/* generic.c */

/* Demo of BEOS Mesa rendering */

/*
 * See Mesa/include/GL/osmesa.h for documentation of the OSMesa functions.
 *
 * If you want to render BIG images you'll probably have to increase
 * MAX_WIDTH and MAX_HEIGHT in src/config.h.
 *
 * This program is in the public domain.
 *
 * BEOS output provided by Tinic Urou
 * 5uro@informatik.uni-hamburg.de
 */

#include <AppKit.h>
#include <InterfaceKit.h>
#include <KernelKit.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "GL/osmesa.h"
#include "GL/glu.h"

#define	BLACK 0
#define	GRAY 128
#define	WHITE 255
#define BL 0x00
#define WH 0xFF
#define RD 0xA4,0x00,0x00,0xFF
#define WT 0xFF,0xFF,0xFF,0xFF

#define	CHECKIMAGEWIDTH 8
#define	CHECKIMAGEHEIGHT 8
#define	BRICKIMAGEWIDTH 16
#define	BRICKIMAGEHEIGHT 16


GLenum rgb, doubleBuffer, directRender;

float black[3] = {0.0, 0.0, 0.0};
float white[3] = {1.0, 1.0, 1.0};
float gray[3] = {0.5, 0.5, 0.5};
float blue[3] = {0.0, 0.0, 1.0};
GLint colorIndexes[3] = {0, 200, 255};

GLenum polyMode;
GLenum dithering;
GLenum shade;
GLenum doStipple;
GLenum noDraw = (GLenum)0;

double plane[4] = {1.0, 0.0, -1.0, 0.0};
float xRotation = 30.0, yRotation = 30.0;
float zTranslation = -15.0;

GLint singleCylinder;
GLint doubleCylinder;
GLint elbow, logo;

GLubyte checkImage[3*CHECKIMAGEWIDTH*CHECKIMAGEHEIGHT] = {
    BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
    WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
    WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
    BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
    WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
    WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
    BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
    WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
    WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL,
    BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH,
    WH, WH, BL, BL, BL, WH, WH, WH, WH, WH, WH, BL, BL, BL, WH, WH,
    WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, WH, WH, WH, BL, BL, BL, 
};
GLubyte brickImage[4*BRICKIMAGEWIDTH*BRICKIMAGEHEIGHT] = {
    RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD,
    WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
    RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
    RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
    RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
    RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD, RD,
    WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
    RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
    RD, RD, RD, RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD,
    WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT, WT,
    RD, RD, RD, RD, WT, RD, RD, RD, RD, RD, RD, RD, RD, RD, WT, RD
};

GLubyte *image = checkImage;
GLint imageHeight = CHECKIMAGEHEIGHT;
GLint imageWidth = CHECKIMAGEWIDTH;

float decal[] = {
    GL_DECAL,
};
float modulate[] = {
    GL_MODULATE,
};
float repeat[] = {
    GL_REPEAT,
};
float nearest[] = {
    GL_NEAREST,
};

GLubyte stipple[4*32] = {
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,

    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,

    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,
    0x00, 0x0F, 0xF0, 0x00,

    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
    0x00, 0x00, 0x00, 0x00,
};

