
/* 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  Unpublished-- rights reserved under the copyright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.

This code has been modified by Rudy Rucker for use in his Pop framework.
Rucker takes resonsibility for any errors introduced.

Modification log.
4/4/2001.  Pried the source out of the glut framework, which we aren't going
to use because (a) we don't need most of it (b) it seems somewhat Widnows-hostile.
The glshapes.cpp code is based on the glut_shapes.c and glut_teapot.c
files.  We included stdafx.h and realnumber.h, and removed the glutint.h include.
We replaced the __glutFatalError and __glutWarning calls.
*/
#include "stdafx.h" //RR.  So it compiles in MFC.
#include "realnumber.h" //RR.
	/* This defines Real to be float or double in case you want to use that type,
	and also turns off warnings C4244 and C4305 which otherwise appear
	here about converting doubles to floats. */
//#include <math.h> //This include is already in stadafx.h. RR.
//#include "glutint.h //Don't need the rest of glut for this code. RR.
// Include the OpenGL headers
#include "gl\gl.h"
#include "gl\glu.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)
	{
	
	TRACE("Out of memory in glut_shapes.cpp initQuadObj call.");//RR
	exit(1);//RR.  Not using glut.
    //__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) {
    TRACE("normalize: zero length vector"); //RR.  Not using glut.
	//__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 */

/* Rim, body, lid, and bottom data must be reflected in x and
   y; handle and spout data across the y axis only.  */

static int patchdata[][16] =
{
    /* rim */
  {102, 103, 104, 105, 4, 5, 6, 7, 8, 9, 10, 11,
    12, 13, 14, 15},
    /* body */
  {12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
    24, 25, 26, 27},
  {24, 25, 26, 27, 29, 30, 31, 32, 33, 34, 35, 36,
    37, 38, 39, 40},
    /* lid */
  {96, 96, 96, 96, 97, 98, 99, 100, 101, 101, 101,
    101, 0, 1, 2, 3,},
  {0, 1, 2, 3, 106, 107, 108, 109, 110, 111, 112,
    113, 114, 115, 116, 117},
    /* bottom */
  {118, 118, 118, 118, 124, 122, 119, 121, 123, 126,
    125, 120, 40, 39, 38, 37},
    /* handle */
  {41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52,
    53, 54, 55, 56},
  {53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64,
    28, 65, 66, 67},
    /* spout */
  {68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
    80, 81, 82, 83},
  {80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91,
    92, 93, 94, 95}
};
/* *INDENT-OFF* */

static float cpdata[][3] =
{
    {0.2, 0, 2.7}, {0.2, -0.112, 2.7}, {0.112, -0.2, 2.7}, {0,
    -0.2, 2.7}, {1.3375, 0, 2.53125}, {1.3375, -0.749, 2.53125},
    {0.749, -1.3375, 2.53125}, {0, -1.3375, 2.53125}, {1.4375,
    0, 2.53125}, {1.4375, -0.805, 2.53125}, {0.805, -1.4375,
    2.53125}, {0, -1.4375, 2.53125}, {1.5, 0, 2.4}, {1.5, -0.84,
    2.4}, {0.84, -1.5, 2.4}, {0, -1.5, 2.4}, {1.75, 0, 1.875},
    {1.75, -0.98, 1.875}, {0.98, -1.75, 1.875}, {0, -1.75,
    1.875}, {2, 0, 1.35}, {2, -1.12, 1.35}, {1.12, -2, 1.35},
    {0, -2, 1.35}, {2, 0, 0.9}, {2, -1.12, 0.9}, {1.12, -2,
    0.9}, {0, -2, 0.9}, {-2, 0, 0.9}, {2, 0, 0.45}, {2, -1.12,
    0.45}, {1.12, -2, 0.45}, {0, -2, 0.45}, {1.5, 0, 0.225},
    {1.5, -0.84, 0.225}, {0.84, -1.5, 0.225}, {0, -1.5, 0.225},
    {1.5, 0, 0.15}, {1.5, -0.84, 0.15}, {0.84, -1.5, 0.15}, {0,
    -1.5, 0.15}, {-1.6, 0, 2.025}, {-1.6, -0.3, 2.025}, {-1.5,
    -0.3, 2.25}, {-1.5, 0, 2.25}, {-2.3, 0, 2.025}, {-2.3, -0.3,
    2.025}, {-2.5, -0.3, 2.25}, {-2.5, 0, 2.25}, {-2.7, 0,
    2.025}, {-2.7, -0.3, 2.025}, {-3, -0.3, 2.25}, {-3, 0,
    2.25}, {-2.7, 0, 1.8}, {-2.7, -0.3, 1.8}, {-3, -0.3, 1.8},
    {-3, 0, 1.8}, {-2.7, 0, 1.575}, {-2.7, -0.3, 1.575}, {-3,
    -0.3, 1.35}, {-3, 0, 1.35}, {-2.5, 0, 1.125}, {-2.5, -0.3,
    1.125}, {-2.65, -0.3, 0.9375}, {-2.65, 0, 0.9375}, {-2,
    -0.3, 0.9}, {-1.9, -0.3, 0.6}, {-1.9, 0, 0.6}, {1.7, 0,
    1.425}, {1.7, -0.66, 1.425}, {1.7, -0.66, 0.6}, {1.7, 0,
    0.6}, {2.6, 0, 1.425}, {2.6, -0.66, 1.425}, {3.1, -0.66,
    0.825}, {3.1, 0, 0.825}, {2.3, 0, 2.1}, {2.3, -0.25, 2.1},
    {2.4, -0.25, 2.025}, {2.4, 0, 2.025}, {2.7, 0, 2.4}, {2.7,
    -0.25, 2.4}, {3.3, -0.25, 2.4}, {3.3, 0, 2.4}, {2.8, 0,
    2.475}, {2.8, -0.25, 2.475}, {3.525, -0.25, 2.49375},
    {3.525, 0, 2.49375}, {2.9, 0, 2.475}, {2.9, -0.15, 2.475},
    {3.45, -0.15, 2.5125}, {3.45, 0, 2.5125}, {2.8, 0, 2.4},
    {2.8, -0.15, 2.4}, {3.2, -0.15, 2.4}, {3.2, 0, 2.4}, {0, 0,
    3.15}, {0.8, 0, 3.15}, {0.8, -0.45, 3.15}, {0.45, -0.8,
    3.15}, {0, -0.8, 3.15}, {0, 0, 2.85}, {1.4, 0, 2.4}, {1.4,
    -0.784, 2.4}, {0.784, -1.4, 2.4}, {0, -1.4, 2.4}, {0.4, 0,
    2.55}, {0.4, -0.224, 2.55}, {0.224, -0.4, 2.55}, {0, -0.4,
    2.55}, {1.3, 0, 2.55}, {1.3, -0.728, 2.55}, {0.728, -1.3,
    2.55}, {0, -1.3, 2.55}, {1.3, 0, 2.4}, {1.3, -0.728, 2.4},
    {0.728, -1.3, 2.4}, {0, -1.3, 2.4}, {0, 0, 0}, {1.425,
    -0.798, 0}, {1.5, 0, 0.075}, {1.425, 0, 0}, {0.798, -1.425,
    0}, {0, -1.5, 0.075}, {0, -1.425, 0}, {1.5, -0.84, 0.075},
    {0.84, -1.5, 0.075}
};

