Source code of Windows XP (NT5)
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/******************************Module*Header*******************************\
* Module Name: genwin.c
*
* The Windows Logo style of the 3D Flying Objects screen saver.
*
* Animated 3D model of the Microsoft (R) Windows NT (TM) flag logo.
*
* Copyright (c) 1994 Microsoft Corporation
*
\**************************************************************************/
#include <stdlib.h>
#include <windows.h>
#include <GL\gl.h>
#include <string.h>
#include <math.h>
#include "ss3dfo.h"
#define WIN_TOP_BORDER (float)0.1
#define WIN_RIGHT_BORDER WIN_TOP_BORDER
#define WIN_CROSSBAR (0.6522f * WIN_TOP_BORDER)
#define WIN_NUMPIECES 7
#define WIN_NUMCOLUMNS 6
#define WIN_GAP (WIN_TOP_BORDER / 8.0f)
#define WIN_GAP_X (2.0f * WIN_GAP)
#define WIN_HEIGHT ((WIN_GAP * 6.0f) + \
(WIN_NUMPIECES * WIN_TOP_BORDER))
#define WIN_WIDTH (0.7024f * WIN_HEIGHT)
#define WIN_THICKNESS WIN_CROSSBAR
#define WIN_TOTALWIDTH (WIN_TOP_BORDER * 1.1f * (float)WIN_NUMCOLUMNS + \
WIN_WIDTH)
#define BLOCK_TOP 0x0001
#define BLOCK_BOTTOM 0x0002
#define BLOCK_LEFT 0x0004
#define BLOCK_RIGHT 0x0008
#define BLOCK_FRONT 0x0010
#define BLOCK_BACK 0x0020
#define BLOCK_ALL 0x003f
#define DELTA_BLEND 0x2000
#define NO_BLEND 0x1000
#define CUBE_FACES 6
#define CUBE_POINTS 8
#define MAX_FRAMES 20
#define MAXPREC 15
#define S_IPREC 3
static int Frames = 10;
static MESH winMesh[MAX_FRAMES];
static MESH winStreamer[MAX_FRAMES];
static float sinAngle = 0.0f;
static float xTrans = 0.2f;
static int curMatl = 0;
static int iPrec = 10;
static RGBA matlBrightSpecular = {1.0f, 1.0f, 1.0f, 1.0f};
static RGBA matlDimSpecular = {0.5f, 0.5f, 0.5f, 1.0f};
static RGBA matlNoSpecular = {0.0f, 0.0f, 0.0f, 0.0f};
static GLfloat light0Pos[] = {20.0f, -10.0f, 20.0f, 0.0f};
static RGBA light1Ambient = {0.0f, 0.0f, 0.0f, 0.0f};
static RGBA light1Diffuse = {0.4f, 0.4f, 0.4f, 1.0f};
static RGBA light1Specular = {0.0f, 0.0f, 0.0f, 0.0f};
static GLfloat light1Pos[] = {-20.0f, 5.0f, 0.0f, 0.0f};
static RGBA winColors[] = {{0.3f, 0.3f, 0.3f, 1.0f},
{0.94f, 0.37f, 0.13f, 1.0f}, // red
{0.22f, 0.42f, 0.78f, 1.0f}, // blue
{0.35f, 0.71f, 0.35f, 1.0f}, // green
{0.95f, 0.82f, 0.12f, 1.0f}}; // yellow
static int iPtInList(MESH *mesh, int start,
POINT3D *p, POINT3D *norm, BOOL blend)
{
int i;
POINT3D *pts = mesh->pts + start;
if (blend) {
for (i = start; i < mesh->numPoints; i++, pts++) {
if ((pts->x == p->x) && (pts->y == p->y) && (pts->z == p->z)) {
mesh->norms[i].x += norm->x;
mesh->norms[i].y += norm->y;
mesh->norms[i].z += norm->z;
return i;
}
}
} else {
i = mesh->numPoints;
}
mesh->pts[i] = *p;
mesh->norms[i] = *norm;
mesh->numPoints++;
return i;
}
float getZPos(float x)
{
float xAbs = x - xTrans;
float angle = (float) (sinAngle + ((2.0 * PI) * (xAbs / WIN_TOTALWIDTH)));
xAbs += (WIN_TOTALWIDTH / 2.0f);
xAbs = WIN_TOTALWIDTH - xAbs;
return (float)((sin((double)angle) / 4.0) *
sqrt((double)(xAbs / WIN_TOTALWIDTH )));
