--- /dev/null
+
+/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
+
+/**
+(c) Copyright 1993, Silicon Graphics, Inc.
+
+ALL RIGHTS RESERVED
+
+Permission to use, copy, modify, and distribute this software
+for any purpose and without fee is hereby granted, provided
+that the above copyright notice appear in all copies and that
+both the copyright notice and this permission notice appear in
+supporting documentation, and that the name of Silicon
+Graphics, Inc. not be used in advertising or publicity
+pertaining to distribution of the software without specific,
+written prior permission.
+
+THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU
+"AS-IS" AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR
+OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF
+MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. IN NO
+EVENT SHALL SILICON GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE
+ELSE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT OR
+CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY DAMAGES WHATSOEVER,
+INCLUDING WITHOUT LIMITATION, LOSS OF PROFIT, LOSS OF USE,
+SAVINGS OR REVENUE, OR THE CLAIMS OF THIRD PARTIES, WHETHER OR
+NOT SILICON GRAPHICS, INC. HAS BEEN ADVISED OF THE POSSIBILITY
+OF SUCH LOSS, HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
+ARISING OUT OF OR IN CONNECTION WITH THE POSSESSION, USE OR
+PERFORMANCE OF THIS SOFTWARE.
+
+US Government Users Restricted Rights
+
+Use, duplication, or disclosure by the Government is subject to
+restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
+(c)(1)(ii) of the Rights in Technical Data and Computer
+Software clause at DFARS 252.227-7013 and/or in similar or
+successor clauses in the FAR or the DOD or NASA FAR
+Supplement. Unpublished-- rights reserved under the copyright
+laws of the United States. Contractor/manufacturer is Silicon
+Graphics, Inc., 2011 N. Shoreline Blvd., Mountain View, CA
+94039-7311.
+
+OpenGL(TM) is a trademark of Silicon Graphics, Inc.
+*/
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+
+#include <math.h>
+
+#include <GL/glu.h>
+
+#include "glut_shapes.h"
+
+/* Some <math.h> files do not define M_PI... */
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+static GLUquadricObj *quadObj;
+
+#define QUAD_OBJ_INIT() { if(!quadObj) initQuadObj(); }
+
+static void
+initQuadObj(void)
+{
+ quadObj = gluNewQuadric();
+ if (!quadObj)
+ /* __glutFatalError("out of memory.") */;
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_LINE);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluSphere(quadObj, radius, slices, stacks);
+}
+
+void APIENTRY
+glutSolidSphere(GLdouble radius, GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_FILL);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluSphere(quadObj, radius, slices, stacks);
+}
+
+void APIENTRY
+glutWireCone(GLdouble base, GLdouble height,
+ GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_LINE);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluCylinder(quadObj, base, 0.0, height, slices, stacks);
+}
+
+void APIENTRY
+glutSolidCone(GLdouble base, GLdouble height,
+ GLint slices, GLint stacks)
+{
+ QUAD_OBJ_INIT();
+ gluQuadricDrawStyle(quadObj, GLU_FILL);
+ gluQuadricNormals(quadObj, GLU_SMOOTH);
+ /* If we ever changed/used the texture or orientation state
