ref: e5cc01a96889649c5e8151699e5634cb3b1b4d7c
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;
}