Added some example progs using DirectFBGL.

This commit is contained in:
Claudio Ciccani 2006-05-31 17:05:11 +00:00
parent b18191cf30
commit fe94d0b335
5 changed files with 2258 additions and 0 deletions

36
progs/directfb/Makefile Normal file
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# progs/directfb/Makefile
TOP = ../..
include $(TOP)/configs/current
INCDIR = $(TOP)/include -I$(TOP)/progs
LIB_DEP = $(LIB_DIR)/$(GL_LIB_NAME) $(LIB_DIR)/$(GLU_LIB_NAME)
CFLAGS += $(shell pkg-config --cflags directfb)
APP_LIB_DEPS += $(shell pkg-config --libs directfb)
PROGS = df_gears \
df_reflect \
df_morph3d \
multi_window
##### RULES #####
.SUFFIXES:
.SUFFIXES: .c
.c: $(LIB_DEP)
$(CC) -I$(INCDIR) $(CFLAGS) $< $(APP_LIB_DEPS) -o $@
##### TARGETS #####
default: $(PROGS)
clean:
-rm -f $(PROGS)
-rm -f *.o *~

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progs/directfb/df_gears.c Normal file
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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>.
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 <GL/gl.h>
#include <GL/directfbgl.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
/**
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; 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));
}
}
}
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;
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;
}

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progs/directfb/df_morph3d.c Normal file

