kolibrios-fun/programs/demos/gears/trunk/main.cpp

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/*
<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Mesa
iadn
http://www.iadn.narod.ru
iadn@bk.ru
*/
/*
* 3-D gear wheels. This program is in the public domain.
*
* Brian Paul
*/
#include<menuet/os.h>
#include <kosgl.h> //TinyGL
#include <string.h>
#include <math.h>
#include "SysCall.h"
#include "ProcessTab.h"
int Fps (long x, long y);
extern "C"{
void app_main(void);
}
struct {
int x,y;
int dx,dy;
} win;
#define KEY_ESC 1
#define KEY_F 33
char *title1 = "TinyGL in KolibriOS";
char *title2 = "F full screen";
char *title3 = "ESC - exit";
char *fps = "FPS:";
unsigned char FullScreen = 0;
unsigned char skin = 3;
process_table_entry_* 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( 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 };
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()
{
__menuet__get_process_table((process_table_entry*)pri,-1);
glViewport(0, 0, pri->winx_size, pri->winy_size-20);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (GLfloat)pri->winx_size/pri->winy_size, 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 Title()
{
__menuet__write_text(300,8,0x10ffffff,fps,strlen(fps));
__menuet__write_text(8,8,0x10ffffff,title1,strlen(title1));
__menuet__write_text(180,8,0x00ffffff,title2,strlen(title2));
__menuet__write_text(600,8,0x00ffffff,title3,strlen(title3));
}
void draw_window(void)
{
// start redraw
__menuet__window_redraw(1);
// define&draw window
__menuet__define_window(win.x,win.y,win.dx,win.dy,TYPEWIN(0,0,0,1,skin,0,0,0),0,0);
// end redraw
__menuet__window_redraw(2);
// display string
Title();
}
void app_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 process_table_entry_;
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(__menuet__getkey()){
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;}
break;
case 3: disabletgl();
return;
}
}while(1);
}