mirror of
https://github.com/glfw/glfw.git
synced 2024-11-22 10:05:10 +00:00
d7e30b1c74
This removes all dependencies from the GLFW test programs on the Vulkan SDK. It also removes support for linking the GLFW shared library (dynamic library, DLL) against the Vulkan loader static library.
360 lines
9.7 KiB
C
360 lines
9.7 KiB
C
/*
|
|
* 3-D gear wheels. This program is in the public domain.
|
|
*
|
|
* Command line options:
|
|
* -info print GL implementation information
|
|
* -exit automatically exit after 30 seconds
|
|
*
|
|
*
|
|
* Brian Paul
|
|
*
|
|
*
|
|
* Marcus Geelnard:
|
|
* - Conversion to GLFW
|
|
* - Time based rendering (frame rate independent)
|
|
* - Slightly modified camera that should work better for stereo viewing
|
|
*
|
|
*
|
|
* Camilla Löwy:
|
|
* - Removed FPS counter (this is not a benchmark)
|
|
* - Added a few comments
|
|
* - Enabled vsync
|
|
*/
|
|
|
|
#if defined(_MSC_VER)
|
|
// Make MS math.h define M_PI
|
|
#define _USE_MATH_DEFINES
|
|
#endif
|
|
|
|
#include <math.h>
|
|
#include <stdlib.h>
|
|
#include <stdio.h>
|
|
#include <string.h>
|
|
|
|
#include <glad/gl.h>
|
|
#include <GLFW/glfw3.h>
|
|
|
|
/**
|
|
|
|
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.f;
|
|
r2 = outer_radius + tooth_depth / 2.f;
|
|
|
|
da = 2.f * (float) M_PI / teeth / 4.f;
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glNormal3f(0.f, 0.f, 1.f);
|
|
|
|
/* draw front face */
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (i = 0; i <= teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
|
|
if (i < teeth) {
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
/* draw front sides of teeth */
|
|
glBegin(GL_QUADS);
|
|
da = 2.f * (float) M_PI / teeth / 4.f;
|
|
for (i = 0; i < teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
|
|
}
|
|
glEnd();
|
|
|
|
glNormal3f(0.0, 0.0, -1.0);
|
|
|
|
/* draw back face */
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (i = 0; i <= teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
|
|
if (i < teeth) {
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
|
|
}
|
|
}
|
|
glEnd();
|
|
|
|
/* draw back sides of teeth */
|
|
glBegin(GL_QUADS);
|
|
da = 2.f * (float) M_PI / teeth / 4.f;
|
|
for (i = 0; i < teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
|
|
}
|
|
glEnd();
|
|
|
|
/* draw outward faces of teeth */
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (i = 0; i < teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f);
|
|
u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle);
|
|
v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle);
|
|
len = (float) sqrt(u * u + v * v);
|
|
u /= len;
|
|
v /= len;
|
|
glNormal3f(v, -u, 0.0);
|
|
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f);
|
|
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
|
|
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f);
|
|
glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f);
|
|
u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da);
|
|
v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da);
|
|
glNormal3f(v, -u, 0.f);
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f);
|
|
glNormal3f((float) cos(angle), (float) sin(angle), 0.f);
|
|
}
|
|
|
|
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f);
|
|
glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f);
|
|
|
|
glEnd();
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
|
|
/* draw inside radius cylinder */
|
|
glBegin(GL_QUAD_STRIP);
|
|
for (i = 0; i <= teeth; i++) {
|
|
angle = i * 2.f * (float) M_PI / teeth;
|
|
glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f);
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f);
|
|
glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f);
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
|
|
|
|
static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f;
|
|
static GLint gear1, gear2, gear3;