float tscp[18][2] = {
    {
	0.0, 0.0
    },
    {
	1.0, 0.0
    },
    {
	0.0, 0.125
    },
    {
	1.0, 0.125
    },
    {
	0.0, 0.250
    },
    {
	1.0, 0.25
    },
    {
	0.0, 0.375
    },
    {
	1.0, 0.375
    },
    {
	0.0, 0.50
    },
    {
	1.0, 0.50
    },
    {
	0.0, 0.625
    },
    {
	1.0, 0.625
    },
    {
	0.0, 0.75
    },
    {
	1.0, 0.75
    },
    {
	0.0, 0.875
    },
    {
	1.0, 0.875
    },
    {
	0.0, 1.0
    },
    {
	1.0, 1.0
    }
};
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
    }
};
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
    }
};
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
	}
    }
};
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
	},
	{
	   /* These 3 lines added by BEP */
	    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
	}
    }
};
float tep[7][9][2] = {
    {
	{
	    0,     0.0
	},
	{
	    0.125, 0.0
	},
	{
	    0.25,  0.0
	},
	{
	    0.375, 0.0
	},
	{
	    0.5,   0.0
	},
	{
	    0.625, 0.0
	},
	{
	    0.75,  0.0
	},
	{
	    0.875, 0.0
	},
	{
	    1.0,   0.0
	}
    },
    {
	{
	    0,     0.16667
	},
	{
	    0.125, 0.16667
	},
	{
	    0.25,  0.16667
	},
	{
	    0.375, 0.16667
	},
	{
	    0.5,   0.16667
	},
	{
	    0.625, 0.16667
	},
	{
	    0.75,  0.16667
	},
	{
	    0.875, 0.16667
	},
	{
	    1.0,   0.16667
	}
    },
    {
	{
	    0,     0.33333
	},
	{
	    0.125, 0.33333
	},
	{
	    0.25,  0.33333
	},
	{
	    0.375, 0.33333
	},
	{
	    0.5,   0.33333
	},
	{
	    0.625, 0.33333
	},
	{
	    0.75,  0.33333
	},
	{
	    0.875, 0.33333
	},
	{
	    1.0,   0.33333
	}
    },
    {
	{
	    0,     0.5
	},
	{
	    0.125, 0.5
	},
	{
	    0.25,  0.5
	},
	{
	    0.375, 0.5
	},
	{
	    0.5,   0.5
	},
	{
	    0.625, 0.5
	},
	{
	    0.75,  0.5
	},
	{
	    0.875, 0.5
	},
	{
	    1.0,   0.5
	}
    },
    {
	{
	    0,     0.6667
	},
	{
	    0.125, 0.6667
	},
	{
	    0.25,  0.6667
	},
	{
	    0.375, 0.6667
	},
	{
	    0.5,   0.6667
	},
	{
	    0.625, 0.6667
	},
	{
	    0.75,  0.6667
	},
	{
	    0.875, 0.6667
	},
	{
	    1.0,   0.6667
	}
    },
    {
	{
	    0,     0.83333
	},
	{
	    0.125, 0.83333
	},
	{
	    0.25,  0.83333
	},
	{
	    0.375, 0.83333
	},
	{
	    0.5,   0.83333
	},
	{
	    0.625, 0.83333
	},
	{
	    0.75,  0.83333
	},
	{
	    0.875, 0.83333
	},
	{
	    1.0,   0.83333
	}
    },
    {
	{
	    0,     1.0
	},
	{
	    0.125, 1.0
	},
	{
	    0.25,  1.0
	},
	{
	    0.375, 1.0
	},
	{
	    0.5,   1.0
	},
	{
	    0.625, 1.0
	},
	{
	    0.75,  1.0
	},
	{
	    0.875, 1.0
	},
	{
	    1.0,   1.0
	}
    }
};

static void BendForward(void)
{

    glTranslatef(0.0, 1.0, 0.0);
    glRotatef(90.0, 1, 0, 0);
    glTranslatef(0.0, -1.0, 0.0);
}

static void BendLeft(void)
{

    glRotatef(-90.0, 0, 0, 1);
    glTranslatef(0.0, 1.0, 0.0);
    glRotatef(90.0, 1, 0, 0);
    glTranslatef(0.0, -1.0, 0.0);
}

static void BendRight(void)
{

    glRotatef(90.0, 0, 0, 1);
    glTranslatef(0.0, 1.0, 0.0);
    glRotatef(90.0, 1, 0, 0);
    glTranslatef(0.0, -1.0, 0.0);
}

static void BuildSingleCylinder(void)
{

    glNewList(singleCylinder, GL_COMPILE);

    glBegin(GL_TRIANGLE_STRIP);
       glNormal3fv(scp[0]); glTexCoord2fv(tscp[0]); glVertex3fv(scp[0]);
       glNormal3fv(scp[0]); glTexCoord2fv(tscp[1]); glVertex3fv(scp[1]);
       glNormal3fv(scp[2]); glTexCoord2fv(tscp[2]); glVertex3fv(scp[2]);
       glNormal3fv(scp[2]); glTexCoord2fv(tscp[3]); glVertex3fv(scp[3]);
       glNormal3fv(scp[4]); glTexCoord2fv(tscp[4]); glVertex3fv(scp[4]);
       glNormal3fv(scp[4]); glTexCoord2fv(tscp[5]); glVertex3fv(scp[5]);
       glNormal3fv(scp[6]); glTexCoord2fv(tscp[6]); glVertex3fv(scp[6]);
       glNormal3fv(scp[6]); glTexCoord2fv(tscp[7]); glVertex3fv(scp[7]);
       glNormal3fv(scp[8]); glTexCoord2fv(tscp[8]); glVertex3fv(scp[8]);
       glNormal3fv(scp[8]); glTexCoord2fv(tscp[9]); glVertex3fv(scp[9]);
       glNormal3fv(scp[10]); glTexCoord2fv(tscp[10]); glVertex3fv(scp[10]);
       glNormal3fv(scp[10]); glTexCoord2fv(tscp[11]); glVertex3fv(scp[11]);
       glNormal3fv(scp[12]); glTexCoord2fv(tscp[12]); glVertex3fv(scp[12]);
       glNormal3fv(scp[12]); glTexCoord2fv(tscp[13]); glVertex3fv(scp[13]);
       glNormal3fv(scp[14]); glTexCoord2fv(tscp[14]); glVertex3fv(scp[14]);
       glNormal3fv(scp[14]); glTexCoord2fv(tscp[15]); glVertex3fv(scp[15]);
       glNormal3fv(scp[16]); glTexCoord2fv(tscp[16]); glVertex3fv(scp[16]);
       glNormal3fv(scp[16]); glTexCoord2fv(tscp[17]); glVertex3fv(scp[17]);
    glEnd();

    glEndList();
}

static void BuildDoubleCylinder(void)
{

    glNewList(doubleCylinder, GL_COMPILE);

