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dfglesGears.c
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dfglesGears.c
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/*
(c) Copyright 2001 convergence integrated media GmbH.
All rights reserved.
Written by Denis Oliver Kropp <dok@convergence.de> and
Andreas Hundt <andi@convergence.de>.
Updated by Gavin McDonald <gavinmcdoh@gmail.com> to support
OpenGL ES.
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 <GLES/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
static GLint autoexit = 0;
static GLfloat viewDist = 40.0;
typedef struct
{
GLfloat pos[3];
GLfloat norm[3];
} vertex_t;
typedef struct
{
vertex_t *vertices;
GLshort *indices;
GLfloat color[4];
int nvertices;
int nindices;
GLuint ibo;
} gear_t;
//
// 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 gear_t* gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth, GLfloat color[])
{
GLint i, j;
GLfloat r0, r1, r2;
GLfloat ta, da;
GLfloat u1, v1, u2, v2, len;
GLfloat cos_ta, cos_ta_1da, cos_ta_2da, cos_ta_3da, cos_ta_4da;
GLfloat sin_ta, sin_ta_1da, sin_ta_2da, sin_ta_3da, sin_ta_4da;
GLshort ix0, ix1, ix2, ix3, ix4, ix5;
vertex_t *vt, *nm;
GLshort *ix;
gear_t *gear = calloc(1, sizeof(gear_t));
gear->nvertices = teeth * 40;
gear->nindices = teeth * 66 * 3;
gear->vertices = calloc(gear->nvertices, sizeof(vertex_t));
gear->indices = calloc(gear->nindices, sizeof(GLshort));
memcpy(&gear->color[0], &color[0], sizeof(GLfloat) * 4);
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;
vt = gear->vertices;
nm = gear->vertices;
ix = gear->indices;
#define VERTEX(x,y,z) ((vt->pos[0] = x),(vt->pos[1] = y),(vt->pos[2] = z), (vt++ - gear->vertices))
#define NORMAL(x,y,z) ((nm->norm[0] = x),(nm->norm[1] = y),(nm->norm[2] = z), (nm++ - gear->vertices))
#define INDEX(a,b,c) ((*ix++ = a),(*ix++ = b),(*ix++ = c))
for (i = 0; i < teeth; i++)
{
ta = i * 2.0 * M_PI / teeth;
cos_ta = cos(ta);
cos_ta_1da = cos(ta + da);
cos_ta_2da = cos(ta + 2 * da);
cos_ta_3da = cos(ta + 3 * da);
cos_ta_4da = cos(ta + 4 * da);
sin_ta = sin(ta);
sin_ta_1da = sin(ta + da);
sin_ta_2da = sin(ta + 2 * da);
sin_ta_3da = sin(ta + 3 * da);
sin_ta_4da = sin(ta + 4 * da);
u1 = r2 * cos_ta_1da - r1 * cos_ta;
v1 = r2 * sin_ta_1da - r1 * sin_ta;
len = sqrt(u1 * u1 + v1 * v1);
u1 /= len;
v1 /= len;
u2 = r1 * cos_ta_3da - r2 * cos_ta_2da;
v2 = r1 * sin_ta_3da - r2 * sin_ta_2da;
// front face
ix0 = VERTEX(r0 * cos_ta, r0 * sin_ta, width * 0.5);
ix1 = VERTEX(r1 * cos_ta, r1 * sin_ta, width * 0.5);
ix2 = VERTEX(r0 * cos_ta, r0 * sin_ta, width * 0.5);
ix3 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, width * 0.5);
ix4 = VERTEX(r0 * cos_ta_4da, r0 * sin_ta_4da, width * 0.5);
ix5 = VERTEX(r1 * cos_ta_4da, r1 * sin_ta_4da, width * 0.5);
for (j = 0; j < 6; j++) {
NORMAL(0.0, 0.0, 1.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
INDEX(ix2, ix3, ix4);
INDEX(ix3, ix5, ix4);
// front sides of teeth
ix0 = VERTEX(r1 * cos_ta, r1 * sin_ta, width * 0.5);
ix1 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, width * 0.5);
ix2 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, width * 0.5);
ix3 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(0.0, 0.0, 1.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
// back face
ix0 = VERTEX(r1 * cos_ta, r1 * sin_ta, -width * 0.5);
ix1 = VERTEX(r0 * cos_ta, r0 * sin_ta, -width * 0.5);
ix2 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, -width * 0.5);
ix3 = VERTEX(r0 * cos_ta, r0 * sin_ta, -width * 0.5);
ix4 = VERTEX(r1 * cos_ta_4da, r1 * sin_ta_4da, -width * 0.5);
ix5 = VERTEX(r0 * cos_ta_4da, r0 * sin_ta_4da, -width * 0.5);
for (j = 0; j < 6; j++) {
NORMAL(0.0, 0.0, -1.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
INDEX(ix2, ix3, ix4);
INDEX(ix3, ix5, ix4);
// back sides of teeth
ix0 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, -width * 0.5);
