/*
 * Copyright (c) 1993-1997, 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 * Unpublished-- rights reserved under the copyright laws of the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(R) is a registered trademark of Silicon Graphics, Inc.
 */

/*
 *  quadric.c
 *  This program demonstrates the use of some of the gluQuadric*
 *  routines. Quadric objects are created with some quadric
 *  properties and the callback routine to handle errors.
 *  Note that the cylinder has no top or bottom and the circle
 *  has a hole in it.
 */
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <stdio.h>
#include <stdlib.h>

GLuint startList;

void errorCallback(GLenum errorCode)
{
   const GLubyte *estring;

   estring = gluErrorString(errorCode);
   fprintf(stderr, "Quadric Error: %s\n", estring);
   exit(0);
}

void init(void) 
{
   GLUquadricObj *qobj;
   GLfloat mat_ambient[] = { 0.5, 0.5, 0.5, 1.0 };
   GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
   GLfloat mat_shininess[] = { 50.0 };
   GLfloat light_position[] = { 1.0, 1.0, 1.0, 0.0 };
   GLfloat model_ambient[] = { 0.5, 0.5, 0.5, 1.0 };

   glClearColor(0.0, 0.0, 0.0, 0.0);

   glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
   glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
   glMaterialfv(GL_FRONT, GL_SHININESS, mat_shininess);
   glLightfv(GL_LIGHT0, GL_POSITION, light_position);
   glLightModelfv(GL_LIGHT_MODEL_AMBIENT, model_ambient);

   glEnable(GL_LIGHTING);
   glEnable(GL_LIGHT0);
   glEnable(GL_DEPTH_TEST);

/*  Create 4 display lists, each with a different quadric object.
 *  Different drawing styles and surface normal specifications
 *  are demonstrated.
 */
   startList = glGenLists(4);
   qobj = gluNewQuadric();
   gluQuadricCallback(qobj, GLU_ERROR, 
                      (GLvoid (*) ()) errorCallback);

   gluQuadricDrawStyle(qobj, GLU_FILL); /* smooth shaded */
   gluQuadricNormals(qobj, GLU_SMOOTH);
   glNewList(startList, GL_COMPILE);
      gluSphere(qobj, 0.75, 15, 10);
   glEndList();

   gluQuadricDrawStyle(qobj, GLU_FILL); /* flat shaded */
   gluQuadricNormals(qobj, GLU_FLAT);
   glNewList(startList+1, GL_COMPILE);
      gluCylinder(qobj, 0.5, 0.3, 1.0, 15, 5);
   glEndList();

   gluQuadricDrawStyle(qobj, GLU_LINE); /* all polygons wireframe */
   gluQuadricNormals(qobj, GLU_NONE);
   glNewList(startList+2, GL_COMPILE);
      gluDisk(qobj, 0.25, 1.0, 20, 4);
   glEndList();

   gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); /* boundary only  */
   gluQuadricNormals(qobj, GLU_NONE);
   glNewList(startList+3, GL_COMPILE);
      gluPartialDisk(qobj, 0.0, 1.0, 20, 4, 0.0, 225.0);
   glEndList();
}

void display(void)
{
   glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
   glPushMatrix();

   glEnable(GL_LIGHTING);
   glShadeModel (GL_SMOOTH);
   glTranslatef(-1.0, -1.0, 0.0);
   glCallList(startList);

   glShadeModel (GL_FLAT);
   glTranslatef(0.0, 2.0, 0.0);
   glPushMatrix();
   glRotatef(300.0, 1.0, 0.0, 0.0);
   glCallList(startList+1);
   glPopMatrix();

   glDisable(GL_LIGHTING);
   glColor3f(0.0, 1.0, 1.0);
   glTranslatef(2.0, -2.0, 0.0);
   glCallList(startList+2);

   glColor3f(1.0, 1.0, 0.0);
   glTranslatef(0.0, 2.0, 0.0);
   glCallList(startList+3);

   glPopMatrix();
   glFlush();
}

void reshape (int w, int h)
{
   glViewport(0, 0, (GLsizei) w, (GLsizei) h);
   glMatrixMode(GL_PROJECTION);
   glLoadIdentity();
   if (w <= h)
      glOrtho(-2.5, 2.5, -2.5*(GLfloat)h/(GLfloat)w,
         2.5*(GLfloat)h/(GLfloat)w, -10.0, 10.0);
   else
      glOrtho(-2.5*(GLfloat)w/(GLfloat)h,
         2.5*(GLfloat)w/(GLfloat)h, -2.5, 2.5, -10.0, 10.0);
   glMatrixMode(GL_MODELVIEW);
   glLoadIdentity();
}

void keyboard(unsigned char key, int x, int y)
{
   switch (key) {
      case 27:
         exit(0);
         break;
   }
}

int main(int argc, char** argv)
{
   glutInit(&argc, argv);
   glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
   glutInitWindowSize(500, 500); 
   glutInitWindowPosition(100, 100);
   glutCreateWindow(argv[0]);
   init();
   glutDisplayFunc(display); 
   glutReshapeFunc(reshape);
   glutKeyboardFunc(keyboard);
   glutMainLoop();
   return 0;
}
