TSPHERE.C

/* 
* (c) Copyright 1993, Silicon Graphics, Inc.
* 1993-1995 Microsoft Corporation
*
* ALL RIGHTS RESERVED
*
* Please refer to OpenGL/readme.txt for additional information
*
*/

#include "glos.h"

#include <stdio.h>
#include <string.h>
#include <math.h>
#include <stdlib.h>
#include <gl\glaux.h>

#define FALSE 0
#define TRUE 1
#define PI 3.14159265358979323846

extern void BuildCylinder(int numEdges);
extern void BuildTorus(float rc,int numc,float rt,int numt);
extern void BuildCage(void );
extern void BuildCube(void );
extern void BuildLists(void );
extern void SetDeepestColor(void );
extern void SetDefaultSettings(void );
extern unsigned char *AlphaPadImage(int bufSize,unsigned char *inData,int alpha);
extern void Init(void );
extern void ReInit(void );
extern void CALLBACK Draw(void );
extern void CALLBACK Reshape(int width,int height);
static void CALLBACK Key_LEFT(void );
static void CALLBACK Key_RIGHT(void );
static void CALLBACK Key_UP(void );
static void CALLBACK Key_DOWN(void );
static void CALLBACK Key_a(void );
static void CALLBACK Key_c(void );
static void CALLBACK Key_d(void );
static void CALLBACK Key_m(void );
static void CALLBACK Key_l(void );
static void CALLBACK Key_f(void );
static void CALLBACK Key_t(void );
static void CALLBACK Key_0(void );
static void CALLBACK Key_1(void );
static void CALLBACK Key_2(void );
static void CALLBACK Key_3(void );
static void CALLBACK Key_4(void );
static void CALLBACK Key_5(void );
static void CALLBACK Key_6(void );
static void CALLBACK Key_7(void );
static GLenum Args(int argc,char **argv );

GLenum doubleBuffer;
int W = 400, H = 400;

char *imageFileName = 0;
AUX_RGBImageRec *image;

int numComponents;

float *minFilter, *magFilter, *sWrapMode, *tWrapMode;
float decal[] = {GL_DECAL};
float modulate[] = {GL_MODULATE};
float repeat[] = {GL_REPEAT};
float clamp[] = {GL_CLAMP};
float nearest[] = {GL_NEAREST};
float linear[] = {GL_LINEAR};
float nearest_mipmap_nearest[] = {GL_NEAREST_MIPMAP_NEAREST};
float nearest_mipmap_linear[] = {GL_NEAREST_MIPMAP_LINEAR};
float linear_mipmap_nearest[] = {GL_LINEAR_MIPMAP_NEAREST};
float linear_mipmap_linear[] = {GL_LINEAR_MIPMAP_LINEAR};
GLint sphereMap[] = {GL_SPHERE_MAP};

float xRotation = 0.0, yRotation = 0.0;
float zTranslate = -4.0;
GLenum autoRotate = TRUE;
GLenum deepestColor = AUX_GREEN;
GLenum isLit = TRUE;
GLenum isFogged = FALSE;
float *textureEnvironment = modulate;

struct MipMap {
int width, height;
unsigned char *data;
};

int cube, cage, cylinder, torus, genericObject;

float c[6][4][4][3] = {
{
{
{
1.0, 1.0, -1.0
},
{
0.0, 1.0, -1.0
},
{
0.0, 0.0, -1.0
},
{
1.0, 0.0, -1.0
},
},
{
{
0.0, 1.0, -1.0
},
{
-1.0, 1.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
0.0, 0.0, -1.0
},
},
{
{
0.0, 0.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
-1.0, -1.0, -1.0
},
{
0.0, -1.0, -1.0
},
},
{
{
1.0, 0.0, -1.0
},
{
0.0, 0.0, -1.0
},
{
0.0, -1.0, -1.0
},
{
1.0, -1.0, -1.0
},
},
},
{
{
{
1.0, 1.0, 1.0
},
{
1.0, 1.0, 0.0
},
{
1.0, 0.0, 0.0
},
{
1.0, 0.0, 1.0
},
},
{
{
1.0, 1.0, 0.0
},
{
1.0, 1.0, -1.0
},
{
1.0, 0.0, -1.0
},
{
1.0, 0.0, 0.0
},
},
{
{
1.0, 0.0, -1.0
},
{
1.0, -1.0, -1.0
},
{
1.0, -1.0, 0.0
},
{
1.0, 0.0, 0.0
},
},
{
{
1.0, 0.0, 0.0
},
{
1.0, -1.0, 0.0
},
{
1.0, -1.0, 1.0
},
{
1.0, 0.0, 1.0
},
},
},
{
{
{
-1.0, 1.0, 1.0
},
{
0.0, 1.0, 1.0
},
{
0.0, 0.0, 1.0
},
{
-1.0, 0.0, 1.0
},
},
{
{
0.0, 1.0, 1.0
},
{
1.0, 1.0, 1.0
},
{
1.0, 0.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
{
{
1.0, 0.0, 1.0
},
{
1.0, -1.0, 1.0
},
{
0.0, -1.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
{
{
0.0, -1.0, 1.0
},
{
-1.0, -1.0, 1.0
},
{
-1.0, 0.0, 1.0
},
{
0.0, 0.0, 1.0
},
},
},
{
{
{
-1.0, 1.0, -1.0
},
{
-1.0, 1.0, 0.0
},
{
-1.0, 0.0, 0.0
},
{
-1.0, 0.0, -1.0
},
},
{
{
-1.0, 1.0, 0.0
},
{
-1.0, 1.0, 1.0
},
{
-1.0, 0.0, 1.0
},
{
-1.0, 0.0, 0.0
},
},
{
{
-1.0, 0.0, 1.0
},
{
-1.0, -1.0, 1.0
},
{
-1.0, -1.0, 0.0
},
{
-1.0, 0.0, 0.0
},
},
{
{
-1.0, -1.0, 0.0
},
{
-1.0, -1.0, -1.0
},
{
-1.0, 0.0, -1.0
},
{
-1.0, 0.0, 0.0
},
},
},
{
{
{
-1.0, 1.0, 1.0
},
{
-1.0, 1.0, 0.0
},
{
0.0, 1.0, 0.0
},
{
0.0, 1.0, 1.0
},
},
{
{
-1.0, 1.0, 0.0
},
{
-1.0, 1.0, -1.0
},
{
0.0, 1.0, -1.0
},
{
0.0, 1.0, 0.0
},
},
{
{
0.0, 1.0, -1.0
},
{
1.0, 1.0, -1.0
},
{
1.0, 1.0, 0.0
},
{
0.0, 1.0, 0.0
},
},
{
{
1.0, 1.0, 0.0
},
{
1.0, 1.0, 1.0
},
{
0.0, 1.0, 1.0
},
{
0.0, 1.0, 0.0
},
},
},
{
{
{
-1.0, -1.0, -1.0
},
{
-1.0, -1.0, 0.0
},
{
0.0, -1.0, 0.0
},
{
0.0, -1.0, -1.0
},
},
{
{
-1.0, -1.0, 0.0
},
{
-1.0, -1.0, 1.0
},
{
0.0, -1.0, 1.0
},
{
0.0, -1.0, 0.0
},
},
{
{
0.0, -1.0, 1.0
},
{
1.0, -1.0, 1.0
},
{
1.0, -1.0, 0.0
},
{
0.0, -1.0, 0.0
},
},
{
{
1.0, -1.0, 0.0
},
{
1.0, -1.0, -1.0
},
{
0.0, -1.0, -1.0
},
{
0.0, -1.0, 0.0
},
},
}
};

float n[6][3] = {
{
0.0, 0.0, -1.0
},
{
1.0, 0.0, 0.0
},
{
0.0, 0.0, 1.0
},
{
-1.0, 0.0, 0.0
},
{
0.0, 1.0, 0.0
},
{
0.0, -1.0, 0.0
}
};

GLfloat identity[16] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};


void BuildCylinder(int numEdges)
{
int i, top = 1.0, bottom = -1.0;
float x[100], y[100], angle;

for (i = 0; i <= numEdges; i++) {
angle = i * 2.0 * PI / numEdges;
x[i] = cos(angle);
y[i] = sin(angle);
}

glNewList(cylinder, GL_COMPILE);
glBegin(GL_TRIANGLE_STRIP);
for (i = 0; i <= numEdges; i++) {
glNormal3f(x[i], y[i], 0.0);
glVertex3f(x[i], y[i], bottom);
glVertex3f(x[i], y[i], top);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0, 0.0, 1.0);
glVertex3f(0.0, 0.0, top);
for (i = 0; i <= numEdges; i++) {
glVertex3f(x[i], -y[i], top);
}
glEnd();
glBegin(GL_TRIANGLE_FAN);
glNormal3f(0.0, 0.0, -1.0);
glVertex3f(0.0, 0.0, bottom);
for (i = 0; i <= numEdges; i++) {
glVertex3f(x[i], y[i], bottom);
}
glEnd();
glEndList();
}

void BuildTorus(float rc, int numc, float rt, int numt)
{
int i, j, k;
double s, t;
double x, y, z;
double pi, twopi;

pi = 3.14159265358979323846;
twopi = 2.0 * pi;

glNewList(torus, GL_COMPILE);
for (i = 0; i < numc; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= numt; j++) {
for (k = 0; k <= 1; k++) {
s = (i + k) % numc + 0.5;
t = j % numt;

x = cos(t*twopi/numt) * cos(s*twopi/numc);
y = sin(t*twopi/numt) * cos(s*twopi/numc);
z = sin(s*twopi/numc);
glNormal3f(x, y, z);

x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
z = rc * sin(s*twopi/numc);
glVertex3f(x, y, z);
}
}
glEnd();
}
glEndList();
}

void BuildCage(void)
{
int i;
float inc;
float right, left, top, bottom, front, back;

front = 0.0;
back = -8.0;

left = -4.0;
bottom = -4.0;
right = 4.0;
top = 4.0;

inc = 2.0 * 4.0 * 0.1;

glNewList(cage, GL_COMPILE);
for (i = 0; i < 10; i++) {

/*
** Back
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, back);
glVertex3f(left+i*inc, bottom, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom+i*inc, back);
glVertex3f(left, bottom+i*inc, back);
glEnd();

/*
** Front
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, front);
glVertex3f(left+i*inc, bottom, front);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom+i*inc, front);
glVertex3f(left, bottom+i*inc, front);
glEnd();

/*
** Left
*/
glBegin(GL_LINES);
glVertex3f(left, bottom+i*inc, front);
glVertex3f(left, bottom+i*inc, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(left, top, back+i*inc);
glVertex3f(left, bottom, back+i*inc);
glEnd();

/*
** Right
*/
glBegin(GL_LINES);
glVertex3f(right, top-i*inc, front);
glVertex3f(right, top-i*inc, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, top, back+i*inc);
glVertex3f(right, bottom, back+i*inc);
glEnd();

/*
** Top
*/
glBegin(GL_LINES);
glVertex3f(left+i*inc, top, front);
glVertex3f(left+i*inc, top, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, top, back+i*inc);
glVertex3f(left, top, back+i*inc);
glEnd();

/*
** Bottom
*/
glBegin(GL_LINES);
glVertex3f(right-i*inc, bottom, front);
glVertex3f(right-i*inc, bottom, back);
glEnd();
glBegin(GL_LINES);
glVertex3f(right, bottom, back+i*inc);
glVertex3f(left, bottom, back+i*inc);
glEnd();
}
glEndList();
}

void BuildCube(void)
{
int i, j;

glNewList(cube, GL_COMPILE);
for (i = 0; i < 6; i++) {
for (j = 0; j < 4; j++) {
glNormal3fv(n[i]);
glBegin(GL_POLYGON);
glVertex3fv(c[i][j][0]);
glVertex3fv(c[i][j][1]);
glVertex3fv(c[i][j][2]);
glVertex3fv(c[i][j][3]);
glEnd();
}
}
glEndList();
}

void BuildLists(void)
{

cube = glGenLists(1);
BuildCube();

cage = glGenLists(2);
BuildCage();

cylinder = glGenLists(3);
BuildCylinder(60);

torus = glGenLists(4);
BuildTorus(0.65, 20, .85, 65);

genericObject = torus;
}

void SetDeepestColor(void)
{
int redBits, greenBits, blueBits;

glGetIntegerv(GL_RED_BITS, &redBits);
glGetIntegerv(GL_GREEN_BITS, &greenBits);
glGetIntegerv(GL_BLUE_BITS, &blueBits);

deepestColor = (redBits >= greenBits) ? AUX_RED : AUX_GREEN;
deepestColor = (deepestColor >= (GLenum)blueBits) ? deepestColor : AUX_BLUE;
}

void SetDefaultSettings(void)
{

magFilter = nearest;
minFilter = nearest;
sWrapMode = repeat;
tWrapMode = repeat;
textureEnvironment = modulate;
autoRotate = TRUE;
}

unsigned char *AlphaPadImage(int bufSize, unsigned char *inData, int alpha)
{
unsigned char *outData, *out_ptr, *in_ptr;
int i;

outData = malloc(bufSize * 4);
out_ptr = outData;
in_ptr = inData;

for (i = 0; i < bufSize; i++) {
*out_ptr++ = *in_ptr++;
*out_ptr++ = *in_ptr++;
*out_ptr++ = *in_ptr++;
*out_ptr++ = alpha;
}

free (inData);
return outData;
}

void Init(void)
{
float ambient[] = {0.0, 0.0, 0.0, 1.0};
float diffuse[] = {0.0, 1.0, 0.0, 1.0};
float specular[] = {1.0, 1.0, 1.0, 1.0};
float position[] = {2.0, 2.0, 0.0, 1.0};
float fog_color[] = {0.0, 0.0, 0.0, 1.0};
float mat_ambient[] = {0.0, 0.0, 0.0, 1.0};
float mat_shininess[] = {90.0};
float mat_specular[] = {1.0, 1.0, 1.0, 1.0};
float mat_diffuse[] = {1.0, 1.0, 1.0, 1.0};
float lmodel_ambient[] = {0.0, 0.0, 0.0, 1.0};
float lmodel_twoside[] = {GL_TRUE};
float lmodel_local_viewer[] = {GL_FALSE};

SetDeepestColor();
SetDefaultSettings();

if (numComponents == 4) {
image = auxRGBImageLoad(imageFileName);
image->data = AlphaPadImage(image->sizeX*image->sizeY,
image->data, 128);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents,
image->sizeX, image->sizeY,
GL_RGBA, GL_UNSIGNED_BYTE, image->data);
} else {
image = auxRGBImageLoad(imageFileName);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
gluBuild2DMipmaps(GL_TEXTURE_2D, numComponents,
image->sizeX, image->sizeY,
GL_RGB, GL_UNSIGNED_BYTE, image->data);
}

glFogf(GL_FOG_DENSITY, 0.125);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 4.0);
glFogf(GL_FOG_END, 9.0);
glFogfv(GL_FOG_COLOR, fog_color);

glDepthFunc(GL_LEQUAL);

glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, specular);
glLightfv(GL_LIGHT0, GL_POSITION, position);

glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);

glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
glShadeModel(GL_SMOOTH);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);

glClearColor(0.0, 0.0, 0.0, 0.0);
glViewport(0, 0, W, H);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);

glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);

glEnable(GL_TEXTURE_2D);
glTexGeniv(GL_S, GL_TEXTURE_GEN_MODE, sphereMap);
glTexGeniv(GL_T, GL_TEXTURE_GEN_MODE, sphereMap);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);

glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, sWrapMode);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, tWrapMode);

glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);

BuildLists();
}

void ReInit(void)
{

if (genericObject == torus) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
if (isFogged) {
textureEnvironment = modulate;
}

glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, textureEnvironment);
}

void CALLBACK Draw(void)
{

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-0.2, 0.2, -0.2, 0.2, 0.15, 9.0);
glMatrixMode(GL_MODELVIEW);

glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
if (isFogged) {
glEnable(GL_FOG);
glColor3fv(auxRGBMap[deepestColor]);
} else {
glColor3fv(auxRGBMap[AUX_WHITE]);
}
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_TEXTURE_2D);
glCallList(cage);

glPushMatrix();
glTranslatef(0.0, 0.0, zTranslate);
glRotatef(xRotation, 1, 0, 0);
glRotatef(yRotation, 0, 1, 0);

if (isLit == TRUE) {
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}

glEnable(GL_TEXTURE_2D);
if (isFogged) {
glDisable(GL_FOG);
}
glPolygonMode(GL_FRONT, GL_FILL);
glColor3fv(auxRGBMap[deepestColor]);
glCallList(genericObject);

glPopMatrix();
glFlush();

if (autoRotate) {
xRotation += .75;
yRotation += .375;
}
auxSwapBuffers();
}

void CALLBACK Reshape(int width, int height)
{

W = width;
H = height;
ReInit();
}

static void CALLBACK Key_LEFT(void)
{
yRotation -= 0.5;
autoRotate = FALSE;
ReInit();
}

static void CALLBACK Key_RIGHT(void)
{
yRotation += 0.5;
autoRotate = FALSE;
ReInit();
}

static void CALLBACK Key_UP(void)
{
xRotation -= 0.5;
autoRotate = FALSE;
ReInit();
}

static void CALLBACK Key_DOWN(void)
{
xRotation += 0.5;
autoRotate = FALSE;
ReInit();
}

static void CALLBACK Key_a(void)
{
autoRotate = !autoRotate;
ReInit();
}

static void CALLBACK Key_c(void)
{
genericObject = (genericObject == cube) ? cylinder : cube;
ReInit();
}

static void CALLBACK Key_d(void)
{
textureEnvironment = decal;
ReInit();
}

static void CALLBACK Key_m(void)
{
textureEnvironment = modulate;
ReInit();
}

static void CALLBACK Key_l(void)
{
isLit = !isLit;
ReInit();
}

static void CALLBACK Key_f(void)
{
isFogged = !isFogged;
ReInit();
}

static void CALLBACK Key_t(void)
{
genericObject = torus;
ReInit();
}

static void CALLBACK Key_0(void)
{
magFilter = nearest;
ReInit();
}

static void CALLBACK Key_1(void)
{
magFilter = linear;
ReInit();
}

static void CALLBACK Key_2(void)
{
minFilter = nearest;
ReInit();
}

static void CALLBACK Key_3(void)
{
minFilter = linear;
ReInit();
}

static void CALLBACK Key_4(void)
{
minFilter = nearest_mipmap_nearest;
ReInit();
}

static void CALLBACK Key_5(void)
{
minFilter = nearest_mipmap_linear;
ReInit();
}

static void CALLBACK Key_6(void)
{
minFilter = linear_mipmap_nearest;
ReInit();
}

static void CALLBACK Key_7(void)
{
minFilter = linear_mipmap_linear;
ReInit();
}

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

doubleBuffer = GL_FALSE;

numComponents = 4;

for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-sb") == 0) {
doubleBuffer = GL_FALSE;
} else if (strcmp(argv[i], "-db") == 0) {
doubleBuffer = GL_TRUE;
} else if (strcmp(argv[i], "-f") == 0) {
if (i+1 >= argc || argv[i+1][0] == '-') {
//printf("-f (No file name).\n");
return GL_FALSE;
} else {
imageFileName = argv[++i];
}
} else if (strcmp(argv[i], "-4") == 0) {
numComponents = 4;
} else if (strcmp(argv[i], "-3") == 0) {
numComponents = 3;
} else {
//printf("%s (Bad option).\n", argv[i]);
return GL_FALSE;
}
}
return GL_TRUE;
}

void main(int argc, char **argv)
{
GLenum type;

if (Args(argc, argv) == GL_FALSE) {
auxQuit();
}

if (imageFileName == 0) {
//printf("No image file.\n");
auxQuit();
}

auxInitPosition(0, 0, W, H);

type = AUX_RGB;
type |= (doubleBuffer) ? AUX_DOUBLE : AUX_SINGLE;

auxInitDisplayMode(type);

if (auxInitWindow("Texture Test") == GL_FALSE) {
auxQuit();
}

Init();

auxExposeFunc((AUXEXPOSEPROC)Reshape);
auxReshapeFunc((AUXRESHAPEPROC)Reshape);
auxKeyFunc(AUX_LEFT, Key_LEFT);
auxKeyFunc(AUX_RIGHT, Key_RIGHT);
auxKeyFunc(AUX_UP, Key_UP);
auxKeyFunc(AUX_DOWN, Key_DOWN);
auxKeyFunc(AUX_a, Key_a);
auxKeyFunc(AUX_c, Key_c);
auxKeyFunc(AUX_d, Key_d);
auxKeyFunc(AUX_m, Key_m);
auxKeyFunc(AUX_l, Key_l);
auxKeyFunc(AUX_f, Key_f);
auxKeyFunc(AUX_t, Key_t);
auxKeyFunc(AUX_0, Key_0);
auxKeyFunc(AUX_1, Key_1);
auxKeyFunc(AUX_2, Key_2);
auxKeyFunc(AUX_3, Key_3);
auxKeyFunc(AUX_4, Key_4);
auxKeyFunc(AUX_5, Key_5);
auxKeyFunc(AUX_6, Key_6);
auxKeyFunc(AUX_7, Key_7);
auxIdleFunc(Draw);

auxMainLoop(NULL);
}