Initial import of demo
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diff --git a/demo/FTGLDemo.c b/demo/FTGLDemo.c
new file mode 100644
index 0000000..de1eae6
--- /dev/null
+++ b/demo/FTGLDemo.c
@@ -0,0 +1,324 @@
+#ifdef __APPLE_CC__
+ #include <OpenGL/glut.h>
+#else
+ #include <GL/glut.h>
+#endif
+
+#include <stdlib.h>
+#include <stdio.h>
+
+#include "tb.h"
+
+#include "FTGLExtrdFont.h"
+//#include "FTGLOutlineFont.h"
+//#include "FTGLPolygonFont.h"
+//#include "FTGLTextureFont.h"
+//#include "FTGLPixmapFont.h"
+//#include "FTGLBitmapFont.h"
+
+#ifdef __linux__
+#define FONT_FILE "/usr/share/fonts/truetype/arial.ttf"
+#else
+#define FONT_FILE ":Stacey:Curlz MT"
+#endif
+
+#define EDITING 1
+#define INTERACTIVE 2
+
+GLint w_win = 640, h_win = 480;
+float posX, posY, posZ;
+int mode = INTERACTIVE;
+int carat = 0;
+char myString[16];
+
+static FTGLExtrdFont font;
+//static FTGLOutlineFont font;
+//static FTGLPolygonFont font;
+//static FTGLTextureFont font;
+//static FTGLPixmapFont font;
+//static FTGLBitmapFont font;
+
+void SetCamera(void);
+
+
+void my_lighting()
+{
+ // Set up lighting.
+ float light1_ambient[4] = { 1.0, 1.0, 1.0, 1.0 };
+ float light1_diffuse[4] = { 1.0, 0.9, 0.9, 1.0 };
+ float light1_specular[4] = { 1.0, 0.7, 0.7, 1.0 };
+ float light1_position[4] = { -1.0, 1.0, 1.0, 0.0 };
+ glLightfv(GL_LIGHT1, GL_AMBIENT, light1_ambient);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light1_diffuse);
+ glLightfv(GL_LIGHT1, GL_SPECULAR, light1_specular);
+ glLightfv(GL_LIGHT1, GL_POSITION, light1_position);
+ glEnable(GL_LIGHT1);
+
+ float light2_ambient[4] = { 0.2, 0.2, 0.2, 1.0 };
+ float light2_diffuse[4] = { 0.9, 0.9, 0.9, 1.0 };
+ float light2_specular[4] = { 0.7, 0.7, 0.7, 1.0 };
+ float light2_position[4] = { 1.0, -1.0, -1.0, 0.0 };
+ glLightfv(GL_LIGHT2, GL_AMBIENT, light2_ambient);
+ glLightfv(GL_LIGHT2, GL_DIFFUSE, light2_diffuse);
+ glLightfv(GL_LIGHT2, GL_SPECULAR, light2_specular);
+ glLightfv(GL_LIGHT2, GL_POSITION, light2_position);
+ glEnable(GL_LIGHT2);
+
+ float front_emission[4] = { 0.3, 0.2, 0.1, 0.0 };
+ float front_ambient[4] = { 0.2, 0.2, 0.2, 0.0 };
+ float front_diffuse[4] = { 0.95, 0.95, 0.8, 0.0 };
+ float front_specular[4] = { 0.6, 0.6, 0.6, 0.0 };
+ glMaterialfv(GL_FRONT, GL_EMISSION, front_emission);
+ glMaterialfv(GL_FRONT, GL_AMBIENT, front_ambient);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, front_diffuse);
+ glMaterialfv(GL_FRONT, GL_SPECULAR, front_specular);
+ glMaterialf(GL_FRONT, GL_SHININESS, 16.0);
+ glColor4fv(front_diffuse);
+
+ glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+ glCullFace(GL_BACK);
+ glFrontFace(GL_CCW);
+ glEnable(GL_CULL_FACE);
+ glColorMaterial(GL_FRONT, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+
+ glEnable(GL_LIGHTING);
+ glShadeModel(GL_SMOOTH);
+}
+
+
+void do_display (void)
+{
+// glTranslatef( posX, posY, posZ);
+
+ font.render( myString);
+
+ int x1, y1, z1, x2, y2, z2;
+ font.BBox( myString, x1, y1, z1, x2, y2, z2);
+
+ glDisable( GL_LIGHTING);
+ // Draw the bounding box
+ glColor3f( 0.0, 1.0, 0.0);
+ glBegin( GL_LINE_LOOP);
+ glVertex3f( x1, y1, z1);
+ glVertex3f( x1, y2, z1);
