Source code of Windows XP (NT5)
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1590 lines
36 KiB

/*
* (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* Unpublished-- rights reserved under the copyright laws of the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 <stdio.h>
#include <string.h>
#include <stdlib.h>
#include "tk.h"
#define PI 3.141592654
#define BLACK 0
#define GRAY 128
#define WHITE 255
#define BL 0x00
#define WH 0xFF
#define RD 0xA40000FF
#define WT 0xFFFFFFFF
#define CHECKIMAGEWIDTH 8
#define CHECKIMAGEHEIGHT 8
#define BRICKIMAGEWIDTH 16
#define BRICKIMAGEHEIGHT 16
GLenum rgb, doubleBuffer, directRender;
float black[3] = {0.0, 0.0, 0.0};
float white[3] = {1.0, 1.0, 1.0};
float gray[3] = {0.5, 0.5, 0.5};
float blue[3] = {0.0, 0.0, 1.0};
GLint colorIndexes[3] = {0, 200, 255};
GLenum polyMode;
GLenum dithering;
GLenum shade;
GLenum doStipple;
double plane[4] = {1.0, 0.0, -1.0, 0.0};
float xRotation = 30.0, yRotation = 30.0;
float zTranslation = -15.0;
GLint singleCylinder;
GLint doubleCylinder;
GLint elbow, logo;
GLubyte checkImage[3*CHECKIMAGEWIDTH*CHECKIMAGEHEIGHT] = {
BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
};
GLuint brickImage[BRICKIMAGEWIDTH*BRICKIMAGEHEIGHT] = {
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD
};
GLubyte *image = checkImage;
GLint imageHeight = CHECKIMAGEHEIGHT;
GLint imageWidth = CHECKIMAGEWIDTH;
float decal[] = {
GL_DECAL,
};
float modulate[] = {
GL_MODULATE,
};
float repeat[] = {
GL_REPEAT,
};
float nearest[] = {
GL_NEAREST,
};
GLubyte stipple[4*32] = {
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x0F, 0xF0, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
};
float tscp[18][2] = {
{
0.0, 0.0
},
{
1.0, 0.0
},
{
0.0, 0.125
},
{
1.0, 0.125
},
{
0.0, 0.250
},
{
1.0, 0.25
},
{
0.0, 0.375
},
{
1.0, 0.375
},
{
0.0, 0.50
},
{
1.0, 0.50
},
{
0.0, 0.625
},
{
1.0, 0.625
},
{
0.0, 0.75
},
{
1.0, 0.75
},
{
0.0, 0.875
},
{
1.0, 0.875
},
{
0.0, 1.0
},
{
1.0, 1.0
}
};
float scp[18][3] = {
{
1.000000, 0.000000, 0.000000
},
{
1.000000, 0.000000, 5.000000
},
{
0.707107, 0.707107, 0.000000
},
{
0.707107, 0.707107, 5.000000
},
{
0.000000, 1.000000, 0.000000
},
{
0.000000, 1.000000, 5.000000
},
{
-0.707107, 0.707107, 0.000000
},
{
-0.707107, 0.707107, 5.000000
},
{
-1.000000, 0.000000, 0.000000
},
{
-1.000000, 0.000000, 5.000000
},
{
-0.707107, -0.707107, 0.000000
},
{
-0.707107, -0.707107, 5.000000
},
{
0.000000, -1.000000, 0.000000
},
{
0.000000, -1.000000, 5.000000
},
{
0.707107, -0.707107, 0.000000
},
{
0.707107, -0.707107, 5.000000
},
{
1.000000, 0.000000, 0.000000
},
{
1.000000, 0.000000, 5.000000
}
};
float dcp[18][3] = {
{
1.000000, 0.000000, 0.000000
},
{
1.000000, 0.000000, 7.000000
},
{
0.707107, 0.707107, 0.000000
},
{
0.707107, 0.707107, 7.000000
},
{
0.000000, 1.000000, 0.000000
},
{
0.000000, 1.000000, 7.000000
},
{
-0.707107, 0.707107, 0.000000
},
{
-0.707107, 0.707107, 7.000000
},
{
-1.000000, 0.000000, 0.000000
},
{
-1.000000, 0.000000, 7.000000
},
{
-0.707107, -0.707107, 0.000000
},
{
-0.707107, -0.707107, 7.000000
},
{
0.000000, -1.000000, 0.000000
},
{
0.000000, -1.000000, 7.000000
},
{
0.707107, -0.707107, 0.000000
},
{
0.707107, -0.707107, 7.000000
},
{
1.000000, 0.000000, 0.000000
},
{
1.000000, 0.000000, 7.000000
