Leaked source code of windows server 2003
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/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "AS-IS"
* AND WITHOUT WARRANTY OF ANY KIND, EXPRESS, IMPLIED OR OTHERWISE,
* INCLUDING WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY OR
* FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL SILICON
* GRAPHICS, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#include <windows.h>
#include <GL/gl.h>
#include <gl/glaux.h>
#include "teapot.h"
#define static
long GRD;
#define TEAPOTSOLID 0
#define TEAPOTWIRE 1
static GLuint teapots[2] = {0, 0};
static float tex[2][2][2] = {{{0, 0},{1, 0}},{{0, 1},{1, 1}}};
static void solidTeapot(long grid, GLdouble scale)
{
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
long i, j, k, l;
if (grid < 2) grid = 7;
GRD = grid;
teapots[TEAPOTSOLID] = glGenLists (1);
glNewList(teapots[TEAPOTSOLID], GL_COMPILE);
glPushMatrix ();
glRotatef ((GLfloat)270.0, (GLfloat)1.0, (GLfloat)0.0, (GLfloat)0.0);
glScalef ((GLdouble)0.5*scale, (GLdouble)0.5*scale, (GLdouble)0.5*scale);
glTranslatef ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)-1.5);
for (i = 0; i < 10; i++) {
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
for (l = 0; l < 3; l++) {
p[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
q[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 1) q[j][k][l] *= (float)-1.0;
if (i < 6) {
r[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 0) r[j][k][l] *= (float)-1.0;
s[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
if (l == 0) s[j][k][l] *= (float)-1.0;
if (l == 1) s[j][k][l] *= (float)-1.0;
}
}
glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, &tex[0][0][0]);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);
glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_TEXTURE_COORD_2);
glMapGrid2f(GRD, (GLfloat)0.0, (GLfloat)1.0, GRD, (GLfloat)0.0, (GLfloat)1.0);
glEvalMesh2(GL_FILL, 0, GRD, 0, GRD);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);
glEvalMesh2(GL_FILL, 0, GRD, 0, GRD);
if (i < 6) {
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);
glEvalMesh2(GL_FILL, 0, GRD, 0, GRD);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);
glEvalMesh2(GL_FILL, 0, GRD, 0, GRD);
}
}
glDisable(GL_MAP2_VERTEX_3); glDisable(GL_MAP2_TEXTURE_COORD_2);
glPopMatrix ();
glEndList();
}
static void wireTeapot(long grid, GLdouble scale)
{
float p[4][4][3], q[4][4][3], r[4][4][3], s[4][4][3];
long i, j, k, l;
if (grid < 2) grid = 7;
GRD = grid;
teapots[TEAPOTWIRE] = glGenLists (1);
glNewList(teapots[TEAPOTWIRE], GL_COMPILE);
glPushMatrix ();
glRotatef ((GLfloat)270.0, (GLfloat)1.0, (GLfloat)0.0, (GLfloat)0.0);
glScalef ((GLdouble)0.5*scale, (GLdouble)0.5*scale, (GLdouble)0.5*scale);
glTranslatef ((GLfloat)0.0, (GLfloat)0.0, (GLfloat)-1.5);
for (i = 0; i < 10; i++) {
for (j = 0; j < 4; j++)
for (k = 0; k < 4; k++)
for (l = 0; l < 3; l++) {
p[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
q[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 1) q[j][k][l] *= (float)-1.0;
if (i < 6) {
r[j][k][l] = cpdata[patchdata[i][j*4+(3-k)]][l];
if (l == 0) r[j][k][l] *= (float)-1.0;
s[j][k][l] = cpdata[patchdata[i][j*4+k]][l];
if (l == 0) s[j][k][l] *= (float)-1.0;
if (l == 1) s[j][k][l] *= (float)-1.0;
}
}
glMap2f(GL_MAP2_TEXTURE_COORD_2, 0, 1, 2, 2, 0, 1, 4, 2, &tex[0][0][0]);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &p[0][0][0]);
glEnable(GL_MAP2_VERTEX_3); glEnable(GL_MAP2_TEXTURE_COORD_2);
glMapGrid2f(GRD, (GLfloat)0.0, (GLfloat)1.0, GRD, (GLfloat)0.0, (GLfloat)1.0);
glEvalMesh2(GL_LINE, 0, GRD, 0, GRD);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &q[0][0][0]);
glEvalMesh2(GL_LINE, 0, GRD, 0, GRD);
if (i < 6) {
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &r[0][0][0]);
glEvalMesh2(GL_LINE, 0, GRD, 0, GRD);
glMap2f(GL_MAP2_VERTEX_3, 0, 1, 3, 4, 0, 1, 12, 4, &s[0][0][0]);
glEvalMesh2(GL_LINE, 0, GRD, 0, GRD);
}
}
glDisable(GL_MAP2_VERTEX_3); glDisable(GL_MAP2_TEXTURE_COORD_2);
glPopMatrix ();
glEndList();
}
void auxSolidTeapot(GLdouble scale)
{
if (glIsList(teapots[TEAPOTSOLID]) == 0)
solidTeapot (14, scale);
glCallList(teapots[TEAPOTSOLID]);
}
void auxWireTeapot(GLdouble scale)
{
if (glIsList(teapots[TEAPOTWIRE]) == 0)
wireTeapot (10, scale);
glCallList(teapots[TEAPOTWIRE]);
}