forked from KolibriOS/kolibrios
gears: clean
git-svn-id: svn://kolibrios.org@8530 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
parent
15d1f5c424
commit
6b8f636ed1
@ -1,2 +0,0 @@
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#define TYPEWIN(D,C,B,A,Y,RR,GG,BB) (D<<31)|(C<<30)|(B<<29)|(A<<28)|(Y<<24)|\
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(RR<<16)|(GG<<8)|BB
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@ -1,9 +1,9 @@
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/*
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Ïðèìåð âçÿò èç íàáîðà ïðèìåðîâ áèáëèîòåêè Mesa
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Ïðèìåð âçÿò èç íàáîðà ïðèìåðîâ áèáëèîòåêè Mesa
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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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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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@ -12,39 +12,39 @@ iadn@bk.ru
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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 <kos32sys.h>
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#include <kosgl.h> //TinyGL
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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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#include "SysCall.h"
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#include "ProcessTab.h"
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int Fps (long x, long y);
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extern "C"{
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int main(void);
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}
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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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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 *title1 = "TinyGL in KolibriOS";
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char *title2 = "F full screen";
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char *title3 = "ESC - exit";
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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 = 3;
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unsigned char skin = 0x34;
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oskey_t key;
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proc_info* 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 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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@ -64,169 +64,169 @@ static GLuint count = 1;
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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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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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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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da = 2.0*M_PI / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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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 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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/* 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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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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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 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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/* 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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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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/* 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(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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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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glEnd();
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glShadeModel( GL_SMOOTH );
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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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/* 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( void )
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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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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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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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/* 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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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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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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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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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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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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}
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void disabletgl()
|
||||
@ -243,119 +243,109 @@ void kos_text(int x, int y, int color, const char* text, int len)
|
||||
void Title()
|
||||
{
|
||||
kos_text(300,8,0x10ffffff,fps,strlen(fps));
|
||||
kos_text(180,8,0x00ffffff,title2,strlen(title2));
|
||||
kos_text(600,8,0x00ffffff,title3,strlen(title3));
|
||||
/*kos_text(180,8,0x90ffffff,title2,strlen(title2));
|
||||
kos_text(600,8,0x90ffffff,title3,strlen(title3));*/
|
||||
}
|
||||
|
||||
void kol_wnd_define(unsigned x, unsigned y, unsigned w, unsigned h, unsigned cs, unsigned b, char *t)
|
||||
{
|
||||
asm volatile ("int $0x40"::"a"(0), "b"(x*65536+w), "c"(y*65536+h), "d"(cs), "D"(t), "S"(b) );
|
||||
}
|
||||
|
||||
void draw_window(void)
|
||||
void draw_window()
|
||||
{
|
||||
// start redraw
|
||||
begin_draw();
|
||||
// define&draw window
|
||||
kol_wnd_define(win.x,win.y,win.dx,win.dy,TYPEWIN(0,0,0,1,skin,0,0,0),0,title1);
|
||||
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 kos_get_key()
|
||||
int main()
|
||||
{
|
||||
unsigned short __ret;
|
||||
asm volatile("int $0x40":"=a"(__ret):"0"(2));
|
||||
if(!(__ret & 0xFF)) return (__ret>>8)&0xFF; else return 0;
|
||||
}
|
||||
|
||||
int main(void)
|
||||
{
|
||||
|
||||
win.x = 100;
|
||||
win.y = 100;
|
||||
win.dx = 400;
|
||||
win.dy = 400;
|
||||
|
||||
draw_window();
|
||||
|
||||
cgl = kosglCreateContext( 0, 0);
|
||||
kosglMakeCurrent( 0, 20, win.dx, win.dy-20, 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(SysCall(11))
|
||||
{
|
||||
case 1: draw_window();
|
||||
reshape();
|
||||
break;
|
||||
|
||||
case 2:
|
||||
switch(kos_get_key()){
|
||||
|
||||
case KEY_F:
|
||||
if(!FullScreen){
|
||||
skin=0;
|
||||
SysCall(67,0,0,SysCall(14)>>16,SysCall(14)&0xffff);
|
||||
draw_window();
|
||||
reshape();
|
||||
FullScreen = 1;
|
||||
}
|
||||
else{
|
||||
skin=3;
|
||||
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);
|
||||
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);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user