/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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 #include "objects.h" static float scp[18][3] = { {1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 5.000000}, {0.707107, 0.707107, 0.000000}, {0.707107, 0.707107, 5.000000}, {0.000000, 1.000000, 0.000000}, {0.000000, 1.000000, 5.000000}, {-0.707107, 0.707107, 0.000000}, {-0.707107, 0.707107, 5.000000}, {-1.000000, 0.000000, 0.000000}, {-1.000000, 0.000000, 5.000000}, {-0.707107, -0.707107, 0.000000}, {-0.707107, -0.707107, 5.000000}, {0.000000, -1.000000, 0.000000}, {0.000000, -1.000000, 5.000000}, {0.707107, -0.707107, 0.000000}, {0.707107, -0.707107, 5.000000}, {1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 5.000000}, }; static float dcp[18][3] = { {1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 7.000000}, {0.707107, 0.707107, 0.000000}, {0.707107, 0.707107, 7.000000}, {0.000000, 1.000000, 0.000000}, {0.000000, 1.000000, 7.000000}, {-0.707107, 0.707107, 0.000000}, {-0.707107, 0.707107, 7.000000}, {-1.000000, 0.000000, 0.000000}, {-1.000000, 0.000000, 7.000000}, {-0.707107, -0.707107, 0.000000}, {-0.707107, -0.707107, 7.000000}, {0.000000, -1.000000, 0.000000}, {0.000000, -1.000000, 7.000000}, {0.707107, -0.707107, 0.000000}, {0.707107, -0.707107, 7.000000}, {1.000000, 0.000000, 0.000000}, {1.000000, 0.000000, 7.000000}, }; static float ep[7][9][3] = { { {1.000000, 0.000000, 0.000000}, {0.707107, 0.707107, 0.000000}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.707107, 0.000000}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.707107, 0.000000}, {0.000000, -1.000000, 0.000000}, {0.707107, -0.707107, 0.000000}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.034074, 0.258819}, {0.707107, 0.717087, 0.075806}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.717087, 0.075806}, {-1.000000, 0.034074, 0.258819}, {-0.707107, -0.648939, 0.441832}, {0.000000, -0.931852, 0.517638}, {0.707107, -0.648939, 0.441832}, {1.000000, 0.034074, 0.258819}, }, { {1.000000, 0.133975, 0.500000}, {0.707107, 0.746347, 0.146447}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.746347, 0.146447}, {-1.000000, 0.133975, 0.500000}, {-0.707107, -0.478398, 0.853553}, {0.000000, -0.732051, 1.000000}, {0.707107, -0.478398, 0.853553}, {1.000000, 0.133975, 0.500000}, }, { {1.000000, 0.292893, 0.707107}, {0.707107, 0.792893, 0.207107}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.792893, 0.207107}, {-1.000000, 0.292893, 0.707107}, {-0.707107, -0.207107, 1.207107}, {0.000000, -0.414214, 1.414214}, {0.707107, -0.207107, 1.207107}, {1.000000, 0.292893, 0.707107}, }, { {1.000000, 0.500000, 0.866025}, {0.707107, 0.853553, 0.253653}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.853553, 0.253653}, {-1.000000, 0.500000, 0.866025}, {-0.707107, 0.146447, 1.478398}, {0.000000, 0.000000, 1.732051}, {0.707107, 0.146447, 1.478398}, {1.000000, 0.500000, 0.866025}, }, { {1.000000, 0.741181, 0.965926}, {0.707107, 0.924194, 0.282913}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.924194, 0.282913}, {-1.000000, 0.741181, 0.965926}, {-0.707107, 0.558168, 1.648939}, {0.000000, 0.482362, 1.931852}, {0.707107, 0.558168, 1.648939}, {1.000000, 0.741181, 0.965926}, }, { {1.000000, 1.000000, 1.000000}, {0.707107, 1.000000, 0.292893}, {0.000000, 1.000000, 0.000000}, {-0.707107, 1.000000, 0.292893}, {-1.000000, 1.000000, 1.000000}, {-0.707107, 