ref: 0f0109b4512032aa6576efb9771e60941904e357
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) */ //#define PLAY_MUSIC #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "../include/GL/gl.h" #include "../include/zbuffer.h" #define CHAD_API_IMPL #define CHAD_MATH_IMPL #include "include/3dMath.h" #ifdef PLAY_MUSIC #include "include/api_audio.h" #else typedef unsigned char uchar; #endif #include <SDL/SDL.h> int noSDL = 0; #ifndef M_PI #define M_PI 3.14159265 #endif int override_drawmodes = 0; GLubyte stipplepattern[128] = {0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55, 0xAA, 0xAA, 0xAA, 0xAA, 0x55, 0x55, 0x55, 0x55}; /* * 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; glNormal3f(0.0, 0.0, 1.0); /* draw front face */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else {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 */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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(); /* draw inside radius cylinder */ if(override_drawmodes == 1) glBegin(GL_LINES); else if (override_drawmodes == 2) glBegin(GL_POINTS); else 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 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}; static GLfloat shininess = 5; 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_LIGHT0); //glEnable(GL_DEPTH_TEST); glEnable(GL_POLYGON_STIPPLE); // glDisable(GL_POLYGON_STIPPLE); glPolygonStipple(stipplepattern); glPointSize(10.0f); glTextSize(GL_TEXT_SIZE24x24); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv(GL_FRONT, GL_DIFFUSE, blue); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glMaterialfv(GL_FRONT, GL_SHININESS, &shininess); glColor3fv(blue); 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); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glColor3fv(red); 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); glMaterialfv(GL_FRONT, GL_SPECULAR, white); glColor3fv(green); 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; unsigned int flat = 0; unsigned int setenspec = 1; unsigned int dotext = 1; unsigned int blending = 0; char needsRGBAFix = 0; if (argc > 1) { char* larg = ""; for (int i = 1; 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); if (!strcmp(argv[i],"-flat")) flat = 1; if (!strcmp(argv[i],"-smooth")) flat = 0; if (!strcmp(argv[i],"-blend")) blending = 1; if (!strcmp(argv[i],"-nospecular")) setenspec = 0; if (!strcmp(argv[i],"-lines")) override_drawmodes = 1; if (!strcmp(argv[i],"-points")) override_drawmodes = 2; if (!strcmp(argv[i],"-nosdl")) noSDL = 1; if (!strcmp(argv[i],"-notext")) dotext = 0; larg = argv[i]; } } if(!noSDL){ #ifdef PLAY_MUSIC if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0) { #else if (SDL_Init(SDL_INIT_VIDEO) < 0) { #endif fprintf(stderr, "ERROR: cannot initialize SDL video.\n"); return 1; } } else if(SDL_Init(0) < 0) fprintf(stderr, "ERROR: cannot initialize SDL without video.\n"); #ifdef PLAY_MUSIC if(!noSDL) ainit(0); #endif SDL_Surface* screen = NULL; if(!noSDL) if ((screen = SDL_SetVideoMode(winSizeX, winSizeY, TGL_FEATURE_RENDER_BITS, SDL_SWSURFACE)) == 0) { fprintf(stderr, "ERROR: Video mode set failed.