Source code of Windows XP (NT5)
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#include <windows.h>
#include <GL/glu.h>
#ifdef X11
#include <GL/glx.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#ifdef WIN32
#include "stonehen.h"
#endif
#include "Stone.h"
const GLfloat root2 = 1.4142136;
const GLfloat root3 = sqrt(3.);
const GLfloat rt_half = .70710678;
inline float radians(float a) {return M_PI * a / 180.0; }
inline float sign(float a) {return (a > 0. ? 1 : (a < 0. ? -1 : 0)); }
Stone::Stone()
{
translation.set(0, 0, 0);
rotation = 0;
dimensions.set(1, 1, 1);
erosion = 0;
points_valid = transforms_valid = 0;
}
Stone::~Stone()
{
}
Stone Stone::operator=(Stone a)
{
int i;
translation = a.translation;
rotation = a.rotation;
dimensions = a.dimensions;
erosion = a.erosion;
if (a.points_valid && a.transforms_valid) {
for (i = 0; i < 24; i++) points[i] = a.points[i];
points_valid = transforms_valid = 1;
} else points_valid = transforms_valid = 0;
return *this;
}
void Stone::set_dimensions(GLfloat x, GLfloat y, GLfloat z)
{
dimensions.set(x, y, z);
points_valid = 0;
}
void Stone::set_dimensions(Point p)
{
dimensions = p;
points_valid = 0;
}
void Stone::erode(float p)
{
erosion += p;
points_valid = 0;
}
void Stone::translate(GLfloat x, GLfloat y, GLfloat z)
{
translation.pt[0] += x;
translation.pt[1] += y;
translation.pt[2] += z;
points_valid = 0;
}
void Stone::translate(Point p)
{
translation += p;
points_valid = 0;
}
void Stone::rotate_self_aboutz(GLfloat angle)
{
rotation += angle;
points_valid = 0;
}
void Stone::draw()
{
compute_points();
glPushMatrix();
glRotatef(rotation, 0, 0, 1);
glTranslatef(translation.pt[0], translation.pt[1], translation.pt[2]);
glScalef(dimensions.pt[0], dimensions.pt[1], dimensions.pt[2]);
draw_faces();
draw_edges();
draw_corners();
glPopMatrix();
}
void Stone::compute_points()
{
GLfloat e = 1.0 - erosion;
if (points_valid) return;
points[0].set(1, e, e);
points[1].set(e, 1, e);
points[2].set(e, e, 1);
points[3].set(-e, e, 1);
points[4].set(-e, 1, e);
points[5].set(-1, e, e);
points[6].set(e, -e, 1);
points[7].set(e, -1, e);
points[8].set(1, -e, e);
points[9 ].set(e, e, -1);
points[10].set(e, 1, -e);
points[11].set(1, e, -e);
points[12].set(-1, -e, e);
points[13].set(-e, -1, e);
points[14].set(-e, -e, 1);
points[15].set(1, -e, -e);
points[16].set(e, -1, -e);
points[17].set(e, -e, -1);
points[18].set(-1, e, -e);
points[19].set(-e, 1, -e);
points[20].set(-e, e, -1);
points[21].set(-e, -e, -1);
points[22].set(-e, -1, -e);
points[23].set(-1, -e, -e);
points_valid = 1;
transforms_valid = 0;
}
inline Point Stone::trans_rot_point(Point p, float c, float s)
{
Point val;
val = p + translation;
val = val.rotate_aboutz(c, s);
return val;
}
inline Point Stone::transform_point(Point p, float c, float s)
{
Point val;
val = p.scale(dimensions);
val += translation;
val = val.rotate_aboutz(c, s);
return val;
}
void Stone::transform_points()
{
float c, s;
int i;
if (points_valid && transforms_valid) return;
points_valid = 0;
compute_points();
c = cos(radians(rotation));
s = sin(radians(rotation));
for (i = 0; i < 24; i++) points[i] = transform_point(points[i], c, s);
