/* Initial version was a Mesa example iadn http://www.iadn.narod.ru iadn@bk.ru */ /* * 3-D gear wheels. This program is in the public domain. * * Brian Paul */ /* * Newlib port by maxcodehack */ #include #include // TinyGL #include #include int Fps (long x, long y); struct { int x,y; int dx,dy; } win; #define KEY_ESC 1 #define KEY_F 33 char *title = "Gears (F - full screen, ESC - exit)"; char *fps = "FPS:"; unsigned char FullScreen = 0; unsigned char skin = 0x34; ksys_oskey_t key; ksys_thread_t pri; KOSGLContext cgl; 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 GLuint limit; static GLuint count = 1; /* * 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