/* (c) Copyright 2001 convergence integrated media GmbH. All rights reserved. Written by Denis Oliver Kropp and Andreas Hundt . 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 #include #include #include #include #include #include /* 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; iCreateInputEventBuffer( 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; }