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Language: C
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X11
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...ograms\xlockmore\modes\glx\
   atlantis.c
   atlantis.h
   b_draw.c
   b_lockglue.c
   b_sphere.c
   bubble3d.c
   bubble3d.h
   buildlwo.c
   buildlwo.h
   cage.c
   dolphin.c
   e_textures.h
   gears.c
   i_evert.h
   i_figureeight.cc
   i_figureeight.h
   i_linkage.cc
   i_linkage.h
   i_sphere.cc
   i_sphere.h
   i_spline.cc
   i_spline.h
   i_threejet.cc
   i_threejet.h
   i_threejetvec.cc
   i_threejetvec.h
   i_twojet.cc
   i_twojet.h
   i_twojetvec.cc
   i_twojetvec.h
   invert.c
   lament.c
   Makefile.in
   moebius.c
   morph3d.c
   pipeobjs.c
   pipes.c
   rubik.c
   s1_1.c
   s1_2.c
   s1_3.c
   s1_4.c
   s1_5.c
   s1_6.c
   s1_b.c
   shark.c
   sproingies.c
   sproingiewrap.c
   stairs.c
   superquadrics.c
   swim.c
   text3d.cc
   text3d.h
   whale.c

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/* -*- Mode: C; tab-width: 4 -*- */
/* gears --- 3D gear wheels */

#if !defined( lint ) && !defined( SABER )
static const char sccsid[] = "@(#)gears.c	4.07 97/11/24 xlockmore";

#endif

/*-
 * Permission to use, copy, modify, and distribute this software and its
 * documentation for any purpose and without fee is hereby granted,
 * provided that the above copyright notice appear in all copies and that
 * both that copyright notice and this permission notice appear in
 * supporting documentation.
 *
 * This file is provided AS IS with no warranties of any kind.  The author
 * shall have no liability with respect to the infringement of copyrights,
 * trade secrets or any patents by this file or any part thereof.  In no
 * event will the author be liable for any lost revenue or profits or
 * other special, indirect and consequential damages.
 *
 * Revision History:
 * 10-May-97: Compatible with xscreensaver
 * 22-Mar-97: Added support for -mono mode, and monochrome X servers.
 *              Ed Mackey, emackey@netaxs.com
 * 13-Mar-97: Memory leak fix by Tom Schmidt <tschmidt@micron.com>
 * 1996: "written" by Danny Sung <dannys@ucla.edu>
 *       Based on 3-D gear wheels by Brian Paul which is in the public domain.
 */

/*-
 * PURIFY 3.0a on SunOS4 reports an unitialized memory read on each of
 * the glCallList() functions below when using MesaGL 2.1.  This has
 * been fixed in MesaGL 2.2 and later releases.
 */

/*-
 * due to a Bug/feature in VMS X11/Intrinsic.h has to be placed before xlock.
 * otherwise caddr_t is not defined correctly
 */

#include <X11/Intrinsic.h>

#ifdef STANDALONE
#define PROGCLASS "Gears"
#define HACK_INIT init_gears
#define HACK_DRAW draw_gears
#define gears_opts xlockmore_opts
#define DEFAULTS "*delay: 1000 \n" \
 "*cycles: 2 \n" \
 "*wireframe: False \n"
#include "xlockmore.h"		/* from the xscreensaver distribution */
#else /* !STANDALONE */
#include "xlock.h"		/* from the xlockmore distribution */
#include "vis.h"
#endif /* !STANDALONE */

#ifdef MODE_cage

ModeSpecOpt gears_opts =
{0, NULL, 0, NULL, NULL};

#ifdef USE_MODULES
ModStruct   gears_description =
{"gears", "init_gears", "draw_gears", "release_gears",
 "draw_gears", "init_gears", NULL, &gears_opts,
 1000, 1, 2, 1, 4, 1.0, "",
 "Shows GL's gears", 0, NULL};

#endif

typedef struct {
	GLfloat     view_rotx, view_roty, view_rotz;
	GLuint      gear1, gear2, gear3;
	GLfloat     angle;
	GLXContext *glx_context;
	Window      window;
#if 0
	Window      win;
#endif
} gearsstruct;

static gearsstruct *gears = NULL;

