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#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#include <tdeconfig.h>
#include <tdeglobal.h>
#include "sphere.h"
const int SPHERE_DISPLAY_LIST = 2;
double sphere_list_radius = 0.0;
void sphere::draw(double x, double y, double r, double rot_x, double rot_y)
{
glPushMatrix();
glTranslated(x, y, r);
// Rotate the balls the specified the amount
glRotated(rot_x, 0.0, 1.0, 0.0);
glRotated(rot_y, 1.0, 0.0, 0.0);
// Do we have this sphere cached?
if ((r == sphere_list_radius) && (glIsList(SPHERE_DISPLAY_LIST) == GL_TRUE))
{
// It was cached, call the list
glCallList(SPHERE_DISPLAY_LIST);
}
else
{
// Figure out the number of sphere divisons we need
TDEGlobal::config()->setGroup("Graphics");
int sphere_divisions = TDEGlobal::config()->readNumEntry("Sphere Divisions", 8);
// sphere_divisions < 3 causes OpenGL to draw nothing at all,
// so clamp to value to 3.
if (sphere_divisions < 3)
sphere_divisions = 3;
// Make the quadratic object
GLUquadricObj *quad = gluNewQuadric();
// We need normals for lighting to work
gluQuadricNormals(quad, GLU_SMOOTH);
// We also need texture points
gluQuadricTexture(quad, GL_TRUE);
// Create the display list
glNewList(SPHERE_DISPLAY_LIST, GL_COMPILE_AND_EXECUTE);
// Draw the sphere
gluSphere(quad, r, sphere_divisions, sphere_divisions);
// End the display list
glEndList();
// Update the cached radius
sphere_list_radius = r;
// Delete quadatric object
gluDeleteQuadric(quad);
}
glPopMatrix();
}
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