970 lines
13 KiB
C
970 lines
13 KiB
C
#include <windows.h>
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#include <stdio.h>
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#include <math.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "gl42ogl.h"
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#include "tk.h"
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#include "insect.h"
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#include "insectco.h"
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#define BLACK 0
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/* For ECLIPSE 8 bit machine */
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extern GLboolean is_8bit;
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GLuint screen,viewit,shadow,body,hip[6],thigh[6],shin[6],kneeball[6];
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GLuint body_shadow,hip_shadow,thigh_shadow,shin_shadow,kneeball_shadow;
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GLfloat k2[6][3];
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GLfloat k3[6][3];
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GLfloat b7[12][3];
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GLfloat b8[12][3];
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GLint scr[4][2];
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GLfloat b1[4][3] = {
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{
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R1 * SIN30 * -SIN15,
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R1 * SIN30 * COS15,
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R1 * COS30
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},
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{
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R1 * SIN30 * SIN15,
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R1 * SIN30 * COS15,
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R1 * COS30
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},
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{
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A2 * SIN30,
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A1,
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A2 * COS30
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},
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{
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-A2 * SIN30,
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A1,
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A2 * COS30
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}
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};
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GLfloat b4[4][3] = {
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{
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R1 * SIN30 * -SIN15,
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R1 * SIN30 * COS15,
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-R1 * COS30
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},
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{
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-A2 * SIN30,
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A1,
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-A2 * COS30
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},
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{
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A2 * SIN30,
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A1,
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-A2 * COS30
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},
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{
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R1 * SIN30 * SIN15,
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R1 * SIN30 * COS15,
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-R1 * COS30
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}
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};
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GLfloat b2[4][3] = {{
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R1 * SIN30 * -SIN45,
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R1 * SIN30 * COS45,
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R1 * COS30
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},
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{
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R1 * SIN30 * -SIN15,
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R1 * SIN30 * COS15,
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R1 * COS30
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},
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{
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-A2 * SIN30,
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A1,
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A2 * COS30
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},
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{
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(A2 * SIN30) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2 * SIN30) * SIN60,
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A2 * COS30
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}
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};
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GLfloat b5[4][3] = {{
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R1 * SIN30 * -SIN45,
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R1 * SIN30 * COS45,
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-R1 * COS30
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},
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{
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(A2 * SIN30) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2 * SIN30) * SIN60,
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-A2 * COS30
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},
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{
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-A2 * SIN30,
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A1,
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-A2 * COS30
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},
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{
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R1 * SIN30 * -SIN15,
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R1 * SIN30 * COS15,
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-R1 * COS30
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}
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};
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GLfloat b3[4][3] = {{
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(A2 * SIN30) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2 * SIN30) * SIN60,
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A2 * COS30
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},
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{
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-A2 * SIN30,
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A1,
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A2 * COS30
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},
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{
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-A2,
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A1,
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0
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},
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{
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(A2) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2) * SIN60,
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0
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}
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};
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GLfloat b6[4][3] = {{
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(A2 * SIN30) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2 * SIN30) * SIN60,
