Update demos/gears to use sys/ksys.h
git-svn-id: svn://kolibrios.org@9965 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
parent
0572b0fbf6
commit
14bea4fd50
@ -738,6 +738,7 @@ tup.append_table(img_files, {
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})
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tup.append_table(extra_files, {
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-- {"kolibrios/3D/cubeline", PROGS .. "/demos/cubeline/trunk/cubeline"},
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{"kolibrios/3D/gears", PROGS .. "/demos/gears/gears"},
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{"kolibrios/emul/e80/e80", PROGS .. "/emulator/e80/trunk/e80"},
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{"kolibrios/emul/uarm/", "../contrib/other/uarm/uARM"},
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{"kolibrios/games/2048", PROGS .. "/games/2048/2048"},
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10
programs/demos/gears/Tupfile.lua
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10
programs/demos/gears/Tupfile.lua
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@ -0,0 +1,10 @@
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if tup.getconfig("NO_GCC") ~= "" then return end
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HELPERDIR = (tup.getconfig("HELPERDIR") == "") and "../.." or tup.getconfig("HELPERDIR")
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tup.include(HELPERDIR .. "/use_gcc.lua")
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tup.include(HELPERDIR .. "/use_newlib.lua")
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tup.include(HELPERDIR .. "/use_tinygl.lua")
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LDFLAGS = LDFLAGS .. " --subsystem native"
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compile_gcc{"fps.c", "main.c"}
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link_gcc("gears")
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45
programs/demos/gears/fps.c
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45
programs/demos/gears/fps.c
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@ -0,0 +1,45 @@
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#include <sys/ksys.h>
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/*
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Calculate and draw FPS
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x,y - window relative coordinates to draw FPS info
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Returns the number of centiseconds (cs) spent in one drawing cycle
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*/
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int time1=0;
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int time2=0;
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int fps1=0;
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int timerend=0;
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int Fps (long x, long y)
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{
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int tr;
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time1 = _ksys_get_tick_count(); // time in cs since boot
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if (timerend==0)
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{
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time2 = time1;
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timerend = time1;
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}
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tr = time1 - timerend;
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if ((time1 - time2) < 100) // if passed less than one second
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{
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fps1++;
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}
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else
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{
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// draw FPS info
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_ksys_draw_bar(x, y, 23, 7, 0x00555555);
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_ksys_draw_number(fps1, x, y, 4, 0xfafafa);
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fps1 = 0;
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time2 = time1;
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}
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timerend = time1;
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return tr;
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}
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344
programs/demos/gears/main.c
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344
programs/demos/gears/main.c
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@ -0,0 +1,344 @@
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/*
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Initial version was a Mesa example
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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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*/
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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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/*
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* Newlib port by maxcodehack
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*/
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#include <sys/ksys.h>
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#include <kosgl.h> // TinyGL
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#include <string.h>
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#include <math.h>
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int Fps (long x, long y);
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struct {
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int x,y;
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int dx,dy;
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} win;
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#define KEY_ESC 1
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#define KEY_F 33
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char *title = "Gears (F - full screen, ESC - exit)";
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char *fps = "FPS:";
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unsigned char FullScreen = 0;
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unsigned char skin = 0x34;
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ksys_oskey_t key;
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ksys_thread_t pri;
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KOSGLContext cgl;
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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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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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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}
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void init()
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{
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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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}
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void reshape()
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{
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_ksys_thread_info(&pri, -1);
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glViewport(0, 0, pri.winx_size, pri.winy_size-20);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0, (GLfloat)pri.winx_size/pri.winy_size, 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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}
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void disabletgl()
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{
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kosglDestroyContext(cgl);
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}
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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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void Title()
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{
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kos_text(300,8,0x10ffffff,fps,strlen(fps));
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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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}
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void draw_window()
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{
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_ksys_start_draw();
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_ksys_create_window(win.x, win.y, win.dx, win.dy, title, 0, skin);
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_ksys_end_draw();
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// display string
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Title();
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}
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int main()
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{
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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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_ksys_set_key_input_mode(KSYS_KEY_INPUT_MODE_SCANC);
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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();
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glTranslatef( 4.1, -2.0, 0.0 );
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glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( -2.1, 4.2, 0.0 );
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glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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kosglSwapBuffers();
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angle += 0.01 + 0.3 * Fps (330, 8);
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switch(_ksys_check_event())
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{
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case 1:
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draw_window();
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reshape();
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break;
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case 2:
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key = _ksys_get_key();
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switch(key.code) {
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case KEY_F:
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if(!FullScreen){
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skin=0x01;
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_ksys_change_window(0,0,_ksys_screen_size().x,_ksys_screen_size().y);
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draw_window();
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reshape();
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FullScreen = 1;
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}
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else{
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skin=0x34;
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draw_window();
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_ksys_change_window(win.x,win.y,win.dx,win.dy);
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reshape();
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FullScreen = 0;
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};
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break;
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case KEY_ESC:
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disabletgl();
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return 0;
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}
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break;
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case 3:
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disabletgl();
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return 0;
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}
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} while(1);
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}
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