*
* This file contains the OpenGL side; computation of the polyhedra themselves
* is in "polyhedra.c".
- *
- * KNOWN BUG:
- *
- * The normals are wrong (inverted) on some faces of some of the duals
- * (e.g., "Rhombicosacron".) I can't figure out how to tell when the
- * normal should be pointing the other way.
*/
#include <X11/Intrinsic.h>
#define countof(x) (sizeof((x))/sizeof((*x)))
#include "xlockmore.h"
+#include <GL/glu.h>
+
#include "polyhedra.h"
#include "colors.h"
#include "rotator.h"
}
+/* Calculate the normals at each vertex of a face, and use the sum to
+ decide which normal to assign to the entire face. This also solves
+ problems caused by nonconvex faces, in most (but not all) cases.
+ */
static void
-do_normal(GLfloat x1, GLfloat y1, GLfloat z1,
- GLfloat x2, GLfloat y2, GLfloat z2,
- GLfloat x3, GLfloat y3, GLfloat z3)
+kludge_normal (int n, const int *indices, const point *points)
{
- XYZ p1, p2, p3, p;
- p1.x = x1; p1.y = y1; p1.z = z1;
- p2.x = x2; p2.y = y2; p2.z = z2;
- p3.x = x3; p3.y = y3; p3.z = z3;
+ XYZ normal = { 0, 0, 0 };
+ XYZ p;
+ int i;
- p = calc_normal (p1, p2, p3);
+ for (i = 0; i < n; ++i) {
+ int i1 = indices[i];
+ int i2 = indices[(i + 1) % n];
+ int i3 = indices[(i + 2) % n];
+ XYZ p1, p2, p3;
- glNormal3f (p.x, p.y, p.z);
+ p1.x = points[i1].x; p1.y = points[i1].y; p1.z = points[i1].z;
+ p2.x = points[i2].x; p2.y = points[i2].y; p2.z = points[i2].z;
+ p3.x = points[i3].x; p3.y = points[i3].y; p3.z = points[i3].z;
-#ifdef DEBUG
- /* Draw a line in the direction of this face's normal. */
- {
- glPushMatrix();
- glTranslatef ((x1 + x2 + x3) / 3,
- (y1 + y2 + y3) / 3,
- (z1 + z2 + z3) / 3);
- glScalef (0.5, 0.5, 0.5);
- glBegin(GL_LINE_LOOP);
- glVertex3f(0, 0, 0);
- glVertex3f(p.x, p.y, p.z);
- glEnd();
- glPopMatrix();
+ p = calc_normal (p1, p2, p3);
+ normal.x += p.x;
+ normal.y += p.y;
+ normal.z += p.z;
+ }
+
+ normalize(&normal);
+ if (normal.x == 0 && normal.y == 0 && normal.z == 0) {
+ glNormal3f (p.x, p.y, p.z);
+ } else {
+ glNormal3f (normal.x, normal.y, normal.z);
}
-#endif /* DEBUG */
}
static void
}
+static void
+tess_error (GLenum errorCode)
+{
+ fprintf (stderr, "%s: tesselation error: %s\n",
+ progname, gluErrorString(errorCode));
+ exit (0);
+}
+
static void
new_polyhedron (ModeInfo *mi)
{
static GLfloat bcolor[4] = {0.0, 0.0, 0.0, 1.0};
int i;
+ /* Use the GLU polygon tesselator so that nonconvex faces are displayed
+ correctly (e.g., for the "pentagrammic concave deltohedron").
+ */
+ GLUtesselator *tobj = gluNewTess();
+ gluTessCallback (tobj, GLU_TESS_BEGIN, (_GLUfuncptr) &glBegin);
+ gluTessCallback (tobj, GLU_TESS_END, (_GLUfuncptr) &glEnd);
+ gluTessCallback (tobj, GLU_TESS_VERTEX, (_GLUfuncptr) &glVertex3dv);
+ gluTessCallback (tobj, GLU_TESS_ERROR, (_GLUfuncptr) &tess_error);
+
mi->polygon_count = 0;
bp->ncolors = 128;
glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, bcolor);
}
- do_normal (p->points[f->points[0]].x,
- p->points[f->points[0]].y,
- p->points[f->points[0]].z,
- p->points[f->points[1]].x,
- p->points[f->points[1]].y,
- p->points[f->points[1]].z,
- p->points[f->points[2]].x,
- p->points[f->points[2]].y,
- p->points[f->points[2]].z);
-
- glBegin (wire ? GL_LINE_LOOP :
- f->npoints == 3 ? GL_TRIANGLES :
- f->npoints == 4 ? GL_QUADS :
- GL_POLYGON);
+ kludge_normal (f->npoints, f->points, p->points);
+
+ gluTessBeginPolygon (tobj, 0);
+ gluTessBeginContour (tobj);
for (j = 0; j < f->npoints; j++)
{
point *pp = &p->points[f->points[j]];
- glVertex3f (pp->x, pp->y, pp->z);
+ gluTessVertex (tobj, &pp->x, &pp->x);
}
- glEnd();
+ gluTessEndContour (tobj);
+ gluTessEndPolygon (tobj);
}
glEndList ();
mi->polygon_count += p->nfaces;
+ gluDeleteTess (tobj);
}
glEnable(GL_DEPTH_TEST);
/* glEnable(GL_CULL_FACE); */
+ /* We need two-sided lighting for polyhedra where both sides of
+ a face are simultaneously visible (e.g., the "X-hemi-Y-hedrons".)
+ */
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
+
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glLightfv(GL_LIGHT0, GL_AMBIENT, amb);
glLightfv(GL_LIGHT0, GL_DIFFUSE, dif);