ref: 0590ba5de9b6b9c07a6de2f2b1f7246e6cefa22c
dir: /SDL_Examples/gears.c/
/* sdlGears.c */ /* * 3-D gear wheels by Brian Paul. This program is in the public domain. */ //#define PLAY_MUSIC #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <draw.h> #include "../include/GL/gl.h" #include "../include/zbuffer.h" #define CHAD_API_IMPL #define CHAD_MATH_IMPL #include "../include-demo/3dMath.h" #ifdef PLAY_MUSIC #include "../include-demo/api_audio.h" #else typedef unsigned char uchar; #endif int noSDL = 0; #ifndef M_PI #define M_PI 3.14159265 #endif int override_drawmodes = 0; GLubyte stipplepattern[128] = {0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55}; /* * 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; glNormal3f(0.0, 0.0, 1.0); /* draw front face */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else { 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 */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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(); /* draw inside radius cylinder */ if (override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; void geardraw(void) { angle += 2.0; 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(); } void initScene(void) { // static GLfloat pos[4] = {0.408248290463863, 0.408248290463863, 0.816496580927726, 0.0 }; //Light at infinity. static GLfloat pos[4] = {5, 5, 10, 0.0}; // Light at infinity. // static GLfloat pos[4] = {5, 5, -10, 0.0}; // Light at infinity. static GLfloat red[4] = {1.0, 0.0, 0.0, 0.0}; static GLfloat green[4] = {0.0, 1.0, 0.0, 0.0}; static GLfloat blue[4] = {0.0, 0.0, 1.0, 0.0}; static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0}; static GLfloat shininess = 5; glLightfv(GL_LIGHT0, GL_POSITION, pos); glLightfv(GL_LIGHT0, GL_DIFFUSE, white); // glLightfv( GL_LIGHT0, GL_AMBIENT, white); glLightfv(GL_LIGHT0, GL_SPECULAR, white); glEnable(GL_CULL_FACE); glEnable(GL_LIGHT0); // glEnable(GL_DEPTH_TEST); glEnable(GL_POLYGON_STIPPLE); // glDisable(GL_POLYGON_STIPPLE); glPolygonStipple(stipplepattern); glPointSize(10.0f); glTextSize(GL_TEXT_SIZE24x24); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv(GL_FRONT, GL_DIFFUSE, red); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glMaterialfv(GL_FRONT, GL_SHININESS, &shininess); glColor3fv(red); gear(1.0, 4.0, 1.0, 20, 0.7); // The largest gear. glEndList(); gear2 = glGenLists(1); glNewList(gear2, GL_COMPILE); glMaterialfv(GL_FRONT, GL_DIFFUSE, green); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glColor3fv(green); gear(0.5, 2.0, 2.0, 10, 0.7); // The small gear with the smaller hole, to the right. glEndList(); gear3 = glGenLists(1); glNewList(gear3, GL_COMPILE); glMaterialfv(GL_FRONT, GL_DIFFUSE, blue); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glColor3fv(blue); gear(1.3, 2.0, 0.5, 10, 0.7); // The small gear above with the large hole. glEndList(); // glEnable( GL_NORMALIZE ); } int main(int argc, char** argv) { // initialize SDL video: int winSizeX = 640; int winSizeY = 480; Image *image; unsigned int fps = 0; unsigned int flat = 0; unsigned int setenspec = 1; unsigned int dotext = 1; unsigned int blending = 0; char needsRGBAFix = 0; if (argc > 1) { char* larg = ""; for (int i = 1; i < argc; i++) { if (!strcmp(larg, "-w")) winSizeX = atoi(argv[i]); if (!strcmp(larg, "-h")) winSizeY = atoi(argv[i]); if (!strcmp(larg, "-fps")) fps = strtoull(argv[i], 0, 10); if (!strcmp(argv[i], "-flat")) flat = 1; if (!strcmp(argv[i], "-smooth")) flat = 0; if (!strcmp(argv[i], "-blend")) blending = 1; if (!strcmp(argv[i], "-nospecular")) setenspec = 0; if (!strcmp(argv[i], "-lines")) override_drawmodes = 1; if (!strcmp(argv[i], "-points")) override_drawmodes = 2; if (!strcmp(argv[i], "-nosdl")) noSDL = 1; if (!strcmp(argv[i], "-notext")) dotext = 0; larg = argv[i]; } } if (initdraw(nil, nil, "gears") < 0) { sysfatal("%r"); } image = allocimage(display, Rect(0, 0, winSizeX, winSizeY), screen->chan, 0, DNotacolor); // initialize TinyGL: // unsigned int pitch; // int mode; ZBuffer* frameBuffer = NULL; frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0); if (!frameBuffer) { printf("\nZB_open failed!"); exit(1); } glInit(frameBuffer); // Print version info //printf("\nVersion string:\n%s", glGetString(GL_VERSION)); //printf("\nVendor string:\n%s", glGetString(GL_VENDOR)); //printf("\nRenderer string:\n%s", glGetString(GL_RENDERER)); //printf("\nExtensions string:\n%s", glGetString(GL_EXTENSIONS)); //printf("\nLicense string:\n%s", glGetString(GL_LICENSE)); // initialize GL: glClearColor(0.0, 0.0, 0.0, 0.0); glViewport(0, 0, winSizeX, winSizeY); if (flat) glShadeModel(GL_FLAT); else glShadeModel(GL_SMOOTH); // TESTING BLENDING... // glDisable(GL_DEPTH_TEST); // glDisable( GL_LIGHTING ); glEnable(GL_LIGHTING); // glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ZERO); glBlendEquation(GL_FUNC_ADD); if (blending) { glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR); glBlendEquation(GL_FUNC_ADD); } else { glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } GLfloat h = (GLfloat)winSizeY / (GLfloat)winSizeX; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -45.0); initScene(); if (setenspec) glSetEnableSpecular(GL_TRUE); else glSetEnableSpecular(GL_FALSE); // variables for timing: unsigned int frames = 0; unsigned long long tNow = 0; unsigned int tLastFps = tNow; // main loop: int isRunning = 1; // float test = 0; while (isRunning) { ++frames; // Depending on SDL to give us ticks even without a window open... tNow = 0; // test = TEST_fastInvSqrt(tNow); // printf("\n%f",test); // do event handling: /* if (!noSDL) { SDL_Event evt; while (SDL_PollEvent(&evt)) switch (evt.type) { case SDL_KEYDOWN: switch (evt.key.keysym.sym) { case SDLK_UP: view_rotx += 5.0; break; case SDLK_DOWN: view_rotx -= 5.0; break; case SDLK_LEFT: view_roty += 5.0; break; case SDLK_RIGHT: view_roty -= 5.0; break; case SDLK_ESCAPE: case SDLK_q: isRunning = 0; default: break; } break; case SDL_QUIT: isRunning = 0; break; } } */ // draw scene: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); geardraw(); if (dotext) { glDrawText((unsigned char*)"RED text", 0, 0, 0xFF0000); glDrawText((unsigned char*)"GREEN text", 0, 24, 0x00FF00); glDrawText((unsigned char*)"\xa2" "BLUE text" "\xa1", 0, 48, 0xFF); } // swap buffers: loadimage(image, image->r, (uchar*)frameBuffer->pbuf, winSizeX*winSizeY*4); draw(screen, screen->r, image, nil, ZP); flushimage(display, 1); /* if (!noSDL) ZB_copyFrameBuffer(frameBuffer, sdl_screen->pixels, sdl_screen->pitch); if(SDL_UpdateTexture(texture, NULL, sdl_screen->pixels, sdl_screen->pitch) < 0) sysfatal("%r\n"); if(SDL_RenderCopy(renderer, texture, NULL, NULL) < 0) sysfatal("%r\n"); SDL_RenderPresent(renderer); */ } printf("%i frames in %f secs, %f frames per second.\n", frames, (float)(tNow - tLastFps) * 0.001f, (float)frames * 1000.0f / (float)(tNow - tLastFps)); // cleanup: // glDeleteList(gear1); // glDeleteList(gear2); // glDeleteList(gear3); ZB_close(frameBuffer); glClose(); return 0; }