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+/*
+ * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ */
+
+/*
+ * This is a port of the infamous "glxgears" demo to straight EGL
+ * Port by Dane Rushton 10 July 2005
+ *
+ * No command line options.
+ * Program runs for 5 seconds then exits, outputing framerate to console
+ */
+
+#include <math.h>
+#include <GL/gl.h>
+#include <EGL/egl.h>
+
+#include "eglut.h"
+
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+/*
+ *
+ * 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);
+ 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 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();
+}
+
+
+static void
+idle(void)
+{
+ static double t0 = -1.;
+ double dt, t = eglutGet(EGLUT_ELAPSED_TIME) / 1000.0;
+ if (t0 < 0.0)
+ t0 = t;
+ dt = t - t0;
+ t0 = t;
+
+ angle += 70.0 * dt; /* 70 degrees per second */
+ angle = fmod(angle, 360.0); /* prevents eventual overflow */
+
+ eglutPostRedisplay();
+}
+
+/* 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(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);
+}
+
+int
+main(int argc, char *argv[])
+{
+ eglutInitWindowSize(300, 300);
+ eglutInitAPIMask(EGLUT_OPENGL_BIT);
+ eglutInit(argc, argv);
+
+ eglutCreateWindow("eglgears");
+
+ eglutIdleFunc(idle);
+ eglutReshapeFunc(reshape);
+ eglutDisplayFunc(draw);
+
+ init();
+ glDrawBuffer(GL_BACK);
+
+ eglutMainLoop();
+
+ return 0;
+}