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- /*
- * 3-D gear wheels. This program is in the public domain.
- *
- * Command line options:
- * -info print GL implementation information
- * -exit automatically exit after 30 seconds
- *
- *
- * Brian Paul
- *
- *
- * Marcus Geelnard:
- * - Conversion to GLFW
- * - Time based rendering (frame rate independent)
- * - Slightly modified camera that should work better for stereo viewing
- *
- *
- * Camilla Berglund:
- * - Removed FPS counter (this is not a benchmark)
- * - Added a few comments
- * - Enabled vsync
- */
-
- #if defined(_MSC_VER)
- // Make MS math.h define M_PI
- #define _USE_MATH_DEFINES
- #endif
-
- #include <math.h>
- #include <stdlib.h>
- #include <stdio.h>
- #include <string.h>
-
- #include <glad/glad.h>
- #include <GLFW/glfw3.h>
-
- /**
-
- 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.f;
- r2 = outer_radius + tooth_depth / 2.f;
-
- da = 2.f * (float) M_PI / teeth / 4.f;
-
- glShadeModel(GL_FLAT);
-
- glNormal3f(0.f, 0.f, 1.f);
-
- /* draw front face */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
- if (i < teeth) {
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
- }
- }
- glEnd();
-
- /* draw front sides of teeth */
- glBegin(GL_QUADS);
- da = 2.f * (float) M_PI / teeth / 4.f;
- for (i = 0; i < teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
-
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
- }
- glEnd();
-
- glNormal3f(0.0, 0.0, -1.0);
-
- /* draw back face */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
- if (i < teeth) {
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
- }
- }
- glEnd();
-
- /* draw back sides of teeth */
- glBegin(GL_QUADS);
- da = 2.f * (float) M_PI / teeth / 4.f;
- for (i = 0; i < teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
-
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
- }
- glEnd();
-
- /* draw outward faces of teeth */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i < teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
-
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
- glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
- u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
- v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
- len = (float) sqrt(u * u + v * v);
- u /= len;
- v /= len;
- glNormal3f(v, -u, 0.0);
- glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
- glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
- glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
- glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
- u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
- v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
- glNormal3f(v, -u, 0.f);
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
- glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
- glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
- }
-
- glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
- glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
-
- glEnd();
-
- glShadeModel(GL_SMOOTH);
-
- /* draw inside radius cylinder */
- glBegin(GL_QUAD_STRIP);
- for (i = 0; i <= teeth; i++) {
- angle = i * 2.f * (float) M_PI / teeth;
- glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
- glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
- }
- glEnd();
-
- }
-
-
- static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
- static GLint gear1, gear2, gear3;
- static GLfloat angle = 0.f;
-
- /* OpenGL draw function & timing */
- 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(3.1f, -2.f, 0.f);
- glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
- glCallList(gear2);
- glPopMatrix();
-
- glPushMatrix();
- glTranslatef(-3.1f, 4.2f, 0.f);
- glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
- glCallList(gear3);
- glPopMatrix();
-
- glPopMatrix();
- }
-
-
- /* update animation parameters */
- static void animate(void)
- {
- angle = 100.f * (float) glfwGetTime();
- }
-
-
- /* change view angle, exit upon ESC */
- void key( GLFWwindow* window, int k, int s, int action, int mods )
- {
- if( action != GLFW_PRESS ) return;
-
- switch (k) {
- case GLFW_KEY_Z:
- if( mods & GLFW_MOD_SHIFT )
- view_rotz -= 5.0;
- else
- view_rotz += 5.0;
- break;
- case GLFW_KEY_ESCAPE:
- glfwSetWindowShouldClose(window, GLFW_TRUE);
- break;
- case GLFW_KEY_UP:
- view_rotx += 5.0;
- break;
- case GLFW_KEY_DOWN:
- view_rotx -= 5.0;
- break;
- case GLFW_KEY_LEFT:
- view_roty += 5.0;
- break;
- case GLFW_KEY_RIGHT:
- view_roty -= 5.0;
- break;
- default:
- return;
- }
- }
-
-
- /* new window size */
- void reshape( GLFWwindow* window, int width, int height )
- {
- GLfloat h = (GLfloat) height / (GLfloat) width;
- GLfloat xmax, znear, zfar;
-
- znear = 5.0f;
- zfar = 30.0f;
- xmax = znear * 0.5f;
-
- glViewport( 0, 0, (GLint) width, (GLint) height );
- glMatrixMode( GL_PROJECTION );
- glLoadIdentity();
- glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
- glMatrixMode( GL_MODELVIEW );
- glLoadIdentity();
- glTranslatef( 0.0, 0.0, -20.0 );
- }
-
-
- /* program & OpenGL initialization */
- static void init(void)
- {
- static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
- static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
- static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
- static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
-
- 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.f, 4.f, 1.f, 20, 0.7f);
- glEndList();
-
- gear2 = glGenLists(1);
- glNewList(gear2, GL_COMPILE);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
- gear(0.5f, 2.f, 2.f, 10, 0.7f);
- glEndList();
-
- gear3 = glGenLists(1);
- glNewList(gear3, GL_COMPILE);
- glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
- gear(1.3f, 2.f, 0.5f, 10, 0.7f);
- glEndList();
-
- glEnable(GL_NORMALIZE);
- }
-
-
- /* program entry */
- int main(int argc, char *argv[])
- {
- GLFWwindow* window;
- int width, height;
-
- if( !glfwInit() )
- {
- fprintf( stderr, "Failed to initialize GLFW\n" );
- exit( EXIT_FAILURE );
- }
-
- glfwWindowHint(GLFW_DEPTH_BITS, 16);
-
- window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
- if (!window)
- {
- fprintf( stderr, "Failed to open GLFW window\n" );
- glfwTerminate();
- exit( EXIT_FAILURE );
- }
-
- // Set callback functions
- glfwSetFramebufferSizeCallback(window, reshape);
- glfwSetKeyCallback(window, key);
-
- glfwMakeContextCurrent(window);
- gladLoadGLLoader((GLADloadproc) glfwGetProcAddress);
- glfwSwapInterval( 1 );
-
- glfwGetFramebufferSize(window, &width, &height);
- reshape(window, width, height);
-
- // Parse command-line options
- init();
-
- // Main loop
- while( !glfwWindowShouldClose(window) )
- {
- // Draw gears
- draw();
-
- // Update animation
- animate();
-
- // Swap buffers
- glfwSwapBuffers(window);
- glfwPollEvents();
- }
-
- // Terminate GLFW
- glfwTerminate();
-
- // Exit program
- exit( EXIT_SUCCESS );
- }
-
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