}
void AddFace(MESH *mesh, int startBlend, POINT3D *pos, float w, float h)
{
#define FACE_VERTEX(i) \
iPtInList(mesh, startBlend, pts + i, &mesh->faces[faceCount].norm, TRUE)
int faceCount = mesh->numFaces;
int numPts = mesh->numPoints;
POINT3D *pts = mesh->pts + numPts;
float zLeft = getZPos(pos->x);
float zRight = getZPos(pos->x + w);
pts->x = (float)pos->x;
pts->y = (float)pos->y;
pts->z = zLeft;
pts++;
pts->x = (float)pos->x;
pts->y = (float)(pos->y + h);
pts->z = zLeft;
pts++;
pts->x = (float)(pos->x + w);
pts->y = (float)(pos->y + h);
pts->z = zRight;
pts++;
pts->x = (float)(pos->x + w);
pts->y = (float)pos->y;
pts->z = zRight;
pts -= 3;
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, pts + 2, pts + 1, pts);
mesh->faces[faceCount].p[3] = FACE_VERTEX(0);
mesh->faces[faceCount].p[2] = FACE_VERTEX(1);
mesh->faces[faceCount].p[1] = FACE_VERTEX(2);
mesh->faces[faceCount].p[0] = FACE_VERTEX(3);
mesh->numFaces++;
}
#define BLOCK_VERTEX(face, i)\
{\
if (flags & DELTA_BLEND) {\
mesh->faces[faceCount].p[face] = \
iPtInList(mesh, blendStart, &pts[i], &norms[((i & 0x2) >> 1)],\
bBlend);\
} else\
mesh->faces[faceCount].p[face] = \
iPtInList(mesh, blendStart, &pts[i],\
&mesh->faces[faceCount].norm, bBlend);\
}
#define DELTA_FACT (float)10.0
void AddBlock(MESH *mesh, int blendStart, POINT3D *pos,
float w, float h, float d, ULONG flags)
{
POINT3D pts[8];
POINT3D ptsL[8];
POINT3D ptsR[8];
POINT3D norms[2];
POINT3D posPrev;
float zLeft = getZPos(pos->x);
float zRight = getZPos(pos->x + w);
int faceCount = mesh->numFaces;
BOOL bBlend = ((flags & NO_BLEND) == 0);
flags |= DELTA_BLEND;
pts[0].x = (float)pos->x;
pts[0].y = (float)(pos->y + h);
pts[0].z = zLeft;
pts[1].x = (float)pos->x;
pts[1].y = (float)(pos->y + h);
pts[1].z = zLeft + d;
pts[2].x = (float)(pos->x + w);
pts[2].y = (float)(pos->y + h);
pts[2].z = zRight + d;
pts[3].x = (float)(pos->x + w);
pts[3].y = (float)(pos->y + h);
pts[3].z = zRight;
pts[4].x = (float)pos->x;
pts[4].y = (float)pos->y;
pts[4].z = zLeft;
pts[5].x = (float)pos->x;
pts[5].y = (float)pos->y;
pts[5].z = zLeft + d;
pts[6].x = (float)(pos->x + w);
pts[6].y = (float)pos->y;
pts[6].z = zRight + d;
pts[7].x = (float)(pos->x + w);
pts[7].y = (float)pos->y;
pts[7].z = zRight;
if (flags & DELTA_BLEND) {
float prevW = w;
posPrev = *pos;
w /= DELTA_FACT;
zRight = getZPos(pos->x + w);
ptsL[0].x = (float)pos->x;
ptsL[0].y = (float)(pos->y + h);
ptsL[0].z = zLeft;
ptsL[1].x = (float)pos->x;
ptsL[1].y = (float)(pos->y + h);
ptsL[1].z = zLeft + d;
ptsL[2].x = (float)(pos->x + w);
ptsL[2].y = (float)(pos->y + h);
ptsL[2].z = zRight + d;
ptsL[3].x = (float)(pos->x + w);
ptsL[3].y = (float)(pos->y + h);
ptsL[3].z = zRight;
ptsL[4].x = (float)pos->x;
ptsL[4].y = (float)pos->y;
ptsL[4].z = zLeft;
ptsL[5].x = (float)pos->x;
ptsL[5].y = (float)pos->y;
ptsL[5].z = zLeft + d;
ptsL[6].x = (float)(pos->x + w);
ptsL[6].y = (float)pos->y;
ptsL[6].z = zRight + d;
ptsL[7].x = (float)(pos->x + w);
ptsL[7].y = (float)pos->y;
