diff --git a/src/java/org/lwjgl/test/opengl/Gears.java b/src/java/org/lwjgl/test/opengl/Gears.java new file mode 100644 index 00000000..d71088e6 --- /dev/null +++ b/src/java/org/lwjgl/test/opengl/Gears.java @@ -0,0 +1,307 @@ +/* + * 3-D gear wheels. This program is in the public domain. + * Brian Paul + */ +package org.lwjgl.test.opengl; + +import java.nio.FloatBuffer; + +import org.lwjgl.BufferUtils; +import org.lwjgl.LWJGLException; +import org.lwjgl.input.Keyboard; +import org.lwjgl.opengl.ARBTransposeMatrix; +import org.lwjgl.opengl.Display; +import org.lwjgl.opengl.DisplayMode; +import org.lwjgl.opengl.GL11; +import org.lwjgl.opengl.GLContext; + +/** + * $Id$ + *

+ * This is the OpenGL "standard" Gears demo, originally by Brian Paul + *

+ * @author Brian Matzon + * @version $Revision$ + */ +public class Gears { + + private float view_rotx = 20.0f; + + private float view_roty = 30.0f; + + private float view_rotz = 0.0f; + + private int gear1; + + private int gear2; + + private int gear3; + + private float angle = 0.0f; + + public static void main(String[] args) { + new Gears().execute(); + } + + /** + * + */ + private void execute() { + try { + init(); + } catch (LWJGLException le) { + le.printStackTrace(); + System.out.println("Failed to initialize Gears."); + return; + } + + loop(); + + destroy(); + } + + /** + * + */ + private void destroy() { + Display.destroy(); + } + + /** + * + */ + private void loop() { + long startTime = System.currentTimeMillis() + 5000; + long fps = 0; + + while (!Display.isCloseRequested()) { + angle += 2.0f; + + GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); + + GL11.glPushMatrix(); + GL11.glRotatef(view_rotx, 1.0f, 0.0f, 0.0f); + GL11.glRotatef(view_roty, 0.0f, 1.0f, 0.0f); + GL11.glRotatef(view_rotz, 0.0f, 0.0f, 1.0f); + + GL11.glPushMatrix(); + GL11.glTranslatef(-3.0f, -2.0f, 0.0f); + GL11.glRotatef(angle, 0.0f, 0.0f, 1.0f); + GL11.glCallList(gear1); + GL11.glPopMatrix(); + + GL11.glPushMatrix(); + GL11.glTranslatef(3.1f, -2.0f, 0.0f); + GL11.glRotatef(-2.0f * angle - 9.0f, 0.0f, 0.0f, 1.0f); + GL11.glCallList(gear2); + GL11.glPopMatrix(); + + GL11.glPushMatrix(); + GL11.glTranslatef(-3.1f, 4.2f, 0.0f); + GL11.glRotatef(-2.0f * angle - 25.0f, 0.0f, 0.0f, 1.0f); + GL11.glCallList(gear3); + GL11.glPopMatrix(); + + GL11.glPopMatrix(); + + Display.update(); + if (startTime > System.currentTimeMillis()) { + fps++; + } else { + long timeUsed = 5000 + (startTime - System.currentTimeMillis()); + startTime = System.currentTimeMillis() + 5000; + System.out.println(fps + " frames in " + (float) (timeUsed / 1000f) + " seconds = " + + (fps / (timeUsed / 1000f))); + fps = 0; + } + } + } + + /** + * + */ + private void init() throws LWJGLException { + // create Window of size 300x300 + Display.setLocation((Display.getDisplayMode().getWidth() - 300) / 2, + (Display.getDisplayMode().getHeight() - 300) / 2); + Display.setDisplayMode(new DisplayMode(300, 300)); + Display.setTitle("Gears"); + Display.create(); + + // setup ogl + FloatBuffer pos = BufferUtils.createFloatBuffer(4).put(new float[] { 5.0f, 5.0f, 10.0f, 0.0f}); + FloatBuffer red = BufferUtils.createFloatBuffer(4).put(new float[] { 0.8f, 0.1f, 0.0f, 1.0f}); + FloatBuffer green = BufferUtils.createFloatBuffer(4).put(new float[] { 0.0f, 0.8f, 0.2f, 1.0f}); + FloatBuffer blue = BufferUtils.createFloatBuffer(4).put(new float[] { 0.2f, 0.2f, 1.0f, 1.0f}); + pos.flip(); + red.flip(); + green.flip(); + blue.flip(); + + GL11.glLight(GL11.GL_LIGHT0, GL11.GL_POSITION, pos); + GL11.glEnable(GL11.GL_CULL_FACE); + GL11.glEnable(GL11.GL_LIGHTING); + GL11.glEnable(GL11.GL_LIGHT0); + GL11.glEnable(GL11.GL_DEPTH_TEST); + + /* make the gears */ + gear1 = GL11.glGenLists(1); + GL11.glNewList(gear1, GL11.GL_COMPILE); + GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, red); + gear(1.0f, 4.0f, 1.0f, 20, 0.7f); + GL11.glEndList(); + + gear2 = GL11.glGenLists(1); + GL11.glNewList(gear2, GL11.GL_COMPILE); + GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, green); + gear(0.5f, 2.0f, 2.0f, 10, 0.7f); + GL11.glEndList(); + + gear3 = GL11.glGenLists(1); + GL11.glNewList(gear3, GL11.GL_COMPILE); + GL11.glMaterial(GL11.GL_FRONT, GL11.GL_AMBIENT_AND_DIFFUSE, blue); + gear(1.3f, 2.0f, 0.5f, 10, 