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1059 lines
20 KiB
1059 lines
20 KiB
#undef FLAT_SHADING
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#include <windows.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <GL/gl.h>
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#include "gl42ogl.h"
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#include "tk.h"
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#include "insect.h"
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#include "insectco.h"
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GLushort ls = 0xaaaa;
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unsigned char halftone[] = {
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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0xAA, 0xAA, 0xAA, 0xAA,
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0x55, 0x55, 0x55, 0x55,
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};
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GLfloat sdepth = 10.;
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float light[3],
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phi = PI / 4.0,
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theta = PI / 4.0;
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GLfloat ctheta = -900, cphi, cvtheta, cvphi;
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float fabso (float a );
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/* Changes for ECLIPSE 8 bit machine */
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/* don't use 7 and 8 for appearances. These are the text standards */
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unsigned short ECLIPSE8_RAMP[10] = {4, 5, 6, 8, 9, 10, 11, 12, 13, 14};
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GLboolean is_8bit;
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short savearray[384];
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/** change for new window control */
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float halfwinx, halfwiny;
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long worgx, worgy;
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long wsizex, wsizey;
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long pikx, piky;
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GLboolean follow;
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float px, py;
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float light[3];
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float cx, cy, cz, cvx, cvy, cvz;
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float dmr[6], fr[6];
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GLfloat knee[6];
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GLfloat hip_phi[6];
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GLfloat hip_theta[6];
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GLboolean legup[6];
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float legx[6], legy[6];
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enum {
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NOTHING,
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FORWARD,
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BACKWARD,
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LEFT,
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MIDDLE
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};
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short function;
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/* mymakerange -- color ramp utilities */
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void
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mymakerange (unsigned short a, unsigned short b, GLubyte red1, GLubyte red2,
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GLubyte green1, GLubyte green2, GLubyte blue1, GLubyte blue2)
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{
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float i;
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int j;
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float dr,
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dg,
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db;
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i = (float) (b - a);
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dr = (float) (red2 - red1) / i;
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dg = (float) (green2 - green1) / i;
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db = (float) (blue2 - blue1) / i;
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for (j = 0; j <= (int) i; j++)
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mapcolor ((unsigned short) j + a,
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(short) (dr * (float) j + red1),
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(short) (dg * (float) j + green1),
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(short) (db * (float) j + blue1));
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/* mapcolor ((unsigned short) j + a,
