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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* Kristian HĆøgsberg <krh@bitplanet.net>
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* * Refactor gear drawing.
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* * Use correct normals for surfaces.
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* * Use perspective projection transformation.
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* Alexandros Frantzis <alexandros.frantzis@linaro.org>
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#define GL_GLEXT_PROTOTYPES
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#define EGL_EGLEXT_PROTOTYPES
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#include <OpenGL/gl.h>
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#include <Glut/glut.h>
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#define STRIPS_PER_TOOTH 7
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#define VERTICES_PER_TOOTH 34
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#define GEAR_VERTEX_STRIDE 6
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#ifndef HAVE_BUILTIN_SINCOS
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#define sincos _sincos
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sincos (double a, double *s, double *c)
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* Struct describing the vertices in triangle strip
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/** The first vertex in the strip */
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/** The number of consecutive vertices in the strip after the first */
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/* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */
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typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
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* Struct representing a gear.
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/** The array of vertices comprising the gear */
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/** The number of vertices comprising the gear */
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/** The array of triangle strips comprising the gear */
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struct vertex_strip *strips;
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/** The number of triangle strips comprising the gear */
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/** The Vertex Buffer Object holding the vertices in the graphics card */
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/** The view rotation [x, y, z] */
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static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 };
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static struct gear *gear1, *gear2, *gear3;
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/** The current gear rotation angle */
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static GLfloat angle = 0.0;
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/** The location of the shader uniforms */
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static GLuint ModelViewProjectionMatrix_location,
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NormalMatrix_location,
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LightSourcePosition_location,
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MaterialColor_location;
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/** The projection matrix */
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static GLfloat ProjectionMatrix[16];
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/** The direction of the directional light for the scene */
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static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0};
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* Fills a gear vertex.
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* @param v the vertex to fill
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* @param x the x coordinate
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* @param y the y coordinate
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* @param z the z coortinate
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* @param n pointer to the normal table
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* @return the operation error code
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vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
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* Create a gear wheel.
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* @param inner_radius radius of hole at center
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* @param outer_radius radius at center of teeth
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* @param width width of gear
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* @param teeth number of teeth
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* @param tooth_depth depth of tooth
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* @return pointer to the constructed struct gear
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create_gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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/* Allocate memory for the gear */
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gear = malloc(sizeof *gear);
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/* Calculate the radii used in the gear */
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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/* Allocate memory for the triangle strip information */
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gear->nstrips = STRIPS_PER_TOOTH * teeth;
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gear->strips = calloc(gear->nstrips, sizeof (*gear->strips));
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/* Allocate memory for the vertices */
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gear->vertices = calloc(VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices));
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for (i = 0; i < teeth; i++) {
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/* Calculate needed sin/cos for varius angles */
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sincos(i * 2.0 * M_PI / teeth, &s[0], &c[0]);
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sincos(i * 2.0 * M_PI / teeth + da, &s[1], &c[1]);
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sincos(i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]);
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sincos(i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]);
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sincos(i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]);
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/* A set of macros for making the creation of the gears easier */
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#define GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
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#define SET_NORMAL(x, y, z) do { \
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normal[0] = (x); normal[1] = (y); normal[2] = (z); \
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#define GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, (sign) * width * 0.5, normal)
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#define START_STRIP do { \
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gear->strips[cur_strip].first = v - gear->vertices; \
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#define END_STRIP do { \
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int _tmp = (v - gear->vertices); \
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gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
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#define QUAD_WITH_NORMAL(p1, p2) do { \
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SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
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v = GEAR_VERT(v, (p1), -1); \
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v = GEAR_VERT(v, (p1), 1); \
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v = GEAR_VERT(v, (p2), -1); \
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v = GEAR_VERT(v, (p2), 1); \
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/* Create the 7 points (only x,y coords) used to draw a tooth */
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struct point p[7] = {
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GEAR_POINT(r2, 1), // 0
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GEAR_POINT(r2, 2), // 1
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GEAR_POINT(r1, 0), // 2
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GEAR_POINT(r1, 3), // 3
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GEAR_POINT(r0, 0), // 4
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GEAR_POINT(r1, 4), // 5
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GEAR_POINT(r0, 4), // 6
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SET_NORMAL(0, 0, 1.0);
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v = GEAR_VERT(v, 0, +1);
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v = GEAR_VERT(v, 1, +1);
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v = GEAR_VERT(v, 2, +1);
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v = GEAR_VERT(v, 3, +1);
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v = GEAR_VERT(v, 4, +1);
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v = GEAR_VERT(v, 5, +1);
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v = GEAR_VERT(v, 6, +1);
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QUAD_WITH_NORMAL(4, 6);
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SET_NORMAL(0, 0, -1.0);
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v = GEAR_VERT(v, 6, -1);
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v = GEAR_VERT(v, 5, -1);
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v = GEAR_VERT(v, 4, -1);
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v = GEAR_VERT(v, 3, -1);
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v = GEAR_VERT(v, 2, -1);
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v = GEAR_VERT(v, 1, -1);
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v = GEAR_VERT(v, 0, -1);
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QUAD_WITH_NORMAL(0, 2);
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QUAD_WITH_NORMAL(1, 0);
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QUAD_WITH_NORMAL(3, 1);
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QUAD_WITH_NORMAL(5, 3);
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gear->nvertices = (v - gear->vertices);
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/* Store the vertices in a vertex buffer object (VBO) */
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glGenBuffers(1, &gear->vbo);
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glBindBuffer(GL_ARRAY_BUFFER, gear->vbo);
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glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
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gear->vertices, GL_STATIC_DRAW);
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* Multiplies two 4x4 matrices.
