Clone of mesa.
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gears.c 8.0KB

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  1. /*
  2. * 3-D gear wheels. This program is in the public domain.
  3. *
  4. * Brian Paul
  5. */
  6. /* Conversion to GLUT by Mark J. Kilgard */
  7. #include <math.h>
  8. #include <stdlib.h>
  9. #include <stdio.h>
  10. #include <GL/glut.h>
  11. #ifndef M_PI
  12. #define M_PI 3.14159265
  13. #endif
  14. static GLint T0 = 0;
  15. static GLint Frames = 0;
  16. /**
  17. Draw a gear wheel. You'll probably want to call this function when
  18. building a display list since we do a lot of trig here.
  19. Input: inner_radius - radius of hole at center
  20. outer_radius - radius at center of teeth
  21. width - width of gear
  22. teeth - number of teeth
  23. tooth_depth - depth of tooth
  24. **/
  25. static void
  26. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  27. GLint teeth, GLfloat tooth_depth)
  28. {
  29. GLint i;
  30. GLfloat r0, r1, r2;
  31. GLfloat angle, da;
  32. GLfloat u, v, len;
  33. r0 = inner_radius;
  34. r1 = outer_radius - tooth_depth / 2.0;
  35. r2 = outer_radius + tooth_depth / 2.0;
  36. da = 2.0 * M_PI / teeth / 4.0;
  37. glShadeModel(GL_FLAT);
  38. glNormal3f(0.0, 0.0, 1.0);
  39. /* draw front face */
  40. glBegin(GL_QUAD_STRIP);
  41. for (i = 0; i <= teeth; i++) {
  42. angle = i * 2.0 * M_PI / teeth;
  43. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  44. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  45. if (i < teeth) {
  46. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  47. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  48. }
  49. }
  50. glEnd();
  51. /* draw front sides of teeth */
  52. glBegin(GL_QUADS);
  53. da = 2.0 * M_PI / teeth / 4.0;
  54. for (i = 0; i < teeth; i++) {
  55. angle = i * 2.0 * M_PI / teeth;
  56. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  57. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  58. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  59. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  60. }
  61. glEnd();
  62. glNormal3f(0.0, 0.0, -1.0);
  63. /* draw back face */
  64. glBegin(GL_QUAD_STRIP);
  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(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  69. if (i < teeth) {
  70. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  71. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  72. }
  73. }
  74. glEnd();
  75. /* draw back sides of teeth */
  76. glBegin(GL_QUADS);
  77. da = 2.0 * M_PI / teeth / 4.0;
  78. for (i = 0; i < teeth; i++) {
  79. angle = i * 2.0 * M_PI / teeth;
  80. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  81. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  82. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  83. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  84. }
  85. glEnd();
  86. /* draw outward faces of teeth */
  87. glBegin(GL_QUAD_STRIP);
  88. for (i = 0; i < teeth; i++) {
  89. angle = i * 2.0 * M_PI / teeth;
  90. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  91. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  92. u = r2 * cos(angle + da) - r1 * cos(angle);
  93. v = r2 * sin(angle + da) - r1 * sin(angle);
  94. len = sqrt(u * u + v * v);
  95. u /= len;
  96. v /= len;
  97. glNormal3f(v, -u, 0.0);
  98. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  99. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  100. glNormal3f(cos(angle), sin(angle), 0.0);
  101. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  102. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  103. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  104. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  105. glNormal3f(v, -u, 0.0);
  106. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  107. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  108. glNormal3f(cos(angle), sin(angle), 0.0);
  109. }
  110. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  111. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  112. glEnd();
  113. glShadeModel(GL_SMOOTH);
  114. /* draw inside radius cylinder */
  115. glBegin(GL_QUAD_STRIP);
  116. for (i = 0; i <= teeth; i++) {
  117. angle = i * 2.0 * M_PI / teeth;
  118. glNormal3f(-cos(angle), -sin(angle), 0.0);
  119. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  120. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  121. }
  122. glEnd();
