blob: 21ab602dc5b934987df21d9a30fa27dd014434ef [file] [log] [blame]
Kristian Høgsbergffd710e2008-12-02 15:15:01 -05001/*
2 * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice shall be included
12 * in all copies or substantial portions of the Software.
13 *
14 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
15 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
17 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
18 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
19 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
20 */
21
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -050022#include <stdlib.h>
23#include <math.h>
24#include <GL/gl.h>
25#include "gears.h"
26
27struct gears {
28 GLint gear1, gear2, gear3;
29};
30
31static void
32gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
33 GLint teeth, GLfloat tooth_depth)
34{
35 GLint i;
36 GLfloat r0, r1, r2;
37 GLfloat angle, da;
38 GLfloat u, v, len;
39
40 r0 = inner_radius;
41 r1 = outer_radius - tooth_depth / 2.0;
42 r2 = outer_radius + tooth_depth / 2.0;
43
44 da = 2.0 * M_PI / teeth / 4.0;
45
46 glShadeModel(GL_FLAT);
47
48 glNormal3f(0.0, 0.0, 1.0);
49
50 /* draw front face */
51 glBegin(GL_QUAD_STRIP);
52 for (i = 0; i <= teeth; i++) {
53 angle = i * 2.0 * M_PI / teeth;
54 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
55 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
56 if (i < teeth) {
57 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
58 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
59 }
60 }
61 glEnd();
62
63 /* draw front sides of teeth */
64 glBegin(GL_QUADS);
65 da = 2.0 * M_PI / teeth / 4.0;
66 for (i = 0; i < teeth; i++) {
67 angle = i * 2.0 * M_PI / teeth;
68
69 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
70 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
71 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
72 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
73 }
74 glEnd();
75
76 glNormal3f(0.0, 0.0, -1.0);
77
78 /* draw back face */
79 glBegin(GL_QUAD_STRIP);
80 for (i = 0; i <= teeth; i++) {
81 angle = i * 2.0 * M_PI / teeth;
82 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
83 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
84 if (i < teeth) {
85 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
86 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
87 }
88 }
89 glEnd();
90
91 /* draw back sides of teeth */
92 glBegin(GL_QUADS);
93 da = 2.0 * M_PI / teeth / 4.0;
94 for (i = 0; i < teeth; i++) {
95 angle = i * 2.0 * M_PI / teeth;
96
97 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
98 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
99 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
100 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
101 }
102 glEnd();
103
104 /* draw outward faces of teeth */
105 glBegin(GL_QUAD_STRIP);
106 for (i = 0; i < teeth; i++) {
107 angle = i * 2.0 * M_PI / teeth;
108
109 glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
110 glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
111 u = r2 * cos(angle + da) - r1 * cos(angle);
112 v = r2 * sin(angle + da) - r1 * sin(angle);
113 len = sqrt(u * u + v * v);
114 u /= len;
115 v /= len;
116 glNormal3f(v, -u, 0.0);
117 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
118 glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
119 glNormal3f(cos(angle), sin(angle), 0.0);
120 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
121 glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
122 u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
123 v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
124 glNormal3f(v, -u, 0.0);
125 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
126 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
127 glNormal3f(cos(angle), sin(angle), 0.0);
128 }
129
130 glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
131 glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
132
133 glEnd();
134
135 glShadeModel(GL_SMOOTH);
136
137 /* draw inside radius cylinder */
138 glBegin(GL_QUAD_STRIP);
139 for (i = 0; i <= teeth; i++) {
140 angle = i * 2.0 * M_PI / teeth;
141 glNormal3f(-cos(angle), -sin(angle), 0.0);
142 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
143 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
144 }
145 glEnd();
146}
147
148struct gears *
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500149gears_create(GLfloat clear_red, GLfloat clear_green,
150 GLfloat clear_blue, GLfloat clear_alpha)
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500151{
152 static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
153 static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
154 static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
155 static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
156 struct gears *gears;
157
158 gears = malloc(sizeof *gears);
159 /* make the gears */
160 gears->gear1 = glGenLists(1);
161 glNewList(gears->gear1, GL_COMPILE);
162 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
163 gear(1.0, 4.0, 1.0, 20, 0.7);
164 glEndList();
165
166 gears->gear2 = glGenLists(1);
167 glNewList(gears->gear2, GL_COMPILE);
168 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
169 gear(0.5, 2.0, 2.0, 10, 0.7);
170 glEndList();
171
172 gears->gear3 = glGenLists(1);
173 glNewList(gears->gear3, GL_COMPILE);
174 glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
175 gear(1.3, 2.0, 0.5, 10, 0.7);
176 glEndList();
177
178 glEnable(GL_NORMALIZE);
179
180 glMatrixMode(GL_PROJECTION);
181 glLoadIdentity();
182 glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 200.0);
183 glMatrixMode(GL_MODELVIEW);
184
185 glLightfv(GL_LIGHT0, GL_POSITION, pos);
186 glEnable(GL_CULL_FACE);
187 glEnable(GL_LIGHTING);
188 glEnable(GL_LIGHT0);
189 glEnable(GL_DEPTH_TEST);
190
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500191 /* We're generating premultiplied alpha so multiply in the
192 * alpha. The gears are solid color and doesn't have
193 * anti-aliased edges, they're ok. */
194 glClearColor(clear_red * clear_alpha,
195 clear_green * clear_alpha,
196 clear_blue * clear_alpha,
197 clear_alpha);
198
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500199 return gears;
200}
201
202void
203gears_draw(struct gears *gears, GLfloat angle)
204{
205 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
206
Kristian Høgsberg78231c82008-11-08 15:06:01 -0500207 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Kristian Høgsbergb8bf19b2008-11-05 07:38:46 -0500208
Kristian Høgsberg8a9cda82008-11-03 15:31:30 -0500209 glPushMatrix();
210
211 glTranslatef(0.0, 0.0, -50);
212
213 glRotatef(view_rotx, 1.0, 0.0, 0.0);
214 glRotatef(view_roty, 0.0, 1.0, 0.0);
215 glRotatef(view_rotz, 0.0, 0.0, 1.0);
216
217 glPushMatrix();
218 glTranslatef(-3.0, -2.0, 0.0);
219 glRotatef(angle, 0.0, 0.0, 1.0);
220 glCallList(gears->gear1);
221 glPopMatrix();
222
223 glPushMatrix();
224 glTranslatef(3.1, -2.0, 0.0);
225 glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
226 glCallList(gears->gear2);
227 glPopMatrix();
228
229
230 glPushMatrix();
231 glTranslatef(-3.1, 4.2, 0.0);
232 glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
233 glCallList(gears->gear3);
234 glPopMatrix();
235
236 glPopMatrix();
237
238 glFlush();
239}