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-A2 * COS30
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},
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{
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(A2) * COS60 - A1 * SIN60,
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A1 * COS60 + (A2) * SIN60,
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0.0
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},
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{
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-A2,
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A1,
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0.0
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},
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{
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-A2 * SIN30,
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A1,
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-A2 * COS30
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}
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};
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GLfloat h1[4][3] = {{
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A2, -A2, 0.0
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},
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{
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R2, 0.0, 0.0
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},
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{
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R2 * COS60,
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0,
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R2 * SIN60
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},
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{
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A2 * COS60,
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-A2,
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A2 * SIN60
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}
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};
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GLfloat h2[4][3] = {{
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R2 * COS60,
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0.0,
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R2 * SIN60
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},
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{
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R2, 0.0, 0.0
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},
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{
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A2, A2, 0.0
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},
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{
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A2 * COS60,
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A2,
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A2 * SIN60
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}
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};
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GLfloat h3[3][3] = {{
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A2, A2, 0.0
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},
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{
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0.0, R2, 0.0
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},
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{
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A2 * COS60,
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A2,
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A2 * SIN60
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},
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};
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GLfloat t1[4][3] = {{
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-A2 * COS60,
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A2,
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A2 * SIN60
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},
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{
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A2 * COS60,
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A2,
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A2 * SIN60
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},
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{
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A2 * COS60,
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1 - A2 * COS60,
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A2 * SIN60
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},
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{
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-A2 * COS60,
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1 - A2 * COS60,
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A2 * SIN60
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}
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};
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GLfloat t2[3][3] = {{
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-A2 * COS60,
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A2,
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A2 * SIN60
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},
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{
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-A2 * COS60,
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1 - A2 * COS60,
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A2 * SIN60
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},
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{
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-A2,
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A2,
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0.0
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}
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};
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GLfloat t6[3][3] = {{
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-A2 * COS60,
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A2,
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-A2 * SIN60
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},
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{
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-A2,
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A2,
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0.0
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},
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{
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-A2 * COS60,
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1 - A2,
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0.0
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}
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};
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GLfloat t3[3][3] = {{
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A2 * COS60,
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A2,
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A2 * SIN60
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},
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{
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A2,
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A2,
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0.0
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},
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{
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A2 * COS60,
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1 - A2 * COS60,
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A2 * SIN60
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}
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};
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GLfloat t7[3][3] = {{
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A2 * COS60,