}
};
float ep[7][9][3] = {
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.707107, 0.000000
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.707107, 0.000000
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.707107, 0.000000
},
{
0.000000, -1.000000, 0.000000
},
{
0.707107, -0.707107, 0.000000
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.034074, 0.258819
},
{
0.707107, 0.717087, 0.075806
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.717087, 0.075806
},
{
-1.000000, 0.034074, 0.258819
},
{
-0.707107, -0.648939, 0.441832
},
{
0.000000, -0.931852, 0.517638
},
{
0.707107, -0.648939, 0.441832
},
{
1.000000, 0.034074, 0.258819
}
},
{
{
1.000000, 0.133975, 0.500000
},
{
0.707107, 0.746347, 0.146447
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.746347, 0.146447
},
{
-1.000000, 0.133975, 0.500000
},
{
-0.707107, -0.478398, 0.853553
},
{
0.000000, -0.732051, 1.000000
},
{
0.707107, -0.478398, 0.853553
},
{
1.000000, 0.133975, 0.500000
}
},
{
{
1.000000, 0.292893, 0.707107
},
{
0.707107, 0.792893, 0.207107
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.792893, 0.207107
},
{
-1.000000, 0.292893, 0.707107
},
{
-0.707107, -0.207107, 1.207107
},
{
0.000000, -0.414214, 1.414214
},
{
0.707107, -0.207107, 1.207107
},
{
1.000000, 0.292893, 0.707107
}
},
{
{
1.000000, 0.500000, 0.866025
},
{
0.707107, 0.853553, 0.253653
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.853553, 0.253653
},
{
-1.000000, 0.500000, 0.866025
},
{
-0.707107, 0.146447, 1.478398
},
{
0.000000, 0.000000, 1.732051
},
{
0.707107, 0.146447, 1.478398
},
{
1.000000, 0.500000, 0.866025
}
},
{
{
1.000000, 0.741181, 0.965926
},
{
0.707107, 0.924194, 0.282913
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.924194, 0.282913
},
{
-1.000000, 0.741181, 0.965926
},
{
-0.707107, 0.558168, 1.648939
},
{
0.000000, 0.482362, 1.931852
},
{
0.707107, 0.558168, 1.648939
},
{
1.000000, 0.741181, 0.965926
}
},
{
{
1.000000, 1.000000, 1.000000
},
{
0.707107, 1.000000, 0.292893
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 1.000000, 0.292893
},
{
-1.000000, 1.000000, 1.000000
},
{
-0.707107, 1.000000, 1.707107
},
{
0.000000, 1.000000, 2.000000
},
{
0.707107, 1.000000, 1.707107
},
{
1.000000, 1.000000, 1.000000
}
}
};
float en[7][9][3] = {
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.707107, 0.000000
},
{
0.000000, 1.000000, 0.000000
},
{
-0.707107, 0.707107, 0.000000
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.707107, 0.000000
},
{
0.000000, -1.000000, 0.000000
},
{
0.707107, -0.707107, 0.000000
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.683013, -0.183013
},
{
0.000000, 0.965926, -0.258819
},
{
-0.707107, 0.683013, -0.183013
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.683013, 0.183013
},
{
0.000000, -0.965926, 0.258819
},
{
0.707107, -0.683013, 0.183013
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.612372, -0.353553
},
{
0.000000, 0.866025, -0.500000
},
{
-0.707107, 0.612372, -0.353553
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.612372, 0.353553
},
{
0.000000, -0.866025, 0.500000
},
{
0.707107, -0.612372, 0.353553
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.500000, -0.500000
},
{
0.000000, 0.707107, -0.707107
},
{
-0.707107, 0.500000, -0.500000