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* The result is stored in matrix m.
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* @param m the first matrix to multiply
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* @param n the second matrix to multiply
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multiply(GLfloat *m, const GLfloat *n)
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const GLfloat *row, *column;
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for (i = 0; i < 16; i++) {
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row = n + d.quot * 4;
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for (j = 0; j < 4; j++)
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tmp[i] += row[j] * column[j * 4];
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memcpy(m, &tmp, sizeof tmp);
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* Rotates a 4x4 matrix.
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* @param[in,out] m the matrix to rotate
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* @param angle the angle to rotate
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* @param x the x component of the direction to rotate to
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* @param y the y component of the direction to rotate to
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* @param z the z component of the direction to rotate to
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rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
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sincos(angle, &s, &c);
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x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
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x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0,
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x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0,
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* Translates a 4x4 matrix.
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* @param[in,out] m the matrix to translate
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* @param x the x component of the direction to translate to
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* @param y the y component of the direction to translate to
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* @param z the z component of the direction to translate to
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translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
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GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 };
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* Creates an identity 4x4 matrix.
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* @param m the matrix make an identity matrix
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memcpy(m, t, sizeof(t));
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* Transposes a 4x4 matrix.
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* @param m the matrix to transpose
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transpose(GLfloat *m)
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m[0], m[4], m[8], m[12],
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m[1], m[5], m[9], m[13],
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m[2], m[6], m[10], m[14],
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m[3], m[7], m[11], m[15]};
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memcpy(m, t, sizeof(t));
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* Inverts a 4x4 matrix.
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* This function can currently handle only pure translation-rotation matrices.
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* Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
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* for an explanation.
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// Extract and invert the translation part 't'. The inverse of a
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// translation matrix can be calculated by negating the translation
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t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
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// Invert the rotation part 'r'. The inverse of a rotation matrix is
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// equal to its transpose.
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m[12] = m[13] = m[14] = 0;
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// inv(m) = inv(r) * inv(t)
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* Calculate a perspective projection transformation.
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* @param m the matrix to save the transformation in
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* @param fovy the field of view in the y direction
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* @param aspect the view aspect ratio
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* @param zNear the near clipping plane
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* @param zFar the far clipping plane
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void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
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double sine, cosine, cotangent, deltaZ;
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GLfloat radians = fovy / 2 * M_PI / 180;
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deltaZ = zFar - zNear;
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sincos(radians, &sine, &cosine);
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if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
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cotangent = cosine / sine;
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tmp[0] = cotangent / aspect;
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tmp[10] = -(zFar + zNear) / deltaZ;
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tmp[14] = -2 * zNear * zFar / deltaZ;
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memcpy(m, tmp, sizeof(tmp));
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* @param gear the gear to draw
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* @param transform the current transformation matrix
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* @param x the x position to draw the gear at
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* @param y the y position to draw the gear at
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* @param angle the rotation angle of the gear
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* @param color the color of the gear
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draw_gear(struct gear *gear, GLfloat *transform,
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GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4])
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GLfloat model_view[16];
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GLfloat normal_matrix[16];
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GLfloat model_view_projection[16];
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/* Translate and rotate the gear */
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memcpy(model_view, transform, sizeof (model_view));
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translate(model_view, x, y, 0);
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rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1);
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/* Create and set the ModelViewProjectionMatrix */
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memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection));
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multiply(model_view_projection, model_view);
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glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE,
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model_view_projection);
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* Create and set the NormalMatrix. It's the inverse transpose of the
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memcpy(normal_matrix, model_view, sizeof (normal_matrix));
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invert(normal_matrix);
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transpose(normal_matrix);
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glUniformMatrix4fv(NormalMatrix_location, 1, GL_FALSE, normal_matrix);
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/* Set the gear color */
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glUniform4fv(MaterialColor_location, 1, color);
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/* Set the vertex buffer object to use */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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/* Set up the position of the attributes in the vertex buffer object */
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
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6 * sizeof(GLfloat), *gear->vertices);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
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6 * sizeof(GLfloat), ((float*)*gear->vertices) + 3*4);
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/* Enable the attributes */
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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/* Draw the triangle strips that comprise the gear */
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for (n = 0; n < gear->nstrips; n++)
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glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[n].first, gear->strips[n].count);
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/* Disable the attributes */
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glDisableVertexAttribArray(1);
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glDisableVertexAttribArray(0);
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const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
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const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
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const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
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GLfloat transform[16];
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* Translate and rotate the view */
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translate(transform, 0, 0, -20);
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rotate(transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0);
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rotate(transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0);
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rotate(transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1);
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draw_gear(gear1, transform, -3.0, -2.0, angle, red);
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draw_gear(gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green);
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draw_gear(gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue);
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* Handles a new window size or exposure.