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A2,
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-A2 * SIN60
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},
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{
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A2 * COS60,
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1 - A2,
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0.0
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},
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{
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A2,
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A2,
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0.0
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}
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};
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GLfloat t4[3][3] = {{
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-A2 * COS60,
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1.0 - A2 * COS60,
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A2 * SIN60
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},
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{
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-A2 * COS60,
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1.0 - A2,
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0.0
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},
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{
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-A2,
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A2,
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0.0
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}
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};
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GLfloat t5[3][3] = {{
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A2 * COS60,
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1.0 - A2 * COS60,
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A2 * SIN60
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},
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{
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A2,
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A2,
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0.0
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},
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{
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A2 * COS60,
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1 - A2,
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0.0
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}
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};
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GLfloat t8[4][3] = {{
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A2 * COS60,
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A2,
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-A2 * SIN60
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},
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{
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-A2 * COS60,
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A2,
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-A2 * SIN60
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},
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{
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-A2 * COS60,
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1 - A2,
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0.0
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},
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{
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A2 * COS60,
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1 - A2,
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0.0
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}
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};
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GLfloat s1[4][3] = {{
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A2 * COS60,
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-A2 * COS60,
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-A2 * SIN60
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},
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{
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A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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},
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{
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-A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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},
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{
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-A2 * COS60,
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-A2 * COS60,
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-A2 * SIN60
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}
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};
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GLfloat s2[4][3] = {{
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A2 * COS60,
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-A2 * COS60,
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-A2 * SIN60
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},
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{
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A2 * COS60,
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-A2,
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0.0
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},
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{
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A2 * COS60 * 0.4,
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-2.0,
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0.0
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},
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{
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A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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}
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};
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GLfloat s3[4][3] = {{
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-A2 * COS60,
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-A2 * COS60,
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-A2 * SIN60
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},
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{
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-A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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},
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{
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-A2 * COS60 * 0.4,
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-2.0,
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0.0
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},
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{
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-A2 * COS60,
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-A2,
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0.0
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}
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};
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GLfloat s4[4][3] = {{
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A2 * COS60,
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-A2,
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0.0
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},
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{
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-A2 * COS60,
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-A2,
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0.0
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},
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{
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-A2 * COS60 * 0.4,
