;
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pvtx[0].dwColor = color0;
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pvtx[nVerts - 1].fX = 0.0f;
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pvtx[nVerts - 1].fY = -fRadius;
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pvtx[nVerts - 1].fZ = 0.0f;
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pvtx[nVerts - 1].fNx = 0.0f;
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pvtx[nVerts - 1].fNy = -1.0f;
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pvtx[nVerts - 1].fNz = 0.0f;
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pvtx[nVerts - 1].dwColor = color1;
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/*
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* Generate vertex points for rings
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*/
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fDTheta = PI / (float) (nRings + 2);
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fDPhi = 2.0f * PI / (float) nSections;
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n = 1; /* vertex being generated, begins at 1 to skip top point */
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fTheta = fDTheta;
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for (i = 0; i <= nRings; i++)
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{
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fY = (float)(fRadius * cos(fTheta)); /* y is the same for each ring */
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fV = fTheta / PI; /* v is the same for each ring */
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fRSinTheta = (float)(fRadius * sin(fTheta));
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fPhi = 0.0f;
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for (j = 0; j < nSections; j++)
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{
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fX = (float)(fRSinTheta * sin(fPhi));
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fZ = (float)(fRSinTheta * cos(fPhi));
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pvtx[n].fX = fX;
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pvtx[n].fZ = fZ;
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pvtx[n].fY = fY;
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pvtx[n].fNx = fX / fRadius;
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pvtx[n].fNy = fY / fRadius;
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pvtx[n].fNz = fZ / fRadius;
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if (n & 1)
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{
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pvtx[n].dwColor = color0;
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}
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else
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{
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pvtx[n].dwColor = color1;
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}
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fPhi += fDPhi;
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n++;
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}
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fTheta += fDTheta;
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}
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/*
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* Generate triangles for top and bottom caps.
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*/
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for (i = 0; i < nSections; i++)
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{
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ptri[i].iV1 = 0;
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ptri[i].iV2 = i + 1;
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ptri[i].iV3 = 1 + ((i + 1) % nSections);
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ptri[nTris - nSections + i].iV1 = nVerts - 1;
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ptri[nTris - nSections + i].iV2 = nVerts - 2 - i;
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ptri[nTris - nSections + i].iV3 = nVerts - 2 - ((1 + i) % nSections);
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}
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/*
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* Generate triangles for the rings
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*/
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m = 1; /* first vertex in current ring, begins at 1 to skip top point*/
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n = nSections; /* triangle being generated, skip the top cap */
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for (i = 0; i < nRings; i++)
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{
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for (j = 0; j < nSections; j++)
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{
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ptri[n].iV1 = m + j;
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ptri[n].iV2 = m + nSections + j;
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ptri[n].iV3 = m + nSections + ((j + 1) % nSections);
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ptri[n + 1].iV1 = ptri[n].iV1;
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ptri[n + 1].iV2 = ptri[n].iV3;
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ptri[n + 1].iV3 = m + ((j + 1) % nSections);
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n += 2;
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}
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m += nSections;
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}
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}
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