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.500000, 0.500000
},
{
0.000000, -0.707107, 0.707107
},
{
0.707107, -0.500000, 0.500000
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.353553, -0.612372
},
{
0.000000, 0.500000, -0.866025
},
{
-0.707107, 0.353553, -0.612372
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.353553, 0.612372
},
{
0.000000, -0.500000, 0.866025
},
{
0.707107, -0.353553, 0.612372
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.183013, -0.683013
},
{
0.000000, 0.258819, -0.965926
},
{
-0.707107, 0.183013, -0.683013
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, -0.183013, 0.683013
},
{
0.000000, -0.258819, 0.965926
},
{
0.707107, -0.183013, 0.683013
},
{
1.000000, 0.000000, 0.000000
}
},
{
{
1.000000, 0.000000, 0.000000
},
{
0.707107, 0.000000, -0.707107
},
{
0.000000, 0.000000, -1.000000
},
{
-0.707107, 0.000000, -0.707107
},
{
-1.000000, 0.000000, 0.000000
},
{
-0.707107, 0.000000, 0.707107
},
{
0.000000, 0.000000, 1.000000
},
{
0.707107, 0.000000, 0.707107
},
{
1.000000, 0.000000, 0.000000
}
}
};
float tep[7][9][2] = {
{
{
0, 0.0
},
{
0.125, 0.0
},
{
0.25, 0.0
},
{
0.375, 0.0
},
{
0.5, 0.0
},
{
0.625, 0.0
},
{
0.75, 0.0
},
{
0.875, 0.0
},
{
1.0, 0.0
}
},
{
{
0, 0.16667
},
{
0.125, 0.16667
},
{
0.25, 0.16667
},
{
0.375, 0.16667
},
{
0.5, 0.16667
},
{
0.625, 0.16667
},
{
0.75, 0.16667
},
{
0.875, 0.16667
},
{
1.0, 0.16667
}
},
{
{
0, 0.33333
},
{
0.125, 0.33333
},
{
0.25, 0.33333
},
{
0.375, 0.33333
},
{
0.5, 0.33333
},
{
0.625, 0.33333
},
{
0.75, 0.33333
},
{
0.875, 0.33333
},
{
1.0, 0.33333
}
},
{
{
0, 0.5
},
{
0.125, 0.5
},
{
0.25, 0.5
},
{
0.375, 0.5
},
{
0.5, 0.5
},
{
0.625, 0.5
},
{
0.75, 0.5
},
{
0.875, 0.5
},
{
1.0, 0.5
}
},
{
{
0, 0.6667
},
{
0.125, 0.6667
},
{
0.25, 0.6667
},
{
0.375, 0.6667
},
{
0.5, 0.6667
},
{
0.625, 0.6667
},
{
0.75, 0.6667
},
{
0.875, 0.6667
},
{
1.0, 0.6667
}
},
{
{
0, 0.83333
},
{
0.125, 0.83333
},
{
0.25, 0.83333
},
{
0.375, 0.83333
},
{
0.5, 0.83333
},
{
0.625, 0.83333
},
{
0.75, 0.83333
},
{
0.875, 0.83333
},
{
1.0, 0.83333
}
},
{
{
0, 1.0
},
{
0.125, 1.0
},
{
0.25, 1.0
},
{
0.375, 1.0
},
{
0.5, 1.0
},
{
0.625, 1.0
},
{
0.75, 1.0
},
{
0.875, 1.0
},
{
1.0, 1.0
}
}
};
static void SetUpAntiAliasedGrayScale(void)
{
float color;
GLint i, j;
for (i = 0; i < 16; i++) {
color = (2 * i + 1) / 32.0;
for (j = 0; j < 16; j++) {
tkSetOneColor(i*16+j, color*j/15.0, color*j/15.0, color*j/15.0);
}
}
}
static void BendForward(void)
{
glTranslatef(0.0, 1.0, 0.0);
glRotatef(90.0, 1, 0, 0);
glTranslatef(0.0, -1.0, 0.0);
}
static void BendLeft(void)
{
glRotatef(-90.0, 0, 0, 1);
glTranslatef(0.0, 1.0, 0.0);
glRotatef(90.0, 1, 0, 0);
glTranslatef(0.0, -1.0, 0.0);
}
static void BendRight(void)
{
glRotatef(90.0, 0, 0, 1);
glTranslatef(0.0, 1.0, 0.0);
glRotatef(90.0, 1, 0, 0);
glTranslatef(0.0, -1.0, 0.0);
}
static void BuildSingleCylinder(void)
{
glNewList(singleCylinder, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(scp[0]); glTexCoord2fv(tscp[0]); glVertex3fv(scp[0]);
glNormal3fv(scp[0]); glTexCoord2fv(tscp[1]); glVertex3fv(scp[1]);
glNormal3fv(scp[2]); glTexCoord2fv(tscp[2]); glVertex3fv(scp[2]);
glNormal3fv(scp[2]); glTexCoord2fv(tscp[3]); glVertex3fv(scp[3]);
glNormal3fv(scp[4]); glTexCoord2fv(tscp[4]); glVertex3fv(scp[4]);
