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