mirror of
https://gitlab.com/freepascal.org/fpc/source.git
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916 lines
30 KiB
ObjectPascal
916 lines
30 KiB
ObjectPascal
{
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*-
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* morph3d.c - Shows 3D morphing objects
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*
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* Converted to GLUT by brianp on 1/1/98
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* Converted to FreePascal by Peter Vreman on 9/3/2000
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*
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* This program was inspired on a WindowsNT(R)'s screen saver. It was written
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* from scratch and it was not based on any other source code.
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*
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* Porting it to xlock (the final objective of this code since the moment I
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* decided to create it) was possible by comparing the original Mesa's gear
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* demo with it's ported version, so thanks for Danny Sung for his indirect
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* help (look at gear.c in xlock source tree). NOTE: At the moment this code
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* was sent to Brian Paul for package inclusion, the XLock Version was not
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* available. In fact, I'll wait it to appear on the next Mesa release (If you
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* are reading this, it means THIS release) to send it for xlock package
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* inclusion). It will probably there be a GLUT version too.
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*
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* Thanks goes also to Brian Paul for making it possible and inexpensive
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* to use OpenGL at home. *
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* Since I'm not a native english speaker, my apologies for any gramatical
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* mistake.
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*
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* My e-mail addresses are
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*
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* vianna@cat.cbpf.br
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* and
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* marcelo@venus.rdc.puc-rio.br
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*
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* Marcelo F. Vianna (Feb-13-1997)
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*/
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}
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program morph3d;
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{$mode objfpc}
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{
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This document is VERY incomplete, but tries to describe the mathematics used
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in the program. At this moment it just describes how the polyhedra are
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generated. On futhurer versions, this document will be probabbly improved.
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Since I'm not a native english speaker, my apologies for any gramatical
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mistake.
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Marcelo Fernandes Vianna
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- Undergraduate in Computer Engeneering at Catholic Pontifical University
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- of Rio de Janeiro (PUC-Rio) Brasil.
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- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br
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- Feb-13-1997
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POLYHEDRA GENERATION
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For the purpose of this program it's not sufficient to know the polyhedra
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vertexes coordinates. Since the morphing algorithm applies a nonlinear
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transformation over the surfaces (faces) of the polyhedron, each face has
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to be divided into smaller ones. The morphing algorithm needs to transform
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each vertex of these smaller faces individually. It's a very time consoming
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task.
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In order to reduce calculation overload, and since all the macro faces of
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the polyhedron are transformed by the same way, the generation is made by
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creating only one face of the polyhedron, morphing it and then rotating it
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around the polyhedron center.
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What we need to know is the face radius of the polyhedron (the radius of
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the inscribed sphere) and the angle between the center of two adjacent
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faces using the center of the sphere as the angle's vertex.
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The face radius of the regular polyhedra are known values which I decided
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to not waste my time calculating. Following is a table of face radius for
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the regular polyhedra with edge length = 1:
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TETRAHEDRON : 1/(2*sqrt(2))/sqrt(3)
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CUBE : 1/2
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OCTAHEDRON : 1/sqrt(6)
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DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2 -> where T=(sqrt(5)+1)/2
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ICOSAHEDRON : (3*sqrt(3)+sqrt(15))/12
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I've not found any reference about the mentioned angles, so I needed to
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calculate them, not a trivial task until I figured out how :)
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Curiously these angles are the same for the tetrahedron and octahedron.
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A way to obtain this value is inscribing the tetrahedron inside the cube
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by matching their vertexes. So you'll notice that the remaining unmatched
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vertexes are in the same straight line starting in the cube/tetrahedron
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center and crossing the center of each tetrahedron's face. At this point
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it's easy to obtain the bigger angle of the isosceles triangle formed by
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the center of the cube and two opposite vertexes on the same cube face.
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The edges of this triangle have the following lenghts: sqrt(2) for the base
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and sqrt(3)/2 for the other two other edges. So the angle we want is:
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+-----------------------------------------------------------+
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| 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+-----------------------------------------------------------+
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For the cube this angle is obvious, but just for formality it can be
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easily obtained because we also know it's isosceles edge lenghts:
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sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we
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want is:
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+-----------------------------------------------------------+
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| 2*ARCSIN((sqrt(2)/2)/1) = 90.000000000000000000 degrees |
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+-----------------------------------------------------------+
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For the octahedron we use the same idea used for the tetrahedron, but now
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we inscribe the cube inside the octahedron so that all cubes's vertexes
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matches excatly the center of each octahedron's face. It's now clear that
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this angle is the same of the thetrahedron one:
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+-----------------------------------------------------------+
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| 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
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+-----------------------------------------------------------+
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For the dodecahedron it's a little bit harder because it's only relationship
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with the cube is useless to us. So we need to solve the problem by another
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way. The concept of Face radius also exists on 2D polygons with the name
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Edge radius:
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Edge Radius For Pentagon (ERp)
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ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
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(VRp is the pentagon's vertex radio).
