/* * (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 * Unpublished-- rights reserved under the copyright laws of the * United States.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[9][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, 0.019215, 0.195090}, {0.707107, 0.712735, 0.057141}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.712735, 0.057141}, {-1.000000, 0.019215, 0.195090}, {-0.707107, -0.674305, 0.333040}, {0.000000, -0.961571, 0.390181}, {0.707107, -0.674305, 0.333040}, {1.000000, 0.019215, 0.195090}, }, { {1.000000, 0.076120, 0.382683}, {0.707107, 0.729402, 0.112085}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.729402, 0.112085}, {-1.000000, 0.076120, 0.382683}, {-0.707107, -0.577161, 0.653282}, {0.000000, -0.847759, 0.765367}, {0.707107, -0.577161, 0.653282}, {1.000000, 0.076120, 0.382683}, }, { {1.000000, 0.168530, 0.555570}, {0.707107, 0.756468, 0.162723}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.756468, 0.162723}, {-1.000000, 0.168530, 0.555570}, {-0.707107, -0.419407, 0.948418}, {0.000000, -0.662939, 1.111140}, {0.707107, -0.419407, 0.948418}, {1.000000, 0.168530, 0.555570}, }, { {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, 0.444430, 0.831470}, {0.707107, 0.837277, 0.243532}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.837277, 0.243532}, {-1.000000, 0.444430, 0.831470}, {-0.707107, 0.051582, 1.419407}, {0.000000, -0.111140, 1.662939}, {0.707107, 0.051582, 1.419407}, {1.000000, 0.444430, 0.831470}, }, { {1.000000, 0.617317, 0.923880}, {0.707107, 0.887915, 0.270598}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.887915, 0.270598}, {-1.000000, 0.617317, 0.923880}, {-0.707107, 0.346719, 1.577161}, {0.000000, 0.234633, 1.847759}, {0.707107, 0.346719, 1.577161}, {1.000000, 0.617317, 0.923880}, }, { {1.000000, 0.804910, 0.980785}, {0.707107, 0.942859, 0.287265}, {0.000000, 1.000000, 0.000000}, {-0.707107, 0.942859, 0.287265}, {-1.000000, 0.804910, 0.980785}, {-0.707107, 0.666960, 1.674305}, {0.000000, 0.609819, 1.961571}, {0.707107, 0.666960, 1.674305}, {1.000000, 0.804910, 0.980785}, }, { {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 void draw_single_cylinder(void) { glBegin(GL_TRIANGLE_STRIP); glVertex3fv(scp[0]); glVertex3fv(scp[1]); glVertex3fv(scp[2]); glVertex3fv(scp[3]); glVertex3fv(scp[4]); glVertex3fv(scp[5]); glVertex3fv(scp[6]); glVertex3fv(scp[7]); glVertex3fv(scp[8]); glVertex3fv(scp[9]); glVertex3fv(scp[10]); glVertex3fv(scp[11]); glVertex3fv(scp[12]); glVertex3fv(scp[13]); glVertex3fv(scp[14]); glVertex3fv(scp[15]); glVertex3fv(scp[16]); glVertex3fv(scp[17]); glEnd(); } static void draw_double_cylinder(void) { glBegin(GL_TRIANGLE_STRIP); glVertex3fv(dcp[0]); glVertex3fv(dcp[1]); glVertex3fv(dcp[2]); glVertex3fv(dcp[3]); glVertex3fv(dcp[4]); glVertex3fv(dcp[5]); glVertex3fv(dcp[6]); glVertex3fv(dcp[7]); glVertex3fv(dcp[8]); glVertex3fv(dcp[9]); glVertex3fv(dcp[10]); glVertex3fv(dcp[11]); glVertex3fv(dcp[12]); glVertex3fv(dcp[13]); glVertex3fv(dcp[14]); glVertex3fv(dcp[15]); glVertex3fv(dcp[16]); glVertex3fv(dcp[17]); glEnd(); } static void