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eglgears.c 12KB

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  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. #define EGL_EGLEXT_PROTOTYPES
  29. #include <assert.h>
  30. #include <math.h>
  31. #include <stdlib.h>
  32. #include <stdio.h>
  33. #include <string.h>
  34. #include <GL/gl.h>
  35. #include <EGL/egl.h>
  36. #include <EGL/eglext.h>
  37. #define MAX_CONFIGS 10
  38. #define MAX_MODES 100
  39. #define BENCHMARK
  40. #ifdef BENCHMARK
  41. /* XXX this probably isn't very portable */
  42. #include <sys/time.h>
  43. #include <unistd.h>
  44. /* return current time (in seconds) */
  45. static double
  46. current_time(void)
  47. {
  48. struct timeval tv;
  49. #ifdef __VMS
  50. (void) gettimeofday(&tv, NULL );
  51. #else
  52. struct timezone tz;
  53. (void) gettimeofday(&tv, &tz);
  54. #endif
  55. return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
  56. }
  57. #else /*BENCHMARK*/
  58. /* dummy */
  59. static double
  60. current_time(void)
  61. {
  62. /* update this function for other platforms! */
  63. static double t = 0.0;
  64. static int warn = 1;
  65. if (warn) {
  66. fprintf(stderr, "Warning: current_time() not implemented!!\n");
  67. warn = 0;
  68. }
  69. return t += 1.0;
  70. }
  71. #endif /*BENCHMARK*/
  72. #ifndef M_PI
  73. #define M_PI 3.14159265
  74. #endif
  75. static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
  76. static GLint gear1, gear2, gear3;
  77. static GLfloat angle = 0.0;
  78. #if 0
  79. static GLfloat eyesep = 5.0; /* Eye separation. */
  80. static GLfloat fix_point = 40.0; /* Fixation point distance. */
  81. static GLfloat left, right, asp; /* Stereo frustum params. */
  82. #endif
  83. /*
  84. *
  85. * Draw a gear wheel. You'll probably want to call this function when
  86. * building a display list since we do a lot of trig here.
  87. *
  88. * Input: inner_radius - radius of hole at center
  89. * outer_radius - radius at center of teeth
  90. * width - width of gear
  91. * teeth - number of teeth
  92. * tooth_depth - depth of tooth
  93. */
  94. static void
  95. gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
  96. GLint teeth, GLfloat tooth_depth)
  97. {
  98. GLint i;
  99. GLfloat r0, r1, r2;
  100. GLfloat angle, da;
  101. GLfloat u, v, len;
  102. r0 = inner_radius;
  103. r1 = outer_radius - tooth_depth / 2.0;
  104. r2 = outer_radius + tooth_depth / 2.0;
  105. da = 2.0 * M_PI / teeth / 4.0;
  106. glShadeModel(GL_FLAT);
  107. glNormal3f(0.0, 0.0, 1.0);
  108. /* draw front face */
  109. glBegin(GL_QUAD_STRIP);
  110. for (i = 0; i <= teeth; i++) {
  111. angle = i * 2.0 * M_PI / teeth;
  112. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  113. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  114. if (i < teeth) {
  115. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  116. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  117. width * 0.5);
  118. }
  119. }
  120. glEnd();
  121. /* draw front sides of teeth */
  122. glBegin(GL_QUADS);
  123. da = 2.0 * M_PI / teeth / 4.0;
  124. for (i = 0; i < teeth; i++) {
  125. angle = i * 2.0 * M_PI / teeth;
  126. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  127. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  128. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  129. width * 0.5);
  130. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  131. width * 0.5);
  132. }
  133. glEnd();
  134. glNormal3f(0.0, 0.0, -1.0);
  135. /* draw back face */
  136. glBegin(GL_QUAD_STRIP);
  137. for (i = 0; i <= teeth; i++) {
  138. angle = i * 2.0 * M_PI / teeth;
  139. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  140. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  141. if (i < teeth) {
  142. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  143. -width * 0.5);
  144. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  145. }
  146. }
  147. glEnd();
  148. /* draw back sides of teeth */
  149. glBegin(GL_QUADS);
  150. da = 2.0 * M_PI / teeth / 4.0;
  151. for (i = 0; i < teeth; i++) {
  152. angle = i * 2.0 * M_PI / teeth;