+ glVertex3f( x2, y2, z1);
+ glVertex3f( x2, y1, z1);
+ glEnd();
+ glBegin( GL_LINE_LOOP);
+ glVertex3f( x1, y1, z2);
+ glVertex3f( x1, y2, z2);
+ glVertex3f( x2, y2, z2);
+ glVertex3f( x2, y1, z2);
+ glEnd();
+ glBegin( GL_LINES);
+ glVertex3f( x1, y1, z1);
+ glVertex3f( x1, y1, z2);
+
+ glVertex3f( x1, y2, z1);
+ glVertex3f( x1, y2, z2);
+
+ glVertex3f( x2, y2, z1);
+ glVertex3f( x2, y2, z2);
+
+ glVertex3f( x2, y1, z1);
+ glVertex3f( x2, y1, z2);
+
+ // Draw the baseline, Ascender and Descender
+ glColor3f( 0.0, 0.0, 1.0);
+ glVertex3f( 0.0, 0.0, 0.0);
+ glVertex3f( font.Advance( myString), 0.0, 0.0);
+
+ glVertex3f( 0.0, font.Ascender(), 0.0);
+ glVertex3f( 0.0, font.Descender(), 0.0);
+
+ glEnd();
+
+ // Draw the origin
+ glColor3f( 1.0, 0.0, 0.0);
+ glPointSize( 5.0);
+ glBegin( GL_POINTS);
+ glVertex3f( 0.0, 0.0, 0.0);
+ glEnd();
+
+ glutSwapBuffers();
+}
+
+void display(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+ SetCamera();
+
+ my_lighting();
+
+ glPushMatrix();
+
+ tbMatrix();
+ do_display();
+
+ glPopMatrix();
+
+}
+
+void myinit ( const char* fontfile)
+{
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glShadeModel (GL_FLAT);
+ glColor3f(1.0, 1.0, 1.0);
+ glClearColor( 0.13, 0.17, 0.32, 0.0);
+
+ glEnable( GL_CULL_FACE);
+ glFrontFace( GL_CCW);
+
+ glEnable( GL_DEPTH_TEST);
+ glEnable( GL_TEXTURE_2D);
+
+ glEnable( GL_LINE_SMOOTH);
+ glHint( GL_LINE_SMOOTH_HINT, GL_DONT_CARE);
+ glEnable(GL_BLEND);
+
+ SetCamera();
+
+ if( !font.Open( fontfile, false))
+ {
+ fprintf( stderr, "Failed to open font %s", fontfile);
+ exit(1);
+ }
+
+ if( !font.FaceSize( 144))
+ {
+ fprintf( stderr, "Failed to set size");
+ exit(1);
+ }
+
+ font.Depth(20);
+
+ myString[0] = 65;
+ myString[1] = 0;
+
+
+ tbInit(GLUT_LEFT_BUTTON);
+ tbAnimate( GL_FALSE);
+
+}
+
+/* ARGSUSED1 */
+void parsekey(unsigned char key, int x, int y)
+{
+ switch (key)
+ {
+ case 27: exit(0); break;
+ case 13:
+ if( mode == EDITING)
+ {
+ mode = INTERACTIVE;
+ }
+ else
+ {
+ mode = EDITING;
+ carat = 0;
+ }
+ break;
+ case ' ':break;
+ default:
+ if( mode == INTERACTIVE)
+ {
+ myString[0] = key;
+ myString[1] = 0;
+ break;
+ }
+ else
+ {
+ myString[carat] = key;
+ myString[carat + 1] = 0;
+ carat = carat > 14 ? 15 : ++carat;
+ }
+ }
+
+ glutPostRedisplay();
+
+}
+
+/* ARGSUSED1 */
+void parsekey_special(int key, int x, int y)
+{
+ switch (key)
+ {
+ case GLUT_KEY_UP:
+ posY += 10;
+ break;
+ case GLUT_KEY_DOWN:
+ posY -= 10;
+ break;
+ case GLUT_KEY_RIGHT:
+ posX += 10;
+ break;
+ case GLUT_KEY_LEFT:
+ posX -= 10;
+ break;
+ }
+}
+
+void motion(int x, int y)
+{
+ tbMotion( x, y);
+}
+
+void mouse(int button, int state, int x, int y)
+{
+ tbMouse( button, state, x, y);
+}
+
+void myReshape(int w, int h)
+{
+ glMatrixMode (GL_MODELVIEW);
+ glViewport (0, 0, w, h);
+ glLoadIdentity();
+
+ w_win = w;
+ h_win = h;
+ SetCamera();
+
+ tbReshape(w_win, h_win);
+
+}
+
+void SetCamera(void)
+{
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+ gluPerspective( 90, w_win/ h_win, 1, 1000);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ gluLookAt( 0.0, 0.0, h_win / 2, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
+
+}
+
+