points_valid = 0;
transforms_valid = 1;
}
void Stone::draw_faces(int flat)
{
draw_faces(points, flat);
}
void Stone::draw_faces(Point *p, int flat)
{
glBegin(GL_QUADS);
glNormal3f(1, 0, 0);
if (flat) glTexCoord2fv(p[15].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[15].pt);
if (flat) glTexCoord2fv(p[11].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[11].pt);
if (flat) glTexCoord2fv(p[0].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[0].pt);
if (flat) glTexCoord2fv(p[8].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[8].pt);
glNormal3f(-1, 0, 0);
if (flat) glTexCoord2fv(p[12].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[12].pt);
if (flat) glTexCoord2fv(p[5].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[5].pt);
if (flat) glTexCoord2fv(p[18].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[18].pt);
if (flat) glTexCoord2fv(p[23].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[23].pt);
glNormal3f(0, 1, 0);
if (flat) glTexCoord2fv(p[4].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[4].pt);
if (flat) glTexCoord2fv(p[1].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[1].pt);
if (flat) glTexCoord2fv(p[10].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[10].pt);
if (flat) glTexCoord2fv(p[19].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[19].pt);
glNormal3f(0, -1, 0);
if (flat) glTexCoord2fv(p[22].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[22].pt);
if (flat) glTexCoord2fv(p[16].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[16].pt);
if (flat) glTexCoord2fv(p[7].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[7].pt);
if (flat) glTexCoord2fv(p[13].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[13].pt);
glNormal3f(0, 0, 1);
if (flat) glTexCoord2fv(p[14].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[14].pt);
if (flat) glTexCoord2fv(p[6].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[6].pt);
if (flat) glTexCoord2fv(p[2].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[2].pt);
if (flat) glTexCoord2fv(p[3].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[3].pt);
glNormal3f(0, 0, -1);
if (flat) glTexCoord2fv(p[20].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[20].pt);
if (flat) glTexCoord2fv(p[9].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[9].pt);
if (flat) glTexCoord2fv(p[17].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[17].pt);
if (flat) glTexCoord2fv(p[21].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[21].pt);
glEnd();
}
void Stone::draw_edges(int flat)
{
draw_edges(points, flat);
}
void Stone::draw_edges(Point *p, int flat)
{
Point n1, n2;
glBegin(GL_QUADS);
n1.set(0, 1, 0);
n2.set(1, 0, 0);
draw_edge(n1, n2, p, 10, 1, 0, 11, flat);
n1.set(1, 0, 0);
n2.set(0, -1, 0);
draw_edge(n1, n2, p, 15, 8, 7, 16, flat);
n1.set(1, 0, 0);
n2.set(0, 0, 1);
draw_edge(n1, n2, p, 8, 0, 2, 6, flat);
n1.set(1, 0, 0);
n2.set(0, 0, -1);
draw_edge(n1, n2, p, 11, 15, 17, 9, flat);
n1.set(0, 1, 0);
n2.set(-1, 0, 0);
draw_edge(n1, n2, p, 4, 19, 18, 5, flat);
n1.set(-1, 0, 0);
n2.set(0, -1, 0);