+ of quadObj, we'd need to change it to the defaults here
+ with gluQuadricTexture and/or gluQuadricOrientation. */
+ gluCylinder(quadObj, base, 0.0, height, slices, stacks);
+}
+
+/* ENDCENTRY */
+
+static void
+drawBox(GLfloat size, GLenum type)
+{
+ static GLfloat n[6][3] =
+ {
+ {-1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {1.0, 0.0, 0.0},
+ {0.0, -1.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 0.0, -1.0}
+ };
+ static GLint faces[6][4] =
+ {
+ {0, 1, 2, 3},
+ {3, 2, 6, 7},
+ {7, 6, 5, 4},
+ {4, 5, 1, 0},
+ {5, 6, 2, 1},
+ {7, 4, 0, 3}
+ };
+ GLfloat v[8][3];
+ GLint i;
+
+ v[0][0] = v[1][0] = v[2][0] = v[3][0] = -size / 2;
+ v[4][0] = v[5][0] = v[6][0] = v[7][0] = size / 2;
+ v[0][1] = v[1][1] = v[4][1] = v[5][1] = -size / 2;
+ v[2][1] = v[3][1] = v[6][1] = v[7][1] = size / 2;
+ v[0][2] = v[3][2] = v[4][2] = v[7][2] = -size / 2;
+ v[1][2] = v[2][2] = v[5][2] = v[6][2] = size / 2;
+
+ for (i = 5; i >= 0; i--) {
+ glBegin(type);
+ glNormal3fv(&n[i][0]);
+ glVertex3fv(&v[faces[i][0]][0]);
+ glVertex3fv(&v[faces[i][1]][0]);
+ glVertex3fv(&v[faces[i][2]][0]);
+ glVertex3fv(&v[faces[i][3]][0]);
+ glEnd();
+ }
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireCube(GLdouble size)
+{
+ drawBox(size, GL_LINE_LOOP);
+}
+
+void APIENTRY
+glutSolidCube(GLdouble size)
+{
+ drawBox(size, GL_QUADS);
+}
+
+/* ENDCENTRY */
+
+static void
+doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
+{
+ int i, j;
+ GLfloat theta, phi, theta1;
+ GLfloat cosTheta, sinTheta;
+ GLfloat cosTheta1, sinTheta1;
+ GLfloat ringDelta, sideDelta;
+
+ ringDelta = 2.0 * M_PI / rings;
+ sideDelta = 2.0 * M_PI / nsides;
+
+ theta = 0.0;
+ cosTheta = 1.0;
+ sinTheta = 0.0;
+ for (i = rings - 1; i >= 0; i--) {
+ theta1 = theta + ringDelta;
+ cosTheta1 = cos(theta1);
+ sinTheta1 = sin(theta1);
+ glBegin(GL_QUAD_STRIP);
+ phi = 0.0;
+ for (j = nsides; j >= 0; j--) {
+ GLfloat cosPhi, sinPhi, dist;
+
+ phi += sideDelta;
+ cosPhi = cos(phi);
+ sinPhi = sin(phi);
+ dist = R + r * cosPhi;
+
+ glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
+ glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
+ glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
+ glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
+ }
+ glEnd();
+ theta = theta1;
+ cosTheta = cosTheta1;
+ sinTheta = sinTheta1;
+ }
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireTorus(GLdouble innerRadius, GLdouble outerRadius,
+ GLint nsides, GLint rings)
+{
+ glPushAttrib(GL_POLYGON_BIT);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+ doughnut(innerRadius, outerRadius, nsides, rings);
+ glPopAttrib();
+}
+
+void APIENTRY
+glutSolidTorus(GLdouble innerRadius, GLdouble outerRadius,
+ GLint nsides, GLint rings)
+{
+ doughnut(innerRadius, outerRadius, nsides, rings);
+}
+
+/* ENDCENTRY */
+
+static GLfloat dodec[20][3];
+
+static void
+initDodecahedron(void)
+{
+ GLfloat alpha, beta;
+
+ alpha = sqrt(2.0 / (3.0 + sqrt(5.0)));
+ beta = 1.0 + sqrt(6.0 / (3.0 + sqrt(5.0)) -
+ 2.0 + 2.0 * sqrt(2.0 / (3.0 + sqrt(5.0))));
+ /* *INDENT-OFF* */
+ dodec[0][0] = -alpha; dodec[0][1] = 0; dodec[0][2] = beta;
+ dodec[1][0] = alpha; dodec[1][1] = 0; dodec[1][2] = beta;
+ dodec[2][0] = -1; dodec[2][1] = -1; dodec[2][2] = -1;
+ dodec[3][0] = -1; dodec[3][1] = -1; dodec[3][2] = 1;
