1 /*
2  * 3-D gear wheels.  This program is in the public domain.
3  *
4  * Command line options:
5  *    -info      print GL implementation information
6  *    -exit      automatically exit after 30 seconds
7  *
8  *
9  * Brian Paul
10  *
11  *
12  * Marcus Geelnard:
13  *   - Conversion to GLFW
14  *   - Time based rendering (frame rate independent)
15  *   - Slightly modified camera that should work better for stereo viewing
16  *
17  *
18  * Camilla Löwy:
19  *   - Removed FPS counter (this is not a benchmark)
20  *   - Added a few comments
21  *   - Enabled vsync
22  */
23 
24 #if defined(_MSC_VER)
25  // Make MS math.h define M_PI
26  #define _USE_MATH_DEFINES
27 #endif
28 
29 #include <math.h>
30 #include <stdlib.h>
31 #include <stdio.h>
32 #include <string.h>
33 
34 #define GLAD_GL_IMPLEMENTATION
35 #include <glad/gl.h>
36 #define GLFW_INCLUDE_NONE
37 #include <GLFW/glfw3.h>
38 
39 /**
40 
41   Draw a gear wheel.  You'll probably want to call this function when
42   building a display list since we do a lot of trig here.
43 
44   Input:  inner_radius - radius of hole at center
45           outer_radius - radius at center of teeth
46           width - width of gear teeth - number of teeth
47           tooth_depth - depth of tooth
48 
49  **/
50 
51 static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth, GLfloat tooth_depth)52 gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
53   GLint teeth, GLfloat tooth_depth)
54 {
55   GLint i;
56   GLfloat r0, r1, r2;
57   GLfloat angle, da;
58   GLfloat u, v, len;
59 
60   r0 = inner_radius;
61   r1 = outer_radius - tooth_depth / 2.f;
62   r2 = outer_radius + tooth_depth / 2.f;
63 
64   da = 2.f * (float) M_PI / teeth / 4.f;
65 
66   glShadeModel(GL_FLAT);
67 
68   glNormal3f(0.f, 0.f, 1.f);
69 
70   /* draw front face */
71   glBegin(GL_QUAD_STRIP);
72   for (i = 0; i <= teeth; i++) {
73     angle = i * 2.f * (float) M_PI / teeth;
74     glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
75     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
76     if (i < teeth) {
77       glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
78       glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
79     }
80   }
81   glEnd();
82 
83   /* draw front sides of teeth */
84   glBegin(GL_QUADS);
85   da = 2.f * (float) M_PI / teeth / 4.f;
86   for (i = 0; i < teeth; i++) {
87     angle = i * 2.f * (float) M_PI / teeth;
88 
89     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
90     glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
91     glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
92     glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
93   }
94   glEnd();
95 
96   glNormal3f(0.0, 0.0, -1.0);
97 
98   /* draw back face */
99   glBegin(GL_QUAD_STRIP);
100   for (i = 0; i <= teeth; i++) {
101     angle = i * 2.f * (float) M_PI / teeth;
102     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
103     glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
104     if (i < teeth) {
105       glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
106       glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
107     }
108   }
109   glEnd();
110 
111   /* draw back sides of teeth */
112   glBegin(GL_QUADS);
113   da = 2.f * (float) M_PI / teeth / 4.f;
114   for (i = 0; i < teeth; i++) {
115     angle = i * 2.f * (float) M_PI / teeth;
116 
117     glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
118     glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
119     glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
120     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
121   }
122   glEnd();
123 
124   /* draw outward faces of teeth */
125   glBegin(GL_QUAD_STRIP);
126   for (i = 0; i < teeth; i++) {
127     angle = i * 2.f * (float) M_PI / teeth;
128 
129     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
130     glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
131     u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
132     v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
133     len = (float) sqrt(u * u + v * v);
134     u /= len;
135     v /= len;
136     glNormal3f(v, -u, 0.0);
137     glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
138     glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
139     glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
140     glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
141     glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
142     u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
143     v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
144     glNormal3f(v, -u, 0.f);
145     glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
146     glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
147     glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
148   }
149 
150   glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
151   glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
152 
153   glEnd();
154 
155   glShadeModel(GL_SMOOTH);
156 
157   /* draw inside radius cylinder */
158   glBegin(GL_QUAD_STRIP);
159   for (i = 0; i <= teeth; i++) {
160     angle = i * 2.f * (float) M_PI / teeth;
161     glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
162     glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
