/* * Copyright (c) 1991, 1992, 1993 Silicon Graphics, Inc. * * Permission to use, copy, modify, distribute, and sell this software and * its documentation for any purpose is hereby granted without fee, provided * that (i) the above copyright notices and this permission notice appear in * all copies of the software and related documentation, and (ii) the name of * Silicon Graphics may not be used in any advertising or * publicity relating to the software without the specific, prior written * permission of Silicon Graphics. * * THE SOFTWARE IS PROVIDED "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 BE LIABLE FOR * ANY SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, * OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY THEORY OF * LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE * OF THIS SOFTWARE. */ #include #include #include #include "glut_wrap.h" #define PI 3.141592654 #define BLACK 0 #define GRAY 128 #define WHITE 255 #define BL 0x00 #define WH 0xFF #define RD 0xA4,0x00,0x00,0xFF #define WT 0xFF,0xFF,0xFF,0xFF #define CHECKIMAGEWIDTH 8 #define CHECKIMAGEHEIGHT 8 #define BRICKIMAGEWIDTH 16 #define BRICKIMAGEHEIGHT 16 GLenum rgb, doubleBuffer; #include "tkmap.c" 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; GLboolean dithering; GLboolean shade; GLboolean doStipple; GLboolean noDraw = 0; GLboolean LineSmooth = GL_FALSE; 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, }; GLubyte brickImage[4*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; static float decal[] = { GL_DECAL, }; static float modulate[] = { GL_MODULATE, }; static float repeat[] = { GL_REPEAT, }; static 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 }, { /* These 3 lines added by BEP */ 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++) { glutSetColor(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); 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 { SetGreyRamp(); /* commented out by BrianP because it's the wrong way to handle a 4-bit visual! 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 void Key2(int key, int x, int y) { (void) x; (void) y; switch (key) { case GLUT_KEY_LEFT: yRotation += 0.5; break; case GLUT_KEY_RIGHT: yRotation -= 0.5; break; case GLUT_KEY_UP: plane[3] += 2.0; break; case GLUT_KEY_DOWN: plane[3] -= 2.0; break; default: return; } glutPostRedisplay(); } static void Key(unsigned char key, int x, int y) { (void) x; (void) y; switch (key) { case 27: exit(1); case 'Z': zTranslation -= 1.0; break; case 'z': zTranslation += 1.0; break; case '1': glPolygonMode(polyMode, GL_POINT); break; case '2': glPolygonMode(polyMode, GL_LINE); break; case '3': glPolygonMode(polyMode, GL_FILL); break; case 'p': switch (polyMode) { case GL_BACK: polyMode = GL_FRONT; printf("PolygonMode GL_FRONT\n"); break; case GL_FRONT: polyMode = GL_FRONT_AND_BACK; printf("PolygonMode GL_FRONT_AND_BACK\n"); break; case GL_FRONT_AND_BACK: polyMode = GL_BACK; printf("PolygonMode GL_BACK\n"); break; default: break; } break; case '4': glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); break; case '5': glEnable(GL_POLYGON_SMOOTH); if (rgb) { glBlendFunc(GL_SRC_ALPHA, GL_ONE); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); } else { SetUpAntiAliasedGrayScale(); } break; case '6': glDisable(GL_POLYGON_SMOOTH); if (rgb) { glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } else { SetGreyRamp(); } break; case '8': dithering = !dithering; (dithering) ? glEnable(GL_DITHER) : glDisable(GL_DITHER); break; case '9': doStipple = !doStipple; if (doStipple) { glPolygonStipple(stipple); glEnable(GL_POLYGON_STIPPLE); } else { glDisable(GL_POLYGON_STIPPLE); } break; case '0': shade = !shade; (shade) ? glShadeModel(GL_SMOOTH) : glShadeModel(GL_FLAT); break; case 'q': glDisable(GL_CULL_FACE); printf("disable culling\n"); break; case 'w': glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); printf("enable front face culling\n"); break; case 'e': glEnable(GL_CULL_FACE); glCullFace(GL_BACK); printf("enable back face culling\n"); break; case 'r': glFrontFace(GL_CW); break; case 't': glFrontFace(GL_CCW); break; case 'y': glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_LSB_FIRST, 0); glPolygonStipple(stipple); break; case 'u': glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_UNPACK_LSB_FIRST, 1); glPolygonStipple(stipple); break; case '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 '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 'd': glDisable(GL_TEXTURE_2D); break; case 'f': glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal); break; case 'g': glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modulate); break; case 'n': /* added by BrianP */ noDraw = !noDraw; if (noDraw) { glDrawBuffer( GL_NONE ); } else { if (doubleBuffer) { glDrawBuffer( GL_BACK ); } else { glDrawBuffer( GL_FRONT ); } } break; case 'l': /* Line Smooth - added by BrianP */ LineSmooth = !LineSmooth; if (LineSmooth) { glEnable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } else { glDisable(GL_LINE_SMOOTH); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); } break; default: return; } glutPostRedisplay(); } 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) { glutSwapBuffers(); } } static GLenum Args(int argc, char **argv) { GLint i; rgb = GL_TRUE; doubleBuffer = 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 { printf("%s (Bad option).\n", argv[i]); return GL_FALSE; } } return GL_TRUE; } int main(int argc, char **argv) { unsigned int type; glutInit(&argc, argv); if (Args(argc, argv) == GL_FALSE) { exit(1); } glutInitWindowPosition(0, 0); glutInitWindowSize( 300, 300); type = GLUT_DEPTH; type |= (rgb) ? GLUT_RGB : GLUT_INDEX; type |= (doubleBuffer) ? GLUT_DOUBLE : GLUT_SINGLE; glutInitDisplayMode(type); if (glutCreateWindow("Logo Test") == GL_FALSE) { exit(1); } InitMap(); Init(); glutReshapeFunc(Reshape); glutKeyboardFunc(Key); glutSpecialFunc(Key2); glutDisplayFunc(Draw); glutMainLoop(); return 0; }