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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>.
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 <GL/glu.h>
#include <GL/directfbgl.h>
#include "util/showbuffer.c"
#include "util/readtex.c"
/* 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);
}
/*******************************/
#define DEG2RAD (3.14159/180.0)
#define TABLE_TEXTURE "../images/tile.rgb"
static GLint ImgWidth, ImgHeight;
static GLenum ImgFormat;
static GLubyte *Image = NULL;
#define MAX_OBJECTS 2
static GLint table_list;
static GLint objects_list[MAX_OBJECTS];
static GLfloat xrot, yrot;
static GLfloat spin;
static GLint Width = 400, Height = 300;
static GLenum ShowBuffer = GL_NONE;
static void make_table( void )
{
static GLfloat table_mat[] = { 1.0, 1.0, 1.0, 0.6 };
static GLfloat gray[] = { 0.4, 0.4, 0.4, 1.0 };
table_list = glGenLists(1);
glNewList( table_list, GL_COMPILE );
/* load table's texture */
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_mat );
/* glMaterialfv( GL_FRONT, GL_EMISSION, gray );*/
glMaterialfv( GL_FRONT, GL_DIFFUSE, table_mat );
glMaterialfv( GL_FRONT, GL_AMBIENT, gray );
/* draw textured square for the table */
glPushMatrix();
glScalef( 4.0, 4.0, 4.0 );
glBegin( GL_POLYGON );
glNormal3f( 0.0, 1.0, 0.0 );
glTexCoord2f( 0.0, 0.0 ); glVertex3f( -1.0, 0.0, 1.0 );
glTexCoord2f( 1.0, 0.0 ); glVertex3f( 1.0, 0.0, 1.0 );
glTexCoord2f( 1.0, 1.0 ); glVertex3f( 1.0, 0.0, -1.0 );
glTexCoord2f( 0.0, 1.0 ); glVertex3f( -1.0, 0.0, -1.0 );
glEnd();
glPopMatrix();
glDisable( GL_TEXTURE_2D );
glEndList();
}
static void make_objects( void )
{
GLUquadricObj *q;
static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
static GLfloat green[] = { 0.2, 1.0, 0.2, 1.0 };
static GLfloat black[] = { 0.0, 0.0, 0.0, 0.0 };
q = gluNewQuadric();
gluQuadricDrawStyle( q, GLU_FILL );
gluQuadricNormals( q, GLU_SMOOTH );
objects_list[0] = glGenLists(1);
glNewList( objects_list[0], GL_COMPILE );
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cyan );
glMaterialfv( GL_FRONT, GL_EMISSION, black );
gluCylinder( q, 0.5, 0.5, 1.0, 15, 1 );
glEndList();
objects_list[1] = glGenLists(1);
glNewList( objects_list[1], GL_COMPILE );
glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
glMaterialfv( GL_FRONT, GL_EMISSION, black );
gluCylinder( q, 1.5, 0.0, 2.5, 15, 1 );
glEndList();
}
static void init( void )
{
make_table();
make_objects();
Image = LoadRGBImage( TABLE_TEXTURE, &ImgWidth, &ImgHeight, &ImgFormat );
if (!Image) {
printf("Couldn't read %s\n", TABLE_TEXTURE);
exit(0);
}
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, ImgWidth, ImgHeight,
ImgFormat, GL_UNSIGNED_BYTE, Image);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
xrot = 30.0;
yrot = 50.0;
spin = 0.0;
glShadeModel( GL_FLAT );
glEnable( GL_LIGHT0 );
glEnable( GL_LIGHTING );
glClearColor( 0.5, 0.5, 0.9, 0.0 );
glEnable( GL_NORMALIZE );
}
static void reshape(int w, int h)
{
GLfloat yAspect = 2.5;
GLfloat xAspect = yAspect * (float) w / (float) h;
Width = w;
Height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -xAspect, xAspect, -yAspect, yAspect, 10.0, 30.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
static void draw_objects( GLfloat eyex, GLfloat eyey, GLfloat eyez )
{
(void) eyex;
(void) eyey;
(void) eyez;
#ifndef USE_ZBUFFER
if (eyex<0.5) {
#endif
glPushMatrix();
glTranslatef( 1.0, 1.5, 0.0 );
glRotatef( spin, 1.0, 0.5, 0.0 );
glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
glCallList( objects_list[0] );
glPopMatrix();
glPushMatrix();
glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*spin) ), 0.0 );
glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
glRotatef( spin, 1.0, 0.5, 0.0 );
glScalef( 0.5, 0.5, 0.5 );
glCallList( objects_list[1] );
glPopMatrix();
#ifndef USE_ZBUFFER
}
else {
glPushMatrix();
glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*spin) ), 0.0 );
glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
glRotatef( spin, 1.0, 0.5, 0.0 );
glScalef( 0.5, 0.5, 0.5 );
glCallList( objects_list[1] );
glPopMatrix();
glPushMatrix();
glTranslatef( 1.0, 1.5, 0.0 );
glRotatef( spin, 1.0, 0.5, 0.0 );
glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
glCallList( objects_list[0] );
glPopMatrix();
}
#endif
}
static void draw_table( void )
{
glCallList( table_list );
}
static void draw( void )
{
static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 };
GLfloat dist = 20.0;
GLfloat eyex, eyey, eyez;
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
eyex = dist * cos(yrot*DEG2RAD) * cos(xrot*DEG2RAD);
eyez = dist * sin(yrot*DEG2RAD) * cos(xrot*DEG2RAD);
eyey = dist * sin(xrot*DEG2RAD);
/* view from top */
glPushMatrix();
gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 );
glLightfv( GL_LIGHT0, GL_POSITION, light_pos );
/* draw table into stencil planes */
glDisable( GL_DEPTH_TEST );
glEnable( GL_STENCIL_TEST );
glStencilFunc( GL_ALWAYS, 1, 0xffffffff );
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
draw_table();
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glEnable( GL_DEPTH_TEST );
/* render view from below (reflected viewport) */
/* only draw where stencil==1 */
if (eyey>0.0) {
glPushMatrix();
glStencilFunc( GL_EQUAL, 1, 0xffffffff ); /* draw if ==1 */
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
glScalef( 1.0, -1.0, 1.0 );
/* Reposition light in reflected space. */
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
draw_objects(eyex, eyey, eyez);
glPopMatrix();
/* Restore light's original unreflected position. */
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
}
glDisable( GL_STENCIL_TEST );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_TEXTURE_2D );
draw_table();
glDisable( GL_TEXTURE_2D );
glDisable( GL_BLEND );
/* view from top */
glPushMatrix();
draw_objects(eyex, eyey, eyez);
glPopMatrix();
glPopMatrix();
if (ShowBuffer == GL_DEPTH) {
ShowDepthBuffer(Width, Height, 1.0, 0.0);
}
else if (ShowBuffer == GL_STENCIL) {
ShowStencilBuffer(Width, Height, 255.0, 0.0);
}
else if (ShowBuffer == GL_ALPHA) {
ShowAlphaBuffer(Width, Height);
}
}
/*******************************/
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_ALL, 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 = (DFBSurfaceCapabilities)(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 ));
/* 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();
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];
sprintf(buf, "%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, (DFBSurfaceFlipFlags)0 );
Frames++;
t = get_millis();
if (t - T0 >= 1000) {
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 (DFB_LOWER_CASE(evt.key_symbol)) {
case DIKS_ESCAPE:
quit = 1;
break;
case DIKS_CURSOR_UP:
xrot += 3.0;
if ( xrot > 85 )
xrot = 85;
break;
case DIKS_CURSOR_DOWN:
xrot -= 3.0;
if ( xrot < 5 )
xrot = 5;
break;
case DIKS_CURSOR_LEFT:
yrot += 3.0;
break;
case DIKS_CURSOR_RIGHT:
yrot -= 3.0;
break;
case DIKS_SMALL_D:
ShowBuffer = GL_DEPTH;
break;
case DIKS_SMALL_S:
ShowBuffer = GL_STENCIL;
break;
case DIKS_SMALL_A:
ShowBuffer = GL_ALPHA;
break;
default:
ShowBuffer = GL_NONE;
}
break;
case DIET_AXISMOTION:
if (evt.flags & DIEF_AXISREL) {
switch (evt.axis) {
case DIAI_X:
yrot += evt.axisrel / 2.0;
break;
case DIAI_Y:
xrot += evt.axisrel / 2.0;
break;
default:
;
}
}
break;
default:
;
}
}
spin += 2.0;
yrot += 3.0;
}
/* 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;
}

