/* Copyright (c) Mark J. Kilgard, 1996. */
/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
/* compile: cc -o glxdino glxdino.c -lGLU -lGL -lXmu -lXext -lX11 -lm */
/* C library header files. */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
/* OpenGL header files. */
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glu.h>
/* X header files. */
#include <X11/Xlib.h>
#include <X11/Xatom.h>
#include <X11/Xmu/StdCmap.h>
#include <X11/keysym.h>
Display *dpy;
Window win;
GLfloat angle = -150; /* in degrees */
Bool doubleBuffer = True, iconic = False, keepAspect = False;
int W = 300, H = 300;
XSizeHints sizeHints = {0};
GLdouble bodyWidth = 2.0;
int configuration[] = {GLX_DOUBLEBUFFER, GLX_RGBA, GLX_DEPTH_SIZE, 12,
GLX_RED_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_GREEN_SIZE, 1, None};
typedef enum {
RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE, DINOSAUR
} displayLists;
void extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole);
void redraw(void);
void makeDinosaur(void);
void contextInit(void);
void
fatalError(char *message)
{
fprintf(stderr, "glxdino: %s\n", message);
exit(1);
}
Colormap
getShareableColormap(XVisualInfo * vi)
{
Status status;
XStandardColormap *standardCmaps;
Colormap cmap;
int i, numCmaps;
/* be lazy; using DirectColor too involved for this example */
if (vi->class != TrueColor)
fatalError("No support for non-TrueColor visual.");
/* if no standard colormap but TrueColor, just make an
unshared one */
status = XmuLookupStandardColormap(dpy, vi->screen, vi->visualid,
vi->depth, XA_RGB_DEFAULT_MAP, /* replace */ False, /* retain */ True);
if (status == 1) {
status = XGetRGBColormaps(dpy, RootWindow(dpy, vi->screen),
&standardCmaps, &numCmaps, XA_RGB_DEFAULT_MAP);
if (status == 1)
for (i = 0; i < numCmaps; i++)
if (standardCmaps[i].visualid == vi->visualid) {
cmap = standardCmaps[i].colormap;
XFree(standardCmaps);
return cmap;
}
}
cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
vi->visual, AllocNone);
return cmap;
}
void extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole);
GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
{11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
{8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
{1, 2} };
GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
{15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
{13, 9}, {11, 11}, {9, 11} };
GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
{12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
{9.6, 15.25}, {9, 15.25} };
GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}; /* Green */
GLfloat eyeColor[] = {1.0, 0.2, 0.2, 1.0}; /* Red */
void
makeDinosaur(void)
{
GLfloat bodyWidth = 3.0;
extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
BODY_SIDE, BODY_EDGE, BODY_WHOLE);
extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
ARM_SIDE, ARM_EDGE, ARM_WHOLE);
extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
LEG_SIDE, LEG_EDGE, LEG_WHOLE);
extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
EYE_SIDE, EYE_EDGE, EYE_WHOLE);
glNewList(DINOSAUR, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
glCallList(BODY_WHOLE);
glPushMatrix();
glTranslatef(0.0, 0.0, bodyWidth);
glCallList(ARM_WHOLE);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
glCallList(ARM_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth / 4);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
glCallList(EYE_WHOLE);
glPopMatrix();
glEndList();
}
/* it seems that some compilers have a new type for the third argument */
/* 03 Aug 2004 [rickr] */
