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Brian Pauldaf30932006-01-28 00:30:07 +00001/*
2 * Use glCopyTexSubImage2D to draw animated gears on the sides of a box.
3 *
4 * Brian Paul
5 * 27 January 2006
6 */
7
8#include <math.h>
9#include <stdlib.h>
10#include <stdio.h>
11#include <string.h>
12#include <GL/glut.h>
13
14#ifndef M_PI
15#define M_PI 3.14159265
16#endif
17
18static GLint WinWidth = 800, WinHeight = 500;
19static GLint TexWidth, TexHeight;
20static GLuint TexObj = 1;
21static GLenum IntFormat = GL_RGB;
22
23static GLboolean WireFrame = GL_FALSE;
24
25static GLint T0 = 0;
26static GLint Frames = 0;
27static GLint Win = 0;
28
29static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0;
30static GLint Gear1, Gear2, Gear3;
31static GLfloat GearRot = 0.0;
32static GLfloat CubeRot = 0.0;
33
34
35/**
36 Draw a gear wheel. You'll probably want to call this function when
37 building a display list since we do a lot of trig here.
38
39 Input: inner_radius - radius of hole at center
40 outer_radius - radius at center of teeth
41 width - width of gear
42 teeth - number of teeth
43 tooth_depth - depth of tooth
44 **/
45static void
46gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
47 GLint teeth, GLfloat tooth_depth)
48{
49 GLint i;
50 GLfloat r0, r1, r2;
51 GLfloat angle, da;
52 GLfloat u, v, len;
53
54 r0 = inner_radius;
55 r1 = outer_radius - tooth_depth / 2.0;
56 r2 = outer_radius + tooth_depth / 2.0;
57
58 da = 2.0 * M_PI / teeth / 4.0;
59
60 glShadeModel(GL_FLAT);
61
62 glNormal3f(0.0, 0.0, 1.0);
63
64 /* draw front face */
65 glBegin(GL_QUAD_STRIP);
66 for (i = 0; i <= teeth; i++) {
67 angle = i * 2.0 * M_PI / teeth;
68 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
69 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
70 if (i < teeth) {
71 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
72 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
73 }
74 }
75 glEnd();
76
77 /* draw front sides of teeth */
78 glBegin(GL_QUADS);
79 da = 2.0 * M_PI / teeth / 4.0;
80 for (i = 0; i < teeth; i++) {
81 angle = i * 2.0 * M_PI / teeth;
82
83 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
84 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
85 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
86 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
87 }
88 glEnd();
89
90 glNormal3f(0.0, 0.0, -1.0);
91
92 /* draw back face */
93 glBegin(GL_QUAD_STRIP);
94 for (i = 0; i <= teeth; i++) {
95 angle = i * 2.0 * M_PI / teeth;
96 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
97 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
98 if (i < teeth) {
99 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
100 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
101 }
102 }
103 glEnd();
104
105 /* draw back sides of teeth */
106 glBegin(GL_QUADS);
107 da = 2.0 * M_PI / teeth / 4.0;
108 for (i = 0; i < teeth; i++) {
109 angle = i * 2.0 * M_PI / teeth;
110
111 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
112 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
113 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
114 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
115 }
116 glEnd();
117
118 /* draw outward faces of teeth */
119 glBegin(GL_QUAD_STRIP);
120 for (i = 0; i < teeth; i++) {
121 angle = i * 2.0 * M_PI / teeth;
122
123 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
124 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
125 u = r2 * cos(angle + da) - r1 * cos(angle);
126 v = r2 * sin(angle + da) - r1 * sin(angle);
127 len = sqrt(u * u + v * v);
128 u /= len;
129 v /= len;
130 glNormal3f(v, -u, 0.0);
131 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
132 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
133 glNormal3f(cos(angle), sin(angle), 0.0);
134 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
135 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
136 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
137 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
138 glNormal3f(v, -u, 0.0);