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(GLubyte) (dr * (float) j + red1),
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(GLubyte) (dg * (float) j + green1),
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(GLubyte) (db * (float) j + blue1));
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*/
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}
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/* Set up Eclipse 8 bit color ramp */
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void
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make_eclipse8_range(unsigned short e_ramp[], int red1, int red2,
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int green1, int green2, int blue1, int blue2)
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{
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int i;
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float rinc, ginc, binc;
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rinc = (float)(red2 - red1) / (float)ECLIPSE8_NCOLORS;
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ginc = (float)(green2 - green1) / (float)ECLIPSE8_NCOLORS;
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binc = (float)(blue2 - blue1) / (float)ECLIPSE8_NCOLORS;
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for (i = 0; i < ECLIPSE8_NCOLORS; i++) {
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mapcolor(e_ramp[i],
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(short)(i * rinc + red1),
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(short)(i * ginc + green1),
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(short)(i * binc + blue1));
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}
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}
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/* setupcolors -- load color map */
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/* Changed for ECLIPSE 8 bit machine */
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void
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setupcolors (void) {
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if (!is_8bit) {
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mapcolor (GRAY, 128, 128, 128);
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mapcolor (GRID, 128, 200, 250);
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mapcolor (SKYBLUE, 50, 50, 150);
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mymakerange (RAMPB5, RAMPE5, 125, 250, 125, 250, 0, 0);
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mymakerange (RAMPB4, RAMPE4, 100, 200, 125, 250, 0, 0);
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mymakerange (RAMPB3, RAMPE3, 75, 150, 125, 250, 0, 0);
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mymakerange (RAMPB2, RAMPE2, 50, 100, 125, 250, 0, 0);
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mymakerange (RAMPB, RAMPE, 25, 50, 125, 250, 0, 0);
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} else {
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mapcolor (ECLIPSE8_GRAY, 128, 128, 128);
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mapcolor (ECLIPSE8_GRID, 128, 200, 250);
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mapcolor (ECLIPSE8_SKYBLUE, 50, 50, 150);
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/*
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mapcolor (BLACK, 0, 0, 0);
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mapcolor (COLORS, 255, 0, 0);
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mapcolor (COLOR1, 0, 255, 0);
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mapcolor (COLOR2, 255, 255, 0);
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*/
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make_eclipse8_range(ECLIPSE8_RAMP, 25, 250, 125, 250, 0, 0);
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}
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}
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/**** New routines for ECLIPSE 8 bit machine */
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/* reduces color index value to the lower 16 indices in the color table
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see ECLIPSE8_RAMP[] for which entries are used for ramp */
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short
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reduce_index (short c)
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{
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c = c - RAMPB + 4;
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while (c > 13)
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c -= 10;
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if (c > 6)
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c++;
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return(c);
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}
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void
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getcoords (void)
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{
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pikx = getvaluator(MOUSEX);