+int main(int argc, char *argv[])
+{
+ char* fontfile = FONT_FILE;
+
+ if (argc == 2)
+ fontfile = argv[1];
+
+ glutInitDisplayMode(GLUT_DEPTH | GLUT_RGB | GLUT_DOUBLE | GLUT_MULTISAMPLE);
+ glutInitWindowPosition(50, 50);
+ glutInitWindowSize(w_win, h_win);
+ glutCreateWindow("FTGL TEST");
+ glutDisplayFunc(display);
+ glutKeyboardFunc(parsekey);
+ glutMouseFunc(mouse);
+ glutMotionFunc(motion);
+ glutSpecialFunc(parsekey_special);
+ glutReshapeFunc(myReshape);
+ glutIdleFunc(display);
+
+ myinit( fontfile);
+
+ glutMainLoop();
+
+ return 0; /* ANSI C requires main to return int. */
+}
diff --git a/demo/tb.c b/demo/tb.c
new file mode 100644
index 0000000..b3dd01e
--- /dev/null
+++ b/demo/tb.c
@@ -0,0 +1,123 @@
+/*
+ * Simple trackball-like motion adapted (ripped off) from projtex.c
+ * (written by David Yu and David Blythe). See the SIGGRAPH '96
+ * Advanced OpenGL course notes.
+ */
+
+
+/* includes */
+#include <math.h>
+#include <assert.h>
+#include <GL/glut.h>
+#include "tb.h"
+#include "trackball.h"
+
+/* globals */
+static GLuint tb_lasttime;
+
+float curquat[4];
+float lastquat[4];
+int beginx, beginy;
+
+static GLuint tb_width;
+static GLuint tb_height;
+
+static GLint tb_button = -1;
+static GLboolean tb_tracking = GL_FALSE;
+static GLboolean tb_animate = GL_TRUE;
+
+static void
+_tbAnimate(void)
+{
+ add_quats(lastquat, curquat, curquat);
+ glutPostRedisplay();
+}
+
+void
+_tbStartMotion(int x, int y, int time)
+{
+ assert(tb_button != -1);
+
+ glutIdleFunc(0);
+ tb_tracking = GL_TRUE;
+ tb_lasttime = time;
+ beginx = x;
+ beginy = y;
+}
+
+void
+_tbStopMotion(unsigned time)
+{
+ assert(tb_button != -1);
+
+ tb_tracking = GL_FALSE;
+
+ if (time == tb_lasttime && tb_animate) {
+ glutIdleFunc(_tbAnimate);
+ } else {
+ if (tb_animate) {
+ glutIdleFunc(0);
+ }
+ }
+}
+
+void
+tbAnimate(GLboolean animate)
+{
+ tb_animate = animate;
+}
+
+void
+tbInit(GLuint button)
+{
+ tb_button = button;
+ trackball(curquat, 0.0, 0.0, 0.0, 0.0);
+}
+
+void
+tbMatrix(void)
+{
+ GLfloat m[4][4];
+
+ assert(tb_button != -1);
+ build_rotmatrix(m, curquat);
+ glMultMatrixf(&m[0][0]);
+}
+
+void
+tbReshape(int width, int height)
+{
+ assert(tb_button != -1);
+
+ tb_width = width;
+ tb_height = height;
+}
+
+void
+tbMouse(int button, int state, int x, int y)
+{
+ assert(tb_button != -1);
+
+ if (state == GLUT_DOWN && button == tb_button)
+ _tbStartMotion(x, y, glutGet(GLUT_ELAPSED_TIME));
+ else if (state == GLUT_UP && button == tb_button)
+ _tbStopMotion(glutGet(GLUT_ELAPSED_TIME));
+}
+
+void
+tbMotion(int x, int y)
+{
+ if (tb_tracking) {
+ trackball(lastquat,
+ (2.0 * beginx - tb_width) / tb_width,
+ (tb_height - 2.0 * beginy) / tb_height,
+ (2.0 * x - tb_width) / tb_width,
+ (tb_height - 2.0 * y) / tb_height
+ );
+ beginx = x;
+ beginy = y;
+ tb_animate = 1;
+ tb_lasttime = glutGet(GLUT_ELAPSED_TIME);
+ _tbAnimate();
+ }
+}
diff --git a/demo/tb.h b/demo/tb.h
new file mode 100644
index 0000000..de0f00c
--- /dev/null
+++ b/demo/tb.h
@@ -0,0 +1,95 @@
+/*
+ * Simple trackball-like motion adapted (ripped off) from projtex.c
+ * (written by David Yu and David Blythe). See the SIGGRAPH '96
+ * Advanced OpenGL course notes.