1.000000, 1.707107}, {0.000000, 1.000000, 2.000000}, {0.707107, 1.000000, 1.707107}, {1.000000, 1.000000, 1.000000}, }, }; static float en[7][9][3] = { { {1.000000, 0.000000, 0.000000}, {0.707107, 0.707107, 0.000000}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.707107, 0.000000}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.707107, 0.000000}, {0.000000, -1.000000, 0.000000}, {0.707107, -0.707107, 0.000000}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.683013, -0.183013}, {0.000000, 0.965926, -0.258819}, {-0.707107, 0.683013, -0.183013}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.683013, 0.183013}, {0.000000, -0.965926, 0.258819}, {0.707107, -0.683013, 0.183013}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.612372, -0.353553}, {0.000000, 0.866025, -0.500000}, {-0.707107, 0.612372, -0.353553}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.612372, 0.353553}, {0.000000, -0.866025, 0.500000}, {0.707107, -0.612372, 0.353553}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.500000, -0.500000}, {0.000000, 0.707107, -0.707107}, {-0.707107, 0.500000, -0.500000}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.500000, 0.500000}, {0.000000, -0.707107, 0.707107}, {0.707107, -0.500000, 0.500000}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.353553, -0.612372}, {0.000000, 0.500000, -0.866025}, {-0.707107, 0.353553, -0.612372}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.353553, 0.612372}, {0.000000, -0.500000, 0.866025}, {0.707107, -0.353553, 0.612372}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.183013, -0.683013}, {0.000000, 0.258819, -0.965926}, {-0.707107, 0.183013, -0.683013}, {-1.000000, 0.000000, 0.000000}, {-0.707107, -0.183013, 0.683013}, {0.000000, -0.258819, 0.965926}, {0.707107, -0.183013, 0.683013}, {1.000000, 0.000000, 0.000000}, }, { {1.000000, 0.000000, 0.000000}, {0.707107, 0.000000, -0.707107}, {0.000000, 0.000000, -1.000000}, {-0.707107, 0.000000, -0.707107}, {-1.000000, 0.000000, 0.000000}, {-0.707107, 0.000000, 0.707107}, {0.000000, 0.000000, 1.000000}, {0.707107, 0.000000, 0.707107}, {1.000000, 0.000000, 0.000000}, }, }; static void draw_single_cylinder(void) { glBegin(GL_TRIANGLE_STRIP); glNormal3fv(scp[0]); glVertex3fv(scp[0]); glNormal3fv(scp[0]); glVertex3fv(scp[1]); glNormal3fv(scp[2]); glVertex3fv(scp[2]); glNormal3fv(scp[2]); glVertex3fv(scp[3]); glNormal3fv(scp[4]); glVertex3fv(scp[4]); glNormal3fv(scp[4]); glVertex3fv(scp[5]); glNormal3fv(scp[6]); glVertex3fv(scp[6]); glNormal3fv(scp[6]); glVertex3fv(scp[7]); glNormal3fv(scp[8]); glVertex3fv(scp[8]); glNormal3fv(scp[8]); glVertex3fv(scp[9]); glNormal3fv(scp[10]); glVertex3fv(scp[10]); glNormal3fv(scp[10]); glVertex3fv(scp[11]); glNormal3fv(scp[12]); glVertex3fv(scp[12]); glNormal3fv(scp[12]); glVertex3fv(scp[13]); glNormal3fv(scp[14]); glVertex3fv(scp[14]); glNormal3fv(scp[14]); glVertex3fv(scp[15]); glNormal3fv(scp[16]); glVertex3fv(scp[16]); glNormal3fv(scp[16]); glVertex3fv(scp[17]); glEnd(); } static void