ref: a208863ca4fa3443fb47ea93f3c7016ffe3301f7
dir: /Raw_Demos/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 //Only C standard library includes. //These are ALL the external dependencies of this program!!! ALL of them!!! #include <math.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <stdarg.h> //Doesn't drag in anything. #include "../include/GL/gl.h" //Doesn't drag in anything. #include "../include/zbuffer.h" #define CHAD_MATH_IMPL //Drags in Math and String (which are already dragged in above.) #include "include/3dMath.h" //Requires /* #include <math.h> #include <stdarg.h> #include <stdlib.h> #include <string.h> and #include <assert.h> if I didn't define STBIW_ASSERT */ #define STBIW_ASSERT(x) /* a comment */ #define STB_IMAGE_WRITE_IMPLEMENTATION #include "include/stb_image_write.h" typedef unsigned char uchar; #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; PIXEL* imbuf = NULL; uchar* pbuf = NULL; unsigned int flat = 0; unsigned int setenspec = 1; unsigned int dotext = 1; unsigned int blending = 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(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],"-notext")) dotext = 0; larg = argv[i]; } } fflush(stdout); imbuf = calloc(1,sizeof(PIXEL) * winSizeX * winSizeY); // initialize TinyGL: // unsigned int pitch; //int mode; 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_ONE_MINUS_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 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... // test = TEST_fastInvSqrt(tNow); // printf("\n%f",test); // do event handling: // 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: // Quickly convert all pixels to the correct format ZB_copyFrameBuffer(frameBuffer, imbuf, winSizeX * sizeof(PIXEL)); if(frames > 0) break; } if(TGL_FEATURE_RENDER_BITS == 32){ //very little conversion. pbuf = malloc(3 * winSizeX * winSizeY); for(int i = 0; i < winSizeX * winSizeY; i++){ //pbuf[3*i+0] = (imbuf[i]&0xff0000)>>16; //pbuf[3*i+1] = (imbuf[i]&0x00ff00)>>8; //pbuf[3*i+2] = (imbuf[i]&0x0000ff); pbuf[3*i+0] = GET_RED(imbuf[i]); pbuf[3*i+1] = GET_GREEN(imbuf[i]); pbuf[3*i+2] = GET_BLUE(imbuf[i]); } stbi_write_png("render.png", winSizeX, winSizeY, 3, pbuf, 0); free(imbuf); free(pbuf); } else if(TGL_FEATURE_RENDER_BITS == 16){ puts("\nTesting 16 bit rendering...\n"); pbuf = malloc(3 * winSizeX * winSizeY); for(int i = 0; i < winSizeX * winSizeY; i++){ pbuf[3*i+0] = GET_RED(imbuf[i]); pbuf[3*i+1] = GET_GREEN(imbuf[i]); pbuf[3*i+2] = GET_BLUE(imbuf[i]); } stbi_write_png("render.png", winSizeX, winSizeY, 3, pbuf, 0); free(imbuf); free(pbuf); } // cleanup: glDeleteList(gear1); glDeleteList(gear2); glDeleteList(gear3); ZB_close(frameBuffer); glClose(); return 0; }