+ *
+ *
+ * Usage:
+ *
+ * o call tbInit() in before any other tb call
+ * o call tbReshape() from the reshape callback
+ * o call tbMatrix() to get the trackball matrix rotation
+ * o call tbStartMotion() to begin trackball movememt
+ * o call tbStopMotion() to stop trackball movememt
+ * o call tbMotion() from the motion callback
+ * o call tbAnimate(GL_TRUE) if you want the trackball to continue
+ * spinning after the mouse button has been released
+ * o call tbAnimate(GL_FALSE) if you want the trackball to stop
+ * spinning after the mouse button has been released
+ *
+ * Typical setup:
+ *
+ *
+ void
+ init(void)
+ {
+ tbInit(GLUT_MIDDLE_BUTTON);
+ tbAnimate(GL_TRUE);
+ . . .
+ }
+
+ void
+ reshape(int width, int height)
+ {
+ tbReshape(width, height);
+ . . .
+ }
+
+ void
+ display(void)
+ {
+ glPushMatrix();
+
+ tbMatrix();
+ . . . draw the scene . . .
+
+ glPopMatrix();
+ }
+
+ void
+ mouse(int button, int state, int x, int y)
+ {
+ tbMouse(button, state, x, y);
+ . . .
+ }
+
+ void
+ motion(int x, int y)
+ {
+ tbMotion(x, y);
+ . . .
+ }
+
+ int
+ main(int argc, char** argv)
+ {
+ . . .
+ init();
+ glutReshapeFunc(reshape);
+ glutDisplayFunc(display);
+ glutMouseFunc(mouse);
+ glutMotionFunc(motion);
+ . . .
+ }
+ *
+ * */
+
+
+/* functions */
+void
+tbInit(GLuint button);
+
+void
+tbMatrix(void);
+
+void
+tbReshape(int width, int height);
+
+void
+tbMouse(int button, int state, int x, int y);
+
+void
+tbMotion(int x, int y);
+
+void
+tbAnimate(GLboolean animate);
diff --git a/demo/trackball.c b/demo/trackball.c
new file mode 100644
index 0000000..4843457
--- /dev/null
+++ b/demo/trackball.c
@@ -0,0 +1,324 @@
+/*
+ * (c) Copyright 1993, 1994, 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.
+ */
+/*
+ * Trackball code:
+ *
+ * Implementation of a virtual trackball.
+ * Implemented by Gavin Bell, lots of ideas from Thant Tessman and
+ * the August '88 issue of Siggraph's "Computer Graphics," pp. 121-129.
+ *
+ * Vector manip code:
+ *
+ * Original code from:
+ * David M. Ciemiewicz, Mark Grossman, Henry Moreton, and Paul Haeberli
+ *
+ * Much mucking with by:
+ * Gavin Bell
+ */
+#include <math.h>
+#include "trackball.h"
+
+/*
+ * This size should really be based on the distance from the center of
+ * rotation to the point on the object underneath the mouse. That
+ * point would then track the mouse as closely as possible. This is a
+ * simple example, though, so that is left as an Exercise for the
+ * Programmer.