draw_elbow(void) { glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[0][0]); glVertex3fv(ep[1][0]); glVertex3fv(ep[0][1]); glVertex3fv(ep[1][1]); glVertex3fv(ep[0][2]); glVertex3fv(ep[1][2]); glVertex3fv(ep[0][3]); glVertex3fv(ep[1][3]); glVertex3fv(ep[0][4]); glVertex3fv(ep[1][4]); glVertex3fv(ep[0][5]); glVertex3fv(ep[1][5]); glVertex3fv(ep[0][6]); glVertex3fv(ep[1][6]); glVertex3fv(ep[0][7]); glVertex3fv(ep[1][7]); glVertex3fv(ep[0][8]); glVertex3fv(ep[1][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[1][0]); glVertex3fv(ep[2][0]); glVertex3fv(ep[1][1]); glVertex3fv(ep[2][1]); glVertex3fv(ep[1][2]); glVertex3fv(ep[2][2]); glVertex3fv(ep[1][3]); glVertex3fv(ep[2][3]); glVertex3fv(ep[1][4]); glVertex3fv(ep[2][4]); glVertex3fv(ep[1][5]); glVertex3fv(ep[2][5]); glVertex3fv(ep[1][6]); glVertex3fv(ep[2][6]); glVertex3fv(ep[1][7]); glVertex3fv(ep[2][7]); glVertex3fv(ep[1][8]); glVertex3fv(ep[2][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[2][0]); glVertex3fv(ep[3][0]); glVertex3fv(ep[2][1]); glVertex3fv(ep[3][1]); glVertex3fv(ep[2][2]); glVertex3fv(ep[3][2]); glVertex3fv(ep[2][3]); glVertex3fv(ep[3][3]); glVertex3fv(ep[2][4]); glVertex3fv(ep[3][4]); glVertex3fv(ep[2][5]); glVertex3fv(ep[3][5]); glVertex3fv(ep[2][6]); glVertex3fv(ep[3][6]); glVertex3fv(ep[2][7]); glVertex3fv(ep[3][7]); glVertex3fv(ep[2][8]); glVertex3fv(ep[3][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[3][0]); glVertex3fv(ep[4][0]); glVertex3fv(ep[3][1]); glVertex3fv(ep[4][1]); glVertex3fv(ep[3][2]); glVertex3fv(ep[4][2]); glVertex3fv(ep[3][3]); glVertex3fv(ep[4][3]); glVertex3fv(ep[3][4]); glVertex3fv(ep[4][4]); glVertex3fv(ep[3][5]); glVertex3fv(ep[4][5]); glVertex3fv(ep[3][6]); glVertex3fv(ep[4][6]); glVertex3fv(ep[3][7]); glVertex3fv(ep[4][7]); glVertex3fv(ep[3][8]); glVertex3fv(ep[4][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[4][0]); glVertex3fv(ep[5][0]); glVertex3fv(ep[4][1]); glVertex3fv(ep[5][1]); glVertex3fv(ep[4][2]); glVertex3fv(ep[5][2]); glVertex3fv(ep[4][3]); glVertex3fv(ep[5][3]); glVertex3fv(ep[4][4]); glVertex3fv(ep[5][4]); glVertex3fv(ep[4][5]); glVertex3fv(ep[5][5]); glVertex3fv(ep[4][6]); glVertex3fv(ep[5][6]); glVertex3fv(ep[4][7]); glVertex3fv(ep[5][7]); glVertex3fv(ep[4][8]); glVertex3fv(ep[5][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[5][0]); glVertex3fv(ep[6][0]); glVertex3fv(ep[5][1]); glVertex3fv(ep[6][1]); glVertex3fv(ep[5][2]); glVertex3fv(ep[6][2]); glVertex3fv(ep[5][3]); glVertex3fv(ep[6][3]); glVertex3fv(ep[5][4]); glVertex3fv(ep[6][4]); glVertex3fv(ep[5][5]); glVertex3fv(ep[6][5]); glVertex3fv(ep[5][6]); glVertex3fv(ep[6][6]); glVertex3fv(ep[5][7]); glVertex3fv(ep[6][7]); glVertex3fv(ep[5][8]); glVertex3fv(ep[6][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[6][0]); glVertex3fv(ep[7][0]); glVertex3fv(ep[6][1]); glVertex3fv(ep[7][1]); glVertex3fv(ep[6][2]); glVertex3fv(ep[7][2]); glVertex3fv(ep[6][3]); glVertex3fv(ep[7][3]); glVertex3fv(ep[6][4]); glVertex3fv(ep[7][4]); glVertex3fv(ep[6][5]); glVertex3fv(ep[7][5]); glVertex3fv(ep[6][6]); glVertex3fv(ep[7][6]); glVertex3fv(ep[6][7]); glVertex3fv(ep[7][7]); glVertex3fv(ep[6][8]); glVertex3fv(ep[7][8]); glEnd(); glBegin(GL_TRIANGLE_STRIP); glVertex3fv(ep[7][0]); glVertex3fv(ep[8][0]); glVertex3fv(ep[7][1]); glVertex3fv(ep[8][1]); glVertex3fv(ep[7][2]); glVertex3fv(ep[8][2]); glVertex3fv(ep[7][3]); glVertex3fv(ep[8][3]); glVertex3fv(ep[7][4]); glVertex3fv(ep[8][4]); glVertex3fv(ep[7][5]); glVertex3fv(ep[8][5]); glVertex3fv(ep[7][6]); glVertex3fv(ep[8][6]); glVertex3fv(ep[7][7]); glVertex3fv(ep[8][7]); glVertex3fv(ep[7][8]); glVertex3fv(ep[8][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_shadow(void) { 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(); }