[1] | 1 | /* gears.c */ |
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| 2 | |
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| 3 | /* |
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| 4 | * 3-D gear wheels. This program is in the public domain. |
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| 5 | * |
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| 6 | * Brian Paul |
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| 7 | */ |
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| 8 | |
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| 9 | |
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| 10 | #include <math.h> |
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| 11 | #include <stdlib.h> |
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| 12 | #include <stdio.h> |
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| 13 | #include <string.h> |
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| 14 | |
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| 15 | #include <GL/glx.h> |
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| 16 | #include <GL/gl.h> |
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| 17 | #include "ui.h" |
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| 18 | |
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| 19 | #ifndef M_PI |
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| 20 | # define M_PI 3.14159265 |
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| 21 | #endif |
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| 22 | |
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| 23 | |
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| 24 | /* |
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| 25 | * Draw a gear wheel. You'll probably want to call this function when |
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| 26 | * building a display list since we do a lot of trig here. |
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| 27 | * |
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| 28 | * Input: inner_radius - radius of hole at center |
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| 29 | * outer_radius - radius at center of teeth |
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| 30 | * width - width of gear |
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| 31 | * teeth - number of teeth |
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| 32 | * tooth_depth - depth of tooth |
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| 33 | */ |
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| 34 | static void gear( GLfloat inner_radius, GLfloat outer_radius, GLfloat width, |
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| 35 | GLint teeth, GLfloat tooth_depth ) |
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| 36 | { |
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| 37 | GLint i; |
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| 38 | GLfloat r0, r1, r2; |
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| 39 | GLfloat angle, da; |
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| 40 | GLfloat u, v, len; |
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| 41 | |
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| 42 | r0 = inner_radius; |
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| 43 | r1 = outer_radius - tooth_depth/2.0; |
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| 44 | r2 = outer_radius + tooth_depth/2.0; |
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| 45 | |
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| 46 | da = 2.0*M_PI / teeth / 4.0; |
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| 47 | |
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| 48 | glShadeModel( GL_FLAT ); |
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| 49 | |
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| 50 | glNormal3f( 0.0, 0.0, 1.0 ); |
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| 51 | |
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| 52 | /* draw front face */ |
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| 53 | glBegin( GL_QUAD_STRIP ); |
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| 54 | for (i=0;i<=teeth;i++) { |
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| 55 | angle = i * 2.0*M_PI / teeth; |
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| 56 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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| 57 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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| 58 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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| 59 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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| 60 | } |
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| 61 | glEnd(); |
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| 62 | |
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| 63 | /* draw front sides of teeth */ |
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| 64 | glBegin( GL_QUADS ); |
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| 65 | da = 2.0*M_PI / teeth / 4.0; |
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| 66 | for (i=0;i<teeth;i++) { |
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| 67 | angle = i * 2.0*M_PI / teeth; |
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| 68 | |
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| 69 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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| 70 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); |
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| 71 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); |
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| 72 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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| 73 | } |
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| 74 | glEnd(); |
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| 75 | |
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| 76 | |
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| 77 | glNormal3f( 0.0, 0.0, -1.0 ); |
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| 78 | |
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| 79 | /* draw back face */ |
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| 80 | glBegin( GL_QUAD_STRIP ); |
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| 81 | for (i=0;i<=teeth;i++) { |
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| 82 | angle = i * 2.0*M_PI / teeth; |
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| 83 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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| 84 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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| 85 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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| 86 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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| 87 | } |
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| 88 | glEnd(); |
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| 89 | |
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| 90 | /* draw back sides of teeth */ |
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| 91 | glBegin( GL_QUADS ); |
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| 92 | da = 2.0*M_PI / teeth / 4.0; |
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| 93 | for (i=0;i<teeth;i++) { |
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| 94 | angle = i * 2.0*M_PI / teeth; |
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| 95 | |
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| 96 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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| 97 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); |
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| 98 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); |
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| 99 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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| 100 | } |