    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(dcp[0]); glTexCoord2fv(tscp[0]); glVertex3fv(dcp[0]);
	glNormal3fv(dcp[0]); glTexCoord2fv(tscp[1]); glVertex3fv(dcp[1]);
	glNormal3fv(dcp[2]); glTexCoord2fv(tscp[2]); glVertex3fv(dcp[2]);
	glNormal3fv(dcp[2]); glTexCoord2fv(tscp[3]); glVertex3fv(dcp[3]);
	glNormal3fv(dcp[4]); glTexCoord2fv(tscp[4]); glVertex3fv(dcp[4]);
	glNormal3fv(dcp[4]); glTexCoord2fv(tscp[5]); glVertex3fv(dcp[5]);
	glNormal3fv(dcp[6]); glTexCoord2fv(tscp[6]); glVertex3fv(dcp[6]);
	glNormal3fv(dcp[6]); glTexCoord2fv(tscp[7]); glVertex3fv(dcp[7]);
	glNormal3fv(dcp[8]); glTexCoord2fv(tscp[8]); glVertex3fv(dcp[8]);
	glNormal3fv(dcp[8]); glTexCoord2fv(tscp[9]); glVertex3fv(dcp[9]);
	glNormal3fv(dcp[10]); glTexCoord2fv(tscp[10]); glVertex3fv(dcp[10]);
	glNormal3fv(dcp[10]); glTexCoord2fv(tscp[11]); glVertex3fv(dcp[11]);
	glNormal3fv(dcp[12]); glTexCoord2fv(tscp[12]); glVertex3fv(dcp[12]);
	glNormal3fv(dcp[12]); glTexCoord2fv(tscp[13]); glVertex3fv(dcp[13]);
	glNormal3fv(dcp[14]); glTexCoord2fv(tscp[14]); glVertex3fv(dcp[14]);
	glNormal3fv(dcp[14]); glTexCoord2fv(tscp[15]); glVertex3fv(dcp[15]);
	glNormal3fv(dcp[16]); glTexCoord2fv(tscp[16]); glVertex3fv(dcp[16]);
	glNormal3fv(dcp[16]); glTexCoord2fv(tscp[17]); glVertex3fv(dcp[17]);
    glEnd();

    glEndList();
}

static void BuildElbow(void)
{

    glNewList(elbow, GL_COMPILE);

