2b3231d8ae6f654921313be1cde43687a9b4b649
[mesa.git] / progs / ggi / gears.c
1
2 /*
3 * 3-D gear wheels. This program is in the public domain.
4 *
5 * Brian Paul
6 */
7
8 /* Conversion to GLUT by Mark J. Kilgard */
9
10 #include <math.h>
11 #include <stdlib.h>
12 #include <stdio.h>
13 #include <GL/glut.h>
14
15 #ifndef M_PI
16 #define M_PI 3.14159265
17 #endif
18
19 static GLint T0 = 0;
20 static GLint Frames = 0;
21
22
23 /**
24
25 Draw a gear wheel. You'll probably want to call this function when
26 building a display list since we do a lot of trig here.
27
28 Input: inner_radius - radius of hole at center
29 outer_radius - radius at center of teeth
30 width - width of gear
31 teeth - number of teeth
32 tooth_depth - depth of tooth
33
34 **/
35
36 static void
37 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
38 GLint teeth, GLfloat tooth_depth)
39 {
40 GLint i;
41 GLfloat r0, r1, r2;
42 GLfloat angle, da;
43 GLfloat u, v, len;
44
45 r0 = inner_radius;
46 r1 = outer_radius - tooth_depth / 2.0;
47 r2 = outer_radius + tooth_depth / 2.0;
48
49 da = 2.0 * M_PI / teeth / 4.0;
50
51 glShadeModel(GL_FLAT);
52
53 glNormal3f(0.0, 0.0, 1.0);
54
55 /* draw front face */
56 glBegin(GL_QUAD_STRIP);
57 for (i = 0; i <= teeth; i++) {
58 angle = i * 2.0 * M_PI / teeth;
59 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
60 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
61 if (i < teeth) {
62 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
63 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
64 }
65 }
66 glEnd();
67
68 /* draw front sides of teeth */
69 glBegin(GL_QUADS);
70 da = 2.0 * M_PI / teeth / 4.0;
71 for (i = 0; i < teeth; i++) {
72 angle = i * 2.0 * M_PI / teeth;
73
74 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
75 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
76 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
77 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
78 }
79 glEnd();
80
81 glNormal3f(0.0, 0.0, -1.0);
82
83 /* draw back face */
84 glBegin(GL_QUAD_STRIP);
85 for (i = 0; i <= teeth; i++) {
86 angle = i * 2.0 * M_PI / teeth;
87 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
88 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
89 if (i < teeth) {
90 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
91 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
92 }
93 }
94 glEnd();
95
96 /* draw back sides of teeth */
97 glBegin(GL_QUADS);
98 da = 2.0 * M_PI / teeth / 4.0;
99 for (i = 0; i < teeth; i++) {
100 angle = i * 2.0 * M_PI / teeth;
101
102 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
103 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
104 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
105 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
106 }
107 glEnd();
108
109 /* draw outward faces of teeth */
110 glBegin(GL_QUAD_STRIP);
111 for (i = 0; i < teeth; i++) {
112 angle = i * 2.0 * M_PI / teeth;
113
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
135 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
136 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
137
138 glEnd();
139
140 glShadeModel(GL_SMOOTH);
141
142 /* draw inside radius cylinder */
143 glBegin(GL_QUAD_STRIP);
144 for (i = 0; i <= teeth; i++) {
145 angle = i * 2.0 * M_PI / teeth;
146 glNormal3f(-cos(angle), -sin(angle), 0.0);
147 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
148 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
149 }
150 glEnd();
151
152 }
153
154 static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
155 static GLint gear1, gear2, gear3;
156 static GLfloat angle = 0.0;
157
158 static void
159 draw(void)
160 {
161 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
162
163 glPushMatrix();
164 glRotatef(view_rotx, 1.0, 0.0, 0.0);
