Clone of mesa.
Você não pode selecionar mais de 25 tópicos Os tópicos devem começar com uma letra ou um número, podem incluir traços ('-') e podem ter até 35 caracteres.

eglgears.c 11KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448
  1. /*
  2. * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
  3. *
  4. * Permission is hereby granted, free of charge, to any person obtaining a
  5. * copy of this software and associated documentation files (the "Software"),
  6. * to deal in the Software without restriction, including without limitation
  7. * the rights to use, copy, modify, merge, publish, distribute, sublicense,
  8. * and/or sell copies of the Software, and to permit persons to whom the
  9. * Software is furnished to do so, subject to the following conditions:
  10. *
  11. * The above copyright notice and this permission notice shall be included
  12. * in all copies or substantial portions of the Software.
  13. *
  14. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  15. * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
  17. * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
  18. * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  19. * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  20. */
  21. /*
  22. * This is a port of the infamous "glxgears" demo to straight EGL
  23. * Port by Dane Rushton 10 July 2005
  24. *
  25. * No command line options.
  26. * Program runs for 5 seconds then exits, outputing framerate to console
  27. */
  28. #include <math.h>
  29. #include <stdlib.h>
  30. #include <stdio.h>
  31. #include <string.h>
  32. #include <GL/gl.h>
  33. #include <GLES/egl.h>
  34. #include <assert.h>
  35. #define BENCHMARK
  36. #ifdef BENCHMARK
  37. /* XXX this probably isn't very portable */
  38. #include <sys/time.h>
  39. #include <unistd.h>
  40. /* return current time (in seconds) */
  41. static double
  42. current_time(void)
  43. {
  44. struct timeval tv;
  45. #ifdef __VMS
  46. (void) gettimeofday(&tv, NULL );
  47. #else
  48. struct timezone tz;
  49. (void) gettimeofday(&tv, &tz);
  50. #endif
  51. return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
  52. }
  53. #else /*BENCHMARK*/
  54. /* dummy */
  55. static double
  56. current_time(void)
  57. {
  58. /* update this function for other platforms! */
  59. static double t = 0.0;
  60. static int warn = 1;
  61. if (warn) {
  62. fprintf(stderr, "Warning: current_time() not implemented!!\n");
  63. warn = 0;
  64. }
  65. return t += 1.0;
  66. }
  67. #endif /*BENCHMARK*/
  68. #ifndef M_PI
  69. #define M_PI 3.14159265
  70. #endif
  71. static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
  72. static GLint gear1, gear2, gear3;
  73. static GLfloat angle = 0.0;
  74. //static GLfloat eyesep = 5.0; /* Eye separation. */
  75. //static GLfloat fix_point = 40.0; /* Fixation point distance. */
  76. //static GLfloat left, right, asp; /* Stereo frustum params. */
  77. /*
  78. *
  79. * Draw a gear wheel. You'll probably want to call this function when
  80. * building a display list since we do a lot of trig here.