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piky = getvaluator(MOUSEY);
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if (pikx <= worgx || pikx >= worgx + wsizex ||
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piky <= worgy || piky >= worgy + wsizey) {
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pikx = worgx + wsizex / 2 + 1;
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piky = worgy + wsizey / 2 + 1;
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}
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}
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static void
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getMouseCoords (void) {
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int x, y;
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tkGetMouseLoc (&x, &y);
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pikx = x;
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piky = wsizey - y;
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if ( (pikx < 0) || (pikx > wsizex) ||
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(piky < 0) || (piky > wsizey) ) {
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pikx = wsizex / 2 + 1;
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piky = wsizey / 2 + 1;
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}
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}
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int
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l05 (int i)
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{
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if (i < 0)
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return (i + 6);
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if (i > 5)
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return (i - 6);
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return (i);
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}
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int
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sgn (float i)
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{
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if (i < 0)
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return (-1);
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if (i > 0)
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return (1);
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return (0);
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}
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static void
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fixWindow (void) {
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halfwinx = (float)wsizex / 2.0;
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halfwiny = (float)wsizey / 2.0;
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glViewport (0, 0, wsizex, wsizey);
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glPopMatrix();
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glPushMatrix();
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gluPerspective (80, wsizex / (float) wsizey, 0.01, 131072);
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}
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/* draw_shadow -- draw halftone shape of insect onto the floor */
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void
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draw_shadow (void) {
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int leg;
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glPushMatrix ();
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glCallList (shadow);
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glEnable (GL_POLYGON_STIPPLE);
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glTranslatef (px, py, 1.0);
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glCallList (body_shadow);
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for (leg = 0; leg < 6; leg++) {
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glPushMatrix ();
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/*
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glRotatef ((GLfloat) (-leg * 600), 0, 0, 1);
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*/
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glRotatef ((GLfloat) (-leg * 60), 0, 0, 1);
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glTranslatef (0.0, 0.5, 0.0);
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glCallList (hip_shadow);
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/*
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glRotatef (hip_phi[leg], 0, 0, 1);
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glRotatef (hip_theta[leg], 1, 0, 0);
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*/
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glRotatef (hip_phi[leg] / 10, 0, 0, 1);
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glRotatef (hip_theta[leg]/10, 1, 0, 0);
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glCallList (thigh_shadow);
