2012-10-31 57 views
0

我需要gluCylinder的源代碼及其調用的函數,以便我可以改變它們。我做了一些谷歌搜索,但我沒有找到任何東西。在哪裏可以找到GluCylinder的源代碼及其調用的功能

任何人都可以指向正確的方向嗎?

+1

爲什麼不寫缸體功能你的自我?我的意思是如果你要編輯它呢?在數學函數方面,繪製圓柱體並不複雜。另外,你打算如何編輯它? –

+0

我打算編輯它,所以它只會使用紋理的一部分而不是整個紋理。我很想寫我的知識,但我不知道如何 –

+0

你打算使用什麼版本的OpenGL?似乎2.0對嗎? –

回答

6

這是正確的,在該mesa git tree

void GLAPIENTRY 
gluCylinder(GLUquadric *qobj, GLdouble baseRadius, GLdouble topRadius, 
     GLdouble height, GLint slices, GLint stacks) 
{ 
    GLint i,j; 
    GLfloat sinCache[CACHE_SIZE]; 
    GLfloat cosCache[CACHE_SIZE]; 
    GLfloat sinCache2[CACHE_SIZE]; 
    GLfloat cosCache2[CACHE_SIZE]; 
    GLfloat sinCache3[CACHE_SIZE]; 
    GLfloat cosCache3[CACHE_SIZE]; 
    GLfloat angle; 
    GLfloat zLow, zHigh; 
    GLfloat sintemp, costemp; 
    GLfloat length; 
    GLfloat deltaRadius; 
    GLfloat zNormal; 
    GLfloat xyNormalRatio; 
    GLfloat radiusLow, radiusHigh; 
    int needCache2, needCache3; 

    if (slices >= CACHE_SIZE) slices = CACHE_SIZE-1; 

    if (slices < 2 || stacks < 1 || baseRadius < 0.0 || topRadius < 0.0 || 
     height < 0.0) { 
    gluQuadricError(qobj, GLU_INVALID_VALUE); 
    return; 
    } 

    /* Compute length (needed for normal calculations) */ 
    deltaRadius = baseRadius - topRadius; 
    length = SQRT(deltaRadius*deltaRadius + height*height); 
    if (length == 0.0) { 
    gluQuadricError(qobj, GLU_INVALID_VALUE); 
    return; 
    } 

    /* Cache is the vertex locations cache */ 
    /* Cache2 is the various normals at the vertices themselves */ 
    /* Cache3 is the various normals for the faces */ 
    needCache2 = needCache3 = 0; 
    if (qobj->normals == GLU_SMOOTH) { 
    needCache2 = 1; 
    } 

    if (qobj->normals == GLU_FLAT) { 
    if (qobj->drawStyle != GLU_POINT) { 
     needCache3 = 1; 
    } 
    if (qobj->drawStyle == GLU_LINE) { 
     needCache2 = 1; 
    } 
    } 

    zNormal = deltaRadius/length; 
    xyNormalRatio = height/length; 

    for (i = 0; i < slices; i++) { 
    angle = 2 * PI * i/slices; 
    if (needCache2) { 
     if (qobj->orientation == GLU_OUTSIDE) { 
     sinCache2[i] = xyNormalRatio * SIN(angle); 
     cosCache2[i] = xyNormalRatio * COS(angle); 
     } else { 
     sinCache2[i] = -xyNormalRatio * SIN(angle); 
     cosCache2[i] = -xyNormalRatio * COS(angle); 
     } 
    } 
    sinCache[i] = SIN(angle); 
    cosCache[i] = COS(angle); 
    } 

    if (needCache3) { 
    for (i = 0; i < slices; i++) { 
     angle = 2 * PI * (i-0.5)/slices; 
     if (qobj->orientation == GLU_OUTSIDE) { 
     sinCache3[i] = xyNormalRatio * SIN(angle); 
     cosCache3[i] = xyNormalRatio * COS(angle); 
     } else { 
     sinCache3[i] = -xyNormalRatio * SIN(angle); 
     cosCache3[i] = -xyNormalRatio * COS(angle); 
     } 
    } 
    } 

    sinCache[slices] = sinCache[0]; 
    cosCache[slices] = cosCache[0]; 
    if (needCache2) { 
    sinCache2[slices] = sinCache2[0]; 
    cosCache2[slices] = cosCache2[0]; 
    } 
    if (needCache3) { 
    sinCache3[slices] = sinCache3[0]; 
    cosCache3[slices] = cosCache3[0]; 
    } 

    switch (qobj->drawStyle) { 
     case GLU_FILL: 
    /* Note: 
    ** An argument could be made for using a TRIANGLE_FAN for the end 
    ** of the cylinder of either radii is 0.0 (a cone). However, a 
    ** TRIANGLE_FAN would not work in smooth shading mode (the common 
    ** case) because the normal for the apex is different for every 
    ** triangle (and TRIANGLE_FAN doesn't let me respecify that normal). 
    ** Now, my choice is GL_TRIANGLES, or leave the GL_QUAD_STRIP and 
    ** just let the GL trivially reject one of the two triangles of the 
    ** QUAD. GL_QUAD_STRIP is probably faster, so I will leave this code 
    ** alone. 
    */ 
    for (j = 0; j < stacks; j++) { 
     zLow = j * height/stacks; 
     zHigh = (j + 1) * height/stacks; 
     radiusLow = baseRadius - deltaRadius * ((float) j/stacks); 
     radiusHigh = baseRadius - deltaRadius * ((float) (j + 1)/stacks); 