139 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
140 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
141 glNormal3f(cos(angle), sin(angle), 0.0);
142 }
143
144 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
145 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
146
147 glEnd();
148
149 glShadeModel(GL_SMOOTH);
150
151 /* draw inside radius cylinder */
152 glBegin(GL_QUAD_STRIP);
153 for (i = 0; i <= teeth; i++) {
154 angle = i * 2.0 * M_PI / teeth;
155 glNormal3f(-cos(angle), -sin(angle), 0.0);
156 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
157 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
158 }
159 glEnd();
160
161}
162
163static void
164cleanup(void)
165{
166 glDeleteTextures(1, &TexObj);
167 glDeleteLists(Gear1, 1);
168 glDeleteLists(Gear2, 1);
169 glDeleteLists(Gear3, 1);
170 glutDestroyWindow(Win);
171}
172
173
174static void
175DrawGears(void)
176{
177 if (WireFrame) {
178 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
179 }
180
181 glPushMatrix();
182 glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0);
183 glRotatef(ViewRotY, 0.0, 1.0, 0.0);
184 glRotatef(ViewRotZ, 0.0, 0.0, 1.0);
185
186 glPushMatrix();
187 glTranslatef(-3.0, -2.0, 0.0);
188 glRotatef(GearRot, 0.0, 0.0, 1.0);
189 glCallList(Gear1);
190 glPopMatrix();
191
192 glPushMatrix();
193 glTranslatef(3.1, -2.0, 0.0);
194 glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0);
195 glCallList(Gear2);
196 glPopMatrix();
197
198 glPushMatrix();
199 glTranslatef(-3.1, 4.2, 0.0);
200 glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0);
201 glCallList(Gear3);
202 glPopMatrix();
203
204 glPopMatrix();
205
206 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
207}
208
209
210static void
211DrawCube(void)
212{
213 static const GLfloat texcoords[4][2] = {
214 { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 }
215 };
216 static const GLfloat vertices[4][2] = {
217 { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 }
218 };
219 static const GLfloat xforms[6][4] = {
220 { 0, 0, 1, 0 },
221 { 90, 0, 1, 0 },
222 { 180, 0, 1, 0 },
223 { 270, 0, 1, 0 },
224 { 90, 1, 0, 0 },
225 { -90, 1, 0, 0 }
226 };
227 static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 };
228 GLint i, j;
229
230 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat);
231 glEnable(GL_TEXTURE_2D);
232
233 glPushMatrix();
234 glRotatef(ViewRotX, 1.0, 0.0, 0.0);
235 glRotatef(15, 1, 0, 0);
236 glRotatef(CubeRot, 0, 1, 0);
237 glScalef(4, 4, 4);
238
239 for (i = 0; i < 6; i++) {
240 glPushMatrix();
241 glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]);
242 glTranslatef(0, 0, 1.1);
243 glBegin(GL_POLYGON);
244 glNormal3f(0, 0, 1);
245 for (j = 0; j < 4; j++) {
246 glTexCoord2fv(texcoords[j]);
247 glVertex2fv(vertices[j]);
248 }
249 glEnd();
250 glPopMatrix();
251 }
252 glPopMatrix();
253
254 glDisable(GL_TEXTURE_2D);
255}
256
257
258static void
259draw(void)
260{
261 float ar;
262
263 glMatrixMode(GL_MODELVIEW);
264 glLoadIdentity();
265 glTranslatef(0.0, 0.0, -40.0);
266
267 glDisable(GL_SCISSOR_TEST);
268 glClear(GL_DEPTH_BUFFER_BIT);
269 glEnable(GL_SCISSOR_TEST);
270
271 /* draw gears */
272 glViewport(0, 0, TexWidth, TexHeight);
273 glScissor(0, 0, TexWidth, TexHeight);
274 glClearColor(0.5, 0.5, 0.8, 0.0);
275 glClearColor(1, 1, 1, 0);
276 glClear(GL_COLOR_BUFFER_BIT);
277
278 glMatrixMode(GL_PROJECTION);
279 glLoadIdentity();
280 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0);
281 glMatrixMode(GL_MODELVIEW);
282
283 DrawGears();
284
285 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight);
286
287 /* draw textured cube */
288 glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight);
289 glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight);
290 glClearColor(0.5, 0.5, 0.8, 0.0);
291 glClear(GL_COLOR_BUFFER_BIT);
292
293 ar = (float) (WinWidth - TexWidth) / WinHeight;
294 glMatrixMode(GL_PROJECTION);
295 glLoadIdentity();
296 glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0);
297 glMatrixMode(GL_MODELVIEW);
298
299 DrawCube();