163     glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
164   }
165   glEnd();
166 
167 }
168 
169 
170 static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
171 static GLint gear1, gear2, gear3;
172 static GLfloat angle = 0.f;
173 
174 /* OpenGL draw function & timing */
draw(void)175 static void draw(void)
176 {
177   glClearColor(0.0, 0.0, 0.0, 0.0);
178   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
179 
180   glPushMatrix();
181     glRotatef(view_rotx, 1.0, 0.0, 0.0);
182     glRotatef(view_roty, 0.0, 1.0, 0.0);
183     glRotatef(view_rotz, 0.0, 0.0, 1.0);
184 
185     glPushMatrix();
186       glTranslatef(-3.0, -2.0, 0.0);
187       glRotatef(angle, 0.0, 0.0, 1.0);
188       glCallList(gear1);
189     glPopMatrix();
190 
191     glPushMatrix();
192       glTranslatef(3.1f, -2.f, 0.f);
193       glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
194       glCallList(gear2);
195     glPopMatrix();
196 
197     glPushMatrix();
198       glTranslatef(-3.1f, 4.2f, 0.f);
199       glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
200       glCallList(gear3);
201     glPopMatrix();
202 
203   glPopMatrix();
204 }
205 
206 
207 /* update animation parameters */
animate(void)208 static void animate(void)
209 {
210   angle = 100.f * (float) glfwGetTime();
211 }
212 
213 
214 /* change view angle, exit upon ESC */
key( GLFWwindow* window, int k, int s, int action, int mods )215 void key( GLFWwindow* window, int k, int s, int action, int mods )
216 {
217   if( action != GLFW_PRESS ) return;
218 
219   switch (k) {
220   case GLFW_KEY_Z:
221     if( mods & GLFW_MOD_SHIFT )
222       view_rotz -= 5.0;
223     else
224       view_rotz += 5.0;
225     break;
226   case GLFW_KEY_ESCAPE:
227     glfwSetWindowShouldClose(window, GLFW_TRUE);
228     break;
229   case GLFW_KEY_UP:
230     view_rotx += 5.0;
231     break;
232   case GLFW_KEY_DOWN:
233     view_rotx -= 5.0;
234     break;
235   case GLFW_KEY_LEFT:
236     view_roty += 5.0;
237     break;
238   case GLFW_KEY_RIGHT:
239     view_roty -= 5.0;
240     break;
241   default:
242     return;
243   }
244 }
245 
246 
247 /* new window size */
reshape( GLFWwindow* window, int width, int height )248 void reshape( GLFWwindow* window, int width, int height )
249 {
250   GLfloat h = (GLfloat) height / (GLfloat) width;
251   GLfloat xmax, znear, zfar;
252 
253   znear = 5.0f;
254   zfar  = 30.0f;
255   xmax  = znear * 0.5f;
256 
257   glViewport( 0, 0, (GLint) width, (GLint) height );
258   glMatrixMode( GL_PROJECTION );
259   glLoadIdentity();
260   glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
261   glMatrixMode( GL_MODELVIEW );
262   glLoadIdentity();
263   glTranslatef( 0.0, 0.0, -20.0 );
264 }
265 
266 
267 /* program & OpenGL initialization */
init(void)268 static void init(void)
269 {
270   static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
271   static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
272   static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
273   static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
274 
275   glLightfv(GL_LIGHT0, GL_POSITION, pos);
276   glEnable(GL_CULL_FACE);
277   glEnable(GL_LIGHTING);
278   glEnable(GL_LIGHT0);
279   glEnable(GL_DEPTH_TEST);
280 
281   /* make the gears */
282   gear1 = glGenLists(1);
283   glNewList(gear1, GL_COMPILE);
284   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
285   gear(1.f, 4.f, 1.f, 20, 0.7f);
286   glEndList();
287 
288   gear2 = glGenLists(1);
289   glNewList(gear2, GL_COMPILE);
290   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
291   gear(0.5f, 2.f, 2.f, 10, 0.7f);
292   glEndList();
293 
294   gear3 = glGenLists(1);
295   glNewList(gear3, GL_COMPILE);
296   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
297   gear(1.3f, 2.f, 0.5f, 10, 0.7f);
298   glEndList();
299 
300   glEnable(GL_NORMALIZE);
301 }
302 
303 
304 /* program entry */
main(int argc, char *argv[])305 int main(int argc, char *argv[])
306 {
307     GLFWwindow* window;
308     int width, height;
309 
310     if( !glfwInit() )
311     {
312         fprintf( stderr, "Failed to initialize GLFW\n" );
313         exit( EXIT_FAILURE );
314     }
315 
316     glfwWindowHint(GLFW_DEPTH_BITS, 16);
317     glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
318 
319     window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
320     if (!window)
321     {
322         fprintf( stderr, "Failed to open GLFW window\n" );
323         glfwTerminate();
324         exit( EXIT_FAILURE );
325     }
326 
327     // Set callback functions
328     glfwSetFramebufferSizeCallback(window, reshape);
329     glfwSetKeyCallback(window, key);
330 
331     glfwMakeContextCurrent(window);
332     gladLoadGL(glfwGetProcAddress);
333     glfwSwapInterval( 1 );
334 
335     glfwGetFramebufferSize(window, &width, &height);
336     reshape(window, width, height);
337 
338     // Parse command-line options
339     init();
340 
341     // Main loop
342     while( !glfwWindowShouldClose(window) )
343     {
344         // Draw gears
345         draw();
346 
347         // Update animation
348         animate();
349 
350         // Swap buffers
351         glfwSwapBuffers(window);
352         glfwPollEvents();
353     }
354 
355     // Terminate GLFW
356     glfwTerminate();
357 
358     // Exit program
359     exit( EXIT_SUCCESS );
360 }
361 
362