Remove demos that have moved to git+ssh://git.freedesktop.org/git/mesa/demos.
[mesa.git] / progs / demos / morph3d.c
diff --git a/progs/demos/morph3d.c b/progs/demos/morph3d.c
deleted file mode 100644 (file)
index 07458eb..0000000
+++ /dev/null
@@ -1,890 +0,0 @@
-
-/*-
- * morph3d.c - Shows 3D morphing objects
- *
- * Converted to GLUT by brianp on 1/1/98
- *
- * This program was inspired on a WindowsNT(R)'s screen saver. It was written 
- * from scratch and it was not based on any other source code. 
- * 
- * Porting it to xlock (the final objective of this code since the moment I
- * decided to create it) was possible by comparing the original Mesa's gear
- * demo with it's ported version, so thanks for Danny Sung for his indirect
- * help (look at gear.c in xlock source tree). NOTE: At the moment this code
- * was sent to Brian Paul for package inclusion, the XLock Version was not
- * available. In fact, I'll wait it to appear on the next Mesa release (If you
- * are reading this, it means THIS release) to send it for xlock package 
- * inclusion). It will probably there be a GLUT version too.
- *
- * Thanks goes also to Brian Paul for making it possible and inexpensive
- * to use OpenGL at home.
- *
- * Since I'm not a native english speaker, my apologies for any gramatical
- * mistake.
- *
- * My e-mail addresses are
- *
- * vianna@cat.cbpf.br 
- *         and
- * marcelo@venus.rdc.puc-rio.br
- *
- * Marcelo F. Vianna (Feb-13-1997)
- */
-
-/*
-This document is VERY incomplete, but tries to describe the mathematics used
-in the program. At this moment it just describes how the polyhedra are 
-generated. On futhurer versions, this document will be probabbly improved.
-
-Since I'm not a native english speaker, my apologies for any gramatical
-mistake.
-
-Marcelo Fernandes Vianna 
-- Undergraduate in Computer Engeneering at Catholic Pontifical University
-- of Rio de Janeiro (PUC-Rio) Brasil.
-- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br
-- Feb-13-1997
-
-POLYHEDRA GENERATION
-
-For the purpose of this program it's not sufficient to know the polyhedra
-vertexes coordinates. Since the morphing algorithm applies a nonlinear 
-transformation over the surfaces (faces) of the polyhedron, each face has
-to be divided into smaller ones. The morphing algorithm needs to transform 
-each vertex of these smaller faces individually. It's a very time consoming
-task.
-
-In order to reduce calculation overload, and since all the macro faces of
-the polyhedron are transformed by the same way, the generation is made by 
-creating only one face of the polyhedron, morphing it and then rotating it
-around the polyhedron center. 
-
-What we need to know is the face radius of the polyhedron (the radius of 
-the inscribed sphere) and the angle between the center of two adjacent 
-faces using the center of the sphere as the angle's vertex.
-
-The face radius of the regular polyhedra are known values which I decided
-to not waste my time calculating. Following is a table of face radius for
-the regular polyhedra with edge length = 1:
-
-    TETRAHEDRON  : 1/(2*sqrt(2))/sqrt(3)
-    CUBE        : 1/2
-    OCTAHEDRON   : 1/sqrt(6)
-    DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2     -> where T=(sqrt(5)+1)/2
-    ICOSAHEDRON  : (3*sqrt(3)+sqrt(15))/12
-
-I've not found any reference about the mentioned angles, so I needed to
-calculate them, not a trivial task until I figured out how :)
-Curiously these angles are the same for the tetrahedron and octahedron.
-A way to obtain this value is inscribing the tetrahedron inside the cube
-by matching their vertexes. So you'll notice that the remaining unmatched
-vertexes are in the same straight line starting in the cube/tetrahedron
-center and crossing the center of each tetrahedron's face. At this point
-it's easy to obtain the bigger angle of the isosceles triangle formed by
-the center of the cube and two opposite vertexes on the same cube face.
-The edges of this triangle have the following lenghts: sqrt(2) for the base
-and sqrt(3)/2 for the other two other edges. So the angle we want is:
-     +-----------------------------------------------------------+
-     | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
-     +-----------------------------------------------------------+
-For the cube this angle is obvious, but just for formality it can be
-easily obtained because we also know it's isosceles edge lenghts:
-sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we 
-want is:
-     +-----------------------------------------------------------+
-     | 2*ARCSIN((sqrt(2)/2)/1)   = 90.000000000000000000 degrees |
-     +-----------------------------------------------------------+
-For the octahedron we use the same idea used for the tetrahedron, but now
-we inscribe the cube inside the octahedron so that all cubes's vertexes
-matches excatly the center of each octahedron's face. It's now clear that
-this angle is the same of the thetrahedron one:
-     +-----------------------------------------------------------+
-     | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
-     +-----------------------------------------------------------+
-For the dodecahedron it's a little bit harder because it's only relationship
-with the cube is useless to us. So we need to solve the problem by another
-way. The concept of Face radius also exists on 2D polygons with the name
-Edge radius:
-  Edge Radius For Pentagon (ERp)
-  ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
-  (VRp is the pentagon's vertex radio).
-  Face Radius For Dodecahedron
-  FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
-Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle, 
-completing this triangle, the lesser angle is a half of the angle we are 
-looking for, so this angle is:
-     +-----------------------------------------------------------+
-     | 2*ARCTAN(ERp/FRd)        = 63.434948822922009981 degrees |
-     +-----------------------------------------------------------+
-For the icosahedron we can use the same method used for dodecahedron (well
-the method used for dodecahedron may be used for all regular polyhedra)
-  Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
-  ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
-  Face Radius For Icosahedron
-  FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
-So the angle is:
-     +-----------------------------------------------------------+
-     | 2*ARCTAN(ERt/FRi)        = 41.810314895778596167 degrees |
-     +-----------------------------------------------------------+
-
-*/
-
-
-#include <stdio.h>
-#include <stdlib.h>
-#ifndef _WIN32
-#include <unistd.h>
-#endif
-#include <GL/glut.h>
-#include <math.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))
-
-/* Increasing this values produces better image quality, the price is speed. */
-/* Very low values produces erroneous/incorrect plotting */
-#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;
-
-  glutInitWindowSize(640,480);
-  glutInit(&argc, argv);
-
-  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();
-
-  return 0;
-}