132001f49Smrg/*
232001f49Smrg * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
332001f49Smrg *
432001f49Smrg * Permission is hereby granted, free of charge, to any person obtaining a
532001f49Smrg * copy of this software and associated documentation files (the "Software"),
632001f49Smrg * to deal in the Software without restriction, including without limitation
732001f49Smrg * the rights to use, copy, modify, merge, publish, distribute, sublicense,
832001f49Smrg * and/or sell copies of the Software, and to permit persons to whom the
932001f49Smrg * Software is furnished to do so, subject to the following conditions:
1032001f49Smrg *
1132001f49Smrg * The above copyright notice and this permission notice shall be included
1232001f49Smrg * in all copies or substantial portions of the Software.
1332001f49Smrg *
1432001f49Smrg * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
1532001f49Smrg * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
1632001f49Smrg * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
1732001f49Smrg * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
1832001f49Smrg * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
1932001f49Smrg * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
2032001f49Smrg */
2132001f49Smrg
2232001f49Smrg/*
2332001f49Smrg * This is a port of the infamous "glxgears" demo to straight EGL
2432001f49Smrg * Port by Dane Rushton 10 July 2005
2532001f49Smrg *
2632001f49Smrg * No command line options.
2732001f49Smrg * Program runs for 5 seconds then exits, outputing framerate to console
2832001f49Smrg */
2932001f49Smrg
3032001f49Smrg#include <math.h>
3132001f49Smrg#include "gl_wrap.h"
3232001f49Smrg#include <EGL/egl.h>
3332001f49Smrg
3432001f49Smrg#include "eglut.h"
3532001f49Smrg
3632001f49Smrgstatic GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
3732001f49Smrgstatic GLint gear1, gear2, gear3;
3832001f49Smrgstatic GLfloat angle = 0.0;
3932001f49Smrg
4032001f49Smrg/*
4132001f49Smrg *
4232001f49Smrg *  Draw a gear wheel.  You'll probably want to call this function when
4332001f49Smrg *  building a display list since we do a lot of trig here.
4432001f49Smrg *
4532001f49Smrg *  Input:  inner_radius - radius of hole at center
4632001f49Smrg *          outer_radius - radius at center of teeth
4732001f49Smrg *          width - width of gear
4832001f49Smrg *          teeth - number of teeth
4932001f49Smrg *          tooth_depth - depth of tooth
5032001f49Smrg */
5132001f49Smrgstatic void
5232001f49Smrggear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
5332001f49Smrg     GLint teeth, GLfloat tooth_depth)
5432001f49Smrg{
5532001f49Smrg   GLint i;
5632001f49Smrg   GLfloat r0, r1, r2;
5732001f49Smrg   GLfloat angle, da;
5832001f49Smrg   GLfloat u, v, len;
5932001f49Smrg
6032001f49Smrg   r0 = inner_radius;
6132001f49Smrg   r1 = outer_radius - tooth_depth / 2.0;
6232001f49Smrg   r2 = outer_radius + tooth_depth / 2.0;
6332001f49Smrg
6432001f49Smrg   da = 2.0 * M_PI / teeth / 4.0;
6532001f49Smrg
6632001f49Smrg   glShadeModel(GL_FLAT);
6732001f49Smrg
6832001f49Smrg   glNormal3f(0.0, 0.0, 1.0);
6932001f49Smrg
7032001f49Smrg   /* draw front face */
7132001f49Smrg   glBegin(GL_QUAD_STRIP);
7232001f49Smrg   for (i = 0; i <= teeth; i++) {
7332001f49Smrg      angle = i * 2.0 * M_PI / teeth;
7432001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
7532001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
7632001f49Smrg      if (i < teeth) {
7732001f49Smrg	 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
7832001f49Smrg	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
7932001f49Smrg		    width * 0.5);
8032001f49Smrg      }
8132001f49Smrg   }
8232001f49Smrg   glEnd();
8332001f49Smrg
8432001f49Smrg   /* draw front sides of teeth */
8532001f49Smrg   glBegin(GL_QUADS);
8632001f49Smrg   da = 2.0 * M_PI / teeth / 4.0;
8732001f49Smrg   for (i = 0; i < teeth; i++) {
8832001f49Smrg      angle = i * 2.0 * M_PI / teeth;
8932001f49Smrg
9032001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
9132001f49Smrg      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
9232001f49Smrg      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
