2014-08-20 03:55:17 +00:00
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/*
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* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
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* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "gfx.h"
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2014-08-20 12:52:40 +00:00
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#define GL3D_WINDOW_SIZE 120 // Limits zbuffer size to program runs in 192k limit on STMF407
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#define FRAME_DELAY 20 // 20ms should be approx 50 frames per second less CPU overheads.
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2014-08-20 03:55:17 +00:00
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#include <math.h>
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#ifndef M_PI
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# define M_PI 3.14159265
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#endif
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/* The handle for our Window */
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GHandle gh;
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/*
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth )
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth/2.0;
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r2 = outer_radius + tooth_depth/2.0;
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da = 2.0*M_PI / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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/* draw front face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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glNormal3f( 0.0, 0.0, -1.0 );
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/* draw back face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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u = r2*cos(angle+da) - r1*cos(angle);
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v = r2*sin(angle+da) - r1*sin(angle);
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len = sqrt( u*u + v*v );
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u /= len;
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v /= len;
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
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v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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}
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glVertex3f( r1*cos(0), r1*sin(0), width*0.5 );
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glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 );
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glEnd();
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glShadeModel( GL_SMOOTH );
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/* draw inside radius cylinder */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glNormal3f( -cos(angle), -sin(angle), 0.0 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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}
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glEnd();
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}
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static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static void draw( void )
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{
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef( view_rotx, 1.0, 0.0, 0.0 );
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glRotatef( view_roty, 0.0, 1.0, 0.0 );
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glRotatef( view_rotz, 0.0, 0.0, 1.0 );
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glPushMatrix();
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glTranslatef( -3.0, -2.0, 0.0 );
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glRotatef( angle, 0.0, 0.0, 1.0 );
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 3.1, -2.0, 0.0 );
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glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( -3.1, 4.2, 0.0 );
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glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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gwinRedraw(gh);
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}
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static void spin( void )
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{
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angle += 2.0;
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draw();
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}
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/* new window size or exposure */
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static void setup(void)
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{
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GLfloat h = (GLfloat) gwinGetWidth(gh) / (GLfloat) gwinGetHeight(gh);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -40.0 );
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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}
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static void init( void )
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{
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static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 };
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static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
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static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
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static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_DEPTH_TEST );
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
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gear( 1.0, 4.0, 1.0, 20, 0.7 );
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
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gear( 0.5, 2.0, 2.0, 10, 0.7 );
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
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gear( 1.3, 2.0, 0.5, 10, 0.7 );
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glEndList();
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glEnable( GL_NORMALIZE );
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}
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int main(void) {
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/* Initialize and clear the display */
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gfxInit();
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gdispClear(White);
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/* Create the 3D window */
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{
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GWindowInit wi;
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gwinClearInit(&wi);
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2014-08-20 12:52:40 +00:00
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wi.show = TRUE; wi.x = (gdispGetWidth()-GL3D_WINDOW_SIZE)/2; wi.y = (gdispGetHeight()-GL3D_WINDOW_SIZE)/2; wi.width = GL3D_WINDOW_SIZE; wi.height = GL3D_WINDOW_SIZE;
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2014-08-20 03:55:17 +00:00
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gh = gwinGL3DCreate(0, &wi);
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}
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/* Init the 3D stuff */
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setup();
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init();
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while(TRUE) {
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// rate control
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2014-08-20 12:52:40 +00:00
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gfxSleepMilliseconds(FRAME_DELAY);
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2014-08-20 03:55:17 +00:00
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// move and redraw
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spin();
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}
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}
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