mirror of
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498 lines
13 KiB
C
498 lines
13 KiB
C
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/*
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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/*
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* This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT)
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* Port by Brian Paul 23 March 2001
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*
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* Command line options:
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* -info print GL implementation information
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*
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <X11/Xlib.h>
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#include <X11/keysym.h>
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#include <GL/gl.h>
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#include <GL/glx.h>
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#define BENCHMARK
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#ifdef BENCHMARK
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/* XXX this probably isn't very portable */
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#include <sys/time.h>
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#include <unistd.h>
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/* return current time (in seconds) */
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static int
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current_time(void)
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{
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struct timeval tv;
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struct timezone tz;
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(void) gettimeofday(&tv, &tz);
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return (int) tv.tv_sec;
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}
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#else /*BENCHMARK*/
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/* dummy */
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static int
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current_time(void)
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{
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return 0;
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}
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#endif /*BENCHMARK*/
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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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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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/*
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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
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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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if (i < teeth) {
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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),
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width * 0.5);
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}
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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),
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width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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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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if (i < teeth) {
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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-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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}
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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),
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-width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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-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),
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width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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-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),
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width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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-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 void
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draw(void)
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{
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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
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reshape(int width, int height)
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{
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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
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init(void)
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{
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static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
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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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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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/*
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* Create an RGB, double-buffered window.
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* Return the window and context handles.
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*/
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static void
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make_window( Display *dpy, const char *name,
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int x, int y, int width, int height,
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Window *winRet, GLXContext *ctxRet)
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{
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int attrib[] = { GLX_RGBA,
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GLX_RED_SIZE, 1,
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GLX_GREEN_SIZE, 1,
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GLX_BLUE_SIZE, 1,
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GLX_DOUBLEBUFFER,
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GLX_DEPTH_SIZE, 1,
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None };
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int scrnum;
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XSetWindowAttributes attr;
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unsigned long mask;
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Window root;
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Window win;
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GLXContext ctx;
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XVisualInfo *visinfo;
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scrnum = DefaultScreen( dpy );
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root = RootWindow( dpy, scrnum );
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visinfo = glXChooseVisual( dpy, scrnum, attrib );
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if (!visinfo) {
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printf("Error: couldn't get an RGB, Double-buffered visual\n");
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exit(1);
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}
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/* window attributes */
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attr.background_pixel = 0;
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attr.border_pixel = 0;
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attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone);
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attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
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mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
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win = XCreateWindow( dpy, root, 0, 0, width, height,
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0, visinfo->depth, InputOutput,
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visinfo->visual, mask, &attr );
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/* set hints and properties */
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{
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XSizeHints sizehints;
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sizehints.x = x;
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sizehints.y = y;
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sizehints.width = width;
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sizehints.height = height;
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sizehints.flags = USSize | USPosition;
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XSetNormalHints(dpy, win, &sizehints);
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XSetStandardProperties(dpy, win, name, name,
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None, (char **)NULL, 0, &sizehints);
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}
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ctx = glXCreateContext( dpy, visinfo, NULL, True );
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if (!ctx) {
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printf("Error: glXCreateContext failed\n");
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exit(1);
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}
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XFree(visinfo);
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*winRet = win;
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*ctxRet = ctx;
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}
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static void
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event_loop(Display *dpy, Window win)
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{
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while (1) {
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while (XPending(dpy) > 0) {
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XEvent event;
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XNextEvent(dpy, &event);
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switch (event.type) {
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case Expose:
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/* we'll redraw below */
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break;
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case ConfigureNotify:
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reshape(event.xconfigure.width, event.xconfigure.height);
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break;
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case KeyPress:
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{
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char buffer[10];
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int r, code;
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code = XLookupKeysym(&event.xkey, 0);
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if (code == XK_Left) {
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view_roty += 5.0;
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}
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else if (code == XK_Right) {
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view_roty -= 5.0;
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}
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else if (code == XK_Up) {
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view_rotx += 5.0;
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}
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else if (code == XK_Down) {
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view_rotx -= 5.0;
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}
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else {
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r = XLookupString(&event.xkey, buffer, sizeof(buffer),
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NULL, NULL);
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if (buffer[0] == 27) {
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/* escape */
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return;
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}
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}
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}
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}
|
||
|
}
|
||
|
|
||
|
/* next frame */
|
||
|
angle += 2.0;
|
||
|
|
||
|
draw();
|
||
|
glXSwapBuffers(dpy, win);
|
||
|
|
||
|
/* calc framerate */
|
||
|
{
|
||
|
static int t0 = -1;
|
||
|
static int frames = 0;
|
||
|
int t = current_time();
|
||
|
|
||
|
if (t0 < 0)
|
||
|
t0 = t;
|
||
|
|
||
|
frames++;
|
||
|
|
||
|
if (t - t0 >= 5.0) {
|
||
|
GLfloat seconds = t - t0;
|
||
|
GLfloat fps = frames / seconds;
|
||
|
printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
|
||
|
fps);
|
||
|
t0 = t;
|
||
|
frames = 0;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
int
|
||
|
main(int argc, char *argv[])
|
||
|
{
|
||
|
Display *dpy;
|
||
|
Window win;
|
||
|
GLXContext ctx;
|
||
|
char *dpyName = ":0";
|
||
|
GLboolean printInfo = GL_FALSE;
|
||
|
int i;
|
||
|
|
||
|
for (i = 1; i < argc; i++) {
|
||
|
if (strcmp(argv[i], "-display") == 0) {
|
||
|
dpyName = argv[i+1];
|
||
|
i++;
|
||
|
}
|
||
|
else if (strcmp(argv[i], "-info") == 0) {
|
||
|
printInfo = GL_TRUE;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
dpy = XOpenDisplay(dpyName);
|
||
|
if (!dpy) {
|
||
|
printf("Error: couldn't open display %s\n", dpyName);
|
||
|
return -1;
|
||
|
}
|
||
|
|
||
|
make_window(dpy, "glxgears", 0, 0, 300, 300, &win, &ctx);
|
||
|
XMapWindow(dpy, win);
|
||
|
glXMakeCurrent(dpy, win, ctx);
|
||
|
|
||
|
if (printInfo) {
|
||
|
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
|
||
|
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
|
||
|
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
|
||
|
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
|
||
|
}
|
||
|
|
||
|
init();
|
||
|
|
||
|
event_loop(dpy, win);
|
||
|
|
||
|
glXDestroyContext(dpy, ctx);
|
||
|
XDestroyWindow(dpy, win);
|
||
|
XCloseDisplay(dpy);
|
||
|
|
||
|
return 0;
|
||
|
}
|