9332001f49Smrg		 width * 0.5);
9432001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
9532001f49Smrg		 width * 0.5);
9632001f49Smrg   }
9732001f49Smrg   glEnd();
9832001f49Smrg
9932001f49Smrg   glNormal3f(0.0, 0.0, -1.0);
10032001f49Smrg
10132001f49Smrg   /* draw back face */
10232001f49Smrg   glBegin(GL_QUAD_STRIP);
10332001f49Smrg   for (i = 0; i <= teeth; i++) {
10432001f49Smrg      angle = i * 2.0 * M_PI / teeth;
10532001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
10632001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
10732001f49Smrg      if (i < teeth) {
10832001f49Smrg	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
10932001f49Smrg		    -width * 0.5);
11032001f49Smrg	 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
11132001f49Smrg      }
11232001f49Smrg   }
11332001f49Smrg   glEnd();
11432001f49Smrg
11532001f49Smrg   /* draw back sides of teeth */
11632001f49Smrg   glBegin(GL_QUADS);
11732001f49Smrg   da = 2.0 * M_PI / teeth / 4.0;
11832001f49Smrg   for (i = 0; i < teeth; i++) {
11932001f49Smrg      angle = i * 2.0 * M_PI / teeth;
12032001f49Smrg
12132001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
12232001f49Smrg		 -width * 0.5);
12332001f49Smrg      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
12432001f49Smrg		 -width * 0.5);
12532001f49Smrg      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
12632001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
12732001f49Smrg   }
12832001f49Smrg   glEnd();
12932001f49Smrg
13032001f49Smrg   /* draw outward faces of teeth */
13132001f49Smrg   glBegin(GL_QUAD_STRIP);
13232001f49Smrg   for (i = 0; i < teeth; i++) {
13332001f49Smrg      angle = i * 2.0 * M_PI / teeth;
13432001f49Smrg
13532001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
13632001f49Smrg      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
13732001f49Smrg      u = r2 * cos(angle + da) - r1 * cos(angle);
13832001f49Smrg      v = r2 * sin(angle + da) - r1 * sin(angle);
13932001f49Smrg      len = sqrt(u * u + v * v);
14032001f49Smrg      u /= len;
14132001f49Smrg      v /= len;
14232001f49Smrg      glNormal3f(v, -u, 0.0);
14332001f49Smrg      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
14432001f49Smrg      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
14532001f49Smrg      glNormal3f(cos(angle), sin(angle), 0.0);
14632001f49Smrg      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
14732001f49Smrg		 width * 0.5);
14832001f49Smrg      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
14932001f49Smrg		 -width * 0.5);
15032001f49Smrg      u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
15132001f49Smrg      v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
15232001f49Smrg      glNormal3f(v, -u, 0.0);
15332001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
15432001f49Smrg		 width * 0.5);
15532001f49Smrg      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
15632001f49Smrg		 -width * 0.5);
15732001f49Smrg      glNormal3f(cos(angle), sin(angle), 0.0);
15832001f49Smrg   }
15932001f49Smrg
16032001f49Smrg   glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
16132001f49Smrg   glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
16232001f49Smrg
16332001f49Smrg   glEnd();
16432001f49Smrg
16532001f49Smrg   glShadeModel(GL_SMOOTH);
16632001f49Smrg
16732001f49Smrg   /* draw inside radius cylinder */
16832001f49Smrg   glBegin(GL_QUAD_STRIP);
16932001f49Smrg   for (i = 0; i <= teeth; i++) {
17032001f49Smrg      angle = i * 2.0 * M_PI / teeth;
17132001f49Smrg      glNormal3f(-cos(angle), -sin(angle), 0.0);
17232001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
17332001f49Smrg      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
17432001f49Smrg   }
17532001f49Smrg   glEnd();
17632001f49Smrg}
17732001f49Smrg
17832001f49Smrg
17932001f49Smrgstatic void
18032001f49Smrgdraw(void)
18132001f49Smrg{
18232001f49Smrg   glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
18332001f49Smrg
18432001f49Smrg   glPushMatrix();
18532001f49Smrg   glRotatef(view_rotx, 1.0, 0.0, 0.0);
18632001f49Smrg   glRotatef(view_roty, 0.0, 1.0, 0.0);
18732001f49Smrg   glRotatef(view_rotz, 0.0, 0.0, 1.0);
