radeon/r200/r300: cleanup some of the renderbuffer code
[mesa.git] / progs / demos / gearbox.c
1 /*
2 * Use glCopyTexSubImage2D to draw animated gears on the sides of a box.
3 *
4 * Brian Paul
5 * 27 January 2006
6 */
7
8 #include <math.h>
9 #include <stdlib.h>
10 #include <stdio.h>
11 #include <string.h>
12 #include <GL/glut.h>
13
14 #ifndef M_PI
15 #define M_PI 3.14159265
16 #endif
17
18 static GLint WinWidth = 800, WinHeight = 500;
19 static GLint TexWidth, TexHeight;
20 static GLuint TexObj = 1;
21 static GLenum IntFormat = GL_RGB;
22
23 static GLboolean WireFrame = GL_FALSE;
24
25 static GLint T0 = 0;
26 static GLint Frames = 0;
27 static GLint Win = 0;
28
29 static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
30 static GLint Gear1, Gear2, Gear3;
31 static GLfloat GearRot = 0.0;
32 static GLfloat CubeRot = 0.0;
33
34
35 /**
36 Draw a gear wheel. You'll probably want to call this function when
37 building a display list since we do a lot of trig here.
38
39 Input: inner_radius - radius of hole at center
40 outer_radius - radius at center of teeth
41 width - width of gear
42 teeth - number of teeth
43 tooth_depth - depth of tooth
44 **/
45 static void
46 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
47 GLint teeth, GLfloat tooth_depth)
48 {
49 GLint i;
50 GLfloat r0, r1, r2;
51 GLfloat angle, da;
52 GLfloat u, v, len;
53
54 r0 = inner_radius;
55 r1 = outer_radius - tooth_depth / 2.0;
56 r2 = outer_radius + tooth_depth / 2.0;
57
58 da = 2.0 * M_PI / teeth / 4.0;
59
60 glShadeModel(GL_FLAT);
61
62 glNormal3f(0.0, 0.0, 1.0);
63
64 /* draw front face */
65 glBegin(GL_QUAD_STRIP);
66 for (i = 0; i <= teeth; i++) {
67 angle = i * 2.0 * M_PI / teeth;
68 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
69 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
70 if (i < teeth) {
71 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
72 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
73 }
74 }
75 glEnd();
76
77 /* draw front sides of teeth */
78 glBegin(GL_QUADS);
79 da = 2.0 * M_PI / teeth / 4.0;
80 for (i = 0; i < teeth; i++) {
81 angle = i * 2.0 * M_PI / teeth;
82
83 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
84 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
85 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
86 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
87 }
88 glEnd();
89
90 glNormal3f(0.0, 0.0, -1.0);
91
92 /* draw back face */
93 glBegin(GL_QUAD_STRIP);
94 for (i = 0; i <= teeth; i++) {
95 angle = i * 2.0 * M_PI / teeth;
96 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
97 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
98 if (i < teeth) {
99 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
100 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
101 }
102 }
103 glEnd();
104
105 /* draw back sides of teeth */
106 glBegin(GL_QUADS);
107 da = 2.0 * M_PI / teeth / 4.0;
108 for (i = 0; i < teeth; i++) {
109 angle = i * 2.0 * M_PI / teeth;
110
111 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
112 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
113 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
114 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
115 }
116 glEnd();
117
118 /* draw outward faces of teeth */
119 glBegin(GL_QUAD_STRIP);
120 for (i = 0; i < teeth; i++) {
121 angle = i * 2.0 * M_PI / teeth;
122
123 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
124 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
125 u = r2 * cos(angle + da) - r1 * cos(angle);
126 v = r2 * sin(angle + da) - r1 * sin(angle);
127 len = sqrt(u * u + v * v);
128 u /= len;
129 v /= len;
130 glNormal3f(v, -u, 0.0);
131 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
132 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
133 glNormal3f(cos(angle), sin(angle), 0.0);
134 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
135 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
136 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
137 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
138 glNormal3f(v, -u, 0.0);
139 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
140 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
141 glNormal3f(cos(angle), sin(angle), 0.0);
142 }
143
144 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
145 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
146
147 glEnd();
148
149 glShadeModel(GL_SMOOTH);
150
151 /* draw inside radius cylinder */
152 glBegin(GL_QUAD_STRIP);
153 for (i = 0; i <= teeth; i++) {
154 angle = i * 2.0 * M_PI / teeth;
155 glNormal3f(-cos(angle), -sin(angle), 0.0);
156 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
157 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
158 }
159 glEnd();
160
161 }
162
163 static void
164 cleanup(void)
165 {
166 glDeleteTextures(1, &TexObj);
167 glDeleteLists(Gear1, 1);
168 glDeleteLists(Gear2, 1);
169 glDeleteLists(Gear3, 1);
170 glutDestroyWindow(Win);
171 }
172
173
174 static void
175 DrawGears(void)
176 {
177 if (WireFrame) {
178 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
179 }
180
181 glPushMatrix();
182 glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0);
183 glRotatef(ViewRotY, 0.0, 1.0, 0.0);
184 glRotatef(ViewRotZ, 0.0, 0.0, 1.0);
185
186 glPushMatrix();
187 glTranslatef(-3.0, -2.0, 0.0);
188 glRotatef(GearRot, 0.0, 0.0, 1.0);
189 glCallList(Gear1);
190 glPopMatrix();
191
192 glPushMatrix();
193 glTranslatef(3.1, -2.0, 0.0);
194 glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0);
195 glCallList(Gear2);
196 glPopMatrix();
197
198 glPushMatrix();
199 glTranslatef(-3.1, 4.2, 0.0);
200 glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0);
201 glCallList(Gear3);
202 glPopMatrix();
203
204 glPopMatrix();
205
206 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
207 }
208
209
210 static void
211 DrawCube(void)
212 {
213 static const GLfloat texcoords[4][2] = {
214 { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
215 };
216 static const GLfloat vertices[4][2] = {
217 { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
218 };
219 static const GLfloat xforms[6][4] = {
220 { 0, 0, 1, 0 },
221 { 90, 0, 1, 0 },
222 { 180, 0, 1, 0 },
223 { 270, 0, 1, 0 },
224 { 90, 1, 0, 0 },
225 { -90, 1, 0, 0 }
226 };
227 static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
228 GLint i, j;
229
230 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
231 glEnable(GL_TEXTURE_2D);
232
233 glPushMatrix();
234 glRotatef(ViewRotX, 1.0, 0.0, 0.0);
235 glRotatef(15, 1, 0, 0);
236 glRotatef(CubeRot, 0, 1, 0);
237 glScalef(4, 4, 4);
238
239 for (i = 0; i < 6; i++) {
240 glPushMatrix();
241 glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
242 glTranslatef(0, 0, 1.1);
243 glBegin(GL_POLYGON);
244 glNormal3f(0, 0, 1);
245 for (j = 0; j < 4; j++) {
246 glTexCoord2fv(texcoords[j]);
247 glVertex2fv(vertices[j]);
248 }
249 glEnd();
250 glPopMatrix();
251 }
252 glPopMatrix();
253
254 glDisable(GL_TEXTURE_2D);
255 }
256
257
258 static void
259 draw(void)
260 {
261 float ar;
262
263 glMatrixMode(GL_MODELVIEW);
264 glLoadIdentity();
265 glTranslatef(0.0, 0.0, -40.0);
266
267 /* clear whole depth buffer */
268 glDisable(GL_SCISSOR_TEST);
269 glClear(GL_DEPTH_BUFFER_BIT);
270 glEnable(GL_SCISSOR_TEST);
271
272 /* clear upper-left corner of color buffer (unused space) */
273 glScissor(0, TexHeight, TexWidth, WinHeight - TexHeight);
274 glClearColor(0.0, 0.0, 0.0, 0.0);
275 glClear(GL_COLOR_BUFFER_BIT);
276
277 /* clear lower-left corner of color buffer */
278 glViewport(0, 0, TexWidth, TexHeight);
279 glScissor(0, 0, TexWidth, TexHeight);
280 glClearColor(1, 1, 1, 0);
281 glClear(GL_COLOR_BUFFER_BIT);
282
283 /* draw gears in lower-left corner */
284 glMatrixMode(GL_PROJECTION);
285 glLoadIdentity();
286 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0);
287 glMatrixMode(GL_MODELVIEW);
288 DrawGears();
289
290 /* copy color buffer to texture */
291 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight);
292
293 /* clear right half of color buffer */
294 glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight);
295 glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight);
296 glClearColor(0.5, 0.5, 0.8, 0.0);
297 glClear(GL_COLOR_BUFFER_BIT);
298
299 /* draw textured cube in right half of window */
300 ar = (float) (WinWidth - TexWidth) / WinHeight;
301 glMatrixMode(GL_PROJECTION);
302 glLoadIdentity();
303 glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
