mesa/progs/demos/gearbox.c

492 lines
12 KiB
C

/*
* Use glCopyTexSubImage2D to draw animated gears on the sides of a box.
*
* Brian Paul
* 27 January 2006
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
static GLint WinWidth = 800, WinHeight = 500;
static GLint TexWidth, TexHeight;
static GLuint TexObj = 1;
static GLenum IntFormat = GL_RGB;
static GLboolean WireFrame = GL_FALSE;
static GLint T0 = 0;
static GLint Frames = 0;
static GLint Win = 0;
static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
static GLint Gear1, Gear2, Gear3;
static GLfloat GearRot = 0.0;
static GLfloat CubeRot = 0.0;
/**
Draw a gear wheel. You'll probably want to call this function when
building a display list since we do a lot of trig here.
Input: inner_radius - radius of hole at center
outer_radius - radius at center of teeth
width - width of gear
teeth - number of teeth
tooth_depth - depth of tooth
**/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, 1.0);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
}
glEnd();
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
}
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
u = r2 * cos(angle + da) - r1 * cos(angle);
v = r2 * sin(angle + da) - r1 * sin(angle);
len = sqrt(u * u + v * v);
u /= len;
v /= len;
glNormal3f(v, -u, 0.0);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
glNormal3f(v, -u, 0.0);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
}
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
}
static void
cleanup(void)
{
glDeleteTextures(1, &TexObj);
glDeleteLists(Gear1, 1);
glDeleteLists(Gear2, 1);
glDeleteLists(Gear3, 1);
glutDestroyWindow(Win);
}
static void
DrawGears(void)
{
if (WireFrame) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
}
glPushMatrix();
glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0);
glRotatef(ViewRotY, 0.0, 1.0, 0.0);
glRotatef(ViewRotZ, 0.0, 0.0, 1.0);
glPushMatrix();
glTranslatef(-3.0, -2.0, 0.0);
glRotatef(GearRot, 0.0, 0.0, 1.0);
glCallList(Gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0);
glCallList(Gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0);
glCallList(Gear3);
glPopMatrix();
glPopMatrix();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
static void
DrawCube(void)
{
static const GLfloat texcoords[4][2] = {
{ 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
};
static const GLfloat vertices[4][2] = {
{ -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
};
static const GLfloat xforms[6][4] = {
{ 0, 0, 1, 0 },
{ 90, 0, 1, 0 },
{ 180, 0, 1, 0 },
{ 270, 0, 1, 0 },
{ 90, 1, 0, 0 },
{ -90, 1, 0, 0 }
};
static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
GLint i, j;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
glEnable(GL_TEXTURE_2D);
glPushMatrix();
glRotatef(ViewRotX, 1.0, 0.0, 0.0);
glRotatef(15, 1, 0, 0);
glRotatef(CubeRot, 0, 1, 0);
glScalef(4, 4, 4);
for (i = 0; i < 6; i++) {
glPushMatrix();
glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
glTranslatef(0, 0, 1.1);
glBegin(GL_POLYGON);
glNormal3f(0, 0, 1);
for (j = 0; j < 4; j++) {
glTexCoord2fv(texcoords[j]);
glVertex2fv(vertices[j]);
}
glEnd();
glPopMatrix();
}
glPopMatrix();
glDisable(GL_TEXTURE_2D);
}
static void
draw(void)
{
float ar;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
/* clear whole depth buffer */
glDisable(GL_SCISSOR_TEST);
glClear(GL_DEPTH_BUFFER_BIT);
glEnable(GL_SCISSOR_TEST);
/* clear upper-left corner of color buffer (unused space) */
glScissor(0, TexHeight, TexWidth, WinHeight - TexHeight);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* clear lower-left corner of color buffer */
glViewport(0, 0, TexWidth, TexHeight);
glScissor(0, 0, TexWidth, TexHeight);
glClearColor(1, 1, 1, 0);
glClear(GL_COLOR_BUFFER_BIT);
/* draw gears in lower-left corner */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
DrawGears();
/* copy color buffer to texture */
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight);
/* clear right half of color buffer */
glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight);
glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight);
glClearColor(0.5, 0.5, 0.8, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
/* draw textured cube in right half of window */
ar = (float) (WinWidth - TexWidth) / WinHeight;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
glMatrixMode(GL_MODELVIEW);
DrawCube();
/* finish up */
glutSwapBuffers();
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
T0 = t;
Frames = 0;
}
}
}
static void
idle(void)
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
/* fmod to prevent overflow */
GearRot = fmod(GearRot + 70.0 * dt, 360.0); /* 70 deg/sec */
CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */
glutPostRedisplay();
}
/* change view angle, exit upon ESC */
static void
key(unsigned char k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case 'w':
WireFrame = !WireFrame;
break;
case 'z':
ViewRotZ += 5.0;
break;
case 'Z':
ViewRotZ -= 5.0;
break;
case 27: /* Escape */
cleanup();
exit(0);
break;
default:
return;
}
glutPostRedisplay();
}
/* change view angle */
static void
special(int k, int x, int y)
{
(void) x;
(void) y;
switch (k) {
case GLUT_KEY_UP:
ViewRotX += 5.0;
break;
case GLUT_KEY_DOWN:
ViewRotX -= 5.0;
break;
case GLUT_KEY_LEFT:
ViewRotY += 5.0;
break;
case GLUT_KEY_RIGHT:
ViewRotY -= 5.0;
break;
default:
return;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
reshape(int width, int height)
{
WinWidth = width;
WinHeight = height;
}
static void
init(int argc, char *argv[])
{
static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
GLint i;
glLightfv(GL_LIGHT0, GL_POSITION, pos);
#if 0
glEnable(GL_CULL_FACE);
#endif
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
/* make the gears */
Gear1 = glGenLists(1);
glNewList(Gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0, 4.0, 1.0, 20, 0.7);
glEndList();
Gear2 = glGenLists(1);
glNewList(Gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5, 2.0, 2.0, 10, 0.7);
glEndList();
Gear3 = glGenLists(1);
glNewList(Gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3, 2.0, 0.5, 10, 0.7);
glEndList();
glEnable(GL_NORMALIZE);
/* xxx make size dynamic */
TexWidth = 256;
TexHeight = 256;
glBindTexture(GL_TEXTURE_2D, TexObj);
glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for ( i=1; i<argc; i++ ) {
if (strcmp(argv[i], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
}
}
static void
visible(int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
int
main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(WinWidth, WinHeight);
Win = glutCreateWindow("gearbox");
init(argc, argv);
glutDisplayFunc(draw);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutVisibilityFunc(visible);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}