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quadric.c
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1998-12-15
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/* $Id: quadric.c,v 1.16 1998/06/01 01:08:36 brianp Exp $ */
/*
* Mesa 3-D graphics library
* Version: 2.6
* Copyright (C) 1995-1997 Brian Paul
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
/*
* $Log: quadric.c,v $
* Revision 1.16 1998/06/01 01:08:36 brianp
* small update for Next/OpenStep from Alexander Mai
*
* Revision 1.15 1998/03/15 18:28:54 brianp
* reimplemented gluDisk() point and line mode
*
* Revision 1.14 1998/03/15 18:14:17 brianp
* fixed a compiler cast warning
*
* Revision 1.13 1998/02/07 14:28:34 brianp
* another change to gluQuadricCallback(), this time for StormC compiler
*
* Revision 1.12 1998/02/05 00:43:19 brianp
* Yes, still another change to gluQuadricCallback()!
*
* Revision 1.11 1998/02/04 00:27:43 brianp
* yet another change to gluQuadricCallback()!
*
* Revision 1.10 1998/02/04 00:23:23 brianp
* fixed CALLBACK problem in gluQuadricCallback() (Stephane Rehel)
*
* Revision 1.9 1998/02/04 00:20:09 brianp
* added missing (int) in ErrorFunc cast
*
* Revision 1.8 1998/01/16 03:37:51 brianp
* fixed another assignment warning in gluQuadricCallback()
*
* Revision 1.7 1998/01/16 03:35:26 brianp
* fixed Windows compilation warnings (Theodore Jump)
*
* Revision 1.6 1997/10/29 02:02:20 brianp
* various MS Windows compiler changes (David Bucciarelli, v20 3dfx driver)
*
* Revision 1.5 1997/09/17 01:51:48 brianp
* changed glu*Callback() functions to match prototype in glu.h
*
* Revision 1.4 1997/07/24 01:28:44 brianp
* changed precompiled header symbol from PCH to PC_HEADER
*
* Revision 1.3 1997/05/28 02:29:38 brianp
* added support for precompiled headers (PCH), inserted APIENTRY keyword
*
* Revision 1.2 1997/03/12 02:15:38 brianp
* fixed problem in gluPartialDisk() reported by Kenneth H. Carpenter
*
* Revision 1.1 1996/09/27 01:19:39 brianp
* Initial revision
*
*/
/* TODO:
* texture coordinate support
* flip normals according to orientation
* there's still some inside/outside orientation bugs in possibly all
* but the sphere function
*/
#ifdef PC_HEADER
#include "all.h"
#else
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "gluP.h"
#endif
#ifndef M_PI
# define M_PI (3.1415926)
#endif
/*
* Convert degrees to radians:
*/
#define DEG_TO_RAD(A) ((A)*(M_PI/180.0))
/*
* Sin and Cos for degree angles:
*/
#define SIND( A ) sin( (A)*(M_PI/180.0) )
#define COSD( A) cos( (A)*(M_PI/180.0) )
/*
* Texture coordinates if texture flag is set
*/
#define TXTR_COORD(x,y) if (qobj->TextureFlag) glTexCoord2f(x,y);
#if defined(AMIGA) && defined(__PPC__)
void ErrorFuncPPC(GLenum err);
#endif
struct GLUquadricObj {
GLenum DrawStyle; /* GLU_FILL, LINE, SILHOUETTE, or POINT */
GLenum Orientation; /* GLU_INSIDE or GLU_OUTSIDE */
GLboolean TextureFlag; /* Generate texture coords? */
GLenum Normals; /* GLU_NONE, GLU_FLAT, or GLU_SMOOTH */
void (CALLBACK *ErrorFunc)(GLenum err); /* Error handler callback function */
#if defined(AMIGA) && defined(__PPC__)
void (CALLBACK *ErrorFuncPPC)(GLenum err); /* Error handler callback function */
#endif
};
/*
* Process a GLU error.
