📄 ideas.c
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/* Copyright (c) Mark J. Kilgard, 1995. */
/*
* (c) Copyright 1993, Silicon Graphics, Inc.
* ALL RIGHTS RESERVED
* Permission to use, copy, modify, and distribute this software for
* any purpose and without fee is hereby granted, provided that the above
* copyright notice appear in all copies and that both the copyright notice
* and this permission notice appear in supporting documentation, and that
* the name of Silicon Graphics, Inc. not be used in advertising
* or publicity pertaining to distribution of the software without specific,
* written prior permission.
*
* THE MATERIAL EMBODIED ON THIS SOFTWARE IS PROVIDED TO YOU "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, INC. BE LIABLE TO YOU OR ANYONE ELSE FOR ANY DIRECT,
* SPECIAL, INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY
* KIND, OR ANY DAMAGES WHATSOEVER, INCLUDING WITHOUT LIMITATION,
* LOSS OF PROFIT, LOSS OF USE, SAVINGS OR REVENUE, OR THE CLAIMS OF
* THIRD PARTIES, WHETHER OR NOT SILICON GRAPHICS, INC. HAS BEEN
* ADVISED OF THE POSSIBILITY OF SUCH LOSS, HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE
* POSSESSION, USE OR PERFORMANCE OF THIS SOFTWARE.
*
* US Government Users Restricted Rights
* Use, duplication, or disclosure by the Government is subject to
* restrictions set forth in FAR 52.227.19(c)(2) or subparagraph
* (c)(1)(ii) of the Rights in Technical Data and Computer Software
* clause at DFARS 252.227-7013 and/or in similar or successor
* clauses in the FAR or the DOD or NASA FAR Supplement.
* Unpublished-- rights reserved under the copyright laws of the
* United States. Contractor/manufacturer is Silicon Graphics,
* Inc., 2011 N. Shoreline Blvd., Mountain View, CA 94039-7311.
*
* OpenGL(TM) is a trademark of Silicon Graphics, Inc.
*/
#include <math.h>
#ifdef _WIN32
#include <windows.h>
#include <winsock.h>
#include <sys/timeb.h>
#define gettimeofday(_x, _y) \
{ \
struct timeb _t; \
ftime(&_t); \
(_x)->tv_sec = _t.time; \
(_x)->tv_usec = _t.millitm * 1000; \
}
#else
#include <sys/time.h>
#endif
/* Some <math.h> files do not define M_PI... */
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#include <stdio.h>
#include <stdlib.h>
#include "objects.h"
#include <GL/glut.h>
#define X 0
#define Y 1
#define Z 2
#ifndef TRUE
#define TRUE 1
#endif
#ifndef FALSE
#define FALSE 0
#endif
#define DEG *M_PI/180.0
#define RAD *180.0/M_PI
float move_speed; /* Spline distance per second */
int multisample = 0; /* Antialias polygons? */
int doublebuffer = 1; /* Doublebuffer? */
#define SPEED_SLOW 0.2 /* Spline distances per second */
#define SPEED_MEDIUM 0.4
#define SPEED_FAST 0.7
#define SPEED_SUPER_FAST 1.0
#define O_NOMS 7
#define O_4MS 8
#define O_8MS 9
#define O_16MS 10
static int RGBA_SB_attributes = GLUT_SINGLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE;
static int RGBA_DB_attributes = GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH | GLUT_MULTISAMPLE;
float light1_ambient[] = { 0.0,0.0,0.0,1.0 };
float light1_lcolor[] = { 1.0,1.0,1.0,1.0 };