glNormal3fv(scp[4]); glTexCoord2fv(tscp[5]); glVertex3fv(scp[5]);
glNormal3fv(scp[6]); glTexCoord2fv(tscp[6]); glVertex3fv(scp[6]);
glNormal3fv(scp[6]); glTexCoord2fv(tscp[7]); glVertex3fv(scp[7]);
glNormal3fv(scp[8]); glTexCoord2fv(tscp[8]); glVertex3fv(scp[8]);
glNormal3fv(scp[8]); glTexCoord2fv(tscp[9]); glVertex3fv(scp[9]);
glNormal3fv(scp[10]); glTexCoord2fv(tscp[10]); glVertex3fv(scp[10]);
glNormal3fv(scp[10]); glTexCoord2fv(tscp[11]); glVertex3fv(scp[11]);
glNormal3fv(scp[12]); glTexCoord2fv(tscp[12]); glVertex3fv(scp[12]);
glNormal3fv(scp[12]); glTexCoord2fv(tscp[13]); glVertex3fv(scp[13]);
glNormal3fv(scp[14]); glTexCoord2fv(tscp[14]); glVertex3fv(scp[14]);
glNormal3fv(scp[14]); glTexCoord2fv(tscp[15]); glVertex3fv(scp[15]);
glNormal3fv(scp[16]); glTexCoord2fv(tscp[16]); glVertex3fv(scp[16]);
glNormal3fv(scp[16]); glTexCoord2fv(tscp[17]); glVertex3fv(scp[17]);
glEnd();
glEndList();
}
static void BuildDoubleCylinder(void)
{
glNewList(doubleCylinder, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(dcp[0]); glTexCoord2fv(tscp[0]); glVertex3fv(dcp[0]);
glNormal3fv(dcp[0]); glTexCoord2fv(tscp[1]); glVertex3fv(dcp[1]);
glNormal3fv(dcp[2]); glTexCoord2fv(tscp[2]); glVertex3fv(dcp[2]);
glNormal3fv(dcp[2]); glTexCoord2fv(tscp[3]); glVertex3fv(dcp[3]);
glNormal3fv(dcp[4]); glTexCoord2fv(tscp[4]); glVertex3fv(dcp[4]);
glNormal3fv(dcp[4]); glTexCoord2fv(tscp[5]); glVertex3fv(dcp[5]);
glNormal3fv(dcp[6]); glTexCoord2fv(tscp[6]); glVertex3fv(dcp[6]);
glNormal3fv(dcp[6]); glTexCoord2fv(tscp[7]); glVertex3fv(dcp[7]);
glNormal3fv(dcp[8]); glTexCoord2fv(tscp[8]); glVertex3fv(dcp[8]);
glNormal3fv(dcp[8]); glTexCoord2fv(tscp[9]); glVertex3fv(dcp[9]);
glNormal3fv(dcp[10]); glTexCoord2fv(tscp[10]); glVertex3fv(dcp[10]);
glNormal3fv(dcp[10]); glTexCoord2fv(tscp[11]); glVertex3fv(dcp[11]);
glNormal3fv(dcp[12]); glTexCoord2fv(tscp[12]); glVertex3fv(dcp[12]);
glNormal3fv(dcp[12]); glTexCoord2fv(tscp[13]); glVertex3fv(dcp[13]);
glNormal3fv(dcp[14]); glTexCoord2fv(tscp[14]); glVertex3fv(dcp[14]);
glNormal3fv(dcp[14]); glTexCoord2fv(tscp[15]); glVertex3fv(dcp[15]);
glNormal3fv(dcp[16]); glTexCoord2fv(tscp[16]); glVertex3fv(dcp[16]);
glNormal3fv(dcp[16]); glTexCoord2fv(tscp[17]); glVertex3fv(dcp[17]);
glEnd();
glEndList();
}
static void BuildElbow(void)
{
glNewList(elbow, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[0][0]); glTexCoord2fv(tep[0][0]); glVertex3fv(ep[0][0]);
glNormal3fv(en[1][0]); glTexCoord2fv(tep[1][0]); glVertex3fv(ep[1][0]);
glNormal3fv(en[0][1]); glTexCoord2fv(tep[0][1]); glVertex3fv(ep[0][1]);
glNormal3fv(en[1][1]); glTexCoord2fv(tep[1][1]); glVertex3fv(ep[1][1]);
glNormal3fv(en[0][2]); glTexCoord2fv(tep[0][2]); glVertex3fv(ep[0][2]);
glNormal3fv(en[1][2]); glTexCoord2fv(tep[1][2]); glVertex3fv(ep[1][2]);
glNormal3fv(en[0][3]); glTexCoord2fv(tep[0][3]); glVertex3fv(ep[0][3]);
glNormal3fv(en[1][3]); glTexCoord2fv(tep[1][3]); glVertex3fv(ep[1][3]);
glNormal3fv(en[0][4]); glTexCoord2fv(tep[0][4]); glVertex3fv(ep[0][4]);
glNormal3fv(en[1][4]); glTexCoord2fv(tep[1][4]); glVertex3fv(ep[1][4]);
glNormal3fv(en[0][5]); glTexCoord2fv(tep[0][5]); glVertex3fv(ep[0][5]);
glNormal3fv(en[1][5]); glTexCoord2fv(tep[1][5]); glVertex3fv(ep[1][5]);
glNormal3fv(en[0][6]); glTexCoord2fv(tep[0][6]); glVertex3fv(ep[0][6]);
