132001f49Smrg/*
232001f49Smrg * Use glCopyTexSubImage2D to draw animated gears on the sides of a box.
332001f49Smrg *
432001f49Smrg * Brian Paul
532001f49Smrg * 27 January 2006
632001f49Smrg */
732001f49Smrg
832001f49Smrg#include <math.h>
932001f49Smrg#include <stdlib.h>
1032001f49Smrg#include <stdio.h>
1132001f49Smrg#include <string.h>
1232001f49Smrg#include "glut_wrap.h"
1332001f49Smrg
1432001f49Smrg#ifndef M_PI
1532001f49Smrg#define M_PI 3.14159265
1632001f49Smrg#endif
1732001f49Smrg
1832001f49Smrgstatic GLint WinWidth = 800, WinHeight = 500;
1932001f49Smrgstatic GLint TexWidth, TexHeight;
2032001f49Smrgstatic GLuint TexObj = 1;
2132001f49Smrgstatic GLenum IntFormat = GL_RGB;
2232001f49Smrg
2332001f49Smrgstatic GLboolean WireFrame = GL_FALSE;
2432001f49Smrg
2532001f49Smrgstatic GLint T0 = 0;
2632001f49Smrgstatic GLint Frames = 0;
2732001f49Smrgstatic GLint Win = 0;
2832001f49Smrg
2932001f49Smrgstatic GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
3032001f49Smrgstatic GLint Gear1, Gear2, Gear3;
3132001f49Smrgstatic GLfloat GearRot = 0.0;
3232001f49Smrgstatic GLfloat CubeRot = 0.0;
3332001f49Smrg
3432001f49Smrg
3532001f49Smrg/**
3632001f49Smrg  Draw a gear wheel.  You'll probably want to call this function when
3732001f49Smrg  building a display list since we do a lot of trig here.
3832001f49Smrg
3932001f49Smrg  Input:  inner_radius - radius of hole at center
4032001f49Smrg          outer_radius - radius at center of teeth
4132001f49Smrg          width - width of gear
4232001f49Smrg          teeth - number of teeth
4332001f49Smrg          tooth_depth - depth of tooth
4432001f49Smrg **/
4532001f49Smrgstatic void
4632001f49Smrggear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
4732001f49Smrg     GLint teeth, GLfloat tooth_depth)
4832001f49Smrg{
4932001f49Smrg  GLint i;
5032001f49Smrg  GLfloat r0, r1, r2;
5132001f49Smrg  GLfloat angle, da;
5232001f49Smrg  GLfloat u, v, len;
5332001f49Smrg
5432001f49Smrg  r0 = inner_radius;
5532001f49Smrg  r1 = outer_radius - tooth_depth / 2.0;
5632001f49Smrg  r2 = outer_radius + tooth_depth / 2.0;
5732001f49Smrg
5832001f49Smrg  da = 2.0 * M_PI / teeth / 4.0;
5932001f49Smrg
6032001f49Smrg  glShadeModel(GL_FLAT);
6132001f49Smrg
6232001f49Smrg  glNormal3f(0.0, 0.0, 1.0);
6332001f49Smrg
6432001f49Smrg  /* draw front face */
6532001f49Smrg  glBegin(GL_QUAD_STRIP);
6632001f49Smrg  for (i = 0; i <= teeth; i++) {
6732001f49Smrg    angle = i * 2.0 * M_PI / teeth;
6832001f49Smrg    glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
6932001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
7032001f49Smrg    if (i < teeth) {
7132001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
7232001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
7332001f49Smrg    }
7432001f49Smrg  }
7532001f49Smrg  glEnd();
7632001f49Smrg
7732001f49Smrg  /* draw front sides of teeth */
7832001f49Smrg  glBegin(GL_QUADS);
7932001f49Smrg  da = 2.0 * M_PI / teeth / 4.0;
8032001f49Smrg  for (i = 0; i < teeth; i++) {
8132001f49Smrg    angle = i * 2.0 * M_PI / teeth;
8232001f49Smrg
8332001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
8432001f49Smrg    glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
8532001f49Smrg    glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
