2011-01-29 20:39:35 +03:00
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/*
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2021-01-09 17:13:56 +03:00
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Mesa
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2011-01-29 20:39:35 +03:00
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2021-01-09 17:13:56 +03:00
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iadn
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http://www.iadn.narod.ru
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iadn@bk.ru
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2011-01-29 20:39:35 +03:00
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*/
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/*
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* 3-D gear wheels. This program is in the public domain.
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*
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* Brian Paul
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*/
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2021-01-09 17:13:56 +03:00
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/*
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* Newlib port by maxcodehack
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*/
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2021-01-09 12:20:28 +03:00
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#include <kos32sys.h>
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2021-01-09 17:13:56 +03:00
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#include <kosgl.h> // TinyGL
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2011-01-29 20:39:35 +03:00
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#include <string.h>
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#include <math.h>
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#include "SysCall.h"
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int Fps (long x, long y);
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struct {
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2021-01-09 17:13:56 +03:00
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int x,y;
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int dx,dy;
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} win;
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2011-01-29 20:39:35 +03:00
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#define KEY_ESC 1
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#define KEY_F 33
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2021-01-09 17:13:56 +03:00
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char *title = "Gears (F - full screen, ESC - exit)";
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2011-01-29 20:39:35 +03:00
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char *fps = "FPS:";
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unsigned char FullScreen = 0;
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2021-01-09 17:13:56 +03:00
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unsigned char skin = 0x34;
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oskey_t key;
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2011-01-29 20:39:35 +03:00
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2021-01-09 12:20:28 +03:00
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proc_info* pri;
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2011-01-29 20:39:35 +03:00
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KOSGLContext cgl;
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2021-01-09 17:13:56 +03:00
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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2011-01-29 20:39:35 +03:00
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static GLuint limit;
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static GLuint count = 1;
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/*
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth )
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{
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2021-01-09 17:13:56 +03:00
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth/2.0;
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r2 = outer_radius + tooth_depth/2.0;
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da = 2.0*M_PI / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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/* draw front face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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glNormal3f( 0.0, 0.0, -1.0 );
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/* draw back face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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u = r2*cos(angle+da) - r1*cos(angle);
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v = r2*sin(angle+da) - r1*sin(angle);
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len = sqrt( u*u + v*v );
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u /= len;
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v /= len;
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
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v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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}
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glVertex3f( r1*cos(0.0), r1*sin(0.0), width*0.5 );
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glVertex3f( r1*cos(0.0), r1*sin(0.0), -width*0.5 );
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glEnd();
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glShadeModel( GL_SMOOTH );
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/* draw inside radius cylinder */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glNormal3f( -cos(angle), -sin(angle), 0.0 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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}
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glEnd();
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2011-01-29 20:39:35 +03:00
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}
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2021-01-09 17:13:56 +03:00
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void init()
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2011-01-29 20:39:35 +03:00
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{
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2021-01-09 17:13:56 +03:00
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static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
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static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
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static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
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static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_DEPTH_TEST );
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
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gear( 1.0, 4.0, 1.0, 20, 0.7 );
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
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gear( 0.5, 2.0, 2.0, 10, 0.7 );
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
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gear( 1.3, 2.0, 0.5, 10, 0.7 );
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glEndList();
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glEnable( GL_NORMALIZE );