ptsL[7].z = zRight;
pos->x += (prevW - w);
zLeft = getZPos(pos->x);
zRight = getZPos(pos->x + w);
ptsR[0].x = (float)pos->x;
ptsR[0].y = (float)(pos->y + h);
ptsR[0].z = zLeft;
ptsR[1].x = (float)pos->x;
ptsR[1].y = (float)(pos->y + h);
ptsR[1].z = zLeft + d;
ptsR[2].x = (float)(pos->x + w);
ptsR[2].y = (float)(pos->y + h);
ptsR[2].z = zRight + d;
ptsR[3].x = (float)(pos->x + w);
ptsR[3].y = (float)(pos->y + h);
ptsR[3].z = zRight;
ptsR[4].x = (float)pos->x;
ptsR[4].y = (float)pos->y;
ptsR[4].z = zLeft;
ptsR[5].x = (float)pos->x;
ptsR[5].y = (float)pos->y;
ptsR[5].z = zLeft + d;
ptsR[6].x = (float)(pos->x + w);
ptsR[6].y = (float)pos->y;
ptsR[6].z = zRight + d;
ptsR[7].x = (float)(pos->x + w);
ptsR[7].y = (float)pos->y;
ptsR[7].z = zRight;
*pos = posPrev;
}
if (flags & BLOCK_TOP) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[0], &pts[1], &pts[2]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[0], &ptsL[1], &ptsL[2]);
ss_calcNorm(&norms[1], &ptsR[0], &ptsR[1], &ptsR[2]);
}
BLOCK_VERTEX(0, 0);
BLOCK_VERTEX(1, 1);
BLOCK_VERTEX(2, 2);
BLOCK_VERTEX(3, 3);
faceCount++;
mesh->numFaces++;
}
if (flags & BLOCK_BOTTOM) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[4], &pts[7], &pts[6]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[4], &ptsL[7], &ptsL[6]);
ss_calcNorm(&norms[1], &ptsR[4], &ptsR[7], &ptsR[6]);
}
BLOCK_VERTEX(0, 4);
BLOCK_VERTEX(1, 7);
BLOCK_VERTEX(2, 6);
BLOCK_VERTEX(3, 5);
faceCount++;
mesh->numFaces++;
}
if (flags & BLOCK_LEFT) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[1], &pts[0], &pts[4]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[1], &ptsL[0], &ptsL[4]);
ss_calcNorm(&norms[1], &ptsR[1], &ptsR[0], &ptsR[4]);
}
BLOCK_VERTEX(0, 1);
BLOCK_VERTEX(1, 0);
BLOCK_VERTEX(2, 4);
BLOCK_VERTEX(3, 5);
faceCount++;
mesh->numFaces++;
}
if (flags & BLOCK_RIGHT) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[3], &pts[2], &pts[6]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[3], &ptsL[2], &ptsL[6]);
ss_calcNorm(&norms[1], &ptsR[3], &ptsR[2], &ptsR[6]);
}
BLOCK_VERTEX(0, 3);
BLOCK_VERTEX(1, 2);
BLOCK_VERTEX(2, 6);
BLOCK_VERTEX(3, 7);
faceCount++;
mesh->numFaces++;
}
if (flags & BLOCK_FRONT) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[0], &pts[3], &pts[7]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[0], &ptsL[3], &ptsL[7]);
ss_calcNorm(&norms[1], &ptsR[0], &ptsR[3], &ptsR[7]);
}
BLOCK_VERTEX(0, 0);
BLOCK_VERTEX(1, 3);
BLOCK_VERTEX(2, 7);
BLOCK_VERTEX(3, 4);
faceCount++;
mesh->numFaces++;
}
if (flags & BLOCK_BACK) {
mesh->faces[faceCount].material = curMatl;
ss_calcNorm(&mesh->faces[faceCount].norm, &pts[1], &pts[5], &pts[6]);
if (flags & DELTA_BLEND) {
ss_calcNorm(&norms[0], &ptsL[1], &ptsL[5], &ptsL[6]);
ss_calcNorm(&norms[1], &ptsR[1], &ptsR[5], &ptsR[6]);
}
BLOCK_VERTEX(0, 1);
BLOCK_VERTEX(1, 5);
BLOCK_VERTEX(2, 6);
BLOCK_VERTEX(3, 2);
mesh->numFaces++;
}
}
void genWin(MESH *winMesh, MESH *winStreamer)
{
POINT3D pos, posCenter;
float w, h, d;
