Added OpenGL classical gears.

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@33430 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Philippe Houdoin 2009-10-04 22:00:35 +00:00
parent 7d9b05f10d
commit a02fe27649
4 changed files with 426 additions and 0 deletions

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SubDir HAIKU_TOP src tests kits opengl ; SubDir HAIKU_TOP src tests kits opengl ;
SubInclude HAIKU_TOP src tests kits opengl direct_mode ; SubInclude HAIKU_TOP src tests kits opengl direct_mode ;
SubInclude HAIKU_TOP src tests kits opengl demos ;

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SubDir HAIKU_TOP src tests kits opengl demos ;
SubInclude HAIKU_TOP src tests kits opengl demos gears ;

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SubDir HAIKU_TOP src tests kits opengl demos gears ;
SetSubDirSupportedPlatformsBeOSCompatible ;
if $(TARGET_PLATFORM) != haiku {
# Needed for <GL/glut.h>, not present in R5.
# Unfortunately we also get the other headers there,
# that we don't really want.
UsePublicHeaders opengl ;
}
SimpleTest GLGears :
gears.c
: be libGL.so $(TARGET_LIBSUPC++)
;

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/*
* 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
*/
/* Conversion to GLUT by Mark J. Kilgard */
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glut.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
static GLint T0 = 0;
static GLint Frames = 0;
static GLint autoexit = 0;
static GLint win = 0;
static GLboolean Visible = GL_TRUE;
static GLboolean Animate = GL_TRUE;
static GLfloat viewDist = 40.0;
/**
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);
if (i < teeth) {
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);
if (i < teeth) {
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, view_rotz = 0.0;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0;
static void
cleanup(void)
{
glDeleteLists(gear1, 1);
glDeleteLists(gear2, 1);
glDeleteLists(gear3, 1);
glutDestroyWindow(win);
}
static void
draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, -viewDist);
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();
glutSwapBuffers();
Frames++;
{
GLint t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 5000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
fflush(stdout);
T0 = t;
Frames = 0;
if ((t >= 999.0 * autoexit) && (autoexit)) {
cleanup();
exit(0);
}
}
}
}
static void
idle(void)
{
static double t0 = -1.;
double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
if (t0 < 0.0)
t0 = t;
dt = t - t0;
t0 = t;
angle += 70.0 * dt; /* 70 degrees per second */
angle = fmod(angle, 360.0); /* prevents eventual overflow */
glutPostRedisplay();
}
static void
update_idle_func(void)
{
if (Visible && Animate)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
/* change view angle, exit upon ESC */
/* ARGSUSED1 */
static void
key(unsigned char k, int x, int y)
{
switch (k) {
case 'z':
view_rotz += 5.0;
break;
case 'Z':
view_rotz -= 5.0;
break;
case 'd':
viewDist += 1.0;
break;
case 'D':
viewDist -= 1.0;
break;
case 'a':
Animate = !Animate;
update_idle_func();
break;
case 27: /* Escape */
cleanup();
exit(0);
break;
default:
return;
}
glutPostRedisplay();
}
/* change view angle */
/* ARGSUSED1 */
static void
special(int k, int x, int y)
{
switch (k) {
case GLUT_KEY_UP:
view_rotx += 5.0;
break;
case GLUT_KEY_DOWN:
view_rotx -= 5.0;
break;
case GLUT_KEY_LEFT:
view_roty += 5.0;
break;
case GLUT_KEY_RIGHT:
view_roty -= 5.0;
break;
default:
return;
}
glutPostRedisplay();
}
/* new window size or exposure */
static void
reshape(int width, int height)
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -h, h, 5.0, 200.0);
glMatrixMode(GL_MODELVIEW);
}
static void
init(int argc, char *argv[])
{
static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
GLint i;
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(1.0, 4.0, 1.0, 20, 0.7);
glEndList();
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(0.5, 2.0, 2.0, 10, 0.7);
glEndList();
gear3 = glGenLists(1);
glNewList(gear3, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
gear(1.3, 2.0, 0.5, 10, 0.7);
glEndList();
glEnable(GL_NORMALIZE);
for ( i=1; i<argc; i++ ) {
if (strcmp(argv[i], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
else if ( strcmp(argv[i], "-exit")==0) {
autoexit = 30;
printf("Auto Exit after %i seconds.\n", autoexit );
}
}
glClearColor(1.0, 1.0, 1.0, 0.0);
}
static void
visible(int vis)
{
Visible = vis;
update_idle_func();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowPosition(0, 0);
glutInitWindowSize(300, 300);
win = glutCreateWindow("Gears");
init(argc, argv);
glutDisplayFunc(draw);
glutReshapeFunc(reshape);
glutKeyboardFunc(key);
glutSpecialFunc(special);
glutVisibilityFunc(visible);
update_idle_func();
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}