|
|
static GLfloat angle = 0.f;
|
|
|
|
/* OpenGL draw function & timing */
|
|
static void draw(void)
|
|
{
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
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(3.1f, -2.f, 0.f);
|
|
glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f);
|
|
glCallList(gear2);
|
|
glPopMatrix();
|
|
|
|
glPushMatrix();
|
|
glTranslatef(-3.1f, 4.2f, 0.f);
|
|
glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f);
|
|
glCallList(gear3);
|
|
glPopMatrix();
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
|
|
/* update animation parameters */
|
|
static void animate(void)
|
|
{
|
|
angle = 100.f * (float) glfwGetTime();
|
|
}
|
|
|
|
|
|
/* change view angle, exit upon ESC */
|
|
void key( GLFWwindow* window, int k, int s, int action, int mods )
|
|
{
|
|
if( action != GLFW_PRESS ) return;
|
|
|
|
switch (k) {
|
|
case GLFW_KEY_Z:
|
|
if( mods & GLFW_MOD_SHIFT )
|
|
view_rotz -= 5.0;
|
|
else
|
|
view_rotz += 5.0;
|
|
break;
|
|
case GLFW_KEY_ESCAPE:
|
|
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
|
break;
|
|
case GLFW_KEY_UP:
|
|
view_rotx += 5.0;
|
|
break;
|
|
case GLFW_KEY_DOWN:
|
|
view_rotx -= 5.0;
|
|
break;
|
|
case GLFW_KEY_LEFT:
|
|
view_roty += 5.0;
|
|
break;
|
|
case GLFW_KEY_RIGHT:
|
|
view_roty -= 5.0;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
/* new window size */
|
|
void reshape( GLFWwindow* window, int width, int height )
|
|
{
|
|
GLfloat h = (GLfloat) height / (GLfloat) width;
|
|
GLfloat xmax, znear, zfar;
|
|
|
|
znear = 5.0f;
|
|
zfar = 30.0f;
|
|
xmax = znear * 0.5f;
|
|
|
|
glViewport( 0, 0, (GLint) width, (GLint) height );
|
|
glMatrixMode( GL_PROJECTION );
|
|
glLoadIdentity();
|
|
glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
|
|
glMatrixMode( GL_MODELVIEW );
|
|
glLoadIdentity();
|
|
glTranslatef( 0.0, 0.0, -20.0 );
|
|
}
|
|
|
|
|
|
/* program & OpenGL initialization */
|
|
static void init(void)
|
|
{
|
|
static GLfloat pos[4] = {5.f, 5.f, 10.f, 0.f};
|
|
static GLfloat red[4] = {0.8f, 0.1f, 0.f, 1.f};
|
|
static GLfloat green[4] = {0.f, 0.8f, 0.2f, 1.f};
|
|
static GLfloat blue[4] = {0.2f, 0.2f, 1.f, 1.f};
|
|
|
|
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.f, 4.f, 1.f, 20, 0.7f);
|
|
glEndList();
|
|
|
|
gear2 = glGenLists(1);
|
|
glNewList(gear2, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
|
|
gear(0.5f, 2.f, 2.f, 10, 0.7f);
|
|
glEndList();
|
|
|
|
gear3 = glGenLists(1);
|
|
glNewList(gear3, GL_COMPILE);
|
|
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
|
|
gear(1.3f, 2.f, 0.5f, 10, 0.7f);
|
|
glEndList();
|
|
|
|
glEnable(GL_NORMALIZE);
|
|
}
|
|
|
|
|
|
/* program entry */
|
|
int main(int argc, char *argv[])
|
|
{
|
|
GLFWwindow* window;
|
|
int width, height;
|
|
|
|
if( !glfwInit() )
|
|
{
|
|
fprintf( stderr, "Failed to initialize GLFW\n" );
|
|
exit( EXIT_FAILURE );
|
|
}
|
|
|
|
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
|
glfwWindowHint(GLFW_TRANSPARENT_FRAMEBUFFER, GLFW_TRUE);
|
|
|
|
window = glfwCreateWindow( 300, 300, "Gears", NULL, NULL );
|
|
if (!window)
|
|
{
|
|
fprintf( stderr, "Failed to open GLFW window\n" );
|
|
glfwTerminate();
|
|
exit( EXIT_FAILURE );
|
|
}
|
|
|
|
// Set callback functions
|
|
glfwSetFramebufferSizeCallback(window, reshape);
|
|
glfwSetKeyCallback(window, key);
|
|
|
|
glfwMakeContextCurrent(window);
|
|
gladLoadGL(glfwGetProcAddress);
|
|
glfwSwapInterval( 1 );
|
|
|
|
glfwGetFramebufferSize(window, &width, &height);
|
|
reshape(window, width, height);
|
|
|
|
// Parse command-line options
|
|
init();
|
|
|
|
// Main loop
|
|
while( !glfwWindowShouldClose(window) )
|
|
{
|
|
// Draw gears
|
|
draw();
|
|
|
|
// Update animation
|
|
animate();
|
|
|
|
// Swap buffers
|
|
glfwSwapBuffers(window);
|
|
glfwPollEvents();
|
|
}
|
|
|
|
// Terminate GLFW
|
|
glfwTerminate();
|
|
|
|
// Exit program
|
|
exit( EXIT_SUCCESS );
|
|
}
|
|
|