draw_edge(n1, n2, p, 12, 23, 22, 13, flat);
n1.set(-1, 0, 0);
n2.set(0, 0, 1);
draw_edge(n1, n2, p, 5, 12, 14, 3, flat);
n2.set(-1, 0, 0);
n1.set(0, 0, -1);
draw_edge(n1, n2, p, 20, 21, 23, 18, flat);
n1.set(0, 1, 0);
n2.set(0, 0, 1);
draw_edge(n1, n2, p, 1, 4, 3, 2, flat);
n1.set(0, 1, 0);
n2.set(0, 0, -1);
draw_edge(n1, n2, p, 19, 10, 9, 20, flat);
n1.set(0, -1, 0);
n2.set(0, 0, 1);
draw_edge(n1, n2, p, 13, 7, 6, 14, flat);
n1.set(0, -1, 0);
n2.set(0, 0, -1);
draw_edge(n1, n2, p, 16, 22, 21, 17, flat);
glEnd();
}
void Stone::draw_edge(Point n1, Point n2, Point *p,
int a, int b, int c, int d, int flat)
{
glNormal3fv(n1.pt);
if (flat) glTexCoord2fv(p[a].pt);
else glTexCoord2f(0, 0);
glVertex3fv(p[a].pt);
if (flat) glTexCoord2fv(p[b].pt);
else glTexCoord2f(0, 1);
glVertex3fv(p[b].pt);
glNormal3fv(n2.pt);
if (flat) glTexCoord2fv(p[c].pt);
else glTexCoord2f(1, 1);
glVertex3fv(p[c].pt);
if (flat) glTexCoord2fv(p[d].pt);
else glTexCoord2f(1, 0);
glVertex3fv(p[d].pt);
}
void Stone::draw_corners(Point *p, int flat)
{
GLfloat e = 1.0 - erosion;
glBegin(GL_TRIANGLES);
if (flat) glTexCoord2fv(p[0].pt);
else glTexCoord2f(0, 0);
glNormal3f(1, 0, 0);
glVertex3fv(p[0].pt);
if (flat) glTexCoord2fv(p[1].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, 1, 0);
glVertex3fv(p[1].pt);
if (flat) glTexCoord2fv(p[2].pt);
else glTexCoord2f(.5, 1);
glNormal3f(0, 0, 1);
glVertex3fv(p[2].pt);
if (flat) glTexCoord2fv(p[3].pt);
else glTexCoord2f(0, 0);
glNormal3f(0, 0, 1);
glVertex3fv(p[3].pt);
if (flat) glTexCoord2fv(p[4].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, 1, 0);
glVertex3fv(p[4].pt);
if (flat) glTexCoord2fv(p[5].pt);
else glTexCoord2f(.5, 1);
glNormal3f(-1, 0, 0);
glVertex3fv(p[5].pt);
if (flat) glTexCoord2fv(p[6].pt);
else glTexCoord2f(0, 0);
glNormal3f(0, 0, 1);
glVertex3fv(p[6].pt);
if (flat) glTexCoord2fv(p[7].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, -1, 0);
glVertex3fv(p[7].pt);
if (flat) glTexCoord2fv(p[8].pt);
else glTexCoord2f(.5, 1);
glNormal3f(1, 0, 0);
glVertex3fv(p[8].pt);
if (flat) glTexCoord2fv(p[9].pt);
else glTexCoord2f(0, 0);
glNormal3f(0, 0, -1);
glVertex3fv(p[9].pt);
if (flat) glTexCoord2fv(p[10].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, 1, 0);
glVertex3fv(p[10].pt);
if (flat) glTexCoord2fv(p[11].pt);
else glTexCoord2f(.5, 1);
glNormal3f(1, 0, 0);
glVertex3fv(p[11].pt);
if (flat) glTexCoord2fv(p[12].pt);
else glTexCoord2f(0, 0);
glNormal3f(-1, 0, 0);
glVertex3fv(p[12].pt);
if (flat) glTexCoord2fv(p[13].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, -1, 0);
glVertex3fv(p[13].pt);
if (flat) glTexCoord2fv(p[14].pt);
else glTexCoord2f(.5, 1);
glNormal3f(0, 0, 1);
glVertex3fv(p[14].pt);
if (flat) glTexCoord2fv(p[15].pt);
else glTexCoord2f(0, 0);
glNormal3f(1, 0, 0);
glVertex3fv(p[15].pt);
if (flat) glTexCoord2fv(p[16].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, -1, 0);
glVertex3fv(p[16].pt);
if (flat) glTexCoord2fv(p[17].pt);
else glTexCoord2f(.5, 1);
glNormal3f(0, 0, -1);
glVertex3fv(p[17].pt);
if (flat) glTexCoord2fv(p[18].pt);
else glTexCoord2f(0, 0);
glNormal3f(-1, 0, 0);
glVertex3fv(p[18].pt);
