/* * Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu * Copyright (c) 2012, 2013, Andrew Hannam aka inmarket * * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "gfx.h" #define GL3D_WINDOW_SIZE 120 // Limits zbuffer size to program runs in 192k limit on STMF407 #define FRAME_DELAY 20 // 20ms should be approx 50 frames per second less CPU overheads. #include #ifndef M_PI # define M_PI 3.14159265 #endif /* The handle for our Window */ GHandle gh; /* * 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 ); 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