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author | ftrapero <frantracer@gmail.com> | 2017-06-27 12:08:38 +0200 |
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committer | ftrapero <frantracer@gmail.com> | 2017-06-27 12:08:38 +0200 |
commit | b30506dface604c78e445905ce263f166945d67b (patch) | |
tree | 1c23f91f36eb445850b654daa9c5e30bb47072e5 /nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c | |
parent | c032f0e341c981036e9b3245a0e0710ad61599d0 (diff) | |
parent | 663631725ee2d633d9ec5821cd48953ffd188d00 (diff) | |
download | nx-libs-b30506dface604c78e445905ce263f166945d67b.tar.gz nx-libs-b30506dface604c78e445905ce263f166945d67b.tar.bz2 nx-libs-b30506dface604c78e445905ce263f166945d67b.zip |
Include mesa-6.4.2 project
Diffstat (limited to 'nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c')
-rw-r--r-- | nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c | 390 |
1 files changed, 390 insertions, 0 deletions
diff --git a/nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c b/nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c new file mode 100644 index 000000000..9468c0317 --- /dev/null +++ b/nx-X11/extras/Mesa_6.4.2/progs/ggi/gears2.c @@ -0,0 +1,390 @@ +/* gears.c */ + +/* + * 3-D gear wheels. This program is in the public domain. + * + * Brian Paul + * modified by Uwe Maurer (uwe_maurer@t-online.de) + */ + +#include <string.h> +#include <math.h> +#include <stdlib.h> +#include <ggi/ggi.h> +#include <GL/ggimesa.h> +#ifndef M_PI +# define M_PI 3.14159265 +#endif + + +ggi_visual_t vis; +char text[100]; +int db_flag,vis_x, vis_y, vir_x, vir_y, gt; + +/* + * 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 ) +{ + static int n = 0; + glClearColor(0,0,0,0); + glClearIndex(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(); + glFlush(); + glFinish(); + +#if 0 + ggiSetGCForeground(vis,255); + ggiPuts(vis,0,0,"Mesa -> GGI"); + ggiPuts(vis,0,ggiGetInfo(vis)->mode->visible.y," Mesa -> GGI"); + + ggiPuts(vis,0,16,text); + ggiPuts(vis,0,ggiGetInfo(vis)->mode->visible.y+16,text); +#endif + + if(db_flag) + ggiMesaSwapBuffers(); + + count++; + if (count==limit) { + exit(1); + } + ++n; + /* + if (!(n%10)){ + ggi_color rgb = { 10000, 10000, 10000 }; + ggiSetSimpleMode(vis,vis_x+(n/10),vis_y+(n/10),db_flag?2:1, gt); + glViewport(0, 0,vis_x+(n/10),vis_y+(n/10)); + ggiSetGCForeground(vis, ggiMapColor(vis, &rgb)); + ggiDrawBox(vis, 20, 20, 100, 100); + if(db_flag) + ggiSetWriteFrame(vis, 1); + } + */ +} + +static void idle( void ) +{ + angle += 2.0; + draw(); +} + +/* new window size or exposure */ +static void reshape( int width, int height ) +{ + GLfloat h = (GLfloat) height / (GLfloat) width; + + if(db_flag) + glDrawBuffer(GL_BACK); + else + glDrawBuffer(GL_FRONT); + glViewport(0, 0, (GLint)width, (GLint)height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -40.0 ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + +} + + +static void init( void ) +{ + static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 }; + static GLfloat red[4] = {0.9, 0.9, 0.9, 1.0 }; + static GLfloat green[4] = {0.0, 0.8, 0.9, 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 ); + glIndexi(1); + 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 ); + glIndexi(2); + 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 ); + glIndexi(3); + gear( 1.3, 2.0, 0.5, 10, 0.7 ); + glEndList(); + + glEnable( GL_NORMALIZE ); +} + +static void usage(char *s) +{ + printf("%s visible_x visible_y virtual_x virtual_y bpp db_flag\n",s); + printf("example:\n"); + printf("%s 320 200 320 400 8 1\n",s); + exit(1); +} + +int main( int argc, char *argv[] ) +{ + ggi_mesa_context_t ctx; + ggi_mode mode; + int bpp; + + limit=0; + + if (argc<7) usage(argv[0]); + + vis_x=atoi(argv[1]); + vis_y=atoi(argv[2]); + vir_x=atoi(argv[3]); + vir_y=atoi(argv[4]); + bpp=atoi(argv[5]); + db_flag=atoi(argv[6]); + + switch(bpp) + { + case 4: gt=GT_4BIT;break; + case 8: gt=GT_8BIT;break; + case 15:gt=GT_15BIT;break; + case 16:gt=GT_16BIT;break; + case 24:gt=GT_24BIT;break; + case 32:gt=GT_32BIT;break; + default: + printf("%i Bits per Pixel ???\n",bpp); + exit(1); + } + sprintf(text,"%sx%s %i colors, RGB mode, %s", + argv[1],argv[2],1<<bpp, + (db_flag) ? "doublebuffer" : "no doublebuffer"); + + if (ggiInit()<0) + { + printf("ggiInit() failed\n"); + exit(1); + } + + if (ggiMesaInit() < 0) + { + printf("ggiMesaInit failed\n"); + exit(1); + } + + vis=ggiOpen(NULL); + if (vis==NULL) + { + printf("ggiOpen() failed\n"); + exit(1); + } + + if (ggiSetSimpleMode(vis,vis_x,vis_y,db_flag ? 2 : 1,gt)<0) + { + printf("%s: can't set graphmode (%i %i %i %i) %i BPP\n", + argv[0],vis_x,vis_y,vir_x,vir_y,bpp); + exit(1); + } + + if (ggiMesaAttach(vis) < 0) + { + printf("ggiMesaAttach failed\n"); + exit(1); + } + if (ggiMesaExtendVisual(vis, GL_FALSE, GL_FALSE, 16, + 0, 0, 0, 0, 0, 1) < 0) + { + printf ("GGIMesaSetVisual() failed\n"); + exit(1); + } + + ctx = ggiMesaCreateContext(vis); + if (ctx==NULL) + { + printf("GGIMesaCreateContext() failed\n"); + exit(1); + } + + ggiMesaMakeCurrent(ctx, vis); + ggiGetMode(vis,&mode); + + reshape(mode.visible.x,mode.visible.y); + + init(); + + while (!ggiKbhit(vis)) { /*sleep(1);*/ idle(); } + + ggiMesaDestroyContext(ctx); + ggiClose(vis); + + printf("%s\n",text); + + ggiExit(); + return 0; +} |