Clone of mesa.
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  1. /*
  2. * Use glCopyTexSubImage2D to draw animated gears on the sides of a box.
  3. *
  4. * Brian Paul
  5. * 27 January 2006
  6. */
  7. #include <math.h>
  8. #include <stdlib.h>
  9. #include <stdio.h>
  10. #include <string.h>
  11. #include <GL/glut.h>
  12. #ifndef M_PI
  13. #define M_PI 3.14159265
  14. #endif
  15. static GLint WinWidth = 800, WinHeight = 500;
  16. static GLint TexWidth, TexHeight;
  17. static GLuint TexObj = 1;
  18. static GLenum IntFormat = GL_RGB;
  19. static GLboolean WireFrame = GL_FALSE;
  20. static GLint T0 = 0;
  21. static GLint Frames = 0;
  22. static GLint Win = 0;
  23. static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
  24. static GLint Gear1, Gear2, Gear3;
  25. static GLfloat GearRot = 0.0;
  26. static GLfloat CubeRot = 0.0;
  27. /**
  28. Draw a gear wheel. You'll probably want to call this function when
  29. building a display list since we do a lot of trig here.
  30. Input: inner_radius - radius of hole at center
  31. outer_radius - radius at center of teeth
  32. width - width of gear
  33. teeth - number of teeth
  34. tooth_depth - depth of tooth
  35. **/
  36. static void
  37. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  38. GLint teeth, GLfloat tooth_depth)
  39. {
  40. GLint i;
  41. GLfloat r0, r1, r2;
  42. GLfloat angle, da;
  43. GLfloat u, v, len;
  44. r0 = inner_radius;
  45. r1 = outer_radius - tooth_depth / 2.0;
  46. r2 = outer_radius + tooth_depth / 2.0;
  47. da = 2.0 * M_PI / teeth / 4.0;
  48. glShadeModel(GL_FLAT);
  49. glNormal3f(0.0, 0.0, 1.0);
  50. /* draw front face */
  51. glBegin(GL_QUAD_STRIP);
  52. for (i = 0; i <= teeth; i++) {
  53. angle = i * 2.0 * M_PI / teeth;
  54. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  55. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  56. if (i < teeth) {
  57. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  58. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  59. }
  60. }
  61. glEnd();
  62. /* draw front sides of teeth */
  63. glBegin(GL_QUADS);
  64. da = 2.0 * M_PI / teeth / 4.0;
  65. for (i = 0; i < teeth; i++) {
  66. angle = i * 2.0 * M_PI / teeth;
  67. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  68. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  69. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  70. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  71. }
  72. glEnd();
  73. glNormal3f(0.0, 0.0, -1.0);
  74. /* draw back face */
  75. glBegin(GL_QUAD_STRIP);
  76. for (i = 0; i <= teeth; i++) {
  77. angle = i * 2.0 * M_PI / teeth;
  78. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  79. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  80. if (i < teeth) {
  81. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  82. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  83. }
  84. }
  85. glEnd();
  86. /* draw back sides of teeth */
  87. glBegin(GL_QUADS);
  88. da = 2.0 * M_PI / teeth / 4.0;
  89. for (i = 0; i < teeth; i++) {
  90. angle = i * 2.0 * M_PI / teeth;
  91. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  92. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  93. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  94. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  95. }
  96. glEnd();
  97. /* draw outward faces of teeth */
  98. glBegin(GL_QUAD_STRIP);
  99. for (i = 0; i < teeth; i++) {
  100. angle = i * 2.0 * M_PI / teeth;
  101. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  102. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  103. u = r2 * cos(angle + da) - r1 * cos(angle);
  104. v = r2 * sin(angle + da) - r1 * sin(angle);
  105. len = sqrt(u * u + v * v);
  106. u /= len;
  107. v /= len;
  108. glNormal3f(v, -u, 0.0);
  109. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  110. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  111. glNormal3f(cos(angle), sin(angle), 0.0);
  112. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  113. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  114. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  115. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  116. glNormal3f(v, -u, 0.0);
  117. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  118. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  119. glNormal3f(cos(angle), sin(angle), 0.0);
