282 lines
7.1 KiB
C
282 lines
7.1 KiB
C
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/*
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* Spinning gears demo for Linux SVGA/Mesa interface in 32K color mode.
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*
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* Compile with: gcc vgears.c -I../include -L../lib -lMesaGL -lX11 -lXext
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* -lvga -lm -o vgears
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*
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* This program is in the public domain.
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* Brian Paul, January 1996
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*/
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#include <vga.h>
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#include <math.h>
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#include "GL/svgamesa.h"
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#include "GL/gl.h"
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int width = 800, height = 600;
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SVGAMesaContext vmc;
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/*
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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*
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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*/
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static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth )
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth/2.0;
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r2 = outer_radius + tooth_depth/2.0;
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da = 2.0*M_PI / teeth / 4.0;
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glShadeModel( GL_FLAT );
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glNormal3f( 0.0, 0.0, 1.0 );
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/* draw front face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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}
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glEnd();
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glNormal3f( 0.0, 0.0, -1.0 );
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/* draw back face */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin( GL_QUADS );
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da = 2.0*M_PI / teeth / 4.0;
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
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glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
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u = r2*cos(angle+da) - r1*cos(angle);
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v = r2*sin(angle+da) - r1*sin(angle);
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len = sqrt( u*u + v*v );
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u /= len;
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v /= len;
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
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glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
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glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
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u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
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v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
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glNormal3f( v, -u, 0.0 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
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glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
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glNormal3f( cos(angle), sin(angle), 0.0 );
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}
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glVertex3f( r1*cos(0), r1*sin(0), width*0.5 );
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glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 );
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glEnd();
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glShadeModel( GL_SMOOTH );
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/* draw inside radius cylinder */
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glBegin( GL_QUAD_STRIP );
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for (i=0;i<=teeth;i++) {
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angle = i * 2.0*M_PI / teeth;
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glNormal3f( -cos(angle), -sin(angle), 0.0 );
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glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
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glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
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}
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glEnd();
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}
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static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static GLuint limit;
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static GLuint count = 1;
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static void draw( void )
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{
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angle += 2.0;
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glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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glPushMatrix();
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glRotatef( view_rotx, 1.0, 0.0, 0.0 );
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glRotatef( view_roty, 0.0, 1.0, 0.0 );
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glRotatef( view_rotz, 0.0, 0.0, 1.0 );
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glPushMatrix();
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glTranslatef( -3.0, -2.0, 0.0 );
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glRotatef( angle, 0.0, 0.0, 1.0 );
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 3.1, -2.0, 0.0 );
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glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef( -3.1, 4.2, 0.0 );
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glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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SVGAMesaSwapBuffers();
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}
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static void init( void )
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{
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static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
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static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
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static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
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static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
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GLfloat w = (float) width / (float) height;
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GLfloat h = 1.0;
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glLightfv( GL_LIGHT0, GL_POSITION, pos );
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glEnable( GL_CULL_FACE );
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glEnable( GL_LIGHTING );
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glEnable( GL_LIGHT0 );
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glEnable( GL_DEPTH_TEST );
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
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gear( 1.0, 4.0, 1.0, 20, 0.7 );
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
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gear( 0.5, 2.0, 2.0, 10, 0.7 );
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
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gear( 1.3, 2.0, 0.5, 10, 0.7 );
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glEndList();
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glEnable( GL_NORMALIZE );
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glViewport( 0, 0, width, height );
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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if (width>height) {
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GLfloat w = (GLfloat) width / (GLfloat) height;
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glFrustum( -w, w, -1.0, 1.0, 5.0, 60.0 );
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}
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else {
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GLfloat h = (GLfloat) height / (GLfloat) width;
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glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef( 0.0, 0.0, -40.0 );
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}
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void setup( void )
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{
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vga_init();
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vga_setmode(G800x600x32K);
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/* gl_setcontextvga(G800x600x32K);*/
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vmc = SVGAMesaCreateContext(GL_TRUE);
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SVGAMesaMakeCurrent( vmc );
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}
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void end( void )
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{
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SVGAMesaDestroyContext( vmc );
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vga_setmode( TEXT );
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}
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int main( int argc, char *argv[] )
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{
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int i;
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setup();
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init();
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for (i=0;i<4;i++) {
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draw(); /*SVGAMesaSwapBuffers();*/
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}
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end();
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return 0;
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}
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