*/
static void quadric_error( GLUquadricObj *qobj, GLenum error, const char *msg )
{
/* Call the error call back function if any */
if (qobj->ErrorFunc) {
#if defined(AMIGA) && defined(__PPC__)
currentCallback = (void *)qobj->ErrorFunc;
(*qobj->ErrorFuncPPC)( error );
#else
(*qobj->ErrorFunc)( error );
#endif
}
/* Print a message to stdout if MESA_DEBUG variable is defined */
if (getenv("MESA_DEBUG")) {
fprintf(stderr,"GLUError: %s: %s\n", (char*) gluErrorString(error), msg);
}
}
GLUquadricObj * APIENTRY gluNewQuadric( void )
{
GLUquadricObj *q;
q = (GLUquadricObj *) malloc( sizeof(struct GLUquadricObj) );
if (q) {
q->DrawStyle = GLU_FILL;
q->Orientation = GLU_OUTSIDE;
q->TextureFlag = GL_FALSE;
q->Normals = GLU_SMOOTH;
q->ErrorFunc = NULL;
}
return q;
}
void APIENTRY gluDeleteQuadric( GLUquadricObj *state )
{
if (state) {
free( (void *) state );
}
}
/*
* Set the drawing style to be GLU_FILL, GLU_LINE, GLU_SILHOUETTE,
* or GLU_POINT.
*/
void APIENTRY gluQuadricDrawStyle( GLUquadricObj *quadObject, GLenum drawStyle )
{
if (quadObject && (drawStyle==GLU_FILL || drawStyle==GLU_LINE
|| drawStyle==GLU_SILHOUETTE || drawStyle==GLU_POINT)) {
quadObject->DrawStyle = drawStyle;
}
else {
quadric_error( quadObject, GLU_INVALID_ENUM, "qluQuadricDrawStyle" );
}
}
/*
* Set the orientation to GLU_INSIDE or GLU_OUTSIDE.
*/
void APIENTRY gluQuadricOrientation( GLUquadricObj *quadObject,
GLenum orientation )
{
if (quadObject && (orientation==GLU_INSIDE || orientation==GLU_OUTSIDE)) {
quadObject->Orientation = orientation;
}
else {
quadric_error( quadObject, GLU_INVALID_ENUM, "qluQuadricOrientation" );
}
}
/*
* Set the error handler callback function.
*/
void APIENTRY gluQuadricCallback( GLUquadricObj *qobj,
GLenum which, void (CALLBACK *fn)() )
{
/*
* UGH, this is a mess! I thought ANSI was a standard.
*/
if (qobj && which==GLU_ERROR) {
#ifdef __CYGWIN32__
qobj->ErrorFunc = (void(*)(int))fn;
#elif defined(OPENSTEP)
qobj->ErrorFunc = (void(*)(GLenum))fn;
#elif defined(_WIN32)
qobj->ErrorFunc = (void(CALLBACK*)(int))fn;
#elif defined(__STORM__)
qobj->ErrorFunc = (void(CALLBACK*)(GLenum))fn;
#if defined(AMIGA) && defined(__PPC__)
qobj->ErrorFuncPPC = (void(CALLBACK*)(GLenum))ErrorFuncPPC;
#endif
#else
qobj->ErrorFunc = (void(CALLBACK*)())fn;
#endif
}
}
void APIENTRY gluQuadricNormals( GLUquadricObj *quadObject, GLenum normals )
{
if (quadObject
&& (normals==GLU_NONE || normals==GLU_FLAT || normals==GLU_SMOOTH)) {
quadObject->Normals = normals;
}
}
void APIENTRY gluQuadricTexture( GLUquadricObj *quadObject,
GLboolean textureCoords )
{
if (quadObject) {
quadObject->TextureFlag = textureCoords;
}
}
/*
* Call glNormal3f after scaling normal to unit length.