#ifdef LINUX2
#define CAST_GLU_FUNCPTR (_GLUfuncptr)
#else
#define CAST_GLU_FUNCPTR
#endif
void
extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
{
static GLUtriangulatorObj *tobj = NULL;
GLdouble vertex[3], dx, dy, len;
int i;
int count = dataSize / (2 * sizeof(GLfloat));
if (tobj == NULL) {
tobj = gluNewTess(); /* create and initialize a GLU
polygon tessellation object */
/* cast 3rd args as _GLUfuncptr for some machines 02 Aug 2004 [rickr] */
gluTessCallback(tobj, GLU_BEGIN, CAST_GLU_FUNCPTR glBegin);
gluTessCallback(tobj, GLU_VERTEX, CAST_GLU_FUNCPTR glVertex2fv);/* tricky */
gluTessCallback(tobj, GLU_END, CAST_GLU_FUNCPTR glEnd);
}
glNewList(side, GL_COMPILE);
glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
tessellation */
gluBeginPolygon(tobj);
for (i = 0; i < count; i++) {
vertex[0] = data[i][0];
vertex[1] = data[i][1];
vertex[2] = 0;
gluTessVertex(tobj, vertex, &data[i]);
}
gluEndPolygon(tobj);
glEndList();
glNewList(edge, GL_COMPILE);
glShadeModel(GL_FLAT); /* flat shade keeps angular hands
from being "smoothed" */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= count; i++) {
/* mod function handles closing the edge */
glVertex3f(data[i % count][0], data[i % count][1], 0.0);
glVertex3f(data[i % count][0], data[i % count][1], thickness);
/* Calculate a unit normal by dividing by Euclidean
distance. We could be lazy and use glEnable(GL_NORMALIZE)
so we could pass in arbitrary normals for a very slight
performance hit. */
dx = data[(i + 1) % count][1] - data[i % count][1];
dy = data[i % count][0] - data[(i + 1) % count][0];
len = sqrt(dx * dx + dy * dy);
glNormal3f(dx / len, dy / len, 0.0);
}
glEnd();
glEndList();
glNewList(whole, GL_COMPILE);
glFrontFace(GL_CW);
glCallList(edge);
glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
glCallList(side);
glPushMatrix();
glTranslatef(0.0, 0.0, thickness);
glFrontFace(GL_CCW);
glNormal3f(0.0, 0.0, 1.0); /* reverse normal for other side */
glCallList(side);
glPopMatrix();
glEndList();
}
GLfloat lightZeroPosition[] = {10.0, 4.0, 10.0, 1.0};
GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
GLfloat lightOnePosition[] = {-1.0, -2.0, 1.0, 0.0};
GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0}; /* red-tinted */
void
contextInit(void)
{
glEnable(GL_CULL_FACE); /* Up to 50% better perfomance than no
back-face culling. */
glEnable(GL_DEPTH_TEST); /* Enable depth buffering. */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
/* Enable both lights. */
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHTING);
/* Set up projection transform. */
glMatrixMode(GL_PROJECTION);
gluPerspective(
40.0, /* Field of view in degree */
1.0, /* Aspect ratio */
1.0, /* Z near */
40.0); /* Z far */
/* Now, change to modelview. */
glMatrixMode(GL_MODELVIEW);
gluLookAt(
0.0, 0.0, 30.0, /* Eye is at (0,0,30) */
0.0, 0.0, 0.0, /* Center is at (0,0,0) */
0.0, 1.0, 0.); /* Up is in positive Y direction */
glPushMatrix(); /* Dummy push so we can pop on model
recalc. */
}
int
main(int argc, char **argv)
{
XVisualInfo *vi;
Colormap cmap;
XSetWindowAttributes swa;
XWMHints *wmHints;
Atom wmDeleteWindow;
GLXContext cx;
XEvent event;
KeySym ks;
Bool needRedraw = False, recalcModelView = True;
char *display = NULL, *geometry = NULL;
int flags, x, y, width, height, lastX = 0, i;
for (i = 1; i < argc; i++) {
if (!strcmp(argv[i], "-geometry")) {
if (++i >= argc)
fatalError("follow -geometry option with geometry parameter");
geometry = argv[i];
} else if (!strcmp(argv[i], "-display")) {
if (++i >= argc)
fatalError("follow -display option with display parameter");