    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[0][0]); glTexCoord2fv(tep[0][0]); glVertex3fv(ep[0][0]);
	glNormal3fv(en[1][0]); glTexCoord2fv(tep[1][0]); glVertex3fv(ep[1][0]);
	glNormal3fv(en[0][1]); glTexCoord2fv(tep[0][1]); glVertex3fv(ep[0][1]);
	glNormal3fv(en[1][1]); glTexCoord2fv(tep[1][1]); glVertex3fv(ep[1][1]);
	glNormal3fv(en[0][2]); glTexCoord2fv(tep[0][2]); glVertex3fv(ep[0][2]);
	glNormal3fv(en[1][2]); glTexCoord2fv(tep[1][2]); glVertex3fv(ep[1][2]);
	glNormal3fv(en[0][3]); glTexCoord2fv(tep[0][3]); glVertex3fv(ep[0][3]);
	glNormal3fv(en[1][3]); glTexCoord2fv(tep[1][3]); glVertex3fv(ep[1][3]);
	glNormal3fv(en[0][4]); glTexCoord2fv(tep[0][4]); glVertex3fv(ep[0][4]);
	glNormal3fv(en[1][4]); glTexCoord2fv(tep[1][4]); glVertex3fv(ep[1][4]);
	glNormal3fv(en[0][5]); glTexCoord2fv(tep[0][5]); glVertex3fv(ep[0][5]);
	glNormal3fv(en[1][5]); glTexCoord2fv(tep[1][5]); glVertex3fv(ep[1][5]);
	glNormal3fv(en[0][6]); glTexCoord2fv(tep[0][6]); glVertex3fv(ep[0][6]);
	glNormal3fv(en[1][6]); glTexCoord2fv(tep[1][6]); glVertex3fv(ep[1][6]);
	glNormal3fv(en[0][7]); glTexCoord2fv(tep[0][7]); glVertex3fv(ep[0][7]);
	glNormal3fv(en[1][7]); glTexCoord2fv(tep[1][7]); glVertex3fv(ep[1][7]);
	glNormal3fv(en[0][8]); glTexCoord2fv(tep[0][8]); glVertex3fv(ep[0][8]);
	glNormal3fv(en[1][8]); glTexCoord2fv(tep[1][8]); glVertex3fv(ep[1][8]);
    glEnd();
    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[1][0]); glTexCoord2fv(tep[1][0]); glVertex3fv(ep[1][0]);
	glNormal3fv(en[2][0]); glTexCoord2fv(tep[2][0]); glVertex3fv(ep[2][0]);
	glNormal3fv(en[1][1]); glTexCoord2fv(tep[1][1]); glVertex3fv(ep[1][1]);
	glNormal3fv(en[2][1]); glTexCoord2fv(tep[2][1]); glVertex3fv(ep[2][1]);
	glNormal3fv(en[1][2]); glTexCoord2fv(tep[1][2]); glVertex3fv(ep[1][2]);
	glNormal3fv(en[2][2]); glTexCoord2fv(tep[2][2]); glVertex3fv(ep[2][2]);
	glNormal3fv(en[1][3]); glTexCoord2fv(tep[1][3]); glVertex3fv(ep[1][3]);
	glNormal3fv(en[2][3]); glTexCoord2fv(tep[2][3]); glVertex3fv(ep[2][3]);
	glNormal3fv(en[1][4]); glTexCoord2fv(tep[1][4]); glVertex3fv(ep[1][4]);
	glNormal3fv(en[2][4]); glTexCoord2fv(tep[2][4]); glVertex3fv(ep[2][4]);
	glNormal3fv(en[1][5]); glTexCoord2fv(tep[1][5]); glVertex3fv(ep[1][5]);
	glNormal3fv(en[2][5]); glTexCoord2fv(tep[2][5]); glVertex3fv(ep[2][5]);
	glNormal3fv(en[1][6]); glTexCoord2fv(tep[1][6]); glVertex3fv(ep[1][6]);
	glNormal3fv(en[2][6]); glTexCoord2fv(tep[2][6]); glVertex3fv(ep[2][6]);
	glNormal3fv(en[1][7]); glTexCoord2fv(tep[1][7]); glVertex3fv(ep[1][7]);
	glNormal3fv(en[2][7]); glTexCoord2fv(tep[2][7]); glVertex3fv(ep[2][7]);
	glNormal3fv(en[1][8]); glTexCoord2fv(tep[1][8]); glVertex3fv(ep[1][8]);
	glNormal3fv(en[2][8]); glTexCoord2fv(tep[2][8]); glVertex3fv(ep[2][8]);
    glEnd();
    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[2][0]); glTexCoord2fv(tep[2][0]); glVertex3fv(ep[2][0]);
	glNormal3fv(en[3][0]); glTexCoord2fv(tep[3][0]); glVertex3fv(ep[3][0]);
	glNormal3fv(en[2][1]); glTexCoord2fv(tep[2][1]); glVertex3fv(ep[2][1]);
	glNormal3fv(en[3][1]); glTexCoord2fv(tep[3][1]); glVertex3fv(ep[3][1]);
	glNormal3fv(en[2][2]); glTexCoord2fv(tep[2][2]); glVertex3fv(ep[2][2]);
	glNormal3fv(en[3][2]); glTexCoord2fv(tep[3][2]); glVertex3fv(ep[3][2]);
	glNormal3fv(en[2][3]); glTexCoord2fv(tep[2][3]); glVertex3fv(ep[2][3]);
	glNormal3fv(en[3][3]); glTexCoord2fv(tep[3][3]); glVertex3fv(ep[3][3]);
	glNormal3fv(en[2][4]); glTexCoord2fv(tep[2][4]); glVertex3fv(ep[2][4]);
	glNormal3fv(en[3][4]); glTexCoord2fv(tep[3][4]); glVertex3fv(ep[3][4]);
	glNormal3fv(en[2][5]); glTexCoord2fv(tep[2][5]); glVertex3fv(ep[2][5]);
	glNormal3fv(en[3][5]); glTexCoord2fv(tep[3][5]); glVertex3fv(ep[3][5]);
	glNormal3fv(en[2][6]); glTexCoord2fv(tep[2][6]); glVertex3fv(ep[2][6]);
	glNormal3fv(en[3][6]); glTexCoord2fv(tep[3][6]); glVertex3fv(ep[3][6]);
	glNormal3fv(en[2][7]); glTexCoord2fv(tep[2][7]); glVertex3fv(ep[2][7]);
	glNormal3fv(en[3][7]); glTexCoord2fv(tep[3][7]); glVertex3fv(ep[3][7]);
	glNormal3fv(en[2][8]); glTexCoord2fv(tep[2][8]); glVertex3fv(ep[2][8]);
	glNormal3fv(en[3][8]); glTexCoord2fv(tep[3][8]); glVertex3fv(ep[3][8]);
    glEnd();
    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[3][0]); glTexCoord2fv(tep[3][0]); glVertex3fv(ep[3][0]);
	glNormal3fv(en[4][0]); glTexCoord2fv(tep[4][0]); glVertex3fv(ep[4][0]);
	glNormal3fv(en[3][1]); glTexCoord2fv(tep[3][1]); glVertex3fv(ep[3][1]);
	glNormal3fv(en[4][1]); glTexCoord2fv(tep[4][1]); glVertex3fv(ep[4][1]);
	glNormal3fv(en[3][2]); glTexCoord2fv(tep[3][2]); glVertex3fv(ep[3][2]);
	glNormal3fv(en[4][2]); glTexCoord2fv(tep[4][2]); glVertex3fv(ep[4][2]);
	glNormal3fv(en[3][3]); glTexCoord2fv(tep[3][3]); glVertex3fv(ep[3][3]);
	glNormal3fv(en[4][3]); glTexCoord2fv(tep[4][3]); glVertex3fv(ep[4][3]);
	glNormal3fv(en[3][4]); glTexCoord2fv(tep[3][4]); glVertex3fv(ep[3][4]);
	glNormal3fv(en[4][4]); glTexCoord2fv(tep[4][4]); glVertex3fv(ep[4][4]);
	glNormal3fv(en[3][5]); glTexCoord2fv(tep[3][5]); glVertex3fv(ep[3][5]);
	glNormal3fv(en[4][5]); glTexCoord2fv(tep[4][5]); glVertex3fv(ep[4][5]);
	glNormal3fv(en[3][6]); glTexCoord2fv(tep[3][6]); glVertex3fv(ep[3][6]);
	glNormal3fv(en[4][6]); glTexCoord2fv(tep[4][6]); glVertex3fv(ep[4][6]);
	glNormal3fv(en[3][7]); glTexCoord2fv(tep[3][7]); glVertex3fv(ep[3][7]);
	glNormal3fv(en[4][7]); glTexCoord2fv(tep[4][7]); glVertex3fv(ep[4][7]);
	glNormal3fv(en[3][8]); glTexCoord2fv(tep[3][8]); glVertex3fv(ep[3][8]);
	glNormal3fv(en[4][8]); glTexCoord2fv(tep[4][8]); glVertex3fv(ep[4][8]);
    glEnd();
    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[4][0]); glTexCoord2fv(tep[4][0]); glVertex3fv(ep[4][0]);
	glNormal3fv(en[5][0]); glTexCoord2fv(tep[5][0]); glVertex3fv(ep[5][0]);
	glNormal3fv(en[4][1]); glTexCoord2fv(tep[4][1]); glVertex3fv(ep[4][1]);
	glNormal3fv(en[5][1]); glTexCoord2fv(tep[5][1]); glVertex3fv(ep[5][1]);
	glNormal3fv(en[4][2]); glTexCoord2fv(tep[4][2]); glVertex3fv(ep[4][2]);
	glNormal3fv(en[5][2]); glTexCoord2fv(tep[5][2]); glVertex3fv(ep[5][2]);
	glNormal3fv(en[4][3]); glTexCoord2fv(tep[4][3]); glVertex3fv(ep[4][3]);
	glNormal3fv(en[5][3]); glTexCoord2fv(tep[5][3]); glVertex3fv(ep[5][3]);
	glNormal3fv(en[4][4]); glTexCoord2fv(tep[4][4]); glVertex3fv(ep[4][4]);
	glNormal3fv(en[5][4]); glTexCoord2fv(tep[5][4]); glVertex3fv(ep[5][4]);
	glNormal3fv(en[4][5]); glTexCoord2fv(tep[4][5]); glVertex3fv(ep[4][5]);
	glNormal3fv(en[5][5]); glTexCoord2fv(tep[5][5]); glVertex3fv(ep[5][5]);
	glNormal3fv(en[4][6]); glTexCoord2fv(tep[4][6]); glVertex3fv(ep[4][6]);
	glNormal3fv(en[5][6]); glTexCoord2fv(tep[5][6]); glVertex3fv(ep[5][6]);
	glNormal3fv(en[4][7]); glTexCoord2fv(tep[4][7]); glVertex3fv(ep[4][7]);
	glNormal3fv(en[5][7]); glTexCoord2fv(tep[5][7]); glVertex3fv(ep[5][7]);
	glNormal3fv(en[4][8]); glTexCoord2fv(tep[4][8]); glVertex3fv(ep[4][8]);
	glNormal3fv(en[5][8]); glTexCoord2fv(tep[5][8]); glVertex3fv(ep[5][8]);
    glEnd();
    glBegin(GL_TRIANGLE_STRIP);
	glNormal3fv(en[5][0]); glTexCoord2fv(tep[5][0]); glVertex3fv(ep[5][0]);
	glNormal3fv(en[6][0]); glTexCoord2fv(tep[6][0]); glVertex3fv(ep[6][0]);
	glNormal3fv(en[5][1]); glTexCoord2fv(tep[5][1]); glVertex3fv(ep[5][1]);
	glNormal3fv(en[6][1]); glTexCoord2fv(tep[6][1]); glVertex3fv(ep[6][1]);
	glNormal3fv(en[5][2]); glTexCoord2fv(tep[5][2]); glVertex3fv(ep[5][2]);
	glNormal3fv(en[6][2]); glTexCoord2fv(tep[6][2]); glVertex3fv(ep[6][2]);
	glNormal3fv(en[5][3]); glTexCoord2fv(tep[5][3]); glVertex3fv(ep[5][3]);
	glNormal3fv(en[6][3]); glTexCoord2fv(tep[6][3]); glVertex3fv(ep[6][3]);
	glNormal3fv(en[5][4]); glTexCoord2fv(tep[5][4]); glVertex3fv(ep[5][4]);
	glNormal3fv(en[6][4]); glTexCoord2fv(tep[6][4]); glVertex3fv(ep[6][4]);
	glNormal3fv(en[5][5]); glTexCoord2fv(tep[5][5]); glVertex3fv(ep[5][5]);
	glNormal3fv(en[6][5]); glTexCoord2fv(tep[6][5]); glVertex3fv(ep[6][5]);
	glNormal3fv(en[5][6]); glTexCoord2fv(tep[5][6]); glVertex3fv(ep[5][6]);
	glNormal3fv(en[6][6]); glTexCoord2fv(tep[6][6]); glVertex3fv(ep[6][6]);
	glNormal3fv(en[5][7]); glTexCoord2fv(tep[5][7]); glVertex3fv(ep[5][7]);
	glNormal3fv(en[6][7]); glTexCoord2fv(tep[6][7]); glVertex3fv(ep[6][7]);
	glNormal3fv(en[5][8]); glTexCoord2fv(tep[5][8]); glVertex3fv(ep[5][8]);
	glNormal3fv(en[6][8]); glTexCoord2fv(tep[6][8]); glVertex3fv(ep[6][8]);
    glEnd();

    glEndList();
}

static void BuildLogo(void)
{

    glNewList(logo, GL_COMPILE);

    glTranslatef(5.5, -3.5, 4.5);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendRight();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendLeft();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendRight();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendLeft();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendRight();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -7.0);
    glCallList(doubleCylinder);
    BendForward();
    glCallList(elbow);
    glTranslatef(0.0, 0.0, -5.0);
    glCallList(singleCylinder);
    BendLeft();
    glCallList(elbow);

    glEndList();
}

static void BuildLists(void)
{

    singleCylinder = glGenLists(1);
    doubleCylinder = glGenLists(1);
    elbow = glGenLists(1);
    logo = glGenLists(1);

    BuildSingleCylinder();
    BuildDoubleCylinder();
    BuildElbow();
    BuildLogo();
}

static void Init(void)
{
    static float ambient[] = {0.1, 0.1, 0.1, 1.0};
    static float diffuse[] = {0.5, 1.0, 1.0, 1.0};
    static float position[] = {90.0, 90.0, 150.0, 0.0};
    static float front_mat_shininess[] = {30.0};
    static float front_mat_specular[] = {0.2, 0.2, 0.2, 1.0};
    static float front_mat_diffuse[] = {0.5, 0.28, 0.38, 1.0};
    static float back_mat_shininess[] = {50.0};
    static float back_mat_specular[] = {0.5, 0.5, 0.2, 1.0};
    static float back_mat_diffuse[] = {1.0, 1.0, 0.2, 1.0};
    static float lmodel_ambient[] = {1.0, 1.0, 1.0, 1.0};
    static float lmodel_twoside[] = {GL_TRUE};

    glClearColor(0.0, 0.0, 0.0, 0.0);

    glFrontFace(GL_CW);

    glEnable(GL_DEPTH_TEST);

    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
    glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
    glLightfv(GL_LIGHT0, GL_POSITION, position);
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    
    glMaterialfv(GL_FRONT, GL_SHININESS, front_mat_shininess);
    glMaterialfv(GL_FRONT, GL_SPECULAR, front_mat_specular);
    glMaterialfv(GL_FRONT, GL_DIFFUSE, front_mat_diffuse);
    glMaterialfv(GL_BACK, GL_SHININESS, back_mat_shininess);
    glMaterialfv(GL_BACK, GL_SPECULAR, back_mat_specular);
    glMaterialfv(GL_BACK, GL_DIFFUSE, back_mat_diffuse);

    glEnable(GL_CLIP_PLANE0);

	glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
	glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
	glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
	glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
	glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
	glTexImage2D(GL_TEXTURE_2D, 0, 3, CHECKIMAGEWIDTH, CHECKIMAGEHEIGHT, 0,
		     GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)checkImage);
	glEnable(GL_TEXTURE_2D);

	glCullFace(GL_BACK);
	glEnable(GL_CULL_FACE);

