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-rw-r--r--progs/windml/uglgears.c428
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+
+/* uglgears.c - WindML/Mesa example program */
+
+/*
+ * 3-D gear wheels. This program is in the public domain.
+ *
+ * Brian Paul
+ *
+ * Conversion to GLUT by Mark J. Kilgard
+ * Conversion to UGL/Mesa from GLUT by Stephane Raimbault
+ */
+
+/*
+DESCRIPTION
+Spinning gears demo
+*/
+
+#include <stdio.h>
+#include <math.h>
+#include <tickLib.h>
+
+#include <ugl/ugl.h>
+#include <ugl/uglucode.h>
+#include <ugl/uglevent.h>
+#include <ugl/uglinput.h>
+#include <GL/uglmesa.h>
+#include <GL/glu.h>
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+#define COUNT_FRAMES
+
+UGL_LOCAL UGL_EVENT_SERVICE_ID eventServiceId;
+UGL_LOCAL UGL_EVENT_Q_ID qId;
+UGL_LOCAL volatile UGL_BOOL stopWex;
+UGL_LOCAL UGL_MESA_CONTEXT umc;
+
+UGL_LOCAL GLfloat view_rotx, view_roty, view_rotz;
+UGL_LOCAL GLint gear1, gear2, gear3;
+UGL_LOCAL GLfloat angle;
+
+UGL_LOCAL GLuint limit;
+UGL_LOCAL GLuint count;
+UGL_LOCAL GLuint tickStart, tickStop, tickBySec;
+
+
+/*
+* 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
+*/
+
+UGL_LOCAL 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 ();
+
+}
+
+UGL_LOCAL void drawGL (void)
+ {
+#ifdef COUNT_FRAMES
+ int time;
+#endif
+
+ angle += 2.0;
+
+ 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 (3.1, -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 ();
+
+ glFlush();
+
+ uglMesaSwapBuffers ();
+
+#ifdef COUNT_FRAMES
+ if (count > limit)
+ {
+ tickStop = tickGet ();
+ time = (tickStop-tickStart)/tickBySec;
+ printf (" %i fps\n", count/time);
+ tickStart = tickStop;
+ count = 0;
+ }
+ else
+ count++;
+#endif
+}
+
+
+UGL_LOCAL void initGL (GLsizei width, GLsizei height)
+ {
+ UGL_LOCAL GLfloat pos[4] = {5.0, 5.0, 10.0, 1.0 };
+ UGL_LOCAL GLfloat red[4] = {0.8, 0.1, 0.0, 1.0 };
+ UGL_LOCAL GLfloat green[4] = {0.0, 0.8, 0.2, 1.0 };
+ UGL_LOCAL GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0 };
+
+ 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);
+
+ glViewport (0, 0, width, height);
+
+ glMatrixMode (GL_PROJECTION);
+ glLoadIdentity ();
+ if (width>height)
+ {
+ GLfloat w = (GLfloat) width / (GLfloat) height;
+ glFrustum (-w, w, -1.0, 1.0, 5.0, 60.0);
+ }
+ else
+ {
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ glFrustum (-1.0, 1.0, -h, h, 5.0, 60.0);
+ }
+
+ glMatrixMode (GL_MODELVIEW);
+ glLoadIdentity ();
+ glTranslatef (0.0, 0.0, -40.0);
+
+#ifdef COUNT_FRAMES
+ tickStart = tickGet ();
+ tickBySec = sysClkRateGet ();
+#endif
+}
+
+UGL_LOCAL void echoUse(void)
+ {
+ printf("tGears keys:\n");
+ printf(" z Counter clockwise rotation (z-axis)\n");
+ printf(" Z Clockwise rotation (z-axis)\n");
+ printf(" Up Counter clockwise rotation (x-axis)\n");
+ printf(" Down Clockwise rotation (x-axis)\n");
+ printf(" Left Counter clockwise rotation (y-axis)\n");
+ printf(" Right Clockwise rotation (y-axis)\n");
+ printf(" ESC Exit\n");
+ }
+
+
+UGL_LOCAL void readKey (UGL_WCHAR key)
+ {
+
+ switch(key)
+ {
+ case 'z':
+ view_rotz += 5.0;
+ break;
+ case 'Z':
+ view_rotz -= 5.0;
+ break;
+ case UGL_UNI_UP_ARROW:
+ view_rotx += 5.0;
+ break;
+ case UGL_UNI_DOWN_ARROW:
+ view_rotx -= 5.0;
+ break;
+ case UGL_UNI_LEFT_ARROW:
+ view_roty += 5.0;
+ break;
+ case UGL_UNI_RIGHT_ARROW:
+ view_roty -= 5.0;
+ break;
+ case UGL_UNI_ESCAPE:
+ stopWex = UGL_TRUE;
+ break;
+ }
+ }
+
+UGL_LOCAL void loopEvent(void)
+ {
+ UGL_EVENT event;
+ UGL_INPUT_EVENT * pInputEvent;
+
+ UGL_FOREVER
+ {
+ if (uglEventGet (qId, &event, sizeof (event), UGL_NO_WAIT)
+ != UGL_STATUS_Q_EMPTY)
+ {
+ pInputEvent = (UGL_INPUT_EVENT *)&event;
+
+ if (pInputEvent->header.type == UGL_EVENT_TYPE_KEYBOARD &&
+ pInputEvent->modifiers & UGL_KEYBOARD_KEYDOWN)
+ readKey(pInputEvent->type.keyboard.key);
+ }
+
+ drawGL();
+ if (stopWex)
+ break;
+ }
+ }
+
+void windMLGears (UGL_BOOL windMLMode);
+
+void uglgears (void)
+ {
+ taskSpawn ("tGears", 210, VX_FP_TASK, 100000, (FUNCPTR)windMLGears,
+ UGL_FALSE,1,2,3,4,5,6,7,8,9);
+ }
+
+void windMLGears (UGL_BOOL windMLMode)
+ {
+ GLsizei width, height;
+ UGL_INPUT_DEVICE_ID keyboardDevId;
+
+ view_rotx=20.0;
+ view_roty=30.0;
+ view_rotz=0.0;
+ angle = 0.0;
+ limit = 100;
+ count = 1;
+
+ uglInitialize ();
+
+ uglDriverFind (UGL_KEYBOARD_TYPE, 0,
+ (UGL_UINT32 *)&keyboardDevId);
+
+ uglDriverFind (UGL_EVENT_SERVICE_TYPE, 0, (UGL_UINT32 *)&eventServiceId);
+
+ qId = uglEventQCreate (eventServiceId, 100);
+
+ /* Double buffering */
+ if (windMLMode)
+ umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE
+ | UGL_MESA_WINDML_EXCLUSIVE, NULL);
+ else
+ umc = uglMesaCreateNewContext(UGL_MESA_DOUBLE, NULL);
+
+ if (umc == NULL)
+ {
+ uglDeinitialize ();
+ return;
+ }
+
+ /* Fullscreen */
+
+ uglMesaMakeCurrentContext (umc, 0, 0, UGL_MESA_FULLSCREEN_WIDTH,
+ UGL_MESA_FULLSCREEN_HEIGHT);
+
+ uglMesaGetIntegerv(UGL_MESA_WIDTH, &width);
+ uglMesaGetIntegerv(UGL_MESA_HEIGHT, &height);
+
+ initGL (width, height);
+
+ echoUse();
+
+ stopWex = UGL_FALSE;
+ loopEvent();
+
+ uglEventQDestroy (eventServiceId, qId);
+
+ uglMesaDestroyContext();
+ uglDeinitialize ();
+
+ return;
+ }