  153. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  154. -width * 0.5);
  155. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  156. -width * 0.5);
  157. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  158. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  159. }
  160. glEnd();
  161. /* draw outward faces of teeth */
  162. glBegin(GL_QUAD_STRIP);
  163. for (i = 0; i < teeth; i++) {
  164. angle = i * 2.0 * M_PI / teeth;
  165. glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
  166. glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
  167. u = r2 * cos(angle + da) - r1 * cos(angle);
  168. v = r2 * sin(angle + da) - r1 * sin(angle);
  169. len = sqrt(u * u + v * v);
  170. u /= len;
  171. v /= len;
  172. glNormal3f(v, -u, 0.0);
  173. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
  174. glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
  175. glNormal3f(cos(angle), sin(angle), 0.0);
  176. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  177. width * 0.5);
  178. glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
  179. -width * 0.5);
  180. u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
  181. v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
  182. glNormal3f(v, -u, 0.0);
  183. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  184. width * 0.5);
  185. glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
  186. -width * 0.5);
  187. glNormal3f(cos(angle), sin(angle), 0.0);
  188. }
  189. glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
  190. glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
  191. glEnd();
  192. glShadeModel(GL_SMOOTH);
  193. /* draw inside radius cylinder */
  194. glBegin(GL_QUAD_STRIP);
  195. for (i = 0; i <= teeth; i++) {
  196. angle = i * 2.0 * M_PI / teeth;
  197. glNormal3f(-cos(angle), -sin(angle), 0.0);
  198. glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
  199. glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
  200. }
  201. glEnd();
  202. }
  203. static void
  204. draw(void)
  205. {
  206. glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  207. glPushMatrix();
  208. glRotatef(view_rotx, 1.0, 0.0, 0.0);
  209. glRotatef(view_roty, 0.0, 1.0, 0.0);
  210. glRotatef(view_rotz, 0.0, 0.0, 1.0);
  211. glPushMatrix();
  212. glTranslatef(-3.0, -2.0, 0.0);
  213. glRotatef(angle, 0.0, 0.0, 1.0);
  214. glCallList(gear1);
  215. glPopMatrix();
  216. glPushMatrix();
  217. glTranslatef(3.1, -2.0, 0.0);
  218. glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
  219. glCallList(gear2);
  220. glPopMatrix();
  221. glPushMatrix();
  222. glTranslatef(-3.1, 4.2, 0.0);
  223. glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
  224. glCallList(gear3);
  225. glPopMatrix();
  226. glPopMatrix();
  227. }
  228. /* new window size or exposure */
  229. static void
  230. reshape(int width, int height)
  231. {
  232. glViewport(0, 0, (GLint) width, (GLint) height);
  233. GLfloat h = (GLfloat) height / (GLfloat) width;
  234. glMatrixMode(GL_PROJECTION);
  235. glLoadIdentity();
  236. glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
  237. glMatrixMode(GL_MODELVIEW);
  238. glLoadIdentity();
  239. glTranslatef(0.0, 0.0, -40.0);
  240. }
  241. static void
  242. init(void)
  243. {
  244. static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
  245. static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
  246. static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
  247. static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
  248. glLightfv(GL_LIGHT0, GL_POSITION, pos);
  249. glEnable(GL_CULL_FACE);
  250. glEnable(GL_LIGHTING);
  251. glEnable(GL_LIGHT0);
  252. glEnable(GL_DEPTH_TEST);
  253. /* make the gears */
  254. gear1 = glGenLists(1);
  255. glNewList(gear1, GL_COMPILE);
  256. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
  257. gear(1.0, 4.0, 1.0, 20, 0.7);
  258. glEndList();
  259. gear2 = glGenLists(1);
  260. glNewList(gear2, GL_COMPILE);
  261. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
  262. gear(0.5, 2.0, 2.0, 10, 0.7);
  263. glEndList();
  264. gear3 = glGenLists(1);
  265. glNewList(gear3, GL_COMPILE);
