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Diffstat (limited to 'demos/modules/gwin/gl3d-gears/main.c')
-rw-r--r-- | demos/modules/gwin/gl3d-gears/main.c | 287 |
1 files changed, 287 insertions, 0 deletions
diff --git a/demos/modules/gwin/gl3d-gears/main.c b/demos/modules/gwin/gl3d-gears/main.c new file mode 100644 index 00000000..4ee189af --- /dev/null +++ b/demos/modules/gwin/gl3d-gears/main.c @@ -0,0 +1,287 @@ +/* + * Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org> + * Copyright (c) 2012, 2013, Andrew Hannam aka inmarket + * + * All rights reserved. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the <organization> nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND + * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +#include "gfx.h" + +#include <math.h> +#ifndef M_PI +# define M_PI 3.14159265 +#endif + +/* The handle for our Window */ +GHandle gh; + +/* + * 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 ); + 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 ); + 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(); + +} + + +static GLfloat view_rotx=20.0, view_roty=30.0, view_rotz=0.0; +static GLint gear1, gear2, gear3; +static GLfloat angle = 0.0; + +static 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(); + + gwinRedraw(gh); +} + + +static void spin( void ) +{ + angle += 2.0; + draw(); +} + +/* new window size or exposure */ +static void setup(void) +{ + GLfloat h = (GLfloat) gwinGetWidth(gh) / (GLfloat) gwinGetHeight(gh); + + 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 ); + glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); +} + + +static 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 ); +} + +int main(void) { + /* Initialize and clear the display */ + gfxInit(); + gdispClear(White); + + /* Create the 3D window */ + { + GWindowInit wi; + + gwinClearInit(&wi); + wi.show = TRUE; wi.x = 8; wi.y = 8; wi.width = gdispGetWidth()-16; wi.height = gdispGetHeight()-16; + gh = gwinGL3DCreate(0, &wi); + } + + /* Init the 3D stuff */ + setup(); + init(); + + while(TRUE) { + + // rate control + gfxSleepMilliseconds(10); + + // move and redraw + spin(); + } +} + |