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glCallList (kneeball_shadow);
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glTranslatef (0.0, 1.0, 0.0);
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/*
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glRotatef (knee[leg], 1, 0, 0);
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*/
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glRotatef (knee[leg]/10, 1, 0, 0);
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glCallList (shin_shadow);
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glPopMatrix ();
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}
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glDisable (GL_POLYGON_STIPPLE);
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glPopMatrix ();
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}
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/* draw_hind -- draw a rear leg. First draw hip, then shin, then thigh
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and knee joint */
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void
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draw_hind (int leg)
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{
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glPushMatrix ();
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/*
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glRotatef ((GLfloat) (-leg * 600), 0, 0, 1);
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*/
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glRotatef ((GLfloat) (-leg * 60), 0, 0, 1);
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glTranslatef (0.0, 0.5, 0.0);
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glCallList (hip[leg]);
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/*
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glRotatef (hip_phi[leg], 0, 0, 1);
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glRotatef (hip_theta[leg], 1, 0, 0);
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*/
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glRotatef (hip_phi[leg]/10, 0, 0, 1);
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glRotatef (hip_theta[leg]/10, 1, 0, 0);
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glPushMatrix (); /* draw thigh */
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glTranslatef (0.0, 1.0, 0.0);
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/*
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glRotatef (knee[leg], 1, 0, 0);
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*/
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glRotatef (knee[leg]/10, 1, 0, 0);
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glCallList (shin[leg]);
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glPopMatrix ();
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if (cz < -5.0) {
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glCallList (kneeball[leg]);
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glCallList (thigh[leg]);
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}
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else {
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glCallList (kneeball[leg]);
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glCallList (thigh[leg]);
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}
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glPopMatrix ();
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}
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/* draw_fore -- draw a front leg. First draw hip, then thigh,
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knee joint and finally shin */
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void
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draw_fore (int leg)
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{
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glPushMatrix ();
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/*
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glRotatef ((GLfloat) (-leg * 600), 0, 0, 1);
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*/
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glRotatef ((GLfloat) (-leg * 60), 0, 0, 1);
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glTranslatef (0.0, 0.5, 0.0);
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glCallList (hip[leg]);
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/*
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glRotatef (hip_phi[leg], 0, 0, 1);
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glRotatef (hip_theta[leg], 1, 0, 0);
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*/
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glRotatef (hip_phi[leg]/10, 0, 0, 1);
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glRotatef (hip_theta[leg]/10, 1, 0, 0);
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glCallList (thigh[leg]);
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glCallList (kneeball[leg]);
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glTranslatef (0.0, 1.0, 0.0);