\n"); return 1; } if(!noSDL){ 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); } #if TGL_FEATURE_RENDER_BITS == 32 if(!noSDL) if (screen->format->Rmask != 0x00FF0000 || screen->format->Gmask != 0x0000FF00 || screen->format->Bmask != 0x000000FF) { needsRGBAFix = 1; printf("\nYour screen is using an RGBA output different than this library expects."); printf("\nYou should consider using the 16 bit version for optimal performance"); } #endif if(!noSDL){ 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\n", screen->format->Ashift); } fflush(stdout); #ifdef PLAY_MUSIC track* myTrack = NULL; if(!noSDL) myTrack = lmus("WWGW.mp3"); if(!noSDL) mplay(myTrack, -1, 1000); #endif if(!noSDL) SDL_ShowCursor(SDL_DISABLE); if(!noSDL) SDL_WM_SetCaption(argv[0], 0); // initialize TinyGL: // unsigned int pitch; //int mode; if(!noSDL) 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 = NULL; if(TGL_FEATURE_RENDER_BITS == 32) frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_RGBA, 0); else frameBuffer = ZB_open(winSizeX, winSizeY, ZB_MODE_5R6G5B, 0); if(!frameBuffer){printf("\nZB_open failed!");exit(1);} glInit(frameBuffer); //Print version info printf("\nVersion string:\n%s",glGetString(GL_VERSION)); printf("\nVendor string:\n%s",glGetString(GL_VENDOR)); printf("\nRenderer string:\n%s",glGetString(GL_RENDERER)); printf("\nExtensions string:\n%s",glGetString(GL_EXTENSIONS)); printf("\nLicense string:\n%s",glGetString(GL_LICENSE)); // initialize GL: glClearColor(0.0, 0.0, 0.0, 0.0); glViewport(0, 0, winSizeX, winSizeY); if(flat) glShadeModel(GL_FLAT); else glShadeModel(GL_SMOOTH); //TESTING BLENDING... //glDisable(GL_DEPTH_TEST); //glDisable( GL_LIGHTING ); glEnable(GL_LIGHTING); //glBlendFunc(GL_ONE_MINUS_SRC_COLOR, GL_ZERO); glBlendEquation(GL_FUNC_ADD); if(blending){ glDisable(GL_DEPTH_TEST); glEnable(GL_BLEND); glDepthMask(GL_FALSE); glBlendFunc(GL_SRC_COLOR, GL_DST_COLOR); glBlendEquation(GL_FUNC_ADD); }else{ glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDepthMask(GL_TRUE); } 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(); if(setenspec) glSetEnableSpecular(GL_TRUE); else glSetEnableSpecular(GL_FALSE); // variables for timing: unsigned int frames = 0; unsigned int tNow = SDL_GetTicks(); unsigned int tLastFps = tNow; // main loop: int isRunning = 1; //float test = 0; while (isRunning) { ++frames; //Depending on SDL to give us ticks even without a window open... tNow = SDL_GetTicks(); // test = TEST_fastInvSqrt(tNow); // printf("\n%f",test); // do event handling: if(!noSDL){ 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(); if(dotext){ glDrawText((unsigned char*)"RED text", 0, 0, 0xFF0000); glDrawText((unsigned char*)"GREEN text", 0, 24, 0x00FF00); glDrawText((unsigned char*)"BLUE text", 0, 48, 0xFF); } // swap buffers: if(!noSDL) if (SDL_MUSTLOCK(screen) && (SDL_LockSurface(screen) < 0)) { fprintf(stderr, "SDL ERROR: Can't lock screen: %s\n", SDL_GetError()); return 1; } // Quickly convert all pixels to the correct format #if TGL_FEATURE_RENDER_BITS == 32 // for testing! if (needsRGBAFix) for (int i = 0; i < frameBuffer->xsize * frameBuffer->ysize; i++) { #define DATONE (frameBuffer->pbuf[i]) DATONE = ((DATONE & 0x00FF0000)) << screen->format->Rshift | ((DATONE & 0x0000FF00) >> 8) << screen->format->Gshift | ((DATONE & 0x000000FF) >> 16) << screen->format->Bshift; } #endif if(!noSDL) ZB_copyFrameBuffer(frameBuffer, screen->pixels, screen->pitch); if(!noSDL) if (SDL_MUSTLOCK(screen)) SDL_UnlockSurface(screen); if(!noSDL)SDL_Flip(screen); if(!noSDL) if (fps > 0) if ((1000 / fps) > (SDL_GetTicks() - tNow)) { SDL_Delay((1000 / fps) - (SDL_GetTicks() - tNow)); // Yay stable framerate! } // check for error conditions: if(!noSDL){ 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); glClose(); if(!noSDL) if (SDL_WasInit(SDL_INIT_VIDEO)) SDL_QuitSubSystem(SDL_INIT_VIDEO); #ifdef PLAY_MUSIC if(!noSDL)mhalt(); if(!noSDL)Mix_FreeMusic(myTrack); if(!noSDL)acleanup(); #endif SDL_Quit(); return 0; }