8632001f49Smrg    glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
8732001f49Smrg  }
8832001f49Smrg  glEnd();
8932001f49Smrg
9032001f49Smrg  glNormal3f(0.0, 0.0, -1.0);
9132001f49Smrg
9232001f49Smrg  /* draw back face */
9332001f49Smrg  glBegin(GL_QUAD_STRIP);
9432001f49Smrg  for (i = 0; i <= teeth; i++) {
9532001f49Smrg    angle = i * 2.0 * M_PI / teeth;
9632001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
9732001f49Smrg    glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
9832001f49Smrg    if (i < teeth) {
9932001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
10032001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
10132001f49Smrg    }
10232001f49Smrg  }
10332001f49Smrg  glEnd();
10432001f49Smrg
10532001f49Smrg  /* draw back sides of teeth */
10632001f49Smrg  glBegin(GL_QUADS);
10732001f49Smrg  da = 2.0 * M_PI / teeth / 4.0;
10832001f49Smrg  for (i = 0; i < teeth; i++) {
10932001f49Smrg    angle = i * 2.0 * M_PI / teeth;
11032001f49Smrg
11132001f49Smrg    glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
11232001f49Smrg    glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
11332001f49Smrg    glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
11432001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
11532001f49Smrg  }
11632001f49Smrg  glEnd();
11732001f49Smrg
11832001f49Smrg  /* draw outward faces of teeth */
11932001f49Smrg  glBegin(GL_QUAD_STRIP);
12032001f49Smrg  for (i = 0; i < teeth; i++) {
12132001f49Smrg    angle = i * 2.0 * M_PI / teeth;
12232001f49Smrg
12332001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
12432001f49Smrg    glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
12532001f49Smrg    u = r2 * cos(angle + da) - r1 * cos(angle);
12632001f49Smrg    v = r2 * sin(angle + da) - r1 * sin(angle);
12732001f49Smrg    len = sqrt(u * u + v * v);
12832001f49Smrg    u /= len;
12932001f49Smrg    v /= len;
13032001f49Smrg    glNormal3f(v, -u, 0.0);
13132001f49Smrg    glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
13232001f49Smrg    glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
13332001f49Smrg    glNormal3f(cos(angle), sin(angle), 0.0);
13432001f49Smrg    glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
13532001f49Smrg    glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
13632001f49Smrg    u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
13732001f49Smrg    v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
13832001f49Smrg    glNormal3f(v, -u, 0.0);
13932001f49Smrg    glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
14032001f49Smrg    glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
14132001f49Smrg    glNormal3f(cos(angle), sin(angle), 0.0);
14232001f49Smrg  }
14332001f49Smrg
14432001f49Smrg  glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
14532001f49Smrg  glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
14632001f49Smrg
14732001f49Smrg  glEnd();
14832001f49Smrg
14932001f49Smrg  glShadeModel(GL_SMOOTH);
15032001f49Smrg
15132001f49Smrg  /* draw inside radius cylinder */
15232001f49Smrg  glBegin(GL_QUAD_STRIP);
15332001f49Smrg  for (i = 0; i <= teeth; i++) {
15432001f49Smrg    angle = i * 2.0 * M_PI / teeth;