  81. *
  82. * Input: inner_radius - radius of hole at center
  83. * outer_radius - radius at center of teeth
  84. * width - width of gear
  85. * teeth - number of teeth
  86. * tooth_depth - depth of tooth
  87. */
  88. static void
  89. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  90. GLint teeth, GLfloat tooth_depth)
  91. {
  92. GLint i;
  93. GLfloat r0, r1, r2;
  94. GLfloat angle, da;
  95. GLfloat u, v, len;
  96. r0 = inner_radius;
  97. r1 = outer_radius - tooth_depth / 2.0;
  98. r2 = outer_radius + tooth_depth / 2.0;
  99. da = 2.0 * M_PI / teeth / 4.0;
  100. glShadeModel(GL_FLAT);
  101. glNormal3f(0.0, 0.0, 1.0);
  102. /* draw front face */
  103. glBegin(GL_QUAD_STRIP);
  104. for (i = 0; i <= teeth; i++) {
  105. angle = i * 2.0 * M_PI / teeth;
  106. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  107. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  108. if (i < teeth) {
  109. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  110. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  111. width * 0.5);
  112. }
  113. }
  114. glEnd();
  115. /* draw front sides of teeth */
  116. glBegin(GL_QUADS);
  117. da = 2.0 * M_PI / teeth / 4.0;
  118. for (i = 0; i < teeth; i++) {
  119. angle = i * 2.0 * M_PI / teeth;
  120. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  121. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  122. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  123. width * 0.5);
  124. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  125. width * 0.5);
  126. }
  127. glEnd();
  128. glNormal3f(0.0, 0.0, -1.0);
  129. /* draw back face */
  130. glBegin(GL_QUAD_STRIP);
  131. for (i = 0; i <= teeth; i++) {
  132. angle = i * 2.0 * M_PI / teeth;
  133. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  134. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  135. if (i < teeth) {
  136. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  137. -width * 0.5);
  138. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  139. }
  140. }
  141. glEnd();
  142. /* draw back sides of teeth */
  143. glBegin(GL_QUADS);
  144. da = 2.0 * M_PI / teeth / 4.0;
  145. for (i = 0; i < teeth; i++) {
  146. angle = i * 2.0 * M_PI / teeth;
  147. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  148. -width * 0.5);
  149. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  150. -width * 0.5);
  151. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  152. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  153. }
  154. glEnd();
  155. /* draw outward faces of teeth */
  156. glBegin(GL_QUAD_STRIP);
  157. for (i = 0; i < teeth; i++) {
  158. angle = i * 2.0 * M_PI / teeth;
  159. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  160. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  161. u = r2 * cos(angle + da) - r1 * cos(angle);
  162. v = r2 * sin(angle + da) - r1 * sin(angle);
  163. len = sqrt(u * u + v * v);
  164. u /= len;
  165. v /= len;
  166. glNormal3f(v, -u, 0.0);
  167. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  168. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  169. glNormal3f(cos(angle), sin(angle), 0.0);
  170. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  171. width * 0.5);
  172. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  173. -width * 0.5);
  174. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  175. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  176. glNormal3f(v, -u, 0.0);
  177. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  178. width * 0.5);
  179. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  180. -width * 0.5);
  181. glNormal3f(cos(angle), sin(angle), 0.0);
  182. }
  183. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  184. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  185. glEnd();
  186. glShadeModel(GL_SMOOTH);
  187. /* draw inside radius cylinder */
  188. glBegin(GL_QUAD_STRIP);
  189. for (i = 0; i <= teeth; i++) {
  190. angle = i * 2.0 * M_PI / teeth;
  191. glNormal3f(-cos(angle), -sin(angle), 0.0);
  192. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  193. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  194. }
  195. glEnd();
  196. }
  197. static void
  198. draw(void)
  199. {
  200. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  201. glPushMatrix();
  202. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  203. glRotatef(view_roty, 0.0, 1.0, 0.0);
  204. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  205. glPushMatrix();
  206. glTranslatef(-3.0, -2.0, 0.0);
  207. glRotatef(angle, 0.0, 0.0, 1.0);
  208. glCallList(gear1);
  209. glPopMatrix();
  210. glPushMatrix();
  211. glTranslatef(3.1, -2.0, 0.0);
  212. glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
  213. glCallList(gear2);
  214. glPopMatrix();
