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diff --git a/progs/egl/opengl/eglgears.c b/progs/egl/opengl/eglgears.c
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-/*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/*
- * This is a port of the infamous "glxgears" demo to straight EGL
- * Port by Dane Rushton 10 July 2005
- *
- * No command line options.
- * Program runs for 5 seconds then exits, outputing framerate to console
- */
-
-#include <math.h>
-#include <GL/gl.h>
-#include <EGL/egl.h>
-
-#include "eglut.h"
-
-#ifndef M_PI
-#define M_PI 3.14159265
-#endif
-
-static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
-static GLint gear1, gear2, gear3;
-static GLfloat angle = 0.0;
-
-/*
- *
- * 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 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();
-}
-
-
-static void
-idle(void)
-{
- static double t0 = -1.;
- double dt, t = eglutGet(EGLUT_ELAPSED_TIME) / 1000.0;
- if (t0 < 0.0)
- t0 = t;
- dt = t - t0;
- t0 = t;
-
- angle += 70.0 * dt; /* 70 degrees per second */
- angle = fmod(angle, 360.0); /* prevents eventual overflow */
-
- eglutPostRedisplay();
-}
-
-/* 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(void)
-{
- 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 };
-
- 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);
-}
-
-int
-main(int argc, char *argv[])
-{
- eglutInitWindowSize(300, 300);
- eglutInitAPIMask(EGLUT_OPENGL_BIT);
- eglutInit(argc, argv);
-
- eglutCreateWindow("eglgears");
-
- eglutIdleFunc(idle);
- eglutReshapeFunc(reshape);
- eglutDisplayFunc(draw);
-
- init();
- glDrawBuffer(GL_BACK);
-
- eglutMainLoop();
-
- return 0;
-}