15532001f49Smrg    glNormal3f(-cos(angle), -sin(angle), 0.0);
15632001f49Smrg    glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
15732001f49Smrg    glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
15832001f49Smrg  }
15932001f49Smrg  glEnd();
16032001f49Smrg
16132001f49Smrg}
16232001f49Smrg
16332001f49Smrgstatic void
16432001f49Smrgcleanup(void)
16532001f49Smrg{
16632001f49Smrg   glDeleteTextures(1, &TexObj);
16732001f49Smrg   glDeleteLists(Gear1, 1);
16832001f49Smrg   glDeleteLists(Gear2, 1);
16932001f49Smrg   glDeleteLists(Gear3, 1);
17032001f49Smrg   glutDestroyWindow(Win);
17132001f49Smrg}
17232001f49Smrg
17332001f49Smrg
17432001f49Smrgstatic void
17532001f49SmrgDrawGears(void)
17632001f49Smrg{
17732001f49Smrg   if (WireFrame) {
17832001f49Smrg      glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
17932001f49Smrg   }
18032001f49Smrg
18132001f49Smrg   glPushMatrix();
18232001f49Smrg      glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0);
18332001f49Smrg      glRotatef(ViewRotY, 0.0, 1.0, 0.0);
18432001f49Smrg      glRotatef(ViewRotZ, 0.0, 0.0, 1.0);
18532001f49Smrg
18632001f49Smrg      glPushMatrix();
18732001f49Smrg         glTranslatef(-3.0, -2.0, 0.0);
18832001f49Smrg         glRotatef(GearRot, 0.0, 0.0, 1.0);
18932001f49Smrg         glCallList(Gear1);
19032001f49Smrg      glPopMatrix();
19132001f49Smrg
19232001f49Smrg      glPushMatrix();
19332001f49Smrg         glTranslatef(3.1, -2.0, 0.0);
19432001f49Smrg         glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0);
19532001f49Smrg         glCallList(Gear2);
19632001f49Smrg      glPopMatrix();
19732001f49Smrg
19832001f49Smrg      glPushMatrix();
19932001f49Smrg         glTranslatef(-3.1, 4.2, 0.0);
20032001f49Smrg         glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0);
20132001f49Smrg         glCallList(Gear3);
20232001f49Smrg      glPopMatrix();
20332001f49Smrg
20432001f49Smrg  glPopMatrix();
20532001f49Smrg
20632001f49Smrg  glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
20732001f49Smrg}
20832001f49Smrg
20932001f49Smrg
21032001f49Smrgstatic void
21132001f49SmrgDrawCube(void)
21232001f49Smrg{
21332001f49Smrg   static const GLfloat texcoords[4][2] = {
21432001f49Smrg      { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
21532001f49Smrg   };
21632001f49Smrg   static const GLfloat vertices[4][2] = {
21732001f49Smrg      { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
21832001f49Smrg   };
21932001f49Smrg   static const GLfloat xforms[6][4] = {
22032001f49Smrg      {   0, 0, 1, 0 },
22132001f49Smrg      {  90, 0, 1, 0 },
22232001f49Smrg      { 180, 0, 1, 0 },
22332001f49Smrg      { 270, 0, 1, 0 },
22432001f49Smrg      {  90, 1, 0, 0 },
22532001f49Smrg      { -90, 1, 0, 0 }
22632001f49Smrg   };
22732001f49Smrg   static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
22832001f49Smrg   GLint i, j;
22932001f49Smrg
23032001f49Smrg   glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
23132001f49Smrg   glEnable(GL_TEXTURE_2D);
23232001f49Smrg
23332001f49Smrg   glPushMatrix();
23432001f49Smrg      glRotatef(ViewRotX, 1.0, 0.0, 0.0);
23532001f49Smrg      glRotatef(15, 1, 0, 0);
23632001f49Smrg      glRotatef(CubeRot, 0, 1, 0);
23732001f49Smrg      glScalef(4, 4, 4);