display = argv[i];
} else if (!strcmp(argv[i], "-iconic"))
iconic = True;
else if (!strcmp(argv[i], "-keepaspect"))
keepAspect = True;
else if (!strcmp(argv[i], "-single"))
doubleBuffer = False;
else
fatalError("bad option");
}
dpy = XOpenDisplay(display);
if (dpy == NULL)
fatalError("could not open display");
if (!glXQueryExtension(dpy, NULL, NULL))
fatalError("X server has no OpenGL GLX extension");
/* Find an OpenGL-capable RGB visual with depth buffer. */
if (!doubleBuffer)
goto SingleBufferOverride;
vi = glXChooseVisual(dpy, DefaultScreen(dpy), configuration);
if (vi == NULL) {
SingleBufferOverride:
vi = glXChooseVisual(dpy, DefaultScreen(dpy), &configuration[1]);
if (vi == NULL)
fatalError("no appropriate RGB visual with depth buffer");
doubleBuffer = False;
}
cmap = getShareableColormap(vi);
/* Create an OpenGL rendering context. */
cx = glXCreateContext(dpy, vi,
/* No sharing of display lists */ NULL,
/* Direct rendering if possible */ True);
if (cx == NULL)
fatalError("could not create rendering context");
flags = XParseGeometry(geometry, &x, &y,
(unsigned int *) &width, (unsigned int *) &height);
if (WidthValue & flags) {
sizeHints.flags |= USSize;
sizeHints.width = width;
W = width;
}
if (HeightValue & flags) {
sizeHints.flags |= USSize;
sizeHints.height = height;
H = height;
}
if (XValue & flags) {
if (XNegative & flags)
x = DisplayWidth(dpy, DefaultScreen(dpy)) + x - sizeHints.width;
sizeHints.flags |= USPosition;
sizeHints.x = x;
}
if (YValue & flags) {
if (YNegative & flags)
y = DisplayHeight(dpy, DefaultScreen(dpy)) + y - sizeHints.height;
sizeHints.flags |= USPosition;
sizeHints.y = y;
}
if (keepAspect) {
sizeHints.flags |= PAspect;
sizeHints.min_aspect.x = sizeHints.max_aspect.x = W;
sizeHints.min_aspect.y = sizeHints.max_aspect.y = H;
}
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = ExposureMask | StructureNotifyMask |
ButtonPressMask | Button1MotionMask | KeyPressMask;
win = XCreateWindow(dpy, RootWindow(dpy, vi->screen),
sizeHints.x, sizeHints.y, W, H,
0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &swa);
XSetStandardProperties(dpy, win, "OpenGLosaurus", "glxdino",
None, argv, argc, &sizeHints);
wmHints = XAllocWMHints();
wmHints->initial_state = iconic ? IconicState : NormalState;
wmHints->flags = StateHint;
XSetWMHints(dpy, win, wmHints);
wmDeleteWindow = XInternAtom(dpy, "WM_DELETE_WINDOW", False);
XSetWMProtocols(dpy, win, &wmDeleteWindow, 1);
glXMakeCurrent(dpy, win, cx);
makeDinosaur();
contextInit();
XMapWindow(dpy, win);
for (;;) {
do {
XNextEvent(dpy, &event);
switch (event.type) {
case ConfigureNotify:
glViewport(0, 0,
event.xconfigure.width, event.xconfigure.height);
/* fall through... */
case Expose:
needRedraw = True;
break;
case MotionNotify:
recalcModelView = True;
angle -= (lastX - event.xmotion.x);
case ButtonPress:
lastX = event.xbutton.x;
break;
case KeyPress:
ks = XLookupKeysym((XKeyEvent *) & event, 0);
if (ks == XK_Escape)
exit(0);
break;
case ClientMessage:
if (event.xclient.data.l[0] == wmDeleteWindow)
exit(0);
break;
}
} while (XPending(dpy)); /* Loop to compress events. */
if (recalcModelView) {
glPopMatrix(); /* Pop old rotated matrix (or dummy
matrix if first time). */
glPushMatrix();
glRotatef(angle, 0.0, 1.0, 0.0);
glTranslatef(-8, -8, -bodyWidth / 2);
recalcModelView = False;
needRedraw = True;
}
if (needRedraw) {
redraw();
needRedraw = False;
}
}
}
void
redraw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glCallList(DINOSAUR);
if (doubleBuffer)
glXSwapBuffers(dpy, win);
else
glFlush();
}
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