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* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* This is a port of the infamous "glxgears" demo to straight EGL
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* Port by Dane Rushton 10 July 2005
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* No command line options.
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* Program runs for 5 seconds then exits, outputing framerate to console
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#define MAX_CONFIGS 10
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/* XXX this probably isn't very portable */
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/* return current time (in seconds) */
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(void) gettimeofday(&tv, NULL );
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(void) gettimeofday(&tv, &tz);
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return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
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/* update this function for other platforms! */
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static double t = 0.0;
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fprintf(stderr, "Warning: current_time() not implemented!!\n");
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#define M_PI 3.14159265
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static GLfloat eyesep = 5.0; /* Eye separation. */
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static GLfloat fix_point = 40.0; /* Fixation point distance. */
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static GLfloat left, right, asp; /* Stereo frustum params. */
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* Draw a gear wheel. You'll probably want to call this function when
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* building a display list since we do a lot of trig here.
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* Input: inner_radius - radius of hole at center
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* outer_radius - radius at center of teeth
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* width - width of gear
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* teeth - number of teeth
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* tooth_depth - depth of tooth
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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/* draw front sides of teeth */
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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glNormal3f(0.0, 0.0, -1.0);
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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/* draw back sides of teeth */
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glRotatef(view_rotx, 1.0, 0.0, 0.0);
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glRotatef(view_roty, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(angle, 0.0, 0.0, 1.0);
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
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/* new window size or exposure */
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reshape(int width, int height)
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glViewport(0, 0, (GLint) width, (GLint) height);
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GLfloat h = (GLfloat) height / (GLfloat) width;
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glMatrixMode(GL_PROJECTION);
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glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
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glMatrixMode(GL_MODELVIEW);
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glTranslatef(0.0, 0.0, -40.0);
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static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
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static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
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static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
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static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_DEPTH_TEST);
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0, 4.0, 1.0, 20, 0.7);
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5, 2.0, 2.0, 10, 0.7);
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3, 2.0, 0.5, 10, 0.7);
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glEnable(GL_NORMALIZE);
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static void run_gears(EGLDisplay dpy, EGLSurface surf, int ttr)
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double st = current_time();
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while (ct - st < ttr)
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double tt = current_time();
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/* advance rotation for next frame */
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angle += 70.0 * dt; /* 70 degrees per second */
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eglSwapBuffers(dpy, surf);
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GLfloat seconds = ct - st;
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GLfloat fps = frames / seconds;
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printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps);
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main(int argc, char *argv[])
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EGLSurface screen_surf;
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EGLConfig configs[MAX_CONFIGS];
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EGLint numConfigs, i;
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EGLint screenAttribs[10];
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EGLModeMESA mode[MAX_MODES];
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EGLScreenMESA screen;
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EGLint count, chosenMode;
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GLboolean printInfo = GL_FALSE;
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EGLint width = 0, height = 0;
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/* parse cmd line args */
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for (i = 1; i < argc; i++)
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if (strcmp(argv[i], "-info") == 0)
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printf("Warning: unknown parameter: %s\n", argv[i]);
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/* DBR : Create EGL context/surface etc */
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d = eglGetDisplay(":0");
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if (!eglInitialize(d, &maj, &min)) {
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printf("eglgears: eglInitialize failed\n");
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printf("eglgears: EGL version = %d.%d\n", maj, min);
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printf("eglgears: EGL_VENDOR = %s\n", eglQueryString(d, EGL_VENDOR));
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/* XXX use ChooseConfig */
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eglGetConfigs(d, configs, MAX_CONFIGS, &numConfigs);
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eglGetScreensMESA(d, &screen, 1, &count);
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if (!eglGetModesMESA(d, screen, mode, MAX_MODES, &count) || count == 0) {
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printf("eglgears: eglGetModesMESA failed!\n");
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/* Print list of modes, and find the one to use */
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printf("eglgears: Found %d modes:\n", count);
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for (i = 0; i < count; i++) {
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eglGetModeAttribMESA(d, mode[i], EGL_WIDTH, &w);
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eglGetModeAttribMESA(d, mode[i], EGL_HEIGHT, &h);
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printf("%3d: %d x %d\n", i, w, h);
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if (w > width && h > height && w <= 1280 && h <= 1024) {
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printf("eglgears: Using screen mode/size %d: %d x %d\n", chosenMode, width, height);
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ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL);
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if (ctx == EGL_NO_CONTEXT) {
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printf("eglgears: failed to create context\n");
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/* build up screenAttribs array */
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screenAttribs[i++] = EGL_WIDTH;
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screenAttribs[i++] = width;
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screenAttribs[i++] = EGL_HEIGHT;
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screenAttribs[i++] = height;
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screenAttribs[i++] = EGL_NONE;
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screen_surf = eglCreateScreenSurfaceMESA(d, configs[0], screenAttribs);
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if (screen_surf == EGL_NO_SURFACE) {
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printf("eglgears: failed to create screen surface\n");
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b = eglShowScreenSurfaceMESA(d, screen, screen_surf, mode[chosenMode]);
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printf("eglgears: show surface failed\n");
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b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
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printf("eglgears: make current failed\n");
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
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reshape(width, height);
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glDrawBuffer( GL_BACK );
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run_gears(d, screen_surf, 5.0);
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eglDestroySurface(d, screen_surf);
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eglDestroyContext(d, ctx);