diff options
Diffstat (limited to 'progs/xdemos/vgears.c')
-rw-r--r-- | progs/xdemos/vgears.c | 281 |
1 files changed, 0 insertions, 281 deletions
diff --git a/progs/xdemos/vgears.c b/progs/xdemos/vgears.c deleted file mode 100644 index f579e8b421d..00000000000 --- a/progs/xdemos/vgears.c +++ /dev/null @@ -1,281 +0,0 @@ - -/* - * Spinning gears demo for Linux SVGA/Mesa interface in 32K color mode. - * - * Compile with: gcc vgears.c -I../include -L../lib -lMesaGL -lX11 -lXext - * -lvga -lm -o vgears - * - * This program is in the public domain. - * Brian Paul, January 1996 - */ - - -#include <vga.h> -#include <math.h> -#include "GL/svgamesa.h" -#include "GL/gl.h" - - -int width = 800, height = 600; - -SVGAMesaContext vmc; - - - -/* - * 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), r1*sin(0), width*0.5 ); - glVertex3f( r1*cos(0), r1*sin(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(); - -} - - -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; - - -static void draw( void ) -{ - angle += 2.0; - - 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( -3.0, -2.0, 0.0 ); - glRotatef( angle, 0.0, 0.0, 1.0 ); - glCallList(gear1); - glPopMatrix(); - - glPushMatrix(); - glTranslatef( 3.1, -2.0, 0.0 ); - glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); - glCallList(gear2); - glPopMatrix(); - - glPushMatrix(); - glTranslatef( -3.1, 4.2, 0.0 ); - glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 ); - glCallList(gear3); - glPopMatrix(); - - glPopMatrix(); - - SVGAMesaSwapBuffers(); -} - - -static 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 }; - - GLfloat w = (float) width / (float) height; - GLfloat h = 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, width, height ); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - if (width>height) { - GLfloat w = (GLfloat) width / (GLfloat) height; - glFrustum( -w, w, -1.0, 1.0, 5.0, 60.0 ); - } - else { - GLfloat h = (GLfloat) height / (GLfloat) width; - glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); - } - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef( 0.0, 0.0, -40.0 ); -} - -void setup( void ) -{ - vga_init(); - - vga_setmode(G800x600x32K); -/* gl_setcontextvga(G800x600x32K);*/ - - vmc = SVGAMesaCreateContext(GL_TRUE); - SVGAMesaMakeCurrent( vmc ); -} - - -void end( void ) -{ - SVGAMesaDestroyContext( vmc ); - - vga_setmode( TEXT ); -} - - -int main( int argc, char *argv[] ) -{ - int i; - - setup(); - init(); - for (i=0;i<4;i++) { - draw(); /*SVGAMesaSwapBuffers();*/ - } - end(); - return 0; -} |