/* * Use glCopyTexSubImage2D to draw animated gears on the sides of a box. * * Brian Paul * 27 January 2006 */ #include #include #include #include #include #ifndef M_PI #define M_PI 3.14159265 #endif static GLint WinWidth = 800, WinHeight = 500; static GLint TexWidth, TexHeight; static GLuint TexObj = 1; static GLenum IntFormat = GL_RGB; static GLboolean WireFrame = GL_FALSE; static GLint T0 = 0; static GLint Frames = 0; static GLint Win = 0; static GLfloat ViewRotX = 20.0, ViewRotY = 30.0, ViewRotZ = 0.0; static GLint Gear1, Gear2, Gear3; static GLfloat GearRot = 0.0; static GLfloat CubeRot = 0.0; /** 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 cleanup(void) { glDeleteTextures(1, &TexObj); glDeleteLists(Gear1, 1); glDeleteLists(Gear2, 1); glDeleteLists(Gear3, 1); glutDestroyWindow(Win); } static void DrawGears(void) { if (WireFrame) { glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); } glPushMatrix(); glRotatef(20/*ViewRotX*/, 1.0, 0.0, 0.0); glRotatef(ViewRotY, 0.0, 1.0, 0.0); glRotatef(ViewRotZ, 0.0, 0.0, 1.0); glPushMatrix(); glTranslatef(-3.0, -2.0, 0.0); glRotatef(GearRot, 0.0, 0.0, 1.0); glCallList(Gear1); glPopMatrix(); glPushMatrix(); glTranslatef(3.1, -2.0, 0.0); glRotatef(-2.0 * GearRot - 9.0, 0.0, 0.0, 1.0); glCallList(Gear2); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * GearRot - 25.0, 0.0, 0.0, 1.0); glCallList(Gear3); glPopMatrix(); glPopMatrix(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } static void DrawCube(void) { static const GLfloat texcoords[4][2] = { { 0, 0 }, { 1, 0 }, { 1, 1 }, { 0, 1 } }; static const GLfloat vertices[4][2] = { { -1, -1 }, { 1, -1 }, { 1, 1 }, { -1, 1 } }; static const GLfloat xforms[6][4] = { { 0, 0, 1, 0 }, { 90, 0, 1, 0 }, { 180, 0, 1, 0 }, { 270, 0, 1, 0 }, { 90, 1, 0, 0 }, { -90, 1, 0, 0 } }; static const GLfloat mat[4] = { 1.0, 1.0, 0.5, 1.0 }; GLint i, j; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, mat); glEnable(GL_TEXTURE_2D); glPushMatrix(); glRotatef(ViewRotX, 1.0, 0.0, 0.0); glRotatef(15, 1, 0, 0); glRotatef(CubeRot, 0, 1, 0); glScalef(4, 4, 4); for (i = 0; i < 6; i++) { glPushMatrix(); glRotatef(xforms[i][0], xforms[i][1], xforms[i][2], xforms[i][3]); glTranslatef(0, 0, 1.1); glBegin(GL_POLYGON); glNormal3f(0, 0, 1); for (j = 0; j < 4; j++) { glTexCoord2fv(texcoords[j]); glVertex2fv(vertices[j]); } glEnd(); glPopMatrix(); } glPopMatrix(); glDisable(GL_TEXTURE_2D); } static void draw(void) { float ar; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); /* clear whole depth buffer */ glDisable(GL_SCISSOR_TEST); glClear(GL_DEPTH_BUFFER_BIT); glEnable(GL_SCISSOR_TEST); /* clear upper-left corner of color buffer (unused space) */ glScissor(0, TexHeight, TexWidth, WinHeight - TexHeight); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* clear lower-left corner of color buffer */ glViewport(0, 0, TexWidth, TexHeight); glScissor(0, 0, TexWidth, TexHeight); glClearColor(1, 1, 1, 0); glClear(GL_COLOR_BUFFER_BIT); /* draw gears in lower-left corner */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); DrawGears(); /* copy color buffer to texture */ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, TexWidth, TexHeight); /* clear right half of color buffer */ glViewport(TexWidth, 0, WinWidth - TexWidth, WinHeight); glScissor(TexWidth, 0, WinWidth - TexWidth, WinHeight); glClearColor(0.5, 0.5, 0.8, 0.0); glClear(GL_COLOR_BUFFER_BIT); /* draw textured cube in right half of window */ ar = (float) (WinWidth - TexWidth) / WinHeight; glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-ar, ar, -1.0, 1.0, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); DrawCube(); /* finish up */ glutSwapBuffers(); Frames++; { GLint t = glutGet(GLUT_ELAPSED_TIME); if (t - T0 >= 5000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps); fflush(stdout); T0 = t; Frames = 0; } } } static void idle(void) { static double t0 = -1.; double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; if (t0 < 0.0) t0 = t; dt = t - t0; t0 = t; /* fmod to prevent overflow */ GearRot = fmod(GearRot + 70.0 * dt, 360.0); /* 70 deg/sec */ CubeRot = fmod(CubeRot + 15.0 * dt, 360.0); /* 15 deg/sec */ glutPostRedisplay(); } /* change view angle, exit upon ESC */ static void key(unsigned char k, int x, int y) { (void) x; (void) y; switch (k) { case 'w': WireFrame = !WireFrame; break; case 'z': ViewRotZ += 5.0; break; case 'Z': ViewRotZ -= 5.0; break; case 27: /* Escape */ cleanup(); exit(0); break; default: return; } glutPostRedisplay(); } /* change view angle */ static void special(int k, int x, int y) { (void) x; (void) y; switch (k) { case GLUT_KEY_UP: ViewRotX += 5.0; break; case GLUT_KEY_DOWN: ViewRotX -= 5.0; break; case GLUT_KEY_LEFT: ViewRotY += 5.0; break; case GLUT_KEY_RIGHT: ViewRotY -= 5.0; break; default: return; } glutPostRedisplay(); } /* new window size or exposure */ static void reshape(int width, int height) { WinWidth = width; WinHeight = height; } static void init(int argc, char *argv[]) { 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}; GLint i; glLightfv(GL_LIGHT0, GL_POSITION, pos); #if 0 glEnable(GL_CULL_FACE); #endif 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); /* xxx make size dynamic */ TexWidth = 256; TexHeight = 256; glBindTexture(GL_TEXTURE_2D, TexObj); glTexImage2D(GL_TEXTURE_2D, 0, IntFormat, TexWidth, TexHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); for ( i=1; i