/*-
 * Draw a gear wheel.  You'll probably want to call this function when
 * building a display list since we do a lot of trig here.
 *
 * Input:  inner_radius - radius of hole at center
 *         outer_radius - radius at center of teeth
 *         width - width of gear
 *         teeth - number of teeth
 *         tooth_depth - depth of tooth
 *         wire - true for wireframe mode
 */
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
     GLint teeth, GLfloat tooth_depth, Bool wire)
{
	GLint       i;
	GLfloat     r0, r1, r2;
	GLfloat     angle, da;
	GLfloat     u, v, len;

	r0 = inner_radius;
	r1 = outer_radius - tooth_depth / 2.0;
	r2 = outer_radius + tooth_depth / 2.0;

	da = 2.0 * M_PI / teeth / 4.0;

	glShadeModel(GL_FLAT);

	/* This subroutine got kind of messy when I added all the checks
	 * for wireframe mode.  A much cleaner solution that I sometimes
	 * use is to have a variable hold the value GL_LINE_LOOP when
	 * in wireframe mode, or hold the value GL_POLYGON otherwise.
	 * Then I just call glBegin(that_variable), give my polygon
	 * coordinates, and glEnd().  Pretty neat eh?  Too bad I couldn't
	 * integrate that trick here.
	 *                                  --Ed.
	 */

	if (!wire)
		glNormal3f(0.0, 0.0, 1.0);

	/* draw front face */
	if (!wire)
		glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) {
		if (wire)
			glBegin(GL_LINES);
		angle = i * 2.0 * M_PI / teeth;
		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		if (!wire) {
			glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
		} else {
			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
			glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), width * 0.5);
			glEnd();
		}
	}
	if (!wire)
		glEnd();

	/* draw front sides of teeth */
	if (!wire)
		glBegin(GL_QUADS);
	da = 2.0 * M_PI / teeth / 4.0;
	for (i = 0; i < teeth; i++) {
		angle = i * 2.0 * M_PI / teeth;

		if (wire)
			glBegin(GL_LINE_LOOP);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
		if (wire)
			glEnd();
	}
	if (!wire)
		glEnd();


	if (!wire)
		glNormal3f(0.0, 0.0, -1.0);

	/* draw back face */
	if (!wire)
		glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) {
		angle = i * 2.0 * M_PI / teeth;
		if (wire)
			glBegin(GL_LINES);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
		if (!wire) {
			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
			glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
		} else {
			glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
			glVertex3f(r1 * cos(angle + 4 * da), r1 * sin(angle + 4 * da), -width * 0.5);
			glEnd();
		}
	}
	if (!wire)
		glEnd();

	/* draw back sides of teeth */
	if (!wire)
		glBegin(GL_QUADS);
	da = 2.0 * M_PI / teeth / 4.0;
	for (i = 0; i < teeth; i++) {
		angle = i * 2.0 * M_PI / teeth;

		if (wire)
			glBegin(GL_LINE_LOOP);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
		if (wire)
			glEnd();
	}
	if (!wire)
		glEnd();


	/* draw outward faces of teeth */
	if (!wire)
		glBegin(GL_QUAD_STRIP);
	for (i = 0; i < teeth; i++) {
		angle = i * 2.0 * M_PI / teeth;

		if (wire)
			glBegin(GL_LINES);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
		glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
		u = r2 * cos(angle + da) - r1 * cos(angle);
		v = r2 * sin(angle + da) - r1 * sin(angle);
		len = sqrt(u * u + v * v);
		u /= len;
		v /= len;
		glNormal3f(v, -u, 0.0);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
		glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
		glNormal3f(cos(angle), sin(angle), 0.0);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
		glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
		u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
		v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
		glNormal3f(v, -u, 0.0);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
		glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
		glNormal3f(cos(angle), sin(angle), 0.0);
		if (wire)
			glEnd();
	}

	if (!wire) {
		glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
		glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
		glEnd();
	}
	if (!wire)
		glShadeModel(GL_SMOOTH);

