shithub: tinygl

ref: 07e9153dc15eddb645623b86010dab332761f99a
dir: /src/SDL_Examples/gears.c/

View raw version
/* sdlGears.c */
/*
 * 3-D gear wheels by Brian Paul. This program is in the public domain.
 *
 * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de)
 */

#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>

#include "../include/GL/gl.h"
#define CHAD_API_IMPL
#include "include/api_audio.h"
#include <SDL/SDL.h>
#include "../zbuffer.h"

#ifndef M_PI
#  define M_PI 3.14159265
#endif



GLubyte stipplepattern[128] = {
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,

	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,

	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA,
	0xAA,0xAA,0xAA,0xAA,
	~0xAA,~0xAA,~0xAA,~0xAA
};

/*
 * 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;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0;

void draw() {
    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() {
    static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0 };
    
    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 };

    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_LIGHTING );
    //glDisable( GL_LIGHTING );
    glEnable( GL_LIGHT0 );
    glEnable( GL_DEPTH_TEST );
    glShadeModel( GL_SMOOTH );

    glEnable(GL_POLYGON_STIPPLE);
    glPolygonStipple(stipplepattern);

    
	glTextSize(GL_TEXT_SIZE24x24);
    /* make the gears */
    gear1 = glGenLists(1);
    glNewList(gear1, GL_COMPILE);
    glMaterialfv( GL_FRONT, GL_DIFFUSE, blue );
    //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, red );
    //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, green );
    //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;
	unsigned int fps =0;
    if(argc > 2){
    	char* larg = argv[1];
    	for(int i = 0; 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);
			larg = argv[i];
    	}
    }
    if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)<0) {
        fprintf(stderr,"ERROR: cannot initialize SDL video.\n");
        return 1;
    }
    ainit(0);
    SDL_Surface* screen = NULL;
    if((screen=SDL_SetVideoMode( winSizeX, winSizeY, 32, SDL_HWSURFACE | SDL_DOUBLEBUF)) == 0 ) {
        fprintf(stderr,"ERROR: Video mode set failed.\n");
        return 1;
    }
    printf("\nRMASK IS %u",screen->format->Rmask);
    printf("\nGMASK IS %u",screen->format->Gmask);
    printf("\nBMASK IS %u",screen->format->Bmask);
    printf("\nAMASK IS %u",screen->format->Amask);


    printf("\nRSHIFT IS %u",screen->format->Rshift);
    printf("\nGSHIFT IS %u",screen->format->Gshift);
    printf("\nBSHIFT IS %u",screen->format->Bshift);
    printf("\nASHIFT IS %u",screen->format->Ashift);
    fflush(stdout);
    track* myTrack = NULL;
    myTrack = lmus("WWGW.mp3");
    mplay(myTrack, -1, 1000);
    SDL_ShowCursor(SDL_DISABLE);
    SDL_WM_SetCaption(argv[0],0);

    // initialize TinyGL:
    unsigned int pitch;
    int	mode;
    switch( screen->format->BitsPerPixel ) {
    case  8:
        fprintf(stderr,"ERROR: Palettes are currently not supported.\n");
        fprintf(stderr,"\nUnsupported by maintainer!!!");
        return 1;
    case 16:
        pitch = screen->pitch;
        fprintf(stderr,"\nUnsupported by maintainer!!!");
        mode = ZB_MODE_5R6G5B;
        return 1;
        break;
    case 24:
        pitch = ( screen->pitch * 2 ) / 3;
        fprintf(stderr,"\nUnsupported by maintainer!!!");
        mode = ZB_MODE_RGB24;
        return 1;
        break;
    case 32:
        pitch = screen->pitch / 2;
        mode = ZB_MODE_RGBA;
        break;
    default:
        return 1;
        break;
    }
    ZBuffer *frameBuffer = ZB_open( winSizeX, winSizeY, mode, 0, 0, 0, 0);
    glInit( frameBuffer );

    // initialize GL:
    glClearColor (0.0, 0.0, 0.0, 0.0);
    glViewport (0, 0, winSizeX, winSizeY);
    glEnable(GL_DEPTH_TEST);
    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();

    // variables for timing:
    unsigned int frames=0;
    unsigned int tNow=SDL_GetTicks();
    unsigned int tLastFps=tNow;

    // main loop:
    int isRunning=1;
    while(isRunning) {
        ++frames;
        tNow=SDL_GetTicks();
        // do event handling:
        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 );
        draw();
		glDrawText((unsigned char*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF);
        // swap buffers:
        if ( SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen)<0) ) {
            fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError());
            return 1;
        }
        /*
		printf("\nRMASK IS %u",screen->format->Rmask);
		printf("\nGMASK IS %u",screen->format->Gmask);
		printf("\nBMASK IS %u",screen->format->Bmask);
		printf("\nAMASK IS %u",screen->format->Amask);
        */
        //Quickly convert all pixels to the correct format
        for(int i = 0; i < frameBuffer->xsize* frameBuffer->ysize;i++){
#define DATONE (frameBuffer->pbuf[i])
			DATONE = ((DATONE & 0x000000FF)     ) << screen->format->Rshift | 
					 ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift |
					 ((DATONE & 0x00FF0000) >>16) << screen->format->Bshift;
        }
        ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch);
        if ( SDL_MUSTLOCK(screen) ) SDL_UnlockSurface(screen);
        SDL_Flip(screen);
        if(fps>0)
			if((1000/fps)>(SDL_GetTicks()-tNow))
			{
				SDL_Delay((1000/fps)-(SDL_GetTicks()-tNow)); //Yay stable framerate!
			}
        // check for error conditions:
        char* sdl_error = SDL_GetError( );
        if( sdl_error[0] != '\0' ) {
            fprintf(stderr,"SDL ERROR: \"%s\"\n",sdl_error);
            SDL_ClearError();
        }
        // update fps:
        if(tNow>=tLastFps+5000) {
            printf("%i frames in %f secs, %f frames per second.\n",frames,(float)(tNow-tLastFps)*0.001f,(float)frames*1000.0f/(float)(tNow-tLastFps));
            tLastFps=tNow;
            frames=0;
        }
    }
    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);
    if(SDL_WasInit(SDL_INIT_VIDEO))
        SDL_QuitSubSystem(SDL_INIT_VIDEO);
    mhalt();
    Mix_FreeMusic(myTrack);
    acleanup();
    SDL_Quit();
    return 0;
}