Merge branch 'nouveau-import'
[mesa.git] / progs / xdemos / vgears.c
1 /* $ID$ */
2
3 /*
4 * Spinning gears demo for Linux SVGA/Mesa interface in 32K color mode.
5 *
6 * Compile with: gcc vgears.c -I../include -L../lib -lMesaGL -lX11 -lXext
7 * -lvga -lm -o vgears
8 *
9 * This program is in the public domain.
10 * Brian Paul, January 1996
11 */
12
13
14 #include <vga.h>
15 #include <math.h>
16 #include "GL/svgamesa.h"
17 #include "GL/gl.h"
18
19
20 int width = 800, height = 600;
21
22 SVGAMesaContext vmc;
23
24
25
26 /*
27 * Draw a gear wheel. You'll probably want to call this function when
28 * building a display list since we do a lot of trig here.
29 *
30 * Input: inner_radius - radius of hole at center
31 * outer_radius - radius at center of teeth
32 * width - width of gear
33 * teeth - number of teeth
34 * tooth_depth - depth of tooth
35 */
36 static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
37 GLint teeth, GLfloat tooth_depth )
38 {
39 GLint i;
40 GLfloat r0, r1, r2;
41 GLfloat angle, da;
42 GLfloat u, v, len;
43
44 r0 = inner_radius;
45 r1 = outer_radius - tooth_depth/2.0;
46 r2 = outer_radius + tooth_depth/2.0;
47
48 da = 2.0*M_PI / teeth / 4.0;
49
50 glShadeModel( GL_FLAT );
51
52 glNormal3f( 0.0, 0.0, 1.0 );
53
54 /* draw front face */
55 glBegin( GL_QUAD_STRIP );
56 for (i=0;i<=teeth;i++) {
57 angle = i * 2.0*M_PI / teeth;
58 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
59 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
60 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
61 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
62 }
63 glEnd();
64
65 /* draw front sides of teeth */
66 glBegin( GL_QUADS );
67 da = 2.0*M_PI / teeth / 4.0;
68 for (i=0;i<teeth;i++) {
69 angle = i * 2.0*M_PI / teeth;
70
71 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
72 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
73 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
74 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
75 }
76 glEnd();
77
78
79 glNormal3f( 0.0, 0.0, -1.0 );
80
81 /* draw back face */
82 glBegin( GL_QUAD_STRIP );
83 for (i=0;i<=teeth;i++) {
84 angle = i * 2.0*M_PI / teeth;
85 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
86 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
87 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
88 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
89 }
90 glEnd();
91
92 /* draw back sides of teeth */
93 glBegin( GL_QUADS );
94 da = 2.0*M_PI / teeth / 4.0;
95 for (i=0;i<teeth;i++) {
96 angle = i * 2.0*M_PI / teeth;
97
98 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
99 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
100 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
101 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
102 }
103 glEnd();
104
105
106 /* draw outward faces of teeth */
107 glBegin( GL_QUAD_STRIP );
108 for (i=0;i<teeth;i++) {
109 angle = i * 2.0*M_PI / teeth;
110
111 glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 );
112 glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 );
113 u = r2*cos(angle+da) - r1*cos(angle);
114 v = r2*sin(angle+da) - r1*sin(angle);
115 len = sqrt( u*u + v*v );
116 u /= len;
117 v /= len;
118 glNormal3f( v, -u, 0.0 );
119 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 );
120 glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 );
121 glNormal3f( cos(angle), sin(angle), 0.0 );
122 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 );
123 glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 );
124 u = r1*cos(angle+3*da) - r2*cos(angle+2*da);
125 v = r1*sin(angle+3*da) - r2*sin(angle+2*da);
126 glNormal3f( v, -u, 0.0 );
127 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 );
