#include <stdio.h>
#include <stdlib.h>
#ifndef _WIN32
#include <unistd.h>
#endif
#include <GL/glut.h>
#include <math.h>
#include <string.h>
#define Scale 0.3
#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
#define sqr(A) ((A)*(A))
#define tetradivisions 23
#define cubedivisions 20
#define octadivisions 21
#define dodecadivisions 10
#define icodivisions 15
#define tetraangle 109.47122063449069174
#define cubeangle 90.000000000000000000
#define octaangle 109.47122063449069174
#define dodecaangle 63.434948822922009981
#define icoangle 41.810314895778596167
#ifndef Pi
#define Pi 3.1415926535897932385
#endif
#define SQRT2 1.4142135623730951455
#define SQRT3 1.7320508075688771932
#define SQRT5 2.2360679774997898051
#define SQRT6 2.4494897427831778813
#define SQRT15 3.8729833462074170214
#define cossec36_2 0.8506508083520399322
#define cos72 0.3090169943749474241
#define sin72 0.9510565162951535721
#define cos36 0.8090169943749474241
#define sin36 0.5877852522924731292
static int mono=0;
static int smooth=1;
static int anim=1;
static GLint WindH, WindW;
static GLfloat step=0;
static GLfloat seno;
static int object;
static int edgedivisions;
static void (*draw_object)( void );
static float Magnitude;
static float *MaterialColor[20];
static float front_shininess[] = {60.0};
static float front_specular[] = { 0.7, 0.7, 0.7, 1.0 };
static float ambient[] = { 0.0, 0.0, 0.0, 1.0 };
static float diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
static float position0[] = { 1.0, 1.0, 1.0, 0.0 };
static float position1[] = {-1.0,-1.0, 1.0, 0.0 };
static float lmodel_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
static float lmodel_twoside[] = {GL_TRUE};
static float MaterialRed[] = { 0.7, 0.0, 0.0, 1.0 };
static float MaterialGreen[] = { 0.1, 0.5, 0.2, 1.0 };
static float MaterialBlue[] = { 0.0, 0.0, 0.7, 1.0 };
static float MaterialCyan[] = { 0.2, 0.5, 0.7, 1.0 };
static float MaterialYellow[] = { 0.7, 0.7, 0.0, 1.0 };
static float MaterialMagenta[] = { 0.6, 0.2, 0.5, 1.0 };
static float MaterialWhite[] = { 0.7, 0.7, 0.7, 1.0 };
static float MaterialGray[] = { 0.2, 0.2, 0.2, 1.0 };
#define TRIANGLE(Edge, Amp, Divisions, Z) \
{ \
GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
GLfloat Factor,Factor1,Factor2; \
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
GLfloat Ax,Ay,Bx; \
int Ri,Ti; \
GLfloat Vr=(Edge)*SQRT3/3; \
GLfloat AmpVr2=(Amp)/sqr(Vr); \
GLfloat Zf=(Edge)*(Z); \
\
Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions)); \
Bx=(Edge)*(-0.5/(Divisions)); \
\
for (Ri=1; Ri<=(Divisions); Ri++) { \
glBegin(GL_TRIANGLE_STRIP); \
for (Ti=0; Ti<Ri; Ti++) { \
Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx; \
Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
Xf=(float)(Ri-Ti-1)*Ax + (float)Ti*Bx; \
Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
} \
Xf=(float)Ri*Bx; \
Yf=Vr+(float)Ri*Ay; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
glEnd(); \
} \
}
#define SQUARE(Edge, Amp, Divisions, Z) \
{ \
int Xi,Yi; \
GLfloat Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb; \
GLfloat Factor,Factor1,Factor2; \
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
GLfloat Zf=(Edge)*(Z); \
GLfloat AmpVr2=(Amp)/sqr((Edge)*SQRT2/2); \
\
for (Yi=0; Yi<(Divisions); Yi++) { \
Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge); \
Yf2=sqr(Yf); \
Y=Yf+1.0/(Divisions)*(Edge); \
Y2=sqr(Y); \
glBegin(GL_QUAD_STRIP); \
for (Xi=0; Xi<=(Divisions); Xi++) { \
Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge); \
Xf2=sqr(Xf); \
\
Xa=Xf+0.001; Yb=Y+0.001; \
Factor=1-((Xf2+Y2)*AmpVr2); \
Factor1=1-((sqr(Xa)+Y2)*AmpVr2); \
Factor2=1-((Xf2+sqr(Yb))*AmpVr2); \
VertX=Factor*Xf; VertY=Factor*Y; VertZ=Factor*Zf; \
NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY; NeiAZ=Factor1*Zf-VertZ; \
NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ; \
glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
Xa=Xf+0.001; Yb=Yf+0.001; \
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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
} \
glEnd(); \
} \
}
#define PENTAGON(Edge, Amp, Divisions, Z) \