165 glRotatef(view_roty, 0.0, 1.0, 0.0);
166 glRotatef(view_rotz, 0.0, 0.0, 1.0);
167
168 glPushMatrix();
169 glTranslatef(-3.0, -2.0, 0.0);
170 glRotatef(angle, 0.0, 0.0, 1.0);
171 glCallList(gear1);
172 glPopMatrix();
173
174 glPushMatrix();
175 glTranslatef(3.1, -2.0, 0.0);
176 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
177 glCallList(gear2);
178 glPopMatrix();
179
180 glPushMatrix();
181 glTranslatef(-3.1, 4.2, 0.0);
182 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
183 glCallList(gear3);
184 glPopMatrix();
185
186 glPopMatrix();
187
188 glutSwapBuffers();
189
190 Frames++;
191 {
192 GLint t = glutGet(GLUT_ELAPSED_TIME);
193 if (t - T0 >= 5000) {
194 GLfloat seconds = (t - T0) / 1000.0;
195 GLfloat fps = Frames / seconds;
196 printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
197 T0 = t;
198 Frames = 0;
199 }
200 }
201 }
202
203
204 static void
205 idle(void)
206 {
207 angle += 2.0;
208 glutPostRedisplay();
209 }
210
211 /* change view angle, exit upon ESC */
212 /* ARGSUSED1 */
213 static void
214 key(unsigned char k, int x, int y)
215 {
216 switch (k) {
217 case 'z':
218 view_rotz += 5.0;
219 break;
220 case 'Z':
221 view_rotz -= 5.0;
222 break;
223 case 27: /* Escape */
224 exit(0); /* FIXME: Shutdown and free resources cleanly in ggiglut */
225 break;
226 default:
227 return;
228 }
229 glutPostRedisplay();
230 }
231
232 /* change view angle */
233 /* ARGSUSED1 */
234 static void
235 special(int k, int x, int y)
236 {
237 switch (k) {
238 case GLUT_KEY_UP:
239 view_rotx += 5.0;
240 break;
241 case GLUT_KEY_DOWN:
242 view_rotx -= 5.0;
243 break;
244 case GLUT_KEY_LEFT:
245 view_roty += 5.0;
246 break;
247 case GLUT_KEY_RIGHT:
248 view_roty -= 5.0;
249 break;
250 default:
251 return;
252 }
253 glutPostRedisplay();
254 }
255
256 /* new window size or exposure */
257 static void
258 reshape(int width, int height)
259 {
260 GLfloat h = (GLfloat) height / (GLfloat) width;
261
262 glViewport(0, 0, (GLint) width, (GLint) height);
263 glMatrixMode(GL_PROJECTION);
264 glLoadIdentity();
265 glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
266 glMatrixMode(GL_MODELVIEW);
267 glLoadIdentity();
268 glTranslatef(0.0, 0.0, -40.0);
269 }
270
271 static void
272 init(void)
273 {
274 static GLfloat pos[4] =
275 {5.0, 5.0, 10.0, 0.0};
276 static GLfloat red[4] =
277 {0.8, 0.1, 0.0, 1.0};
278 static GLfloat green[4] =
279 {0.0, 0.8, 0.2, 1.0};
280 static GLfloat blue[4] =
281 {0.2, 0.2, 1.0, 1.0};
282
283 glLightfv(GL_LIGHT0, GL_POSITION, pos);
284 glEnable(GL_CULL_FACE);
285 glEnable(GL_LIGHTING);
286 glEnable(GL_LIGHT0);
287 glEnable(GL_DEPTH_TEST);
288
289 /* make the gears */
290 gear1 = glGenLists(1);
291 glNewList(gear1, GL_COMPILE);
292 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
293 gear(1.0, 4.0, 1.0, 20, 0.7);
294 glEndList();
295
296 gear2 = glGenLists(1);
297 glNewList(gear2, GL_COMPILE);
298 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
299 gear(0.5, 2.0, 2.0, 10, 0.7);
300 glEndList();
301
302 gear3 = glGenLists(1);
303 glNewList(gear3, GL_COMPILE);
304 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
305 gear(1.3, 2.0, 0.5, 10, 0.7);
306 glEndList();
307
308 glEnable(GL_NORMALIZE);
309 }
310
311 void
312 visible(int vis)
313 {
314 if (vis == GLUT_VISIBLE)
315 glutIdleFunc(idle);
316 else
317 glutIdleFunc(NULL);
318 }
319
320 int main(int argc, char *argv[])
321 {
322 glutInit(&argc, argv);
323 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
324
325 // glutInitWindowPosition(0, 0);
326 // glutInitWindowSize(300, 300);
327 glutCreateWindow("Gears");
328 init();
329
330 glutDisplayFunc(draw);
331 glutReshapeFunc(reshape);
332 glutKeyboardFunc(key);
333 glutSpecialFunc(special);
334 glutVisibilityFunc(visible);
335
336 glutMainLoop();
337
338 return 0;
339 }