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