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/* | |
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved. | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a | |
* copy of this software and associated documentation files (the "Software"), | |
* to deal in the Software without restriction, including without limitation | |
* the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
* and/or sell copies of the Software, and to permit persons to whom the | |
* Software is furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included | |
* in all copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS | |
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL | |
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN | |
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN | |
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
*/ | |
/* | |
* This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT) | |
* Port by Brian Paul 23 March 2001 | |
* | |
* See usage() below for command line options. | |
*/ | |
#include <math.h> | |
#include <stdlib.h> | |
#include <stdio.h> | |
#include <string.h> | |
#include <GL/gl.h> | |
#include <GL/glx.h> | |
#include <GL/glxext.h> | |
#include <SDL2/SDL.h> | |
#include <SDL2/SDL_opengl.h> | |
#ifndef GLX_MESA_swap_control | |
#define GLX_MESA_swap_control 1 | |
typedef int (*PFNGLXGETSWAPINTERVALMESAPROC)(void); | |
#endif | |
#define BENCHMARK | |
#ifdef BENCHMARK | |
/* XXX this probably isn't very portable */ | |
#include <sys/time.h> | |
#include <unistd.h> | |
/* return current time (in seconds) */ | |
static double | |
current_time(void) | |
{ | |
struct timeval tv; | |
#ifdef __VMS | |
(void)gettimeofday(&tv, NULL); | |
#else | |
struct timezone tz; | |
(void)gettimeofday(&tv, &tz); | |
#endif | |
return (double)tv.tv_sec + tv.tv_usec / 1000000.0; | |
} | |
#else /*BENCHMARK*/ | |
/* dummy */ | |
static double | |
current_time(void) | |
{ | |
/* update this function for other platforms! */ | |
static double t = 0.0; | |
static int warn = 1; | |
if (warn) | |
{ | |
fprintf(stderr, "Warning: current_time() not implemented!!\n"); | |
warn = 0; | |
} | |
return t += 1.0; | |
} | |
#endif /*BENCHMARK*/ | |
#ifndef M_PI | |
#define M_PI 3.14159265 | |
#endif | |
/** Event handler results: */ | |
#define NOP 0 | |
#define EXIT 1 | |
#define DRAW 2 | |
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 GLboolean fullscreen = GL_FALSE; /* Create a single fullscreen window */ | |
static GLboolean stereo = GL_FALSE; /* Enable stereo. */ | |
static GLint samples = 0; /* Choose visual with at least N samples. */ | |
static GLboolean animate = GL_TRUE; /* Animation */ | |
static GLfloat eyesep = 5.0; /* Eye separation. */ | |
static GLfloat fix_point = 40.0; /* Fixation point distance. */ | |
static GLfloat left, right, asp; /* Stereo frustum params. */ | |
/* | |
* | |
* 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 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(); | |
} | |
static void | |
draw_gears(void) | |
{ | |
if (stereo) | |
{ | |
/* First left eye. */ | |
glDrawBuffer(GL_BACK_LEFT); | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
glFrustum(left, right, -asp, asp, 5.0, 60.0); | |
glMatrixMode(GL_MODELVIEW); | |
glPushMatrix(); | |
glTranslated(+0.5 * eyesep, 0.0, 0.0); | |
draw(); | |
glPopMatrix(); | |
/* Then right eye. */ | |
glDrawBuffer(GL_BACK_RIGHT); | |
glMatrixMode(GL_PROJECTION); | |
glLoadIdentity(); | |
glFrustum(-right, -left, -asp, asp, 5.0, 60.0); | |
glMatrixMode(GL_MODELVIEW); | |
glPushMatrix(); | |
glTranslated(-0.5 * eyesep, 0.0, 0.0); | |
draw(); | |
glPopMatrix(); | |
} | |
else | |
{ | |
draw(); | |
} | |
} | |
/** Draw single frame, do SwapBuffers, compute FPS */ | |
static void | |
draw_frame(SDL_Window *window) | |
{ | |
static int frames = 0; | |
static double tRot0 = -1.0, tRate0 = -1.0; | |
double dt, t = current_time(); | |
if (tRot0 < 0.0) | |
tRot0 = t; | |
dt = t - tRot0; | |
tRot0 = t; | |
if (animate) | |
{ | |
/* advance rotation for next frame */ | |
angle += 70.0 * dt; /* 70 degrees per second */ | |
if (angle > 3600.0) | |
angle -= 3600.0; | |
} | |
draw_gears(); | |
SDL_GL_SwapWindow(window); | |
frames++; | |
if (tRate0 < 0.0) | |
tRate0 = t; | |
if (t - tRate0 >= 5.0) | |
{ | |
GLfloat seconds = t - tRate0; | |
GLfloat fps = frames / seconds; | |
printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, | |
fps); | |
fflush(stdout); | |
tRate0 = t; | |
frames = 0; | |
} | |
} | |
/* new window size or exposure */ | |
static void | |
reshape(int width, int height) | |
{ | |
glViewport(0, 0, (GLint)width, (GLint)height); | |
if (stereo) | |
{ | |
GLfloat w; | |
asp = (GLfloat)height / (GLfloat)width; | |
w = fix_point * (1.0 / 5.0); | |
left = -5.0 * ((w - 0.5 * eyesep) / fix_point); | |
right = 5.0 * ((w + 0.5 * eyesep) / fix_point); | |
} | |
else | |
{ | |
GLfloat h = (GLfloat)height / (GLfloat)width; | |
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); | |
} | |
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(int argc, char *argv[]) | |
{ | |
SDL_Init(SDL_INIT_VIDEO); | |
SDL_Window *window; | |
SDL_GLContext context; | |
int winW; | |
int winH; | |
SDL_Event event; | |
int running; | |
window = SDL_CreateWindow("Test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE); | |
context = SDL_GL_CreateContext(window); | |
running = 1; | |
init(); | |
while (running) | |
{ | |
while (SDL_PollEvent(&event)) | |
running = event.type != SDL_QUIT; | |
SDL_GL_GetDrawableSize(window, &winW, &winH); | |
reshape(winW, winH); | |
draw_frame(window); | |
} | |
glDeleteLists(gear1, 1); | |
glDeleteLists(gear2, 1); | |
glDeleteLists(gear3, 1); | |
SDL_GL_DeleteContext(context); | |
SDL_DestroyWindow(window); | |
SDL_Quit(); | |
return 0; | |
} |
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