gears.c 9.7 KB

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  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. *
  8. *
  9. * Brian Paul
  10. *
  11. *
  12. * Marcus Geelnard:
  13. * - Conversion to GLFW
  14. * - Time based rendering (frame rate independent)
  15. * - Slightly modified camera that should work better for stereo viewing
  16. *
  17. *
  18. * Camilla Löwy:
  19. * - Removed FPS counter (this is not a benchmark)
  20. * - Added a few comments
  21. * - Enabled vsync
  22. */
  23. #if defined(_MSC_VER)
  24. // Make MS math.h define M_PI
  25. #define _USE_MATH_DEFINES
  26. #endif
  27. #include <math.h>
  28. #include <stdlib.h>
  29. #include <stdio.h>
  30. #include <string.h>
  31. #include <glad/gl.h>
  32. #define GLFW_INCLUDE_NONE
  33. #include <GLFW/glfw3.h>
  34. /**
  35. Draw a gear wheel. You'll probably want to call this function when
  36. building a display list since we do a lot of trig here.
  37. Input: inner_radius - radius of hole at center
  38. outer_radius - radius at center of teeth
  39. width - width of gear teeth - number of teeth
  40. tooth_depth - depth of tooth
  41. **/
  42. static void
  43. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  44. GLint teeth, GLfloat tooth_depth)
  45. {
  46. GLint i;
  47. GLfloat r0, r1, r2;
  48. GLfloat angle, da;
  49. GLfloat u, v, len;
  50. r0 = inner_radius;
  51. r1 = outer_radius - tooth_depth / 2.f;
  52. r2 = outer_radius + tooth_depth / 2.f;
  53. da = 2.f * (float) M_PI / teeth / 4.f;
  54. glShadeModel(GL_FLAT);
  55. glNormal3f(0.f, 0.f, 1.f);
  56. /* draw front face */
  57. glBegin(GL_QUAD_STRIP);
  58. for (i = 0; i <= teeth; i++) {
  59. angle = i * 2.f * (float) M_PI / teeth;
  60. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  61. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  62. if (i < teeth) {
  63. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  64. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  65. }
  66. }
  67. glEnd();
  68. /* draw front sides of teeth */
  69. glBegin(GL_QUADS);
  70. da = 2.f * (float) M_PI / teeth / 4.f;
  71. for (i = 0; i < teeth; i++) {
  72. angle = i * 2.f * (float) M_PI / teeth;
  73. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  74. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
  75. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
  76. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  77. }
  78. glEnd();
  79. glNormal3f(0.0, 0.0, -1.0);
  80. /* draw back face */
  81. glBegin(GL_QUAD_STRIP);
  82. for (i = 0; i <= teeth; i++) {
  83. angle = i * 2.f * (float) M_PI / teeth;
  84. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  85. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  86. if (i < teeth) {
  87. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  88. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  89. }
  90. }
  91. glEnd();
  92. /* draw back sides of teeth */
  93. glBegin(GL_QUADS);
  94. da = 2.f * (float) M_PI / teeth / 4.f;
  95. for (i = 0; i < teeth; i++) {
  96. angle = i * 2.f * (float) M_PI / teeth;
  97. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  98. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
  99. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
  100. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  101. }
  102. glEnd();
  103. /* draw outward faces of teeth */
  104. glBegin(GL_QUAD_STRIP);
  105. for (i = 0; i < teeth; i++) {
  106. angle = i * 2.f * (float) M_PI / teeth;
  107. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  108. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  109. u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
  110. v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
  111. len = (float) sqrt(u * u + v * v);
  112. u /= len;
  113. v /= len;
  114. glNormal3f(v, -u, 0.0);
  115. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
  116. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
  117. glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
  118. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
  119. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
  120. u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
  121. v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
  122. glNormal3f(v, -u, 0.f);
  123. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  124. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  125. glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
  126. }
  127. glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
  128. glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
  129. glEnd();
  130. glShadeModel(GL_SMOOTH);
  131. /* draw inside radius cylinder */
  132. glBegin(GL_QUAD_STRIP);
  133. for (i = 0; i <= teeth; i++) {
  134. angle = i * 2.f * (float) M_PI / teeth;
  135. glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
  136. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  137. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  138. }
