0,0 → 1,253 |
#include <math.h> |
#include <stdio.h> |
#include <stdlib.h> |
#include <string.h> |
#include "GL/osmesa.h" |
#include "GL/glu.h" |
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#define XK_Left 176 |
#define XK_Right 179 |
#define XK_Up 178 |
#define XK_Down 177 |
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extern GLfloat view_rotx, view_roty, view_rotz; |
GLint gear1, gear2, gear3; |
extern GLfloat angle; |
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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; |
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r0 = inner_radius; |
r1 = outer_radius - tooth_depth / 2.0; |
r2 = outer_radius + tooth_depth / 2.0; |
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da = 2.0 * M_PI / teeth / 4.0; |
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glShadeModel(GL_FLAT); |
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glNormal3f(0.0, 0.0, 1.0); |
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/* 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(); |
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/* 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; |
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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(); |
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glNormal3f(0.0, 0.0, -1.0); |
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/* 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(); |
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/* 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; |
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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(); |
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/* draw outward faces of teeth */ |
glBegin(GL_QUAD_STRIP); |
for (i = 0; i < teeth; i++) { |
angle = i * 2.0 * M_PI / teeth; |
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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); |
} |
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); |
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); |
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glEnd(); |
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glShadeModel(GL_SMOOTH); |
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/* 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(); |
} |
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void Draw(void) |
{ |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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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); |
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glPushMatrix(); |
glTranslatef(-3.0, -2.0, 0.0); |
glRotatef(angle, 0.0, 0.0, 1.0); |
glCallList(gear1); |
glPopMatrix(); |
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glPushMatrix(); |
glTranslatef(3.1, -2.0, 0.0); |
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); |
glCallList(gear2); |
glPopMatrix(); |
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glPushMatrix(); |
glTranslatef(-3.1, 4.2, 0.0); |
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); |
glCallList(gear3); |
glPopMatrix(); |
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glPopMatrix(); |
} |
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/* new window size or exposure */ |
void Reshape(int width, int height) |
{ |
glViewport(0, 0, (GLint) width, (GLint) height); |
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GLfloat h = (GLfloat) height / (GLfloat) width; |
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glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); |
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glMatrixMode(GL_MODELVIEW); |
glLoadIdentity(); |
glTranslatef(0.0, 0.0, -40.0); |
} |
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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 }; |
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glLightfv(GL_LIGHT0, GL_POSITION, pos); |
glEnable(GL_CULL_FACE); |
glEnable(GL_LIGHTING); |
glEnable(GL_LIGHT0); |
glEnable(GL_DEPTH_TEST); |
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/* 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(); |
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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(); |
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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(); |
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glEnable(GL_NORMALIZE); |
} |
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void Key(unsigned char code, int x, int y) |
{ |
int i; |
(void) x; (void) y; |
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if (code == XK_Left) { |
view_roty += 5.0; |
} |
else if (code == XK_Right) { |
view_roty -= 5.0; |
} |
else if (code == XK_Up) { |
view_rotx += 5.0; |
} |
else if (code == XK_Down) { |
view_rotx -= 5.0; |
} |
}; |
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void Idle(void) |
{ |
angle += 70.0 * 0.05; /* 70 degrees per second */ |
if (angle > 3600.0) |
angle -= 3600.0; |
} |
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