/*
   (c) Copyright 2001  convergence integrated media GmbH.
   All rights reserved.

   Written by Denis Oliver Kropp <dok@convergence.de> and
              Andreas Hundt <andi@convergence.de>.

   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 <directfbgl.h>

#include <GL/gl.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;
}