Subversion Repositories Kolibri OS

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Regard whitespace Rev 9964 → Rev 9965

/programs/demos/gears/Tupfile.lua
0,0 → 1,10
if tup.getconfig("NO_GCC") ~= "" then return end
HELPERDIR = (tup.getconfig("HELPERDIR") == "") and "../.." or tup.getconfig("HELPERDIR")
tup.include(HELPERDIR .. "/use_gcc.lua")
tup.include(HELPERDIR .. "/use_newlib.lua")
tup.include(HELPERDIR .. "/use_tinygl.lua")
 
LDFLAGS = LDFLAGS .. " --subsystem native"
 
compile_gcc{"fps.c", "main.c"}
link_gcc("gears")
/programs/demos/gears/fps.c
0,0 → 1,45
#include <sys/ksys.h>
 
/*
Calculate and draw FPS
x,y - window relative coordinates to draw FPS info
 
Returns the number of centiseconds (cs) spent in one drawing cycle
*/
 
int time1=0;
int time2=0;
int fps1=0;
int timerend=0;
 
int Fps (long x, long y)
{
int tr;
 
time1 = _ksys_get_tick_count(); // time in cs since boot
 
if (timerend==0)
{
time2 = time1;
timerend = time1;
}
 
tr = time1 - timerend;
 
if ((time1 - time2) < 100) // if passed less than one second
{
fps1++;
}
else
{
// draw FPS info
_ksys_draw_bar(x, y, 23, 7, 0x00555555);
_ksys_draw_number(fps1, x, y, 4, 0xfafafa);
fps1 = 0;
time2 = time1;
}
 
timerend = time1;
 
return tr;
}
/programs/demos/gears/main.c
0,0 → 1,344
/*
Initial version was a Mesa example
 
iadn
http://www.iadn.narod.ru
iadn@bk.ru
*/
 
/*
* 3-D gear wheels. This program is in the public domain.
*
* Brian Paul
*/
 
/*
* Newlib port by maxcodehack
*/
 
#include <sys/ksys.h>
#include <kosgl.h> // TinyGL
#include <string.h>
#include <math.h>
 
int Fps (long x, long y);
 
struct {
int x,y;
int dx,dy;
} win;
 
#define KEY_ESC 1
#define KEY_F 33
 
char *title = "Gears (F - full screen, ESC - exit)";
char *fps = "FPS:";
 
unsigned char FullScreen = 0;
unsigned char skin = 0x34;
 
ksys_oskey_t key;
 
ksys_thread_t 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()
{
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()
{
_ksys_thread_info(&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);
}
 
void kos_text(int x, int y, int color, const char* text, int len)
{
asm volatile ("int $0x40"::"a"(4),"b"((x<<16) | y),"c"(color),"d"((unsigned long)text),"S"(len));
};
 
void Title()
{
kos_text(300,8,0x10ffffff,fps,strlen(fps));
/*kos_text(180,8,0x90ffffff,title2,strlen(title2));
kos_text(600,8,0x90ffffff,title3,strlen(title3));*/
}
 
void draw_window()
{
_ksys_start_draw();
_ksys_create_window(win.x, win.y, win.dx, win.dy, title, 0, skin);
_ksys_end_draw();
// display string
Title();
}
 
int main()
{
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();
 
_ksys_set_key_input_mode(KSYS_KEY_INPUT_MODE_SCANC);
 
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(_ksys_check_event())
{
case 1:
draw_window();
reshape();
break;
 
case 2:
key = _ksys_get_key();
switch(key.code) {
case KEY_F:
if(!FullScreen){
skin=0x01;
_ksys_change_window(0,0,_ksys_screen_size().x,_ksys_screen_size().y);
draw_window();
reshape();
FullScreen = 1;
}
else{
skin=0x34;
draw_window();
_ksys_change_window(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);
}