glNormal3fv(en[1][6]); glTexCoord2fv(tep[1][6]); glVertex3fv(ep[1][6]);
glNormal3fv(en[0][7]); glTexCoord2fv(tep[0][7]); glVertex3fv(ep[0][7]);
glNormal3fv(en[1][7]); glTexCoord2fv(tep[1][7]); glVertex3fv(ep[1][7]);
glNormal3fv(en[0][8]); glTexCoord2fv(tep[0][8]); glVertex3fv(ep[0][8]);
glNormal3fv(en[1][8]); glTexCoord2fv(tep[1][8]); glVertex3fv(ep[1][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[1][0]); glTexCoord2fv(tep[1][0]); glVertex3fv(ep[1][0]);
glNormal3fv(en[2][0]); glTexCoord2fv(tep[2][0]); glVertex3fv(ep[2][0]);
glNormal3fv(en[1][1]); glTexCoord2fv(tep[1][1]); glVertex3fv(ep[1][1]);
glNormal3fv(en[2][1]); glTexCoord2fv(tep[2][1]); glVertex3fv(ep[2][1]);
glNormal3fv(en[1][2]); glTexCoord2fv(tep[1][2]); glVertex3fv(ep[1][2]);
glNormal3fv(en[2][2]); glTexCoord2fv(tep[2][2]); glVertex3fv(ep[2][2]);
glNormal3fv(en[1][3]); glTexCoord2fv(tep[1][3]); glVertex3fv(ep[1][3]);
glNormal3fv(en[2][3]); glTexCoord2fv(tep[2][3]); glVertex3fv(ep[2][3]);
glNormal3fv(en[1][4]); glTexCoord2fv(tep[1][4]); glVertex3fv(ep[1][4]);
glNormal3fv(en[2][4]); glTexCoord2fv(tep[2][4]); glVertex3fv(ep[2][4]);
glNormal3fv(en[1][5]); glTexCoord2fv(tep[1][5]); glVertex3fv(ep[1][5]);
glNormal3fv(en[2][5]); glTexCoord2fv(tep[2][5]); glVertex3fv(ep[2][5]);
glNormal3fv(en[1][6]); glTexCoord2fv(tep[1][6]); glVertex3fv(ep[1][6]);
glNormal3fv(en[2][6]); glTexCoord2fv(tep[2][6]); glVertex3fv(ep[2][6]);
glNormal3fv(en[1][7]); glTexCoord2fv(tep[1][7]); glVertex3fv(ep[1][7]);
glNormal3fv(en[2][7]); glTexCoord2fv(tep[2][7]); glVertex3fv(ep[2][7]);
glNormal3fv(en[1][8]); glTexCoord2fv(tep[1][8]); glVertex3fv(ep[1][8]);
glNormal3fv(en[2][8]); glTexCoord2fv(tep[2][8]); glVertex3fv(ep[2][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[2][0]); glTexCoord2fv(tep[2][0]); glVertex3fv(ep[2][0]);
glNormal3fv(en[3][0]); glTexCoord2fv(tep[3][0]); glVertex3fv(ep[3][0]);
glNormal3fv(en[2][1]); glTexCoord2fv(tep[2][1]); glVertex3fv(ep[2][1]);
glNormal3fv(en[3][1]); glTexCoord2fv(tep[3][1]); glVertex3fv(ep[3][1]);
glNormal3fv(en[2][2]); glTexCoord2fv(tep[2][2]); glVertex3fv(ep[2][2]);
glNormal3fv(en[3][2]); glTexCoord2fv(tep[3][2]); glVertex3fv(ep[3][2]);
glNormal3fv(en[2][3]); glTexCoord2fv(tep[2][3]); glVertex3fv(ep[2][3]);
glNormal3fv(en[3][3]); glTexCoord2fv(tep[3][3]); glVertex3fv(ep[3][3]);
glNormal3fv(en[2][4]); glTexCoord2fv(tep[2][4]); glVertex3fv(ep[2][4]);
glNormal3fv(en[3][4]); glTexCoord2fv(tep[3][4]); glVertex3fv(ep[3][4]);
glNormal3fv(en[2][5]); glTexCoord2fv(tep[2][5]); glVertex3fv(ep[2][5]);
glNormal3fv(en[3][5]); glTexCoord2fv(tep[3][5]); glVertex3fv(ep[3][5]);
glNormal3fv(en[2][6]); glTexCoord2fv(tep[2][6]); glVertex3fv(ep[2][6]);
glNormal3fv(en[3][6]); glTexCoord2fv(tep[3][6]); glVertex3fv(ep[3][6]);
glNormal3fv(en[2][7]); glTexCoord2fv(tep[2][7]); glVertex3fv(ep[2][7]);
glNormal3fv(en[3][7]); glTexCoord2fv(tep[3][7]); glVertex3fv(ep[3][7]);
glNormal3fv(en[2][8]); glTexCoord2fv(tep[2][8]); glVertex3fv(ep[2][8]);
glNormal3fv(en[3][8]); glTexCoord2fv(tep[3][8]); glVertex3fv(ep[3][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[3][0]); glTexCoord2fv(tep[3][0]); glVertex3fv(ep[3][0]);
glNormal3fv(en[4][0]); glTexCoord2fv(tep[4][0]); glVertex3fv(ep[4][0]);