*/
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 APIENTRY gluCylinder( GLUquadricObj *qobj,
GLdouble baseRadius, GLdouble topRadius,
GLdouble height, GLint slices, GLint stacks )
{
GLdouble da, r, dr, dz;
GLfloat x, y, z, nz, nsign;
GLint i, j;
if (qobj->Orientation==GLU_INSIDE) {
nsign = -1.0;
}
else {
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 */
if (qobj->DrawStyle==GLU_POINT) {
glBegin( GL_POINTS );
for (i=0;i<slices;i++) {
x = cos(i*da);
y = sin(i*da);
normal3f( x*nsign, y*nsign, nz*nsign );
z = 0.0;
r = baseRadius;
for (j=0;j<=stacks;j++) {
glVertex3f( x*r, y*r, z );
z += dz;
r += dr;
}
}
glEnd();
}
else if (qobj->DrawStyle==GLU_LINE || qobj->DrawStyle==GLU_SILHOUETTE) {
/* Draw rings */
if (qobj->DrawStyle==GLU_LINE) {
z = 0.0;
r = baseRadius;
for (j=0;j<=stacks;j++) {
glBegin( GL_LINE_LOOP );
for (i=0;i<slices;i++) {
x = cos(i*da);
y = sin(i*da);
normal3f( x*nsign, y*nsign, nz*nsign );
glVertex3f( x*r, y*r, z );
}
glEnd();
z += dz;
r += dr;
}
}
else {
/* draw one ring at each end */
if (baseRadius!=0.0) {
glBegin( GL_LINE_LOOP );
for (i=0;i<slices;i++) {
x = cos(i*da);
y = sin(i*da);
normal3f( x*nsign, y*nsign, nz*nsign );
glVertex3f( x*baseRadius, y*baseRadius, 0.0 );
}
glEnd();
glBegin( GL_LINE_LOOP );
for (i=0;i<slices;i++) {
x = cos(i*da);
y = sin(i*da);
normal3f( x*nsign, y*nsign, nz*nsign );
glVertex3f( x*topRadius, y*topRadius, height );
}
glEnd();
}
}
/* draw length lines */
glBegin( GL_LINES );
for (i=0;i<slices;i++) {
x = cos(i*da);
y = sin(i*da);
normal3f( x*nsign, y*nsign, nz*nsign );
glVertex3f( x*baseRadius, y*baseRadius, 0.0 );
glVertex3f( x*topRadius, y*topRadius, height );
}
glEnd();
}
else if (qobj->DrawStyle==GLU_FILL) {
GLfloat du = 1.0 / slices;
GLfloat dv = 1.0 / stacks;
GLfloat tcx = 0.0, tcy = 0.0;
for (i=0;i<slices;i++) {
GLfloat x1 = -sin(i*da);
GLfloat y1 = cos(i*da);
GLfloat x2 = -sin((i+1)*da);
GLfloat y2 = cos((i+1)*da);
z = 0.0;
r = baseRadius;
tcy = 0.0;
glBegin( GL_QUAD_STRIP );
for (j=0;j<=stacks;j++) {
if (nsign==1.0) {
normal3f( x1*nsign, y1*nsign, nz*nsign );
TXTR_COORD(tcx, tcy);
glVertex3f( x1*r, y1*r, z );
normal3f( x2*nsign, y2*nsign, nz*nsign );
TXTR_COORD(tcx+du, tcy);
glVertex3f( x2*r, y2*r, z );
}
else {
normal3f( x2*nsign, y2*nsign, nz*nsign );
TXTR_COORD(tcx, tcy);
glVertex3f( x2*r, y2*r, z );
normal3f( x1*nsign, y1*nsign, nz*nsign );
TXTR_COORD(tcx+du, tcy);
glVertex3f( x1*r, y1*r, z );
}
z += dz;
r += dr;
tcy += dv;
}
glEnd();
tcx += du;
}
}
}
void APIENTRY gluSphere( GLUquadricObj *qobj,
GLdouble radius, GLint slices, GLint stacks )
{
GLfloat rho, drho, theta, dtheta;
GLfloat x, y, z;
GLfloat s, t, ds, dt;
GLint i, j, imin, imax;
GLboolean normals;
GLfloat nsign;
if (qobj->Normals==GLU_NONE) {
normals = GL_FALSE;
}
else {
normals = GL_TRUE;
}
if (qobj->Orientation==GLU_INSIDE) {
nsign = -1.0;
}
else {
nsign = 1.0;
}
drho = M_PI / (GLfloat) stacks;