304 glMatrixMode(GL_MODELVIEW);
305 DrawCube();
306
307 /* finish up */
308 glutSwapBuffers();
309
310 Frames++;
311 {
312 GLint t = glutGet(GLUT_ELAPSED_TIME);
313 if (t - T0 >= 5000) {
314 GLfloat seconds = (t - T0) / 1000.0;
315 GLfloat fps = Frames / seconds;
316 printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
317 T0 = t;
318 Frames = 0;
319 }
320 }
321 }
322
323
324 static void
325 idle(void)
326 {
327 static double t0 = -1.;
328 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
329 if (t0 < 0.0)
330 t0 = t;
331 dt = t - t0;
332 t0 = t;
333
334 /* fmod to prevent overflow */
335 GearRot = fmod(GearRot + 70.0 * dt, 360.0); /* 70 deg/sec */
336 CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */
337
338 glutPostRedisplay();
339 }
340
341
342 /* change view angle, exit upon ESC */
343 static void
344 key(unsigned char k, int x, int y)
345 {
346 (void) x;
347 (void) y;
348 switch (k) {
349 case 'w':
350 WireFrame = !WireFrame;
351 break;
352 case 'z':
353 ViewRotZ += 5.0;
354 break;
355 case 'Z':
356 ViewRotZ -= 5.0;
357 break;
358 case 27: /* Escape */
359 cleanup();
360 exit(0);
361 break;
362 default:
363 return;
364 }
365 glutPostRedisplay();
366 }
367
368 /* change view angle */
369 static void
370 special(int k, int x, int y)
371 {
372 (void) x;
373 (void) y;
374 switch (k) {
375 case GLUT_KEY_UP:
376 ViewRotX += 5.0;
377 break;
378 case GLUT_KEY_DOWN:
379 ViewRotX -= 5.0;
380 break;
381 case GLUT_KEY_LEFT:
382 ViewRotY += 5.0;
383 break;
384 case GLUT_KEY_RIGHT:
385 ViewRotY -= 5.0;
386 break;
387 default:
388 return;
389 }
390 glutPostRedisplay();
391 }
392
393
394 /* new window size or exposure */
395 static void
396 reshape(int width, int height)
397 {
398 WinWidth = width;
399 WinHeight = height;
400 }
401
402
403 static void
404 init(int argc, char *argv[])
405 {
406 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
407 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
408 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
409 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
410 GLint i;
411
412 glLightfv(GL_LIGHT0, GL_POSITION, pos);
413 #if 0
414 glEnable(GL_CULL_FACE);
415 #endif
416 glEnable(GL_LIGHTING);
417 glEnable(GL_LIGHT0);
418 glEnable(GL_DEPTH_TEST);
419
420 /* make the gears */
421 Gear1 = glGenLists(1);
422 glNewList(Gear1, GL_COMPILE);
423 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
424 gear(1.0, 4.0, 1.0, 20, 0.7);
425 glEndList();
426
427 Gear2 = glGenLists(1);
428 glNewList(Gear2, GL_COMPILE);
429 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
430 gear(0.5, 2.0, 2.0, 10, 0.7);
431 glEndList();
432
433 Gear3 = glGenLists(1);
434 glNewList(Gear3, GL_COMPILE);
435 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
436 gear(1.3, 2.0, 0.5, 10, 0.7);
437 glEndList();
438
439 glEnable(GL_NORMALIZE);
440
441 /* xxx make size dynamic */
442 TexWidth = 256;
443 TexHeight = 256;
444
445 glBindTexture(GL_TEXTURE_2D, TexObj);
446 glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0,
447 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
448 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
449 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
450 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
451
452 for ( i=1; i<argc; i++ ) {
453 if (strcmp(argv[i], "-info")==0) {
454 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
455 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
456 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
457 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
458 }
459 }
460 }
461
462
463 static void
464 visible(int vis)
465 {
466 if (vis == GLUT_VISIBLE)
467 glutIdleFunc(idle);
468 else
469 glutIdleFunc(NULL);
470 }
471
472
473 int
474 main(int argc, char *argv[])
475 {
476 glutInit(&argc, argv);
477 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
478
479 glutInitWindowSize(WinWidth, WinHeight);
480 Win = glutCreateWindow("gearbox");
481 init(argc, argv);
482
483 glutDisplayFunc(draw);
484 glutReshapeFunc(reshape);
485 glutKeyboardFunc(key);
486 glutSpecialFunc(special);
487 glutVisibilityFunc(visible);
488
489 glutMainLoop();
490 return 0; /* ANSI C requires main to return int. */
491 }