/* * Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org> * 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 <organization> 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 <COPYRIGHT HOLDER> 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 <math.h> #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<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(); } 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 draw( void ) { 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(); gwinRedraw(gh); } static void spin( void ) { angle += 2.0; draw(); } /* new window size or exposure */ static void setup(void) { GLfloat h = (GLfloat) gwinGetWidth(gh) / (GLfloat) gwinGetHeight(gh); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 ); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef( 0.0, 0.0, -40.0 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); } static void init( void ) { 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 }; 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 ); } int main(void) { /* Initialize and clear the display */ gfxInit(); gdispClear(GFX_WHITE); /* Create the 3D window */ { GWindowInit wi; gwinClearInit(&wi); wi.show = gTrue; wi.x = (gdispGetWidth()-GL3D_WINDOW_SIZE)/2; wi.y = (gdispGetHeight()-GL3D_WINDOW_SIZE)/2; wi.width = GL3D_WINDOW_SIZE; wi.height = GL3D_WINDOW_SIZE; gh = gwinGL3DCreate(0, &wi); } /* Init the 3D stuff */ setup(); init(); while(1) { // rate control gfxSleepMilliseconds(FRAME_DELAY); // move and redraw spin(); } }