Clone of mesa.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

gears.c 8.4KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356
  1. /* $Id: gears.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
  2. /*
  3. * 3-D gear wheels. This program is in the public domain.
  4. *
  5. * Brian Paul
  6. */
  7. /* Conversion to GLUT by Mark J. Kilgard */
  8. /*
  9. * $Log: gears.c,v $
  10. * Revision 1.1 1999/08/19 00:55:40 jtg
  11. * Initial revision
  12. *
  13. * Revision 3.2 1999/06/03 17:07:36 brianp
  14. * an extra quad was being drawn in front and back faces
  15. *
  16. * Revision 3.1 1998/11/03 02:49:10 brianp
  17. * added fps output
  18. *
  19. * Revision 3.0 1998/02/14 18:42:29 brianp
  20. * initial rev
  21. *
  22. */
  23. #include <math.h>
  24. #include <stdlib.h>
  25. #include <stdio.h>
  26. #include <GL/glut.h>
  27. #ifndef M_PI
  28. #define M_PI 3.14159265
  29. #endif
  30. static GLint T0 = 0;
  31. static GLint Frames = 0;
  32. /**
  33. Draw a gear wheel. You'll probably want to call this function when
  34. building a display list since we do a lot of trig here.
  35. Input: inner_radius - radius of hole at center
  36. outer_radius - radius at center of teeth
  37. width - width of gear
  38. teeth - number of teeth
  39. tooth_depth - depth of tooth
  40. **/
  41. static void
  42. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  43. GLint teeth, GLfloat tooth_depth)
  44. {
  45. GLint i;
  46. GLfloat r0, r1, r2;
  47. GLfloat angle, da;
  48. GLfloat u, v, len;
  49. r0 = inner_radius;
  50. r1 = outer_radius - tooth_depth / 2.0;
  51. r2 = outer_radius + tooth_depth / 2.0;
  52. da = 2.0 * M_PI / teeth / 4.0;
  53. glShadeModel(GL_FLAT);
  54. glNormal3f(0.0, 0.0, 1.0);
  55. /* draw front face */
  56. glBegin(GL_QUAD_STRIP);
  57. for (i = 0; i <= teeth; i++) {
  58. angle = i * 2.0 * M_PI / teeth;
  59. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  60. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  61. if (i < teeth) {
  62. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  63. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  64. }
  65. }
  66. glEnd();
  67. /* draw front sides of teeth */
  68. glBegin(GL_QUADS);
  69. da = 2.0 * M_PI / teeth / 4.0;
  70. for (i = 0; i < teeth; i++) {
  71. angle = i * 2.0 * M_PI / teeth;
  72. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  73. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  74. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  75. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  76. }
  77. glEnd();
  78. glNormal3f(0.0, 0.0, -1.0);
  79. /* draw back face */
  80. glBegin(GL_QUAD_STRIP);
  81. for (i = 0; i <= teeth; i++) {
  82. angle = i * 2.0 * M_PI / teeth;
  83. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  84. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  85. if (i < teeth) {
  86. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  87. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  88. }
  89. }
  90. glEnd();
  91. /* draw back sides of teeth */
  92. glBegin(GL_QUADS);
  93. da = 2.0 * M_PI / teeth / 4.0;
  94. for (i = 0; i < teeth; i++) {
  95. angle = i * 2.0 * M_PI / teeth;
  96. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  97. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  98. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  99. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  100. }
  101. glEnd();
  102. /* draw outward faces of teeth */
  103. glBegin(GL_QUAD_STRIP);
  104. for (i = 0; i < teeth; i++) {
  105. angle = i * 2.0 * M_PI / teeth;
  106. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  107. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  108. u = r2 * cos(angle + da) - r1 * cos(angle);
  109. v = r2 * sin(angle + da) - r1 * sin(angle);
  110. len = sqrt(u * u + v * v);
  111. u /= len;
  112. v /= len;
  113. glNormal3f(v, -u, 0.0);
  114. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  115. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  116. glNormal3f(cos(angle), sin(angle), 0.0);
  117. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  118. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  119. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  120. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  121. glNormal3f(v, -u, 0.0);
  122. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  123. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  124. glNormal3f(cos(angle), sin(angle), 0.0);
  125. }
  126. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  127. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  128. glEnd();
  129. glShadeModel(GL_SMOOTH);
  130. /* draw inside radius cylinder */
