/*
-** License Applicability. Except to the extent portions of this file are
-** made subject to an alternative license as permitted in the SGI Free
-** Software License B, Version 1.1 (the "License"), the contents of this
-** file are subject only to the provisions of the License. You may not use
-** this file except in compliance with the License. You may obtain a copy
-** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
-** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
-**
-** http://oss.sgi.com/projects/FreeB
-**
-** Note that, as provided in the License, the Software is distributed on an
-** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
-** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
-** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
-** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
-**
-** Original Code. The Original Code is: OpenGL Sample Implementation,
-** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
-** Inc. The Original Code is Copyright (c) 1991-2000 Silicon Graphics, Inc.
-** Copyright in any portions created by third parties is as indicated
-** elsewhere herein. All Rights Reserved.
-**
-** Additional Notice Provisions: The application programming interfaces
-** established by SGI in conjunction with the Original Code are The
-** OpenGL(R) Graphics System: A Specification (Version 1.2.1), released
-** April 1, 1999; The OpenGL(R) Graphics System Utility Library (Version
-** 1.3), released November 4, 1998; and OpenGL(R) Graphics with the X
-** Window System(R) (Version 1.3), released October 19, 1998. This software
-** was created using the OpenGL(R) version 1.2.1 Sample Implementation
-** published by SGI, but has not been independently verified as being
-** compliant with the OpenGL(R) version 1.2.1 Specification.
-**
-** $Date: 2002/11/01 23:45:31 $ $Revision: 1.3 $
-** $Header: /home/krh/git/sync/mesa-cvs-repo/Mesa/src/glu/sgi/libutil/quad.c,v 1.3 2002/11/01 23:45:31 brianp Exp $
-*/
+ * SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
+ * Copyright (C) 1991-2000 Silicon Graphics, Inc. All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice including the dates of first publication and
+ * either this permission notice or a reference to
+ * http://oss.sgi.com/projects/FreeB/
+ * shall be included in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * SILICON GRAPHICS, INC. BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+ * WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
+ * OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ *
+ * Except as contained in this notice, the name of Silicon Graphics, Inc.
+ * shall not be used in advertising or otherwise to promote the sale, use or
+ * other dealings in this Software without prior written authorization from
+ * Silicon Graphics, Inc.
+ */
#include "gluos.h"
#include "gluint.h"
/* Make it not a power of two to avoid cache thrashing on the chip */
#define CACHE_SIZE 240
-#define PI 3.14159265358979323846
+#undef PI
+#define PI 3.14159265358979323846
struct GLUquadric {
- GLint normals;
+ GLint normals;
GLboolean textureCoords;
GLint orientation;
GLint drawStyle;
newstate->textureCoords = GL_FALSE;
newstate->orientation = GLU_OUTSIDE;
newstate->drawStyle = GLU_FILL;
- newstate->errorCallback = NULL;
+ newstate->errorCallback = NULL;
return newstate;
}
}
void GLAPIENTRY
-gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius,
+gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius,
GLdouble height, GLint slices, GLint stacks)
{
GLint i,j;
sinCache2[i] = -xyNormalRatio * SIN(angle);
cosCache2[i] = -xyNormalRatio * COS(angle);
}
- }
+ }
sinCache[i] = SIN(angle);
cosCache[i] = COS(angle);
}
cosCache3[i] = -xyNormalRatio * COS(angle);
}
}
- }
+ }
sinCache[slices] = sinCache[0];
cosCache[slices] = cosCache[0];
case GLU_FILL:
/* Note:
** An argument could be made for using a TRIANGLE_FAN for the end
- ** of the cylinder of either radii is 0.0 (a cone). However, a
- ** TRIANGLE_FAN would not work in smooth shading mode (the common
+ ** of the cylinder of either radii is 0.0 (a cone). However, a
+ ** TRIANGLE_FAN would not work in smooth shading mode (the common
** case) because the normal for the apex is different for every
** triangle (and TRIANGLE_FAN doesn't let me respecify that normal).
** Now, my choice is GL_TRIANGLES, or leave the GL_QUAD_STRIP and
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) (j+1) / stacks);
}
- glVertex3f(radiusHigh * sinCache[i],
+ glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], zHigh);
} else {
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) (j+1) / stacks);
}
- glVertex3f(radiusHigh * sinCache[i],
+ glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], zHigh);
if (qobj->textureCoords) {
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
}
}
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sintemp,
+ glVertex3f(radiusLow * sintemp,
radiusLow * costemp, zLow);
}
}
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], zLow);
}
glEnd();
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i],
+ glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i],
zLow);
}
glEnd();
glTexCoord2f(1 - (float) i / slices,
(float) j / stacks);
}
- glVertex3f(radiusLow * sintemp,
+ glVertex3f(radiusLow * sintemp,
radiusLow * costemp, zLow);
}
glEnd();
}
void GLAPIENTRY
-gluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
+gluDisk(GLUquadric *qobj, GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops)
{
gluPartialDisk(qobj, innerRadius, outerRadius, slices, loops, 0.0, 360.0);
}
void GLAPIENTRY
-gluPartialDisk(GLUquadric *qobj, GLdouble innerRadius,
+gluPartialDisk(GLUquadric *qobj, GLdouble innerRadius,
GLdouble outerRadius, GLint slices, GLint loops,
GLdouble startAngle, GLdouble sweepAngle)
{
GLfloat sintemp, costemp;
GLfloat deltaRadius;
GLfloat radiusLow, radiusHigh;
- GLfloat texLow, texHigh;
+ GLfloat texLow = 0.0, texHigh = 0.0;
GLfloat angleOffset;
GLint slices2;
GLint finish;
glTexCoord2f(0.5, 0.5);
}
glVertex3f(0.0, 0.0, 0.0);
- radiusLow = outerRadius -
+ radiusLow = outerRadius -
deltaRadius * ((float) (loops-1) / loops);
if (qobj->textureCoords) {
texLow = radiusLow / outerRadius / 2;
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
} else {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
}
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
if (qobj->textureCoords) {
glTexCoord2f(texHigh * sinCache[i] + 0.5,
texHigh * cosCache[i] + 0.5);
}
- glVertex3f(radiusHigh * sinCache[i],
+ glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], 0.0);
} else {
if (qobj->textureCoords) {
glTexCoord2f(texHigh * sinCache[i] + 0.5,
texHigh * cosCache[i] + 0.5);
}
- glVertex3f(radiusHigh * sinCache[i],
+ glVertex3f(radiusHigh * sinCache[i],
radiusHigh * cosCache[i], 0.0);
if (qobj->textureCoords) {
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
}
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
glEnd();
glTexCoord2f(texLow * sinCache[i] + 0.5,
texLow * cosCache[i] + 0.5);
}
- glVertex3f(radiusLow * sinCache[i],
+ glVertex3f(radiusLow * sinCache[i],
radiusLow * cosCache[i], 0.0);
}
glEnd();
GLfloat cosCache3b[CACHE_SIZE];
GLfloat angle;
GLfloat zLow, zHigh;
- GLfloat sintemp1, sintemp2, sintemp3, sintemp4;
- GLfloat costemp1, costemp2, costemp3, costemp4;
+ GLfloat sintemp1 = 0.0, sintemp2 = 0.0, sintemp3 = 0.0, sintemp4 = 0.0;
+ GLfloat costemp1 = 0.0, costemp2 = 0.0, costemp3 = 0.0, costemp4 = 0.0;
GLboolean needCache2, needCache3;
GLint start, finish;
cosCache3b[j] = -COS(angle);
}
}
- }
+ }
sinCache1a[slices] = sinCache1a[0];
cosCache1a[slices] = cosCache1a[0];
}
break;
default:
- break;
+ break;
}
glBegin(GL_QUAD_STRIP);
costemp2 = cosCache2b[j];
break;
default:
- break;
+ break;
}
for (i = 0; i < slices; i++) {
switch(qobj->normals) {
glTexCoord2f(1 - (float) i / slices,
1 - (float) j / stacks);
}
- glVertex3f(sintemp1 * sinCache1a[i],
+ glVertex3f(sintemp1 * sinCache1a[i],
sintemp1 * cosCache1a[i], costemp1);
}
}
glTexCoord2f(1 - (float) i / slices,
1 - (float) j / stacks);
}
- glVertex3f(sintemp1 * sinCache1a[i],
+ glVertex3f(sintemp1 * sinCache1a[i],
sintemp1 * cosCache1a[i], costemp1);
}
glEnd();
glTexCoord2f(1 - (float) i / slices,
1 - (float) j / stacks);
}
- glVertex3f(sintemp1 * sinCache1b[j],
+ glVertex3f(sintemp1 * sinCache1b[j],
costemp1 * sinCache1b[j], cosCache1b[j]);
}
glEnd();