{ \
int Ri,Ti,Fi; \
GLfloat Xf,Yf,Xa,Yb,Xf2,Yf2; \
GLfloat x[6],y[6]; \
GLfloat Factor,Factor1,Factor2; \
GLfloat VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ; \
GLfloat Zf=(Edge)*(Z); \
GLfloat AmpVr2=(Amp)/sqr((Edge)*cossec36_2); \
\
for(Fi=0;Fi<6;Fi++) { \
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); \
} \
\
for (Ri=1; Ri<=(Divisions); Ri++) { \
for (Fi=0; Fi<5; Fi++) { \
glBegin(GL_TRIANGLE_STRIP); \
for (Ti=0; Ti<Ri; Ti++) { \
Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1]; \
Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
Xf=(float)(Ri-Ti-1)*x[Fi] + (float)Ti*x[Fi+1]; \
Yf=(float)(Ri-Ti-1)*y[Fi] + (float)Ti*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
\
} \
Xf=(float)Ri*x[Fi+1]; \
Yf=(float)Ri*y[Fi+1]; \
Xa=Xf+0.001; Yb=Yf+0.001; \
Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*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(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ)); \
glVertex3f(VertX, VertY, VertZ); \
glEnd(); \
} \
} \
}
static void draw_tetra( void )
{
GLuint list;
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);
}
static void draw_cube( void )
{
GLuint list;
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);
}
static void draw_octa( void )
{
GLuint list;
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);
}
static void draw_dodeca( void )
{
GLuint list;
#define TAU ((SQRT5+1)/2)
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);
}
static void draw_ico( void )
{
GLuint list;
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);
}
static void draw ( void ) {
glClear( GL_COLOR_BUFFER_BIT | 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();
}
static void idle_( void )
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
step += dt;
glutPostRedisplay();
}
static void reshape( int width, int height )
{
glViewport(0, 0, WindW=(GLint)width, WindH=(GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
glMatrixMode(GL_MODELVIEW);
}
static void pinit(void);
static void key( unsigned char k, int x, int y )
{
(void) x;
(void) y;
switch (k) {
case '1': object=1; break;
case '2': object=2; break;
case '3': object=3; break;
case '4': object=4; break;
case '5': object=5; break;
case ' ': mono^=1; break;
case 's': smooth^=1; break;
case 'a':
anim^=1;
if (anim)
glutIdleFunc( idle_ );
else
glutIdleFunc(NULL);
break;
case 27:
exit(0);
}
pinit();
glutPostRedisplay();
}
static void pinit(void)
{
switch(object) {
case 1:
draw_object=draw_tetra;
MaterialColor[0]=MaterialRed;
MaterialColor[1]=MaterialGreen;
MaterialColor[2]=MaterialBlue;
MaterialColor[3]=MaterialWhite;
edgedivisions=tetradivisions;
Magnitude=2.5;
break;
case 2:
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;
break;
case 3:
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;
break;
case 4:
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;
break;
case 5:
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;
break;
}
if (mono) {
int loop;
for (loop=0; loop<20; loop++) MaterialColor[loop]=MaterialGray;
}
if (smooth) {
glShadeModel( GL_SMOOTH );
} else {
glShadeModel( GL_FLAT );
}
}
int main(int argc, char **argv)
{
printf("Morph 3D - Shows morphing platonic polyhedra\n");
printf("Author: Marcelo Fernandes Vianna (vianna@cat.cbpf.br)\n\n");
printf(" [1] - Tetrahedron\n");
printf(" [2] - Hexahedron (Cube)\n");
printf(" [3] - Octahedron\n");
printf(" [4] - Dodecahedron\n");
printf(" [5] - Icosahedron\n");
printf("[SPACE] - Toggle colored faces\n");
printf("[RETURN] - Toggle smooth/flat shading\n");
printf(" [ESC] - Quit\n");
object=1;
glutInit(&argc, argv);
glutInitWindowPosition(0,0);
glutInitWindowSize(640,480);
glutInitDisplayMode( GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGB );
if (glutCreateWindow("Morph 3D - Shows morphing platonic polyhedra") <= 0) {
exit(0);
}
glClearDepth(1.0);
glClearColor( 0.0, 0.0, 0.0, 1.0 );
glColor3f( 1.0, 1.0, 1.0 );
glClear( GL_COLOR_BUFFER_BIT | 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( reshape );
glutKeyboardFunc( key );
glutIdleFunc( idle_ );
glutDisplayFunc( draw );
glutMainLoop();
}