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| 101 | glEnd(); |
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| 102 | |
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| 103 | |
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| 104 | /* draw outward faces of teeth */ |
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| 105 | glBegin( GL_QUAD_STRIP ); |
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| 106 | for (i=0;i<teeth;i++) { |
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| 107 | angle = i * 2.0*M_PI / teeth; |
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| 108 | |
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| 109 | glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); |
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| 110 | glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); |
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| 111 | u = r2*cos(angle+da) - r1*cos(angle); |
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| 112 | v = r2*sin(angle+da) - r1*sin(angle); |
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| 113 | len = sqrt( u*u + v*v ); |
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| 114 | u /= len; |
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| 115 | v /= len; |
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| 116 | glNormal3f( v, -u, 0.0 ); |
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| 117 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); |
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| 118 | glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); |
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| 119 | glNormal3f( cos(angle), sin(angle), 0.0 ); |
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| 120 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); |
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| 121 | glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); |
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| 122 | u = r1*cos(angle+3*da) - r2*cos(angle+2*da); |
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| 123 | v = r1*sin(angle+3*da) - r2*sin(angle+2*da); |
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| 124 | glNormal3f( v, -u, 0.0 ); |
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| 125 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); |
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| 126 | glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); |
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| 127 | glNormal3f( cos(angle), sin(angle), 0.0 ); |
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| 128 | } |
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| 129 | |
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| 130 | glVertex3f( r1*cos(0), r1*sin(0), width*0.5 ); |
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| 131 | glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 ); |
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| 132 | |
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| 133 | glEnd(); |
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| 134 | |
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| 135 | |
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| 136 | glShadeModel( GL_SMOOTH ); |
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| 137 | |
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| 138 | /* draw inside radius cylinder */ |
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| 139 | glBegin( GL_QUAD_STRIP ); |
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| 140 | for (i=0;i<=teeth;i++) { |
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| 141 | angle = i * 2.0*M_PI / teeth; |
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| 142 | glNormal3f( -cos(angle), -sin(angle), 0.0 ); |
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| 143 | glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); |
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| 144 | glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); |
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| 145 | } |
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| 146 | glEnd(); |
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| 147 | |
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| 148 | } |
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| 149 | |
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| 150 | |
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| 151 | static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0; |
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| 152 | static GLint gear1, gear2, gear3; |
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| 153 | static GLfloat angle = 0.0; |
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| 154 | |
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| 155 | static GLuint limit; |
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| 156 | static GLuint count = 1; |
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| 157 | |
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| 158 | |
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| 159 | void draw( void ) |
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| 160 | { |
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| 161 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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| 162 | |
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| 163 | glPushMatrix(); |
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| 164 | glRotatef( view_rotx, 1.0, 0.0, 0.0 ); |
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| 165 | glRotatef( view_roty, 0.0, 1.0, 0.0 ); |
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| 166 | glRotatef( view_rotz, 0.0, 0.0, 1.0 ); |
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| 167 | |
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| 168 | glPushMatrix(); |
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| 169 | glTranslatef( -3.0, -2.0, 0.0 ); |
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| 170 | glRotatef( angle, 0.0, 0.0, 1.0 ); |
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| 171 | glCallList(gear1); |
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| 172 | glPopMatrix(); |
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| 173 | |
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| 174 | glPushMatrix(); |
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| 175 | glTranslatef( 3.1, -2.0, 0.0 ); |
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| 176 | glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); |
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| 177 | glCallList(gear2); |
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| 178 | glPopMatrix(); |
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| 179 | |
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| 180 | glPushMatrix(); |
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| 181 | glTranslatef( -3.1, 4.2, 0.0 ); |
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| 182 | glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 ); |
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| 183 | glCallList(gear3); |
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| 184 | glPopMatrix(); |
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| 185 | |
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| 186 | glPopMatrix(); |
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| 187 | |
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| 188 | tkSwapBuffers(); |
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| 189 | |
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| 190 | count++; |
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| 191 | if (count==limit) { |
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| 192 | exit(0); |
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| 193 | } |
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| 194 | } |
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| 195 | |
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| 196 | |
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| 197 | |
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| 198 | void idle( void ) |