float light1_position[] = { 0.0,1.0,0.0,0.0 };
float light2_ambient[] = { 0.0,0.0,0.0,1.0 };
float light2_lcolor[] = { 0.3,0.3,0.5,1.0 };
float light2_position[] = { -1.0,0.0,0.0,0.0 };
float light3_ambient[] = { 0.2,0.2,0.2,1.0 };
float light3_lcolor[] = { 0.2,0.2,0.2,1.0 };
float light3_position[] = { 0.0,-1.0,0.0,0.0 };
float lmodel_LVW[] = { 0.0 };
float lmodel_ambient[] = { 0.3,0.3,0.3,1.0 };
float lmodel_TWO[] = { GL_TRUE };
float mat_logo_ambient[] = {0.1, 0.1, 0.1, 1.0};
float mat_logo_diffuse[] = {0.5, 0.4, 0.7, 1.0};
float mat_logo_specular[] = {1.0, 1.0, 1.0, 1.0};
float mat_logo_shininess[] = {30.0};
float mat_holder_base_ambient[] = {0.0, 0.0, 0.0, 1.0};
float mat_holder_base_diffuse[] = {0.6, 0.6, 0.6, 1.0};
float mat_holder_base_specular[] = {0.8, 0.8, 0.8, 1.0};
float mat_holder_base_shininess[] = {30.0};
float mat_holder_rings_ambient[] = { 0.0,0.0,0.0,1.0 };
float mat_holder_rings_diffuse[] = { 0.9,0.8,0.0,1.0 };
float mat_holder_rings_specular[] = { 1.0,1.0,1.0,1.0 };
float mat_holder_rings_shininess[] = { 30.0 };
float mat_hemisphere_ambient[] = {0.0, 0.0, 0.0,1.0 };
float mat_hemisphere_diffuse[] = {1.0, 0.2, 0.2,1.0 };
float mat_hemisphere_specular[] = {0.5, 0.5, 0.5,1.0 };
float mat_hemisphere_shininess[] = {20.0};
GLubyte stipple[32*32];
typedef float vector[3];
typedef float vector4[4];
typedef vector parameter[4];
/*
* Function definitions
*/
static void initialize(void);
static void resize_window(int w, int h);
static void build_table(void);
static parameter *calc_spline_params(vector *ctl_pts, int n);
static void calc_spline(vector v, parameter *params, float current_time);
static void normalize(vector v);
static float dot(vector v1, vector v2);
void draw_table(void);
void draw_logo_shadow(void);
void draw_hemisphere(void);
void draw_logo(void);
void draw_under_table(void);
void draw_i(void);
void draw_d(void);
void draw_e(void);
void draw_a(void);
void draw_s(void);
void draw_n(void);
void draw_m(void);
void draw_o(void);
void draw_t(void);
int post_idle = 0;
static void idle(void);
static void do_post_idle(void);
static void display(void);
static void mouse(int b, int s, int x, int y);
static void keyboard(unsigned char c, int x, int y);
static void vis(int);
static void init_materials(void) {
int x, y;
/* Stipple pattern */
for (y = 0; y < 32; y++)
for (x = 0; x < 4; x++)
stipple[y * 4 + x] = (y % 2) ? 0xaa : 0x55;
glNewList(MAT_LOGO, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_logo_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_logo_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_logo_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_logo_shininess);
glEndList();
glNewList( MAT_HOLDER_BASE, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_holder_base_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_holder_base_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_holder_base_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_holder_base_shininess);
glEndList();
