Subversion Repositories Kolibri OS

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Regard whitespace Rev 8404 → Rev 8405

/programs/develop/ktcc/trunk/samples/Makefile
15,6 → 15,7
../bin/kos32-tcc net/tcpsrv_demo.c -lck -o net/tcpsrv_demo.kex -I ../libc/include
../bin/kos32-tcc net/nslookup.c -lck -lnetwork -o net/nslookup.kex -I ../libc/include
../bin/kos32-tcc getopt_ex.c -lck -o getopt_ex.kex -I ../libc/include
../bin/kos32-tcc tinygl/fps.c tinygl/gears.c -o gears.kex -I ../libc/include -ltinygl -lck
 
clean:
rm *.kex
/programs/develop/ktcc/trunk/samples/build_all.sh
15,4 → 15,5
../tcc net/tcpsrv_demo.c -lck -o /tmp0/1/tcpsrv_demo
../tcc net/nslookup.c -lck -lnetwork -o /tmp0/1/nslookup
../tcc getopt_ex.c -lck -o /tmp0/1/getopt_ex
../tcc tinygl/fps.c tinygl/gears.c -o /tmp0/1/gears -ltinygl -lck
exit
/programs/develop/ktcc/trunk/samples/tinygl/.vscode/c_cpp_properties.json
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svn:mime-type = application/json
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Added: svn:mime-type
+application/json
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/programs/develop/ktcc/trunk/samples/tinygl/fps.c
0,0 → 1,33
#include <kos32sys1.h>
int time1=0;
int time2=0;
int fps1=0;
int timerend=0;
 
int Fps()
{
int tr;
time1=get_tick_count();
if (timerend==0)
{
time2=time1;
timerend=time1;
}
tr = time1 - timerend;
 
if ((time1 - time2) < 100)
{
fps1++;
}
else
{
draw_bar(330,8, 50,10,0xFFFFFF);
draw_number_sys(fps1,330,8,10,0x0);
fps1=0;
time2=time1;
}
timerend=time1;
return tr;
}
 
/programs/develop/ktcc/trunk/samples/tinygl/gears.c
0,0 → 1,313
#include <tinygl/kosgl.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include <kos32sys1.h>
#include <kolibrisys.h>
 
int Fps();
 
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;
 
struct 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;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( 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 };
 
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_get_process_table(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);
free(pri);
}
 
void Title()
{
_ksys_write_text(300,8,0x0,fps,strlen(fps));
_ksys_write_text(8,8,0x0,title1,strlen(title1));
_ksys_write_text(180,8,0x0,title2,strlen(title2));
_ksys_write_text(600,8,0x0,title3,strlen(title3));
}
 
 
void draw_window()
{
begin_draw();
sys_create_window(win.x, win.y, win.dx, win.dy,"Gears", 0xFFFFFF, 0x34);
Title();
end_draw();
}
 
 
void main(void)
{
pri=malloc(sizeof(struct process_table_entry));
win.x = 100;
win.y = 100;
win.dx = 400;
win.dy = 400;
draw_window();
_ksys_set_keyboard_mode(1);
cgl = kosglCreateContext( 0, 0);
kosglMakeCurrent( 0, 20, win.dx, win.dy-20, cgl);
init();
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();
switch(_ksys_check_for_event()){
case KOLIBRI_EVENT_REDRAW: draw_window();
reshape();
break;
case KOLIBRI_EVENT_KEY:
switch(get_key().ctrl_key){
case KEY_F:
if(!FullScreen){
skin=0;
int screen_size_x;
int screen_size_y;
_ksys_get_screen_size(&screen_size_x, &screen_size_y);
sys_change_window(0,0,screen_size_x,screen_size_y);
draw_window();
reshape();
FullScreen = 1;
}
else{
skin=3;
draw_window();
sys_change_window(win.x,win.y, win.dx, win.dy);
reshape();
FullScreen = 0;
};
break;
case KEY_ESC: disabletgl();
return;}
break;
case 3: disabletgl();
return;
}
} while(1);
}