0,0 → 1,344 |
/* |
Initial version was a Mesa example |
|
iadn |
http://www.iadn.narod.ru |
iadn@bk.ru |
*/ |
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/* |
* 3-D gear wheels. This program is in the public domain. |
* |
* Brian Paul |
*/ |
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/* |
* Newlib port by maxcodehack |
*/ |
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#include <sys/ksys.h> |
#include <kosgl.h> // TinyGL |
#include <string.h> |
#include <math.h> |
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int Fps (long x, long y); |
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struct { |
int x,y; |
int dx,dy; |
} win; |
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#define KEY_ESC 1 |
#define KEY_F 33 |
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char *title = "Gears (F - full screen, ESC - exit)"; |
char *fps = "FPS:"; |
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unsigned char FullScreen = 0; |
unsigned char skin = 0x34; |
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ksys_oskey_t key; |
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ksys_thread_t pri; |
KOSGLContext cgl; |
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; |
static GLint gear1, gear2, gear3; |
static GLfloat angle = 0.0; |
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static GLuint limit; |
static GLuint count = 1; |
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/* |
* Draw a gear wheel. You'll probably want to call this function when |
* building a display list since we do a lot of trig here. |
* |
* Input: inner_radius - radius of hole at center |
* outer_radius - radius at center of teeth |
* width - width of gear |
* teeth - number of teeth |
* tooth_depth - depth of tooth |
*/ |
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 ); |
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 ); |
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(0.0), r1*sin(0.0), width*0.5 ); |
glVertex3f( r1*cos(0.0), r1*sin(0.0), -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 init() |
{ |
static GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 }; |
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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glViewport(0, 0, (GLint)500, (GLint)480); |
glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
glFrustum( -1.0, 1.0, -1, 1, 5.0, 60.0 ); |
glMatrixMode(GL_MODELVIEW); |
glLoadIdentity(); |
glTranslatef( 0.0, 0.0, -40.0 ); |
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
} |
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void reshape() |
{ |
_ksys_thread_info(&pri, -1); |
glViewport(0, 0, pri.winx_size, pri.winy_size-20); |
glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
gluPerspective(45.0, (GLfloat)pri.winx_size/pri.winy_size, 1.0, 60.0); |
glTranslatef( 0.0, 0.0, 20.0 ); |
glMatrixMode(GL_MODELVIEW); |
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); |
} |
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void disabletgl() |
{ |
kosglDestroyContext(cgl); |
} |
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void kos_text(int x, int y, int color, const char* text, int len) |
{ |
asm volatile ("int $0x40"::"a"(4),"b"((x<<16) | y),"c"(color),"d"((unsigned long)text),"S"(len)); |
}; |
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void Title() |
{ |
kos_text(300,8,0x10ffffff,fps,strlen(fps)); |
/*kos_text(180,8,0x90ffffff,title2,strlen(title2)); |
kos_text(600,8,0x90ffffff,title3,strlen(title3));*/ |
} |
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void draw_window() |
{ |
_ksys_start_draw(); |
_ksys_create_window(win.x, win.y, win.dx, win.dy, title, 0, skin); |
_ksys_end_draw(); |
// display string |
Title(); |
} |
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int main() |
{ |
win.x = 100; |
win.y = 100; |
win.dx = 400; |
win.dy = 400; |
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draw_window(); |
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cgl = kosglCreateContext( 0, 0); |
kosglMakeCurrent( 0, 0, win.dx, win.dy, cgl); |
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init(); |
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_ksys_set_key_input_mode(KSYS_KEY_INPUT_MODE_SCANC); |
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reshape(); |
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do { |
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( -2.0, -2.0, 0.0 ); |
glRotatef( angle, 0.0, 0.0, 1.0 ); |
glCallList(gear1); |
glPopMatrix(); |
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glPushMatrix(); |
glTranslatef( 4.1, -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( -2.1, 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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kosglSwapBuffers(); |
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angle += 0.01 + 0.3 * Fps (330, 8); |
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switch(_ksys_check_event()) |
{ |
case 1: |
draw_window(); |
reshape(); |
break; |
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case 2: |
key = _ksys_get_key(); |
switch(key.code) { |
case KEY_F: |
if(!FullScreen){ |
skin=0x01; |
_ksys_change_window(0,0,_ksys_screen_size().x,_ksys_screen_size().y); |
draw_window(); |
reshape(); |
FullScreen = 1; |
} |
else{ |
skin=0x34; |
draw_window(); |
_ksys_change_window(win.x,win.y,win.dx,win.dy); |
reshape(); |
FullScreen = 0; |
}; |
break; |
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case KEY_ESC: |
disabletgl(); |
return 0; |
} |
break; |
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case 3: |
disabletgl(); |
return 0; |
} |
} while(1); |
} |