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Face Radius For Dodecahedron
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FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
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Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle,
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completing this triangle, the lesser angle is a half of the angle we are
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looking for, so this angle is:
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+-----------------------------------------------------------+
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| 2*ARCTAN(ERp/FRd) = 63.434948822922009981 degrees |
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+-----------------------------------------------------------+
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For the icosahedron we can use the same method used for dodecahedron (well
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the method used for dodecahedron may be used for all regular polyhedra)
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Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
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ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
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Face Radius For Icosahedron
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FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
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So the angle is:
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+-----------------------------------------------------------+
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| 2*ARCTAN(ERt/FRi) = 41.810314895778596167 degrees |
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+-----------------------------------------------------------+
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}
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uses
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GL,GLUT;
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type
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float = single;
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const
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Scale = 0.3;
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// #define sqr(A) ((A)*(A))
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// Increasing this values produces better image quality, the price is speed.
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// Very low values produces erroneous/incorrect plotting
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tetradivisions = 23;
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cubedivisions = 20;
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octadivisions = 21;
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dodecadivisions = 10;
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icodivisions = 15;
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tetraangle = 109.47122063449069174;
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cubeangle = 90.000000000000000000;
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octaangle = 109.47122063449069174;
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dodecaangle = 63.434948822922009981;
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icoangle = 41.810314895778596167;
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//#define Pi 3.1415926535897932385
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SQRT2 = 1.4142135623730951455;
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SQRT3 = 1.7320508075688771932;
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SQRT5 = 2.2360679774997898051;
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SQRT6 = 2.4494897427831778813;
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SQRT15 = 3.8729833462074170214;
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cossec36_2 = 0.8506508083520399322;
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cos72 = 0.3090169943749474241;
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sin72 = 0.9510565162951535721;
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cos36 = 0.8090169943749474241;
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sin36 = 0.5877852522924731292;
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{*************************************************************************}
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const
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mono : boolean=false;
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smooth : boolean=true;
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var
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WindH,WindW : GLint;
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step,seno : GLFloat;
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_object : glint;
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edgedivisions : glint;
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draw_object : procedure;
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Magnitude : glfloat;
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MaterialColor : array[0..19] of pglfloat;
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const
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front_shininess : array[0..0] of glfloat = (60.0);
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front_specular : array[0..3] of glfloat = ( 0.7, 0.7, 0.7, 1.0 );
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ambient : array[0..3] of glfloat = ( 0.0, 0.0, 0.0, 1.0 );
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diffuse : array[0..3] of glfloat = ( 1.0, 1.0, 1.0, 1.0 );
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position0 : array[0..3] of glfloat = ( 1.0, 1.0, 1.0, 0.0 );
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position1 : array[0..3] of glfloat = (-1.0,-1.0, 1.0, 0.0 );
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lmodel_ambient : array[0..3] of glfloat = ( 0.5, 0.5, 0.5, 1.0 );
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lmodel_twoside : array[0..0] of glfloat = (GL_TRUE);
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MaterialRed : array[0..3] of glfloat = ( 0.7, 0.0, 0.0, 1.0 );
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MaterialGreen : array[0..3] of glfloat = ( 0.1, 0.5, 0.2, 1.0 );
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MaterialBlue : array[0..3] of glfloat = ( 0.0, 0.0, 0.7, 1.0 );
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MaterialCyan : array[0..3] of glfloat = ( 0.2, 0.5, 0.7, 1.0 );