300
301 /* finish up */
302 glutSwapBuffers();
303
304 Frames++;
305 {
306 GLint t = glutGet(GLUT_ELAPSED_TIME);
307 if (t - T0 >= 5000) {
308 GLfloat seconds = (t - T0) / 1000.0;
309 GLfloat fps = Frames / seconds;
310 printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
311 T0 = t;
312 Frames = 0;
313 }
314 }
315}
316
317
318static void
319idle(void)
320{
321 static double t0 = -1.;
322 double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
323 if (t0 < 0.0)
324 t0 = t;
325 dt = t - t0;
326 t0 = t;
327
328 GearRot += 70.0 * dt; /* 70 degrees per second */
329 GearRot = fmod(GearRot, 360.0); /* prevents eventual overflow */
330
331 CubeRot += 15.0 * dt;
332
333 glutPostRedisplay();
334}
335
336
337/* change view angle, exit upon ESC */
338static void
339key(unsigned char k, int x, int y)
340{
341 (void) x;
342 (void) y;
343 switch (k) {
344 case 'w':
345 WireFrame = !WireFrame;
346 break;
347 case 'z':
348 ViewRotZ += 5.0;
349 break;
350 case 'Z':
351 ViewRotZ -= 5.0;
352 break;
353 case 27: /* Escape */
354 cleanup();
355 exit(0);
356 break;
357 default:
358 return;
359 }
360 glutPostRedisplay();
361}
362
363/* change view angle */
364static void
365special(int k, int x, int y)
366{
367 (void) x;
368 (void) y;
369 switch (k) {
370 case GLUT_KEY_UP:
371 ViewRotX += 5.0;
372 break;
373 case GLUT_KEY_DOWN:
374 ViewRotX -= 5.0;
375 break;
376 case GLUT_KEY_LEFT:
377 ViewRotY += 5.0;
378 break;
379 case GLUT_KEY_RIGHT:
380 ViewRotY -= 5.0;
381 break;
382 default:
383 return;
384 }
385 glutPostRedisplay();
386}
387
388
389/* new window size or exposure */
390static void
391reshape(int width, int height)
392{
393 WinWidth = width;
394 WinHeight = height;
395}
396
397
398static void
399init(int argc, char *argv[])
400{
401 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
402 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
403 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
404 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
405 GLint i;
406
407 glLightfv(GL_LIGHT0, GL_POSITION, pos);
408#if 0
409 glEnable(GL_CULL_FACE);
410#endif
411 glEnable(GL_LIGHTING);
412 glEnable(GL_LIGHT0);
413 glEnable(GL_DEPTH_TEST);
414
415 /* make the gears */
416 Gear1 = glGenLists(1);
417 glNewList(Gear1, GL_COMPILE);
418 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
419 gear(1.0, 4.0, 1.0, 20, 0.7);
420 glEndList();
421
422 Gear2 = glGenLists(1);
423 glNewList(Gear2, GL_COMPILE);
424 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
425 gear(0.5, 2.0, 2.0, 10, 0.7);
426 glEndList();
427
428 Gear3 = glGenLists(1);
429 glNewList(Gear3, GL_COMPILE);
430 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
431 gear(1.3, 2.0, 0.5, 10, 0.7);
432 glEndList();
433
434 glEnable(GL_NORMALIZE);
435
436 /* xxx make size dynamic */
437 TexWidth = 256;
438 TexHeight = 256;
439
440 glBindTexture(GL_TEXTURE_2D, TexObj);
441 glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0,
442 GL_RGBA, GL_UNSIGNED_BYTE, NULL);
443 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
445 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
446
447 for ( i=1; i<argc; i++ ) {
448 if (strcmp(argv[i], "-info")==0) {
449 printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
450 printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
451 printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
452 printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
453 }
454 }
455}
456
457
458static void
459visible(int vis)
460{
461 if (vis == GLUT_VISIBLE)
462 glutIdleFunc(idle);
463 else
464 glutIdleFunc(NULL);
465}
466
467
468int
469main(int argc, char *argv[])
470{
471 glutInit(&argc, argv);
472 glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
473
474 glutInitWindowSize(WinWidth, WinHeight);
475 Win = glutCreateWindow("gearbox");
476 init(argc, argv);
477
478 glutDisplayFunc(draw);
479 glutReshapeFunc(reshape);
480 glutKeyboardFunc(key);
481 glutSpecialFunc(special);
482 glutVisibilityFunc(visible);
483
484 glutMainLoop();
485 return 0; /* ANSI C requires main to return int. */
486}