blob: 6179ac76e61b9f0af66e6bc8de01bb3cb5dee7fa [file] [log] [blame]
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -05001#include <stdlib.h>
2#include <math.h>
3#include <GL/gl.h>
4#include "gears.h"
5
6struct gears {
7 GLint gear1, gear2, gear3;
8};
9
10static void
11gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
12 GLint teeth, GLfloat tooth_depth)
13{
14 GLint i;
15 GLfloat r0, r1, r2;
16 GLfloat angle, da;
17 GLfloat u, v, len;
18
19 r0 = inner_radius;
20 r1 = outer_radius - tooth_depth / 2.0;
21 r2 = outer_radius + tooth_depth / 2.0;
22
23 da = 2.0 * M_PI / teeth / 4.0;
24
25 glShadeModel(GL_FLAT);
26
27 glNormal3f(0.0, 0.0, 1.0);
28
29 /* draw front face */
30 glBegin(GL_QUAD_STRIP);
31 for (i = 0; i <= teeth; i++) {
32 angle = i * 2.0 * M_PI / teeth;
33 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
34 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
35 if (i < teeth) {
36 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
37 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
38 }
39 }
40 glEnd();
41
42 /* draw front sides of teeth */
43 glBegin(GL_QUADS);
44 da = 2.0 * M_PI / teeth / 4.0;
45 for (i = 0; i < teeth; i++) {
46 angle = i * 2.0 * M_PI / teeth;
47
48 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
49 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
50 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
51 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
52 }
53 glEnd();
54
55 glNormal3f(0.0, 0.0, -1.0);
56
57 /* draw back face */
58 glBegin(GL_QUAD_STRIP);
59 for (i = 0; i <= teeth; i++) {
60 angle = i * 2.0 * M_PI / teeth;
61 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
62 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
63 if (i < teeth) {
64 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
65 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
66 }
67 }
68 glEnd();
69
70 /* draw back sides of teeth */
71 glBegin(GL_QUADS);
72 da = 2.0 * M_PI / teeth / 4.0;
73 for (i = 0; i < teeth; i++) {
74 angle = i * 2.0 * M_PI / teeth;
75
76 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
77 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
78 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
79 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
80 }
81 glEnd();
82
83 /* draw outward faces of teeth */
84 glBegin(GL_QUAD_STRIP);
85 for (i = 0; i < teeth; i++) {
86 angle = i * 2.0 * M_PI / teeth;
87
88 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
89 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
90 u = r2 * cos(angle + da) - r1 * cos(angle);
91 v = r2 * sin(angle + da) - r1 * sin(angle);
92 len = sqrt(u * u + v * v);
93 u /= len;
94 v /= len;
95 glNormal3f(v, -u, 0.0);
96 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
97 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
98 glNormal3f(cos(angle), sin(angle), 0.0);
99 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
100 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
101 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
102 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
103 glNormal3f(v, -u, 0.0);
104 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
105 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
106 glNormal3f(cos(angle), sin(angle), 0.0);
107 }
108
109 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
110 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
111
112 glEnd();
113
114 glShadeModel(GL_SMOOTH);
115
116 /* draw inside radius cylinder */
117 glBegin(GL_QUAD_STRIP);
118 for (i = 0; i <= teeth; i++) {
119 angle = i * 2.0 * M_PI / teeth;
120 glNormal3f(-cos(angle), -sin(angle), 0.0);
121 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
122 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
123 }
124 glEnd();
125}
126
127struct gears *
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500128gears_create(GLfloat clear_red, GLfloat clear_green,
129 GLfloat clear_blue, GLfloat clear_alpha)
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500130{
131 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
132 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
133 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
134 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
135 struct gears *gears;
136
137 gears = malloc(sizeof *gears);
138 /* make the gears */
139 gears->gear1 = glGenLists(1);
140 glNewList(gears->gear1, GL_COMPILE);
141 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
142 gear(1.0, 4.0, 1.0, 20, 0.7);
143 glEndList();
144
145 gears->gear2 = glGenLists(1);
146 glNewList(gears->gear2, GL_COMPILE);
147 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
148 gear(0.5, 2.0, 2.0, 10, 0.7);
149 glEndList();
150
151 gears->gear3 = glGenLists(1);
152 glNewList(gears->gear3, GL_COMPILE);
153 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
154 gear(1.3, 2.0, 0.5, 10, 0.7);
155 glEndList();
156
157 glEnable(GL_NORMALIZE);
158
159 glMatrixMode(GL_PROJECTION);
160 glLoadIdentity();
161 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 200.0);
162 glMatrixMode(GL_MODELVIEW);
163
164 glLightfv(GL_LIGHT0, GL_POSITION, pos);
165 glEnable(GL_CULL_FACE);
166 glEnable(GL_LIGHTING);
167 glEnable(GL_LIGHT0);
168 glEnable(GL_DEPTH_TEST);
169
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500170 /* We're generating premultiplied alpha so multiply in the
171 * alpha. The gears are solid color and doesn't have
172 * anti-aliased edges, they're ok. */
173 glClearColor(clear_red * clear_alpha,
174 clear_green * clear_alpha,
175 clear_blue * clear_alpha,
176 clear_alpha);
177
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500178 return gears;
179}
180
181void
182gears_draw(struct gears *gears, GLfloat angle)
183{
184 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
185
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500186 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Kristian Høgsbergb8bf19b2008-11-05 07:38:46 -0500187
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500188 glPushMatrix();
189
190 glTranslatef(0.0, 0.0, -50);
191
192 glRotatef(view_rotx, 1.0, 0.0, 0.0);
193 glRotatef(view_roty, 0.0, 1.0, 0.0);
194 glRotatef(view_rotz, 0.0, 0.0, 1.0);
195
196 glPushMatrix();
197 glTranslatef(-3.0, -2.0, 0.0);
198 glRotatef(angle, 0.0, 0.0, 1.0);
199 glCallList(gears->gear1);
200 glPopMatrix();
201
202 glPushMatrix();
203 glTranslatef(3.1, -2.0, 0.0);
204 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
205 glCallList(gears->gear2);
206 glPopMatrix();
207
208
209 glPushMatrix();
210 glTranslatef(-3.1, 4.2, 0.0);
211 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
212 glCallList(gears->gear3);
213 glPopMatrix();
214
215 glPopMatrix();
216
217 glFlush();
218}