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MaterialYellow : array[0..3] of glfloat = ( 0.7, 0.7, 0.0, 1.0 );
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MaterialMagenta : array[0..3] of glfloat = ( 0.6, 0.2, 0.5, 1.0 );
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MaterialWhite : array[0..3] of glfloat = ( 0.7, 0.7, 0.7, 1.0 );
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MaterialGray : array[0..3] of glfloat = ( 0.2, 0.2, 0.2, 1.0 );
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procedure TRIANGLE(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
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var
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Xf,Yf,Xa,Yb,Xf2,Yf2 : Extended;
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Factor,Factor1,Factor2 : GLfloat;
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VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
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Ax,Ay,Bx : GLfloat;
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Ri,Ti : longint;
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Vr : GLfloat;
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AmpVr2 : GLfloat;
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Zf : GLfloat;
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begin
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Vr:=(Edge)*SQRT3/3;
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AmpVr2:=(Amp)/sqr(Vr);
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Zf:=(Edge)*(Z);
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Ax:=(Edge)*(+0.5/(Divisions));
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Ay:=(Edge)*(-SQRT3/(2*Divisions));
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Bx:=(Edge)*(-0.5/(Divisions));
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for Ri:=1 to Divisions do
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begin
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glBegin(GL_TRIANGLE_STRIP);
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for Ti:=0 to Ri-1 do
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begin
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Xf:=(Ri-Ti)*Ax + Ti*Bx;
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Yf:=Vr+(Ri-Ti)*Ay + Ti*Ay;
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Xf2:=sqr(Xf);
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Yf2:=sqr(Yf);
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Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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Xf:=(Ri-Ti-1)*Ax + Ti*Bx;
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Yf:=Vr+(Ri-Ti-1)*Ay + Ti*Ay;
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Xf2:=sqr(Xf);
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Yf2:=sqr(Yf);
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Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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end;
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Xf:=Ri*Bx;
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Yf:=Vr+Ri*Ay;
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Xf2:=sqr(Xf);
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Yf2:=sqr(Yf);
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Factor:=1-((Xf2+Yf2)*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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glEnd();
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end;
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end;
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procedure SQUARE(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
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var
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Xi,Yi : longint;
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Xf,Yf,Y,Y2,Xf2,Yf2,Xa,Yb : GLfloat;
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Factor,Factor1,Factor2 : GLfloat;
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VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
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AmpVr2 : GLfloat;
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Zf : GLfloat;
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begin
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AmpVr2:=(Amp)/sqr((Edge)*SQRT2/2);
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Zf:=(Edge)*(Z);
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for Yi:=0 to Divisions-1 do
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begin
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Yf:=-((Edge)/2.0) + (Yi)/(Divisions)*(Edge);
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Yf2:=sqr(Yf);
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Y:=Yf+1.0/(Divisions)*(Edge);
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Y2:=sqr(Y);
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glBegin(GL_QUAD_STRIP);
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for Xi:=0 to Divisions do
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begin
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Xf:=-((Edge)/2.0) + (Xi)/(Divisions)*(Edge);
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Xf2:=sqr(Xf);
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Xa:=Xf+0.001; Yb:=Y+0.001;
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Factor:=1-((Xf2+Y2)*AmpVr2);
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Factor1:=1-((sqr(Xa)+Y2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Y; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Y-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Factor:=1-((Xf2+Yf2)*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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end;
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glEnd();
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end;
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end;
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procedure PENTAGON(Edge,Amp:GLFloat; Divisions: longint; Z:GLFloat);
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var
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Ri,Ti,Fi : longint;
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Xf,Yf,Xf2,Yf2,Xa,Yb : GLfloat;
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X,Y : array[0..5] of GLFloat;
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Factor,Factor1,Factor2 : GLfloat;
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VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ : GLfloat;