glNewList(MAT_HOLDER_RINGS, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_holder_rings_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_holder_rings_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_holder_rings_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_holder_rings_shininess);
glEndList();
glNewList(MAT_HEMISPHERE, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_hemisphere_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_hemisphere_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_hemisphere_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, mat_hemisphere_shininess);
glEndList();
}
void init_lights(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 };
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, position);
glLightfv (GL_LIGHT1, GL_AMBIENT, light1_ambient);
glLightfv (GL_LIGHT1, GL_SPECULAR, light1_lcolor);
glLightfv (GL_LIGHT1, GL_DIFFUSE, light1_lcolor);
glLightfv (GL_LIGHT1, GL_POSITION, light1_position);
glLightfv (GL_LIGHT2, GL_AMBIENT, light2_ambient);
glLightfv (GL_LIGHT2, GL_SPECULAR, light2_lcolor);
glLightfv (GL_LIGHT2, GL_DIFFUSE, light2_lcolor);
glLightfv (GL_LIGHT2, GL_POSITION, light2_position);
glLightfv (GL_LIGHT3, GL_AMBIENT, light3_ambient);
glLightfv (GL_LIGHT3, GL_SPECULAR, light3_lcolor);
glLightfv (GL_LIGHT3, GL_DIFFUSE, light3_lcolor);
glLightfv (GL_LIGHT3, GL_POSITION, light3_position);
glLightModelfv (GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_LVW);
glLightModelfv (GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
}
short dev, val;
float current_time=0.0;
float hold_time=0.0; /* Used when auto-running */
float tmplight[] = {
GL_POSITION, 0.0, 0.0, 0.0, 0.0,
};
GLfloat tv[4][4] = {
{1.0, 0.0, 0.0, 0.0},
{0.0, 1.0, 0.0, -1.0},
{0.0, 0.0, 1.0, 0.0},
{0.0, 0.0, 0.0, 0.0},
};
#define TABLERES 12
float pcr, pcg, pcb, pca;
vector table_points[TABLERES+1][TABLERES+1];
GLubyte tablecolors[TABLERES+1][TABLERES+1];
vector paper_points[4] = {
{-0.8, 0.0, 0.4},
{-0.2, 0.0, -1.4},
{1.0, 0.0, -1.0},
{0.4, 0.0, 0.8},
};
float dot(vector, vector);
#define TIME 15
#define START_TIME 0.6
vector light_pos_ctl[] = {
{0.0, 1.8, 0.0},
{0.0, 1.8, 0.0},
{0.0, 1.6, 0.0},
{0.0, 1.6, 0.0},
{0.0, 1.6, 0.0},
{0.0, 1.6, 0.0},
{0.0, 1.4, 0.0},
{0.0, 1.3, 0.0},
{-0.2, 1.5, 2.0},
{0.8, 1.5, -0.4},
{-0.8, 1.5, -0.4},
{0.8, 2.0, 1.0},
{1.8, 5.0, -1.8},
{8.0, 10.0, -4.0},
{8.0, 10.0, -4.0},
{8.0, 10.0, -4.0},
};
vector logo_pos_ctl[] = {
{0.0, -0.5, 0.0},
{0.0, -0.5, 0.0},
{0.0, -0.5, 0.0},
{0.0, -0.5, 0.0},
{0.0, -0.5, 0.0},
{0.0, -0.5, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.6, 0.0},
{0.0, 0.75, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.5, 0.0},
{0.0, 0.5, 0.0},
{0.0, 0.5, 0.0},
{0.0, 0.5, 0.0},
{0.0, 0.5, 0.0},
};
vector logo_rot_ctl[] = {
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
{0.0, 0.0, -18.4},
/* {90.0, 0.0, -90.0},
{180.0, 180.0, 90.0}, */
{240.0, 360.0, 180.0},
{90.0, 180.0, 90.0},
{11.9, 0.0, -18.4},
{11.9, 0.0, -18.4},
{11.9, 0.0, -18.4},
{11.9, 0.0, -18.4},
{11.9, 0.0, -18.4},
};
vector view_from_ctl[] = {
{-1.0, 1.0, -4.0},
