1/* 2 * 3-D gear wheels. This program is in the public domain. 3 * 4 * Command line options: 5 * -info print GL implementation information 6 * -exit automatically exit after 30 seconds 7 * -noanim turn off animation 8 * 9 * 10 * Brian Paul 11 */ 12 13/* Conversion to GLUT by Mark J. Kilgard */ 14 15 16 17#include <math.h> 18#include <stdlib.h> 19#include <stdio.h> 20#include <string.h> 21#include "glut_wrap.h" 22 23#ifndef M_PI 24#define M_PI 3.14159265 25#endif 26 27static GLint T0 = 0; 28static GLint Frames = 0; 29static GLint autoexit = 0; 30static GLint win = 0; 31static GLboolean Visible = GL_TRUE; 32static GLboolean Animate = GL_TRUE; 33static GLfloat viewDist = 40.0; 34 35 36/** 37 38 Draw a gear wheel. You'll probably want to call this function when 39 building a display list since we do a lot of trig here. 40 41 Input: inner_radius - radius of hole at center 42 outer_radius - radius at center of teeth 43 width - width of gear 44 teeth - number of teeth 45 tooth_depth - depth of tooth 46 47 **/ 48 49static void 50gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, 51 GLint teeth, GLfloat tooth_depth) 52{ 53 GLint i; 54 GLfloat r0, r1, r2; 55 GLfloat angle, da; 56 GLfloat u, v, len; 57 58 r0 = inner_radius; 59 r1 = outer_radius - tooth_depth / 2.0; 60 r2 = outer_radius + tooth_depth / 2.0; 61 62 da = 2.0 * M_PI / teeth / 4.0; 63 64 glShadeModel(GL_FLAT); 65 66 glNormal3f(0.0, 0.0, 1.0); 67 68 /* draw front face */ 69 glBegin(GL_QUAD_STRIP); 70 for (i = 0; i <= teeth; i++) { 71 angle = i * 2.0 * M_PI / teeth; 72 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); 73 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); 74 if (i < teeth) { 75 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); 76 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); 77 } 78 } 79 glEnd(); 80 81 /* draw front sides of teeth */ 82 glBegin(GL_QUADS); 83 da = 2.0 * M_PI / teeth / 4.0; 84 for (i = 0; i < teeth; i++) { 85 angle = i * 2.0 * M_PI / teeth; 86 87 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); 88 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); 89 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); 90 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); 91 } 92 glEnd(); 93 94 glNormal3f(0.0, 0.0, -1.0); 95 96 /* draw back face */ 97 glBegin(GL_QUAD_STRIP); 98 for (i = 0; i <= teeth; i++) { 99 angle = i * 2.0 * M_PI / teeth; 100 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); 101 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); 102 if (i < teeth) { 103 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); 104 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); 105 } 106 } 107 glEnd(); 108 109 /* draw back sides of teeth */ 110 glBegin(GL_QUADS); 111 da = 2.0 * M_PI / teeth / 4.0; 112 for (i = 0; i < teeth; i++) { 113 angle = i * 2.0 * M_PI / teeth; 114 115 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); 116 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); 117 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); 118 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); 119 } 120 glEnd(); 121 122 /* draw outward faces of teeth */ 123 glBegin(GL_QUAD_STRIP); 124 for (i = 0; i < teeth; i++) { 125 angle = i * 2.0 * M_PI / teeth; 126 127 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); 128 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); 129 u = r2 * cos(angle + da) - r1 * cos(angle); 130 v = r2 * sin(angle + da) - r1 * sin(angle); 131 len = sqrt(u * u + v * v); 132 u /= len; 133 v /= len; 134 glNormal3f(v, -u, 0.0); 135 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); 136 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); 137 glNormal3f(cos(angle), sin(angle), 0.0); 138 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); 139 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); 140 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); 141 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); 142 glNormal3f(v, -u, 0.0); 143 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); 144 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); 145 glNormal3f(cos(angle), sin(angle), 0.0); 146 } 147 148 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); 149 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); 150 151 glEnd(); 152 153 glShadeModel(GL_SMOOTH); 154 155 /* draw inside radius cylinder */ 156 glBegin(GL_QUAD_STRIP); 157 for (i = 0; i <= teeth; i++) { 158 angle = i * 2.0 * M_PI / teeth; 159 glNormal3f(-cos(angle), -sin(angle), 0.0); 160 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); 161 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); 162 } 163 glEnd(); 164 165} 166 167static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; 168static GLint gear1, gear2, gear3; 169static GLfloat angle = 0.0; 170 171static void 172cleanup(void) 173{ 174 glDeleteLists(gear1, 1); 175 glDeleteLists(gear2, 1); 176 glDeleteLists(gear3, 1); 177 glutDestroyWindow(win); 178} 179 180static void 181draw(void) 182{ 183 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 184 