#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
);
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);
}
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);
}