Clone of mesa.
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  1. /* $Id: gears.c,v 1.2 1999/10/21 16:39:06 brianp Exp $ */
  2. /*
  3. * 3-D gear wheels. This program is in the public domain.
  4. *
  5. * Command line options:
  6. * -info print GL implementation information
  7. *
  8. *
  9. * Brian Paul
  10. */
  11. /* Conversion to GLUT by Mark J. Kilgard */
  12. /*
  13. * $Log: gears.c,v $
  14. * Revision 1.2 1999/10/21 16:39:06 brianp
  15. * added -info command line option
  16. *
  17. * Revision 1.1.1.1 1999/08/19 00:55:40 jtg
  18. * Imported sources
  19. *
  20. * Revision 3.2 1999/06/03 17:07:36 brianp
  21. * an extra quad was being drawn in front and back faces
  22. *
  23. * Revision 3.1 1998/11/03 02:49:10 brianp
  24. * added fps output
  25. *
  26. * Revision 3.0 1998/02/14 18:42:29 brianp
  27. * initial rev
  28. *
  29. */
  30. #include <math.h>
  31. #include <stdlib.h>
  32. #include <stdio.h>
  33. #include <string.h>
  34. #include <GL/glut.h>
  35. #ifndef M_PI
  36. #define M_PI 3.14159265
  37. #endif
  38. static GLint T0 = 0;
  39. static GLint Frames = 0;
  40. /**
  41. Draw a gear wheel. You'll probably want to call this function when
  42. building a display list since we do a lot of trig here.
  43. Input: inner_radius - radius of hole at center
  44. outer_radius - radius at center of teeth
  45. width - width of gear
  46. teeth - number of teeth
  47. tooth_depth - depth of tooth
  48. **/
  49. static void
  50. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  51. GLint teeth, GLfloat tooth_depth)
  52. {
  53. GLint i;
  54. GLfloat r0, r1, r2;
  55. GLfloat angle, da;
  56. GLfloat u, v, len;
  57. r0 = inner_radius;
  58. r1 = outer_radius - tooth_depth / 2.0;
  59. r2 = outer_radius + tooth_depth / 2.0;
  60. da = 2.0 * M_PI / teeth / 4.0;
  61. glShadeModel(GL_FLAT);
  62. glNormal3f(0.0, 0.0, 1.0);
  63. /* draw front face */
  64. glBegin(GL_QUAD_STRIP);
  65. for (i = 0; i <= teeth; i++) {
  66. angle = i * 2.0 * M_PI / teeth;
  67. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  68. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  69. if (i < teeth) {
  70. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  71. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  72. }
  73. }
  74. glEnd();
  75. /* draw front 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), r1 * sin(angle), width * 0.5);
  81. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  82. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  83. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  84. }
  85. glEnd();
  86. glNormal3f(0.0, 0.0, -1.0);
  87. /* draw back face */
  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(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  93. if (i < teeth) {
  94. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  95. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  96. }
  97. }
  98. glEnd();
  99. /* draw back sides of teeth */
  100. glBegin(GL_QUADS);
  101. da = 2.0 * M_PI / teeth / 4.0;
  102. for (i = 0; i < teeth; i++) {
  103. angle = i * 2.0 * M_PI / teeth;
  104. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  105. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  106. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  107. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  108. }
  109. glEnd();
  110. /* draw outward faces of teeth */
  111. glBegin(GL_QUAD_STRIP);
  112. for (i = 0; i < teeth; i++) {
  113. angle = i * 2.0 * M_PI / teeth;
  114. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  115. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  116. u = r2 * cos(angle + da) - r1 * cos(angle);
  117. v = r2 * sin(angle + da) - r1 * sin(angle);
  118. len = sqrt(u * u + v * v);
  119. u /= len;
  120. v /= len;
  121. glNormal3f(v, -u, 0.0);
  122. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  123. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  124. glNormal3f(cos(angle), sin(angle), 0.0);
  125. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
  126. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
  127. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  128. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  129. glNormal3f(v, -u, 0.0);
  130. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
  131. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
  132. glNormal3f(cos(angle), sin(angle), 0.0);
  133. }
  134. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  135. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  136. glEnd();
  137. glShadeModel(GL_SMOOTH);
  138. /* draw inside radius cylinder */
  139. glBegin(GL_QUAD_STRIP);
  140. for (i = 0; i <= teeth; i++) {
  141. angle = i * 2.0 * M_PI / teeth;
  142. glNormal3f(-cos(angle), -sin(angle), 0.0);
  143. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  144. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  145. }
