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+/*
+ * 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();
+ }
+}
+