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-2.0,
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0.0
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},
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{
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A2 * COS60 * 0.4,
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-2.0,
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0.0
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}
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};
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GLfloat s5[4][3] = {{
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A2 * COS60 * 0.4,
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-2.0,
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0.0
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},
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{
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-A2 * COS60 * 0.4,
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-2.0,
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0.0
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},
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{
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-A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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},
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{
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A2 * COS60 * 0.4,
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A2 * COS60 - 2.0,
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-A2 * SIN60 * 0.4
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}
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};
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GLfloat k1[4][3] = {{
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-A2 * COS60,
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1.0 - A2 * COS60,
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A2 * SIN60
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},
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{
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A2 * COS60,
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1.0 - A2 * COS60,
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A2 * SIN60
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},
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{
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A2 * COS60,
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1.0 + A2 * COS60,
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A2 * SIN60
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},
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{
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-A2 * COS60,
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1.0 + A2 * COS60,
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A2 * SIN60
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}
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};
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/* make display list objects
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screen -- for checkerboard floor
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shadow -- matrix to project insect onto flat surface
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viewit -- viewing transformation
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and various parts of the body and their shadows
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*/
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void
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doViewit (void) {
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/*
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glFrustum (-8.0, 8.0, -8.0 * 0.75, 8.0 * 0.75, 10.0, 135.0);
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guPerspective (viewitFOV, viewitASPECT, 0.01, 131072.);
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*/
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glRotatef (ctheta/10, 1, 0, 0);
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glRotatef (cphi/10, 0, 0, 1);
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glTranslatef (cx, cy, cz);
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}
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void
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createobjects (void) {
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int i,
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j,
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k;
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screen = glGenLists(32);
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if (screen == 0) tkQuit();
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shadow = screen + 1;
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body = screen + 2;
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body_shadow = screen + 3;
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/* hip [4..9]
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* thigh [10..15]
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* knee [16..21]
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* shin [22..27]
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*/
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hip[0] = screen + 4;
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thigh[0] = screen + 10;
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kneeball[0] = screen + 16;
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shin[0] = screen + 22;
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hip_shadow = screen + 28;
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thigh_shadow = screen + 29;
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kneeball_shadow = screen + 30;
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shin_shadow = screen + 31;
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glNewList (screen, GL_COMPILE);
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glShadeModel(GL_FLAT);
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/* Changed for ECLIPSE 8 bit machine */
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if (is_8bit)
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glIndexi (ECLIPSE8_GRID);
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else
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glIndexi (GRID);
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k = 1;
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for (i = -8; i < 7; i++)
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for (j = -8; j < 7; j++) {
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if (k == 0) {
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scr[0][0] = i * 3;
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scr[0][1] = j * 3;
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scr[1][0] = (i + 1) * 3;
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scr[1][1] = j * 3;
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scr[2][0] = (i + 1) * 3;
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scr[2][1] = (j + 1) * 3;
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scr[3][0] = i * 3;
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scr[3][1] = (j + 1) * 3;
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polf2i (4, scr);
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}
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k = 1 - k;
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}
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glEndList ();
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glNewList (shadow, GL_COMPILE);
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glShadeModel(GL_FLAT);
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{
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float sx,
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sy,
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sz;
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GLfloat mshadow[16];