dtheta = 2.0 * M_PI / (GLfloat) slices;
/* texturing: s goes from 0.0/0.25/0.5/0.75/1.0 at +y/+x/-y/-x/+y axis */
/* t goes from -1.0/+1.0 at z = -radius/+radius (linear along longitudes) */
/* cannot use triangle fan on texturing (s coord. at top/bottom tip varies) */
if (qobj->DrawStyle==GLU_FILL) {
if (!qobj->TextureFlag) {
/* draw +Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, 1.0 );
TXTR_COORD(0.5,1.0);
glVertex3f( 0.0, 0.0, nsign * radius );
for (j=0;j<=slices;j++) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(drho);
y = cos(theta) * sin(drho);
z = nsign * cos(drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}
ds = 1.0 / slices;
dt = 1.0 / stacks;
t = 1.0; /* because loop now runs from 0 */
if (qobj->TextureFlag) {
imin = 0;
imax = stacks;
}
else {
imin = 1;
imax = stacks-1;
}
/* draw intermediate stacks as quad strips */
for (i=imin;i<imax;i++) {
rho = i * drho;
glBegin( GL_QUAD_STRIP );
s = 0.0;
for (j=0;j<=slices;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 );
TXTR_COORD(s,t);
glVertex3f( x*radius, y*radius, z*radius );
x = -sin(theta) * sin(rho+drho);
y = cos(theta) * sin(rho+drho);
z = nsign * cos(rho+drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
TXTR_COORD(s,t-dt);
s += ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
t -= dt;
}
if (!qobj->TextureFlag) {
/* draw -Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, -1.0 );
TXTR_COORD(0.5,0.0);
glVertex3f( 0.0, 0.0, -radius*nsign );
rho = M_PI - drho;
s = 1.0;
t = dt;
for (j=slices;j>=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 );
TXTR_COORD(s,t);
s -= ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}
}
else if (qobj->DrawStyle==GLU_LINE || qobj->DrawStyle==GLU_SILHOUETTE) {
/* draw stack lines */
for (i=1;i<stacks;i++) { /* stack line at i==stacks-1 was missing here */
rho = i * drho;
glBegin( GL_LINE_LOOP );
for (j=0;j<slices;j++) {
theta = j * dtheta;
x = cos(theta) * sin(rho);
y = sin(theta) * sin(rho);
z = cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}
/* draw slice lines */
for (j=0;j<slices;j++) {
theta = j * dtheta;
glBegin( GL_LINE_STRIP );
for (i=0;i<=stacks;i++) {
rho = i * drho;
x = cos(theta) * sin(rho);
y = sin(theta) * sin(rho);
z = cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}
}
else if (qobj->DrawStyle==GLU_POINT) {
/* top and bottom-most points */
glBegin( GL_POINTS );
if (normals) glNormal3f( 0.0, 0.0, nsign );
glVertex3d( 0.0, 0.0, radius );
if (normals) glNormal3f( 0.0, 0.0, -nsign );
glVertex3d( 0.0, 0.0, -radius );
/* loop over stacks */
for (i=1;i<stacks-1;i++) {
rho = i * drho;
for (j=0;j<slices;j++) {
theta = j * dtheta;
x = cos(theta) * sin(rho);
y = sin(theta) * sin(rho);
z = cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
}
glEnd();
}
}
void APIENTRY gluDisk( GLUquadricObj *qobj,
GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops )
{
GLfloat da, dr;
#if 0
