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/contrib/sdk/samples/Mesa/gears.c
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#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "GL/osmesa.h"
#include "GL/glu.h"
 
#define XK_Left 176
#define XK_Right 179
#define XK_Up 178
#define XK_Down 177
 
extern GLfloat view_rotx, view_roty, view_rotz;
GLint gear1, gear2, gear3;
extern GLfloat angle;
 
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)
{
glViewport(0, 0, (GLint) width, (GLint) height);
 
GLfloat h = (GLfloat) height / (GLfloat) width;
 
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 Key(unsigned char code, int x, int y)
{
int i;
(void) x; (void) y;
 
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;
}
};
 
void Idle(void)
{
angle += 70.0 * 0.05; /* 70 degrees per second */
if (angle > 3600.0)
angle -= 3600.0;
}