/* Пример взят из набора примеров библиотеки Mesa iadn http://www.iadn.narod.ru iadn@bk.ru */ /* * 3-D gear wheels. This program is in the public domain. * * Brian Paul */ #include #include //TinyGL #include #include #include "SysCall.h" #include "ProcessTab.h" int Fps (long x, long y); extern "C"{ int 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;iwinx_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(); } 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 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 0;} break; case 3: disabletgl(); return 0; } }while(1); }