  131. glBegin(GL_QUAD_STRIP);
  132. for (i = 0; i <= teeth; i++) {
  133. angle = i * 2.0 * M_PI / teeth;
  134. glNormal3f(-cos(angle), -sin(angle), 0.0);
  135. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  136. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  137. }
  138. glEnd();
  139. }
  140. static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
  141. static GLint gear1, gear2, gear3;
  142. static GLfloat angle = 0.0;
  143. static void
  144. draw(void)
  145. {
  146. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  147. glPushMatrix();
  148. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  149. glRotatef(view_roty, 0.0, 1.0, 0.0);
  150. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  151. glPushMatrix();
  152. glTranslatef(-3.0, -2.0, 0.0);
  153. glRotatef(angle, 0.0, 0.0, 1.0);
  154. glCallList(gear1);
  155. glPopMatrix();
  156. glPushMatrix();
  157. glTranslatef(3.1, -2.0, 0.0);
  158. glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
  159. glCallList(gear2);
  160. glPopMatrix();
  161. glPushMatrix();
  162. glTranslatef(-3.1, 4.2, 0.0);
  163. glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
  164. glCallList(gear3);
  165. glPopMatrix();
  166. glPopMatrix();
  167. glutSwapBuffers();
  168. Frames++;
  169. {
  170. GLint t = glutGet(GLUT_ELAPSED_TIME);
  171. if (t - T0 >= 5000) {
  172. GLfloat seconds = (t - T0) / 1000.0;
  173. GLfloat fps = Frames / seconds;
  174. printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
  175. T0 = t;
  176. Frames = 0;
  177. }
  178. }
  179. }
  180. static void
  181. idle(void)
  182. {
  183. angle += 2.0;
  184. glutPostRedisplay();
  185. }
  186. /* change view angle, exit upon ESC */
  187. /* ARGSUSED1 */
  188. static void
  189. key(unsigned char k, int x, int y)
  190. {
  191. switch (k) {
  192. case 'z':
  193. view_rotz += 5.0;
  194. break;
  195. case 'Z':
  196. view_rotz -= 5.0;
  197. break;
  198. case 27: /* Escape */
  199. exit(0);
  200. break;
  201. default:
  202. return;
  203. }
  204. glutPostRedisplay();
  205. }
  206. /* change view angle */
  207. /* ARGSUSED1 */
  208. static void
  209. special(int k, int x, int y)
  210. {
  211. switch (k) {
  212. case GLUT_KEY_UP:
  213. view_rotx += 5.0;
  214. break;
  215. case GLUT_KEY_DOWN:
  216. view_rotx -= 5.0;
  217. break;
  218. case GLUT_KEY_LEFT:
  219. view_roty += 5.0;
  220. break;
  221. case GLUT_KEY_RIGHT:
  222. view_roty -= 5.0;
  223. break;
  224. default:
  225. return;
  226. }
  227. glutPostRedisplay();
  228. }
  229. /* new window size or exposure */
  230. static void
  231. reshape(int width, int height)
  232. {
  233. GLfloat h = (GLfloat) height / (GLfloat) width;
  234. glViewport(0, 0, (GLint) width, (GLint) height);
  235. glMatrixMode(GL_PROJECTION);
  236. glLoadIdentity();
  237. glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
  238. glMatrixMode(GL_MODELVIEW);
  239. glLoadIdentity();
  240. glTranslatef(0.0, 0.0, -40.0);
  241. }
  242. static void
  243. init(void)
  244. {
  245. static GLfloat pos[4] =
  246. {5.0, 5.0, 10.0, 0.0};
  247. static GLfloat red[4] =
  248. {0.8, 0.1, 0.0, 1.0};
  249. static GLfloat green[4] =
  250. {0.0, 0.8, 0.2, 1.0};
  251. static GLfloat blue[4] =
  252. {0.2, 0.2, 1.0, 1.0};
  253. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  254. glEnable(GL_CULL_FACE);
  255. glEnable(GL_LIGHTING);
  256. glEnable(GL_LIGHT0);
  257. glEnable(GL_DEPTH_TEST);
  258. /* make the gears */
  259. gear1 = glGenLists(1);
  260. glNewList(gear1, GL_COMPILE);
  261. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  262. gear(1.0, 4.0, 1.0, 20, 0.7);
  263. glEndList();
  264. gear2 = glGenLists(1);
  265. glNewList(gear2, GL_COMPILE);
  266. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  267. gear(0.5, 2.0, 2.0, 10, 0.7);
  268. glEndList();
  269. gear3 = glGenLists(1);
  270. glNewList(gear3, GL_COMPILE);
  271. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  272. gear(1.3, 2.0, 0.5, 10, 0.7);
  273. glEndList();
  274. glEnable(GL_NORMALIZE);
  275. }
  276. void
  277. visible(int vis)
  278. {
  279. if (vis == GLUT_VISIBLE)
  280. glutIdleFunc(idle);
  281. else
  282. glutIdleFunc(NULL);
  283. }
  284. int main(int argc, char *argv[])
  285. {
  286. glutInit(&argc, argv);
  287. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  288. glutInitWindowPosition(0, 0);
  289. glutInitWindowSize(300, 300);
  290. glutCreateWindow("Gears");
  291. init();
  292. glutDisplayFunc(draw);
  293. glutReshapeFunc(reshape);
  294. glutKeyboardFunc(key);
  295. glutSpecialFunc(special);
  296. glutVisibilityFunc(visible);
  297. glutMainLoop();
  298. return 0; /* ANSI C requires main to return int. */
  299. }