Merge remote branch 'origin/7.8'
[mesa.git] / progs / egl / opengl / eglgears.c
1 /*
2 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice shall be included
12 * in all copies or substantial portions of the Software.
13 *
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
17 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
18 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
19 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
20 */
21
22 /*
23 * This is a port of the infamous "glxgears" demo to straight EGL
24 * Port by Dane Rushton 10 July 2005
25 *
26 * No command line options.
27 * Program runs for 5 seconds then exits, outputing framerate to console
28 */
29
30 #include <math.h>
31 #include <GL/gl.h>
32 #include <EGL/egl.h>
33
34 #include "eglut.h"
35
36 static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
37 static GLint gear1, gear2, gear3;
38 static GLfloat angle = 0.0;
39
40 /*
41 *
42 * Draw a gear wheel. You'll probably want to call this function when
43 * building a display list since we do a lot of trig here.
44 *
45 * Input: inner_radius - radius of hole at center
46 * outer_radius - radius at center of teeth
47 * width - width of gear
48 * teeth - number of teeth
49 * tooth_depth - depth of tooth
50 */
51 static void
52 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
53 GLint teeth, GLfloat tooth_depth)
54 {
55 GLint i;
56 GLfloat r0, r1, r2;
57 GLfloat angle, da;
58 GLfloat u, v, len;
59
60 r0 = inner_radius;
61 r1 = outer_radius - tooth_depth / 2.0;
62 r2 = outer_radius + tooth_depth / 2.0;
63
64 da = 2.0 * M_PI / teeth / 4.0;
65
66 glShadeModel(GL_FLAT);
67
68 glNormal3f(0.0, 0.0, 1.0);
69
70 /* draw front face */
71 glBegin(GL_QUAD_STRIP);
72 for (i = 0; i <= teeth; i++) {
73 angle = i * 2.0 * M_PI / teeth;
74 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
75 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
76 if (i < teeth) {
77 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
78 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
79 width * 0.5);
80 }
81 }
82 glEnd();
83
84 /* draw front sides of teeth */
85 glBegin(GL_QUADS);
86 da = 2.0 * M_PI / teeth / 4.0;
87 for (i = 0; i < teeth; i++) {
88 angle = i * 2.0 * M_PI / teeth;
89
90 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
91 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
92 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
93 width * 0.5);
94 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
95 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),
109 -width * 0.5);
110 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
111 }
112 }
113 glEnd();
114
115 /* draw back sides of teeth */
116 glBegin(GL_QUADS);
117 da = 2.0 * M_PI / teeth / 4.0;
118 for (i = 0; i < teeth; i++) {
119 angle = i * 2.0 * M_PI / teeth;
120
121 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
122 -width * 0.5);
123 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
124 -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),
147 width * 0.5);
148 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
149 -width * 0.5);
150 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
151 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
152 glNormal3f(v, -u, 0.0);
153 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
154 width * 0.5);
155 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
156 -width * 0.5);
157 glNormal3f(cos(angle), sin(angle), 0.0);
158 }
159
160 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
161 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
162
163 glEnd();
164
165 glShadeModel(GL_SMOOTH);
166
167 /* draw inside radius cylinder */
168 glBegin(GL_QUAD_STRIP);
169 for (i = 0; i <= teeth; i++) {
170 angle = i * 2.0 * M_PI / teeth;
171 glNormal3f(-cos(angle), -sin(angle), 0.0);
172 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
173 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
174 }
175 glEnd();
176 }
177
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
210
211 static void
212 idle(void)
213 {
214 static double t0 = -1.;
215 double dt, t = eglutGet(EGLUT_ELAPSED_TIME) / 1000.0;
216 if (t0 < 0.0)
217 t0 = t;
218 dt = t - t0;
219 t0 = t;
220
221 angle += 70.0 * dt; /* 70 degrees per second */
222 angle = fmod(angle, 360.0); /* prevents eventual overflow */
223
224 eglutPostRedisplay();
225 }
226
227 /* new window size or exposure */
228 static void
229 reshape(int width, int height)
230 {
231 GLfloat h = (GLfloat) height / (GLfloat) width;
232
233 glViewport(0, 0, (GLint) width, (GLint) height);
234
235 glMatrixMode(GL_PROJECTION);
236 glLoadIdentity();
237 glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
238
239 glMatrixMode(GL_MODELVIEW);
240 glLoadIdentity();
241 glTranslatef(0.0, 0.0, -40.0);
242 }
243
244
245
246 static void
247 init(void)
248 {
249 static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
250 static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
251 static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
252 static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
253
254 glLightfv(GL_LIGHT0, GL_POSITION, pos);
255 glEnable(GL_CULL_FACE);
256 glEnable(GL_LIGHTING);
257 glEnable(GL_LIGHT0);
258 glEnable(GL_DEPTH_TEST);
259
260 /* make the gears */
261 gear1 = glGenLists(1);
262 glNewList(gear1, GL_COMPILE);
263 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
264 gear(1.0, 4.0, 1.0, 20, 0.7);
265 glEndList();
266
267 gear2 = glGenLists(1);
268 glNewList(gear2, GL_COMPILE);
269 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
270 gear(0.5, 2.0, 2.0, 10, 0.7);
271 glEndList();
272
273 gear3 = glGenLists(1);
274 glNewList(gear3, GL_COMPILE);
275 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
276 gear(1.3, 2.0, 0.5, 10, 0.7);
277 glEndList();
278
279 glEnable(GL_NORMALIZE);
280 }
281
282 int
283 main(int argc, char *argv[])
284 {
285 eglutInitWindowSize(300, 300);
286 eglutInitAPIMask(EGLUT_OPENGL_BIT);
287 eglutInit(argc, argv);
288
289 eglutCreateWindow("eglgears");
290
291 eglutIdleFunc(idle);
292 eglutReshapeFunc(reshape);
293 eglutDisplayFunc(draw);
294
295 init();
296 glDrawBuffer(GL_BACK);
297
298 eglutMainLoop();
299
300 return 0;
301 }