/* Copyright (c) Mark J. Kilgard, 1994. */ /** * (c) Copyright 1993, 1994, 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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 "windows.h" #include #include #include #include #include #include #include #include static float anglex = 0.0F ; static float angley = 0.0F ; #ifndef RAND_MAX # define RAND_MAX 32767 #endif #define XSIZE 100 #define YSIZE 75 #define RINGS 5 #define BLUERING 0 #define BLACKRING 1 #define REDRING 2 #define YELLOWRING 3 #define GREENRING 4 #define BACKGROUND 8 enum { BLACK = 0, RED, GREEN, YELLOW, BLUE, MAGENTA, CYAN, WHITE }; unsigned char rgb_colors[RINGS][3]; int mapped_colors[RINGS]; float dests[RINGS][3]; float offsets[RINGS][3]; float angs[RINGS]; float rotAxis[RINGS][3]; int iters[RINGS]; GLuint theTorus; void FillTorus(float rc, int numc, float rt, int numt) { int i, j, k; double s, t; double x, y, z; double pi, twopi; pi = 3.14159265358979323846; twopi= 2 * pi; for (i = 0; i < numc; i++) { glBegin(GL_QUAD_STRIP); for (j = 0; j <= numt; j++) { for (k = 1; k >= 0; k--) { s = (i + k) % numc + 0.5; t = j % numt; x = cos(t*twopi/numt) * cos(s*twopi/numc); y = sin(t*twopi/numt) * cos(s*twopi/numc); z = sin(s*twopi/numc); glNormal3f((float) x,(float) y,(float) z); x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt); y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt); z = rc * sin(s*twopi/numc); glVertex3f((float) x,(float) y,(float) z); } } glEnd(); } } float Clamp(int iters_left, float t) { if (iters_left < 3) return 0.0; return (iters_left-2)*t/iters_left; } void CALLBACK DrawScene(void) { int i, j; GLboolean goIdle; goIdle = GL_TRUE; for ( i = 0 ; i < RINGS ; i++ ) { if ( iters[i] ) { for ( j = 0 ; j < 3 ; j++ ) offsets[i][j] = Clamp(iters[i], offsets[i][j]); angs[i] = Clamp(iters[i], angs[i]); iters[i]--; goIdle = GL_FALSE; } } if (goIdle) auxIdleFunc(NULL); glPushMatrix(); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); gluLookAt(0,0,10, 0,0,0, 0,1,0); for ( i = 0 ; i < RINGS ; i++ ) { glColor3ubv(rgb_colors[i]); glPushMatrix(); glTranslatef(dests[i][0]+offsets[i][0], dests[i][1]+offsets[i][1],dests[i][2]+offsets[i][2]); glRotatef(angs[i], rotAxis[i][0], rotAxis[i][1], rotAxis[i][2]); glCallList(theTorus); glPopMatrix(); } glPopMatrix(); glFlush(); auxSwapBuffers(); } float MyRand(void) { return 10.0F * ( (float) rand() / (float) RAND_MAX - 0.5F ); } void ReInit(void) { int i; float deviation; deviation = MyRand() / 2; deviation = deviation * deviation; for (i = 0; i < RINGS; i++) { offsets[i][0] = MyRand(); offsets[i][1] = MyRand(); offsets[i][2] = MyRand(); angs[i] = 260.0F * MyRand(); rotAxis[i][0] = MyRand(); rotAxis[i][1] = MyRand(); rotAxis[i][2] = MyRand(); iters[i] =(int) ( deviation * MyRand() + 60.0F); } auxIdleFunc(DrawScene); } void Init(void) { float base, height; float aspect, x, y; int i; float sc = 10; float top_y = 1.0F; float bottom_y = 0.0F; float top_z = 0.15F; float bottom_z = 0.69F; float spacing = 2.5F; static float lmodel_ambient[] = {0.0, 0.0, 0.0, 0.0}; static float lmodel_twoside[] = {GL_FALSE}; static float