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Added some example progs using DirectFBGL.
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5 changed files with 2258 additions and 0 deletions
36
progs/directfb/Makefile
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36
progs/directfb/Makefile
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# progs/directfb/Makefile
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TOP = ../..
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include $(TOP)/configs/current
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INCDIR = $(TOP)/include -I$(TOP)/progs
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LIB_DEP = $(LIB_DIR)/$(GL_LIB_NAME) $(LIB_DIR)/$(GLU_LIB_NAME)
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CFLAGS += $(shell pkg-config --cflags directfb)
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APP_LIB_DEPS += $(shell pkg-config --libs directfb)
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PROGS = df_gears \
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df_reflect \
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df_morph3d \
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multi_window
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##### RULES #####
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.SUFFIXES:
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.SUFFIXES: .c
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.c: $(LIB_DEP)
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$(CC) -I$(INCDIR) $(CFLAGS) $< $(APP_LIB_DEPS) -o $@
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##### TARGETS #####
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default: $(PROGS)
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clean:
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-rm -f $(PROGS)
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-rm -f *.o *~
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480
progs/directfb/df_gears.c
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480
progs/directfb/df_gears.c
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/*
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(c) Copyright 2001 convergence integrated media GmbH.
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All rights reserved.
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Written by Denis Oliver Kropp <dok@convergence.de> and
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Andreas Hundt <andi@convergence.de>.
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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Boston, MA 02111-1307, USA.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <string.h>
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#include <math.h>
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#include <directfb.h>
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#include <GL/gl.h>
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#include <GL/directfbgl.h>
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/* the super interface */
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IDirectFB *dfb;
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/* the primary surface (surface of primary layer) */
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IDirectFBSurface *primary;
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/* the GL context */
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IDirectFBGL *primary_gl;
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/* our font */
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IDirectFBFont *font;
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/* event buffer */
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IDirectFBEventBuffer *events;
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/* macro for a safe call to DirectFB functions */
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#define DFBCHECK(x...) \
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{ \
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err = x; \
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if (err != DFB_OK) { \
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fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ ); \
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DirectFBErrorFatal( #x, err ); \
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} \
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}
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static int screen_width, screen_height;
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static unsigned long T0 = 0;
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static GLint Frames = 0;
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static GLfloat fps = 0;
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static inline unsigned long get_millis()
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{
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struct timeval tv;
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gettimeofday (&tv, NULL);
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return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
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}
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#ifndef M_PI
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#define M_PI 3.14159265
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#endif
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/**
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Draw a gear wheel. You'll probably want to call this function when
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building a display list since we do a lot of trig here.
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Input: inner_radius - radius of hole at center
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outer_radius - radius at center of teeth
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width - width of gear
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teeth - number of teeth
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tooth_depth - depth of tooth
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**/
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static void
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gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
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GLint teeth, GLfloat tooth_depth)
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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r0 = inner_radius;
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r1 = outer_radius - tooth_depth / 2.0;
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r2 = outer_radius + tooth_depth / 2.0;
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da = 2.0 * M_PI / teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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if (i < teeth) {
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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}
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glEnd();
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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if (i < teeth) {
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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}
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / teeth / 4.0;
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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}
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glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
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glEnd();
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= teeth; i++) {
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angle = i * 2.0 * M_PI / teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
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}
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glEnd();
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}
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static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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static GLfloat inc_rotx = 0, inc_roty = 0, inc_rotz = 0;
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static GLint gear1, gear2, gear3;
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static GLfloat angle = 0.0;
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static void
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draw(void)
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glRotatef(view_rotx, 1.0, 0.0, 0.0);
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glRotatef(view_roty, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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glPushMatrix();
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(angle, 0.0, 0.0, 1.0);
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glCallList(gear1);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
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glCallList(gear2);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
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glCallList(gear3);
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glPopMatrix();
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glPopMatrix();
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}
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/* new window size or exposure */
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static void
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reshape(int width, int height)
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{
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GLfloat h = (GLfloat) height / (GLfloat) width;
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glViewport(0, 0, (GLint) width, (GLint) height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0, 0.0, -40.0);
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}
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static void
