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-rw-r--r--progs/directfb/df_gears.c480
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diff --git a/progs/directfb/df_gears.c b/progs/directfb/df_gears.c
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+/*
+ (c) Copyright 2001 convergence integrated media GmbH.
+ All rights reserved.
+
+ Written by Denis Oliver Kropp <[email protected]> and
+ Andreas Hundt <[email protected]>.
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the
+ Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+ Boston, MA 02111-1307, USA.
+*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include <directfb.h>
+
+#include <GL/gl.h>
+#include <GL/directfbgl.h>
+
+
+/* the super interface */
+IDirectFB *dfb;
+
+/* the primary surface (surface of primary layer) */
+IDirectFBSurface *primary;
+
+/* the GL context */
+IDirectFBGL *primary_gl;
+
+/* our font */
+IDirectFBFont *font;
+
+/* event buffer */
+IDirectFBEventBuffer *events;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+ { \
+ err = x; \
+ if (err != DFB_OK) { \
+ fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ ); \
+ DirectFBErrorFatal( #x, err ); \
+ } \
+ }
+
+static int screen_width, screen_height;
+
+static unsigned long T0 = 0;
+static GLint Frames = 0;
+static GLfloat fps = 0;
+
+static inline unsigned long get_millis()
+{
+ struct timeval tv;
+
+ gettimeofday (&tv, NULL);
+ return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+/**
+
+ 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);
+ if (i < teeth) {
+ 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);
+ if (i < teeth) {
+ 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 GLfloat inc_rotx = 0, inc_roty = 0, inc_rotz = 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();
+}
+
+/* new window size or exposure */
+static void
+reshape(int width, int height)
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+
+ glViewport(0, 0, (GLint) width, (GLint) height);
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glTranslatef(0.0, 0.0, -40.0);
+}
+
+static void
+init(int argc, char *argv[])
+{
+ 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};
+ GLint i;
+
+ 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);
+
+ for ( i=1; i<argc; i++ ) {
+ if (strcmp(argv[i], "-info")==0) {
+ printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
+ printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
+ printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
+ printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+ }
+ }
+}
+
+int main( int argc, char *argv[] )
+{
+ int quit = 0;
+ DFBResult err;
+ DFBSurfaceDescription dsc;
+
+ DFBCHECK(DirectFBInit( &argc, &argv ));
+
+ /* create the super interface */
+ DFBCHECK(DirectFBCreate( &dfb ));
+
+ /* create an event buffer for all devices with these caps */
+ DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS | DICAPS_AXES,
+ DFB_FALSE, &events ));
+
+ /* set our cooperative level to DFSCL_FULLSCREEN
+ for exclusive access to the primary layer */
+ dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
+
+ /* get the primary surface, i.e. the surface of the
+ primary layer we have exclusive access to */
+ dsc.flags = DSDESC_CAPS;
+ dsc.caps = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
+
+ DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
+
+ /* get the size of the surface and fill it */
+ DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
+ DFBCHECK(primary->FillRectangle( primary, 0, 0,
+ screen_width, screen_height ));
+ primary->Flip( primary, NULL, 0 );
+
+ /* create the default font and set it */
+ DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+ DFBCHECK(primary->SetFont( primary, font ));
+
+ /* get the GL context */
+ DFBCHECK(primary->GetGL( primary, &primary_gl ));
+
+ DFBCHECK(primary_gl->Lock( primary_gl ));
+
+ init(argc, argv);
+ reshape(screen_width, screen_height);
+
+ DFBCHECK(primary_gl->Unlock( primary_gl ));
+
+ T0 = get_millis();
+
+ while (!quit) {
+ DFBInputEvent evt;
+ unsigned long t;
+
+ DFBCHECK(primary_gl->Lock( primary_gl ));
+
+ draw();
+
+ DFBCHECK(primary_gl->Unlock( primary_gl ));
+
+ if (fps) {
+ char buf[64];
+
+ snprintf(buf, 64, "%4.1f FPS\n", fps);
+
+ primary->SetColor( primary, 0xff, 0, 0, 0xff );
+ primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
+ }
+
+ primary->Flip( primary, NULL, 0 );
+ Frames++;
+
+
+ t = get_millis();
+ if (t - T0 >= 2000) {
+ GLfloat seconds = (t - T0) / 1000.0;
+
+ fps = Frames / seconds;
+
+ T0 = t;
+ Frames = 0;
+ }
+
+
+ while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+ switch (evt.type) {
+ case DIET_KEYPRESS:
+ switch (evt.key_symbol) {
+ case DIKS_ESCAPE:
+ quit = 1;
+ break;
+ case DIKS_CURSOR_UP:
+ inc_rotx = 5.0;
+ break;
+ case DIKS_CURSOR_DOWN:
+ inc_rotx = -5.0;
+ break;
+ case DIKS_CURSOR_LEFT:
+ inc_roty = 5.0;
+ break;
+ case DIKS_CURSOR_RIGHT:
+ inc_roty = -5.0;
+ break;
+ case DIKS_PAGE_UP:
+ inc_rotz = 5.0;
+ break;
+ case DIKS_PAGE_DOWN:
+ inc_rotz = -5.0;
+ break;
+ default:
+ ;
+ }
+ break;
+ case DIET_KEYRELEASE:
+ switch (evt.key_symbol) {
+ case DIKS_CURSOR_UP:
+ inc_rotx = 0;
+ break;
+ case DIKS_CURSOR_DOWN:
+ inc_rotx = 0;
+ break;
+ case DIKS_CURSOR_LEFT:
+ inc_roty = 0;
+ break;
+ case DIKS_CURSOR_RIGHT:
+ inc_roty = 0;
+ break;
+ case DIKS_PAGE_UP:
+ inc_rotz = 0;
+ break;
+ case DIKS_PAGE_DOWN:
+ inc_rotz = 0;
+ break;
+ default:
+ ;
+ }
+ break;
+ case DIET_AXISMOTION:
+ if (evt.flags & DIEF_AXISREL) {
+ switch (evt.axis) {
+ case DIAI_X:
+ view_roty += evt.axisrel / 2.0;
+ break;
+ case DIAI_Y:
+ view_rotx += evt.axisrel / 2.0;
+ break;
+ case DIAI_Z:
+ view_rotz += evt.axisrel / 2.0;
+ break;
+ default:
+ ;
+ }
+ }
+ break;
+ default:
+ ;
+ }
+ }
+
+ angle += 2.0;
+
+ view_rotx += inc_rotx;
+ view_roty += inc_roty;
+ view_rotz += inc_rotz;
+ }
+
+ /* release our interfaces to shutdown DirectFB */
+ primary_gl->Release( primary_gl );
+ primary->Release( primary );
+ font->Release( font );
+ events->Release( events );
+ dfb->Release( dfb );
+
+ return 0;
+}
+