23832001f49Smrg
23932001f49Smrg      for (i = 0; i < 6; i++) {
24032001f49Smrg         glPushMatrix();
24132001f49Smrg            glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
24232001f49Smrg            glTranslatef(0, 0, 1.1);
24332001f49Smrg            glBegin(GL_POLYGON);
24432001f49Smrg               glNormal3f(0, 0, 1);
24532001f49Smrg               for (j = 0; j < 4; j++) {
24632001f49Smrg                  glTexCoord2fv(texcoords[j]);
24732001f49Smrg                  glVertex2fv(vertices[j]);
24832001f49Smrg               }
24932001f49Smrg            glEnd();
25032001f49Smrg         glPopMatrix();
25132001f49Smrg      }
25232001f49Smrg   glPopMatrix();
25332001f49Smrg
25432001f49Smrg   glDisable(GL_TEXTURE_2D);
25532001f49Smrg}
25632001f49Smrg
25732001f49Smrg
25832001f49Smrgstatic void
25932001f49Smrgdraw(void)
26032001f49Smrg{
26132001f49Smrg   float ar;
26232001f49Smrg
26332001f49Smrg   glMatrixMode(GL_MODELVIEW);
26432001f49Smrg   glLoadIdentity();
26532001f49Smrg   glTranslatef(0.0, 0.0, -40.0);
26632001f49Smrg
26732001f49Smrg   /* clear whole depth buffer */
26832001f49Smrg   glDisable(GL_SCISSOR_TEST);
26932001f49Smrg   glClear(GL_DEPTH_BUFFER_BIT);
27032001f49Smrg   glEnable(GL_SCISSOR_TEST);
27132001f49Smrg
27232001f49Smrg   /* clear upper-left corner of color buffer (unused space) */
27332001f49Smrg   glScissor(0, TexHeight, TexWidth, WinHeight - TexHeight);
27432001f49Smrg   glClearColor(0.0, 0.0, 0.0, 0.0);
27532001f49Smrg   glClear(GL_COLOR_BUFFER_BIT);
27632001f49Smrg
27732001f49Smrg   /* clear lower-left corner of color buffer */
27832001f49Smrg   glViewport(0, 0, TexWidth, TexHeight);
27932001f49Smrg   glScissor(0, 0, TexWidth, TexHeight);
28032001f49Smrg   glClearColor(1, 1, 1, 0);
28132001f49Smrg   glClear(GL_COLOR_BUFFER_BIT);
28232001f49Smrg
28332001f49Smrg   /* draw gears in lower-left corner */
28432001f49Smrg   glMatrixMode(GL_PROJECTION);
28532001f49Smrg   glLoadIdentity();
28632001f49Smrg   glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0);
28732001f49Smrg   glMatrixMode(GL_MODELVIEW);
28832001f49Smrg   DrawGears();
28932001f49Smrg
29032001f49Smrg   /* copy color buffer to texture */
29132001f49Smrg   glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight);
29232001f49Smrg
29332001f49Smrg   /* clear right half of color buffer */
29432001f49Smrg   glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight);
29532001f49Smrg   glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight);
29632001f49Smrg   glClearColor(0.5, 0.5, 0.8, 0.0);
29732001f49Smrg   glClear(GL_COLOR_BUFFER_BIT);
29832001f49Smrg
29932001f49Smrg   /* draw textured cube in right half of window */
30032001f49Smrg   ar = (float) (WinWidth - TexWidth) / WinHeight;
30132001f49Smrg   glMatrixMode(GL_PROJECTION);
30232001f49Smrg   glLoadIdentity();
30332001f49Smrg   glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
30432001f49Smrg   glMatrixMode(GL_MODELVIEW);
30532001f49Smrg   DrawCube();
30632001f49Smrg
30732001f49Smrg   /* finish up */
30832001f49Smrg   glutSwapBuffers();
30932001f49Smrg
31032001f49Smrg   Frames++;
31132001f49Smrg   {
31232001f49Smrg      GLint t = glutGet(GLUT_ELAPSED_TIME);
31332001f49Smrg      if (t - T0 >= 5000) {
