/* Copyright (c) Mark J. Kilgard, 1997. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /* X compile line: cc -o writetiff writetiff.c -ltiff -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */ /* writetiff is a simple OpenGL program that writes out a TIFF file named gears.tif containing an OpenGL-rendered scene containing 3 gears (the gears rendering code is lifted from Brian Paul's gears.c Mesa demo. writetiff uses Sam Leffler's libtiff library to write to a TIFF an image grabbed from the screen with glReadPixels. NOTE: If the window is obscured when the glReadPixels is performed, obscured pixels will be undefined when written into the TIFF file. */ #include #include #include #include /* Sam Leffler's libtiff library. */ /* Some files do not define M_PI... */ #ifndef M_PI #define M_PI 3.14159265358979323846 #endif static int W, H; int writetiff(char *filename, char *description, int x, int y, int width, int height, int compression) { TIFF *file; GLubyte *image, *p; int i; file = TIFFOpen(filename, "w"); if (file == NULL) { return 1; } image = (GLubyte *) malloc(width * height * sizeof(GLubyte) * 3); /* OpenGL's default 4 byte pack alignment would leave extra bytes at the end of each image row so that each full row contained a number of bytes divisible by 4. Ie, an RGB row with 3 pixels and 8-bit componets would be laid out like "RGBRGBRGBxxx" where the last three "xxx" bytes exist just to pad the row out to 12 bytes (12 is divisible by 4). To make sure the rows are packed as tight as possible (no row padding), set the pack alignment to 1. */ glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, image); TIFFSetField(file, TIFFTAG_IMAGEWIDTH, (uint32) width); TIFFSetField(file, TIFFTAG_IMAGELENGTH, (uint32) height); TIFFSetField(file, TIFFTAG_BITSPERSAMPLE, 8); TIFFSetField(file, TIFFTAG_COMPRESSION, compression); TIFFSetField(file, TIFFTAG_PHOTOMETRIC, PHOTOMETRIC_RGB); TIFFSetField(file, TIFFTAG_SAMPLESPERPIXEL, 3); TIFFSetField(file, TIFFTAG_PLANARCONFIG, PLANARCONFIG_CONTIG); TIFFSetField(file, TIFFTAG_ROWSPERSTRIP, 1); TIFFSetField(file, TIFFTAG_IMAGEDESCRIPTION, description); p = image; for (i = height - 1; i >= 0; i--) { if (TIFFWriteScanline(file, p, i, 0) < 0) { free(image); TIFFClose(file); return 1; } p += width * sizeof(GLubyte) * 3; } TIFFClose(file); return 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); 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); 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 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; static void draw(void) { 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(3.1, -2.0, 0.0); glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); glCallList(gear3); glPopMatrix(); glPopMatrix(); glFlush(); } static void init(void) { 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}; 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(1.0, 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); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); } static void reshape(int width, int height) { glViewport(0, 0, (GLint) width, (GLint) height); W = width; H = height; } static void menu(int value) { switch (value) { case 1: writetiff("gears.tif", "OpenGL-rendered gears", 0, 0, W, H, COMPRESSION_LZW); break; case 2: writetiff("gears.tif", "OpenGL-rendered gears", 0, 0, W, H, COMPRESSION_NONE); break; case 3: writetiff("gears.tif", "OpenGL-rendered gears", 0, 0, W, H, COMPRESSION_PACKBITS); break; } } main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH); glutCreateWindow("writetiff"); init(); glutDisplayFunc(draw); glutReshapeFunc(reshape); glutCreateMenu(menu); glutAddMenuEntry("Write gears.tiff (LZW compressed)", 1); glutAddMenuEntry("Write gears.tiff (No compression)", 2); glutAddMenuEntry("Write gears.tiff (Packbits)", 3); glutAttachMenu(GLUT_RIGHT_BUTTON); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }