*** empty log message ***
[mesa.git] / progs / ggi / gears.c
1 /* $Id: gears.c,v 1.1 1999/08/21 06:27:37 jtaylor 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 1999/08/21 06:27:37 jtaylor
14 * *** empty log message ***
15 *
16 * Revision 1.5 1999/07/31 21:51:09 jtaylor
17 * *** empty log message ***
18 *
19 * Revision 3.2 1999/06/03 17:07:36 brianp
20 * an extra quad was being drawn in front and back faces
21 *
22 * Revision 3.1 1998/11/03 02:49:10 brianp
23 * added fps output
24 *
25 * Revision 3.0 1998/02/14 18:42:29 brianp
26 * initial rev
27 *
28 */
29
30
31 #include <math.h>
32 #include <stdlib.h>
33 #include <stdio.h>
34 #include <GL/glut.h>
35
36 #ifndef M_PI
37 #define M_PI 3.14159265
38 #endif
39
40 static GLint T0 = 0;
41 static GLint Frames = 0;
42
43
44 /**
45
46 Draw a gear wheel. You'll probably want to call this function when
47 building a display list since we do a lot of trig here.
48
49 Input: inner_radius - radius of hole at center
50 outer_radius - radius at center of teeth
51 width - width of gear
52 teeth - number of teeth
53 tooth_depth - depth of tooth
54
55 **/
56
57 static void
58 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
59 GLint teeth, GLfloat tooth_depth)
60 {
61 GLint i;
62 GLfloat r0, r1, r2;
63 GLfloat angle, da;
64 GLfloat u, v, len;
65
66 r0 = inner_radius;
67 r1 = outer_radius - tooth_depth / 2.0;
68 r2 = outer_radius + tooth_depth / 2.0;
69
70 da = 2.0 * M_PI / teeth / 4.0;
71
72 glShadeModel(GL_FLAT);
73
74 glNormal3f(0.0, 0.0, 1.0);
75
76 /* draw front face */
77 glBegin(GL_QUAD_STRIP);
78 for (i = 0; i <= teeth; i++) {
79 angle = i * 2.0 * M_PI / teeth;
80 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
81 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
82 if (i < teeth) {
83 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
84 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
85 }
86 }
87 glEnd();
88
89 /* draw front sides of teeth */
90 glBegin(GL_QUADS);
91 da = 2.0 * M_PI / teeth / 4.0;
92 for (i = 0; i < teeth; i++) {
93 angle = i * 2.0 * M_PI / teeth;
94
95 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
96 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
97 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
98 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
99 }
100 glEnd();
101
102 glNormal3f(0.0, 0.0, -1.0);
103
104 /* draw back face */
105 glBegin(GL_QUAD_STRIP);
106 for (i = 0; i <= teeth; i++) {
107 angle = i * 2.0 * M_PI / teeth;
108 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
109 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
110 if (i < teeth) {
111 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
112 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
113 }
114 }
115 glEnd();
116
117 /* draw back sides of teeth */
118 glBegin(GL_QUADS);
119 da = 2.0 * M_PI / teeth / 4.0;
120 for (i = 0; i < teeth; i++) {
121 angle = i * 2.0 * M_PI / teeth;
122
123 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
124 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
125 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
126 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
127 }
128 glEnd();
129
130 /* draw outward faces of teeth */
131 glBegin(GL_QUAD_STRIP);
132 for (i = 0; i < teeth; i++) {
133 angle = i * 2.0 * M_PI / teeth;
134
135 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
136 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
137 u = r2 * cos(angle + da) - r1 * cos(angle);
138 v = r2 * sin(angle + da) - r1 * sin(angle);
139 len = sqrt(u * u + v * v);
140 u /= len;
141 v /= len;
142 glNormal3f(v, -u, 0.0);
143 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
144 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
145 glNormal3f(cos(angle), sin(angle), 0.0);
146 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
147 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
148 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
149 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
150 glNormal3f(v, -u, 0.0);
151 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
152 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
153 glNormal3f(cos(angle), sin(angle), 0.0);
154 }
155
156 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
157 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
158
159 glEnd();
160
161 glShadeModel(GL_SMOOTH);
162
