433 lines
10 KiB
C
433 lines
10 KiB
C
/*
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* 3-D gear wheels. This program is in the public domain.
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*
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* Command line options:
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* -info print GL implementation information
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* -exit automatically exit after 30 seconds
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* -noanim turn off animation
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*
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*
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* Brian Paul
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* Conversion to GLUT by Mark J. Kilgard
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* Other modifications by Lexxy Fox.
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*/
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#ifdef USE_ARGP
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#include <argp.h>
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#endif
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#include <GL/gl.h>
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#include <math.h>
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#include <stdio.h>
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#include <string.h>
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#include "glut_wrap.h"
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static GLint T0 = 0;
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static GLint Frames = 0;
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static GLint autoexit = 0;
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static GLint win = 0;
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static GLboolean Visible = GL_TRUE;
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static GLboolean Animate = GL_TRUE;
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static GLfloat viewDist = 40.0;
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/**
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Draw a gear wheel. You'll probably want to call this function when
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building a display list since we do a lot of trig here.
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Input: inner_radius - radius of hole at center
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outer_radius - radius at center of teeth
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width - width of gear
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teeth - number of teeth
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tooth_depth - depth of tooth
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**/
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static void gear(
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GLfloat inner_radius,
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GLfloat outer_radius,
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GLfloat width,
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GLint teeth,
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GLfloat tooth_depth
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) {
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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if (i < teeth) {
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(
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r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5
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);
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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}
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glEnd();
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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if (i < teeth) {
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glVertex3f(
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r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
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);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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}
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(
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r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
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);
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glVertex3f(
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r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5
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);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(
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r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5
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);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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glVertex3f(
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r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5
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);
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glNormal3f(cos(angle), sin(angle), 0.0);
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}
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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glEnd();
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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}
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glEnd();
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}
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static void cleanup(void) {
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glDeleteLists(gear1, 1);
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glDeleteLists(gear2, 1);
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glDeleteLists(gear3, 1);
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glutDestroyWindow(win);
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exit(EXIT_SUCCESS);
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}
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static void draw(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef(0.0, 0.0, -viewDist);
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glRotatef(view_rotx, 1.0, 0.0, 0.0);
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glRotatef(view_roty, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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glPushMatrix();
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(angle, 0.0, 0.0, 1.0);
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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glutSwapBuffers();
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Frames++;
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GLint t = glutGet(GLUT_ELAPSED_TIME);
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if (t - T0 >= 5000) {
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GLfloat seconds = (t - T0) / 1000.0;
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GLfloat fps = Frames / seconds;
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printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
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fflush(stdout);
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T0 = t;
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Frames = 0;
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if ((t >= 999.0 * autoexit) && (autoexit))
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cleanup();
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}
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}
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static void idle(void) {
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static double t0 = -1.;
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double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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if (t0 < 0.0)
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t0 = t;
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dt = t - t0;
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t0 = t;
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angle += 70.0 * dt; /* 70 degrees per second */
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angle = fmod(angle, 360.0); /* prevents eventual overflow */
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glutPostRedisplay();
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}
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static void update_idle_func(void) {
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if (Visible && Animate)
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glutIdleFunc(idle);
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else
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glutIdleFunc(NULL);
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}
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/* change view angle, exit upon ESC */
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static void key(unsigned char k, int, int) {
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switch (k) {
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case 'z':
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view_rotz += 5.0;
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break;
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case 'Z':
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view_rotz -= 5.0;
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break;
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case 'd':
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viewDist += 1.0;