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glViewport(0, 0, (GLint)500, (GLint)480);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -1, 1, 5.0, 60.0 );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -40.0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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2011-01-29 20:39:35 +03:00
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}
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void reshape()
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{
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2021-01-09 17:13:56 +03:00
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get_proc_info((char*)pri);
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glViewport(0, 0, pri->width, pri->height-20);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, (GLfloat)pri->width/pri->height, 1.0, 60.0);
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glTranslatef( 0.0, 0.0, 20.0 );
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glMatrixMode(GL_MODELVIEW);
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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2011-01-29 20:39:35 +03:00
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}
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void disabletgl()
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{
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kosglDestroyContext(cgl);
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delete pri;
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}
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2021-01-09 12:20:28 +03:00
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void kos_text(int x, int y, int color, const char* text, int len)
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{
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asm volatile ("int $0x40"::"a"(4),"b"((x<<16) | y),"c"(color),"d"((unsigned long)text),"S"(len));
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};
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2011-01-29 20:39:35 +03:00
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void Title()
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{
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2021-01-09 12:20:28 +03:00
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kos_text(300,8,0x10ffffff,fps,strlen(fps));
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2021-01-09 17:13:56 +03:00
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/*kos_text(180,8,0x90ffffff,title2,strlen(title2));
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kos_text(600,8,0x90ffffff,title3,strlen(title3));*/
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2011-01-29 20:39:35 +03:00
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}
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2021-01-09 17:13:56 +03:00
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void draw_window()
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2011-01-29 20:39:35 +03:00
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{
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// start redraw
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2021-01-09 12:20:28 +03:00
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begin_draw();
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2011-01-29 20:39:35 +03:00
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// define&draw window
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2021-01-09 17:13:56 +03:00
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sys_create_window(win.x, win.y, win.dx, win.dy, title, 0, /*TYPEWIN(0,0,0,1,skin,0,0,0)*/skin);
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2011-01-29 20:39:35 +03:00
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// end redraw
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2021-01-09 12:20:28 +03:00
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end_draw();
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2011-01-29 20:39:35 +03:00
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// display string
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Title();
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}
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2021-01-09 17:13:56 +03:00
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int main()
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2011-01-29 20:39:35 +03:00
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{
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2021-01-09 17:13:56 +03:00
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win.x = 100;
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win.y = 100;
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win.dx = 400;
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win.dy = 400;
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draw_window();
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cgl = kosglCreateContext( 0, 0);
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kosglMakeCurrent( 0, 0, win.dx, win.dy, cgl);
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init();
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pri = new proc_info;
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SysCall(66,1,1);
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reshape();
|
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do {
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef( view_rotx, 1.0, 0.0, 0.0 );
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glRotatef( view_roty, 0.0, 1.0, 0.0 );
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glRotatef( view_rotz, 0.0, 0.0, 1.0 );
|
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glPushMatrix();
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|
glTranslatef( -2.0, -2.0, 0.0 );
|
|
|
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|
glRotatef( angle, 0.0, 0.0, 1.0 );
|
|
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|
|
glCallList(gear1);
|
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|
|
glPopMatrix();
|
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|
|
glPushMatrix();
|
|
|
|
|
glTranslatef( 4.1, -2.0, 0.0 );
|
|
|
|
|
glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
|
|
|
|
|
glCallList(gear2);
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
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|
|
glPushMatrix();
|
|
|
|
|
glTranslatef( -2.1, 4.2, 0.0 );
|
|
|
|
|
glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
|
|
|
|
|
glCallList(gear3);
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
|
|
glPopMatrix();
|
|
|
|
|
|
|
|
|
|
kosglSwapBuffers();
|
|
|
|
|
|
|
|
|
|
angle += 0.01 + 0.3 * Fps (330, 8);
|
|
|
|
|
|
|
|
|
|
switch(check_os_event())
|
|
|
|
|
{
|
|
|
|
|
case 1:
|
|
|
|
|
draw_window();
|
|
|
|
|
reshape();
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 2:
|
|
|
|
|
key = get_key();
|
|
|
|
|
switch(key.code) {
|
|
|
|
|
case KEY_F:
|
|
|
|
|
if(!FullScreen){
|
|
|
|
|
skin=0x01;
|
|
|
|
|
SysCall(67,0,0,SysCall(14)>>16,SysCall(14)&0xffff);
|
|
|
|
|
draw_window();
|
|
|
|
|
reshape();
|
|
|
|
|
FullScreen = 1;
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
skin=0x34;
|
|
|
|
|
draw_window();
|
|
|
|
|
SysCall(67,win.x,win.y,win.dx,win.dy);
|
|
|
|
|
reshape();
|
|
|
|
|
FullScreen = 0;
|
|
|
|
|
};
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case KEY_ESC:
|
|
|
|
|
disabletgl();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
|
|
|
|
|
case 3:
|
|
|
|
|
disabletgl();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
} while(1);
|
2011-01-29 20:39:35 +03:00
|
|
|
|
}
|