if (flat) glTexCoord2fv(p[19].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, 1, 0);
glVertex3fv(p[19].pt);
if (flat) glTexCoord2fv(p[20].pt);
else glTexCoord2f(.5, 1);
glNormal3f(0, 0, -1);
glVertex3fv(p[20].pt);
if (flat) glTexCoord2fv(p[21].pt);
else glTexCoord2f(0, 0);
glNormal3f(0, 0, -1);
glVertex3fv(p[21].pt);
if (flat) glTexCoord2fv(p[22].pt);
else glTexCoord2f(1, 0);
glNormal3f(0, -1, 0);
glVertex3fv(p[22].pt);
if (flat) glTexCoord2fv(p[23].pt);
else glTexCoord2f(.5, 1);
glNormal3f(-1, 0, 0);
glVertex3fv(p[23].pt);
glEnd();
}
void Stone::draw_shadow(Point dlight)
{
Point p[24];
int i;
transform_points();
for (i = 0; i < 24; i++) {
p[i] = points[i];
if (p[i].pt[2] < 0.0) p[i].pt[2] = 0.0;
p[i] = p[i].project_direction(dlight);
}
draw_faces(p, 1);
draw_edges(p, 1);
draw_corners(p, 1);
}
void Stone::draw_shadow(Point dlight, GLfloat blur,
Color color, Color diffuse)
{
float b = 1.0 + blur;
float c, s;
Point p[8], pp[8];
Point d, n;
Color colorp, diffusep;
int draw[6];
int i;
if (blur == 0.0) {
draw_shadow(dlight);
return;
}
colorp = color;
color.c[3] = 1;
colorp.c[3] = 0;
diffusep = diffuse;
diffuse.c[3] = 1;
diffusep.c[3] = 0;
/* We're being slightly cowardly here and ignoring the erosion - it
* shouldn't make a big difference */
p[0].set(-1, -1, -1);
pp[0] = p[0];
p[1].set(1, -1, -1);
pp[1] = p[1];
p[2].set(1, 1, -1);
pp[2] = p[2];
p[3].set(-1, 1, -1);
pp[3] = p[3];
p[4].set(-1, -1, 1);
pp[4] = p[4];
p[5].set(1, -1, 1);
pp[5] = p[5];
p[6].set(1, 1, 1);
pp[6] = p[6];
p[7].set(-1, 1, 1);
pp[7] = p[7];
c = cos(radians(rotation));
s = sin(radians(rotation));
for (i = 0; i < 8; i++) {
p[i] = transform_point(p[i], c, s);
/* This is a complete and utter hack - the net effect is that
* points which are higher are displaced further when the penumbra
* is drawn */
d = dimensions;
d.pt[0] += blur * (pp[i].pt[2] + translation.pt[2]);
d.pt[1] += blur * (pp[i].pt[2] + translation.pt[2]);
d.pt[2] += blur * (pp[i].pt[2] + translation.pt[2]);
pp[i] = pp[i].scale(d);
pp[i] = trans_rot_point(pp[i], c, s);
if (p[i].pt[2] < 0.0) p[i].pt[2] = 0.0;
p[i] = p[i].project_direction(dlight);
if (pp[i].pt[2] < 0.0) pp[i].pt[2] = 0.0;
pp[i] = pp[i].project_direction(dlight);
}
/* Compute whether or not we should draw various parts of the shadow
* based upon the normal direction */
if (dlight.pt[2] > 0.0) dlight *= -1.0;
n.set(0, 0, -1);
n = n.rotate_aboutz(c, s);
draw[0] = (dlight.dot(n) < 0.0);
n.set(0, -1, 0);
n = n.rotate_aboutz(c, s);
draw[1] = (dlight.dot(n) < 0.0);
n.set(1, 0, 0);
n = n.rotate_aboutz(c, s);
draw[2] = (dlight.dot(n) < 0.0);
n.set(0, 1, 0);
n = n.rotate_aboutz(c, s);
draw[3] = (dlight.dot(n) < 0.0);
n.set(-1, 0, 0);
n = n.rotate_aboutz(c, s);
draw[4] = (dlight.dot(n) < 0.0);
n.set(0, 0, 1);
n = n.rotate_aboutz(c, s);
draw[5] = (dlight.dot(n) < 0.0);
/* This part draws the "real" shadow */
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glBegin(GL_QUADS);
if (draw[0]) {
glVertex2fv(p[0].pt);
glVertex2fv(p[1].pt);
glVertex2fv(p[2].pt);
glVertex2fv(p[3].pt);
}
if (draw[1]) {
glVertex2fv(p[0].pt);
glVertex2fv(p[1].pt);
glVertex2fv(p[5].pt);
glVertex2fv(p[4].pt);
}
if (draw[2]) {