31432001f49Smrg         GLfloat seconds = (t - T0) / 1000.0;
31532001f49Smrg         GLfloat fps = Frames / seconds;
31632001f49Smrg         printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
31732001f49Smrg         fflush(stdout);
31832001f49Smrg         T0 = t;
31932001f49Smrg         Frames = 0;
32032001f49Smrg      }
32132001f49Smrg   }
32232001f49Smrg}
32332001f49Smrg
32432001f49Smrg
32532001f49Smrgstatic void
32632001f49Smrgidle(void)
32732001f49Smrg{
32832001f49Smrg  static double t0 = -1.;
32932001f49Smrg  double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
33032001f49Smrg  if (t0 < 0.0)
33132001f49Smrg    t0 = t;
33232001f49Smrg  dt = t - t0;
33332001f49Smrg  t0 = t;
33432001f49Smrg
33532001f49Smrg  /* fmod to prevent overflow */
33632001f49Smrg  GearRot = fmod(GearRot + 70.0 * dt, 360.0);  /* 70 deg/sec */
33732001f49Smrg  CubeRot = fmod(CubeRot + 15.0 * dt, 360.0);  /* 15 deg/sec */
33832001f49Smrg
33932001f49Smrg  glutPostRedisplay();
34032001f49Smrg}
34132001f49Smrg
34232001f49Smrg
34332001f49Smrg/* change view angle, exit upon ESC */
34432001f49Smrgstatic void
34532001f49Smrgkey(unsigned char k, int x, int y)
34632001f49Smrg{
34732001f49Smrg   (void) x;
34832001f49Smrg   (void) y;
34932001f49Smrg   switch (k) {
35032001f49Smrg   case 'w':
35132001f49Smrg      WireFrame = !WireFrame;
35232001f49Smrg      break;
35332001f49Smrg   case 'z':
35432001f49Smrg      ViewRotZ += 5.0;
35532001f49Smrg      break;
35632001f49Smrg   case 'Z':
35732001f49Smrg      ViewRotZ -= 5.0;
35832001f49Smrg      break;
35932001f49Smrg   case 27:  /* Escape */
36032001f49Smrg      cleanup();
36132001f49Smrg      exit(0);
36232001f49Smrg      break;
36332001f49Smrg   default:
36432001f49Smrg      return;
36532001f49Smrg   }
36632001f49Smrg   glutPostRedisplay();
36732001f49Smrg}
36832001f49Smrg
36932001f49Smrg/* change view angle */
37032001f49Smrgstatic void
37132001f49Smrgspecial(int k, int x, int y)
37232001f49Smrg{
37332001f49Smrg   (void) x;
37432001f49Smrg   (void) y;
37532001f49Smrg   switch (k) {
37632001f49Smrg   case GLUT_KEY_UP:
37732001f49Smrg      ViewRotX += 5.0;
37832001f49Smrg      break;
37932001f49Smrg   case GLUT_KEY_DOWN:
38032001f49Smrg      ViewRotX -= 5.0;
38132001f49Smrg      break;
38232001f49Smrg   case GLUT_KEY_LEFT:
38332001f49Smrg      ViewRotY += 5.0;
38432001f49Smrg      break;
38532001f49Smrg   case GLUT_KEY_RIGHT:
38632001f49Smrg      ViewRotY -= 5.0;
38732001f49Smrg      break;
38832001f49Smrg   default:
38932001f49Smrg      return;
39032001f49Smrg   }
39132001f49Smrg   glutPostRedisplay();
39232001f49Smrg}
39332001f49Smrg
39432001f49Smrg
39532001f49Smrg/* new window size or exposure */
39632001f49Smrgstatic void
39732001f49Smrgreshape(int width, int height)
39832001f49Smrg{
39932001f49Smrg  WinWidth = width;
40032001f49Smrg  WinHeight = height;
40132001f49Smrg}
40232001f49Smrg
40332001f49Smrg
40432001f49Smrgstatic void
40532001f49Smrginit(int argc, char *argv[])
40632001f49Smrg{
40732001f49Smrg  static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
40832001f49Smrg  static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
40932001f49Smrg  static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
41032001f49Smrg  static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