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/*
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glRotatef (knee[leg], 1, 0, 0);
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*/
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glRotatef (knee[leg]/10, 1, 0, 0);
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glCallList (shin[leg]);
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glPopMatrix ();
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}
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/* draw_insect -- draw rear legs, body and forelegs of insect
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the order of drawing the objects is important to
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insure proper hidden surface elimination -- painter's algorithm */
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void
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draw_insect (void) {
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GLfloat a;
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float o;
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int order;
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o = atan2 (cy + py, cx + px) + PI - (PI / 3.0);
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order = l05 ((int) integer (o / (PI / 3.0)));
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glPushMatrix (); /* world */
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glTranslatef (px, py, 1.0);
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draw_hind (l05 (3 - order));
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draw_hind (l05 (4 - order));
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draw_hind (l05 (2 - order));
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glCallList (body);
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draw_fore (l05 (5 - order));
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draw_fore (l05 (1 - order));
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draw_fore (l05 (0 - order));
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glPopMatrix ();
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}
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/* spin_scene -- poll input devices, keyboard and mouse
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move eye position based upon user input */
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void
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spin_scene (void) {
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float sin1,
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cos1,
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sin2,
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cos2,
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t;
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int mx,
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my;
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/* big change to keep movement relative to window */
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/* check if still in window x and y are globals - see getcoords */
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/*
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getcoords ();
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mx = 64 * ((pikx - worgx) - (wsizex / 2)) / wsizex;
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my = 64 * ((piky - worgy) - (wsizey / 2)) / wsizey;
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*/
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getMouseCoords();
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mx = 64 * (pikx - (wsizex/2)) / wsizex;
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my = 64 * (piky - (wsizey/2)) / wsizey;
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/*
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mx = (getvaluator (MOUSEX) - 640) / 16;
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my = (getvaluator (MOUSEY) - 512) / 16;
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*/
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switch (function) {
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case BACKWARD:
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gl_sincos (ctheta, &sin1, &cos1);
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gl_sincos (cphi, &sin2, &cos2);
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cvz -= cos1;
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cvx -= sin2 * sin1;
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cvy -= cos2 * sin1;
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function = NOTHING;
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break;
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case FORWARD:
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gl_sincos (ctheta, &sin1, &cos1);
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gl_sincos (cphi, &sin2, &cos2);
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cvz += cos1;
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cvx += sin2 * sin1;
