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145 lines
3.0 KiB
145 lines
3.0 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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#ifdef WIN32
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#include "stonehen.h"
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#endif
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#include "Color.h"
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#include "Telescop.h"
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inline float radians(float a) {return M_PI * a / 180.0;}
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Telescope::Telescope(GLfloat x, GLfloat y)
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{
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xpos = x;
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ypos = y;
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divisions = 20;
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radius = .1;
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disk = gluNewQuadric();
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cylinder = gluNewQuadric();
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gluQuadricNormals(disk, GLU_FLAT);
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gluQuadricNormals(cylinder, GLU_SMOOTH);
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gluQuadricTexture(disk, GL_TRUE);
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gluQuadricTexture(cylinder, GL_TRUE);
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}
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Telescope::~Telescope()
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{
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gluDeleteQuadric(disk);
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gluDeleteQuadric(cylinder);
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}
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void Telescope::draw_setup(GLfloat fov, GLfloat aspect, int perspective)
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{
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GLfloat near_plane;
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/* Worry about the aspect ratio later */
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near_plane = .5 / tan(radians(fov / 2.0));
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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if (perspective) gluPerspective(fov, aspect, near_plane - .01, 10.0);
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else
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fprintf(stderr,
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"Warning: Drawing telescope using orthographic projection.\n");
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gluLookAt(0, 0, -near_plane,
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0, 0, 1,
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0, 1, 0);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(xpos, ypos, 0);
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}
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void Telescope::draw_fake()
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{
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glBegin(GL_QUADS);
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glColor3f(1, 1, 1);
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glVertex3f(-radius, -radius, .01);
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glVertex3f(radius, -radius, .01);
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glVertex3f(radius, radius, .01);
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glVertex3f(-radius, radius, .01);
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glEnd();
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}
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void Telescope::draw_body()
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{
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Color c;
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glPushMatrix();
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glColor3f(1, 1, 0);
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gluDisk(disk, radius, 1.1 * radius, divisions, 1);
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gluCylinder(cylinder, 1.1 * radius, 1.1 * radius, .1 * radius, divisions, 1);
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glTranslatef(0, 0, .1*radius);
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gluDisk(disk, radius, 1.1 * radius, divisions, 1);
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_TEXTURE_2D);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white.c);
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glColor3f(0, 0, 0);
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gluCylinder(cylinder, 1.05 * radius, .95 * radius, .25, divisions, 1);
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glPopAttrib();
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/* Would just do this with a push / pop, but that seems to be broken.
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* glGetMaterialfv also seems to be broken, so we can't use that either. */
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, black.c);
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glTranslatef(0, 0, .25);
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glColor3f(1, 1, 0);
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gluDisk(disk, .95 * radius, 1.05 * radius, divisions, 1);
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gluCylinder(cylinder, 1.05 * radius, 1.05 * radius, .1 * radius,
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divisions, 1);
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glTranslatef(0, 0, .1*radius);
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gluDisk(disk, .95 * radius, 1.05 * radius, divisions, 1);
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glPopMatrix();
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}
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void Telescope::draw_takedown()
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{
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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void Telescope::draw_lens()
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{
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gluDisk(disk, 0, radius, divisions, 1);
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}
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void Telescope::set_divisions(int d)
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{
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// Someday we'll put all the quadric stuff in display lists...
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divisions = d;
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}
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int Telescope::get_divisions()
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{
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return divisions;
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}
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void Telescope::set_radius(GLfloat r)
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{
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// Someday this might have to update some display lists
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radius = r;
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}
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GLfloat Telescope::get_radius()
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{
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return radius;
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}
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