#include #include #include #include "glu.h" void drawTorus(float rc, int numc, float rt, int numt) { int i, j, k; double s, t; double x, y, z; double pi, twopi; pi = 3.14159265358979323846; twopi = 2 * pi; for (i = 0; i < numc; i++) { glBegin(GL_QUAD_STRIP); for (j = 0; j <= numt; j++) { for (k = 1; k >= 0; k--) { s = (i + k) % numc + 0.5; t = j % numt; x = cos(t*twopi/numt) * cos(s*twopi/numc); y = sin(t*twopi/numt) * cos(s*twopi/numc); z = sin(s*twopi/numc); glNormal3f(x, y, z); x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt); y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt); z = rc * sin(s*twopi/numc); glVertex3f(x, y, z); } } glEnd(); } } static void normal3f( GLfloat x, GLfloat y, GLfloat z ) { GLdouble mag; mag = sqrt( x*x + y*y + z*z ); if (mag>0.00001F) { x /= mag; y /= mag; z /= mag; } glNormal3f( x, y, z ); } void gluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); } GLUquadricObj *gluNewQuadric(void) { return NULL; } void gluQuadricDrawStyle(GLUquadricObj *obj, int style) { } void gluCylinder( GLUquadricObj *qobj, GLdouble baseRadius, GLdouble topRadius, GLdouble height, GLint slices, GLint stacks ) { GLdouble da, r, dr, dz; GLfloat z, nz, nsign; GLint i, j; GLfloat du = 1.0 / slices; GLfloat dv = 1.0 / stacks; GLfloat tcx = 0.0, tcy = 0.0; nsign = 1.0; da = 2.0*M_PI / slices; dr = (topRadius-baseRadius) / stacks; dz = height / stacks; nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */ for (i=0;i=0;j--) { theta = (j==slices) ? 0.0 : j * dtheta; x = -sin(theta) * sin(rho); y = cos(theta) * sin(rho); z = nsign * cos(rho); if (normals) glNormal3f( x*nsign, y*nsign, z*nsign ); glTexCoord2f(s,1-t); s -= ds; glVertex3f( x*radius, y*radius, z*radius ); } glEnd(); }