ref: 06766bd1561b74aaa5cdd562ce193a08d994a74b
dir: /SDL_Examples/gears.c/
/* sdlGears.c */ /* * 3-D gear wheels by Brian Paul. This program is in the public domain. * * ported to libSDL/TinyGL by Gerald Franz (gfz@o2online.de) */ #include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include "../include/GL/gl.h" #define CHAD_API_IMPL #include "include/api_audio.h" #include <SDL/SDL.h> #include "../include/zbuffer.h" #ifndef M_PI # define M_PI 3.14159265 #endif GLubyte stipplepattern[128] = { 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA, 0xAA,0xAA,0xAA,0xAA, ~0xAA,~0xAA,~0xAA,~0xAA }; /* * 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/2.0; r2 = outer_radius + tooth_depth/2.0; da = 2.0*M_PI / teeth / 4.0; glShadeModel( GL_FLAT ); glNormal3f( 0.0, 0.0, 1.0 ); /* draw front face */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*M_PI / teeth; glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); } glEnd(); /* draw front sides of teeth */ glBegin( GL_QUADS ); da = 2.0*M_PI / teeth / 4.0; for (i=0;i<teeth;i++) { angle = i * 2.0*M_PI / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); } glEnd(); glNormal3f( 0.0, 0.0, -1.0 ); /* draw back face */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*M_PI / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); } glEnd(); /* draw back sides of teeth */ glBegin( GL_QUADS ); da = 2.0*M_PI / teeth / 4.0; for (i=0;i<teeth;i++) { angle = i * 2.0*M_PI / teeth; glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); } glEnd(); /* draw outward faces of teeth */ glBegin( GL_QUAD_STRIP ); for (i=0;i<teeth;i++) { angle = i * 2.0*M_PI / teeth; glVertex3f( r1*cos(angle), r1*sin(angle), width*0.5 ); glVertex3f( r1*cos(angle), r1*sin(angle), -width*0.5 ); u = r2*cos(angle+da) - r1*cos(angle); v = r2*sin(angle+da) - r1*sin(angle); len = sqrt( u*u + v*v ); u /= len; v /= len; glNormal3f( v, -u, 0.0 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), width*0.5 ); glVertex3f( r2*cos(angle+da), r2*sin(angle+da), -width*0.5 ); glNormal3f( cos(angle), sin(angle), 0.0 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), width*0.5 ); glVertex3f( r2*cos(angle+2*da), r2*sin(angle+2*da), -width*0.5 ); u = r1*cos(angle+3*da) - r2*cos(angle+2*da); v = r1*sin(angle+3*da) - r2*sin(angle+2*da); glNormal3f( v, -u, 0.0 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), width*0.5 ); glVertex3f( r1*cos(angle+3*da), r1*sin(angle+3*da), -width*0.5 ); glNormal3f( cos(angle), sin(angle), 0.0 ); } glVertex3f( r1*cos(0), r1*sin(0), width*0.5 ); glVertex3f( r1*cos(0), r1*sin(0), -width*0.5 ); glEnd(); glShadeModel( GL_SMOOTH ); /* draw inside radius cylinder */ glBegin( GL_QUAD_STRIP ); for (i=0;i<=teeth;i++) { angle = i * 2.0*M_PI / teeth; glNormal3f( -cos(angle), -sin(angle), 0.0 ); glVertex3f( r0*cos(angle), r0*sin(angle), -width*0.5 ); glVertex3f( r0*cos(angle), r0*sin(angle), width*0.5 ); } glEnd(); } static GLfloat view_rotx=20.0, view_roty=30.0; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; void draw() { angle += 2.0; 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( 3.1, -2.0, 0.0 ); glRotatef( -2.0*angle-9.0, 0.0, 0.0, 1.0 ); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef( -3.1, 4.2, 0.0 ); glRotatef( -2.0*angle-25.0, 0.0, 0.0, 1.0 ); glCallList(gear3); glPopMatrix(); glPopMatrix(); } void initScene() { //static GLfloat pos[4] = {0.408248290463863, 0.408248290463863, 0.816496580927726, 0.0 }; //Light at infinity. static GLfloat pos[4] = {5, 5, 10, 0.0 }; //Light at infinity. static GLfloat red[4] = {1.0, 0.0, 0.0, 0.0 }; static GLfloat green[4] = {0.0, 1.0, 0.0, 0.0 }; static GLfloat blue[4] = {0.0, 0.0, 1.0, 0.0 }; static GLfloat white[4] = {1.0, 1.0, 1.0, 0.0 }; glLightfv( GL_LIGHT0, GL_POSITION, pos ); glLightfv( GL_LIGHT0, GL_DIFFUSE, white); //glLightfv( GL_LIGHT0, GL_AMBIENT, white); //glLightfv( GL_LIGHT0, GL_SPECULAR, white); glEnable( GL_CULL_FACE ); glEnable( GL_LIGHTING ); //glDisable( GL_LIGHTING ); glEnable( GL_LIGHT0 ); glEnable( GL_DEPTH_TEST ); glShadeModel( GL_SMOOTH ); glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(stipplepattern); glTextSize(GL_TEXT_SIZE24x24); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv( GL_FRONT, GL_DIFFUSE, blue ); //glColor3fv(red); gear( 1.0, 4.0, 1.0, 20, 0.7 ); //The largest gear. glEndList(); gear2 = glGenLists(1); glNewList(gear2, GL_COMPILE); glMaterialfv( GL_FRONT, GL_DIFFUSE, red ); //glColor3fv(green); gear( 0.5, 2.0, 2.0, 10, 0.7 ); //The small gear with the smaller hole, to the right. glEndList(); gear3 = glGenLists(1); glNewList(gear3, GL_COMPILE); glMaterialfv( GL_FRONT, GL_DIFFUSE, green ); //glColor3fv(blue); gear( 1.3, 2.0, 0.5, 10, 0.7 ); //The small gear above with the large hole. glEndList(); //glEnable( GL_NORMALIZE ); } int main(int argc, char **argv) { // initialize SDL video: int winSizeX=640; int winSizeY=480; unsigned int fps =0; if(argc > 2){ char* larg = argv[1]; for(int i = 0; i < argc; i++){ if(!strcmp(larg,"-w")) winSizeX = atoi(argv[i]); if(!strcmp(larg,"-h")) winSizeY = atoi(argv[i]); if(!strcmp(larg,"-fps")) fps = strtoull(argv[i],0,10); larg = argv[i]; } } if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)<0) { fprintf(stderr,"ERROR: cannot initialize SDL video.\n"); return 1; } ainit(0); SDL_Surface* screen = NULL; if((screen=SDL_SetVideoMode( winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0 ) { fprintf(stderr,"ERROR: Video mode set failed.\n"); return 1; } printf("\nRMASK IS %u",screen->format->Rmask); printf("\nGMASK IS %u",screen->format->Gmask); printf("\nBMASK IS %u",screen->format->Bmask); printf("\nAMASK IS %u",screen->format->Amask); printf("\nRSHIFT IS %u",screen->format->Rshift); printf("\nGSHIFT IS %u",screen->format->Gshift); printf("\nBSHIFT IS %u",screen->format->Bshift); printf("\nASHIFT IS %u",screen->format->Ashift); fflush(stdout); track* myTrack = NULL; myTrack = lmus("WWGW.mp3"); mplay(myTrack, -1, 1000); SDL_ShowCursor(SDL_DISABLE); SDL_WM_SetCaption(argv[0],0); // initialize TinyGL: unsigned int pitch; int mode; switch( screen->format->BitsPerPixel ) { case 8: fprintf(stderr,"ERROR: Palettes are currently not supported.