0.7f); + GL11.glEndList(); + + GL11.glEnable(GL11.GL_NORMALIZE); + + GL11.glMatrixMode(GL11.GL_PROJECTION); + + System.err.println("GL_VENDOR: " + GL11.glGetString(GL11.GL_VENDOR)); + System.err.println("GL_RENDERER: " + GL11.glGetString(GL11.GL_RENDERER)); + System.err.println("GL_VERSION: " + GL11.glGetString(GL11.GL_VERSION)); + System.err.println(); + System.err.println("glLoadTransposeMatrixfARB() supported: " + GLContext.GL_ARB_transpose_matrix); + if (!GLContext.GL_ARB_transpose_matrix) { + // --- not using extensions + GL11.glLoadIdentity(); + } else { + // --- using extensions + final FloatBuffer identityTranspose = BufferUtils.createFloatBuffer(16).put( + new float[] { 1, 0, 0, 0, 0, 1, 0, 0, + 0, 0, 1, 0, 0, 0, 0, 1}); + identityTranspose.flip(); + ARBTransposeMatrix.glLoadTransposeMatrixARB(identityTranspose); + } + + float h = (float) 300 / (float) 300; + GL11.glFrustum(-1.0f, 1.0f, -h, h, 5.0f, 60.0f); + GL11.glMatrixMode(GL11.GL_MODELVIEW); + GL11.glLoadIdentity(); + GL11.glTranslatef(0.0f, 0.0f, -40.0f); + } + + /** + * 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. + * + * @param inner_radius radius of hole at center + * @param outer_radius radius at center of teeth + * @param width width of gear + * @param teeth number of teeth + * @param tooth_depth depth of tooth + */ + private void gear(float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { + int i; + float r0, r1, r2; + float angle, da; + float u, v, len; + + r0 = inner_radius; + r1 = outer_radius - tooth_depth / 2.0f; + r2 = outer_radius + tooth_depth / 2.0f; + + da = 2.0f * (float) Math.PI / teeth / 4.0f; + + GL11.glShadeModel(GL11.GL_FLAT); + + GL11.glNormal3f(0.0f, 0.0f, 1.0f); + + /* draw front face */ + GL11.glBegin(GL11.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); + if (i < teeth) { + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), + width * 0.5f); + } + } + GL11.glEnd(); + + /* draw front sides of teeth */ + GL11.glBegin(GL11.GL_QUADS); + for (i = 0; i < teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + 2.0f * da), r2 * (float) Math.sin(angle + 2.0f * da), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3.0f * da), r1 * (float) Math.sin(angle + 3.0f * da), width * 0.5f); + } + GL11.glEnd(); + + /* draw back face */ + GL11.glBegin(GL11.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); + } + GL11.glEnd(); + + /* draw back sides of teeth */ + GL11.glBegin(GL11.GL_QUADS); + for (i = 0; i < teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); + } + GL11.glEnd(); + + /* draw outward faces of teeth */ + GL11.glBegin(GL11.GL_QUAD_STRIP); + for (i = 0; i < teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle), r1 * (float) Math.sin(angle), -width * 0.5f); + u = r2 * (float) Math.cos(angle + da) - r1 * (float) Math.cos(angle); + v = r2 * (float) Math.sin(angle + da) - r1 * (float) Math.sin(angle); + len = (float) Math.sqrt(u * u + v * v); + u /= len; + v /= len; + GL11.glNormal3f(v, -u, 0.0f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + da), r2 * (float) Math.sin(angle + da), -width * 0.5f); + GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), width * 0.5f); + GL11.glVertex3f(r2 * (float) Math.cos(angle + 2 * da), r2 * (float) Math.sin(angle + 2 * da), -width * 0.5f); + u = r1 * (float) Math.cos(angle + 3 * da) - r2 * (float) Math.cos(angle + 2 * da); + v = r1 * (float) Math.sin(angle + 3 * da) - r2 * (float) Math.sin(angle + 2 * da); + GL11.glNormal3f(v, -u, 0.0f); + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(angle + 3 * da), r1 * (float) Math.sin(angle + 3 * da), -width * 0.5f); + GL11.glNormal3f((float) Math.cos(angle), (float) Math.sin(angle), 0.0f); + } + GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), width * 0.5f); + GL11.glVertex3f(r1 * (float) Math.cos(0), r1 * (float) Math.sin(0), -width * 0.5f); + GL11.glEnd(); + + GL11.glShadeModel(GL11.GL_SMOOTH); + + /* draw inside radius cylinder */ + GL11.glBegin(GL11.GL_QUAD_STRIP); + for (i = 0; i <= teeth; i++) { + angle = i * 2.0f * (float) Math.PI / teeth; + GL11.glNormal3f(-(float) Math.cos(angle), -(float) Math.sin(angle), 0.0f); + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), -width * 0.5f); + GL11.glVertex3f(r0 * (float) Math.cos(angle), r0 * (float) Math.sin(angle), width * 0.5f); + } + GL11.glEnd(); + } +} \ No newline at end of file