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| 199 | { |
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| 200 | angle += 2.0; |
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| 201 | draw(); |
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| 202 | } |
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| 203 | |
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| 204 | |
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| 205 | |
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| 206 | /* change view angle, exit upon ESC */ |
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| 207 | GLenum key(int k, GLenum mask) |
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| 208 | { |
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| 209 | switch (k) { |
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| 210 | case KEY_UP: |
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| 211 | view_rotx += 5.0; |
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| 212 | return GL_TRUE; |
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| 213 | case KEY_DOWN: |
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| 214 | view_rotx -= 5.0; |
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| 215 | return GL_TRUE; |
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| 216 | case KEY_LEFT: |
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| 217 | view_roty += 5.0; |
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| 218 | return GL_TRUE; |
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| 219 | case KEY_RIGHT: |
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| 220 | view_roty -= 5.0; |
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| 221 | return GL_TRUE; |
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| 222 | case 'z': |
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| 223 | view_rotz += 5.0; |
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| 224 | return GL_TRUE; |
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| 225 | case 'Z': |
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| 226 | view_rotz -= 5.0; |
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| 227 | return GL_TRUE; |
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| 228 | case KEY_ESCAPE: |
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| 229 | exit(0); |
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| 230 | } |
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| 231 | return GL_FALSE; |
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| 232 | } |
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| 233 | |
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| 234 | |
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| 235 | |
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| 236 | /* new window size or exposure */ |
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| 237 | void reshape( int width, int height ) |
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| 238 | { |
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| 239 | GLfloat h = (GLfloat) height / (GLfloat) width; |
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| 240 | |
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| 241 | glViewport(0, 0, (GLint)width, (GLint)height); |
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| 242 | glMatrixMode(GL_PROJECTION); |
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| 243 | glLoadIdentity(); |
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| 244 | glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); |
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| 245 | glMatrixMode(GL_MODELVIEW); |
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| 246 | glLoadIdentity(); |
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| 247 | glTranslatef( 0.0, 0.0, -40.0 ); |
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| 248 | glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
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| 249 | } |
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| 250 | |
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| 251 | |
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| 252 | void init( void ) |
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| 253 | { |
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| 254 | static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 }; |
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| 255 | static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 }; |
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| 256 | static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 }; |
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| 257 | static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 }; |
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| 258 | |
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| 259 | glLightfv( GL_LIGHT0, GL_POSITION, pos ); |
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| 260 | glEnable( GL_CULL_FACE ); |
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| 261 | glEnable( GL_LIGHTING ); |
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| 262 | glEnable( GL_LIGHT0 ); |
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| 263 | glEnable( GL_DEPTH_TEST ); |
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| 264 | |
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| 265 | /* make the gears */ |
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| 266 | gear1 = glGenLists(1); |
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| 267 | glNewList(gear1, GL_COMPILE); |
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| 268 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red ); |
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| 269 | gear( 1.0, 4.0, 1.0, 20, 0.7 ); |
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| 270 | glEndList(); |
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| 271 | |
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| 272 | gear2 = glGenLists(1); |
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| 273 | glNewList(gear2, GL_COMPILE); |
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| 274 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green ); |
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| 275 | gear( 0.5, 2.0, 2.0, 10, 0.7 ); |
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| 276 | glEndList(); |
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| 277 | |
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| 278 | gear3 = glGenLists(1); |
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| 279 | glNewList(gear3, GL_COMPILE); |
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| 280 | glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue ); |
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| 281 | gear( 1.3, 2.0, 0.5, 10, 0.7 ); |
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| 282 | glEndList(); |
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| 283 | |
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| 284 | glEnable( GL_NORMALIZE ); |
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| 285 | } |
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| 286 | |
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| 287 | int main(int argc, char **argv) |
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| 288 | { |
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| 289 | if (argc>1) { |
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| 290 | /* do 'n' frames then exit */ |
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| 291 | limit = atoi( argv[1] ) + 1; |
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| 292 | } |
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| 293 | else { |
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| 294 | limit = 0; |
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| 295 | } |
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| 296 | |
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| 297 | return ui_loop(argc, argv, "gears"); |
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| 298 | } |
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| 299 | |
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| 300 | |
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