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							- /* $ID$ */
 - 
 - /*
 -  * Spinning gears demo for Linux SVGA/Mesa interface in 32K color mode.
 -  *
 -  * Compile with:  gcc vgears.c -I../include -L../lib -lMesaGL -lX11 -lXext
 -  *   -lvga -lm -o vgears
 -  *
 -  * This program is in the public domain.
 -  * Brian Paul, January 1996
 -  */
 - 
 - 
 - #include <vga.h>
 - #include <math.h>
 - #include "GL/svgamesa.h"
 - #include "GL/gl.h"
 - 
 - 
 - int width = 800, height = 600;
 - 
 - SVGAMesaContext vmc;
 - 
 - 
 - 
 - /*
 -  * 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), r1*sin(0), width*0.5 );
 -    glVertex3f( r1*cos(0), r1*sin(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();
 -       
 - }
 - 
 - 
 - 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;
 - 
 - 
 - static void draw( void )
 - {
 -    angle += 2.0;
 - 
 -    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( -3.0, -2.0, 0.0 );
 -    glRotatef( angle, 0.0, 0.0, 1.0 );
 -    glCallList(gear1);
 -    glPopMatrix();
 - 
 -    glPushMatrix();
 -    glTranslatef( 3.1, -2.0, 0.0 );
 -    glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
 -    glCallList(gear2);
 -    glPopMatrix();
 - 
 -    glPushMatrix();
 -    glTranslatef( -3.1, 4.2, 0.0 );
 -    glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
 -    glCallList(gear3);
 -    glPopMatrix();
 - 
 -    glPopMatrix();
 - 
 -    SVGAMesaSwapBuffers();
 - }
 - 
 - 
 - static void init( void )
 - {
 -    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 };
 - 
 -    GLfloat w = (float) width / (float) height;
 -    GLfloat h = 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, width, height );
 -    glMatrixMode(GL_PROJECTION);
 -    glLoadIdentity();
 -    if (width>height) {
 -       GLfloat w = (GLfloat) width / (GLfloat) height;
 -       glFrustum( -w, w, -1.0, 1.0, 5.0, 60.0 );
 -    }
 -    else {
 -       GLfloat h = (GLfloat) height / (GLfloat) width;
 -       glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
 -    }
 - 
 -    glMatrixMode(GL_MODELVIEW);
 -    glLoadIdentity();
 -    glTranslatef( 0.0, 0.0, -40.0 );
 - }
 - 
 - void setup( void )
 - {
 -    vga_init();
 - 
 -    vga_setmode(G800x600x32K);
 - /*   gl_setcontextvga(G800x600x32K);*/
 - 
 -    vmc = SVGAMesaCreateContext(GL_TRUE);
 -    SVGAMesaMakeCurrent( vmc );
 - }
 - 
 - 
 - void end( void )
 - {
 -    SVGAMesaDestroyContext( vmc );
 - 
 -    vga_setmode( TEXT );
 - }
 - 
 - 
 - int main( int argc, char *argv[] )
 - {
 -    int i;
 - 
 -    setup();
 -    init();
 -    for (i=0;i<4;i++) {
 -       draw(); /*SVGAMesaSwapBuffers();*/
 -    }
 -    end();
 -    return 0;
 - }
 
 
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