gears.c 9.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361
  1. /*
  2. * 3-D gear wheels. This program is in the public domain.
  3. *
  4. * Command line options:
  5. * -info print GL implementation information
  6. * -exit automatically exit after 30 seconds
  7. *
  8. *
  9. * Brian Paul
  10. *
  11. *
  12. * Marcus Geelnard:
  13. * - Conversion to GLFW
  14. * - Time based rendering (frame rate independent)
  15. * - Slightly modified camera that should work better for stereo viewing
  16. *
  17. *
  18. * Camilla Löwy:
  19. * - Removed FPS counter (this is not a benchmark)
  20. * - Added a few comments
  21. * - Enabled vsync
  22. */
  23. #if defined(_MSC_VER)
  24. // Make MS math.h define M_PI
  25. #define _USE_MATH_DEFINES
  26. #endif
  27. #include <math.h>
  28. #include <stdlib.h>
  29. #include <stdio.h>
  30. #include <string.h>
  31. #define GLAD_GL_IMPLEMENTATION
  32. #include <glad/gl.h>
  33. #define GLFW_INCLUDE_NONE
  34. #include <GLFW/glfw3.h>
  35. /**
  36. Draw a gear wheel. You'll probably want to call this function when
  37. building a display list since we do a lot of trig here.
  38. Input: inner_radius - radius of hole at center
  39. outer_radius - radius at center of teeth
  40. width - width of gear teeth - number of teeth
  41. tooth_depth - depth of tooth
  42. **/
  43. static void
  44. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  45. GLint teeth, GLfloat tooth_depth)
  46. {
  47. GLint i;
  48. GLfloat r0, r1, r2;
  49. GLfloat angle, da;
  50. GLfloat u, v, len;
  51. r0 = inner_radius;
  52. r1 = outer_radius - tooth_depth / 2.f;
  53. r2 = outer_radius + tooth_depth / 2.f;
  54. da = 2.f * (float) M_PI / teeth / 4.f;
  55. glShadeModel(GL_FLAT);
  56. glNormal3f(0.f, 0.f, 1.f);
  57. /* draw front face */
  58. glBegin(GL_QUAD_STRIP);
  59. for (i = 0; i <= teeth; i++) {
  60. angle = i * 2.f * (float) M_PI / teeth;
  61. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  62. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  63. if (i < teeth) {
  64. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  65. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  66. }
  67. }
  68. glEnd();
  69. /* draw front sides of teeth */
  70. glBegin(GL_QUADS);
  71. da = 2.f * (float) M_PI / teeth / 4.f;
  72. for (i = 0; i < teeth; i++) {
  73. angle = i * 2.f * (float) M_PI / teeth;
  74. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  75. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
  76. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
  77. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  78. }
  79. glEnd();
  80. glNormal3f(0.0, 0.0, -1.0);
  81. /* draw back face */
  82. glBegin(GL_QUAD_STRIP);
  83. for (i = 0; i <= teeth; i++) {
  84. angle = i * 2.f * (float) M_PI / teeth;
  85. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  86. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  87. if (i < teeth) {
  88. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  89. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  90. }
  91. }
  92. glEnd();
  93. /* draw back sides of teeth */
  94. glBegin(GL_QUADS);
  95. da = 2.f * (float) M_PI / teeth / 4.f;
  96. for (i = 0; i < teeth; i++) {
  97. angle = i * 2.f * (float) M_PI / teeth;
  98. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  99. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
  100. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
  101. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  102. }
  103. glEnd();
  104. /* draw outward faces of teeth */
  105. glBegin(GL_QUAD_STRIP);
  106. for (i = 0; i < teeth; i++) {
  107. angle = i * 2.f * (float) M_PI / teeth;
  108. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
  109. glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
  110. u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
  111. v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
  112. len = (float) sqrt(u * u + v * v);
  113. u /= len;
  114. v /= len;
  115. glNormal3f(v, -u, 0.0);
  116. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
  117. glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
  118. glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
  119. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
  120. glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
  121. u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
  122. v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
  123. glNormal3f(v, -u, 0.f);
  124. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
  125. glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
  126. glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
  127. }
  128. glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
  129. glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
  130. glEnd();
  131. glShadeModel(GL_SMOOTH);
  132. /* draw inside radius cylinder */
  133. glBegin(GL_QUAD_STRIP);
  134. for (i = 0; i <= teeth; i++) {
  135. angle = i * 2.f * (float) M_PI / teeth;
  136. glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