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* @param width the window width
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* @param height the window height
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gears_reshape(int width, int height)
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/* Update the projection matrix */
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perspective(ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0);
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/* Set the viewport */
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glViewport(0, 0, (GLint) width, (GLint) height);
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* Handles special glut events.
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* @param special the event to handle.
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gears_special(int special, int crap, int morecrap)
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static int frames = 0;
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static double tRot0 = -1.0, tRate0 = -1.0;
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double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0;
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/* advance rotation for next frame */
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angle += 70.0 * dt; /* 70 degrees per second */
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if (t - tRate0 >= 5.0) {
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GLfloat seconds = t - tRate0;
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GLfloat fps = frames / seconds;
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printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
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static const char vertex_shader[] =
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"attribute vec3 position;\n"
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"attribute vec3 normal;\n"
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"uniform mat4 ModelViewProjectionMatrix;\n"
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"uniform mat4 NormalMatrix;\n"
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"uniform vec4 LightSourcePosition;\n"
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"uniform vec4 MaterialColor;\n"
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"varying vec4 Color;\n"
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" // Transform the normal to eye coordinates\n"
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" vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n"
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" // The LightSourcePosition is actually its direction for directional light\n"
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" vec3 L = normalize(LightSourcePosition.xyz);\n"
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" // Multiply the diffuse value by the vertex color (which is fixed in this case)\n"
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" // to get the actual color that we will use to draw this vertex with\n"
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" float diffuse = max(dot(N, L), 0.0);\n"
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" Color = diffuse * MaterialColor;\n"
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" // Transform the position to clip coordinates\n"
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" gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n"
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static const char fragment_shader[] =
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"precision mediump float;\n"
658
"varying vec4 Color;\n"
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" gl_FragColor = Color;\n"
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GLuint v, f, program;
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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/* Compile the vertex shader */
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v = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(v, 1, &p, NULL);
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glGetShaderInfoLog(v, sizeof msg, NULL, msg);
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printf("vertex shader info: %s\n", msg);
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/* Compile the fragment shader */
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f = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(f, 1, &p, NULL);
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glGetShaderInfoLog(f, sizeof msg, NULL, msg);
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printf("fragment shader info: %s\n", msg);
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/* Create and link the shader program */
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program = glCreateProgram();
693
glAttachShader(program, v);
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glAttachShader(program, f);
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glBindAttribLocation(program, 0, "position");
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glBindAttribLocation(program, 1, "normal");
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glLinkProgram(program);
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glGetProgramInfoLog(program, sizeof msg, NULL, msg);
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printf("info: %s\n", msg);
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/* Enable the shaders */
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glUseProgram(program);
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/* Get the locations of the uniforms so we can access them */
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ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix");
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NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix");
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LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition");
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MaterialColor_location = glGetUniformLocation(program, "MaterialColor");
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/* Set the LightSourcePosition uniform which is constant throught the program */
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glUniform4fv(LightSourcePosition_location, 1, LightSourcePosition);
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gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7);
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gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7);
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gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7);
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main(int argc, char *argv[])
723
/* Initialize the window */
724
glutInit(&argc, argv);
725
glutInitWindowSize(300, 300);
726
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
728
glutCreateWindow("es2gears");
730
/* Set up glut callback functions */
731
glutIdleFunc (gears_idle);
732
glutReshapeFunc(gears_reshape);
733
glutDisplayFunc(gears_draw);
734
glutSpecialFunc(gears_special);
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/* Initialize the gears */