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cvy += cos2 * sin1;
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function = NOTHING;
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break;
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case LEFT:
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cvz = (float) - my;
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gl_sincos (cphi, &sin1, &cos1);
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cvx = cos1 * (float) (-mx);
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cvy = -sin1 * (float) (-mx);
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break;
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default:
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cvx = cvx * 0.7;
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cvy = cvy * 0.7;
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cvz = cvz * 0.7;
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break;
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}
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if (function == MIDDLE) {
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cvtheta = my;
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cvphi = mx;
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}
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else {
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cvtheta += -cvtheta / 4;
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if ((cvtheta < 4) && (cvtheta > -4))
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cvtheta = 0;
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cvphi += -cvphi / 4;
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if ((cvphi < 4) && (cvphi > -4))
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cvphi = 0;
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if (function != LEFT) function = NOTHING;
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}
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cx += cvx * 0.0078125;
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cy += cvy * 0.0078125;
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if (cz > 0.0) {
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cz = 0.0;
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cvz = 0.0;
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}
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else
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cz += cvz * 0.0078125;
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ctheta += cvtheta;
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cphi += cvphi;
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}
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GLfloat degrees (float a)
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{
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return ((GLfloat) (a * 1800.0 / PI));
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}
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void
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getstuff (void) {
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int x,
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y,
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i;
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int tr;
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legup[0] = GL_FALSE;
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legup[2] = GL_FALSE;
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legup[4] = GL_FALSE;
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legup[1] = GL_TRUE;
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legup[3] = GL_TRUE;
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legup[5] = GL_TRUE;
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px = 0.0;
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py = 0.0;
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for (i = 0; i < 6; i++) {
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legx[i] = 30.0 / 2.0 + (float) i;
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legy[i] = 30.0 / 2.0 + (float) i;
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}
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}
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void
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dolegs (void) {
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int i;
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float r,
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l,
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gx,
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gy,
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k,
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t,
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a,
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ux,
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uy;
|
|
int leg,
|
|
tr;
|
|
|
|
for (leg = 0; leg < 6; leg++) {
|
|
gx = legx[leg] - 30.0 / 2.0;
|
|
gy = legy[leg] - 30.0 / 2.0;
|
|