	/* draw inside radius cylinder */
	if (!wire)
		glBegin(GL_QUAD_STRIP);
	for (i = 0; i <= teeth; i++) {
		angle = i * 2.0 * M_PI / teeth;
		if (wire)
			glBegin(GL_LINES);
		glNormal3f(-cos(angle), -sin(angle), 0.0);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
		glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
		if (wire) {
			glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
			glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), -width * 0.5);
			glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
			glVertex3f(r0 * cos(angle + 4 * da), r0 * sin(angle + 4 * da), width * 0.5);
			glEnd();
		}
	}
	if (!wire)
		glEnd();

}

static void
draw(ModeInfo * mi)
{
	gearsstruct *gp = &gears[MI_SCREEN(mi)];
	int         wire = MI_IS_WIREFRAME(mi);

	if (!wire) {
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	} else {
		glClear(GL_COLOR_BUFFER_BIT);
	}

	glPushMatrix();
	glRotatef(gp->view_rotx, 1.0, 0.0, 0.0);
	glRotatef(gp->view_roty, 0.0, 1.0, 0.0);
	glRotatef(gp->view_rotz, 0.0, 0.0, 1.0);

	glPushMatrix();
	glTranslatef(-3.0, -2.0, 0.0);
	glRotatef(gp->angle, 0.0, 0.0, 1.0);
/* PURIFY 4.0.1 reports an unitialized memory read on the next line when using
   * MesaGL 2.2 and -mono.  This has been fixed in MesaGL 2.3 and later. */
	glCallList(gp->gear1);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(3.1, -2.0, 0.0);
	glRotatef(-2.0 * gp->angle - 9.0, 0.0, 0.0, 1.0);
	glCallList(gp->gear2);
	glPopMatrix();

	glPushMatrix();
	glTranslatef(-3.1, 4.2, 0.0);
	glRotatef(-2.0 * gp->angle - 25.0, 0.0, 0.0, 1.0);
	glCallList(gp->gear3);
	glPopMatrix();

	glPopMatrix();
}



/* new window size or exposure */
static void
reshape(int width, int height)
{
	GLfloat     h = (GLfloat) height / (GLfloat) width;

	glViewport(0, 0, (GLint) width, (GLint) height);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glTranslatef(0.0, 0.0, -40.0);

	/* The depth buffer will be cleared, if needed, before the
	 * next frame.  Right now we just want to black the screen.
	 */
	glClear(GL_COLOR_BUFFER_BIT);

}


static void
pinit(ModeInfo * mi)
{
	gearsstruct *gp = &gears[MI_SCREEN(mi)];
	static GLfloat pos[4] =
	{5.0, 5.0, 10.0, 1.0};
	static GLfloat red[4] =
	{0.8, 0.1, 0.0, 1.0};
	static GLfloat green[4] =
	{0.0, 0.8, 0.2, 1.0};
	static GLfloat blue[4] =
	{0.2, 0.2, 1.0, 1.0};
	static GLfloat gray[4] =
	{0.5, 0.5, 0.5, 1.0};
	static GLfloat white[4] =
	{1.0, 1.0, 1.0, 1.0};
	int         wire = MI_IS_WIREFRAME(mi);
	int         mono = MI_IS_MONO(mi);

	if (!wire) {
		glLightfv(GL_LIGHT0, GL_POSITION, pos);
		glEnable(GL_CULL_FACE);
		glEnable(GL_LIGHTING);
		glEnable(GL_LIGHT0);
		glEnable(GL_DEPTH_TEST);
	}
#if 0
/*-
 * Messes up on multiscreen Pseudocolor:0 StaticGray(monochrome):1
 * 2nd time mode is run it is Grayscale on PseudoColor.
 * The code below forces monochrome on TrueColor.
 */
	if (MI_IS_MONO(mi)) {
		red[0] = red[1] = red[2] = 1.0;
		green[0] = green[1] = green[2] = 1.0;
		blue[0] = blue[1] = blue[2] = 1.0;
	}
#endif