GLdouble a, da;
GLfloat r, dr;
GLfloat x, y;
GLfloat r1, r2, dtc;
GLint s, l;
#endif
/* Normal vectors */
if (qobj->Normals!=GLU_NONE) {
if (qobj->Orientation==GLU_OUTSIDE) {
glNormal3f( 0.0, 0.0, +1.0 );
}
else {
glNormal3f( 0.0, 0.0, -1.0 );
}
}
da = 2.0*M_PI / slices;
dr = (outerRadius-innerRadius) / (GLfloat) loops;
switch (qobj->DrawStyle) {
case GLU_FILL:
{
/* texture of a gluDisk is a cut out of the texture unit square
* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1]
* (linear mapping)
*/
GLfloat dtc = 2.0f * outerRadius;
GLfloat sa,ca;
GLfloat r1 = innerRadius;
GLint l;
for (l=0; l<loops; l++) {
GLfloat r2 = r1 + dr;
if (qobj->Orientation==GLU_OUTSIDE) {
GLint s;
glBegin( GL_QUAD_STRIP );
for (s=0;s<=slices;s++) {
GLfloat a;
if (s==slices) a = 0.0;
else a = s * da;
sa = sin(a); ca = cos(a);
TXTR_COORD(0.5+sa*r2/dtc,0.5+ca*r2/dtc);
glVertex2f( r2*sa, r2*ca );
TXTR_COORD(0.5+sa*r1/dtc,0.5+ca*r1/dtc);
glVertex2f( r1*sa, r1*ca );
}
glEnd();
}
else {
GLint s;
glBegin( GL_QUAD_STRIP );
for (s=slices;s>=0;s--) {
GLfloat a;
if (s==slices) a = 0.0;
else a = s * da;
sa = sin(a); ca = cos(a);
TXTR_COORD(0.5-sa*r2/dtc,0.5+ca*r2/dtc);
glVertex2f( r2*sa, r2*ca );
TXTR_COORD(0.5-sa*r1/dtc,0.5+ca*r1/dtc);
glVertex2f( r1*sa, r1*ca );
}
glEnd();
}
r1 = r2;
}
break;
}
case GLU_LINE:
{
GLint l, s;
/* draw loops */
for (l=0; l<=loops; l++) {
GLfloat r = innerRadius + l * dr;
glBegin( GL_LINE_LOOP );
for (s=0; s<slices; s++) {
GLfloat a = s * da;
glVertex2f( r*sin(a), r*cos(a) );
}
glEnd();
}
/* draw spokes */
for (s=0; s<slices; s++) {
GLfloat a = s * da;
GLfloat x = sin(a);
GLfloat y = cos(a);
glBegin( GL_LINE_STRIP );
for (l=0; l<=loops; l++) {
GLfloat r = innerRadius + l * dr;
glVertex2f( r*x, r*y );
}
glEnd();
}
break;
}
case GLU_POINT:
{
GLint s;
glBegin( GL_POINTS );
for (s=0; s<slices; s++) {
GLfloat a = s * da;
GLfloat x = sin(a);
GLfloat y = cos(a);
GLint l;
for (l=0; l<=loops; l++) {
GLfloat r = innerRadius * l * dr;
glVertex2f( r*x, r*y );
}
}
glEnd();
break;
}
case GLU_SILHOUETTE:
{
if (innerRadius!=0.0) {
GLfloat a;
glBegin( GL_LINE_LOOP );
for (a=0.0; a<2.0*M_PI; a+=da) {
GLfloat x = innerRadius * sin(a);
GLfloat y = innerRadius * cos(a);
glVertex2f( x, y );
}
glEnd();
}
{
GLfloat a;
glBegin( GL_LINE_LOOP );
for (a=0; a<2.0*M_PI; a+=da) {
GLfloat x = outerRadius * sin(a);
GLfloat y = outerRadius * cos(a);
glVertex2f( x, y );
}
glEnd();
}
break;
}
default:
abort();
}
}
void APIENTRY gluPartialDisk( GLUquadricObj *qobj, GLdouble innerRadius,
GLdouble outerRadius, GLint slices, GLint loops,
GLdouble startAngle, GLdouble sweepAngle )
{
if (qobj->Normals!=GLU_NONE) {
if (qobj->Orientation==GLU_OUTSIDE) {
glNormal3f( 0.0, 0.0, +1.0 );
}
else {
glNormal3f( 0.0, 0.0, -1.0 );
}
}
if (qobj->DrawStyle==GLU_POINT) {
GLint loop, slice;
GLdouble radius, delta_radius;
GLdouble angle, delta_angle;
delta_radius = (outerRadius - innerRadius) / (loops-1);
