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Diffstat (limited to 'libs/glfw-3.3.8/examples/gears.c')
-rw-r--r-- | libs/glfw-3.3.8/examples/gears.c | 360 |
1 files changed, 360 insertions, 0 deletions
diff --git a/libs/glfw-3.3.8/examples/gears.c b/libs/glfw-3.3.8/examples/gears.c new file mode 100644 index 0000000..292f44b --- /dev/null +++ b/libs/glfw-3.3.8/examples/gears.c @@ -0,0 +1,360 @@ +/* + * 3-D gear wheels. This program is in the public domain. + * + * Command line options: + * -info print GL implementation information + * -exit automatically exit after 30 seconds + * + * + * Brian Paul + * + * + * Marcus Geelnard: + * - Conversion to GLFW + * - Time based rendering (frame rate independent) + * - Slightly modified camera that should work better for stereo viewing + * + * + * Camilla Löwy: + * - Removed FPS counter (this is not a benchmark) + * - Added a few comments + * - Enabled vsync + */ + +#if defined(_MSC_VER) + // Make MS math.h define M_PI + #define _USE_MATH_DEFINES +#endif + +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include <string.h> + +#include <glad/gl.h> +#define GLFW_INCLUDE_NONE +#include <GLFW/glfw3.h> + +/** + + 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.f; + r2 = outer_radius + tooth_depth / 2.f; + + da = 2.f * (float) M_PI / teeth / 4.f; + + glShadeModel(GL_FLAT); + + glNormal3f(0.f, 0.f, 1.f); + + /* draw front face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + if (i < teeth) { + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + } + } + glEnd(); + + /* draw front sides of teeth */ + glBegin(GL_QUADS); + da = 2.f * (float) M_PI / teeth / 4.f; + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + } + glEnd(); + + glNormal3f(0.0, 0.0, -1.0); + + /* draw back face */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + if (i < teeth) { + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + } + } + glEnd(); + + /* draw back sides of teeth */ + glBegin(GL_QUADS); + da = 2.f * (float) M_PI / teeth / 4.f; + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + } + glEnd(); + + /* draw outward faces of teeth */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i < teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); + glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); + u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle); + v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle); + len = (float) sqrt(u * u + v * v); + u /= len; + v /= len; + glNormal3f(v, -u, 0.0); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); + glNormal3f((float) cos(angle), (float) sin(angle), 0.f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); + glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); + u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da); + v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da); + glNormal3f(v, -u, 0.f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); + glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); + glNormal3f((float) cos(angle), (float) sin(angle), 0.f); + } + + glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f); + glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f); + + glEnd(); + + glShadeModel(GL_SMOOTH); + + /* draw inside radius cylinder */ + glBegin(GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.f * (float) M_PI / teeth; + glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); + glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); + } + glEnd(); + +} + + +static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f; +static GLint gear1, gear2, gear3; +static GLfloat angle = 0.f; + +/* OpenGL draw function & timing */ +static void draw(void) +{ + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + 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(3.1f, -2.f, 0.f); + glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f); + glCallList(gear2); + glPopMatrix(); + + glPushMatrix(); + glTranslatef(-3.1f, 4.2f, 0.f); + glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f); + glCallList(gear3); + glPopMatrix(); + + glPopMatrix(); +} + + +/* update animation parameters */ +static void animate(void) +{ + angle = 100.f * (float) glfwGetTime(); +} + + +/* change view angle, exit upon ESC */ +void key( GLFWwindow* window, int k, int s, int action, int mods ) +{ + if( action != GLFW_PRESS ) return; + + switch (k) { + case GLFW_KEY_Z: + if( mods & GLFW_MOD_SHIFT ) + view_rotz -= 5.0; + else + view_rotz += 5.0; + break; + case GLFW_KEY_ESCAPE: + glfwSetWindowShouldClose(window, GLFW_TRUE); + break; + case GLFW_KEY_UP: + view_rotx += 5.0; + break; + case GLFW_KEY_DOWN: + view_rotx -= 5.0; + break; + case GLFW_KEY_LEFT: + view_roty += 5.0; + break; + case GLFW_KEY_RIGHT: + view_roty -= 5.0; + break; + default: + return; + } +} + + +/* new window size */ +void reshape( GLFWwindow* window, int width, int height ) +{ + GLfloat h = (GLfloat) height / (GLfloat) width; + GLfloat xmax, znear, zfar; + + znear = 5.0f; + zfar = 30.0f; + xmax = znear * 0.5f; + + glViewport( 0, 0, (GLint) width, (GLint) height ); + glMatrixMode( GL_PROJECTION ); + glLoadIdentity(); + glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity(); + glTranslatef( 0.0, 0.0, -20.0 ); +} + + +/* program & OpenGL initialization */ +static void init(void) +{ + static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f}; + static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f}; + static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f}; + static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f}; + + glLightfv(GL_LIGHT0, GL_POSITION, pos); + glEnable(GL_CULL_FACE); + glEnable(GL_LIGHTING); + glEnable(GL_LIGHT0); + glEnable(GL_DEPTH_TEST); + + /* make the gears */ + gear1 = glGenLists(1); + glNewList(gear1, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); + gear(1.f, 4.f, 1.f, 20, 0.7f); + glEndList(); + + gear2 = glGenLists(1); + glNewList(gear2, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); + gear(0.5f, 2.f, 2.f, 10, 0.7f); + glEndList(); + + gear3 = glGenLists(1); + glNewList(gear3, GL_COMPILE); + glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); + gear(1.3f, 2.f, 0.5f, 10, 0.7f); + glEndList(); + + glEnable(GL_NORMALIZE); +} + + +/* program entry */ +int main(int argc, char *argv[]) +{ + GLFWwindow* window; + int width, height; + + if( !glfwInit() ) + { + fprintf( stderr, "Failed to initialize GLFW\n" ); + exit( EXIT_FAILURE ); + } + + glfwWindowHint(GLFW_DEPTH_BITS, 16); + glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE); + + window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL ); + if (!window) + { + fprintf( stderr, "Failed to open GLFW window\n" ); + glfwTerminate(); + exit( EXIT_FAILURE ); + } + + // Set callback functions + glfwSetFramebufferSizeCallback(window, reshape); + glfwSetKeyCallback(window, key); + + glfwMakeContextCurrent(window); + gladLoadGL(glfwGetProcAddress); + glfwSwapInterval( 1 ); + + glfwGetFramebufferSize(window, &width, &height); + reshape(window, width, height); + + // Parse command-line options + init(); + + // Main loop + while( !glfwWindowShouldClose(window) ) + { + // Draw gears + draw(); + + // Update animation + animate(); + + // Swap buffers + glfwSwapBuffers(window); + glfwPollEvents(); + } + + // Terminate GLFW + glfwTerminate(); + + // Exit program + exit( EXIT_SUCCESS ); +} + |