glNormal3fv(en[3][1]); glTexCoord2fv(tep[3][1]); glVertex3fv(ep[3][1]);
glNormal3fv(en[4][1]); glTexCoord2fv(tep[4][1]); glVertex3fv(ep[4][1]);
glNormal3fv(en[3][2]); glTexCoord2fv(tep[3][2]); glVertex3fv(ep[3][2]);
glNormal3fv(en[4][2]); glTexCoord2fv(tep[4][2]); glVertex3fv(ep[4][2]);
glNormal3fv(en[3][3]); glTexCoord2fv(tep[3][3]); glVertex3fv(ep[3][3]);
glNormal3fv(en[4][3]); glTexCoord2fv(tep[4][3]); glVertex3fv(ep[4][3]);
glNormal3fv(en[3][4]); glTexCoord2fv(tep[3][4]); glVertex3fv(ep[3][4]);
glNormal3fv(en[4][4]); glTexCoord2fv(tep[4][4]); glVertex3fv(ep[4][4]);
glNormal3fv(en[3][5]); glTexCoord2fv(tep[3][5]); glVertex3fv(ep[3][5]);
glNormal3fv(en[4][5]); glTexCoord2fv(tep[4][5]); glVertex3fv(ep[4][5]);
glNormal3fv(en[3][6]); glTexCoord2fv(tep[3][6]); glVertex3fv(ep[3][6]);
glNormal3fv(en[4][6]); glTexCoord2fv(tep[4][6]); glVertex3fv(ep[4][6]);
glNormal3fv(en[3][7]); glTexCoord2fv(tep[3][7]); glVertex3fv(ep[3][7]);
glNormal3fv(en[4][7]); glTexCoord2fv(tep[4][7]); glVertex3fv(ep[4][7]);
glNormal3fv(en[3][8]); glTexCoord2fv(tep[3][8]); glVertex3fv(ep[3][8]);
glNormal3fv(en[4][8]); glTexCoord2fv(tep[4][8]); glVertex3fv(ep[4][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[4][0]); glTexCoord2fv(tep[4][0]); glVertex3fv(ep[4][0]);
glNormal3fv(en[5][0]); glTexCoord2fv(tep[5][0]); glVertex3fv(ep[5][0]);
glNormal3fv(en[4][1]); glTexCoord2fv(tep[4][1]); glVertex3fv(ep[4][1]);
glNormal3fv(en[5][1]); glTexCoord2fv(tep[5][1]); glVertex3fv(ep[5][1]);
glNormal3fv(en[4][2]); glTexCoord2fv(tep[4][2]); glVertex3fv(ep[4][2]);
glNormal3fv(en[5][2]); glTexCoord2fv(tep[5][2]); glVertex3fv(ep[5][2]);
glNormal3fv(en[4][3]); glTexCoord2fv(tep[4][3]); glVertex3fv(ep[4][3]);
glNormal3fv(en[5][3]); glTexCoord2fv(tep[5][3]); glVertex3fv(ep[5][3]);
glNormal3fv(en[4][4]); glTexCoord2fv(tep[4][4]); glVertex3fv(ep[4][4]);
glNormal3fv(en[5][4]); glTexCoord2fv(tep[5][4]); glVertex3fv(ep[5][4]);
glNormal3fv(en[4][5]); glTexCoord2fv(tep[4][5]); glVertex3fv(ep[4][5]);
glNormal3fv(en[5][5]); glTexCoord2fv(tep[5][5]); glVertex3fv(ep[5][5]);
glNormal3fv(en[4][6]); glTexCoord2fv(tep[4][6]); glVertex3fv(ep[4][6]);
glNormal3fv(en[5][6]); glTexCoord2fv(tep[5][6]); glVertex3fv(ep[5][6]);
glNormal3fv(en[4][7]); glTexCoord2fv(tep[4][7]); glVertex3fv(ep[4][7]);
glNormal3fv(en[5][7]); glTexCoord2fv(tep[5][7]); glVertex3fv(ep[5][7]);
glNormal3fv(en[4][8]); glTexCoord2fv(tep[4][8]); glVertex3fv(ep[4][8]);
glNormal3fv(en[5][8]); glTexCoord2fv(tep[5][8]); glVertex3fv(ep[5][8]);
glEnd();
glBegin(GL_TRIANGLE_STRIP);
glNormal3fv(en[5][0]); glTexCoord2fv(tep[5][0]); glVertex3fv(ep[5][0]);
glNormal3fv(en[6][0]); glTexCoord2fv(tep[6][0]); glVertex3fv(ep[6][0]);
glNormal3fv(en[5][1]); glTexCoord2fv(tep[5][1]); glVertex3fv(ep[5][1]);
glNormal3fv(en[6][1]); glTexCoord2fv(tep[6][1]); glVertex3fv(ep[6][1]);
glNormal3fv(en[5][2]); glTexCoord2fv(tep[5][2]); glVertex3fv(ep[5][2]);
glNormal3fv(en[6][2]); glTexCoord2fv(tep[6][2]); glVertex3fv(ep[6][2]);
glNormal3fv(en[5][3]); glTexCoord2fv(tep[5][3]); glVertex3fv(ep[5][3]);
glNormal3fv(en[6][3]); glTexCoord2fv(tep[6][3]); glVertex3fv(ep[6][3]);
glNormal3fv(en[5][4]); glTexCoord2fv(tep[5][4]); glVertex3fv(ep[5][4]);
glNormal3fv(en[6][4]); glTexCoord2fv(tep[6][4]); glVertex3fv(ep[6][4]);
glNormal3fv(en[5][5]); glTexCoord2fv(tep[5][5]); glVertex3fv(ep[5][5]);