float wMax, hMax;
float xpos;
int i, j, prec;
int startBlend;
newMesh(winMesh, CUBE_FACES * iPrec * 20, CUBE_POINTS * iPrec * 20);
//
// create window frame
//
w = (WIN_WIDTH - WIN_TOP_BORDER) / (float)iPrec;
h = (float)WIN_TOP_BORDER;
d = (float)WIN_THICKNESS;
// draw top and bottom portions
pos.y = 0.0f;
pos.z = 0.0f;
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
pos.x = xTrans;
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
pos.y = WIN_HEIGHT - WIN_TOP_BORDER;
pos.z = 0.0f;
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < iPrec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
pos.x = xTrans;
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
// draw middle horizontal portions
prec = (iPrec / 2);
w = (WIN_WIDTH - WIN_TOP_BORDER - WIN_CROSSBAR) / 2.0f;
w /= (float)prec;
h = WIN_CROSSBAR;
pos.y = (WIN_HEIGHT - WIN_CROSSBAR) / 2.0f;
pos.z = 0.0f;
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
for (i = 0, pos.x = xTrans, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
xpos = pos.x + WIN_CROSSBAR;
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < prec; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
pos.x = xTrans;
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_LEFT | NO_BLEND);
// Draw thick right-hand edge of frame
pos.x = xpos = xTrans + WIN_WIDTH - WIN_RIGHT_BORDER;
pos.y = 0.0f;
pos.z = 0.0f;
w = WIN_RIGHT_BORDER / (float)S_IPREC;
h = WIN_HEIGHT;
AddBlock(winMesh, winMesh->numPoints, &pos, w, h, d, BLOCK_LEFT);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < S_IPREC; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_FRONT);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < S_IPREC; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BACK);
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < S_IPREC; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_TOP);
pos.y = WIN_HEIGHT;
for (i = 0, pos.x = xpos, startBlend = winMesh->numPoints;
i < S_IPREC; i++, pos.x += w)
AddBlock(winMesh, startBlend, &pos, w, h, d, BLOCK_BOTTOM);
pos.y = 0.0f;
pos.x = xTrans + WIN_WIDTH - w;
AddBlock(winMesh, winMesh->numPoints, &pos, w, h, d, BLOCK_RIGHT);
// draw middle-vertical portion of frame
pos.x = xTrans + (WIN_WIDTH - WIN_RIGHT_BORDER) / 2.0f - (WIN_CROSSBAR / 2.0f);
pos.y = WIN_TOP_BORDER;
pos.z = 0.0f;
w = WIN_CROSSBAR;
h = WIN_HEIGHT - 2.0f * WIN_TOP_BORDER;
AddBlock(winMesh, 0, &pos, w, h, d, BLOCK_ALL | NO_BLEND);
//
// add the panels
//
w = (WIN_WIDTH - WIN_RIGHT_BORDER - WIN_CROSSBAR) / 2.0f;
h = (WIN_HEIGHT - 2.0f * WIN_TOP_BORDER - WIN_CROSSBAR) / 2.0f;
w /= (float)(iPrec / 2);
curMatl = 2;
pos.x = xTrans;
pos.y = WIN_TOP_BORDER;
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
AddFace(winMesh, startBlend, &pos, w, h);
pos.x += w;
}
curMatl = 4;
pos.x += WIN_CROSSBAR;
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
AddFace(winMesh, startBlend, &pos, w, h);
pos.x += w;
}
curMatl = 1;
pos.x = xTrans;
pos.y = WIN_TOP_BORDER + h + WIN_CROSSBAR;
