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4349 | Serge | 1 | #include |
2 | #include |
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3 | #include |
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4 | #include |
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5 | #include "GL/osmesa.h" |
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6 | #include "GL/glu.h" |
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7 | |||
8 | #define XK_Left 176 |
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9 | #define XK_Right 179 |
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10 | #define XK_Up 178 |
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11 | #define XK_Down 177 |
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12 | |||
13 | extern GLfloat view_rotx, view_roty, view_rotz; |
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14 | GLint gear1, gear2, gear3; |
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15 | extern GLfloat angle; |
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16 | |||
17 | static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, |
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18 | GLint teeth, GLfloat tooth_depth) |
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19 | { |
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20 | GLint i; |
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21 | GLfloat r0, r1, r2; |
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22 | GLfloat angle, da; |
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23 | GLfloat u, v, len; |
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24 | |||
25 | r0 = inner_radius; |
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26 | r1 = outer_radius - tooth_depth / 2.0; |
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27 | r2 = outer_radius + tooth_depth / 2.0; |
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28 | |||
29 | da = 2.0 * M_PI / teeth / 4.0; |
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30 | |||
31 | glShadeModel(GL_FLAT); |
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32 | |||
33 | glNormal3f(0.0, 0.0, 1.0); |
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34 | |||
35 | /* draw front face */ |
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36 | glBegin(GL_QUAD_STRIP); |
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37 | for (i = 0; i <= teeth; i++) { |
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38 | angle = i * 2.0 * M_PI / teeth; |
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39 | glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); |
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40 | glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); |
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41 | if (i < teeth) { |
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42 | glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); |
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43 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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44 | width * 0.5); |
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45 | } |
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46 | } |
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47 | glEnd(); |
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48 | |||
49 | /* draw front sides of teeth */ |
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50 | glBegin(GL_QUADS); |
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51 | da = 2.0 * M_PI / teeth / 4.0; |
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52 | for (i = 0; i < teeth; i++) { |
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53 | angle = i * 2.0 * M_PI / teeth; |
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54 | |||
55 | glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); |
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56 | glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); |
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57 | glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), |
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58 | width * 0.5); |
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59 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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60 | width * 0.5); |
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61 | } |
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62 | glEnd(); |
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63 | |||
64 | glNormal3f(0.0, 0.0, -1.0); |
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65 | |||
66 | /* draw back face */ |
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67 | glBegin(GL_QUAD_STRIP); |
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68 | for (i = 0; i <= teeth; i++) { |
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69 | angle = i * 2.0 * M_PI / teeth; |
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70 | glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); |
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71 | glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); |
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72 | if (i < teeth) { |
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73 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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74 | -width * 0.5); |
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75 | glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); |
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76 | } |
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77 | } |
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78 | glEnd(); |
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79 | |||
80 | /* draw back sides of teeth */ |
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81 | glBegin(GL_QUADS); |
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82 | da = 2.0 * M_PI / teeth / 4.0; |
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83 | for (i = 0; i < teeth; i++) { |
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84 | angle = i * 2.0 * M_PI / teeth; |
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85 | |||
86 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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87 | -width * 0.5); |
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88 | glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), |
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89 | -width * 0.5); |
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90 | glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); |
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91 | glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); |
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92 | } |
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93 | glEnd(); |
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94 | |||
95 | /* draw outward faces of teeth */ |
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96 | glBegin(GL_QUAD_STRIP); |
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97 | for (i = 0; i < teeth; i++) { |
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98 | angle = i * 2.0 * M_PI / teeth; |
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99 | |||
100 | glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); |
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101 | glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); |
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102 | u = r2 * cos(angle + da) - r1 * cos(angle); |
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103 | v = r2 * sin(angle + da) - r1 * sin(angle); |
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104 | len = sqrt(u * u + v * v); |
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105 | u /= len; |
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106 | v /= len; |
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107 | glNormal3f(v, -u, 0.0); |
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108 | glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); |
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109 | glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); |
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110 | glNormal3f(cos(angle), sin(angle), 0.0); |
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111 | glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), |
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112 | width * 0.5); |
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113 | glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), |
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114 | -width * 0.5); |
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115 | u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); |
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116 | v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); |
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117 | glNormal3f(v, -u, 0.0); |
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118 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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119 | width * 0.5); |
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120 | glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), |