static float tex[2][2][2] =
{
  { {0, 0},
    {1, 0}},
  { {0, 1},
    {1, 1}}
};

/* *INDENT-ON* */

static void
teapot(GLint grid, GLdouble scale, GLenum type)
{
  float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
  long i, j, k, l;

  glPushAttrib(GL_ENABLE_BIT | GL_EVAL_BIT);
  glEnable(GL_AUTO_NORMAL);
  glEnable(GL_NORMALIZE);
  glEnable(GL_MAP2_VERTEX_3);
  glEnable(GL_MAP2_TEXTURE_COORD_2);
  glPushMatrix();
  glRotatef(270.0, 1.0, 0.0, 0.0);
  glScalef(0.5 * scale, 0.5 * scale, 0.5 * scale);
  glTranslatef(0.0, 0.0, -1.5);
  for (i = 0; i < 10; i++) {
    for (j = 0; j < 4; j++) {
      for (k = 0; k < 4; k++) {
        for (l = 0; l < 3; l++) {
          p[j][k][l] = cpdata[patchdata[i][j * 4 + k]][l];
          q[j][k][l] = cpdata[patchdata[i][j * 4 + (3 - k)]][l];
          if (l == 1)
            q[j][k][l] *= -1.0;
          if (i < 6) {
            r[j][k][l] =
              cpdata[patchdata[i][j * 4 + (3 - k)]][l];
            if (l == 0)
              r[j][k][l] *= -1.0;
            s[j][k][l] = cpdata[patchdata[i][j * 4 + k]][l];
            if (l == 0)
              s[j][k][l] *= -1.0;
            if (l == 1)
              s[j][k][l] *= -1.0;
          }
        }
      }
    }
    glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2,
      &tex[0][0][0]);
    glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4,
      &p[0][0][0]);
    glMapGrid2f(grid, 0.0, 1.0, grid, 0.0, 1.0);
    glEvalMesh2(type, 0, grid, 0, grid);
    glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4,
      &q[0][0][0]);
    glEvalMesh2(type, 0, grid, 0, grid);
    if (i < 6) {
      glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4,
        &r[0][0][0]);
      glEvalMesh2(type, 0, grid, 0, grid);
      glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4,
        &s[0][0][0]);
      glEvalMesh2(type, 0, grid, 0, grid);
    }
  }
  glPopMatrix();
  glPopAttrib();
}

/* CENTRY */
void APIENTRY 
glutSolidTeapot(GLdouble scale)
{
  teapot(7, scale, GL_FILL);
}

void APIENTRY 
glutWireTeapot(GLdouble scale)
{
  teapot(10, scale, GL_LINE);
}

/* ENDCENTRY */
