ref: 837611268a2e7b1fe305623d6e7bce8c538adcc4
dir: /src/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 "../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] = {5.0, 5.0, 10.0, 0.0 };
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, 32, SDL_HWSURFACE | SDL_DOUBLEBUF)) == 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*)"\nBlitting text\nto the screen!", 0, 0, 0x000000FF);
// 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
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;
}
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;
}