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121 | -width * 0.5); |
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122 | glNormal3f(cos(angle), sin(angle), 0.0); |
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123 | } |
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124 | |||
125 | glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); |
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126 | glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); |
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127 | |||
128 | glEnd(); |
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129 | |||
130 | glShadeModel(GL_SMOOTH); |
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131 | |||
132 | /* draw inside radius cylinder */ |
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133 | glBegin(GL_QUAD_STRIP); |
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134 | for (i = 0; i <= teeth; i++) { |
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135 | angle = i * 2.0 * M_PI / teeth; |
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136 | glNormal3f(-cos(angle), -sin(angle), 0.0); |
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137 | glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); |
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138 | glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); |
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139 | } |
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140 | glEnd(); |
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141 | } |
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142 | |||
143 | void Draw(void) |
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144 | { |
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145 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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146 | |||
147 | glPushMatrix(); |
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148 | glRotatef(view_rotx, 1.0, 0.0, 0.0); |
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149 | glRotatef(view_roty, 0.0, 1.0, 0.0); |
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150 | glRotatef(view_rotz, 0.0, 0.0, 1.0); |
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151 | |||
152 | glPushMatrix(); |
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153 | glTranslatef(-3.0, -2.0, 0.0); |
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154 | glRotatef(angle, 0.0, 0.0, 1.0); |
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155 | glCallList(gear1); |
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156 | glPopMatrix(); |
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157 | |||
158 | glPushMatrix(); |
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159 | glTranslatef(3.1, -2.0, 0.0); |
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160 | glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); |
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161 | glCallList(gear2); |
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162 | glPopMatrix(); |
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163 | |||
164 | glPushMatrix(); |
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165 | glTranslatef(-3.1, 4.2, 0.0); |
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166 | glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); |
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167 | glCallList(gear3); |
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168 | glPopMatrix(); |
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169 | |||
170 | glPopMatrix(); |
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171 | } |
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172 | |||
173 | |||
174 | /* new window size or exposure */ |
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175 | void Reshape(int width, int height) |
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176 | { |
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177 | glViewport(0, 0, (GLint) width, (GLint) height); |
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178 | |||
179 | GLfloat h = (GLfloat) height / (GLfloat) width; |
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180 | |||
181 | glMatrixMode(GL_PROJECTION); |
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182 | glLoadIdentity(); |
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183 | glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); |
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184 | |||
185 | |||
186 | glMatrixMode(GL_MODELVIEW); |
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187 | glLoadIdentity(); |
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188 | glTranslatef(0.0, 0.0, -40.0); |
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189 | } |
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190 | |||
191 | |||
192 | void Init(void) |
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193 | { |
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194 | static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 }; |
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195 | static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; |
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196 | static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; |
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197 | static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; |
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198 | |||
199 | glLightfv(GL_LIGHT0, GL_POSITION, pos); |
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200 | glEnable(GL_CULL_FACE); |
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201 | glEnable(GL_LIGHTING); |
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202 | glEnable(GL_LIGHT0); |
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203 | glEnable(GL_DEPTH_TEST); |
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204 | |||
205 | /* make the gears */ |
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206 | gear1 = glGenLists(1); |
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207 | glNewList(gear1, GL_COMPILE); |
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208 | glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); |
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209 | gear(1.0, 4.0, 1.0, 20, 0.7); |
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210 | glEndList(); |
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211 | |||
212 | gear2 = glGenLists(1); |
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213 | glNewList(gear2, GL_COMPILE); |
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214 | glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); |
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215 | gear(0.5, 2.0, 2.0, 10, 0.7); |
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216 | glEndList(); |
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217 | |||
218 | gear3 = glGenLists(1); |
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219 | glNewList(gear3, GL_COMPILE); |
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220 | glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); |
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221 | gear(1.3, 2.0, 0.5, 10, 0.7); |
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222 | glEndList(); |
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223 | |||
224 | glEnable(GL_NORMALIZE); |
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225 | } |
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226 | |||
227 | void Key(unsigned char code, int x, int y) |
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228 | { |
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229 | int i; |
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230 | (void) x; (void) y; |
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231 | |||
232 | if (code == XK_Left) { |
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233 | view_roty += 5.0; |
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234 | } |
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235 | else if (code == XK_Right) { |
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236 | view_roty -= 5.0; |
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237 | } |
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238 | else if (code == XK_Up) { |
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239 | view_rotx += 5.0; |
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240 | } |
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241 | else if (code == XK_Down) { |
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242 | view_rotx -= 5.0; |
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243 | } |
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244 | }; |
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245 | |||
246 | void Idle(void) |
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247 | { |
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248 | angle += 70.0 * 0.05; /* 70 degrees per second */ |
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249 | if (angle > 3600.0) |
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250 | angle -= 3600.0; |
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251 | }=>>>>=>>>=> |
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252 |