ix1 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, -width * 0.5);
ix2 = VERTEX(r1 * cos_ta, r1 * sin_ta, -width * 0.5);
ix3 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, -width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(0.0, 0.0, -1.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
// draw outward faces of teeth
ix0 = VERTEX(r1 * cos_ta, r1 * sin_ta, width * 0.5);
ix1 = VERTEX(r1 * cos_ta, r1 * sin_ta, -width * 0.5);
ix2 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, width * 0.5);
ix3 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, -width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(v1, -u1, 0.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
ix0 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, width * 0.5);
ix1 = VERTEX(r2 * cos_ta_1da, r2 * sin_ta_1da, -width * 0.5);
ix2 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, width * 0.5);
ix3 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, -width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(cos_ta, sin_ta, 0.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
ix0 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, width * 0.5);
ix1 = VERTEX(r2 * cos_ta_2da, r2 * sin_ta_2da, -width * 0.5);
ix2 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, width * 0.5);
ix3 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, -width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(v2, -u2, 0.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
ix0 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, width * 0.5);
ix1 = VERTEX(r1 * cos_ta_3da, r1 * sin_ta_3da, -width * 0.5);
ix2 = VERTEX(r1 * cos_ta_4da, r1 * sin_ta_4da, width * 0.5);
ix3 = VERTEX(r1 * cos_ta_4da, r1 * sin_ta_4da, -width * 0.5);
for (j = 0; j < 4; j++) {
NORMAL(cos_ta, sin_ta, 0.0);
}
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
// draw inside radius cylinder
ix0 = VERTEX(r0 * cos_ta, r0 * sin_ta, -width * 0.5);
ix1 = VERTEX(r0 * cos_ta, r0 * sin_ta, width * 0.5);
ix2 = VERTEX(r0 * cos_ta_4da, r0 * sin_ta_4da, -width * 0.5);
ix3 = VERTEX(r0 * cos_ta_4da, r0 * sin_ta_4da, width * 0.5);
NORMAL(-cos_ta, -sin_ta, 0.0);
NORMAL(-cos_ta, -sin_ta, 0.0);
NORMAL(-cos_ta_4da, -sin_ta_4da, 0.0);
NORMAL(-cos_ta_4da, -sin_ta_4da, 0.0);
INDEX(ix0, ix1, ix2);
INDEX(ix1, ix3, ix2);
}
return gear;
}
void draw_gear(gear_t* gear)
{
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, gear->color);
glVertexPointer(3, GL_FLOAT, sizeof(vertex_t), gear->vertices[0].pos);
glNormalPointer(GL_FLOAT, sizeof(vertex_t), gear->vertices[0].norm);
glDrawElements(GL_TRIANGLES, gear->nindices/3, GL_UNSIGNED_SHORT, gear->indices);
}
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 gear_t *gear1, *gear2, *gear3;
static GLfloat angle = 0.0;
static void draw(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(0.0, 0.0, -viewDist);
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);
draw_gear(gear1);
glPopMatrix();
glPushMatrix();
glTranslatef(3.1, -2.0, 0.0);
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
draw_gear(gear2);
glPopMatrix();
glPushMatrix();
glTranslatef(-3.1, 4.2, 0.0);
glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
draw_gear(gear3);
glPopMatrix();
glPopMatrix();
glFinish();
}
/*
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();
glFrustumf(-1.0, 1.0, -h, h, 5.0, 200.0);
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);
glShadeModel(GL_SMOOTH);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
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));
}
else if (strcmp(argv[i],"-exit") == 0)
{
autoexit = 30;
printf("Auto Exit after %i seconds.\n", autoexit );
}
}
// make the gears
gear1 = gear(1.0, 4.0, 1.0, 20, 0.7, red);
gear2 = gear(0.5, 2.0, 2.0, 10, 0.7, green);
gear3 = gear(1.3, 2.0, 0.5, 10, 0.7, blue);
}
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 | DSCAPS_OPENGL_HINT;
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;
}