0,0 → 1,275 |
/* |
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved. |
* |
* Permission is hereby granted, free of charge, to any person obtaining a |
* copy of this software and associated documentation files (the "Software"), |
* to deal in the Software without restriction, including without limitation |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, |
* and/or sell copies of the Software, and to permit persons to whom the |
* Software is furnished to do so, subject to the following conditions: |
* |
* The above copyright notice and this permission notice shall be included |
* in all copies or substantial portions of the Software. |
* |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
*/ |
|
/* |
* This is a port of the infamous "glxgears" demo to straight EGL |
* Port by Dane Rushton 10 July 2005 |
* |
* No command line options. |
* Program runs for 5 seconds then exits, outputing framerate to console |
*/ |
|
#include <math.h> |
#include <sys/time.h> |
#include <GL/gl.h> |
#include <GL/glu.h> |
#include "eglut.h" |
|
static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; |
static GLint gear1, gear2, gear3; |
GLfloat angle = 0.0; |
|
/* |
* |
* 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; |
|
r0 = inner_radius; |
r1 = outer_radius - tooth_depth / 2.0; |
r2 = outer_radius + tooth_depth / 2.0; |
|
da = 2.0 * M_PI / teeth / 4.0; |
|
glShadeModel(GL_FLAT); |
|
glNormal3f(0.0, 0.0, 1.0); |
|
/* 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(); |
|
/* 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; |
|
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(); |
|
glNormal3f(0.0, 0.0, -1.0); |
|
/* 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(); |
|
/* 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; |
|
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(); |
|
/* draw outward faces of teeth */ |
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(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); |
} |
|
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); |
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); |
|
glEnd(); |
|
glShadeModel(GL_SMOOTH); |
|
/* 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(); |
} |
|
|
void draw(void) |
{ |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
|
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); |
|
glPushMatrix(); |
glTranslatef(-3.0, -2.0, 0.0); |
glRotatef(angle, 0.0, 0.0, 1.0); |
glCallList(gear1); |
glPopMatrix(); |
|
glPushMatrix(); |
glTranslatef(3.1, -2.0, 0.0); |
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); |
glCallList(gear2); |
glPopMatrix(); |
|
glPushMatrix(); |
glTranslatef(-3.1, 4.2, 0.0); |
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); |
glCallList(gear3); |
glPopMatrix(); |
|
glPopMatrix(); |
} |
|
|
/* new window size or exposure */ |
void reshape(int width, int height) |
{ |
GLfloat h = (GLfloat) height / (GLfloat) width; |
|
glViewport(0, 0, (GLint) width, (GLint) height); |
|
glMatrixMode(GL_PROJECTION); |
glLoadIdentity(); |
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); |
|
glMatrixMode(GL_MODELVIEW); |
glLoadIdentity(); |
glTranslatef(0.0, 0.0, -40.0); |
} |
|
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 }; |
|
glLightfv(GL_LIGHT0, GL_POSITION, pos); |
glEnable(GL_CULL_FACE); |
glEnable(GL_LIGHTING); |
glEnable(GL_LIGHT0); |
glEnable(GL_DEPTH_TEST); |
|
/* 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(); |
|
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(); |
|
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(); |
|
glEnable(GL_NORMALIZE); |
} |
|
void keyboard(unsigned char key) |
{ |
if (key == EGLUT_KEY_LEFT) { |
view_roty += 5.0; |
} |
else if (key == EGLUT_KEY_RIGHT) { |
view_roty -= 5.0; |
} |
else if (key == EGLUT_KEY_UP) { |
view_rotx += 5.0; |
} |
else if (key == EGLUT_KEY_DOWN) { |
view_rotx -= 5.0; |
} |
} |
|