| /* |
| * 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 Löwy: |
| * - 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/gl.h> |
| #define GLFW_INCLUDE_NONE |
| #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) |
| { |
| glClearColor(0.0, 0.0, 0.0, 0.0); |
| 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); |
| glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); |
| |
| 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); |
| gladLoadGL(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 ); |
| } |
| |