	/* make the gears */
	gp->gear1 = glGenLists(1);
	glNewList(gp->gear1, GL_COMPILE);
	if (wire) {
		if (mono)
			glColor4fv(white);
		else
			glColor4fv(red);
	} else {
		if (mono)
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
		else
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
	}
	gear(1.0, 4.0, 1.0, 20, 0.7, wire);
	glEndList();

	gp->gear2 = glGenLists(1);
	glNewList(gp->gear2, GL_COMPILE);
	if (wire) {
		if (mono)
			glColor4fv(white);
		else
			glColor4fv(green);
	} else {
		if (mono)
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
		else
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
	}
	gear(0.5, 2.0, 2.0, 10, 0.7, wire);
	glEndList();

	gp->gear3 = glGenLists(1);
	glNewList(gp->gear3, GL_COMPILE);
	if (wire) {
		if (mono)
			glColor4fv(white);
		else
			glColor4fv(blue);
	} else {
		if (mono)
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, gray);
		else
			glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
	}
	gear(1.3, 2.0, 0.5, 10, 0.7, wire);
	glEndList();
	if (!wire)
		glEnable(GL_NORMALIZE);
}

void
init_gears(ModeInfo * mi)
{
	int         screen = MI_SCREEN(mi);

	/*Colormap    cmap; */
	/* Boolean     rgba, doublebuffer, cmap_installed; */
	gearsstruct *gp;

	if (gears == NULL) {
		if ((gears = (gearsstruct *) calloc(MI_NUM_SCREENS(mi),
					      sizeof (gearsstruct))) == NULL)
			return;
	}
	gp = &gears[screen];

	gp->window = MI_WINDOW(mi);
	gp->view_rotx = NRAND(360);
	gp->view_roty = NRAND(360);
	gp->view_rotz = NRAND(360);
	gp->angle = NRAND(360);

	if ((gp->glx_context = init_GL(mi)) != NULL) {
		reshape(MI_WIDTH(mi), MI_HEIGHT(mi));
	    glDrawBuffer(GL_BACK);
		pinit(mi);
	} else {
		MI_CLEARWINDOW(mi);
	}
}

void
draw_gears(ModeInfo * mi)
{
	gearsstruct *gp = &gears[MI_SCREEN(mi)];
	Display    *display = MI_DISPLAY(mi);
	Window      window = MI_WINDOW(mi);
	int         angle_incr = MI_CYCLES(mi) ? MI_CYCLES(mi) : 2;
	int         rot_incr = MI_COUNT(mi) ? MI_COUNT(mi) : 1;

	MI_IS_DRAWN(mi) = True;

	if (!gp->glx_context)
		return;

	glXMakeCurrent(display, window, *(gp->glx_context));
	draw(mi);

	/* let's do something so we don't get bored */
	gp->angle = (int) (gp->angle + angle_incr) % 360;
	gp->view_rotx = (int) (gp->view_rotx + rot_incr) % 360;
	gp->view_roty = (int) (gp->view_roty + rot_incr) % 360;
	gp->view_rotz = (int) (gp->view_rotz + rot_incr) % 360;

	glFinish();
	glXSwapBuffers(display, window);
}

void
release_gears(ModeInfo * mi)
{
	if (gears != NULL) {
		int         screen;

		for (screen = 0; screen < MI_NUM_SCREENS(mi); screen++) {
			gearsstruct *gp = &gears[screen];

			if (gp->glx_context) {
				/* Display lists MUST be freed while their glXContext is current. */
				glXMakeCurrent(MI_DISPLAY(mi), gp->window, *(gp->glx_context));

				if (glIsList(gp->gear1))
					glDeleteLists(gp->gear1, 1);
				if (glIsList(gp->gear2))
					glDeleteLists(gp->gear2, 1);
				if (glIsList(gp->gear3))
					glDeleteLists(gp->gear3, 1);

			}
		}
		(void) free((void *) gears);
		gears = NULL;
	}
	FreeAllGL(mi);
}


/*********************************************************/

#endif