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Diffstat (limited to 'progs/ggi/gears.c')
-rw-r--r-- | progs/ggi/gears.c | 359 |
1 files changed, 359 insertions, 0 deletions
diff --git a/progs/ggi/gears.c b/progs/ggi/gears.c new file mode 100644 index 00000000000..a6b5f7dda1a --- /dev/null +++ b/progs/ggi/gears.c @@ -0,0 +1,359 @@ +/* $Id: gears.c,v 1.1 1999/08/21 06:27:37 jtaylor Exp $ */ + +/* + * 3-D gear wheels. This program is in the public domain. + * + * Brian Paul + */ + +/* Conversion to GLUT by Mark J. Kilgard */ + +/* + * $Log: gears.c,v $ + * Revision 1.1 1999/08/21 06:27:37 jtaylor + * *** empty log message *** + * + * Revision 1.5 1999/07/31 21:51:09 jtaylor + * *** empty log message *** + * + * Revision 3.2 1999/06/03 17:07:36 brianp + * an extra quad was being drawn in front and back faces + * + * Revision 3.1 1998/11/03 02:49:10 brianp + * added fps output + * + * Revision 3.0 1998/02/14 18:42:29 brianp + * initial rev + * + */ + + +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include <GL/glut.h> + +#ifndef M_PI +#define M_PI 3.14159265 +#endif + +static GLint T0 = 0; +static GLint Frames = 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 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; +static GLint gear1, gear2, gear3; +static GLfloat angle = 0.0; + +static void +draw(void) +{ + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + glPushMatrix(); + glRotatef(view_rotx, 1.0, 0.0, 0.0); + glRotatef(view_roty, 0.0, 1.0, 0.0); + glRotatef(view_rotz, 0.0, 0.0, 1.0); + + glPushMatrix(); + glTranslatef(-3.0, -2.0, 0.0); + glRotatef(angle, 0.0, 0.0, 1.0); + glCallList(gear1); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(3.1, -2.0, 0.0); + glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); + glCallList(gear2); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(-3.1, 4.2, 0.0); + glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); + glCallList(gear3); + glPopMatrix(); + + glPopMatrix(); + + 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 %g seconds = %g FPS\n", Frames, seconds, fps); + T0 = t; + Frames = 0; + } + } +} + + +static void +idle(void) +{ + angle += 2.0; + glutPostRedisplay(); +} + +/* change view angle, exit upon ESC */ +/* ARGSUSED1 */ +static void +key(unsigned char k, int x, int y) +{ + switch (k) { + case 'z': + view_rotz += 5.0; + break; + case 'Z': + view_rotz -= 5.0; + break; + case 27: /* Escape */ + exit(0); + break; + default: + return; + } + glutPostRedisplay(); +} + +/* change view angle */ +/* ARGSUSED1 */ +static void +special(int k, int x, int y) +{ + switch (k) { + case GLUT_KEY_UP: + view_rotx += 5.0; + break; + case GLUT_KEY_DOWN: + view_rotx -= 5.0; + break; + case GLUT_KEY_LEFT: + view_roty += 5.0; + break; + case GLUT_KEY_RIGHT: + view_roty -= 5.0; + break; + default: + return; + } + glutPostRedisplay(); +} + +/* new window size or exposure */ +static void +reshape(int width, int height) +{ + GLfloat h = (GLfloat) height / (GLfloat) width; + + glViewport(0, 0, (GLint) width, (GLint) height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glTranslatef(0.0, 0.0, -40.0); +} + +static void +init(void) +{ + 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}; + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glEnable(GL_CULL_FACE); + 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); +} + +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); + + glutInitWindowPosition(0, 0); + glutInitWindowSize(300, 300); + glutCreateWindow("Gears"); + init(); + + glutDisplayFunc(draw); + glutReshapeFunc(reshape); + glutKeyboardFunc(key); + glutSpecialFunc(special); + glutVisibilityFunc(visible); + + glutMainLoop(); + return 0; /* ANSI C requires main to return int. */ +} |