     glBegin(GL_QUAD_STRIP); 
     for (i = 0; i <= slices; i++) { 
     switch(qobj->normals) { 
      case GLU_FLAT: 
      glNormal3f(sinCache3[i], cosCache3[i], zNormal); 
      break; 
      case GLU_SMOOTH: 
      glNormal3f(sinCache2[i], cosCache2[i], zNormal); 
      break; 
      case GLU_NONE: 
      default: 
      break; 
     } 
     if (qobj->orientation == GLU_OUTSIDE) { 
      if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
      } 
      glVertex3f(radiusLow * sinCache[i], 
       radiusLow * cosCache[i], zLow); 
      if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) (j+1)/stacks); 
      } 
      glVertex3f(radiusHigh * sinCache[i], 
       radiusHigh * cosCache[i], zHigh); 
     } else { 
      if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) (j+1)/stacks); 
      } 
      glVertex3f(radiusHigh * sinCache[i], 
       radiusHigh * cosCache[i], zHigh); 
      if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
      } 
      glVertex3f(radiusLow * sinCache[i], 
       radiusLow * cosCache[i], zLow); 
     } 
     } 
     glEnd(); 
    } 
    break; 
     case GLU_POINT: 
    glBegin(GL_POINTS); 
    for (i = 0; i < slices; i++) { 
     switch(qobj->normals) { 
      case GLU_FLAT: 
      case GLU_SMOOTH: 
     glNormal3f(sinCache2[i], cosCache2[i], zNormal); 
     break; 
      case GLU_NONE: 
      default: 
     break; 
     } 
     sintemp = sinCache[i]; 
     costemp = cosCache[i]; 
     for (j = 0; j <= stacks; j++) { 
     zLow = j * height/stacks; 
     radiusLow = baseRadius - deltaRadius * ((float) j/stacks); 

     if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
     } 
     glVertex3f(radiusLow * sintemp, 
      radiusLow * costemp, zLow); 
     } 
    } 
    glEnd(); 
    break; 
     case GLU_LINE: 
    for (j = 1; j < stacks; j++) { 
     zLow = j * height/stacks; 
     radiusLow = baseRadius - deltaRadius * ((float) j/stacks); 

     glBegin(GL_LINE_STRIP); 
     for (i = 0; i <= slices; i++) { 
     switch(qobj->normals) { 
      case GLU_FLAT: 
      glNormal3f(sinCache3[i], cosCache3[i], zNormal); 
      break; 
      case GLU_SMOOTH: 
      glNormal3f(sinCache2[i], cosCache2[i], zNormal); 
      break; 
      case GLU_NONE: 
      default: 
      break; 
     } 
     if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
     } 
     glVertex3f(radiusLow * sinCache[i], 
      radiusLow * cosCache[i], zLow); 
     } 
     glEnd(); 
    } 
    /* Intentionally fall through here... */ 
     case GLU_SILHOUETTE: 
    for (j = 0; j <= stacks; j += stacks) { 
     zLow = j * height/stacks; 
     radiusLow = baseRadius - deltaRadius * ((float) j/stacks); 

     glBegin(GL_LINE_STRIP); 
     for (i = 0; i <= slices; i++) { 
     switch(qobj->normals) { 
      case GLU_FLAT: 
      glNormal3f(sinCache3[i], cosCache3[i], zNormal); 
      break; 
      case GLU_SMOOTH: 
      glNormal3f(sinCache2[i], cosCache2[i], zNormal); 
      break; 
      case GLU_NONE: 
      default: 
      break; 
     } 
     if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
     } 
     glVertex3f(radiusLow * sinCache[i], radiusLow * cosCache[i], 
      zLow); 
     } 
     glEnd(); 
    } 
    for (i = 0; i < slices; i++) { 
     switch(qobj->normals) { 
      case GLU_FLAT: 
      case GLU_SMOOTH: 
     glNormal3f(sinCache2[i], cosCache2[i], 0.0); 
     break; 
      case GLU_NONE: 
      default: 
     break; 
     } 
     sintemp = sinCache[i]; 
     costemp = cosCache[i]; 
     glBegin(GL_LINE_STRIP); 
     for (j = 0; j <= stacks; j++) { 
     zLow = j * height/stacks; 
     radiusLow = baseRadius - deltaRadius * ((float) j/stacks); 

     if (qobj->textureCoords) { 
      glTexCoord2f(1 - (float) i/slices, 
       (float) j/stacks); 
     } 
     glVertex3f(radiusLow * sintemp, 
      radiusLow * costemp, zLow); 
     } 
     glEnd(); 
    } 
    break; 
     default: 
    break; 
    } 
} 
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