  215. glPushMatrix();
  216. glTranslatef(-3.1, 4.2, 0.0);
  217. glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
  218. glCallList(gear3);
  219. glPopMatrix();
  220. glPopMatrix();
  221. }
  222. /* new window size or exposure */
  223. static void
  224. reshape(int width, int height)
  225. {
  226. glViewport(0, 0, (GLint) width, (GLint) height);
  227. GLfloat h = (GLfloat) height / (GLfloat) width;
  228. glMatrixMode(GL_PROJECTION);
  229. glLoadIdentity();
  230. glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
  231. glMatrixMode(GL_MODELVIEW);
  232. glLoadIdentity();
  233. glTranslatef(0.0, 0.0, -40.0);
  234. }
  235. static void
  236. init(void)
  237. {
  238. static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
  239. static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
  240. static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
  241. static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
  242. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  243. glEnable(GL_CULL_FACE);
  244. glEnable(GL_LIGHTING);
  245. glEnable(GL_LIGHT0);
  246. glEnable(GL_DEPTH_TEST);
  247. /* make the gears */
  248. gear1 = glGenLists(1);
  249. glNewList(gear1, GL_COMPILE);
  250. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  251. gear(1.0, 4.0, 1.0, 20, 0.7);
  252. glEndList();
  253. gear2 = glGenLists(1);
  254. glNewList(gear2, GL_COMPILE);
  255. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  256. gear(0.5, 2.0, 2.0, 10, 0.7);
  257. glEndList();
  258. gear3 = glGenLists(1);
  259. glNewList(gear3, GL_COMPILE);
  260. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  261. gear(1.3, 2.0, 0.5, 10, 0.7);
  262. glEndList();
  263. glEnable(GL_NORMALIZE);
  264. }
  265. static void run_gears(EGLDisplay dpy, EGLSurface surf, int ttr)
  266. {
  267. double st = current_time();
  268. double ct = st;
  269. int frames = 0;
  270. while (ct - st < ttr)
  271. {
  272. double tt = current_time();
  273. double dt = tt - ct;
  274. ct = tt;
  275. /* advance rotation for next frame */
  276. angle += 70.0 * dt; /* 70 degrees per second */
  277. if (angle > 3600.0)
  278. angle -= 3600.0;
  279. draw();
  280. // DBR : Swap the Buffers
  281. eglSwapBuffers(dpy, surf);
  282. frames++;
  283. }
  284. GLfloat seconds = ct - st;
  285. GLfloat fps = frames / seconds;
  286. printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps);
  287. }
  288. int
  289. main(int argc, char *argv[])
  290. {
  291. int maj, min;
  292. EGLContext ctx;
  293. EGLSurface screen_surf;
  294. EGLConfig configs[10];
  295. EGLint numConfigs, i;
  296. EGLBoolean b;
  297. const EGLint screenAttribs[] = {
  298. EGL_WIDTH, 1024,
  299. EGL_HEIGHT, 768,
  300. EGL_NONE
  301. };
  302. EGLModeMESA mode;
  303. EGLScreenMESA screen;
  304. EGLint count;
  305. GLboolean printInfo = GL_FALSE;
  306. for (i = 1; i < argc; i++)
  307. {
  308. if (strcmp(argv[i], "-info") == 0)
  309. {
  310. printInfo = GL_TRUE;
  311. }
  312. else
  313. printf("Warning: unknown parameter: %s\n", argv[i]);
  314. }
  315. // DBR : Create EGL context/surface etc
  316. EGLDisplay d = eglGetDisplay(":0");
  317. assert(d);
  318. if (!eglInitialize(d, &maj, &min)) {
  319. printf("demo: eglInitialize failed\n");
  320. exit(1);
  321. }
  322. printf("EGL version = %d.%d\n", maj, min);
  323. printf("EGL_VENDOR = %s\n", eglQueryString(d, EGL_VENDOR));
  324. eglGetConfigs(d, configs, 10, &numConfigs);
  325. eglGetScreensMESA(d, &screen, 1, &count);
  326. eglGetModesMESA(d, screen, &mode, 1, &count);
  327. ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL);
  328. if (ctx == EGL_NO_CONTEXT) {
  329. printf("failed to create context\n");
  330. return 0;
  331. }
  332. screen_surf = eglCreateScreenSurfaceMESA(d, configs[0], screenAttribs);
  333. if (screen_surf == EGL_NO_SURFACE) {
  334. printf("failed to create screen surface\n");
  335. return 0;
  336. }
  337. eglShowSurfaceMESA(d, screen, screen_surf, mode);
  338. b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
  339. if (!b) {
  340. printf("make current failed\n");
  341. return 0;
  342. }
  343. // DBR
  344. if (printInfo)
  345. {
  346. printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
  347. printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
  348. printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
  349. printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
  350. }
  351. init(); // Initialise the GL visual
  352. reshape(1024,768);
  353. glDrawBuffer( GL_BACK );
  354. // DBR : Run the simulation
  355. run_gears(d, screen_surf, 5.0);
  356. // DBR : Destroy EGL context/surface etc
  357. eglDestroySurface(d, screen_surf);
  358. eglDestroyContext(d, ctx);
  359. eglTerminate(d);
  360. // DBR
  361. return 0;
  362. }