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sx = -1.0;
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sy = -1.0;
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sz = 1.0;
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gl_IdentifyMatrix (mshadow);
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/*
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mshadow[2][0] = -sx / sz;
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mshadow[2][1] = -sy / sz;
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mshadow[2][2] = 0.;
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*/
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mshadow[8] = -sx / sz;
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mshadow[9] = -sy / sz;
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mshadow[10] = 0;
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glMultMatrixf (mshadow);
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}
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glIndexi (BLACK);
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glEndList ();
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for (i = 0; i < 12; i++) {
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b7[i][2] = R1 * SIN60;
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b7[i][0] = R1 * COS60 * cos ((float) i * (PI / 6.0) + (PI / 12.0));
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b7[i][1] = R1 * COS60 * sin ((float) i * (PI / 6.0) + (PI / 12.0));
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b8[11 - i][2] = -R1 * SIN60;
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b8[11 - i][0] = R1 * COS60 * cos ((float) i * (PI / 6.0) + (PI / 12.0));
|
|
b8[11 - i][1] = R1 * COS60 * sin ((float) i * (PI / 6.0) + (PI / 12.0));
|
|
}
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
k2[i][0] = A2 * COS60;
|
|
k2[i][1] = A2 * cos ((float) i * (PI / 3.0)) + 1.0;
|
|
k2[i][2] = A2 * sin ((float) i * (PI / 3.0));
|
|
k3[5 - i][0] = -A2 * COS60;
|
|
k3[5 - i][1] = A2 * cos ((float) i * (PI / 3.0)) + 1.0;
|
|
k3[5 - i][2] = A2 * sin ((float) i * (PI / 3.0));
|
|
}
|
|
|
|
glNewList (body, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
glEnable (GL_CULL_FACE);
|
|
|
|
getpolycolor (0, b7);
|
|
polf (12, b7);
|
|
getpolycolor (0, b8);
|
|
polf (12, b8);
|
|
getpolycolor (0, b1);
|
|
polf (4, b1);
|
|
getpolycolor (0, b2);
|
|
polf (4, b2);
|
|
getpolycolor (0, b3);
|
|
polf (4, b3);
|
|
getpolycolor (0, b4);
|
|
polf (4, b4);
|
|
getpolycolor (0, b5);
|
|
polf (4, b5);
|
|
getpolycolor (0, b6);
|
|
polf (4, b6);
|
|
for (i = 0; i < 5; i++) {
|
|
rotate60 ('z', 4, b1);
|
|
rotate60 ('z', 4, b2);
|
|
rotate60 ('z', 4, b3);
|
|
rotate60 ('z', 4, b4);
|
|
rotate60 ('z', 4, b5);
|
|
rotate60 ('z', 4, b6);
|
|
getpolycolor (0, b1);
|
|
polf (4, b1);
|
|
getpolycolor (0, b2);
|
|
polf (4, b2);
|
|
getpolycolor (0, b3);
|
|
polf (4, b3);
|
|
getpolycolor (0, b4);
|
|
polf (4, b4);
|
|
getpolycolor (0, b5);
|
|
polf (4, b5);
|
|
getpolycolor (0, b6);
|
|
polf (4, b6);
|
|
}
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
|
glEndList ();
|
|
|
|
glNewList (body_shadow, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glIndexi (SHADOW_COLOR);
|
|
if (lit (3, b7))
|
|
polf (12, b7);
|
|
if (lit (3, b1))
|
|
polf (4, b1);
|
|
if (lit (3, b2))
|
|
polf (4, b2);
|
|
if (lit (3, b3))
|
|
polf (4, b3);
|
|
if (lit (3, b4))
|
|
polf (4, b4);
|
|
if (lit (3, b5))
|
|
polf (4, b5);
|
|
if (lit (3, b6))
|
|
polf (4, b6);
|
|
for (i = 0; i < 5; i++) {
|
|
rotate60 ('z', 4, b1);
|
|
rotate60 ('z', 4, b2);
|
|
rotate60 ('z', 4, b3);
|
|
rotate60 ('z', 4, b4);
|
|
rotate60 ('z', 4, b5);
|
|
rotate60 ('z', 4, b6);
|
|
if (lit (3, b1))
|
|
polf (4, b1);
|
|
if (lit (3, b2))
|
|
polf (4, b2);
|
|
if (lit (3, b3))
|
|
polf (4, b3);
|
|
if (lit (3, b4))
|
|
polf (4, b4);
|
|
if (lit (3, b5))
|
|
polf (4, b5);
|
|
if (lit (3, b6))
|
|
polf (4, b6);
|
|
}
|
|
glEndList ();
|
|
|
|
for (j = 0; j < 6; j++) {
|
|
hip[j] = hip[0] + j;
|
|
glNewList (hip[j], GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable (GL_CULL_FACE);
|
|
|
|
getpolycolor (1, h1);
|
|
polf (4, h1);
|
|
getpolycolor (1, h2);
|
|
polf (4, h2);
|
|
getpolycolor (1, h3);
|
|
polf (3, h3);
|
|
for (i = 0; i < 5; i++) {
|
|
rotate60 ('y', 4, h1);
|
|
rotate60 ('y', 4, h2);
|
|
rotate60 ('y', 3, h3);
|
|
getpolycolor (1, h1);
|
|
polf (4, h1);
|
|
getpolycolor (1, h2);
|
|
polf (4, h2);
|
|
getpolycolor (1, h3);
|
|
polf (3, h3);
|
|
}
|
|
phi += PI / 3.0;
|
|
getlightvector ();
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
|
glEndList ();
|
|
}
|
|
|
|
glNewList (hip_shadow, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
/*glEnable (GL_CULL_FACE);*/
|
|
glIndexi (SHADOW_COLOR);
|
|
polf (4, h1);
|
|
polf (4, h2);
|
|
polf (3, h3);
|
|
for (i = 0; i < 5; i++) {
|
|
rotate60 ('y', 4, h1);
|
|
rotate60 ('y', 4, h2);
|
|
rotate60 ('y', 3, h3);
|
|
polf (4, h1);
|
|
polf (4, h2);
|
|
polf (3, h3);
|
|
}
|
|
/*glDisable (GL_CULL_FACE);*/
|
|
glEndList ();
|
|
|
|
phi = 0.0;
|
|
theta = PI / 4.0;
|
|
getlightvector ();
|
|
for (j = 0; j < 6; j++) {
|
|
thigh[j] = thigh[0] + j;
|
|
glNewList (thigh[j], GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable (GL_CULL_FACE);
|
|
|
|
|
|
getpolycolor (2, t1);
|
|
polf (4, t1);
|
|
getpolycolor (2, t2);
|
|
polf (3, t2);
|
|
getpolycolor (2, t3);
|
|
polf (3, t3);
|
|
getpolycolor (2, t4);
|
|
polf (3, t4);
|
|
getpolycolor (2, t5);
|
|
polf (3, t5);
|
|
getpolycolor (2, t6);
|
|
polf (3, t6);
|
|
getpolycolor (2, t7);
|
|
polf (3, t7);
|
|
getpolycolor (2, t8);
|
|
polf (4, t8);
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
|
glEndList ();
|
|
kneeball[j] = kneeball[0] + j;
|
|
glNewList (kneeball[j], GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable (GL_CULL_FACE);
|
|
|
|
|
|
getpolycolor (3, k1);
|
|
polf (4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] -= 1.0;
|
|
rotate60 ('x', 4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] += 1.0;
|
|
for (i = 0; i < 5; i++) {
|
|
if (i != 0) {
|
|
getpolycolor (3, k1);
|
|
polf (4, k1);
|
|
}
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] -= 1.0;
|
|
rotate60 ('x', 4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] += 1.0;
|
|
}
|
|
getpolycolor (3, k2);
|
|
polf (6, k2);
|
|
getpolycolor (3, k3);
|
|
polf (6, k3);
|
|
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
|
glEndList ();
|
|
shin[j] = shin[0] + j;
|
|
glNewList (shin[j], GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glEnable (GL_CULL_FACE);
|
|
|
|
|
|
getpolycolor (4, s1);
|
|
polf (4, s1);
|
|
getpolycolor (4, s2);
|
|
polf (4, s2);
|
|
getpolycolor (4, s3);
|
|
polf (4, s3);
|
|
getpolycolor (4, s4);
|
|
polf (4, s4);
|
|
getpolycolor (4, s5);
|
|
polf (4, s5);
|
|
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
|
glEndList ();
|
|
theta -= PI / 3.0;
|
|
getlightvector ();
|
|
}
|
|
glNewList (thigh_shadow, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
/*glEnable (GL_CULL_FACE);*/
|
|
glIndexi (SHADOW_COLOR);
|
|
polf (4, t1);
|
|
polf (3, t2);
|
|
polf (3, t3);
|
|
polf (3, t4);
|
|
polf (3, t5);
|
|
polf (3, t6);
|
|
polf (3, t7);
|
|
polf (4, t8);
|
|
/*glDisable (GL_CULL_FACE);*/
|
|
glEndList ();
|
|
glNewList (kneeball_shadow, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
/*glEnable (GL_CULL_FACE);*/
|
|
glIndexi (SHADOW_COLOR);
|
|
polf (4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] -= 1.0;
|
|
rotate60 ('x', 4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] += 1.0;
|
|
for (i = 0; i < 5; i++) {
|
|
if (i != 0) {
|
|
polf (4, k1);
|
|
}
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] -= 1.0;
|
|
rotate60 ('x', 4, k1);
|
|
for (k = 0; k < 4; k++)
|
|
k1[k][1] += 1.0;
|
|
}
|
|
polf (6, k2);
|
|
polf (6, k3);
|
|
/*glDisable (GL_CULL_FACE);*/
|
|
glEndList ();
|
|
glNewList (shin_shadow, GL_COMPILE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
/*glEnable (GL_CULL_FACE);*/
|
|
glIndexi (SHADOW_COLOR);
|
|
polf (4, s1);
|
|
polf (4, s2);
|
|
polf (4, s3);
|
|
polf (4, s4);
|
|
polf (4, s5);
|
|
/*glDisable (GL_CULL_FACE);*/
|
|
glEndList ();
|
|
|
|
}
|