Source code of Windows XP (NT5)
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/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#ifndef UNITDISK_H
#define UNITDISK_H
#define M_PI 3.141592654
#define M_2_PI 6.283185307
#include "color.hxx"
#include "scene.hxx"
/* Disks are sort of like spheres that have been flattened into
* the xy plane without changing the normals */
/* They are always made up of quadrilaterals */
class Unitdisk {
public:
Unitdisk();
~Unitdisk();
inline Unitdisk operator=(Unitdisk a);
void draw();
void draw_by_perimeter(int pass_colors = 0,
int pass_norms = 0,
int pass_tex = 0);
void set_divisions(int new_rdivisions, int new_tdivisions);
int get_rdivisions();
int get_tdivisions();
/* How big the section of the sphere is */
void set_angle(float new_angle);
GLfloat get_angle();
/* This comes from the angle */
GLfloat get_radius();
/* Allocate points to hold the right number of things */
void alloc_points();
void alloc_normals();
void alloc_points_normals();
void free_points();
void free_normals();
void free_points_normals();
/* Fill the points / normals with the appropriate sin and cos values */
void fill_points();
void fill_normals();
void fill_points_normals();
/* These are mallocing */
void copy_points(Unitdisk src);
void copy_normals(Unitdisk src);
void copy_normals_from_points(Unitdisk src);
void copy_normals_from_points();
/* These transform all the points */
void translate(Point trans);
void scale(float s);
void scale_translate(float s, Point trans);
/* Project all points into xy plane along normal or through projpt */
void project();
void project_borrow_points(Unitdisk src);
void project(Point projpt);
/* Change all normals from their original direction (NOT their current
* direction) to refracted direction. Normals do not have to be computed
* before calling this. However, the disk must still be in the xy plane
* and the light must be on the z axis*/
void refract_normals(Point light, float I);
/* Points the disk (meaning the normal at the center of the disk)
* in direction d */
void face_direction(Point d);
void face_direction(Point d, Unitdisk src);
/* Allocate colors */
void alloc_colors();
void free_colors();
void set_colors(Color c);
void add_colors(Color c);
void map_normals_to_colors();
void map_z_to_colors();
void scale_colors_by_z();
void scale_alpha_by_z();
void scale_colors_by_normals(Point light);
void scale_colors_by_normals(Point light, Unitdisk src_normals);
void scale_colors_by_points(Point light, Unitdisk src_points);
/* Computes how much the area of a section differs from the corresponding
* section in disk and scales the color by this amount.*/
void scale_colors_by_darea(Unitdisk disk);
private:
int rdivisions, tdivisions;
Point *points, *normals;
int points_size, normals_size;
Color *colors;
int colors_size;
Point sphere;
GLfloat angle;
Point zaxis;
int still_in_xy;
float *sintable, *costable;
void draw_nocolors();
void draw_colors_normals();
void draw_colors_nonormals();
void scale_colors_by_either(Point dlight, Point *what);
int get_npoints();
void copy_either(Point *dpt, Point *spt);
void fill_either(Point *what);
void fill_points_strip1();
void fill_normals_strip1();
void fill_either_strip1(Point *what);
void fill_trig_tables();
inline float Unitdisk::area_triangle(Point a, Point b, Point c);
inline float Unitdisk::area_triangle(GLfloat *a, GLfloat *b, GLfloat *c);
inline float Unitdisk::area_2triangle(GLfloat *a, GLfloat *b, GLfloat *c);
};
inline Unitdisk Unitdisk::operator=(Unitdisk a)
{
rdivisions = a.rdivisions;
tdivisions = a.tdivisions;
points = a.points;
normals = a.normals;
colors = a.colors;
sphere = a.sphere;
angle = a.angle;
zaxis = a.zaxis;
return *this;
}
#endif