delta_angle = DEG_TO_RAD((sweepAngle) / (slices-1));
glBegin( GL_POINTS );
radius = innerRadius;
for (loop=0; loop<loops; loop++) {
angle = DEG_TO_RAD(startAngle);
for (slice=0; slice<slices; slice++) {
glVertex2d( radius * sin(angle), radius * cos(angle) );
angle += delta_angle;
}
radius += delta_radius;
}
glEnd();
}
else if (qobj->DrawStyle==GLU_LINE) {
GLint loop, slice;
GLdouble radius, delta_radius;
GLdouble angle, delta_angle;
delta_radius = (outerRadius - innerRadius) / loops;
delta_angle = DEG_TO_RAD(sweepAngle / slices);
/* draw rings */
radius = innerRadius;
for (loop=0; loop<loops; loop++) {
angle = DEG_TO_RAD(startAngle);
glBegin( GL_LINE_STRIP );
for (slice=0; slice<slices; slice++) {
glVertex2d( radius * sin(angle), radius * cos(angle) );
angle += delta_angle;
}
glEnd();
radius += delta_radius;
}
/* draw spokes */
angle = DEG_TO_RAD(startAngle);
for (slice=0; slice<slices; slice++) {
radius = innerRadius;
glBegin( GL_LINE_STRIP );
for (loop=0; loop<loops; loop++) {
glVertex2d( radius * sin(angle), radius * cos(angle) );
radius += delta_radius;
}
glEnd();
angle += delta_angle;
}
}
else if (qobj->DrawStyle==GLU_SILHOUETTE) {
GLint slice;
GLdouble angle, delta_angle;
delta_angle = DEG_TO_RAD(sweepAngle / slices);
/* draw outer ring */
glBegin( GL_LINE_STRIP );
angle = DEG_TO_RAD(startAngle);
for (slice=0; slice<=slices; slice++) {
glVertex2d( outerRadius * sin(angle), outerRadius * cos(angle) );
angle += delta_angle;
}
glEnd();
/* draw inner ring */
if (innerRadius>0.0) {
glBegin( GL_LINE_STRIP );
angle = DEG_TO_RAD(startAngle);
for (slice=0; slice<slices; slice++) {
glVertex2d( innerRadius * sin(angle), innerRadius * cos(angle) );
angle += delta_angle;
}
glEnd();
}
/* draw spokes */
if (sweepAngle<360.0) {
GLdouble stopAngle = startAngle + sweepAngle;
glBegin( GL_LINES );
glVertex2d( innerRadius*SIND(startAngle), innerRadius*COSD(startAngle) );
glVertex2d( outerRadius*SIND(startAngle), outerRadius*COSD(startAngle) );
glVertex2d( innerRadius*SIND(stopAngle), innerRadius*COSD(stopAngle) );
glVertex2d( outerRadius*SIND(stopAngle), outerRadius*COSD(stopAngle) );
glEnd();
}
}
else if (qobj->DrawStyle==GLU_FILL) {
GLint loop, slice;
GLdouble radius, delta_radius;
GLdouble angle, delta_angle;
delta_radius = (outerRadius - innerRadius) / loops;
delta_angle = DEG_TO_RAD(sweepAngle / slices);
radius = innerRadius;
for (loop=0; loop<loops; loop++) {
glBegin( GL_QUAD_STRIP );
angle = DEG_TO_RAD(startAngle);
for (slice=0; slice<slices; slice++) {
if (qobj->Orientation==GLU_OUTSIDE) {
glVertex2d( (radius+delta_radius)*sin(angle),
(radius+delta_radius)*cos(angle) );
glVertex2d( radius * sin(angle), radius * cos(angle) );
}
else {
glVertex2d( radius * sin(angle), radius * cos(angle) );
glVertex2d( (radius+delta_radius)*sin(angle),
(radius+delta_radius)*cos(angle) );
}
angle += delta_angle;
}
glEnd();
radius += delta_radius;
}
}
}