128 glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 );
129 glNormal3f( cos(angle), sin(angle), 0.0 );
130 }
131
132 glVertex3f( r1*cos(0), r1*sin(0), width*0.5 );
133 glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 );
134
135 glEnd();
136
137
138 glShadeModel( GL_SMOOTH );
139
140 /* draw inside radius cylinder */
141 glBegin( GL_QUAD_STRIP );
142 for (i=0;i<=teeth;i++) {
143 angle = i * 2.0*M_PI / teeth;
144 glNormal3f( -cos(angle), -sin(angle), 0.0 );
145 glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 );
146 glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 );
147 }
148 glEnd();
149
150 }
151
152
153 static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0;
154 static GLint gear1, gear2, gear3;
155 static GLfloat angle = 0.0;
156
157 static GLuint limit;
158 static GLuint count = 1;
159
160
161 static void draw( void )
162 {
163 angle += 2.0;
164
165 glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
166
167 glPushMatrix();
168 glRotatef( view_rotx, 1.0, 0.0, 0.0 );
169 glRotatef( view_roty, 0.0, 1.0, 0.0 );
170 glRotatef( view_rotz, 0.0, 0.0, 1.0 );
171
172 glPushMatrix();
173 glTranslatef( -3.0, -2.0, 0.0 );
174 glRotatef( angle, 0.0, 0.0, 1.0 );
175 glCallList(gear1);
176 glPopMatrix();
177
178 glPushMatrix();
179 glTranslatef( 3.1, -2.0, 0.0 );
180 glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 );
181 glCallList(gear2);
182 glPopMatrix();
183
184 glPushMatrix();
185 glTranslatef( -3.1, 4.2, 0.0 );
186 glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 );
187 glCallList(gear3);
188 glPopMatrix();
189
190 glPopMatrix();
191
192 SVGAMesaSwapBuffers();
193 }
194
195
196 static void init( void )
197 {
198 static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
199 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
200 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
201 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
202
203 GLfloat w = (float) width / (float) height;
204 GLfloat h = 1.0;
205
206 glLightfv( GL_LIGHT0, GL_POSITION, pos );
207 glEnable( GL_CULL_FACE );
208 glEnable( GL_LIGHTING );
209 glEnable( GL_LIGHT0 );
210 glEnable( GL_DEPTH_TEST );
211
212 /* make the gears */
213 gear1 = glGenLists(1);
214 glNewList(gear1, GL_COMPILE);
215 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red );
216 gear( 1.0, 4.0, 1.0, 20, 0.7 );
217 glEndList();
218
219 gear2 = glGenLists(1);
220 glNewList(gear2, GL_COMPILE);
221 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
222 gear( 0.5, 2.0, 2.0, 10, 0.7 );
223 glEndList();
224
225 gear3 = glGenLists(1);
226 glNewList(gear3, GL_COMPILE);
227 glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue );
228 gear( 1.3, 2.0, 0.5, 10, 0.7 );
229 glEndList();
230
231 glEnable( GL_NORMALIZE );
232
233
234 glViewport( 0, 0, width, height );
235 glMatrixMode(GL_PROJECTION);
236 glLoadIdentity();
237 if (width>height) {
238 GLfloat w = (GLfloat) width / (GLfloat) height;
239 glFrustum( -w, w, -1.0, 1.0, 5.0, 60.0 );
240 }
241 else {
242 GLfloat h = (GLfloat) height / (GLfloat) width;
243 glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
244 }
245
246 glMatrixMode(GL_MODELVIEW);
247 glLoadIdentity();
248 glTranslatef( 0.0, 0.0, -40.0 );
249 }
250
251 void setup( void )
252 {
253 vga_init();
254
255 vga_setmode(G800x600x32K);
256 /* gl_setcontextvga(G800x600x32K);*/
257
258 vmc = SVGAMesaCreateContext(GL_TRUE);
259 SVGAMesaMakeCurrent( vmc );
260 }
261
262
263 void end( void )
264 {
265 SVGAMesaDestroyContext( vmc );
266
267 vga_setmode( TEXT );
268 }
269
270
271 int main( int argc, char *argv[] )
272 {
273 int i;
274
275 setup();
276 init();
277 for (i=0;i<4;i++) {
278 draw(); /*SVGAMesaSwapBuffers();*/
279 }
280 end();
281 return 0;
282 }