+ dodec[4][0] = -1; dodec[4][1] = 1; dodec[4][2] = -1;
+ dodec[5][0] = -1; dodec[5][1] = 1; dodec[5][2] = 1;
+ dodec[6][0] = 1; dodec[6][1] = -1; dodec[6][2] = -1;
+ dodec[7][0] = 1; dodec[7][1] = -1; dodec[7][2] = 1;
+ dodec[8][0] = 1; dodec[8][1] = 1; dodec[8][2] = -1;
+ dodec[9][0] = 1; dodec[9][1] = 1; dodec[9][2] = 1;
+ dodec[10][0] = beta; dodec[10][1] = alpha; dodec[10][2] = 0;
+ dodec[11][0] = beta; dodec[11][1] = -alpha; dodec[11][2] = 0;
+ dodec[12][0] = -beta; dodec[12][1] = alpha; dodec[12][2] = 0;
+ dodec[13][0] = -beta; dodec[13][1] = -alpha; dodec[13][2] = 0;
+ dodec[14][0] = -alpha; dodec[14][1] = 0; dodec[14][2] = -beta;
+ dodec[15][0] = alpha; dodec[15][1] = 0; dodec[15][2] = -beta;
+ dodec[16][0] = 0; dodec[16][1] = beta; dodec[16][2] = alpha;
+ dodec[17][0] = 0; dodec[17][1] = beta; dodec[17][2] = -alpha;
+ dodec[18][0] = 0; dodec[18][1] = -beta; dodec[18][2] = alpha;
+ dodec[19][0] = 0; dodec[19][1] = -beta; dodec[19][2] = -alpha;
+ /* *INDENT-ON* */
+
+}
+
+#define DIFF3(_a,_b,_c) { \
+ (_c)[0] = (_a)[0] - (_b)[0]; \
+ (_c)[1] = (_a)[1] - (_b)[1]; \
+ (_c)[2] = (_a)[2] - (_b)[2]; \
+}
+
+static void
+crossprod(GLfloat v1[3], GLfloat v2[3], GLfloat prod[3])
+{
+ GLfloat p[3]; /* in case prod == v1 or v2 */
+
+ p[0] = v1[1] * v2[2] - v2[1] * v1[2];
+ p[1] = v1[2] * v2[0] - v2[2] * v1[0];
+ p[2] = v1[0] * v2[1] - v2[0] * v1[1];
+ prod[0] = p[0];
+ prod[1] = p[1];
+ prod[2] = p[2];
+}
+
+static void
+normalize(GLfloat v[3])
+{
+ GLfloat d;
+
+ d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ if (d == 0.0) {
+ /* __glutWarning("normalize: zero length vector"); */
+ v[0] = d = 1.0;
+ }
+ d = 1 / d;
+ v[0] *= d;
+ v[1] *= d;
+ v[2] *= d;
+}
+
+static void
+pentagon(int a, int b, int c, int d, int e, GLenum shadeType)
+{
+ GLfloat n0[3], d1[3], d2[3];
+
+ DIFF3(dodec[a], dodec[b], d1);
+ DIFF3(dodec[b], dodec[c], d2);
+ crossprod(d1, d2, n0);
+ normalize(n0);
+
+ glBegin(shadeType);
+ glNormal3fv(n0);
+ glVertex3fv(&dodec[a][0]);
+ glVertex3fv(&dodec[b][0]);
+ glVertex3fv(&dodec[c][0]);
+ glVertex3fv(&dodec[d][0]);
+ glVertex3fv(&dodec[e][0]);
+ glEnd();
+}
+
+static void
+dodecahedron(GLenum type)
+{
+ static int inited = 0;
+
+ if (inited == 0) {
+ inited = 1;
+ initDodecahedron();
+ }
+ pentagon(0, 1, 9, 16, 5, type);
+ pentagon(1, 0, 3, 18, 7, type);
+ pentagon(1, 7, 11, 10, 9, type);
+ pentagon(11, 7, 18, 19, 6, type);
+ pentagon(8, 17, 16, 9, 10, type);
+ pentagon(2, 14, 15, 6, 19, type);
+ pentagon(2, 13, 12, 4, 14, type);
+ pentagon(2, 19, 18, 3, 13, type);
+ pentagon(3, 0, 5, 12, 13, type);
+ pentagon(6, 15, 8, 10, 11, type);
+ pentagon(4, 17, 8, 15, 14, type);
+ pentagon(4, 12, 5, 16, 17, type);
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireDodecahedron(void)
+{
+ dodecahedron(GL_LINE_LOOP);
+}
+
+void APIENTRY
+glutSolidDodecahedron(void)
+{
+ dodecahedron(GL_TRIANGLE_FAN);
+}
+
+/* ENDCENTRY */
+
+static void
+recorditem(GLfloat * n1, GLfloat * n2, GLfloat * n3,
+ GLenum shadeType)
+{
+ GLfloat q0[3], q1[3];
+
+ DIFF3(n1, n2, q0);
+ DIFF3(n2, n3, q1);
+ crossprod(q0, q1, q1);
+ normalize(q1);
+
+ glBegin(shadeType);
+ glNormal3fv(q1);
+ glVertex3fv(n1);
+ glVertex3fv(n2);
+ glVertex3fv(n3);
+ glEnd();
+}
+
+static void
+subdivide(GLfloat * v0, GLfloat * v1, GLfloat * v2,
+ GLenum shadeType)
+{
+ int depth;