{-1.0, -3.0, -4.0}, /* 0 */
{-3.0, 1.0, -3.0}, /* 1 */
{-1.8, 2.0, 5.4}, /* 2 */
{-0.4, 2.0, 1.2}, /* 3 */
{-0.2, 1.5, 0.6}, /* 4 */
{-0.2, 1.2, 0.6}, /* 5 */
{-0.8, 1.0, 2.4}, /* 6 */
{-1.0, 2.0, 3.0}, /* 7 */
{0.0, 4.0, 3.6}, /* 8 */
{-0.8, 4.0, 1.2}, /* 9 */
{-0.2, 3.0, 0.6}, /* 10 */
{-0.1, 2.0, 0.3}, /* 11 */
{-0.1, 2.0, 0.3}, /* 12 */
{-0.1, 2.0, 0.3}, /* 13 */
{-0.1, 2.0, 0.3}, /* 13 */
};
vector view_to_ctl[] = {
{-1.0, 1.0, 0.0},
{-1.0, -3.0, 0.0},
{-1.0, 1.0, 0.0},
{0.1, 0.0, -0.3},
{0.1, 0.0, -0.3},
{0.1, 0.0, -0.3},
{0.0, 0.2, 0.0},
{0.0, 0.6, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
{0.0, 0.8, 0.0},
};
vector view_from, view_to, logo_pos, logo_rot;
vector4 light_pos;
parameter *view_from_spline, *view_to_spline,
*light_pos_spline, *logo_pos_spline,
*logo_rot_spline;
double a3, a4;
void ideas_usage(void)
{
fprintf(stderr, "Usage: ideas [-a] [-m] [-d] -s{1-4}\n");
fprintf(stderr, "Press ESC to quit, 1-4 to control speed, any other key\n");
fprintf(stderr, "to pause.\n");
}
int auto_run; /* If set, then automatically run forever */
float new_speed; /* Set new animation speed? */
int timejerk; /* Set to indicate time jerked! (menu pulled down) */
int paused = 0; /* Paused? */
int right = 0; /* Draw right eye? */
int resetclock; /* Reset the clock? */
float timeoffset; /* Used to compute timing */
struct timeval start;
int main(int argc, char **argv)
{
int i;
glutInit(&argc, argv);
auto_run = 0; /* Don't automatically run forever */
/* .4 spline distance per second by default */
move_speed = SPEED_MEDIUM;
new_speed = SPEED_MEDIUM;
timeoffset = START_TIME;
for (i = 1; i < argc; i++) {
if (argv[i][0] != '-') {
break;
}
switch(argv[i][1]) {
case 'a': /* Keep running forever */
auto_run = 1;
break;
case 'm': /* Multisample */
multisample = 1;
break;
case 'd': /* Single buffer */
doublebuffer = 0;
break;
case 's':
switch(argv[i][2]) {
case '1':
move_speed = new_speed = SPEED_SLOW;
break;
case '2':
move_speed = new_speed = SPEED_MEDIUM;
break;
case '3':
move_speed = new_speed = SPEED_FAST;
break;
case '4':
move_speed = new_speed = SPEED_SUPER_FAST;
break;
}
break;
default:
ideas_usage();
break;
}
}
initialize();
current_time = timeoffset;
resetclock = 1;
timejerk = 0;
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
static void idle(void)
{
if ((current_time) > (TIME*1.0)-3.0) {
if (auto_run) {
hold_time += current_time - (TIME - 3.001);
if (hold_time > 3.0) { /* 3 second hold */
hold_time = 0.0;
resetclock = 1;
}
} else {
if(!resetclock) glutIdleFunc(NULL);
}
current_time = (TIME*1.0)-3.001;
} else {
post_idle = 1;
}
glutPostRedisplay();
}
/* ARGSUSED2 */
static void
mouse(int b, int s, int x, int y)
{
if(b == GLUT_LEFT_BUTTON && s == GLUT_DOWN) {
resetclock = 1;
paused = 0;
glutIdleFunc(idle);
}
}
/* ARGSUSED1 */
static void
keyboard(unsigned char c, int x, int y)
{
switch(c) {
case 27:
exit(0);
break;
case '1':
new_speed = SPEED_SLOW;
break;
case '2':
new_speed = SPEED_MEDIUM;
break;
case '3':
new_speed = SPEED_FAST;
break;
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