lmodel_local[] = {GL_FALSE}; static float light0_ambient[] = {0.1F, 0.1F, 0.1F, 1.0F}; static float light0_diffuse[] = {1.0F, 1.0F, 1.0F, 0.0F}; static float light0_position[] = {0.8660254F, 0.5F, 1.0F, 0.0F}; static float light0_specular[] = {1.0F, 1.0F, 1.0F, 0.0F}; static float bevel_mat_ambient[] = {0.0F, 0.0F, 0.0F, 1.0F}; static float bevel_mat_shininess[] = {40.0F}; static float bevel_mat_specular[] = {1.0F, 1.0F, 1.0F, 0.0F}; static float bevel_mat_diffuse[] = {1.0F, 0.0F, 0.0F, 0.0F}; ReInit(); for (i = 0; i < RINGS; i++) rgb_colors[i][0] = rgb_colors[i][1] = rgb_colors[i][2] = 0; rgb_colors[BLUERING][2] = 255; rgb_colors[REDRING][0] = 255; rgb_colors[GREENRING][1] = 255; rgb_colors[YELLOWRING][0] = 255; rgb_colors[YELLOWRING][1] = 255; mapped_colors[BLUERING] = BLUE; mapped_colors[REDRING] = RED; mapped_colors[GREENRING] = GREEN; mapped_colors[YELLOWRING] = YELLOW; mapped_colors[BLACKRING] = BLACK; dests[BLUERING][0] = -spacing; dests[BLUERING][1] = top_y; dests[BLUERING][2] = top_z; dests[BLACKRING][0] = 0.0; dests[BLACKRING][1] = top_y; dests[BLACKRING][2] = top_z; dests[REDRING][0] = spacing; dests[REDRING][1] = top_y; dests[REDRING][2] = top_z; dests[YELLOWRING][0] = -spacing / 2.0F; dests[YELLOWRING][1] = bottom_y; dests[YELLOWRING][2] = bottom_z; dests[GREENRING][0] = spacing / 2.0F; dests[GREENRING][1] = bottom_y; dests[GREENRING][2] = bottom_z; base = 2.0; height = 2.0; theTorus = glGenLists(1); glNewList(theTorus, GL_COMPILE); FillTorus(0.1F, 8, 1.0F, 25); glEndList(); x = (float)XSIZE; y = (float)YSIZE; aspect = x / y; glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glEnable(GL_DEPTH_TEST); glClearDepth(1.0); glClearColor(0.5, 0.5, 0.5, 0.0); glLightfv(GL_LIGHT0, GL_AMBIENT, light0_ambient); glLightfv(GL_LIGHT0, GL_DIFFUSE, light0_diffuse); glLightfv(GL_LIGHT0, GL_SPECULAR, light0_specular); glLightfv(GL_LIGHT0, GL_POSITION, light0_position); glEnable(GL_LIGHT0); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, lmodel_local); glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glEnable(GL_LIGHTING); glMaterialfv(GL_FRONT, GL_AMBIENT, bevel_mat_ambient); glMaterialfv(GL_FRONT, GL_SHININESS, bevel_mat_shininess); glMaterialfv(GL_FRONT, GL_SPECULAR, bevel_mat_specular); glMaterialfv(GL_FRONT, GL_DIFFUSE, bevel_mat_diffuse); glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE); glEnable(GL_COLOR_MATERIAL); glShadeModel(GL_SMOOTH); } void CALLBACK Reshape(int width, int height) { glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity() ; gluPerspective(45,(double) width/height, 0.1, 100.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity() ; } void CALLBACK up(void) { anglex -= 2 ; } void CALLBACK down(void) { anglex += 2 ; } void CALLBACK left(void) { angley -= 2 ; } void CALLBACK right(void) { angley += 2 ; } void main(void) { auxInitDisplayMode(AUX_DOUBLE|AUX_RGB|AUX_DEPTH); auxInitPosition(0,0,400,300); auxInitWindow("Les anneaux olympiques"); Init(); auxKeyFunc(AUX_UP,up) ; auxKeyFunc(AUX_DOWN,down) ; auxKeyFunc(AUX_LEFT,left) ; auxKeyFunc(AUX_RIGHT,right) ; auxReshapeFunc(Reshape); auxMainLoop(DrawScene); }