  120. }
  121. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  122. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  123. glEnd();
  124. glShadeModel(GL_SMOOTH);
  125. /* draw inside radius cylinder */
  126. glBegin(GL_QUAD_STRIP);
  127. for (i = 0; i <= teeth; i++) {
  128. angle = i * 2.0 * M_PI / teeth;
  129. glNormal3f(-cos(angle), -sin(angle), 0.0);
  130. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  131. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  132. }
  133. glEnd();
  134. }
  135. static void
  136. cleanup(void)
  137. {
  138. glDeleteTextures(1, &TexObj);
  139. glDeleteLists(Gear1, 1);
  140. glDeleteLists(Gear2, 1);
  141. glDeleteLists(Gear3, 1);
  142. glutDestroyWindow(Win);
  143. }
  144. static void
  145. DrawGears(void)
  146. {
  147. if (WireFrame) {
  148. glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
  149. }
  150. glPushMatrix();
  151. glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0);
  152. glRotatef(ViewRotY, 0.0, 1.0, 0.0);
  153. glRotatef(ViewRotZ, 0.0, 0.0, 1.0);
  154. glPushMatrix();
  155. glTranslatef(-3.0, -2.0, 0.0);
  156. glRotatef(GearRot, 0.0, 0.0, 1.0);
  157. glCallList(Gear1);
  158. glPopMatrix();
  159. glPushMatrix();
  160. glTranslatef(3.1, -2.0, 0.0);
  161. glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0);
  162. glCallList(Gear2);
  163. glPopMatrix();
  164. glPushMatrix();
  165. glTranslatef(-3.1, 4.2, 0.0);
  166. glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0);
  167. glCallList(Gear3);
  168. glPopMatrix();
  169. glPopMatrix();
  170. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
  171. }
  172. static void
  173. DrawCube(void)
  174. {
  175. static const GLfloat texcoords[4][2] = {
  176. { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
  177. };
  178. static const GLfloat vertices[4][2] = {
  179. { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
  180. };
  181. static const GLfloat xforms[6][4] = {
  182. { 0, 0, 1, 0 },
  183. { 90, 0, 1, 0 },
  184. { 180, 0, 1, 0 },
  185. { 270, 0, 1, 0 },
  186. { 90, 1, 0, 0 },
  187. { -90, 1, 0, 0 }
  188. };
  189. static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
  190. GLint i, j;
  191. glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
  192. glEnable(GL_TEXTURE_2D);
  193. glPushMatrix();
  194. glRotatef(ViewRotX, 1.0, 0.0, 0.0);
  195. glRotatef(15, 1, 0, 0);
  196. glRotatef(CubeRot, 0, 1, 0);
  197. glScalef(4, 4, 4);
  198. for (i = 0; i < 6; i++) {
  199. glPushMatrix();
  200. glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
  201. glTranslatef(0, 0, 1.1);
  202. glBegin(GL_POLYGON);
  203. glNormal3f(0, 0, 1);
  204. for (j = 0; j < 4; j++) {
  205. glTexCoord2fv(texcoords[j]);
  206. glVertex2fv(vertices[j]);
  207. }
  208. glEnd();
  209. glPopMatrix();
  210. }
  211. glPopMatrix();
  212. glDisable(GL_TEXTURE_2D);
  213. }
  214. static void
  215. draw(void)
  216. {
  217. float ar;
  218. glMatrixMode(GL_MODELVIEW);
  219. glLoadIdentity();
  220. glTranslatef(0.0, 0.0, -40.0);
  221. glDisable(GL_SCISSOR_TEST);
  222. glClear(GL_DEPTH_BUFFER_BIT);
  223. glEnable(GL_SCISSOR_TEST);
  224. /* draw gears */
  225. glViewport(0, 0, TexWidth, TexHeight);
  226. glScissor(0, 0, TexWidth, TexHeight);
  227. glClearColor(0.5, 0.5, 0.8, 0.0);
  228. glClearColor(1, 1, 1, 0);
  229. glClear(GL_COLOR_BUFFER_BIT);
  230. glMatrixMode(GL_PROJECTION);
  231. glLoadIdentity();
  232. glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0);
  233. glMatrixMode(GL_MODELVIEW);
  234. DrawGears();
  235. glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight);
  236. /* draw textured cube */
  237. glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight);
  238. glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight);
  239. glClearColor(0.5, 0.5, 0.8, 0.0);
  240. glClear(GL_COLOR_BUFFER_BIT);
  241. ar = (float) (WinWidth - TexWidth) / WinHeight;
  242. glMatrixMode(GL_PROJECTION);
  243. glLoadIdentity();
  244. glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
  245. glMatrixMode(GL_MODELVIEW);
  246. DrawCube();
  247. /* finish up */
  248. glutSwapBuffers();
  249. Frames++;
  250. {
  251. GLint t = glutGet(GLUT_ELAPSED_TIME);
  252. if (t - T0 >= 5000) {
  253. GLfloat seconds = (t - T0) / 1000.0;