draw_double_cylinder(void) { glEnable(GL_NORMALIZE); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(dcp[0]); glVertex3fv(dcp[0]); glNormal3fv(dcp[0]); glVertex3fv(dcp[1]); glNormal3fv(dcp[2]); glVertex3fv(dcp[2]); glNormal3fv(dcp[2]); glVertex3fv(dcp[3]); glNormal3fv(dcp[4]); glVertex3fv(dcp[4]); glNormal3fv(dcp[4]); glVertex3fv(dcp[5]); glNormal3fv(dcp[6]); glVertex3fv(dcp[6]); glNormal3fv(dcp[6]); glVertex3fv(dcp[7]); glNormal3fv(dcp[8]); glVertex3fv(dcp[8]); glNormal3fv(dcp[8]); glVertex3fv(dcp[9]); glNormal3fv(dcp[10]); glVertex3fv(dcp[10]); glNormal3fv(dcp[10]); glVertex3fv(dcp[11]); glNormal3fv(dcp[12]); glVertex3fv(dcp[12]); glNormal3fv(dcp[12]); glVertex3fv(dcp[13]); glNormal3fv(dcp[14]); glVertex3fv(dcp[14]); glNormal3fv(dcp[14]); glVertex3fv(dcp[15]); glNormal3fv(dcp[16]); glVertex3fv(dcp[16]); glNormal3fv(dcp[16]); glVertex3fv(dcp[17]); glEnd(); } static void draw_elbow(void) { glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[0][0]); glVertex3fv(ep[0][0]); glNormal3fv(en[1][0]); glVertex3fv(ep[1][0]); glNormal3fv(en[0][1]); glVertex3fv(ep[0][1]); glNormal3fv(en[1][1]); glVertex3fv(ep[1][1]); glNormal3fv(en[0][2]); glVertex3fv(ep[0][2]); glNormal3fv(en[1][2]); glVertex3fv(ep[1][2]); glNormal3fv(en[0][3]); glVertex3fv(ep[0][3]); glNormal3fv(en[1][3]); glVertex3fv(ep[1][3]); glNormal3fv(en[0][4]); glVertex3fv(ep[0][4]); glNormal3fv(en[1][4]); glVertex3fv(ep[1][4]); glNormal3fv(en[0][5]); glVertex3fv(ep[0][5]); glNormal3fv(en[1][5]); glVertex3fv(ep[1][5]); glNormal3fv(en[0][6]); glVertex3fv(ep[0][6]); glNormal3fv(en[1][6]); glVertex3fv(ep[1][6]); glNormal3fv(en[0][7]); glVertex3fv(ep[0][7]); glNormal3fv(en[1][7]); glVertex3fv(ep[1][7]); glNormal3fv(en[0][8]); glVertex3fv(ep[0][8]); glNormal3fv(en[1][8]); glVertex3fv(ep[1][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[1][0]); glVertex3fv(ep[1][0]); glNormal3fv(en[2][0]); glVertex3fv(ep[2][0]); glNormal3fv(en[1][1]); glVertex3fv(ep[1][1]); glNormal3fv(en[2][1]); glVertex3fv(ep[2][1]); glNormal3fv(en[1][2]); glVertex3fv(ep[1][2]); glNormal3fv(en[2][2]); glVertex3fv(ep[2][2]); glNormal3fv(en[1][3]); glVertex3fv(ep[1][3]); glNormal3fv(en[2][3]); glVertex3fv(ep[2][3]); glNormal3fv(en[1][4]); glVertex3fv(ep[1][4]); glNormal3fv(en[2][4]); glVertex3fv(ep[2][4]); glNormal3fv(en[1][5]); glVertex3fv(ep[1][5]); glNormal3fv(en[2][5]); glVertex3fv(ep[2][5]); glNormal3fv(en[1][6]); glVertex3fv(ep[1][6]); glNormal3fv(en[2][6]); glVertex3fv(ep[2][6]); glNormal3fv(en[1][7]); glVertex3fv(ep[1][7]); glNormal3fv(en[2][7]); glVertex3fv(ep[2][7]); glNormal3fv(en[1][8]); glVertex3fv(ep[1][8]); glNormal3fv(en[2][8]); glVertex3fv(ep[2][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[2][0]); glVertex3fv(ep[2][0]); glNormal3fv(en[3][0]); glVertex3fv(ep[3][0]); glNormal3fv(en[2][1]); glVertex3fv(ep[2][1]); glNormal3fv(en[3][1]); glVertex3fv(ep[3][1]); glNormal3fv(en[2][2]); glVertex3fv(ep[2][2]); glNormal3fv(en[3][2]); glVertex3fv(ep[3][2]); glNormal3fv(en[2][3]); glVertex3fv(ep[2][3]); glNormal3fv(en[3][3]); glVertex3fv(ep[3][3]); glNormal3fv(en[2][4]); glVertex3fv(ep[2][4]); glNormal3fv(en[3][4]); glVertex3fv(ep[3][4]); glNormal3fv(en[2][5]); glVertex3fv(ep[2][5]); glNormal3fv(en[3][5]); glVertex3fv(ep[3][5]); glNormal3fv(en[2][6]); glVertex3fv(ep[2][6]); glNormal3fv(en[3][6]); glVertex3fv(ep[3][6]); glNormal3fv(en[2][7]); glVertex3fv(ep[2][7]); glNormal3fv(en[3][7]); glVertex3fv(ep[3][7]); glNormal3fv(en[2][8]); glVertex3fv(ep[2][8]); glNormal3fv(en[3][8]); glVertex3fv(ep[3][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[3][0]); glVertex3fv(ep[3][0]); glNormal3fv(en[4][0]); glVertex3fv(ep[4][0]); glNormal3fv(en[3][1]); glVertex3fv(ep[3][1]); glNormal3fv(en[4][1]); glVertex3fv(ep[4][1]); glNormal3fv(en[3][2]); glVertex3fv(ep[3][2]); glNormal3fv(en[4][2]); glVertex3fv(ep[4][2]); glNormal3fv(en[