    BuildLists();

    dithering = GL_TRUE;
    shade = GL_TRUE;
    doStipple = GL_FALSE;
    polyMode = GL_BACK;
}

static void Reshape(int width, int height)
{
    glViewport(0, 0, (GLint)width, (GLint)height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(90, 1.0, 1.0, 200.0);
    glMatrixMode(GL_MODELVIEW);
}

static GLenum Key(int key, GLenum mask)
{
    return GL_TRUE;
}

static void Draw(void)
{

    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

    glPushMatrix();

    glTranslatef(0, 0, zTranslation);
    glRotatef(30.0, 1, 0, 0);
    glRotatef(yRotation, 0, 1, 0);
    glClipPlane(GL_CLIP_PLANE0, plane);
    glCallList(logo);

    glPopMatrix();

    glFlush();
}

static GLenum Args(int argc, char **argv)
{
    GLint i;

    rgb = GL_TRUE;
    doubleBuffer = GL_FALSE;
    directRender = GL_TRUE;

    for (i = 1; i < argc; i++) {
	if (strcmp(argv[i], "-ci") == 0) {
	    rgb = GL_FALSE;
	} else if (strcmp(argv[i], "-rgb") == 0) {
	    rgb = GL_TRUE;
	} else if (strcmp(argv[i], "-sb") == 0) {
	    doubleBuffer = GL_FALSE;
	} else if (strcmp(argv[i], "-db") == 0) {
	    doubleBuffer = GL_TRUE;
	} else if (strcmp(argv[i], "-dr") == 0) {
	    directRender = GL_TRUE;
	} else if (strcmp(argv[i], "-ir") == 0) {
	    directRender = GL_FALSE;
	} else {
	    printf("%s (Bad option).\n", argv[i]);
	    return GL_FALSE;
	}
    }
    return GL_TRUE;
}

int 					gl_width=300,gl_height=300;

const 	ulong 			APP_SIGNATURE = '????';
const 	ulong			MSG_REDRAW = 1;

class 					MesaWindow;
class 					MesaView;
class					MesaApp;

// Lets make our life easy and make them global:

BBitmap 				*the_bitmap;
MesaView				*the_view;	
MesaWindow 			    *the_window;

class MesaView : public BView
{
	public:
	
	MesaView(BRect frame):BView(frame,"Mesa View",B_FOLLOW_NONE,B_WILL_DRAW)
	{
	};
	
	void KeyDown(ulong aKey)
	{
		switch(aKey)
		{
      		case 	B_LEFT_ARROW:
					yRotation += 0.5;
					break;
      		case 	B_RIGHT_ARROW:
					yRotation -= 0.5;
					break;
      		case 	B_UP_ARROW:
					plane[3] += 2.0;
					break;
      		case 	B_DOWN_ARROW:
					plane[3] -= 2.0;
					break;
      		case 	'Z':
					zTranslation -= 1.0;
					break;
      		case 	'z':
					zTranslation += 1.0;
					break;

      		case 	'1':
					glPolygonMode(polyMode, GL_POINT);
					break;
      		case 	'2':
					glPolygonMode(polyMode, GL_LINE);
					break;
      		case 	'3':
					glPolygonMode(polyMode, GL_FILL);
					break;
      		case 	'p':
					switch (polyMode) 
					{
	 				 	case 	GL_BACK:
	    						polyMode = GL_FRONT;
	    						break;
	  					case 	GL_FRONT:
	    						polyMode = GL_FRONT_AND_BACK;
	    						break;
	  					case 	GL_FRONT_AND_BACK:
	    						polyMode = GL_BACK;
	    						break;
					}
					break;

      		case 	'4':
					glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
					break;
      		case 	'5':
					glEnable(GL_POLYGON_SMOOTH);
	    			glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	    			glEnable(GL_BLEND);
	    			glDisable(GL_DEPTH_TEST);
					break;
      		case 	'6':
					glDisable(GL_POLYGON_SMOOTH);
	    			glBlendFunc(GL_ONE, GL_ZERO);
	    			glDisable(GL_BLEND);
	    			glEnable(GL_DEPTH_TEST);
					break;

     		case 	'8':
					dithering = (GLenum)!dithering;
					(dithering) ? glEnable(GL_DITHER) : glDisable(GL_DITHER);
					break;

      		case 	'9':
					doStipple = (GLenum)!doStipple;
					if (doStipple) 
					{
	    				glPolygonStipple(stipple);
	    				glEnable(GL_POLYGON_STIPPLE);
					}
					else 
					{
	    				glDisable(GL_POLYGON_STIPPLE);
					}
					break;

      		case 	'0':
					shade = (GLenum)!shade;
					(shade) ? glShadeModel(GL_SMOOTH) : glShadeModel(GL_FLAT);
					break;

      		case 	'q':
					glDisable(GL_CULL_FACE);
					break;
      		case 	'w':
					glEnable(GL_CULL_FACE);
					glCullFace(GL_FRONT);
					break;
      		case 	'e':
					glEnable(GL_CULL_FACE);
					glCullFace(GL_BACK);
					break;

