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193 lines
3.1 KiB
193 lines
3.1 KiB
#undef GEORGE_DEBUG
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#ifdef GEORGE_DEBUG
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# include <stdio.h>
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#endif
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#include <windows.h>
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#include <math.h>
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#include <stdio.h>
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#include <GL/gl.h>
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#include "tk.h"
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#include "gl42ogl.h"
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int windX, windY;
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void
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getorigin (long *x, long *y) {
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*x = windX;
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*y = windY;
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}
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long
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getvaluator (Device dev) {
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/* gl4: origin in bottom right
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*/
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long originX, originY;
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int mouseX, mouseY;
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long val;
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/* cost in performance in repeated calls,
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* but hey you want an easy port as possible
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*/
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getorigin (&originX, &originY);
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switch (dev) {
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case MOUSEX:
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tkGetMouseLoc (&mouseX, &mouseY);
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val = mouseX + originX;
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break;
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case MOUSEY:
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tkGetMouseLoc (&mouseX, &mouseY);
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val = YOUR_SCREEN_MAXY - (mouseY + originY);
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break;
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default:
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fprintf (stderr, "unsupported device: %d\n", dev);
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break;
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}
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return (val);
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}
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#define PI 3.141593
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void
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gl_sincos (GLfloat ang, float *sine, float *cosine) {
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float rads = ang * PI / 1800;
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*sine = (float)sin (rads);
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*cosine = (float)cos (rads);
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}
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void
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glGetMatrix (GLfloat mat[]) {
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short i;
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GLint mode, ptr;
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static GLfloat tmp[100];
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glGetIntegerv (GL_MATRIX_MODE, &mode);
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switch (mode) {
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case GL_MODELVIEW:
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glGetIntegerv (GL_MODELVIEW_STACK_DEPTH, &ptr);
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glGetFloatv (GL_MODELVIEW_MATRIX, tmp);
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break;
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case GL_PROJECTION:
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glGetIntegerv (GL_PROJECTION_STACK_DEPTH, &ptr);
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glGetFloatv (GL_PROJECTION_MATRIX, tmp);
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break;
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case GL_TEXTURE:
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glGetIntegerv (GL_TEXTURE_STACK_DEPTH, &ptr);
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glGetFloatv (GL_TEXTURE_MATRIX, tmp);
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break;
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default:
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fprintf (stderr, "unknown matrix mode: %d\n", mode);
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break;
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}
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for (i = 0; i < 16; i++)
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mat[i] = tmp[i];
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}
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void
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mapcolor (Colorindex index, short r, short g, short b) {
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/* gl4 -> rgb = [1,255]
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* ogl -> rgb = [0,1]
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*/
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tkSetOneColor (index, r/255.0, g/255.0, b/255.0);
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}
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void
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polf2i (long n, Icoord parray[][2]) {
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register long i;
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glBegin (GL_POLYGON);
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for (i = 0; i < n; i++)
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glVertex2iv (parray[i]);
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glEnd();
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}
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void
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polf2 (long n, Coord parray[][2]) {
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register long i;
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glBegin (GL_POLYGON);
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for (i = 0; i < n; i++)
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glVertex2fv (parray[i]);
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glEnd();
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}
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void
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polfi (long n, Icoord parray[][3]) {
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register long i;
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glBegin (GL_POLYGON);
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for (i = 0; i < n; i++)
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glVertex3iv (parray[i]);
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glEnd();
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}
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void
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polf (long n, Coord parray[][3]) {
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register long i;
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glBegin (GL_POLYGON);
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for (i = 0; i < n; i++)
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glVertex3fv (parray[i]);
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glEnd();
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}
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void
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poly2i (long n, Icoord parray[][2]) {
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register long i;
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glBegin (GL_LINE_LOOP);
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for (i = 0; i < n; i++)
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glVertex2iv (parray[i]);
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glEnd();
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}
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void
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poly2 (long n, Coord parray[][2]) {
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register long i;
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glBegin (GL_LINE_LOOP);
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for (i = 0; i < n; i++)
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glVertex2fv (parray[i]);
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glEnd();
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}
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void
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polyi (long n, Icoord parray[][3]) {
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register long i;
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glBegin (GL_LINE_LOOP);
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for (i = 0; i < n; i++)
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glVertex3iv (parray[i]);
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glEnd();
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}
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void
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poly (long n, Coord parray[][3]) {
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register long i;
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glBegin (GL_LINE_LOOP);
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for (i = 0; i < n; i++)
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glVertex3fv (parray[i]);
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glEnd();
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}
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