Make sure tnl->_DoVertexFog is kept uptodate. Fixes fog in i915
[mesa.git] / progs / demos / gears.c
1 /*
2 * 3-D gear wheels. This program is in the public domain.
3 *
4 * Command line options:
5 * -info print GL implementation information
6 * -exit automatically exit after 30 seconds
7 *
8 *
9 * Brian Paul
10 */
11
12 /* Conversion to GLUT by Mark J. Kilgard */
13
14
15
16 #include <math.h>
17 #include <stdlib.h>
18 #include <stdio.h>
19 #include <string.h>
20 #include <GL/glut.h>
21
22 #ifndef M_PI
23 #define M_PI 3.14159265
24 #endif
25
26 static GLint T0 = 0;
27 static GLint Frames = 0;
28 static GLint autoexit = 0;
29 static GLint win = 0;
30
31
32 /**
33
34 Draw a gear wheel. You'll probably want to call this function when
35 building a display list since we do a lot of trig here.
36
37 Input: inner_radius - radius of hole at center
38 outer_radius - radius at center of teeth
39 width - width of gear
40 teeth - number of teeth
41 tooth_depth - depth of tooth
42
43 **/
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 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
164 static GLint gear1, gear2, gear3;
165 static GLfloat angle = 0.0;
166
167 static void
168 cleanup(void)
169 {
170 glDeleteLists(gear1, 1);
171 glDeleteLists(gear2, 1);
172 glDeleteLists(gear3, 1);
173 glutDestroyWindow(win);
174 }
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 {
211 GLint t = glutGet(GLUT_ELAPSED_TIME);
212 if (t - T0 >= 5000) {
213 GLfloat seconds = (t - T0) / 1000.0;
214 GLfloat fps = Frames / seconds;
215 printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
216 T0 = t;
217 Frames = 0;
218 if ((t >= 999.0 * autoexit) && (autoexit)) {
219 cleanup();
220 exit(0);
221 }
222 }
223 }
224 }
225
226
227 static void
228 idle(void)
229 {
230 static double t0 = -1.;
231 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
232 if (t0 < 0.0)
233 t0 = t;
234 dt = t - t0;
235 t0 = t;
236
237 angle += 70.0 * dt; /* 70 degrees per second */
238 angle = fmod(angle, 360.0); /* prevents eventual overflow */
239
240 glutPostRedisplay();
241 }
242
243 /* change view angle, exit upon ESC */
244 /* ARGSUSED1 */
245 static void
246 key(unsigned char k, int x, int y)
247 {
248 switch (k) {
249 case 'z':
250 view_rotz += 5.0;
251 break;
252 case 'Z':
253 view_rotz -= 5.0;
254 break;
255 case 27: /* Escape */
256 cleanup();
257 exit(0);
258 break;
259 default:
260 return;
261 }
262 glutPostRedisplay();
263 }
264
265 /* change view angle */
266 /* ARGSUSED1 */
267 static void
268 special(int k, int x, int y)
269 {
270 switch (k) {
271 case GLUT_KEY_UP:
272 view_rotx += 5.0;
273 break;
274 case GLUT_KEY_DOWN:
275 view_rotx -= 5.0;
276 break;
277 case GLUT_KEY_LEFT:
278 view_roty += 5.0;
279 break;
280 case GLUT_KEY_RIGHT:
281 view_roty -= 5.0;
282 break;
283 default:
284 return;
285 }
286 glutPostRedisplay();
287 }
288
289 /* new window size or exposure */
290 static void
291 reshape(int width, int height)
292 {
293 GLfloat h = (GLfloat) height / (GLfloat) width;
294
295 glViewport(0, 0, (GLint) width, (GLint) height);
296 glMatrixMode(GL_PROJECTION);
297 glLoadIdentity();
298 glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
299 glMatrixMode(GL_MODELVIEW);
300 glLoadIdentity();
301 glTranslatef(0.0, 0.0, -40.0);
302 }
303
304 static void
305 init(int argc, char *argv[])
306 {
307 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
308 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
309 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
310 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
311 GLint i;
312
313 glLightfv(GL_LIGHT0, GL_POSITION, pos);
314 glEnable(GL_CULL_FACE);
315 glEnable(GL_LIGHTING);
316 glEnable(GL_LIGHT0);
317 glEnable(GL_DEPTH_TEST);
318
319 /* make the gears */
320 gear1 = glGenLists(1);
321 glNewList(gear1, GL_COMPILE);
322 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
323 gear(1.0, 4.0, 1.0, 20, 0.7);
324 glEndList();
325
326 gear2 = glGenLists(1);
327 glNewList(gear2, GL_COMPILE);
328 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
329 gear(0.5, 2.0, 2.0, 10, 0.7);
330 glEndList();
331
332 gear3 = glGenLists(1);
333 glNewList(gear3, GL_COMPILE);
334 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
335 gear(1.3, 2.0, 0.5, 10, 0.7);
336 glEndList();
337
338 glEnable(GL_NORMALIZE);
339
340 for ( i=1; i<argc; i++ ) {
341 if (strcmp(argv[i], "-info")==0) {
342 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
343 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
344 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
345 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
346 }
347 else if ( strcmp(argv[i], "-exit")==0) {
348 autoexit = 30;
349 printf("Auto Exit after %i seconds.\n", autoexit );
350 }
351 }
352 }
353
354 static void
355 visible(int vis)
356 {
357 if (vis == GLUT_VISIBLE)
358 glutIdleFunc(idle);
359 else
360 glutIdleFunc(NULL);
361 }
362
363 int main(int argc, char *argv[])
364 {
365 glutInit(&argc, argv);
366 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
367
368 glutInitWindowPosition(0, 0);
369 glutInitWindowSize(300, 300);
370 win = glutCreateWindow("Gears");
371 init(argc, argv);
372
373 glutDisplayFunc(draw);
374 glutReshapeFunc(reshape);
375 glutKeyboardFunc(key);
376 glutSpecialFunc(special);
377 glutVisibilityFunc(visible);
378
379 glutMainLoop();
380 return 0; /* ANSI C requires main to return int. */
381 }