mirror of
https://gitea.nishi.boats/pyrite-dev/milsko
synced 2026-01-03 08:00:50 +00:00
famous gears demo
git-svn-id: http://svn2.nishi.boats/svn/milsko/trunk@157 b9cfdab3-6d41-4d17-bbe4-086880011989
This commit is contained in:
@@ -90,7 +90,7 @@ EXAMPLES = examples/example$(EXEC) examples/rotate$(EXEC) examples/image$(EXEC)
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ifeq ($(OPENGL),1)
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L_OBJS += src/widget/opengl.o
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EXAMPLES += examples/opengl$(EXEC)
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EXAMPLES += examples/opengl$(EXEC) examples/gears$(EXEC)
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endif
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ifeq ($(VULKAN),1)
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@@ -114,6 +114,9 @@ src/libMw$(SO): $(L_OBJS)
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examples/opengl$(EXEC): examples/opengl.o src/libMw$(SO)
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$(CC) $(E_LDFLAGS) -o $@ $< $(E_LIBS) $(GL)
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examples/gears$(EXEC): examples/gears.o src/libMw$(SO)
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$(CC) $(E_LDFLAGS) -o $@ $< $(E_LIBS) $(GL)
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examples/%$(EXEC): examples/%.o src/libMw$(SO)
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$(CC) $(E_LDFLAGS) -o $@ $< $(E_LIBS)
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278
examples/gears.c
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278
examples/gears.c
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@@ -0,0 +1,278 @@
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/* $Id$ */
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#include <Mw/Milsko.h>
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#include <Mw/OpenGL.h>
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#include <GL/gl.h>
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MwWidget opengl;
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/*
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* 3-D gear wheels. This program is in the public domain.
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*
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* Brian Paul
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*/
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/* Conversion to GLUT by Mark J. Kilgard */
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#include <math.h>
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#include <stdlib.h>
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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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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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, GLint teeth, GLfloat tooth_depth) {
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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 void draw(void) {
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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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}
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/* new window size or exposure */
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static void reshape(int width, int height) {
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GLfloat h = (GLfloat)height / (GLfloat)width;
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
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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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static void init(void) {
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static GLfloat pos[4] =
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{5.0, 5.0, 10.0, 0.0};
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static GLfloat red[4] =
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{0.8, 0.1, 0.0, 1.0};
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static GLfloat green[4] =
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{0.0, 0.8, 0.2, 1.0};
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static GLfloat blue[4] =
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{0.2, 0.2, 1.0, 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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}
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static void tick(MwWidget handle, void* user, void* client) {
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(void)handle;
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(void)user;
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(void)client;
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draw();
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angle += 2.0;
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MwOpenGLSwapBuffer(opengl);
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}
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static void resize(MwWidget handle, void* user, void* client) {
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int ww, wh;
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(void)handle;
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(void)user;
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(void)client;
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ww = MwGetInteger(handle, MwNwidth) - 100;
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wh = MwGetInteger(handle, MwNheight) - 100;
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MwVaApply(opengl,
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MwNwidth, ww,
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MwNheight, wh,
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NULL);
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reshape(ww, wh);
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}
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int main() {
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MwWidget window;
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window = MwVaCreateWidget(MwWindowClass, "main", NULL, 0, 0, 500, 500,
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MwNtitle, "main",
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NULL);
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opengl = MwCreateWidget(MwOpenGLClass, "opengl", window, 50, 50, 400, 400);
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MwOpenGLMakeCurrent(opengl);
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init();
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reshape(400, 400);
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MwAddUserHandler(window, MwNresizeHandler, resize, NULL);
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MwAddUserHandler(window, MwNtickHandler, tick, NULL);
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MwLoop(window);
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}
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@@ -96,7 +96,7 @@ MwWidget MwCreateWidget(MwClass widget_class, const char* name, MwWidget parent,
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shdefault(h->handler, NULL);
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shdefault(h->data, NULL);
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if(MwDispatch2(h, create)) {
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if(MwDispatch2(h, create) != 0) {
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h->widget_class = NULL;
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MwDestroyWidget(h);
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return NULL;
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