163 /* draw inside radius cylinder */
164 glBegin(GL_QUAD_STRIP);
165 for (i = 0; i <= teeth; i++) {
166 angle = i * 2.0 * M_PI / teeth;
167 glNormal3f(-cos(angle), -sin(angle), 0.0);
168 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
169 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
170 }
171 glEnd();
172
173 }
174
175 static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
176 static GLint gear1, gear2, gear3;
177 static GLfloat angle = 0.0;
178
179 static void
180 draw(void)
181 {
182 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
183
184 glPushMatrix();
185 glRotatef(view_rotx, 1.0, 0.0, 0.0);
186 glRotatef(view_roty, 0.0, 1.0, 0.0);
187 glRotatef(view_rotz, 0.0, 0.0, 1.0);
188
189 glPushMatrix();
190 glTranslatef(-3.0, -2.0, 0.0);
191 glRotatef(angle, 0.0, 0.0, 1.0);
192 glCallList(gear1);
193 glPopMatrix();
194
195 glPushMatrix();
196 glTranslatef(3.1, -2.0, 0.0);
197 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
198 glCallList(gear2);
199 glPopMatrix();
200
201 glPushMatrix();
202 glTranslatef(-3.1, 4.2, 0.0);
203 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
204 glCallList(gear3);
205 glPopMatrix();
206
207 glPopMatrix();
208
209 glutSwapBuffers();
210
211 Frames++;
212 {
213 GLint t = glutGet(GLUT_ELAPSED_TIME);
214 if (t - T0 >= 5000) {
215 GLfloat seconds = (t - T0) / 1000.0;
216 GLfloat fps = Frames / seconds;
217 printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
218 T0 = t;
219 Frames = 0;
220 }
221 }
222 }
223
224
225 static void
226 idle(void)
227 {
228 angle += 2.0;
229 glutPostRedisplay();
230 }
231
232 /* change view angle, exit upon ESC */
233 /* ARGSUSED1 */
234 static void
235 key(unsigned char k, int x, int y)
236 {
237 switch (k) {
238 case 'z':
239 view_rotz += 5.0;
240 break;
241 case 'Z':
242 view_rotz -= 5.0;
243 break;
244 case 27: /* Escape */
245 exit(0);
246 break;
247 default:
248 return;
249 }
250 glutPostRedisplay();
251 }
252
253 /* change view angle */
254 /* ARGSUSED1 */
255 static void
256 special(int k, int x, int y)
257 {
258 switch (k) {
259 case GLUT_KEY_UP:
260 view_rotx += 5.0;
261 break;
262 case GLUT_KEY_DOWN:
263 view_rotx -= 5.0;
264 break;
265 case GLUT_KEY_LEFT:
266 view_roty += 5.0;
267 break;
268 case GLUT_KEY_RIGHT:
269 view_roty -= 5.0;
270 break;
271 default:
272 return;
273 }
274 glutPostRedisplay();
275 }
276
277 /* new window size or exposure */
278 static void
279 reshape(int width, int height)
280 {
281 GLfloat h = (GLfloat) height / (GLfloat) width;
282
283 glViewport(0, 0, (GLint) width, (GLint) height);
284 glMatrixMode(GL_PROJECTION);
285 glLoadIdentity();
286 glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
287 glMatrixMode(GL_MODELVIEW);
288 glLoadIdentity();
289 glTranslatef(0.0, 0.0, -40.0);
290 }
291
292 static void
293 init(void)
294 {
295 static GLfloat pos[4] =
296 {5.0, 5.0, 10.0, 0.0};
297 static GLfloat red[4] =
298 {0.8, 0.1, 0.0, 1.0};
299 static GLfloat green[4] =
300 {0.0, 0.8, 0.2, 1.0};
301 static GLfloat blue[4] =
302 {0.2, 0.2, 1.0, 1.0};
303
304 glLightfv(GL_LIGHT0, GL_POSITION, pos);
305 glEnable(GL_CULL_FACE);
306 glEnable(GL_LIGHTING);
307 glEnable(GL_LIGHT0);
308 glEnable(GL_DEPTH_TEST);
309
310 /* make the gears */
311 gear1 = glGenLists(1);
312 glNewList(gear1, GL_COMPILE);
313 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
314 gear(1.0, 4.0, 1.0, 20, 0.7);
315 glEndList();
316
317 gear2 = glGenLists(1);
318 glNewList(gear2, GL_COMPILE);
319 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
320 gear(0.5, 2.0, 2.0, 10, 0.7);
321 glEndList();
322
323 gear3 = glGenLists(1);
324 glNewList(gear3, GL_COMPILE);
325 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
326 gear(1.3, 2.0, 0.5, 10, 0.7);
327 glEndList();
328
329 glEnable(GL_NORMALIZE);
330 }
331
332 void
333 visible(int vis)
334 {
335 if (vis == GLUT_VISIBLE)
336 glutIdleFunc(idle);
337 else
338 glutIdleFunc(NULL);
339 }
340
341 int main(int argc, char *argv[])
342 {
343 glutInit(&argc, argv);
344 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
345
346 glutInitWindowPosition(0, 0);
347 glutInitWindowSize(300, 300);
348 glutCreateWindow("Gears");
349 init();
350
351 glutDisplayFunc(draw);
352 glutReshapeFunc(reshape);
353 glutKeyboardFunc(key);
354 glutSpecialFunc(special);
355 glutVisibilityFunc(visible);
356
357 glutMainLoop();
358 return 0; /* ANSI C requires main to return int. */
359 }