+ */
+#define TRACKBALLSIZE (0.4)
+
+/*
+ * Local function prototypes (not defined in trackball.h)
+ */
+static float tb_project_to_sphere(float, float, float);
+static void normalize_quat(float [4]);
+
+void
+vzero(float *v)
+{
+ v[0] = 0.0;
+ v[1] = 0.0;
+ v[2] = 0.0;
+}
+
+void
+vset(float *v, float x, float y, float z)
+{
+ v[0] = x;
+ v[1] = y;
+ v[2] = z;
+}
+
+void
+vsub(const float *src1, const float *src2, float *dst)
+{
+ dst[0] = src1[0] - src2[0];
+ dst[1] = src1[1] - src2[1];
+ dst[2] = src1[2] - src2[2];
+}
+
+void
+vcopy(const float *v1, float *v2)
+{
+ register int i;
+ for (i = 0 ; i < 3 ; i++)
+ v2[i] = v1[i];
+}
+
+void
+vcross(const float *v1, const float *v2, float *cross)
+{
+ float temp[3];
+
+ temp[0] = (v1[1] * v2[2]) - (v1[2] * v2[1]);
+ temp[1] = (v1[2] * v2[0]) - (v1[0] * v2[2]);
+ temp[2] = (v1[0] * v2[1]) - (v1[1] * v2[0]);
+ vcopy(temp, cross);
+}
+
+float
+vlength(const float *v)
+{
+ return sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+}
+
+void
+vscale(float *v, float div)
+{
+ v[0] *= div;
+ v[1] *= div;
+ v[2] *= div;
+}
+
+void
+vnormal(float *v)
+{
+ vscale(v,1.0/vlength(v));
+}
+
+float
+vdot(const float *v1, const float *v2)
+{
+ return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
+}
+
+void
+vadd(const float *src1, const float *src2, float *dst)
+{
+ dst[0] = src1[0] + src2[0];
+ dst[1] = src1[1] + src2[1];
+ dst[2] = src1[2] + src2[2];
+}
+
+/*
+ * Ok, simulate a track-ball. Project the points onto the virtual
+ * trackball, then figure out the axis of rotation, which is the cross
+ * product of P1 P2 and O P1 (O is the center of the ball, 0,0,0)
+ * Note: This is a deformed trackball-- is a trackball in the center,
+ * but is deformed into a hyperbolic sheet of rotation away from the
+ * center. This particular function was chosen after trying out
+ * several variations.
+ *
+ * It is assumed that the arguments to this routine are in the range
+ * (-1.0 ... 1.0)
+ */
+void
+trackball(float q[4], float p1x, float p1y, float p2x, float p2y)
+{
+ float a[3]; /* Axis of rotation */
+ float phi; /* how much to rotate about axis */
+ float p1[3], p2[3], d[3];
+ float t;
+
+ if (p1x == p2x && p1y == p2y) {
+ /* Zero rotation */
+ vzero(q);
+ q[3] = 1.0;
+ return;
+ }
+
+ /*
+ * First, figure out z-coordinates for projection of P1 and P2 to
+ * deformed sphere
+ */
+ vset(p1,p1x,p1y,tb_project_to_sphere(TRACKBALLSIZE,p1x,p1y));
+ vset(p2,p2x,p2y,tb_project_to_sphere(TRACKBALLSIZE,p2x,p2y));
+
+ /*
+ * Now, we want the cross product of P1 and P2
+ */
+ vcross(p2,p1,a);
+
+ /*
+ * Figure out how much to rotate around that axis.
+ */
+ vsub(p1,p2,d);
+ t = vlength(d) / (2.0*TRACKBALLSIZE);
+
+ /*
+ * Avoid problems with out-of-control values...
+ */
+ if (t > 1.0) t = 1.0;
+ if (t < -1.0) t = -1.0;
+ phi = 2.0 * asin(t);
+
+ axis_to_quat(a,phi,q);
+}
+
+/*
+ * Given an axis and angle, compute quaternion.
+ */
+void
+axis_to_quat(float a[3], float phi, float q[4])
+{
+ vnormal(a);
+ vcopy(a,q);
+ vscale(q,sin(phi/2.0));
+ q[3] = cos(phi/2.0);
+}
+
+/*
+ * Project an x,y pair onto a sphere of radius r OR a hyperbolic sheet
+ * if we are away from the center of the sphere.
+ */
+static float
+tb_project_to_sphere(float r, float x, float y)
+{
+ float d, t, z;
+
+ d = sqrt(x*x + y*y);
+ if (d < r * 0.70710678118654752440) { /* Inside sphere */
+ z = sqrt(r*r - d*d);
+ } else { /* On hyperbola */
+ t = r / 1.41421356237309504880;
+ z = t*t / d;
+ }
+ return z;
+}
+
+/*
+ * Given two rotations, e1 and e2, expressed as quaternion rotations,
+ * figure out the equivalent single rotation and stuff it into dest.
+ *
+ * This routine also normalizes the result every RENORMCOUNT times it is
+ * called, to keep error from creeping in.
+ *
+ * NOTE: This routine is written so that q1 or q2 may be the same
+ * as dest (or each other).