41132001f49Smrg  GLint i;
41232001f49Smrg
41332001f49Smrg  glLightfv(GL_LIGHT0, GL_POSITION, pos);
41432001f49Smrg#if 0
41532001f49Smrg  glEnable(GL_CULL_FACE);
41632001f49Smrg#endif
41732001f49Smrg  glEnable(GL_LIGHTING);
41832001f49Smrg  glEnable(GL_LIGHT0);
41932001f49Smrg  glEnable(GL_DEPTH_TEST);
42032001f49Smrg
42132001f49Smrg  /* make the gears */
42232001f49Smrg  Gear1 = glGenLists(1);
42332001f49Smrg  glNewList(Gear1, GL_COMPILE);
42432001f49Smrg  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
42532001f49Smrg  gear(1.0, 4.0, 1.0, 20, 0.7);
42632001f49Smrg  glEndList();
42732001f49Smrg
42832001f49Smrg  Gear2 = glGenLists(1);
42932001f49Smrg  glNewList(Gear2, GL_COMPILE);
43032001f49Smrg  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
43132001f49Smrg  gear(0.5, 2.0, 2.0, 10, 0.7);
43232001f49Smrg  glEndList();
43332001f49Smrg
43432001f49Smrg  Gear3 = glGenLists(1);
43532001f49Smrg  glNewList(Gear3, GL_COMPILE);
43632001f49Smrg  glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
43732001f49Smrg  gear(1.3, 2.0, 0.5, 10, 0.7);
43832001f49Smrg  glEndList();
43932001f49Smrg
44032001f49Smrg  glEnable(GL_NORMALIZE);
44132001f49Smrg
44232001f49Smrg  /* xxx make size dynamic */
44332001f49Smrg  TexWidth = 256;
44432001f49Smrg  TexHeight = 256;
44532001f49Smrg
44632001f49Smrg   glBindTexture(GL_TEXTURE_2D, TexObj);
44732001f49Smrg   glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0,
44832001f49Smrg                GL_RGBA, GL_UNSIGNED_BYTE, NULL);
44932001f49Smrg   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
45032001f49Smrg   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
45132001f49Smrg   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
45232001f49Smrg
45332001f49Smrg  for ( i=1; i<argc; i++ ) {
45432001f49Smrg    if (strcmp(argv[i], "-info")==0) {
45532001f49Smrg      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
45632001f49Smrg      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
45732001f49Smrg      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
45832001f49Smrg      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
45932001f49Smrg    }
46032001f49Smrg  }
46132001f49Smrg}
46232001f49Smrg
46332001f49Smrg
46432001f49Smrgstatic void
46532001f49Smrgvisible(int vis)
46632001f49Smrg{
46732001f49Smrg  if (vis == GLUT_VISIBLE)
46832001f49Smrg    glutIdleFunc(idle);
46932001f49Smrg  else
47032001f49Smrg    glutIdleFunc(NULL);
47132001f49Smrg}
47232001f49Smrg
47332001f49Smrg
47432001f49Smrgint
47532001f49Smrgmain(int argc, char *argv[])
47632001f49Smrg{
47732001f49Smrg   glutInitWindowSize(WinWidth, WinHeight);
47832001f49Smrg   glutInit(&argc, argv);
47932001f49Smrg   glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
48032001f49Smrg
48132001f49Smrg   Win = glutCreateWindow("gearbox");
48232001f49Smrg   init(argc, argv);
48332001f49Smrg
48432001f49Smrg   glutDisplayFunc(draw);
48532001f49Smrg   glutReshapeFunc(reshape);
48632001f49Smrg   glutKeyboardFunc(key);
48732001f49Smrg   glutSpecialFunc(special);
48832001f49Smrg   glutVisibilityFunc(visible);
48932001f49Smrg
49032001f49Smrg   glutMainLoop();
49132001f49Smrg   return 0;             /* ANSI C requires main to return int. */
49232001f49Smrg}
493