glVertex2fv(p[1].pt);
glVertex2fv(p[2].pt);
glVertex2fv(p[6].pt);
glVertex2fv(p[5].pt);
}
if (draw[3]) {
glVertex2fv(p[2].pt);
glVertex2fv(p[3].pt);
glVertex2fv(p[7].pt);
glVertex2fv(p[6].pt);
}
if (draw[4]) {
glVertex2fv(p[3].pt);
glVertex2fv(p[0].pt);
glVertex2fv(p[4].pt);
glVertex2fv(p[7].pt);
}
if (draw[5]) {
glVertex2fv(p[4].pt);
glVertex2fv(p[5].pt);
glVertex2fv(p[6].pt);
glVertex2fv(p[7].pt);
}
glEnd();
/* This part draws the penumbra */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin(GL_QUADS);
/* Top */
if (draw[5]) {
if (!draw[4]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[4].pt);
glVertex2fv(p[5].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[5].pt);
glVertex2fv(pp[4].pt);
}
if (!draw[2]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[5].pt);
glVertex2fv(p[6].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[6].pt);
glVertex2fv(pp[5].pt);
}
if (!draw[3]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[6].pt);
glVertex2fv(p[7].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[7].pt);
glVertex2fv(pp[6].pt);
}
if (!draw[4]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[7].pt);
glVertex2fv(p[4].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[4].pt);
glVertex2fv(pp[7].pt);
}
}
/* End of Top */
/* Sides */
if ((draw[1] || draw[4]) && !(draw[1] && draw[4])) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[0].pt);
glVertex2fv(p[4].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[4].pt);
glVertex2fv(pp[0].pt);
}
if ((draw[1] || draw[2]) && !(draw[1] && draw[2])) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[1].pt);
glVertex2fv(p[5].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[5].pt);
glVertex2fv(pp[1].pt);
}
if ((draw[3] || draw[2]) && !(draw[3] && draw[2])) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[2].pt);
glVertex2fv(p[6].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[6].pt);
glVertex2fv(pp[2].pt);
}
if ((draw[3] || draw[4]) && !(draw[3] && draw[4])) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[3].pt);
glVertex2fv(p[7].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[7].pt);
glVertex2fv(pp[3].pt);
}
/* End of Sides */
/* Bottom */
if (draw[0]) {
if (!draw[1]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, diffuse.c);
glVertex2fv(p[0].pt);
glVertex2fv(p[1].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, diffusep.c);
glVertex2fv(pp[1].pt);
glVertex2fv(pp[0].pt);
}
if (!draw[2]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[1].pt);
glVertex2fv(p[2].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[2].pt);
glVertex2fv(pp[1].pt);
}
if (!draw[3]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[2].pt);
glVertex2fv(p[3].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[3].pt);
glVertex2fv(pp[2].pt);
}
if (!draw[4]) {
glColor4fv(color.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse.c);
glVertex2fv(p[3].pt);
glVertex2fv(p[0].pt);
glColor4fv(colorp.c);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, diffusep.c);
glVertex2fv(pp[0].pt);
glVertex2fv(pp[3].pt);
}
}
/* End of Bottom */
glEnd();
glDisable(GL_BLEND);
}