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AmpVr2 : GLfloat;
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Zf : GLfloat;
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begin
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AmpVr2:=(Amp)/sqr((Edge)*cossec36_2);
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Zf:=(Edge)*(Z);
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for Fi:=0 to 5 do
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begin
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x[Fi]:=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);
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y[Fi]:=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);
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end;
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for Ri:=1 to Divisions do
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begin
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for Fi:=0 to 4 do
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begin
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glBegin(GL_TRIANGLE_STRIP);
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for Ti:=0 to Ri-1 do
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begin
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Xf:=(Ri-Ti)*x[Fi] + Ti*x[Fi+1];
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Yf:=(Ri-Ti)*y[Fi] + Ti*y[Fi+1];
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Xf2:=sqr(Xf);
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Yf2:=sqr(Yf);
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Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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VertX:=Factor*Xf; VertY:=Factor*Yf; VertZ:=Factor*Zf;
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NeiAX:=Factor1*Xa-VertX; NeiAY:=Factor1*Yf-VertY; NeiAZ:=Factor1*Zf-VertZ;
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NeiBX:=Factor2*Xf-VertX; NeiBY:=Factor2*Yb-VertY; NeiBZ:=Factor2*Zf-VertZ;
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glNormal3f(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
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glVertex3f(VertX, VertY, VertZ);
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Xf:=(Ri-Ti-1)*x[Fi] + Ti*x[Fi+1];
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Yf:=(Ri-Ti-1)*y[Fi] + Ti*y[Fi+1];
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Xa:=Xf+0.001; Yb:=Yf+0.001;
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Xf2:=sqr(Xf);
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Yf2:=sqr(Yf);
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Factor:=1-(((Xf2)+(Yf2))*AmpVr2);
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Factor1:=1-((sqr(Xa)+Yf2)*AmpVr2);
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Factor2:=1-((Xf2+sqr(Yb))*AmpVr2);
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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(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
|
|
glVertex3f(VertX, VertY, VertZ);
|
|
end;
|
|
Xf:=Ri*x[Fi+1];
|
|
Yf:=Ri*y[Fi+1];
|
|
Xa:=Xf+0.001; Yb:=Yf+0.001;
|
|
Xf2:=sqr(Xf);
|
|
Yf2:=sqr(Yf);
|
|
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(NeiAY*NeiBZ-NeiAZ*NeiBY,NeiAZ*NeiBX-NeiAX*NeiBZ,NeiAX*NeiBY-NeiAY*NeiBX);
|
|
glVertex3f(VertX, VertY, VertZ);
|
|
glEnd();
|
|
end;
|
|
end;
|
|
end;
|
|
|
|
|
|
procedure draw_tetra;
|
|
var
|
|
list : GLuint;
|
|
begin
|
|
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);
|
|
end;
|
|
|
|
|
|
procedure draw_cube;
|
|
var
|
|
list : GLuint;
|
|
begin
|
|
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);
|
|
end;
|
|
|
|
|
|
procedure draw_octa;
|
|
var
|
|
list : GLuint;
|
|
begin
|
|
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);
|
|
end;
|
|
|
|
|
|
procedure draw_dodeca;
|
|
const
|
|
TAU = ((SQRT5+1)/2);
|
|
var
|
|
list : GLuint;
|
|
begin
|
|
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);
|
|
end;
|
|
|
|
|
|
procedure draw_ico;
|
|
var
|
|
list : GLuint;
|
|
begin
|
|
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);
|
|
end;
|
|
|
|
|
|
procedure do_draw; cdecl;
|
|
begin
|
|
glClear( GL_COLOR_BUFFER_BIT or 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();
|
|
|
|
step:=step+0.05;
|
|
end;
|
|
|
|
|
|
procedure do_idle; cdecl;
|
|
begin
|
|
glutPostRedisplay();
|
|
end;
|
|
|
|
|
|
procedure do_reshape(width,height:longint); cdecl;
|
|
begin
|
|
WindW:=width;
|
|
WindH:=height;
|
|
glViewport(0, 0, width, height);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
|
|
glMatrixMode(GL_MODELVIEW);
|
|
end;
|
|
|
|
|
|
procedure pinit;
|
|
var
|
|
loop : longint;
|
|
begin
|
|
case _object of
|
|
1 :
|
|
begin
|
|
draw_object:=@draw_tetra;
|
|
MaterialColor[0]:=@MaterialRed;
|
|
MaterialColor[1]:=@MaterialGreen;
|
|
MaterialColor[2]:=@MaterialBlue;
|
|
MaterialColor[3]:=@MaterialWhite;
|
|
edgedivisions:=tetradivisions;
|
|
Magnitude:=2.5;
|
|
end;
|
|
2:
|
|
begin
|
|
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;
|
|
end;
|
|
3:
|
|
begin
|
|
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;
|
|
end;
|
|
4:
|
|
begin
|
|
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;
|
|
end;
|
|
5:
|
|
begin
|
|
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;
|
|
end;
|
|
end;
|
|
if (mono) then
|
|
begin
|
|
for loop:=0 to 19 do
|
|
MaterialColor[loop]:=MaterialGray;
|
|
end;
|
|
if (smooth) then
|
|
glShadeModel( GL_SMOOTH )
|
|
else
|
|
glShadeModel( GL_FLAT );
|
|
end;
|
|
|
|
|
|
procedure do_key(k:byte;x,y:integer); cdecl;
|
|
begin
|
|
case Char(k) of
|
|
'1' : _object:=1;
|
|
'2' : _object:=2;
|
|
'3' : _object:=3;
|
|
'4' : _object:=4;
|
|
'5' : _object:=5;
|
|
' ' : mono:=not mono;
|
|
#13 : smooth:=not smooth;
|
|
#27 : halt(0);
|
|
end;
|
|
pinit;
|
|
end;
|
|
|
|
|
|
begin
|
|
writeln('Morph 3D - Shows morphing platonic polyhedra');
|
|
writeln('Author: Marcelo Fernandes Vianna (vianna@cat.cbpf.br)');
|
|
writeln(' [1] - Tetrahedron');
|
|
writeln(' [2] - Hexahedron (Cube)');
|
|
writeln(' [3] - Octahedron');
|
|
writeln(' [4] - Dodecahedron');
|
|
writeln(' [5] - Icosahedron');
|
|
writeln('[SPACE] - Toggle colored faces');
|
|
writeln('[RETURN] - Toggle smooth/flat shading');
|
|
writeln(' [ESC] - Quit');
|
|
_object:=3;
|
|
|
|
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) then
|
|
halt(1);
|
|
|
|
glClearDepth(1.0);
|
|
glClearColor( 0.0, 0.0, 0.0, 1.0 );
|
|
glColor3f( 1.0, 1.0, 1.0 );
|
|
|
|
glClear( GL_COLOR_BUFFER_BIT or 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( @do_reshape );
|
|
glutKeyboardFunc( @do_key );
|
|
glutIdleFunc( @do_idle );
|
|
glutDisplayFunc( @do_draw );
|
|
glutMainLoop();
|
|
end.
|