  123. }
  124. static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
  125. static GLint gear1, gear2, gear3;
  126. static GLfloat angle = 0.0;
  127. static void
  128. draw(void)
  129. {
  130. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  131. glPushMatrix();
  132. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  133. glRotatef(view_roty, 0.0, 1.0, 0.0);
  134. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  135. glPushMatrix();
  136. glTranslatef(-3.0, -2.0, 0.0);
  137. glRotatef(angle, 0.0, 0.0, 1.0);
  138. glCallList(gear1);
  139. glPopMatrix();
  140. glPushMatrix();
  141. glTranslatef(3.1, -2.0, 0.0);
  142. glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
  143. glCallList(gear2);
  144. glPopMatrix();
  145. glPushMatrix();
  146. glTranslatef(-3.1, 4.2, 0.0);
  147. glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
  148. glCallList(gear3);
  149. glPopMatrix();
  150. glPopMatrix();
  151. glutSwapBuffers();
  152. Frames++;
  153. {
  154. GLint t = glutGet(GLUT_ELAPSED_TIME);
  155. if (t - T0 >= 5000) {
  156. GLfloat seconds = (t - T0) / 1000.0;
  157. GLfloat fps = Frames / seconds;
  158. printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
  159. T0 = t;
  160. Frames = 0;
  161. }
  162. }
  163. }
  164. static void
  165. idle(void)
  166. {
  167. angle += 2.0;
  168. glutPostRedisplay();
  169. }
  170. /* change view angle, exit upon ESC */
  171. /* ARGSUSED1 */
  172. static void
  173. key(unsigned char k, int x, int y)
  174. {
  175. switch (k) {
  176. case 'z':
  177. view_rotz += 5.0;
  178. break;
  179. case 'Z':
  180. view_rotz -= 5.0;
  181. break;
  182. case 27: /* Escape */
  183. exit(0); /* FIXME: Shutdown and free resources cleanly in ggiglut */
  184. break;
  185. default:
  186. return;
  187. }
  188. glutPostRedisplay();
  189. }
  190. /* change view angle */
  191. /* ARGSUSED1 */
  192. static void
  193. special(int k, int x, int y)
  194. {
  195. switch (k) {
  196. case GLUT_KEY_UP:
  197. view_rotx += 5.0;
  198. break;
  199. case GLUT_KEY_DOWN:
  200. view_rotx -= 5.0;
  201. break;
  202. case GLUT_KEY_LEFT:
  203. view_roty += 5.0;
  204. break;
  205. case GLUT_KEY_RIGHT:
  206. view_roty -= 5.0;
  207. break;
  208. default:
  209. return;
  210. }
  211. glutPostRedisplay();
  212. }
  213. /* new window size or exposure */
  214. static void
  215. reshape(int width, int height)
  216. {
  217. GLfloat h = (GLfloat) height / (GLfloat) width;
  218. glViewport(0, 0, (GLint) width, (GLint) height);
  219. glMatrixMode(GL_PROJECTION);
  220. glLoadIdentity();
  221. glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
  222. glMatrixMode(GL_MODELVIEW);
  223. glLoadIdentity();
  224. glTranslatef(0.0, 0.0, -40.0);
  225. }
  226. static void
  227. init(void)
  228. {
  229. static GLfloat pos[4] =
  230. {5.0, 5.0, 10.0, 0.0};
  231. static GLfloat red[4] =
  232. {0.8, 0.1, 0.0, 1.0};
  233. static GLfloat green[4] =
  234. {0.0, 0.8, 0.2, 1.0};
  235. static GLfloat blue[4] =
  236. {0.2, 0.2, 1.0, 1.0};
  237. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  238. glEnable(GL_CULL_FACE);
  239. glEnable(GL_LIGHTING);
  240. glEnable(GL_LIGHT0);
  241. glEnable(GL_DEPTH_TEST);
  242. /* make the gears */
  243. gear1 = glGenLists(1);
  244. glNewList(gear1, GL_COMPILE);
  245. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  246. gear(1.0, 4.0, 1.0, 20, 0.7);
  247. glEndList();
  248. gear2 = glGenLists(1);
  249. glNewList(gear2, GL_COMPILE);
  250. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  251. gear(0.5, 2.0, 2.0, 10, 0.7);
  252. glEndList();
  253. gear3 = glGenLists(1);
  254. glNewList(gear3, GL_COMPILE);
  255. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  256. gear(1.3, 2.0, 0.5, 10, 0.7);
  257. glEndList();
  258. glEnable(GL_NORMALIZE);
  259. }
  260. void
  261. visible(int vis)
  262. {
  263. if (vis == GLUT_VISIBLE)
  264. glutIdleFunc(idle);
  265. else
  266. glutIdleFunc(NULL);
  267. }
  268. int main(int argc, char *argv[])
  269. {
  270. glutInit(&argc, argv);
  271. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  272. // glutInitWindowPosition(0, 0);
  273. // glutInitWindowSize(300, 300);
  274. glutCreateWindow("Gears");
  275. init();
  276. glutDisplayFunc(draw);
  277. glutReshapeFunc(reshape);
  278. glutKeyboardFunc(key);
  279. glutSpecialFunc(special);
  280. glutVisibilityFunc(visible);
  281. glutMainLoop();
  282. return 0;
  283. }