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init(int argc, char *argv[])
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{
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static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
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static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0};
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static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0};
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static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
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GLint i;
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glLightfv(GL_LIGHT0, GL_POSITION, pos);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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/* make the gears */
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gear1 = glGenLists(1);
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glNewList(gear1, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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gear(1.0, 4.0, 1.0, 20, 0.7);
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glEndList();
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gear2 = glGenLists(1);
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glNewList(gear2, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
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gear(0.5, 2.0, 2.0, 10, 0.7);
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glEndList();
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gear3 = glGenLists(1);
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glNewList(gear3, GL_COMPILE);
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
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gear(1.3, 2.0, 0.5, 10, 0.7);
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glEndList();
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glEnable(GL_NORMALIZE);
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for ( i=1; i<argc; i++ ) {
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if (strcmp(argv[i], "-info")==0) {
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printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
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printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
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printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
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printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
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}
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}
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}
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int main( int argc, char *argv[] )
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{
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int quit = 0;
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DFBResult err;
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DFBSurfaceDescription dsc;
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DFBCHECK(DirectFBInit( &argc, &argv ));
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/* create the super interface */
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DFBCHECK(DirectFBCreate( &dfb ));
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/* create an event buffer for all devices with these caps */
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DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS | DICAPS_AXES,
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DFB_FALSE, &events ));
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/* set our cooperative level to DFSCL_FULLSCREEN
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for exclusive access to the primary layer */
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dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
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/* get the primary surface, i.e. the surface of the
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primary layer we have exclusive access to */
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dsc.flags = DSDESC_CAPS;
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dsc.caps = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
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DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
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/* get the size of the surface and fill it */
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DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
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DFBCHECK(primary->FillRectangle( primary, 0, 0,
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screen_width, screen_height ));
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primary->Flip( primary, NULL, 0 );
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/* create the default font and set it */
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DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
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DFBCHECK(primary->SetFont( primary, font ));
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/* get the GL context */
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DFBCHECK(primary->GetGL( primary, &primary_gl ));
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DFBCHECK(primary_gl->Lock( primary_gl ));
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init(argc, argv);
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reshape(screen_width, screen_height);
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DFBCHECK(primary_gl->Unlock( primary_gl ));
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T0 = get_millis();
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while (!quit) {
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DFBInputEvent evt;
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unsigned long t;
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DFBCHECK(primary_gl->Lock( primary_gl ));
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draw();
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DFBCHECK(primary_gl->Unlock( primary_gl ));
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if (fps) {
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char buf[64];
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snprintf(buf, 64, "%4.1f FPS\n", fps);
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primary->SetColor( primary, 0xff, 0, 0, 0xff );
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primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
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}
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primary->Flip( primary, NULL, 0 );
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Frames++;
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t = get_millis();
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if (t - T0 >= 2000) {
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GLfloat seconds = (t - T0) / 1000.0;
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fps = Frames / seconds;
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T0 = t;
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Frames = 0;
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}
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while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
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switch (evt.type) {
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case DIET_KEYPRESS:
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switch (evt.key_symbol) {
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case DIKS_ESCAPE:
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quit = 1;
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break;
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case DIKS_CURSOR_UP:
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inc_rotx = 5.0;
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break;
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case DIKS_CURSOR_DOWN:
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inc_rotx = -5.0;
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break;
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case DIKS_CURSOR_LEFT:
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inc_roty = 5.0;
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break;
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case DIKS_CURSOR_RIGHT:
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inc_roty = -5.0;
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break;
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case DIKS_PAGE_UP:
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inc_rotz = 5.0;
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break;
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case DIKS_PAGE_DOWN:
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inc_rotz = -5.0;
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break;
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default:
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;
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}
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break;
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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;
|
||||
}
|
||||
|
||||
1013
progs/directfb/df_morph3d.c
Normal file
1013
progs/directfb/df_morph3d.c
Normal file
File diff suppressed because it is too large
Load diff
489
progs/directfb/df_reflect.c
Normal file
489
progs/directfb/df_reflect.c
Normal file
|
|
@ -0,0 +1,489 @@
|
|||
/*
|
||||
(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;
|
||||
}
|
||||
|
||||
240
progs/directfb/multi_window.c
Normal file
240
progs/directfb/multi_window.c
Normal 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;
|
||||
}
|
||||
|
||||
Loading…
Add table
Reference in a new issue