+ GLfloat w0[3], w1[3], w2[3];
+ GLfloat l;
+ int i, j, k, n;
+
+ depth = 1;
+ for (i = 0; i < depth; i++) {
+ for (j = 0; i + j < depth; j++) {
+ k = depth - i - j;
+ for (n = 0; n < 3; n++) {
+ w0[n] = (i * v0[n] + j * v1[n] + k * v2[n]) / depth;
+ w1[n] = ((i + 1) * v0[n] + j * v1[n] + (k - 1) * v2[n])
+ / depth;
+ w2[n] = (i * v0[n] + (j + 1) * v1[n] + (k - 1) * v2[n])
+ / depth;
+ }
+ l = sqrt(w0[0] * w0[0] + w0[1] * w0[1] + w0[2] * w0[2]);
+ w0[0] /= l;
+ w0[1] /= l;
+ w0[2] /= l;
+ l = sqrt(w1[0] * w1[0] + w1[1] * w1[1] + w1[2] * w1[2]);
+ w1[0] /= l;
+ w1[1] /= l;
+ w1[2] /= l;
+ l = sqrt(w2[0] * w2[0] + w2[1] * w2[1] + w2[2] * w2[2]);
+ w2[0] /= l;
+ w2[1] /= l;
+ w2[2] /= l;
+ recorditem(w1, w0, w2, shadeType);
+ }
+ }
+}
+
+static void
+drawtriangle(int i, GLfloat data[][3], int ndx[][3],
+ GLenum shadeType)
+{
+ GLfloat *x0, *x1, *x2;
+
+ x0 = data[ndx[i][0]];
+ x1 = data[ndx[i][1]];
+ x2 = data[ndx[i][2]];
+ subdivide(x0, x1, x2, shadeType);
+}
+
+/* octahedron data: The octahedron produced is centered at the
+ origin and has radius 1.0 */
+static GLfloat odata[6][3] =
+{
+ {1.0, 0.0, 0.0},
+ {-1.0, 0.0, 0.0},
+ {0.0, 1.0, 0.0},
+ {0.0, -1.0, 0.0},
+ {0.0, 0.0, 1.0},
+ {0.0, 0.0, -1.0}
+};
+
+static int ondex[8][3] =
+{
+ {0, 4, 2},
+ {1, 2, 4},
+ {0, 3, 4},
+ {1, 4, 3},
+ {0, 2, 5},
+ {1, 5, 2},
+ {0, 5, 3},
+ {1, 3, 5}
+};
+
+static void
+octahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 7; i >= 0; i--) {
+ drawtriangle(i, odata, ondex, shadeType);
+ }
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireOctahedron(void)
+{
+ octahedron(GL_LINE_LOOP);
+}
+
+void APIENTRY
+glutSolidOctahedron(void)
+{
+ octahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */
+
+/* icosahedron data: These numbers are rigged to make an
+ icosahedron of radius 1.0 */
+
+#define X .525731112119133606
+#define Z .850650808352039932
+
+static GLfloat idata[12][3] =
+{
+ {-X, 0, Z},
+ {X, 0, Z},
+ {-X, 0, -Z},
+ {X, 0, -Z},
+ {0, Z, X},
+ {0, Z, -X},
+ {0, -Z, X},
+ {0, -Z, -X},
+ {Z, X, 0},
+ {-Z, X, 0},
+ {Z, -X, 0},
+ {-Z, -X, 0}
+};
+
+static int index[20][3] =
+{
+ {0, 4, 1},
+ {0, 9, 4},
+ {9, 5, 4},
+ {4, 5, 8},
+ {4, 8, 1},
+ {8, 10, 1},
+ {8, 3, 10},
+ {5, 3, 8},
+ {5, 2, 3},
+ {2, 7, 3},
+ {7, 10, 3},
+ {7, 6, 10},
+ {7, 11, 6},
+ {11, 0, 6},
+ {0, 1, 6},
+ {6, 1, 10},
+ {9, 0, 11},
+ {9, 11, 2},
+ {9, 2, 5},
+ {7, 2, 11},
+};
+
+static void
+icosahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 19; i >= 0; i--) {
+ drawtriangle(i, idata, index, shadeType);
+ }
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireIcosahedron(void)
+{
+ icosahedron(GL_LINE_LOOP);
+}
+
+void APIENTRY
+glutSolidIcosahedron(void)
+{
+ icosahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */
+
+/* tetrahedron data: */
+
+#define T 1.73205080756887729
+
+static GLfloat tdata[4][3] =
+{
+ {T, T, T},
+ {T, -T, -T},
+ {-T, T, -T},
+ {-T, -T, T}
+};
+
+static int tndex[4][3] =
+{
+ {0, 1, 3},
+ {2, 1, 0},
+ {3, 2, 0},
+ {1, 2, 3}
+};
+
+static void
+tetrahedron(GLenum shadeType)
+{
+ int i;
+
+ for (i = 3; i >= 0; i--)
+ drawtriangle(i, tdata, tndex, shadeType);
+}
+
+/* CENTRY */
+void APIENTRY
+glutWireTetrahedron(void)
+{
+ tetrahedron(GL_LINE_LOOP);
+}
+
+void APIENTRY
+glutSolidTetrahedron(void)
+{
+ tetrahedron(GL_TRIANGLES);
+}
+
+/* ENDCENTRY */