185 glPushMatrix(); 186 187 glTranslatef(0.0, 0.0, -viewDist); 188 189 glRotatef(view_rotx, 1.0, 0.0, 0.0); 190 glRotatef(view_roty, 0.0, 1.0, 0.0); 191 glRotatef(view_rotz, 0.0, 0.0, 1.0); 192 193 glPushMatrix(); 194 glTranslatef(-3.0, -2.0, 0.0); 195 glRotatef(angle, 0.0, 0.0, 1.0); 196 glCallList(gear1); 197 glPopMatrix(); 198 199 glPushMatrix(); 200 glTranslatef(3.1, -2.0, 0.0); 201 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); 202 glCallList(gear2); 203 glPopMatrix(); 204 205 glPushMatrix(); 206 glTranslatef(-3.1, 4.2, 0.0); 207 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); 208 glCallList(gear3); 209 glPopMatrix(); 210 211 glPopMatrix(); 212 213 glutSwapBuffers(); 214 215 Frames++; 216 217 { 218 GLint t = glutGet(GLUT_ELAPSED_TIME); 219 if (t - T0 >= 5000) { 220 GLfloat seconds = (t - T0) / 1000.0; 221 GLfloat fps = Frames / seconds; 222 printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); 223 fflush(stdout); 224 T0 = t; 225 Frames = 0; 226 if ((t >= 999.0 * autoexit) && (autoexit)) { 227 cleanup(); 228 exit(0); 229 } 230 } 231 } 232} 233 234 235static void 236idle(void) 237{ 238 static double t0 = -1.; 239 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; 240 if (t0 < 0.0) 241 t0 = t; 242 dt = t - t0; 243 t0 = t; 244 245 angle += 70.0 * dt; /* 70 degrees per second */ 246 angle = fmod(angle, 360.0); /* prevents eventual overflow */ 247 248 glutPostRedisplay(); 249} 250 251static void 252update_idle_func(void) 253{ 254 if (Visible && Animate) 255 glutIdleFunc(idle); 256 else 257 glutIdleFunc(NULL); 258} 259 260/* change view angle, exit upon ESC */ 261/* ARGSUSED1 */ 262static void 263key(unsigned char k, int x, int y) 264{ 265 switch (k) { 266 case 'z': 267 view_rotz += 5.0; 268 break; 269 case 'Z': 270 view_rotz -= 5.0; 271 break; 272 case 'd': 273 viewDist += 1.0; 274 break; 275 case 'D': 276 viewDist -= 1.0; 277 break; 278 case 'a': 279 Animate = !Animate; 280 update_idle_func(); 281 break; 282 case 27: /* Escape */ 283 cleanup(); 284 exit(0); 285 break; 286 default: 287 return; 288 } 289 glutPostRedisplay(); 290} 291 292/* change view angle */ 293/* ARGSUSED1 */ 294static void 295special(int k, int x, int y) 296{ 297 switch (k) { 298 case GLUT_KEY_UP: 299 view_rotx += 5.0; 300 break; 301 case GLUT_KEY_DOWN: 302 view_rotx -= 5.0; 303 break; 304 case GLUT_KEY_LEFT: 305 view_roty += 5.0; 306 break; 307 case GLUT_KEY_RIGHT: 308 view_roty -= 5.0; 309 break; 310 default: 311 return; 312 } 313 glutPostRedisplay(); 314} 315 316/* new window size or exposure */ 317static void 318reshape(int width, int height) 319{ 320 GLfloat h = (GLfloat) height / (GLfloat) width; 321 322 glViewport(0, 0, (GLint) width, (GLint) height); 323 glMatrixMode(GL_PROJECTION); 324 glLoadIdentity(); 325 glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0); 326 glMatrixMode(GL_MODELVIEW); 327} 328 329static void 330init(int argc, char *argv[]) 331{ 332 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; 333 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0}; 334 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0}; 335 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0}; 336 GLint i; 337 338 glLightfv(GL_LIGHT0, GL_POSITION, pos); 339 glEnable(GL_CULL_FACE); 340 glEnable(GL_LIGHTING); 341 glEnable(GL_LIGHT0); 342 glEnable(GL_DEPTH_TEST); 343 344 /* make the gears */ 345 gear1 = glGenLists(1); 346 glNewList(gear1, GL_COMPILE); 347 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); 348 gear(1.0, 4.0, 1.0, 20, 0.7); 349 glEndList(); 350 351 gear2 = glGenLists(1); 352 glNewList(gear2, GL_COMPILE); 353 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); 354 gear(0.5, 2.0, 2.0, 10, 0.7); 355 glEndList(); 356 357 gear3 = glGenLists(1); 358 glNewList(gear3, GL_COMPILE); 359 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); 360 gear(1.3, 2.0, 0.5, 10, 0.7); 361 glEndList(); 362 363 glEnable(GL_NORMALIZE); 364 365 for ( i=1; i<argc; i++ ) { 366 if (strcmp(argv[i], "-info")==0) { 367 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); 368 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); 369 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); 370 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); 371 fflush(stdout); 372 } 373 else if ( strcmp(argv[i], "-exit")==0) { 374 autoexit = 30; 375 printf("Auto Exit after %i seconds.\n", autoexit ); 376 fflush(stdout); 377 } 378 else if (strcmp(argv[i], "-noanim") == 0) { 379 Animate = GL_FALSE; 380 } 381 } 382} 383 384 385static void 386visible(int vis) 387{ 388 Visible = vis; 389 update_idle_func(); 390} 391 392int main(int argc, char *argv[]) 393{ 394 glutInitWindowSize(300, 300); 395 glutInit(&argc, argv); 396 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); 397 win = glutCreateWindow("Gears"); 398 init(argc, argv); 399 400 glutDisplayFunc(draw); 401 glutReshapeFunc(reshape); 402 glutKeyboardFunc(key); 403 glutSpecialFunc(special); 404 glutVisibilityFunc(visible); 405 update_idle_func(); 406 407 glutMainLoop(); 408 return 0; /* ANSI C requires main to return int. */ 409} 410