glNormal3fv(en[6][5]); glTexCoord2fv(tep[6][5]); glVertex3fv(ep[6][5]);
glNormal3fv(en[5][6]); glTexCoord2fv(tep[5][6]); glVertex3fv(ep[5][6]);
glNormal3fv(en[6][6]); glTexCoord2fv(tep[6][6]); glVertex3fv(ep[6][6]);
glNormal3fv(en[5][7]); glTexCoord2fv(tep[5][7]); glVertex3fv(ep[5][7]);
glNormal3fv(en[6][7]); glTexCoord2fv(tep[6][7]); glVertex3fv(ep[6][7]);
glNormal3fv(en[5][8]); glTexCoord2fv(tep[5][8]); glVertex3fv(ep[5][8]);
glNormal3fv(en[6][8]); glTexCoord2fv(tep[6][8]); glVertex3fv(ep[6][8]);
glEnd();
glEndList();
}
static void BuildLogo(void)
{
glNewList(logo, GL_COMPILE);
glTranslatef(5.5, -3.5, 4.5);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendRight();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendLeft();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendRight();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendLeft();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendRight();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -7.0);
glCallList(doubleCylinder);
BendForward();
glCallList(elbow);
glTranslatef(0.0, 0.0, -5.0);
glCallList(singleCylinder);
BendLeft();
glCallList(elbow);
glEndList();
}
static void BuildLists(void)
{
singleCylinder = glGenLists(1);
doubleCylinder = glGenLists(1);
elbow = glGenLists(1);
logo = glGenLists(1);
BuildSingleCylinder();
BuildDoubleCylinder();
BuildElbow();
BuildLogo();
}
static void Init(void)
{
static float ambient[] = {0.1, 0.1, 0.1, 1.0};
static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
static float position[] = {90.0, 90.0, 150.0, 0.0};
static float front_mat_shininess[] = {30.0};
static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
static float back_mat_shininess[] = {50.0};
static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
static float lmodel_twoside[] = {GL_TRUE};
glClearColor(0.0, 0.0, 0.0, 0.0);
glFrontFace(GL_CW);
glDepthFunc(GL_LEQUAL);
glEnable(GL_DEPTH_TEST);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);
glEnable(GL_CLIP_PLANE0);
if (rgb) {
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
glTexImage2D(GL_TEXTURE_2D, 0, 3, CHECKIMAGEWIDTH, CHECKIMAGEHEIGHT, 0,
GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)checkImage);
glEnable(GL_TEXTURE_2D);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
} else {
tkSetGreyRamp();
if (doubleBuffer) {
colorIndexes[1] = 10;
colorIndexes[2] = 15;
}
glMaterialiv(GL_FRONT_AND_BACK, GL_COLOR_INDEXES, colorIndexes);
}
BuildLists();
dithering = GL_TRUE;
shade = GL_TRUE;
doStipple = GL_FALSE;
polyMode = GL_BACK;
}
static void Reshape(int width, int height)
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90, 1.0, 1.0, 200.0);
glMatrixMode(GL_MODELVIEW);
}
static GLenum Key(int key, GLenum mask)
{
switch (key) {
case TK_ESCAPE:
tkQuit();
case TK_LEFT:
yRotation += 0.5;
break;
case TK_RIGHT:
yRotation -= 0.5;
break;
case TK_UP:
plane[3] += 2.0;
break;
case TK_DOWN:
plane[3] -= 2.0;
break;
case TK_Z:
zTranslation -= 1.0;
break;
case TK_z:
zTranslation += 1.0;
break;
case TK_1:
glPolygonMode(polyMode, GL_POINT);
break;
case TK_2:
glPolygonMode(polyMode, GL_LINE);
break;
case TK_3:
glPolygonMode(polyMode, GL_FILL);
break;
case TK_p:
switch (polyMode) {
case GL_BACK:
polyMode = GL_FRONT;
break;
case GL_FRONT:
