Clone of mesa.
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gears.c 8.0KB

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