8d99a8d317fd19a853fa2de7c289ea7a68977830
[mesa.git] / progs / demos / gears.c
1 /* $Id: gears.c,v 1.1 1999/08/19 00:55:40 jtg Exp $ */
2
3 /*
4 * 3-D gear wheels. This program is in the public domain.
5 *
6 * Brian Paul
7 */
8
9 /* Conversion to GLUT by Mark J. Kilgard */
10
11 /*
12 * $Log: gears.c,v $
13 * Revision 1.1 1999/08/19 00:55:40 jtg
14 * Initial revision
15 *
16 * Revision 3.2 1999/06/03 17:07:36 brianp
17 * an extra quad was being drawn in front and back faces
18 *
19 * Revision 3.1 1998/11/03 02:49:10 brianp
20 * added fps output
21 *
22 * Revision 3.0 1998/02/14 18:42:29 brianp
23 * initial rev
24 *
25 */
26
27
28 #include <math.h>
29 #include <stdlib.h>
30 #include <stdio.h>
31 #include <GL/glut.h>
32
33 #ifndef M_PI
34 #define M_PI 3.14159265
35 #endif
36
37 static GLint T0 = 0;
38 static GLint Frames = 0;
39
40
41 /**
42
43 Draw a gear wheel. You'll probably want to call this function when
44 building a display list since we do a lot of trig here.
45
46 Input: inner_radius - radius of hole at center
47 outer_radius - radius at center of teeth
48 width - width of gear
49 teeth - number of teeth
50 tooth_depth - depth of tooth
51
52 **/
53
54 static void
55 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
56 GLint teeth, GLfloat tooth_depth)
57 {
58 GLint i;
59 GLfloat r0, r1, r2;
60 GLfloat angle, da;
61 GLfloat u, v, len;
62
63 r0 = inner_radius;
64 r1 = outer_radius - tooth_depth / 2.0;
65 r2 = outer_radius + tooth_depth / 2.0;
66
67 da = 2.0 * M_PI / teeth / 4.0;
68
69 glShadeModel(GL_FLAT);
70
71 glNormal3f(0.0, 0.0, 1.0);
72
73 /* draw front face */
74 glBegin(GL_QUAD_STRIP);
75 for (i = 0; i <= teeth; i++) {
76 angle = i * 2.0 * M_PI / teeth;
77 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
78 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
79 if (i < teeth) {
80 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
81 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
82 }
83 }
84 glEnd();
85
86 /* draw front sides of teeth */
87 glBegin(GL_QUADS);
88 da = 2.0 * M_PI / teeth / 4.0;
89 for (i = 0; i < teeth; i++) {
90 angle = i * 2.0 * M_PI / teeth;
91
92 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
93 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
94 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
95 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
96 }
97 glEnd();
98
99 glNormal3f(0.0, 0.0, -1.0);
100
101 /* draw back face */
102 glBegin(GL_QUAD_STRIP);
103 for (i = 0; i <= teeth; i++) {
104 angle = i * 2.0 * M_PI / teeth;
105 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
106 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
107 if (i < teeth) {
108 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
109 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
110 }
111 }
112 glEnd();
113
114 /* draw back sides of teeth */
115 glBegin(GL_QUADS);
116 da = 2.0 * M_PI / teeth / 4.0;
117 for (i = 0; i < teeth; i++) {
118 angle = i * 2.0 * M_PI / teeth;
119
120 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
121 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
122 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
123 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
124 }
125 glEnd();
126
127 /* draw outward faces of teeth */
128 glBegin(GL_QUAD_STRIP);
129 for (i = 0; i < teeth; i++) {
130 angle = i * 2.0 * M_PI / teeth;
131
132 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
133 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
134 u = r2 * cos(angle + da) - r1 * cos(angle);
135 v = r2 * sin(angle + da) - r1 * sin(angle);
136 len = sqrt(u * u + v * v);
137 u /= len;
138 v /= len;
139 glNormal3f(v, -u, 0.0);
140 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
141 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
142 glNormal3f(cos(angle), sin(angle), 0.0);
143 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
144 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
145 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
146 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
147 glNormal3f(v, -u, 0.0);
148 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
149 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
150 glNormal3f(cos(angle), sin(angle), 0.0);
151 }
152
153 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