+ */
+
+#define RENORMCOUNT 97
+
+void
+add_quats(float q1[4], float q2[4], float dest[4])
+{
+ static int count=0;
+ float t1[4], t2[4], t3[4];
+ float tf[4];
+
+ vcopy(q1,t1);
+ vscale(t1,q2[3]);
+
+ vcopy(q2,t2);
+ vscale(t2,q1[3]);
+
+ vcross(q2,q1,t3);
+ vadd(t1,t2,tf);
+ vadd(t3,tf,tf);
+ tf[3] = q1[3] * q2[3] - vdot(q1,q2);
+
+ dest[0] = tf[0];
+ dest[1] = tf[1];
+ dest[2] = tf[2];
+ dest[3] = tf[3];
+
+ if (++count > RENORMCOUNT) {
+ count = 0;
+ normalize_quat(dest);
+ }
+}
+
+/*
+ * Quaternions always obey: a^2 + b^2 + c^2 + d^2 = 1.0
+ * If they don't add up to 1.0, dividing by their magnitued will
+ * renormalize them.
+ *
+ * Note: See the following for more information on quaternions:
+ *
+ * - Shoemake, K., Animating rotation with quaternion curves, Computer
+ * Graphics 19, No 3 (Proc. SIGGRAPH'85), 245-254, 1985.
+ * - Pletinckx, D., Quaternion calculus as a basic tool in computer
+ * graphics, The Visual Computer 5, 2-13, 1989.
+ */
+static void
+normalize_quat(float q[4])
+{
+ int i;
+ float mag;
+
+ mag = (q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);
+ for (i = 0; i < 4; i++) q[i] /= mag;
+}
+
+/*
+ * Build a rotation matrix, given a quaternion rotation.
+ *
+ */
+void
+build_rotmatrix(float m[4][4], float q[4])
+{
+ m[0][0] = 1.0 - 2.0 * (q[1] * q[1] + q[2] * q[2]);
+ m[0][1] = 2.0 * (q[0] * q[1] - q[2] * q[3]);
+ m[0][2] = 2.0 * (q[2] * q[0] + q[1] * q[3]);
+ m[0][3] = 0.0;
+
+ m[1][0] = 2.0 * (q[0] * q[1] + q[2] * q[3]);
+ m[1][1]= 1.0 - 2.0 * (q[2] * q[2] + q[0] * q[0]);
+ m[1][2] = 2.0 * (q[1] * q[2] - q[0] * q[3]);
+ m[1][3] = 0.0;
+
+ m[2][0] = 2.0 * (q[2] * q[0] - q[1] * q[3]);
+ m[2][1] = 2.0 * (q[1] * q[2] + q[0] * q[3]);
+ m[2][2] = 1.0 - 2.0 * (q[1] * q[1] + q[0] * q[0]);
+ m[2][3] = 0.0;
+
+ m[3][0] = 0.0;
+ m[3][1] = 0.0;
+ m[3][2] = 0.0;
+ m[3][3] = 1.0;
+}
+
diff --git a/demo/trackball.h b/demo/trackball.h
new file mode 100644
index 0000000..b676fb4
--- /dev/null
+++ b/demo/trackball.h
@@ -0,0 +1,78 @@
+/*
+ * (c) Copyright 1993, 1994, 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.
+ */
+/*
+ * trackball.h
+ * A virtual trackball implementation
+ * Written by Gavin Bell for Silicon Graphics, November 1988.
+ */
+
+/*
+ * Pass the x and y coordinates of the last and current positions of
+ * the mouse, scaled so they are from (-1.0 ... 1.0).
+ *
+ * The resulting rotation is returned as a quaternion rotation in the
+ * first paramater.
+ */
+void
+trackball(float q[4], float p1x, float p1y, float p2x, float p2y);
+
+/*
+ * Given two quaternions, add them together to get a third quaternion.
+ * Adding quaternions to get a compound rotation is analagous to adding
+ * translations to get a compound translation. When incrementally
+ * adding rotations, the first argument here should be the new
+ * rotation, the second and third the total rotation (which will be
+ * over-written with the resulting new total rotation).
+ */
+void
+add_quats(float *q1, float *q2, float *dest);
+
+/*
+ * A useful function, builds a rotation matrix in Matrix based on
+ * given quaternion.
+ */
+void
+build_rotmatrix(float m[4][4], float q[4]);
+
+/*
+ * This function computes a quaternion based on an axis (defined by
+ * the given vector) and an angle about which to rotate. The angle is
+ * expressed in radians. The result is put into the third argument.
+ */
+void
+axis_to_quat(float a[3], float phi, float q[4]);
+