  146. glEnd();
  147. }
  148. static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
  149. static GLint gear1, gear2, gear3;
  150. static GLfloat angle = 0.0;
  151. static void
  152. draw(void)
  153. {
  154. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  155. glPushMatrix();
  156. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  157. glRotatef(view_roty, 0.0, 1.0, 0.0);
  158. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  159. glPushMatrix();
  160. glTranslatef(-3.0, -2.0, 0.0);
  161. glRotatef(angle, 0.0, 0.0, 1.0);
  162. glCallList(gear1);
  163. glPopMatrix();
  164. glPushMatrix();
  165. glTranslatef(3.1, -2.0, 0.0);
  166. glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
  167. glCallList(gear2);
  168. glPopMatrix();
  169. glPushMatrix();
  170. glTranslatef(-3.1, 4.2, 0.0);
  171. glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
  172. glCallList(gear3);
  173. glPopMatrix();
  174. glPopMatrix();
  175. glutSwapBuffers();
  176. Frames++;
  177. {
  178. GLint t = glutGet(GLUT_ELAPSED_TIME);
  179. if (t - T0 >= 5000) {
  180. GLfloat seconds = (t - T0) / 1000.0;
  181. GLfloat fps = Frames / seconds;
  182. printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
  183. T0 = t;
  184. Frames = 0;
  185. }
  186. }
  187. }
  188. static void
  189. idle(void)
  190. {
  191. angle += 2.0;
  192. glutPostRedisplay();
  193. }
  194. /* change view angle, exit upon ESC */
  195. /* ARGSUSED1 */
  196. static void
  197. key(unsigned char k, int x, int y)
  198. {
  199. switch (k) {
  200. case 'z':
  201. view_rotz += 5.0;
  202. break;
  203. case 'Z':
  204. view_rotz -= 5.0;
  205. break;
  206. case 27: /* Escape */
  207. exit(0);
  208. break;
  209. default:
  210. return;
  211. }
  212. glutPostRedisplay();
  213. }
  214. /* change view angle */
  215. /* ARGSUSED1 */
  216. static void
  217. special(int k, int x, int y)
  218. {
  219. switch (k) {
  220. case GLUT_KEY_UP:
  221. view_rotx += 5.0;
  222. break;
  223. case GLUT_KEY_DOWN:
  224. view_rotx -= 5.0;
  225. break;
  226. case GLUT_KEY_LEFT:
  227. view_roty += 5.0;
  228. break;
  229. case GLUT_KEY_RIGHT:
  230. view_roty -= 5.0;
  231. break;
  232. default:
  233. return;
  234. }
  235. glutPostRedisplay();
  236. }
  237. /* new window size or exposure */
  238. static void
  239. reshape(int width, int height)
  240. {
  241. GLfloat h = (GLfloat) height / (GLfloat) width;
  242. glViewport(0, 0, (GLint) width, (GLint) height);
  243. glMatrixMode(GL_PROJECTION);
  244. glLoadIdentity();
  245. glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
  246. glMatrixMode(GL_MODELVIEW);
  247. glLoadIdentity();
  248. glTranslatef(0.0, 0.0, -40.0);
  249. }
  250. static void
  251. init(int argc, char *argv[])
  252. {
  253. static GLfloat pos[4] =
  254. {5.0, 5.0, 10.0, 0.0};
  255. static GLfloat red[4] =
  256. {0.8, 0.1, 0.0, 1.0};
  257. static GLfloat green[4] =
  258. {0.0, 0.8, 0.2, 1.0};
  259. static GLfloat blue[4] =
  260. {0.2, 0.2, 1.0, 1.0};
  261. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  262. glEnable(GL_CULL_FACE);
  263. glEnable(GL_LIGHTING);
  264. glEnable(GL_LIGHT0);
  265. glEnable(GL_DEPTH_TEST);
  266. /* make the gears */
  267. gear1 = glGenLists(1);
  268. glNewList(gear1, GL_COMPILE);
  269. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  270. gear(1.0, 4.0, 1.0, 20, 0.7);
  271. glEndList();
  272. gear2 = glGenLists(1);
  273. glNewList(gear2, GL_COMPILE);
  274. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  275. gear(0.5, 2.0, 2.0, 10, 0.7);
  276. glEndList();
  277. gear3 = glGenLists(1);
  278. glNewList(gear3, GL_COMPILE);
  279. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  280. gear(1.3, 2.0, 0.5, 10, 0.7);
  281. glEndList();
  282. glEnable(GL_NORMALIZE);
  283. if (argc > 1 && strcmp(argv[1], "-info")==0) {
  284. printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
  285. printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
  286. printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
  287. printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
  288. }
  289. }
  290. void
  291. visible(int vis)
  292. {
  293. if (vis == GLUT_VISIBLE)
  294. glutIdleFunc(idle);
  295. else
  296. glutIdleFunc(NULL);
  297. }
  298. int main(int argc, char *argv[])
  299. {
  300. glutInit(&argc, argv);
  301. glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
  302. glutInitWindowPosition(0, 0);
  303. glutInitWindowSize(300, 300);
  304. glutCreateWindow("Gears");
  305. init(argc, argv);
  306. glutDisplayFunc(draw);
  307. glutReshapeFunc(reshape);
  308. glutKeyboardFunc(key);
  309. glutSpecialFunc(special);
  310. glutVisibilityFunc(visible);
  311. glutMainLoop();
  312. return 0; /* ANSI C requires main to return int. */
  313. }