\n"); fprintf(stderr,"\nUnsupported by maintainer!!!"); return 1; case 16: pitch = screen->pitch; //fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_5R6G5B; //return 1; break; case 24: pitch = ( screen->pitch * 2 ) / 3; fprintf(stderr,"\nUnsupported by maintainer!!!"); mode = ZB_MODE_RGB24; return 1; break; case 32: pitch = screen->pitch / 2; mode = ZB_MODE_RGBA; break; default: return 1; break; } ZBuffer *frameBuffer = ZB_open( winSizeX, winSizeY, mode, 0, 0, 0, 0); glInit( frameBuffer ); // initialize GL: glClearColor (0.0, 0.0, 0.0, 0.0); glViewport (0, 0, winSizeX, winSizeY); glEnable(GL_DEPTH_TEST); GLfloat h = (GLfloat) winSizeY / (GLfloat) winSizeX; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef( 0.0, 0.0, -45.0 ); initScene(); // variables for timing: unsigned int frames=0; unsigned int tNow=SDL_GetTicks(); unsigned int tLastFps=tNow; // main loop: int isRunning=1; while(isRunning) { ++frames; tNow=SDL_GetTicks(); // do event handling: SDL_Event evt; while( SDL_PollEvent( &evt ) ) switch(evt.type) { case SDL_KEYDOWN: switch(evt.key.keysym.sym) { case SDLK_UP: view_rotx += 5.0; break; case SDLK_DOWN: view_rotx -= 5.0; break; case SDLK_LEFT: view_roty += 5.0; break; case SDLK_RIGHT: view_roty -= 5.0; break; case SDLK_ESCAPE : case SDLK_q : isRunning=0; default: break; } break; case SDL_QUIT: isRunning=0; break; } // draw scene: glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); draw(); glDrawText((unsigned char*)"RED text", 0, 0, 0x000000FF); glDrawText((unsigned char*)"GREEN text", 0, 24,0x0000FF00); glDrawText((unsigned char*)"BLUE text", 0, 48, 0x00FF0000); // swap buffers: if ( SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen)<0) ) { fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError()); return 1; } /* printf("\nRMASK IS %u",screen->format->Rmask); printf("\nGMASK IS %u",screen->format->Gmask); printf("\nBMASK IS %u",screen->format->Bmask); printf("\nAMASK IS %u",screen->format->Amask); */ //Quickly convert all pixels to the correct format #if TGL_FEATURE_RENDER_BITS == 32 for(int i = 0; i < frameBuffer->xsize* frameBuffer->ysize;i++){ #define DATONE (frameBuffer->pbuf[i]) DATONE = ((DATONE & 0x000000FF) ) << screen->format->Rshift | ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift | ((DATONE & 0x00FF0000) >>16) << screen->format->Bshift; } #endif ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch); if ( SDL_MUSTLOCK(screen) ) SDL_UnlockSurface(screen); SDL_Flip(screen); if(fps>0) if((1000/fps)>(SDL_GetTicks()-tNow)) { SDL_Delay((1000/fps)-(SDL_GetTicks()-tNow)); //Yay stable framerate! } // check for error conditions: char* sdl_error = SDL_GetError( ); if( sdl_error[0] != '\0' ) { fprintf(stderr,"SDL ERROR: \"%s\"\n",sdl_error); SDL_ClearError(); } // update fps: if(tNow>=tLastFps+5000) { printf("%i frames in %f secs, %f frames per second.\n",frames,(float)(tNow-tLastFps)*0.001f,(float)frames*1000.0f/(float)(tNow-tLastFps)); tLastFps=tNow; frames=0; } } printf("%i frames in %f secs, %f frames per second.\n",frames,(float)(tNow-tLastFps)*0.001f,(float)frames*1000.0f/(float)(tNow-tLastFps)); // cleanup: glDeleteList(gear1); glDeleteList(gear2); glDeleteList(gear3); ZB_close(frameBuffer); if(SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); mhalt(); Mix_FreeMusic(myTrack); acleanup(); SDL_Quit(); return 0; }