18832001f49Smrg
18932001f49Smrg   glPushMatrix();
19032001f49Smrg   glTranslatef(-3.0, -2.0, 0.0);
19132001f49Smrg   glRotatef(angle, 0.0, 0.0, 1.0);
19232001f49Smrg   glCallList(gear1);
19332001f49Smrg   glPopMatrix();
19432001f49Smrg
19532001f49Smrg   glPushMatrix();
19632001f49Smrg   glTranslatef(3.1, -2.0, 0.0);
19732001f49Smrg   glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
19832001f49Smrg   glCallList(gear2);
19932001f49Smrg   glPopMatrix();
20032001f49Smrg
20132001f49Smrg   glPushMatrix();
20232001f49Smrg   glTranslatef(-3.1, 4.2, 0.0);
20332001f49Smrg   glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
20432001f49Smrg   glCallList(gear3);
20532001f49Smrg   glPopMatrix();
20632001f49Smrg
20732001f49Smrg   glPopMatrix();
20832001f49Smrg}
20932001f49Smrg
21032001f49Smrg
21132001f49Smrgstatic void
21232001f49Smrgidle(void)
21332001f49Smrg{
21432001f49Smrg  static double t0 = -1.;
21532001f49Smrg  double dt, t = eglutGet(EGLUT_ELAPSED_TIME) / 1000.0;
21632001f49Smrg  if (t0 < 0.0)
21732001f49Smrg    t0 = t;
21832001f49Smrg  dt = t - t0;
21932001f49Smrg  t0 = t;
22032001f49Smrg
22132001f49Smrg  angle += 70.0 * dt;  /* 70 degrees per second */
22232001f49Smrg  angle = fmod(angle, 360.0); /* prevents eventual overflow */
22332001f49Smrg
22432001f49Smrg  eglutPostRedisplay();
22532001f49Smrg}
22632001f49Smrg
22732001f49Smrg/* new window size or exposure */
22832001f49Smrgstatic void
22932001f49Smrgreshape(int width, int height)
23032001f49Smrg{
23132001f49Smrg   GLfloat h = (GLfloat) height / (GLfloat) width;
23232001f49Smrg
23332001f49Smrg   glViewport(0, 0, (GLint) width, (GLint) height);
23432001f49Smrg
23532001f49Smrg   glMatrixMode(GL_PROJECTION);
23632001f49Smrg   glLoadIdentity();
23732001f49Smrg   glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
23832001f49Smrg
23932001f49Smrg   glMatrixMode(GL_MODELVIEW);
24032001f49Smrg   glLoadIdentity();
24132001f49Smrg   glTranslatef(0.0, 0.0, -40.0);
24232001f49Smrg}
24332001f49Smrg
24432001f49Smrg
24532001f49Smrg
24632001f49Smrgstatic void
24732001f49Smrginit(void)
24832001f49Smrg{
24932001f49Smrg   static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
25032001f49Smrg   static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
25132001f49Smrg   static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
25232001f49Smrg   static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
25332001f49Smrg
25432001f49Smrg   glLightfv(GL_LIGHT0, GL_POSITION, pos);
25532001f49Smrg   glEnable(GL_CULL_FACE);
25632001f49Smrg   glEnable(GL_LIGHTING);
25732001f49Smrg   glEnable(GL_LIGHT0);
25832001f49Smrg   glEnable(GL_DEPTH_TEST);
25932001f49Smrg
26032001f49Smrg   /* make the gears */
26132001f49Smrg   gear1 = glGenLists(1);
26232001f49Smrg   glNewList(gear1, GL_COMPILE);
26332001f49Smrg   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
26432001f49Smrg   gear(1.0, 4.0, 1.0, 20, 0.7);
26532001f49Smrg   glEndList();
26632001f49Smrg
26732001f49Smrg   gear2 = glGenLists(1);
26832001f49Smrg   glNewList(gear2, GL_COMPILE);
26932001f49Smrg   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
27032001f49Smrg   gear(0.5, 2.0, 2.0, 10, 0.7);
27132001f49Smrg   glEndList();
27232001f49Smrg
27332001f49Smrg   gear3 = glGenLists(1);
27432001f49Smrg   glNewList(gear3, GL_COMPILE);
27532001f49Smrg   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
27632001f49Smrg   gear(1.3, 2.0, 0.5, 10, 0.7);
27732001f49Smrg   glEndList();
27832001f49Smrg
27932001f49Smrg   glEnable(GL_NORMALIZE);
28032001f49Smrg}
28132001f49Smrg
28232001f49Smrgint
28332001f49Smrgmain(int argc, char *argv[])
28432001f49Smrg{
28532001f49Smrg   eglutInitWindowSize(300, 300);
28632001f49Smrg   eglutInitAPIMask(EGLUT_OPENGL_BIT);
28732001f49Smrg   eglutInit(argc, argv);
28832001f49Smrg
28932001f49Smrg   eglutCreateWindow("eglgears");
29032001f49Smrg
29132001f49Smrg   eglutIdleFunc(idle);
29232001f49Smrg   eglutReshapeFunc(reshape);
29332001f49Smrg   eglutDisplayFunc(draw);
29432001f49Smrg
29532001f49Smrg   init();
29632001f49Smrg   glDrawBuffer(GL_BACK);
29732001f49Smrg
29832001f49Smrg   eglutMainLoop();
29932001f49Smrg
30032001f49Smrg   return 0;
30132001f49Smrg}
302