ux = gx / (30.0 / 2.0);
|
|
uy = gy / (30.0 / 2.0);
|
|
|
|
switch (leg) {
|
|
case 0:
|
|
gx += 0.0;
|
|
gy += 30.0;
|
|
break;
|
|
case 1:
|
|
gx += (30.0 * 0.8660254);
|
|
gy += (30.0 * 0.5);
|
|
break;
|
|
case 2:
|
|
gx += (30.0 * 0.8660254);
|
|
gy += (30.0 * -0.5);
|
|
break;
|
|
case 3:
|
|
gx += 0.0;
|
|
gy += -30.0;
|
|
break;
|
|
case 4:
|
|
gx += (30.0 * -0.8660254);
|
|
gy += (30.0 * -0.5);;
|
|
break;
|
|
case 5:
|
|
gx += (30.0 * -0.8660254);
|
|
gy += (30.0 * 0.5);
|
|
break;
|
|
}
|
|
r = sqrt ((gx * gx) + (gy * gy)) / 30.0;
|
|
l = sqrt (1.0 + (r * r));
|
|
k = acos ((5.0 - (l * l)) / 4.0);
|
|
|
|
knee[leg] = (GLfloat) degrees (k);
|
|
|
|
t = (2.0 * sin (k)) / l;
|
|
if (t > 1.0)
|
|
t = 1.0;
|
|
|
|
a = asin (t);
|
|
if (l < 1.7320508)
|
|
a = PI - a;
|
|
|
|
hip_theta[leg] =
|
|
(GLfloat) (degrees (a - atan2 (1.0, r)));
|
|
|
|
if (gx == 0.0) {
|
|
hip_phi[leg] = (GLfloat) (900 * sgn (gy));
|
|
}
|
|
else {
|
|
hip_phi[leg] = (GLfloat) (degrees (atan2 (gy, gx)));
|
|
}
|
|
hip_phi[leg] += (-900 + 600 * leg);
|
|
|
|
if (legup[leg]) {
|
|
hip_theta[leg] += (GLfloat)
|
|
(200.0 * ((fr[leg] / 2.0) - fabso (dmr[leg] - (fr[leg] / 2.0))));
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
move_insect (void) {
|
|
register int i;
|
|
register float mx,
|
|
my,
|
|
vx,
|
|
vy,
|
|
dx,
|
|
dy,
|
|
dr,
|
|
lx,
|
|
ly,
|
|
lr,
|
|
dmx,
|
|
dmy;
|
|
float s,
|
|
c;
|
|
|
|
/* mx = (float) getvaluator (MOUSEX) / 640.0 - 1.0;
|
|
my = (float) getvaluator (MOUSEY) / 512.0 - 1.0;
|
|
*/
|
|
|
|
/* changed to keep input within the window.
|
|
x and y are globals - see getcoords */
|
|
/*
|
|
getcoords ();
|
|
mx = ((float)pikx - (float)worgx) / halfwinx - 1.0;
|
|
my = ((float)piky - (float)worgy) / halfwiny - 1.0;
|
|
*/
|
|
getMouseCoords();
|
|
mx = pikx / halfwinx - 1.0;
|
|
my = piky / halfwiny - 1.0;
|
|
|
|
|
|
|
|
gl_sincos (cphi, &s, &c);
|
|
dx = mx * c + my * s;
|
|
dy = -mx * s + my * c;
|
|
mx = dx;
|
|
my = dy;
|
|
|
|
px += mx / (float) (RES);
|
|
py += my / (float) (RES);
|
|
|
|
if (follow) {
|
|
cx -= mx / (float) (RES);
|
|
cy -= my / (float) (RES);
|
|
}
|
|
|
|
dr = sqrt (mx * mx + my * my);
|
|
dx = mx / dr;
|
|
dy = my / dr;
|
|
|
|
for (i = 0; i < 6; i++) {
|
|
lx = legx[i] - (float) (RES / 2);
|
|
ly = legy[i] - (float) (RES / 2);
|
|
lr = (float) (RES / 2);
|
|
lx = lx / lr;
|
|
ly = ly / lr;
|
|
dmx = (dx - lx);
|
|
dmy = (dy - ly);
|
|
dmr[i] = sqrt (dmx * dmx + dmy * dmy);
|
|
if (legup[i]) {
|
|
dmx = 3 * dr * dmx / dmr[i];
|
|
dmy = 3 * dr * dmy / dmr[i];
|
|
legx[i] += dmx;
|
|
legy[i] += dmy;
|
|
if ((dmr[i]) < 0.15) {
|
|
legup[i] = GL_FALSE;
|
|
}
|
|
}
|
|
else {
|
|
legx[i] -= mx;
|
|
legy[i] -= my;
|
|
|
|
if (!legup[l05 (i - 1)] && !legup[l05 (i + 1)] &&
|
|
(dmr[i] > REACH) &&
|
|
((lx * dx + ly * dy) < 0.0)) {
|
|
legup[i] = GL_TRUE;
|
|
fr[i] = dmr[i];
|
|
legx[i] += dmx;
|
|
legy[i] += dmy;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
rotate60 (char c, int n, GLfloat a[][3])
|
|
{
|
|
int i,
|
|
j,
|
|
l;
|
|
float nx,
|
|
ny;
|
|
|
|
switch (c) {
|
|
case 'z':
|
|
i = 0;
|
|
j = 1;
|
|
break;
|
|
case 'y':
|
|
i = 2;
|
|
j = 0;
|
|
break;
|
|
case 'x':
|
|
i = 1;
|
|
j = 2;
|
|
break;
|
|
};
|
|
for (l = 0; l < n; l++) {
|
|
nx = a[l][i] * COS60 - a[l][j] * SIN60;
|
|
ny = a[l][i] * SIN60 + a[l][j] * COS60;
|
|
a[l][i] = nx;
|
|
a[l][j] = ny;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
getpolycolor (int p, float pts[][3])
|
|
{
|
|
float norm[3];
|
|
float v1[3],
|
|
v2[3],
|
|
cons;
|
|
int i,
|
|
get;
|
|
float c;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
norm[i] = 0.0;
|
|
i = 0;
|
|
get = 1;
|
|
i = 1;
|
|
v1[0] = pts[1][0] - pts[0][0];
|
|
v1[1] = pts[1][1] - pts[0][1];
|
|
v1[2] = pts[1][2] - pts[0][2];
|
|
|
|
v2[0] = pts[2][0] - pts[0][0];
|
|
v2[1] = pts[2][1] - pts[0][1];
|
|
v2[2] = pts[2][2] - pts[0][2];
|
|
|
|
norm[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
|
norm[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
|
norm[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
|
|
|
cons = sqrt ((norm[0] * norm[0]) +
|
|
(norm[1] * norm[1]) + (norm[2] * norm[2]));
|
|
for (i = 0; i < 3; i++)
|
|
norm[i] = norm[i] / cons;
|
|
|
|
c = dot (norm, light);
|
|
if (c < 0.0)
|
|
c = 0.0;
|
|
if (c > 1.0)
|
|
c = 1.0;
|
|
switch (p) {
|
|
case 0:
|
|
c = (float) (RAMPE - RAMPB) * c + (float) (RAMPB);
|
|
if (((unsigned short) c) > RAMPE) c = (float) RAMPE;
|
|
#ifdef FLAT_SHADING
|
|
c = COLOR1;
|
|
#endif
|
|
break;
|
|
case 1:
|
|
c = (float) (RAMPE2 - RAMPB2) * c + (float) (RAMPB2);
|
|
if (((unsigned short) c) > RAMPE2) c = (float) RAMPE2;
|
|
#ifdef FLAT_SHADING
|
|
c = COLOR2;
|
|
#endif
|
|
break;
|
|
case 2:
|
|
c = (float) (RAMPE3 - RAMPB3) * c + (float) (RAMPB3);
|
|
if (((unsigned short) c) > RAMPE3) c = (float) RAMPE3;
|
|
#ifdef FLAT_SHADING
|
|
c = COLOR2;
|
|
#endif
|
|
break;
|
|
case 3:
|
|
c = (float) (RAMPE4 - RAMPB4) * c + (float) (RAMPB4);
|
|
if (((unsigned short) c) > RAMPE4) c = (float) RAMPE4;
|
|
#ifdef FLAT_SHADING
|
|
c = COLOR2;
|
|
#endif
|
|
break;
|
|
case 4:
|
|
c = (float) (RAMPE5 - RAMPB5) * c + (float) (RAMPB5);
|
|