polyMode = GL_FRONT_AND_BACK;
break;
case GL_FRONT_AND_BACK:
polyMode = GL_BACK;
break;
}
break;
case TK_4:
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
break;
case TK_5:
glEnable(GL_POLYGON_SMOOTH);
if (rgb) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
} else {
SetUpAntiAliasedGrayScale();
}
break;
case TK_6:
glDisable(GL_POLYGON_SMOOTH);
if (rgb) {
glBlendFunc(GL_ONE, GL_ZERO);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
} else {
tkSetGreyRamp();
}
break;
case TK_8:
dithering = !dithering;
(dithering) ? glEnable(GL_DITHER) : glDisable(GL_DITHER);
break;
case TK_9:
doStipple = !doStipple;
if (doStipple) {
glPolygonStipple(stipple);
glEnable(GL_POLYGON_STIPPLE);
} else {
glDisable(GL_POLYGON_STIPPLE);
}
break;
case TK_0:
shade = !shade;
(shade) ? glShadeModel(GL_SMOOTH) : glShadeModel(GL_FLAT);
break;
case TK_q:
glDisable(GL_CULL_FACE);
break;
case TK_w:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
break;
case TK_e:
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
break;
case TK_r:
glFrontFace(GL_CW);
break;
case TK_t:
glFrontFace(GL_CCW);
break;
case TK_y:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
glPolygonStipple(stipple);
break;
case TK_u:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
glPolygonStipple(stipple);
break;
case TK_a:
glEnable(GL_TEXTURE_2D);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
glTexImage2D(GL_TEXTURE_2D, 0, 4, BRICKIMAGEWIDTH,
BRICKIMAGEHEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE,
(GLvoid *)brickImage);
break;
case TK_s:
glEnable(GL_TEXTURE_2D);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
glTexImage2D(GL_TEXTURE_2D, 0, 3, CHECKIMAGEWIDTH,
CHECKIMAGEHEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE,
(GLvoid *)checkImage);
break;
case TK_d:
glDisable(GL_TEXTURE_2D);
break;
case TK_f:
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
break;
case TK_g:
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modulate);
break;
default:
return GL_FALSE;
}
return GL_TRUE;
}
static void Draw(void)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0, 0, zTranslation);
glRotatef(30.0, 1, 0, 0);
glRotatef(yRotation, 0, 1, 0);
glClipPlane(GL_CLIP_PLANE0, plane);
glCallList(logo);
glPopMatrix();
glFlush();
if (doubleBuffer) {
tkSwapBuffers();
}
}
static GLenum Args(int argc, char **argv)
{
GLint i;
rgb = GL_TRUE;
doubleBuffer = GL_TRUE;
directRender = GL_FALSE;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-ci") == 0) {
rgb = GL_FALSE;
} else if (strcmp(argv[i], "-rgb") == 0) {
rgb = GL_TRUE;
} else if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-dr") == 0) {
directRender = GL_TRUE;
} else if (strcmp(argv[i], "-ir") == 0) {
directRender = GL_FALSE;
} else {
printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}
void main(int argc, char **argv)
{
GLenum type;
if (Args(argc, argv) == GL_FALSE) {
tkQuit();
}
tkInitPosition(0, 0, 300, 300);
type = TK_DEPTH16;
type |= (rgb) ? TK_RGB : TK_INDEX;
type |= (doubleBuffer) ? TK_DOUBLE : TK_SINGLE;
type |= (directRender) ? TK_DIRECT : TK_INDIRECT;
tkInitDisplayMode(type);
if (tkInitWindow("Logo Test") == GL_FALSE) {
tkQuit();
}
Init();
tkExposeFunc(Reshape);
tkReshapeFunc(Reshape);
tkKeyDownFunc(Key);
tkDisplayFunc(Draw);
tkExec();
}