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
AddFace(winMesh, startBlend, &pos, w, h);
pos.x += w;
}
curMatl = 3;
pos.x += WIN_CROSSBAR;
for (i = 0, startBlend = winMesh->numPoints; i < iPrec / 2; i++) {
AddFace(winMesh, startBlend, &pos, w, h);
pos.x += w;
}
ss_normalizeNorms(winMesh->norms, winMesh->numPoints);
newMesh(winStreamer, CUBE_FACES * WIN_NUMPIECES * WIN_NUMCOLUMNS,
CUBE_POINTS * WIN_NUMPIECES * WIN_NUMCOLUMNS);
h = hMax = WIN_TOP_BORDER;
w = wMax = WIN_TOP_BORDER * 1.1f;
posCenter.x = pos.x = xTrans - wMax - WIN_GAP_X;
posCenter.y = pos.y = 0.0f;
for (i = 0; i < WIN_NUMCOLUMNS; i++) {
for (j = 0; j < WIN_NUMPIECES; j++) {
if (((j % 3) == 0) || (i == 0))
curMatl = 0;
else if (j < 3)
curMatl = 2;
else
curMatl = 1;
AddBlock(winStreamer, 0, &pos, w, h, d, BLOCK_ALL);
pos.y += (hMax + WIN_GAP);
}
posCenter.x -= (wMax + WIN_GAP_X);
posCenter.y = 0.0f;
h = h * 0.8f;
w = w * 0.8f;
pos.x = posCenter.x;
pos.y = posCenter.y;
pos.x += (wMax - w) / 2.0f;
pos.y += (hMax - h) / 2.0f;
}
ss_normalizeNorms(winStreamer->norms, winStreamer->numPoints);
}
void initWinScene()
{
int i;
float angleDelta;
iPrec = (int)(fTesselFact * 10.5);
if (iPrec < 5)
iPrec = 5;
if (iPrec > MAXPREC)
iPrec = MAXPREC;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-1.0, 1.0, -0.75, 1.25, 0.0, 3.0);
glTranslatef(0.0f, 0.0f, -1.5f);
glLightfv(GL_LIGHT0, GL_POSITION, light0Pos);
glLightfv(GL_LIGHT1, GL_AMBIENT, (GLfloat *) &light1Ambient);
glLightfv(GL_LIGHT1, GL_DIFFUSE, (GLfloat *) &light1Diffuse);
glLightfv(GL_LIGHT1, GL_SPECULAR, (GLfloat *) &light1Specular);
glLightfv(GL_LIGHT1, GL_POSITION, light1Pos);
glEnable(GL_LIGHT1);
glMatrixMode(GL_MODELVIEW);
glFrontFace(GL_CCW);
glEnable(GL_CULL_FACE);
Frames = (int)((float)(MAX_FRAMES / 2) * fTesselFact);
if (Frames < 5)
Frames = 5;
if (Frames > MAX_FRAMES)
Frames = MAX_FRAMES;
angleDelta = (float) ((2.0 * PI) / Frames);
sinAngle = 0.0f;
for (i = 0; i < Frames; i++) {
genWin(&winMesh[i], &winStreamer[i]);
sinAngle += angleDelta;
}
}
void delWinScene()
{
int i;
for (i = 0; i < Frames; i++) {
delMesh(&winMesh[i]);
delMesh(&winStreamer[i]);
}
}
void updateWinScene(int flags)
{
MESH *mesh;
MFACE *faces;
int i;
static double mxrot = 23.0;
static double myrot = 23.0;
static double mzrot = 5.7;
static double mxrotInc = 0.0;
static double myrotInc = 3.0;
static double mzrotInc = 0.0;
static int h = 0;
static int frameNum = 0;
POINT3D *pp;
POINT3D *pn;
int lastC, lastD;
int aOffs, bOffs, cOffs, dOffs;
int a, b;
if (bColorCycle) {
ss_HsvToRgb((float)h, 1.0f, 1.0f, &winColors[0] );
h++;
h %= 360;
}
glLoadIdentity();
glRotatef((GLfloat) mxrot, 1.0f, 0.0f, 0.0f);
glRotatef((GLfloat) myrot, 0.0f, 1.0f, 0.0f);
glRotatef((GLfloat) mzrot, 0.0f, 0.0f, 1.0f);
curMatl = 0;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, (GLfloat *) &winColors[0]);
glMaterialfv(GL_FRONT, GL_SPECULAR, (GLfloat *) &matlBrightSpecular);
glMaterialf(GL_FRONT, GL_SHININESS, 60.0f);
mesh = &winMesh[frameNum];
glBegin(GL_QUAD_STRIP);
