📄 ideas.c
字号:
/* 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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_PIfloat 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 10static 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 12float 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 0.6vector 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 voidmouse(int b, int s, int x, int y){ if(b == GLUT_LEFT_BUTTON && s == GLUT_DOWN) { resetclock = 1; paused = 0; glutIdleFunc(idle); }}/* ARGSUSED1 */static voidkeyboard(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;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -