You cannot select more than 25 topics
			Topics must start with a letter or number, can include dashes ('-') and dots ('.'), can be up to 35 characters long. Letters must be lowercase.
		
		
		
		
		
			
		
			
				
					
					
						
							357 lines
						
					
					
						
							9.6 KiB
						
					
					
				
			
		
		
	
	
							357 lines
						
					
					
						
							9.6 KiB
						
					
					
				| /* | |
|  * 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 ); | |
| } | |
| 
 | |
| 
 |