  139. glEnd();
  140. }
  141. static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
  142. static GLint gear1, gear2, gear3;
  143. static GLfloat angle = 0.f;
  144. /* OpenGL draw function & timing */
  145. static void draw(void)
  146. {
  147. glClearColor(0.0, 0.0, 0.0, 0.0);
  148. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  149. glPushMatrix();
  150. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  151. glRotatef(view_roty, 0.0, 1.0, 0.0);
  152. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  153. glPushMatrix();
  154. glTranslatef(-3.0, -2.0, 0.0);
  155. glRotatef(angle, 0.0, 0.0, 1.0);
  156. glCallList(gear1);
  157. glPopMatrix();
  158. glPushMatrix();
  159. glTranslatef(3.1f, -2.f, 0.f);
  160. glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
  161. glCallList(gear2);
  162. glPopMatrix();
  163. glPushMatrix();
  164. glTranslatef(-3.1f, 4.2f, 0.f);
  165. glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
  166. glCallList(gear3);
  167. glPopMatrix();
  168. glPopMatrix();
  169. }
  170. /* update animation parameters */
  171. static void animate(void)
  172. {
  173. angle = 100.f * (float) glfwGetTime();
  174. }
  175. /* change view angle, exit upon ESC */
  176. void key( GLFWwindow* window, int k, int s, int action, int mods )
  177. {
  178. if( action != GLFW_PRESS ) return;
  179. switch (k) {
  180. case GLFW_KEY_Z:
  181. if( mods & GLFW_MOD_SHIFT )
  182. view_rotz -= 5.0;
  183. else
  184. view_rotz += 5.0;
  185. break;
  186. case GLFW_KEY_ESCAPE:
  187. glfwSetWindowShouldClose(window, GLFW_TRUE);
  188. break;
  189. case GLFW_KEY_UP:
  190. view_rotx += 5.0;
  191. break;
  192. case GLFW_KEY_DOWN:
  193. view_rotx -= 5.0;
  194. break;
  195. case GLFW_KEY_LEFT:
  196. view_roty += 5.0;
  197. break;
  198. case GLFW_KEY_RIGHT:
  199. view_roty -= 5.0;
  200. break;
  201. default:
  202. return;
  203. }
  204. }
  205. /* new window size */
  206. void reshape( GLFWwindow* window, int width, int height )
  207. {
  208. GLfloat h = (GLfloat) height / (GLfloat) width;
  209. GLfloat xmax, znear, zfar;
  210. znear = 5.0f;
  211. zfar = 30.0f;
  212. xmax = znear * 0.5f;
  213. glViewport( 0, 0, (GLint) width, (GLint) height );
  214. glMatrixMode( GL_PROJECTION );
  215. glLoadIdentity();
  216. glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
  217. glMatrixMode( GL_MODELVIEW );
  218. glLoadIdentity();
  219. glTranslatef( 0.0, 0.0, -20.0 );
  220. }
  221. /* program & OpenGL initialization */
  222. static void init(void)
  223. {
  224. static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
  225. static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
  226. static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
  227. static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
  228. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  229. glEnable(GL_CULL_FACE);
  230. glEnable(GL_LIGHTING);
  231. glEnable(GL_LIGHT0);
  232. glEnable(GL_DEPTH_TEST);
  233. /* make the gears */
  234. gear1 = glGenLists(1);
  235. glNewList(gear1, GL_COMPILE);
  236. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  237. gear(1.f, 4.f, 1.f, 20, 0.7f);
  238. glEndList();
  239. gear2 = glGenLists(1);
  240. glNewList(gear2, GL_COMPILE);
  241. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  242. gear(0.5f, 2.f, 2.f, 10, 0.7f);
  243. glEndList();
  244. gear3 = glGenLists(1);
  245. glNewList(gear3, GL_COMPILE);
  246. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  247. gear(1.3f, 2.f, 0.5f, 10, 0.7f);
  248. glEndList();
  249. glEnable(GL_NORMALIZE);
  250. }
  251. /* program entry */
  252. int main(int argc, char *argv[])
  253. {
  254. GLFWwindow* window;
  255. int width, height;
  256. if( !glfwInit() )
  257. {
  258. fprintf( stderr, "Failed to initialize GLFW\n" );
  259. exit( EXIT_FAILURE );
  260. }
  261. glfwWindowHint(GLFW_DEPTH_BITS, 16);
  262. glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
  263. window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
  264. if (!window)
  265. {
  266. fprintf( stderr, "Failed to open GLFW window\n" );
  267. glfwTerminate();
  268. exit( EXIT_FAILURE );
  269. }
  270. // Set callback functions
  271. glfwSetFramebufferSizeCallback(window, reshape);
  272. glfwSetKeyCallback(window, key);
  273. glfwMakeContextCurrent(window);
  274. gladLoadGL(glfwGetProcAddress);
  275. glfwSwapInterval( 1 );
  276. glfwGetFramebufferSize(window, &width, &height);
  277. reshape(window, width, height);
  278. // Parse command-line options
  279. init();
  280. // Main loop
  281. while( !glfwWindowShouldClose(window) )
  282. {
  283. // Draw gears
  284. draw();
  285. // Update animation
  286. animate();
  287. // Swap buffers
  288. glfwSwapBuffers(window);
  289. glfwPollEvents();
  290. }
  291. // Terminate GLFW
  292. glfwTerminate();
  293. // Exit program
  294. exit( EXIT_SUCCESS );
  295. }