3][3]); glVertex3fv(ep[3][3]); glNormal3fv(en[4][3]); glVertex3fv(ep[4][3]); glNormal3fv(en[3][4]); glVertex3fv(ep[3][4]); glNormal3fv(en[4][4]); glVertex3fv(ep[4][4]); glNormal3fv(en[3][5]); glVertex3fv(ep[3][5]); glNormal3fv(en[4][5]); glVertex3fv(ep[4][5]); glNormal3fv(en[3][6]); glVertex3fv(ep[3][6]); glNormal3fv(en[4][6]); glVertex3fv(ep[4][6]); glNormal3fv(en[3][7]); glVertex3fv(ep[3][7]); glNormal3fv(en[4][7]); glVertex3fv(ep[4][7]); glNormal3fv(en[3][8]); glVertex3fv(ep[3][8]); glNormal3fv(en[4][8]); glVertex3fv(ep[4][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[4][0]); glVertex3fv(ep[4][0]); glNormal3fv(en[5][0]); glVertex3fv(ep[5][0]); glNormal3fv(en[4][1]); glVertex3fv(ep[4][1]); glNormal3fv(en[5][1]); glVertex3fv(ep[5][1]); glNormal3fv(en[4][2]); glVertex3fv(ep[4][2]); glNormal3fv(en[5][2]); glVertex3fv(ep[5][2]); glNormal3fv(en[4][3]); glVertex3fv(ep[4][3]); glNormal3fv(en[5][3]); glVertex3fv(ep[5][3]); glNormal3fv(en[4][4]); glVertex3fv(ep[4][4]); glNormal3fv(en[5][4]); glVertex3fv(ep[5][4]); glNormal3fv(en[4][5]); glVertex3fv(ep[4][5]); glNormal3fv(en[5][5]); glVertex3fv(ep[5][5]); glNormal3fv(en[4][6]); glVertex3fv(ep[4][6]); glNormal3fv(en[5][6]); glVertex3fv(ep[5][6]); glNormal3fv(en[4][7]); glVertex3fv(ep[4][7]); glNormal3fv(en[5][7]); glVertex3fv(ep[5][7]); glNormal3fv(en[4][8]); glVertex3fv(ep[4][8]); glNormal3fv(en[5][8]); glVertex3fv(ep[5][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glNormal3fv(en[5][0]); glVertex3fv(ep[5][0]); glNormal3fv(en[6][0]); glVertex3fv(ep[6][0]); glNormal3fv(en[5][1]); glVertex3fv(ep[5][1]); glNormal3fv(en[6][1]); glVertex3fv(ep[6][1]); glNormal3fv(en[5][2]); glVertex3fv(ep[5][2]); glNormal3fv(en[6][2]); glVertex3fv(ep[6][2]); glNormal3fv(en[5][3]); glVertex3fv(ep[5][3]); glNormal3fv(en[6][3]); glVertex3fv(ep[6][3]); glNormal3fv(en[5][4]); glVertex3fv(ep[5][4]); glNormal3fv(en[6][4]); glVertex3fv(ep[6][4]); glNormal3fv(en[5][5]); glVertex3fv(ep[5][5]); glNormal3fv(en[6][5]); glVertex3fv(ep[6][5]); glNormal3fv(en[5][6]); glVertex3fv(ep[5][6]); glNormal3fv(en[6][6]); glVertex3fv(ep[6][6]); glNormal3fv(en[5][7]); glVertex3fv(ep[5][7]); glNormal3fv(en[6][7]); glVertex3fv(ep[6][7]); glNormal3fv(en[5][8]); glVertex3fv(ep[5][8]); glNormal3fv(en[6][8]); glVertex3fv(ep[6][8]); glEnd(); } static void bend_forward(void) { glTranslatef(0.0, 1.000000, 0.0); glRotatef (0.1 * (900), 1.0, 0.0, 0.0); glTranslatef(0.0, -1.000000, 0.0); } static void bend_left(void) { glRotatef (0.1 * (-900), 0.0, 0.0, 1.0); glTranslatef(0.0, 1.000000, 0.0); glRotatef (0.1 * (900), 1.0, 0.0, 0.0); glTranslatef(0.0, -1.000000, 0.0); } static void bend_right(void) { glRotatef (0.1 * (900), 0.0, 0.0, 1.0); glTranslatef(0.0, 1.000000, 0.0); glRotatef (0.1 * (900), 1.0, 0.0, 0.0); glTranslatef(0.0, -1.000000, 0.0); } void draw_logo(void) { glCallList( MAT_LOGO); glTranslatef(5.500000, -3.500000, 4.500000); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_right(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_left(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_right(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_left(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_right(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -7.000000); draw_double_cylinder(); bend_forward(); draw_elbow(); glTranslatef(0.0, 0.0, -5.000000); draw_single_cylinder(); bend_left(); draw_elbow(); glDisable(GL_NORMALIZE); }