  266. glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
  267. gear(1.3, 2.0, 0.5, 10, 0.7);
  268. glEndList();
  269. glEnable(GL_NORMALIZE);
  270. }
  271. static void run_gears(EGLDisplay dpy, EGLSurface surf, int ttr)
  272. {
  273. double st = current_time();
  274. double ct = st;
  275. int frames = 0;
  276. while (ct - st < ttr)
  277. {
  278. double tt = current_time();
  279. double dt = tt - ct;
  280. ct = tt;
  281. /* advance rotation for next frame */
  282. angle += 70.0 * dt; /* 70 degrees per second */
  283. if (angle > 3600.0)
  284. angle -= 3600.0;
  285. draw();
  286. eglSwapBuffers(dpy, surf);
  287. frames++;
  288. }
  289. GLfloat seconds = ct - st;
  290. GLfloat fps = frames / seconds;
  291. printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps);
  292. }
  293. int
  294. main(int argc, char *argv[])
  295. {
  296. int maj, min;
  297. EGLContext ctx;
  298. EGLSurface screen_surf;
  299. EGLConfig configs[MAX_CONFIGS];
  300. EGLint numConfigs, i;
  301. EGLBoolean b;
  302. EGLDisplay d;
  303. EGLint screenAttribs[10];
  304. EGLModeMESA mode[MAX_MODES];
  305. EGLScreenMESA screen;
  306. EGLint count, chosenMode;
  307. GLboolean printInfo = GL_FALSE;
  308. EGLint width = 0, height = 0;
  309. /* parse cmd line args */
  310. for (i = 1; i < argc; i++)
  311. {
  312. if (strcmp(argv[i], "-info") == 0)
  313. {
  314. printInfo = GL_TRUE;
  315. }
  316. else
  317. printf("Warning: unknown parameter: %s\n", argv[i]);
  318. }
  319. /* DBR : Create EGL context/surface etc */
  320. d = eglGetDisplay(EGL_DEFAULT_DISPLAY);
  321. assert(d);
  322. if (!eglInitialize(d, &maj, &min)) {
  323. printf("eglgears: eglInitialize failed\n");
  324. exit(1);
  325. }
  326. printf("eglgears: EGL version = %d.%d\n", maj, min);
  327. printf("eglgears: EGL_VENDOR = %s\n", eglQueryString(d, EGL_VENDOR));
  328. /* XXX use ChooseConfig */
  329. eglGetConfigs(d, configs, MAX_CONFIGS, &numConfigs);
  330. eglGetScreensMESA(d, &screen, 1, &count);
  331. if (!eglGetModesMESA(d, screen, mode, MAX_MODES, &count) || count == 0) {
  332. printf("eglgears: eglGetModesMESA failed!\n");
  333. return 0;
  334. }
  335. /* Print list of modes, and find the one to use */
  336. printf("eglgears: Found %d modes:\n", count);
  337. for (i = 0; i < count; i++) {
  338. EGLint w, h;
  339. eglGetModeAttribMESA(d, mode[i], EGL_WIDTH, &w);
  340. eglGetModeAttribMESA(d, mode[i], EGL_HEIGHT, &h);
  341. printf("%3d: %d x %d\n", i, w, h);
  342. if (w > width && h > height) {
  343. width = w;
  344. height = h;
  345. chosenMode = i;
  346. }
  347. }
  348. printf("eglgears: Using screen mode/size %d: %d x %d\n", chosenMode, width, height);
  349. ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL);
  350. if (ctx == EGL_NO_CONTEXT) {
  351. printf("eglgears: failed to create context\n");
  352. return 0;
  353. }
  354. /* build up screenAttribs array */
  355. i = 0;
  356. screenAttribs[i++] = EGL_WIDTH;
  357. screenAttribs[i++] = width;
  358. screenAttribs[i++] = EGL_HEIGHT;
  359. screenAttribs[i++] = height;
  360. screenAttribs[i++] = EGL_NONE;
  361. screen_surf = eglCreateScreenSurfaceMESA(d, configs[0], screenAttribs);
  362. if (screen_surf == EGL_NO_SURFACE) {
  363. printf("eglgears: failed to create screen surface\n");
  364. return 0;
  365. }
  366. b = eglShowScreenSurfaceMESA(d, screen, screen_surf, mode[chosenMode]);
  367. if (!b) {
  368. printf("eglgears: show surface failed\n");
  369. return 0;
  370. }
  371. b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
  372. if (!b) {
  373. printf("eglgears: make current failed\n");
  374. return 0;
  375. }
  376. if (printInfo)
  377. {
  378. printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
  379. printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
  380. printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
  381. printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
  382. }
  383. init();
  384. reshape(width, height);
  385. glDrawBuffer( GL_BACK );
  386. run_gears(d, screen_surf, 5.0);
  387. eglDestroySurface(d, screen_surf);
  388. eglDestroyContext(d, ctx);
  389. eglTerminate(d);
  390. return 0;
  391. }