  254. GLfloat fps = Frames / seconds;
  255. printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
  256. T0 = t;
  257. Frames = 0;
  258. }
  259. }
  260. }
  261. static void
  262. idle(void)
  263. {
  264. static double t0 = -1.;
  265. double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
  266. if (t0 < 0.0)
  267. t0 = t;
  268. dt = t - t0;
  269. t0 = t;
  270. /* fmod to prevent overflow */
  271. GearRot = fmod(GearRot + 70.0 * dt, 360.0); /* 70 deg/sec */
  272. CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */
  273. glutPostRedisplay();
  274. }
  275. /* change view angle, exit upon ESC */
  276. static void
  277. key(unsigned char k, int x, int y)
  278. {
  279. (void) x;
  280. (void) y;
  281. switch (k) {
  282. case 'w':
  283. WireFrame = !WireFrame;
  284. break;
  285. case 'z':
  286. ViewRotZ += 5.0;
  287. break;
  288. case 'Z':
  289. ViewRotZ -= 5.0;
  290. break;
  291. case 27: /* Escape */
  292. cleanup();
  293. exit(0);
  294. break;
  295. default:
  296. return;
  297. }
  298. glutPostRedisplay();
  299. }
  300. /* change view angle */
  301. static void
  302. special(int k, int x, int y)
  303. {
  304. (void) x;
  305. (void) y;
  306. switch (k) {
  307. case GLUT_KEY_UP:
  308. ViewRotX += 5.0;
  309. break;
  310. case GLUT_KEY_DOWN:
  311. ViewRotX -= 5.0;
  312. break;
  313. case GLUT_KEY_LEFT:
  314. ViewRotY += 5.0;
  315. break;
  316. case GLUT_KEY_RIGHT:
  317. ViewRotY -= 5.0;
  318. break;
  319. default:
  320. return;
  321. }
  322. glutPostRedisplay();
  323. }
  324. /* new window size or exposure */
  325. static void
  326. reshape(int width, int height)
  327. {
  328. WinWidth = width;
  329. WinHeight = height;
  330. }
  331. static void
  332. init(int argc, char *argv[])
  333. {
  334. static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
  335. static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
  336. static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
  337. static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
  338. GLint i;
  339. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  340. #if 0
  341. glEnable(GL_CULL_FACE);
  342. #endif
  343. glEnable(GL_LIGHTING);
  344. glEnable(GL_LIGHT0);
  345. glEnable(GL_DEPTH_TEST);
  346. /* make the gears */
  347. Gear1 = glGenLists(1);
  348. glNewList(Gear1, GL_COMPILE);
  349. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  350. gear(1.0, 4.0, 1.0, 20, 0.7);
  351. glEndList();
  352. Gear2 = glGenLists(1);
  353. glNewList(Gear2, GL_COMPILE);
  354. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  355. gear(0.5, 2.0, 2.0, 10, 0.7);
  356. glEndList();
  357. Gear3 = glGenLists(1);
  358. glNewList(Gear3, GL_COMPILE);
  359. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  360. gear(1.3, 2.0, 0.5, 10, 0.7);
  361. glEndList();
  362. glEnable(GL_NORMALIZE);
  363. /* xxx make size dynamic */
  364. TexWidth = 256;
  365. TexHeight = 256;
  366. glBindTexture(GL_TEXTURE_2D, TexObj);
  367. glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0,
  368. GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  369. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  370. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  371. glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  372. for ( i=1; i<argc; i++ ) {
  373. if (strcmp(argv[i], "-info")==0) {
  374. printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
  375. printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
  376. printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
  377. printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
  378. }
  379. }
  380. }
  381. static void
  382. visible(int vis)
  383. {
  384. if (vis == GLUT_VISIBLE)
  385. glutIdleFunc(idle);
  386. else
  387. glutIdleFunc(NULL);
  388. }
  389. int
  390. main(int argc, char *argv[])
  391. {
  392. glutInit(&argc, argv);
  393. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  394. glutInitWindowSize(WinWidth, WinHeight);
  395. Win = glutCreateWindow("gearbox");
  396. init(argc, argv);
  397. glutDisplayFunc(draw);
  398. glutReshapeFunc(reshape);
  399. glutKeyboardFunc(key);
  400. glutSpecialFunc(special);
  401. glutVisibilityFunc(visible);
  402. glutMainLoop();
  403. return 0; /* ANSI C requires main to return int. */
  404. }