  137. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
  138. glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
  139. }
  140. glEnd();
  141. }
  142. static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
  143. static GLint gear1, gear2, gear3;
  144. static GLfloat angle = 0.f;
  145. /* OpenGL draw function & timing */
  146. static void draw(void)
  147. {
  148. glClearColor(0.0, 0.0, 0.0, 0.0);
  149. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  150. glPushMatrix();
  151. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  152. glRotatef(view_roty, 0.0, 1.0, 0.0);
  153. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  154. glPushMatrix();
  155. glTranslatef(-3.0, -2.0, 0.0);
  156. glRotatef(angle, 0.0, 0.0, 1.0);
  157. glCallList(gear1);
  158. glPopMatrix();
  159. glPushMatrix();
  160. glTranslatef(3.1f, -2.f, 0.f);
  161. glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
  162. glCallList(gear2);
  163. glPopMatrix();
  164. glPushMatrix();
  165. glTranslatef(-3.1f, 4.2f, 0.f);
  166. glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
  167. glCallList(gear3);
  168. glPopMatrix();
  169. glPopMatrix();
  170. }
  171. /* update animation parameters */
  172. static void animate(void)
  173. {
  174. angle = 100.f * (float) glfwGetTime();
  175. }
  176. /* change view angle, exit upon ESC */
  177. void key( GLFWwindow* window, int k, int s, int action, int mods )
  178. {
  179. if( action != GLFW_PRESS ) return;
  180. switch (k) {
  181. case GLFW_KEY_Z:
  182. if( mods & GLFW_MOD_SHIFT )
  183. view_rotz -= 5.0;
  184. else
  185. view_rotz += 5.0;
  186. break;
  187. case GLFW_KEY_ESCAPE:
  188. glfwSetWindowShouldClose(window, GLFW_TRUE);
  189. break;
  190. case GLFW_KEY_UP:
  191. view_rotx += 5.0;
  192. break;
  193. case GLFW_KEY_DOWN:
  194. view_rotx -= 5.0;
  195. break;
  196. case GLFW_KEY_LEFT:
  197. view_roty += 5.0;
  198. break;
  199. case GLFW_KEY_RIGHT:
  200. view_roty -= 5.0;
  201. break;
  202. default:
  203. return;
  204. }
  205. }
  206. /* new window size */
  207. void reshape( GLFWwindow* window, int width, int height )
  208. {
  209. GLfloat h = (GLfloat) height / (GLfloat) width;
  210. GLfloat xmax, znear, zfar;
  211. znear = 5.0f;
  212. zfar = 30.0f;
  213. xmax = znear * 0.5f;
  214. glViewport( 0, 0, (GLint) width, (GLint) height );
  215. glMatrixMode( GL_PROJECTION );
  216. glLoadIdentity();
  217. glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
  218. glMatrixMode( GL_MODELVIEW );
  219. glLoadIdentity();
  220. glTranslatef( 0.0, 0.0, -20.0 );
  221. }
  222. /* program & OpenGL initialization */
  223. static void init(void)
  224. {
  225. static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
  226. static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
  227. static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
  228. static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
  229. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  230. glEnable(GL_CULL_FACE);
  231. glEnable(GL_LIGHTING);
  232. glEnable(GL_LIGHT0);
  233. glEnable(GL_DEPTH_TEST);
  234. /* make the gears */
  235. gear1 = glGenLists(1);
  236. glNewList(gear1, GL_COMPILE);
  237. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  238. gear(1.f, 4.f, 1.f, 20, 0.7f);
  239. glEndList();
  240. gear2 = glGenLists(1);
  241. glNewList(gear2, GL_COMPILE);
  242. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  243. gear(0.5f, 2.f, 2.f, 10, 0.7f);
  244. glEndList();
  245. gear3 = glGenLists(1);
  246. glNewList(gear3, GL_COMPILE);
  247. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  248. gear(1.3f, 2.f, 0.5f, 10, 0.7f);
  249. glEndList();
  250. glEnable(GL_NORMALIZE);
  251. }
  252. /* program entry */
  253. int main(int argc, char *argv[])
  254. {
  255. GLFWwindow* window;
  256. int width, height;
  257. if( !glfwInit() )
  258. {
  259. fprintf( stderr, "Failed to initialize GLFW\n" );
  260. exit( EXIT_FAILURE );
  261. }
  262. glfwWindowHint(GLFW_DEPTH_BITS, 16);
  263. glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
  264. window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
  265. if (!window)
  266. {
  267. fprintf( stderr, "Failed to open GLFW window\n" );
  268. glfwTerminate();
  269. exit( EXIT_FAILURE );
  270. }
  271. // Set callback functions
  272. glfwSetFramebufferSizeCallback(window, reshape);
  273. glfwSetKeyCallback(window, key);
  274. glfwMakeContextCurrent(window);
  275. gladLoadGL(glfwGetProcAddress);
  276. glfwSwapInterval( 1 );
  277. glfwGetFramebufferSize(window, &width, &height);
  278. reshape(window, width, height);
  279. // Parse command-line options
  280. init();
  281. // Main loop
  282. while( !glfwWindowShouldClose(window) )
  283. {
  284. // Draw gears
  285. draw();
  286. // Update animation
  287. animate();
  288. // Swap buffers
  289. glfwSwapBuffers(window);
  290. glfwPollEvents();
  291. }
  292. // Terminate GLFW
  293. glfwTerminate();
  294. // Exit program
  295. exit( EXIT_SUCCESS );
  296. }