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break;
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case 'D':
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viewDist -= 1.0;
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break;
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case 'a':
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Animate = !Animate;
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update_idle_func();
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break;
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case '\e':
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cleanup();
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default:
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return;
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}
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glutPostRedisplay();
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}
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/* change view angle */
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static void special(int k, int, int) {
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switch (k) {
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case GLUT_KEY_UP:
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view_rotx += 5.0;
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break;
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case GLUT_KEY_DOWN:
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view_rotx -= 5.0;
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break;
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case GLUT_KEY_LEFT:
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view_roty += 5.0;
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break;
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case GLUT_KEY_RIGHT:
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view_roty -= 5.0;
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break;
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default:
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return;
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}
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glutPostRedisplay();
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}
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/* new window size or exposure */
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static void reshape(int width, int height) {
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GLfloat h = (GLfloat)height / (GLfloat)width;
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glViewport(0, 0, (GLint)width, (GLint)height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0);
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glMatrixMode(GL_MODELVIEW);
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}
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static GLboolean print_glinfo = GL_FALSE;
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static void init_scene(void) {
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glLightfv(GL_LIGHT0, GL_POSITION, (const GLfloat[]){5.0, 5.0, 10.0, 0.0});
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv(
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GL_FRONT,
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GL_AMBIENT_AND_DIFFUSE,
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(const GLfloat[]){245.0 / 255, 169.0 / 255, 184.0 / 255, 1}
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);
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gear(1.0, 4.0, 1.0, 20, 0.7);
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, (const GLfloat[]){1, 1, 1, 1});
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gear(0.5, 2.0, 2.0, 10, 0.7);
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv(
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GL_FRONT,
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GL_AMBIENT_AND_DIFFUSE,
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(const GLfloat[]){91.0 / 255, 206.0 / 255, 250.0 / 255, 1}
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);
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gear(1.3, 2.0, 0.5, 10, 0.7);
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glEndList();
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glEnable(GL_NORMALIZE);
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if (print_glinfo) {
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printf("GL_VENDOR = %s\n", (char *)glGetString(GL_VENDOR));
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printf("GL_RENDERER = %s\n", (char *)glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *)glGetString(GL_VERSION));
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printf("GL_EXTENSIONS = %s\n", (char *)glGetString(GL_EXTENSIONS));
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fflush(stdout);
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}
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}
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static void visible(int vis) {
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Visible = vis;
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update_idle_func();
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}
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static char *window_title = "Gears";
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#ifdef USE_ARGP
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static const struct argp_option options[] = {
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{"info", 256, 0, 0, "Display OpenGL renderer information"},
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{"exit", 257, 0, 0, "Automatically exit after 30 seconds"},
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{"noanim", 258, 0, 0, "Don't start animation"},
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{"title", 259, "title", 0, "Set window title (defaults to \"Gears\")"},
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{0}};
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static error_t parse_opt(int key, char *val, struct argp_state *) {
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switch (key) {
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case 256:
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print_glinfo = GL_TRUE;
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break;
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case 257:
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autoexit = 30;
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break;
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case 258:
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Animate = GL_FALSE;
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break;
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case 259:
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window_title = val;
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break;
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}
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return 0;
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}
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static const struct argp argp = {
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options, parse_opt, 0, "Universal rights are universal."};
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#else
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static void parse_args(int argc, char *argv[]) {
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for (GLint i = 1; i < argc; i++)
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if (strcmp(argv[i], "-exit") == 0) {
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autoexit = 30;
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printf("Auto exiting after %i seconds.\n", autoexit);
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fflush(stdout);
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} else if (strcmp(argv[i], "-info") == 0)
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print_glinfo = GL_TRUE;
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else if (strcmp(argv[i], "-noanim") == 0)
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Animate = GL_FALSE;
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}
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#endif
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int main(int argc, char *argv[]) {
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glutInit(&argc, argv);
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#ifdef USE_ARGP
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argp_parse(&argp, argc, argv, ARGP_LONG_ONLY, 0, 0);
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#else
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parse_args(argc, argv);
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#endif
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glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
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win = glutCreateWindow(window_title);
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init_scene();
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glutDisplayFunc(draw);
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glutReshapeFunc(reshape);
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glutKeyboardFunc(key);
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glutSpecialFunc(special);
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glutVisibilityFunc(visible);
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update_idle_func();
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glutMainLoop();
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return EXIT_SUCCESS;
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}
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