154 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
155
156 glEnd();
157
158 glShadeModel(GL_SMOOTH);
159
160 /* draw inside radius cylinder */
161 glBegin(GL_QUAD_STRIP);
162 for (i = 0; i <= teeth; i++) {
163 angle = i * 2.0 * M_PI / teeth;
164 glNormal3f(-cos(angle), -sin(angle), 0.0);
165 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
166 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
167 }
168 glEnd();
169
170 }
171
172 static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
173 static GLint gear1, gear2, gear3;
174 static GLfloat angle = 0.0;
175
176 static void
177 draw(void)
178 {
179 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
180
181 glPushMatrix();
182 glRotatef(view_rotx, 1.0, 0.0, 0.0);
183 glRotatef(view_roty, 0.0, 1.0, 0.0);
184 glRotatef(view_rotz, 0.0, 0.0, 1.0);
185
186 glPushMatrix();
187 glTranslatef(-3.0, -2.0, 0.0);
188 glRotatef(angle, 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 * angle - 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 * angle - 25.0, 0.0, 0.0, 1.0);
201 glCallList(gear3);
202 glPopMatrix();
203
204 glPopMatrix();
205
206 glutSwapBuffers();
207
208 Frames++;
209 {
210 GLint t = glutGet(GLUT_ELAPSED_TIME);
211 if (t - T0 >= 5000) {
212 GLfloat seconds = (t - T0) / 1000.0;
213 GLfloat fps = Frames / seconds;
214 printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
215 T0 = t;
216 Frames = 0;
217 }
218 }
219 }
220
221
222 static void
223 idle(void)
224 {
225 angle += 2.0;
226 glutPostRedisplay();
227 }
228
229 /* change view angle, exit upon ESC */
230 /* ARGSUSED1 */
231 static void
232 key(unsigned char k, int x, int y)
233 {
234 switch (k) {
235 case 'z':
236 view_rotz += 5.0;
237 break;
238 case 'Z':
239 view_rotz -= 5.0;
240 break;
241 case 27: /* Escape */
242 exit(0);
243 break;
244 default:
245 return;
246 }
247 glutPostRedisplay();
248 }
249
250 /* change view angle */
251 /* ARGSUSED1 */
252 static void
253 special(int k, int x, int y)
254 {
255 switch (k) {
256 case GLUT_KEY_UP:
257 view_rotx += 5.0;
258 break;
259 case GLUT_KEY_DOWN:
260 view_rotx -= 5.0;
261 break;
262 case GLUT_KEY_LEFT:
263 view_roty += 5.0;
264 break;
265 case GLUT_KEY_RIGHT:
266 view_roty -= 5.0;
267 break;
268 default:
269 return;
270 }
271 glutPostRedisplay();
272 }
273
274 /* new window size or exposure */
275 static void
276 reshape(int width, int height)
277 {
278 GLfloat h = (GLfloat) height / (GLfloat) width;
279
280 glViewport(0, 0, (GLint) width, (GLint) height);
281 glMatrixMode(GL_PROJECTION);
282 glLoadIdentity();
283 glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
284 glMatrixMode(GL_MODELVIEW);
285 glLoadIdentity();
286 glTranslatef(0.0, 0.0, -40.0);
287 }
288
289 static void
290 init(void)
291 {
292 static GLfloat pos[4] =
293 {5.0, 5.0, 10.0, 0.0};
294 static GLfloat red[4] =
295 {0.8, 0.1, 0.0, 1.0};
296 static GLfloat green[4] =
297 {0.0, 0.8, 0.2, 1.0};
298 static GLfloat blue[4] =
299 {0.2, 0.2, 1.0, 1.0};
300
301 glLightfv(GL_LIGHT0, GL_POSITION, pos);
302 glEnable(GL_CULL_FACE);
303 glEnable(GL_LIGHTING);
304 glEnable(GL_LIGHT0);
305 glEnable(GL_DEPTH_TEST);
306
307 /* make the gears */
308 gear1 = glGenLists(1);
309 glNewList(gear1, GL_COMPILE);
310 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
311 gear(1.0, 4.0, 1.0, 20, 0.7);
312 glEndList();
313
314 gear2 = glGenLists(1);
315 glNewList(gear2, GL_COMPILE);
316 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
317 gear(0.5, 2.0, 2.0, 10, 0.7);
318 glEndList();
319
320 gear3 = glGenLists(1);
321 glNewList(gear3, GL_COMPILE);
322 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
323 gear(1.3, 2.0, 0.5, 10, 0.7);
324 glEndList();
325
326 glEnable(GL_NORMALIZE);
327 }
328
329 void
330 visible(int vis)
331 {
332 if (vis == GLUT_VISIBLE)
333 glutIdleFunc(idle);
334 else
335 glutIdleFunc(NULL);
336 }
337
338 int main(int argc, char *argv[])
339 {
340 glutInit(&argc, argv);
341 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
342
343 glutInitWindowPosition(0, 0);
344 glutInitWindowSize(300, 300);
345 glutCreateWindow("Gears");
346 init();
347
348 glutDisplayFunc(draw);
349 glutReshapeFunc(reshape);
350 glutKeyboardFunc(key);
351 glutSpecialFunc(special);
352 glutVisibilityFunc(visible);
353
354 glutMainLoop();
355 return 0; /* ANSI C requires main to return int. */
356 }