if (((unsigned short) c) > RAMPE5) c = (float) RAMPE5;
|
|
#ifdef FLAT_SHADING
|
|
c = COLOR2;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
/* Changed for 8 bit ECLIPSE machine */
|
|
if (is_8bit)
|
|
c = (float)reduce_index((int)c);
|
|
glIndexi (c);
|
|
}
|
|
|
|
|
|
GLboolean
|
|
lit (int p, float pts[][3])
|
|
{
|
|
float norm[3];
|
|
float v1[3],
|
|
v2[3],
|
|
cons;
|
|
int i,
|
|
get;
|
|
float c;
|
|
|
|
for (i = 0; i < 3; i++)
|
|
norm[i] = 0.0;
|
|
i = 0;
|
|
get = 1;
|
|
i = 1;
|
|
v1[0] = pts[1][0] - pts[0][0];
|
|
v1[1] = pts[1][1] - pts[0][1];
|
|
v1[2] = pts[1][2] - pts[0][2];
|
|
|
|
v2[0] = pts[2][0] - pts[0][0];
|
|
v2[1] = pts[2][1] - pts[0][1];
|
|
v2[2] = pts[2][2] - pts[0][2];
|
|
|
|
norm[0] = v1[1] * v2[2] - v1[2] * v2[1];
|
|
norm[1] = v1[2] * v2[0] - v1[0] * v2[2];
|
|
norm[2] = v1[0] * v2[1] - v1[1] * v2[0];
|
|
|
|
cons = sqrt ((norm[0] * norm[0]) +
|
|
(norm[1] * norm[1]) + (norm[2] * norm[2]));
|
|
for (i = 0; i < 3; i++)
|
|
norm[i] = norm[i] / cons;
|
|
|
|
c = dot (norm, light);
|
|
return (c > 0.0);
|
|
}
|
|
|
|
|
|
float dot (float vec1[3], float vec2[3])
|
|
{
|
|
float xx;
|
|
xx = (vec1[1] * vec2[1])
|
|
+ (vec1[2] * vec2[2])
|
|
+ (vec1[0] * vec2[0]);
|
|
return ((float) xx);
|
|
}
|
|
|
|
|
|
void
|
|
getlightvector (void) {
|
|
float f;
|
|
light[2] = cos (theta);
|
|
f = sin (theta);
|
|
light[1] = -sin (phi) * f;
|
|
light[0] = -cos (phi) * f;
|
|
}
|
|
|
|
|
|
float integer (float x)
|
|
{
|
|
if (x < 0.0)
|
|
x -= 1.0;
|
|
x = (float) (int) x;
|
|
return (x);
|
|
}
|
|
|
|
|
|
float frac (float x)
|
|
{
|
|
return (x - integer (x));
|
|
}
|
|
|
|
|
|
float
|
|
fabso (float x)
|
|
{
|
|
if (x < 0.0)
|
|
return (-x);
|
|
else
|
|
return (x);
|
|
}
|
|
|
|
|
|
void
|
|
drawAll (void) {
|
|
/* new for ECLIPSE 8 bit version */
|
|
if (is_8bit)
|
|
glClearIndex (ECLIPSE8_SKYBLUE);
|
|
else
|
|
glClearIndex (SKYBLUE);
|
|
|
|
glClear (GL_COLOR_BUFFER_BIT);
|
|
glPushMatrix();
|
|
doViewit();
|
|
glCallList (screen);
|
|
draw_shadow();
|
|
draw_insect();
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
static void Reshape(int width, int height)
|
|
{
|
|
|
|
wsizex = width;
|
|
wsizey = height;
|
|
fixWindow();
|
|
}
|
|
|
|
static GLenum Key(int key, GLenum mask)
|
|
{
|
|
switch (key) {
|
|
case TK_ESCAPE:
|
|
tkQuit();
|
|
break;
|
|
case TK_A:
|
|
case TK_a:
|
|
function = FORWARD;
|
|
break;
|
|
case TK_Z:
|
|
case TK_z:
|
|
function = BACKWARD;
|
|
break;
|
|
case TK_F:
|
|
case TK_f:
|
|
follow = !follow;
|
|
break;
|
|
default:
|
|
return GL_FALSE;
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
static GLenum MouseUp(int mouseX, int mouseY, GLenum button)
|
|
{
|
|
switch (button) {
|
|
case TK_LEFTBUTTON:
|
|
function = NOTHING;
|
|
break;
|
|
case TK_MIDDLEBUTTON:
|
|
function = NOTHING;
|
|
break;
|
|
default:
|
|
return GL_FALSE;
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
static GLenum MouseDown(int mouseX, int mouseY, GLenum button)
|
|
{
|
|
|
|
switch (button) {
|
|
case TK_LEFTBUTTON:
|
|
function = LEFT;
|
|
break;
|
|
case TK_MIDDLEBUTTON:
|
|
function = MIDDLE;
|
|
break;
|
|
default:
|
|
return GL_FALSE;
|
|
}
|
|
return GL_TRUE;
|
|
}
|
|
|
|
static void animate (void) {
|
|
spin_scene();
|
|
move_insect();
|
|
dolegs();
|
|
drawAll();
|
|
tkSwapBuffers();
|
|
}
|
|
|
|
|
|
|
|
/* main routine -- handle tokens of window manager
|
|
-- display shadow and insect
|
|
*/
|
|
|
|
void
|
|
main (int argc, char *argv[]) {
|
|
int i,
|
|
j,
|
|
k;
|
|
short dev,
|
|
val;
|
|
long nplanes;
|
|
GLboolean attached;
|
|
|
|
|
|
follow = GL_TRUE;
|
|
wsizex = 500;
|
|
wsizey = 400;
|
|
worgx = 252;
|
|
worgy = 184;
|
|
|
|
tkInitPosition(0, 0, wsizex, wsizey);
|
|
|
|
tkInitDisplayMode(TK_INDEX|TK_DOUBLE|TK_DIRECT|TK_DEPTH16);
|
|
|
|
if (tkInitWindow("Insect") == GL_FALSE) {
|
|
tkQuit();
|
|
}
|
|
|
|
glPolygonStipple ((unsigned char *) halftone);
|
|
glShadeModel(GL_FLAT);
|
|
|
|
getlightvector ();
|
|
|
|
/* Changes for ECLIPSE 8 bit machine */
|
|
|
|
|
|
|
|
/*
|
|
* Machines with enough bitplanes will use colormap entries CMAPSTART
|
|
* to CMAPSTART+127. If the machine doesn't have enough bitplanes,
|
|
* only colors 0 to 15 will be used (it is assumed that all machines
|
|
* have at least 4 bitplanes in colormap double-buffered mode).
|
|
*/
|
|
#ifdef ECLIPSE
|
|
nplanes = glGetI(GD_BITS_NORM_DBL_CMODE);
|
|
/* save color map in savearray */
|
|
if ((1<<nplanes) > (CMAPSTART+127)) {
|
|
is_8bit = GL_FALSE;
|
|
}
|
|
else {
|
|
is_8bit = GL_TRUE;
|
|
}
|
|
#else
|
|
nplanes = 4;
|
|
is_8bit = GL_TRUE;
|
|
#endif
|
|
|
|
|
|
setupcolors ();
|
|
/* initialize transformation stuff */
|
|
cx = 0.0;
|
|
cy = 10.0;
|
|
cz = -2.0;
|
|
cvx = cvy = cvz = 0.0;
|
|
ctheta = -900;
|
|
cphi = 0;
|
|
cvtheta = cvphi = 0.0;
|
|
function = NOTHING;
|
|
|
|
glPushMatrix();
|
|
|
|
fixWindow();
|
|
createobjects ();
|
|
getstuff ();
|
|
spin_scene ();
|
|
move_insect ();
|
|
dolegs ();
|
|
|
|
tkExposeFunc(Reshape);
|
|
tkReshapeFunc(Reshape);
|
|
tkKeyDownFunc(Key);
|
|
tkMouseDownFunc(MouseDown);
|
|
tkMouseUpFunc(MouseUp);
|
|
tkIdleFunc(animate);
|
|
tkExec();
|
|
|
|
glPopMatrix();
|
|
}
|