forked from KolibriOS/kolibrios
Add 'cubeline', 'cubetext' and 'gears' source code to SVN.
git-svn-id: svn://kolibrios.org@1789 a494cfbc-eb01-0410-851d-a64ba20cac60
This commit is contained in:
345
programs/demos/gears/trunk/main.cpp
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345
programs/demos/gears/trunk/main.cpp
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/*
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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> 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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*/
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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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#include<menuet/os.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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#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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void app_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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#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 *fps = "FPS:";
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unsigned char FullScreen = 0;
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unsigned char skin = 3;
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process_table_entry_* 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( void )
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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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__menuet__get_process_table((process_table_entry*)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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delete pri;
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}
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void Title()
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{
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__menuet__write_text(300,8,0x10ffffff,fps,strlen(fps));
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__menuet__write_text(8,8,0x10ffffff,title1,strlen(title1));
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__menuet__write_text(180,8,0x00ffffff,title2,strlen(title2));
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__menuet__write_text(600,8,0x00ffffff,title3,strlen(title3));
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}
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void draw_window(void)
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{
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// start redraw
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__menuet__window_redraw(1);
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// define&draw window
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__menuet__define_window(win.x,win.y,win.dx,win.dy,TYPEWIN(0,0,0,1,skin,0,0,0),0,0);
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// end redraw
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__menuet__window_redraw(2);
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// display string
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Title();
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}
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void app_main(void)
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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, 20, win.dx, win.dy-20, cgl);
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init();
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pri=new process_table_entry_;
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SysCall(66,1,1);
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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(SysCall(11))
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{
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case 1: draw_window();
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reshape();
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break;
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case 2:
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switch(__menuet__getkey()){
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case KEY_F:
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if(!FullScreen){
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skin=0;
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SysCall(67,0,0,SysCall(14)>>16,SysCall(14)&0xffff);
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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=3;
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draw_window();
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SysCall(67,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: disabletgl();
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return;}
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break;
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case 3: disabletgl();
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return;
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}
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}while(1);
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}
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