586 lines
15 KiB
C
586 lines
15 KiB
C
/*
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* Copyright (C) 2009 VMware, Inc. 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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* Test rendering with two contexts into one window.
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* Setup different rendering state for each context to check that
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* context switching is handled properly.
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*
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* Brian Paul
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* 6 Aug 2009
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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 <sys/time.h>
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#include <unistd.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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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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/** Event handler results: */
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#define NOP 0
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#define EXIT 1
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#define DRAW 2
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static GLfloat view_rotx = 0.0, view_roty = 210.0, view_rotz = 0.0;
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static GLint gear1, gear2;
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static GLfloat angle = 0.0;
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static GLboolean animate = GL_TRUE; /* Animation */
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static double
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current_time(void)
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{
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struct timeval tv;
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#ifdef __VMS
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(void) gettimeofday(&tv, NULL );
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#else
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struct timezone tz;
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(void) gettimeofday(&tv, &tz);
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#endif
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return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
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}
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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(int ctx)
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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 + angle, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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if (ctx == 0) {
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glDisable(GL_CULL_FACE);
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glPushMatrix();
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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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/* This should not effect the other context's rendering */
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glEnable(GL_CULL_FACE);
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glCullFace(GL_FRONT_AND_BACK);
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}
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else {
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glPushMatrix();
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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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}
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glPopMatrix();
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/* this flush is important since we'll be switching contexts next */
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glFlush();
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}
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static void
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draw_frame(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
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{
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static double tRot0 = -1.0;
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double dt, t = current_time();
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if (tRot0 < 0.0)
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tRot0 = t;
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dt = t - tRot0;
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tRot0 = t;
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if (animate) {
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/* advance rotation for next frame */
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angle += 70.0 * dt; /* 70 degrees per second */
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if (angle > 3600.0)
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angle -= 3600.0;
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}
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glXMakeCurrent(dpy, (GLXDrawable) win, ctx1);
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draw(0);
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glXMakeCurrent(dpy, (GLXDrawable) win, ctx2);
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draw(1);
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glXSwapBuffers(dpy, win);
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}
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/* new window size or exposure */
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static void
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reshape(Display *dpy, Window win,
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GLXContext ctx1, GLXContext ctx2, int width, int height)
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{
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int i;
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width /= 2;
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/* loop: left half of window, right half of window */
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for (i = 0; i < 2; i++) {
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if (i == 0)
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glXMakeCurrent(dpy, win, ctx1);
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else
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glXMakeCurrent(dpy, win, ctx2);
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glViewport(width * i, 0, width, height);
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glScissor(width * i, 0, width, height);
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{
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GLfloat h = (GLfloat) height / (GLfloat) width;
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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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}
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -30.0);
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}
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}
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static void
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init(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
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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, 0.5 };
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/*static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };*/
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/* first ctx */
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{
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static GLuint stipple[32] = {
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0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
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0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
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0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
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0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
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0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
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0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
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0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
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0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00
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};
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glXMakeCurrent(dpy, win, ctx1);
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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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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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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glEnable(GL_NORMALIZE);
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glEnable(GL_SCISSOR_TEST);
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glClearColor(0.4, 0.4, 0.4, 1.0);
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glPolygonStipple((GLubyte *) stipple);
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glEnable(GL_POLYGON_STIPPLE);
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}
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/* second ctx */
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{
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glXMakeCurrent(dpy, win, ctx2);
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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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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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(1.5, 3.0, 1.5, 16, 0.7);
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glEndList();
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glEnable(GL_NORMALIZE);
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glEnable(GL_SCISSOR_TEST);
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glClearColor(0.6, 0.6, 0.6, 1.0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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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 two context handles.
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*/
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static void
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make_window_and_contexts( Display *dpy, const char *name,
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int x, int y, int width, int height,
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Window *winRet,
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GLXContext *ctxRet1,
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GLXContext *ctxRet2)
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{
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int attribs[] = { 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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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, attribs );
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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, x, y, 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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*winRet = win;
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*ctxRet1 = glXCreateContext( dpy, visinfo, NULL, True );
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*ctxRet2 = glXCreateContext( dpy, visinfo, NULL, True );
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if (!*ctxRet1 || !*ctxRet2) {
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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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}
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/**
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* Handle one X event.
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* \return NOP, EXIT or DRAW
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*/
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static int
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handle_event(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2,
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XEvent *event)
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{
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(void) dpy;
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(void) win;
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switch (event->type) {
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case Expose:
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return DRAW;
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case ConfigureNotify:
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reshape(dpy, win, ctx1, ctx2,
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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 EXIT;
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}
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else if (buffer[0] == 'a' || buffer[0] == 'A') {
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animate = !animate;
|
|
}
|
|
}
|
|
return DRAW;
|
|
}
|
|
}
|
|
return NOP;
|
|
}
|
|
|
|
|
|
static void
|
|
event_loop(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
|
|
{
|
|
while (1) {
|
|
int op;
|
|
while (!animate || XPending(dpy) > 0) {
|
|
XEvent event;
|
|
XNextEvent(dpy, &event);
|
|
op = handle_event(dpy, win, ctx1, ctx2, &event);
|
|
if (op == EXIT)
|
|
return;
|
|
else if (op == DRAW)
|
|
break;
|
|
}
|
|
|
|
draw_frame(dpy, win, ctx1, ctx2);
|
|
}
|
|
}
|
|
|
|
|
|
int
|
|
main(int argc, char *argv[])
|
|
{
|
|
unsigned int winWidth = 800, winHeight = 400;
|
|
int x = 0, y = 0;
|
|
Display *dpy;
|
|
Window win;
|
|
GLXContext ctx1, ctx2;
|
|
char *dpyName = NULL;
|
|
GLboolean printInfo = GL_FALSE;
|
|
int i;
|
|
|
|
for (i = 1; i < argc; i++) {
|
|
if (strcmp(argv[i], "-display") == 0) {
|
|
dpyName = argv[i+1];
|
|
i++;
|
|
}
|
|
else {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
dpy = XOpenDisplay(dpyName);
|
|
if (!dpy) {
|
|
printf("Error: couldn't open display %s\n",
|
|
dpyName ? dpyName : getenv("DISPLAY"));
|
|
return -1;
|
|
}
|
|
|
|
make_window_and_contexts(dpy, "multictx", x, y, winWidth, winHeight,
|
|
&win, &ctx1, &ctx2);
|
|
XMapWindow(dpy, win);
|
|
|
|
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(dpy, win, ctx1, ctx2);
|
|
|
|
/* Set initial projection/viewing transformation.
|
|
* We can't be sure we'll get a ConfigureNotify event when the window
|
|
* first appears.
|
|
*/
|
|
reshape(dpy, win, ctx1, ctx2, winWidth, winHeight);
|
|
|
|
event_loop(dpy, win, ctx1, ctx2);
|
|
|
|
glDeleteLists(gear1, 1);
|
|
glDeleteLists(gear2, 1);
|
|
glXDestroyContext(dpy, ctx1);
|
|
glXDestroyContext(dpy, ctx2);
|
|
XDestroyWindow(dpy, win);
|
|
XCloseDisplay(dpy);
|
|
|
|
return 0;
|
|
}
|