pp = mesh->pts;
pn = mesh->norms;
for (i = 0, faces = mesh->faces, lastC = faces->p[0], lastD = faces->p[1];
i < mesh->numFaces; i++, faces++) {
a = faces->p[0];
b = faces->p[1];
if (!bSmoothShading) {
if ((a != lastC) || (b != lastD)) {
glNormal3fv((GLfloat *)&(faces - 1)->norm);
glVertex3fv((GLfloat *)((char *)pp +
(lastC << 3) + (lastC << 2)));
glVertex3fv((GLfloat *)((char *)pp +
(lastD << 3) + (lastD << 2)));
glEnd();
glBegin(GL_QUAD_STRIP);
}
if (faces->material != curMatl) {
curMatl = faces->material;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
(GLfloat *) &matlNoSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &winColors[curMatl]);
}
glNormal3fv((GLfloat *)&faces->norm);
glVertex3fv((GLfloat *)((char *)pp + (a << 3) + (a << 2)));
glVertex3fv((GLfloat *)((char *)pp + (b << 3) + (b << 2)));
} else {
if ((a != lastC) || (b != lastD)) {
cOffs = (lastC << 3) + (lastC << 2);
dOffs = (lastD << 3) + (lastD << 2);
glNormal3fv((GLfloat *)((char *)pn + cOffs));
glVertex3fv((GLfloat *)((char *)pp + cOffs));
glNormal3fv((GLfloat *)((char *)pn + dOffs));
glVertex3fv((GLfloat *)((char *)pp + dOffs));
glEnd();
glBegin(GL_QUAD_STRIP);
}
aOffs = (a << 3) + (a << 2);
bOffs = (b << 3) + (b << 2);
if (faces->material != curMatl) {
curMatl = faces->material;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR,
(GLfloat *) &matlNoSpecular);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *) &winColors[curMatl]);
}
glNormal3fv((GLfloat *)((char *)pn + aOffs));
glVertex3fv((GLfloat *)((char *)pp + aOffs));
glNormal3fv((GLfloat *)((char *)pn + bOffs));
glVertex3fv((GLfloat *)((char *)pp + bOffs));
}
lastC = faces->p[3];
lastD = faces->p[2];
}
if (!bSmoothShading) {
glNormal3fv((GLfloat *)&(faces - 1)->norm);
glVertex3fv((GLfloat *)((char *)pp + (lastC << 3) + (lastC << 2)));
glVertex3fv((GLfloat *)((char *)pp + (lastD << 3) + (lastD << 2)));
} else {
cOffs = (lastC << 3) + (lastC << 2);
dOffs = (lastD << 3) + (lastD << 2);
glNormal3fv((GLfloat *)((char *)pn + cOffs));
glVertex3fv((GLfloat *)((char *)pp + cOffs));
glNormal3fv((GLfloat *)((char *)pn + dOffs));
glVertex3fv((GLfloat *)((char *)pp + dOffs));
}
glEnd();
glMaterialfv(GL_FRONT, GL_SPECULAR, (GLfloat *) &matlDimSpecular);
glBegin(GL_QUADS);
mesh = &winStreamer[frameNum];
for (i = 0, faces = mesh->faces;
i < mesh->numFaces; i++, faces++) {
int a, b, c, d;
a = faces->p[0];
b = faces->p[1];
c = faces->p[2];
d = faces->p[3];
if (faces->material != curMatl) {
curMatl = faces->material;
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE,
(GLfloat *)&winColors[curMatl]);
}
glNormal3fv((GLfloat *)&faces->norm);
glVertex3fv((GLfloat *)(mesh->pts + a));
glVertex3fv((GLfloat *)(mesh->pts + b));
glVertex3fv((GLfloat *)(mesh->pts + c));
glVertex3fv((GLfloat *)(mesh->pts + d));
}
glEnd();
mxrot += mxrotInc;
myrot += myrotInc;
mzrot += mzrotInc;
if ((myrot < -45.0) || (myrot > 45.0))
myrotInc = -myrotInc;
frameNum++;
if (frameNum >= Frames)
frameNum = 0;
}