      		case 	'r':
					glFrontFace(GL_CW);
					break;
      		case 	't': 
					glFrontFace(GL_CCW);
					break;
      		case 	'y':
					glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
					glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
					glPolygonStipple(stipple);
					break;
      		case 	'u':
					glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
					glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
					glPolygonStipple(stipple);
					break;

      		case 	'a':
					glEnable(GL_TEXTURE_2D);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
					glTexImage2D(GL_TEXTURE_2D, 0, 4, BRICKIMAGEWIDTH,
		     		BRICKIMAGEHEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE,
		     		(GLvoid *)brickImage);
					break;
      		case 	's':
					glEnable(GL_TEXTURE_2D);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, repeat);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, repeat);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, nearest);
					glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, nearest);
					glTexImage2D(GL_TEXTURE_2D, 0, 3, CHECKIMAGEWIDTH,
		     		CHECKIMAGEHEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE,
		     		(GLvoid *)checkImage);
					break;
      		case 	'd':
					glDisable(GL_TEXTURE_2D);
					break;

      		case 	'f':
					glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, decal);
					break;
      		case 	'g':
					glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, modulate);
					break;

      		case 	'n':
        			noDraw = (GLenum)!noDraw;
        			if (noDraw) 
					{
          				glDrawBuffer( GL_NONE );
        			}
        			else 
					{
           				if (doubleBuffer) 
						{
              				glDrawBuffer( GL_BACK );
           				}
           				else 
						{
              				glDrawBuffer( GL_FRONT );
           				}
        			}
        			break;
		}
	};
	
	void Draw(BRect frame)
	{
		DrawBitmap(the_bitmap,BPoint(0,0));
	};					
};

class MesaWindow : public BWindow 
{
	public:
	
	MesaWindow(int width, int height):BWindow(BRect(0,0,width-1,height-1),"MesaView",B_TITLED_WINDOW,B_NOT_RESIZABLE|B_NOT_ZOOMABLE)
	{
		// Move window to right position
		MoveTo(80, 24);
		// Create bitmap view
		Lock();
		AddChild(the_view = new MesaView(BRect(0, 0, (gl_width)-1, (gl_height)-1)));
		the_view->MakeFocus();
		Unlock();
	};
	
	void MessageReceived(BMessage *msg)
	{
		switch(msg->what)
		{	
			case	MSG_REDRAW:
					Lock();
					the_view->DrawBitmap(the_bitmap,BPoint(0,0));
					Draw();
					Unlock();
					PostMessage(MSG_REDRAW);
					break;
			default:
					BWindow::MessageReceived(msg);
					break;
		}
	};
	
	bool QuitRequested(void)
	{
		be_app->PostMessage(B_QUIT_REQUESTED);
		return TRUE;
	};
};

class MesaApp : public BApplication 
{
	OSMesaContext ctx;
	
	public:
	
	MesaApp():BApplication(APP_SIGNATURE)
	{
		the_window = NULL;
		the_bitmap = NULL;
	};
			
	void ReadyToRun(void)
	{
		// Allocate the bitmap		
		the_bitmap = new BBitmap(BRect(0, 0, gl_width-1, gl_height-1), B_RGB_32_BIT);

		uchar *bits = (uchar *)the_bitmap->Bits();

		memset(bits,0,the_bitmap->BytesPerRow()*gl_height);

		// Open window
		the_window = new MesaWindow((gl_width),(gl_height));
		the_window->Show();

		unsigned char *buffer;
		double start,end;

		// Create an RGBA-mode context 
		ctx = OSMesaCreateContext( GL_RGBA, NULL );

		// Bind the buffer to the context and make it current */
		OSMesaMakeCurrent( ctx, bits, GL_UNSIGNED_BYTE, gl_width, gl_height );
		OSMesaPixelStore( OSMESA_Y_UP, 0 );

    	Init();
    	Reshape(gl_width,gl_height);
		the_window->PostMessage(MSG_REDRAW);	
	};

	bool QuitRequested(void)
	{
		// Make sure that the window closes first
		if (BApplication::QuitRequested()) 
		{
			OSMesaDestroyContext( ctx );
			if (the_bitmap)	delete the_bitmap;
			return TRUE;
		}
		return FALSE;
	};
			
	void AboutRequested(void)
	{
		char str[256];
		sprintf(str, "MesaDemos, ported by Tinic Urou\n<5uro@informatik.uni-hamburg.de>\nFreely distributable.");
		BAlert *the_alert = new BAlert("", str, "OK");
		the_alert->Go();
	};
};

int main( int argc, char *argv[] )
{
	MesaApp *the_app;

	Args(argc,argv);

	the_app = new MesaApp();
	the_app->Run();
	delete the_app;

	return 0;
}