View file

@ -0,0 +1,240 @@
/*
(c) Copyright 2001 convergence integrated media GmbH.
All rights reserved.
Written by Denis Oliver Kropp <dok@convergence.de> and
Andreas Hundt <andi@convergence.de>.
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 <GL/gl.h>
#include <GL/glu.h>
#include <directfb.h>
#include <directfbgl.h>
typedef struct {
IDirectFBWindow *window;
IDirectFBSurface *surface;
IDirectFBGL *gl;
int width;
int height;
unsigned long last_time;
int frames;
float fps;
} Context;
static const GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
static IDirectFB *dfb;
static IDirectFBDisplayLayer *layer;
static IDirectFBFont *font;
static IDirectFBEventBuffer *events = NULL;
/* macro for a safe call to DirectFB functions */
#define DFBCHECK(x...) \
do { \
ret = x; \
if (ret != DFB_OK) { \
fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ ); \
DirectFBErrorFatal( #x, ret ); \
} \
} while (0)
static inline unsigned long get_millis()
{
struct timeval tv;
gettimeofday (&tv, NULL);
return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
}
static void
setup( Context *context )
{
GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
context->surface->GetSize( context->surface,
&context->width, &context->height );
context->gl->Lock( context->gl );
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_CULL_FACE);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glViewport(0, 0, context->width, context->height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(70.0, context->width / (float) context->height, 1.0, 80.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -40.0);
context->gl->Unlock( context->gl );
}
static void
update( Context *context )
{
unsigned long t;
IDirectFBSurface *surface = context->surface;
static __u8 r = 0, g = 0, b = 0;
context->gl->Lock( context->gl );
glClearColor( r++/255.0, g++/255.0, b++/255.0, 1.0 );
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
context->gl->Unlock( context->gl );
if (context->fps) {
char buf[16];
snprintf(buf, sizeof(buf), "%.1f FPS\n", context->fps);
surface->SetColor( surface, 0xff, 0x00, 0x00, 0xff );
surface->DrawString( surface, buf, -1,
context->width - 5, 5, DSTF_TOPRIGHT );
}
surface->Flip( surface, NULL, 0 );
context->frames++;
t = get_millis();
if (t - context->last_time >= 2000) {
float seconds = (t - context->last_time) / 1000.0f;
context->fps = context->frames / seconds;
context->last_time = t;
context->frames = 0;
}
}
int
main( int argc, char *argv[] )
{
DFBResult ret;
int i;
int quit = 0;
const int num = 2;
Context contexts[num];
DFBCHECK(DirectFBInit( &argc, &argv ));
/* create the super interface */
DFBCHECK(DirectFBCreate( &dfb ));
DFBCHECK(dfb->GetDisplayLayer( dfb, DLID_PRIMARY, &layer ));
/* create the default font */
DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
for (i=0; i<num; i++) {
IDirectFBWindow *window;
IDirectFBSurface *surface;
IDirectFBGL *gl;
DFBWindowDescription desc;
desc.flags = DWDESC_POSX | DWDESC_POSY |
DWDESC_WIDTH | DWDESC_HEIGHT;
desc.posx = (i%3) * 200 + 10;
desc.posy = (i/3) * 200 + 10;
desc.width = 180;
desc.height = 180;
DFBCHECK(layer->CreateWindow( layer, &desc, &window ));
DFBCHECK(window->GetSurface( window, &surface ));
DFBCHECK(surface->GetGL( surface, &gl ));
contexts[i].window = window;
contexts[i].surface = surface;
contexts[i].gl = gl;
contexts[i].last_time = get_millis();
contexts[i].frames = 0;
contexts[i].fps = 0;
setup( &contexts[i] );
if (events)
DFBCHECK(window->AttachEventBuffer( window, events ));
else
DFBCHECK(window->CreateEventBuffer( window, &events ));
DFBCHECK(surface->SetFont( surface, font ));
window->SetOpacity( window, 0xff );
}
while (!quit) {
DFBWindowEvent evt;
for (i=0; i<num; i++)
update( &contexts[i] );
while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
switch (evt.type) {
case DWET_KEYDOWN:
switch (evt.key_symbol) {
case DIKS_ESCAPE:
quit = 1;
break;
default:
break;
}
break;
default:
break;
}
}
}
events->Release( events );
for (i=0; i<num; i++) {
contexts[i].gl->Release( contexts[i].gl );
contexts[i].surface->Release( contexts[i].surface );
contexts[i].window->Release( contexts[i].window );
}
font->Release( font );
layer->Release( layer );
dfb->Release( dfb );
return 0;
}