diff options
-rw-r--r-- | tests/glfw/Makefile | 60 | ||||
-rw-r--r-- | tests/glfw/boing.c | 625 | ||||
-rw-r--r-- | tests/glfw/bundle.sh | 46 | ||||
-rw-r--r-- | tests/glfw/gears.c | 383 | ||||
-rw-r--r-- | tests/glfw/getopt.c | 253 | ||||
-rw-r--r-- | tests/glfw/getopt.h | 63 | ||||
-rw-r--r-- | tests/glfw/glfwsample.c | 392 | ||||
-rw-r--r-- | tests/glfw/heightmap.c | 866 | ||||
-rw-r--r-- | tests/glfw/listmodes.c | 48 | ||||
-rw-r--r-- | tests/glfw/mipmaps.c | 136 | ||||
-rw-r--r-- | tests/glfw/mipmaps.tga | bin | 66322 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/mtbench.c | 301 | ||||
-rw-r--r-- | tests/glfw/mthello.c | 48 | ||||
-rw-r--r-- | tests/glfw/particles.c | 1166 | ||||
-rw-r--r-- | tests/glfw/pong3d.c | 862 | ||||
-rw-r--r-- | tests/glfw/pong3d_field.tga | bin | 17816 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_instr.tga | bin | 21279 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_menu.tga | bin | 1835 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_title.tga | bin | 106516 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_winner1.tga | bin | 861 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_winner2.tga | bin | 891 -> 0 bytes | |||
-rw-r--r-- | tests/glfw/splitview.c | 525 | ||||
-rw-r--r-- | tests/glfw/triangle.c | 108 | ||||
-rw-r--r-- | tests/glfw/wave.c | 399 |
24 files changed, 0 insertions, 6281 deletions
diff --git a/tests/glfw/Makefile b/tests/glfw/Makefile deleted file mode 100644 index 9bf06d80..00000000 --- a/tests/glfw/Makefile +++ /dev/null @@ -1,60 +0,0 @@ -########################################################################## -# Makefile for GLFW example programs on X11 (generated by compile.sh) -########################################################################## -CC = emcc -CFLAGS = -I../include -DEMSCRIPTEN - -LIB = -lglfw -SOLIB = -LFLAGS = $(LIB) -SO_LFLAGS = $(SOLIB) -EXT = html - -BINARIES = triangle listmodes mthello pong3d mtbench particles splitview \ - mipmaps gears boing heightmap glfwsample -## wave - -all: $(BINARIES) - -triangle: triangle.c - $(CC) $(CFLAGS) triangle.c $(LFLAGS) -o $@.$(EXT) - -listmodes: listmodes.c - $(CC) $(CFLAGS) listmodes.c $(LFLAGS) -o $@.$(EXT) - -mthello: mthello.c - $(CC) $(CFLAGS) mthello.c $(LFLAGS) -o $@.$(EXT) - -pong3d: pong3d.c - $(CC) $(CFLAGS) pong3d.c $(LFLAGS) -o $@.$(EXT) - -mtbench: mtbench.c - $(CC) $(CFLAGS) mtbench.c $(LFLAGS) -o $@.$(EXT) - -particles: particles.c - $(CC) $(CFLAGS) particles.c $(LFLAGS) -o $@.$(EXT) - -splitview: splitview.c - $(CC) $(CFLAGS) splitview.c $(LFLAGS) -o $@.$(EXT) - -mipmaps: mipmaps.c - $(CC) $(CFLAGS) mipmaps.c $(LFLAGS) -o $@.$(EXT) - -gears: gears.c - $(CC) $(CFLAGS) gears.c $(LFLAGS) -o $@.$(EXT) - -boing: boing.c - $(CC) $(CFLAGS) boing.c $(LFLAGS) -o $@.$(EXT) - -wave: wave.c - $(CC) $(CFLAGS) wave.c $(LFLAGS) -o $@.$(EXT) - -heightmap: heightmap.c - $(CC) $(CFLAGS) heightmap.c $(LFLAGS) -o $@.$(EXT) - -glfwsample: glfwsample.c - $(CC) $(CFLAGS) glfwsample.c $(LFLAGS) -o $@.$(EXT) - -clean: - rm -f $(BINARIES) - diff --git a/tests/glfw/boing.c b/tests/glfw/boing.c deleted file mode 100644 index 36c45b19..00000000 --- a/tests/glfw/boing.c +++ /dev/null @@ -1,625 +0,0 @@ -/***************************************************************************** - * Title: GLBoing - * Desc: Tribute to Amiga Boing. - * Author: Jim Brooks <gfx@jimbrooks.org> - * Original Amiga authors were R.J. Mical and Dale Luck. - * GLFW conversion by Marcus Geelnard - * Notes: - 360' = 2*PI [radian] - * - * - Distances between objects are created by doing a relative - * Z translations. - * - * - Although OpenGL enticingly supports alpha-blending, - * the shadow of the original Boing didn't affect the color - * of the grid. - * - * - [Marcus] Changed timing scheme from interval driven to frame- - * time based animation steps (which results in much smoother - * movement) - * - * History of Amiga Boing: - * - * Boing was demonstrated on the prototype Amiga (codenamed "Lorraine") in - * 1985. According to legend, it was written ad-hoc in one night by - * R. J. Mical and Dale Luck. Because the bouncing ball animation was so fast - * and smooth, attendees did not believe the Amiga prototype was really doing - * the rendering. Suspecting a trick, they began looking around the booth for - * a hidden computer or VCR. - *****************************************************************************/ - -#include <stdio.h> -#include <stdlib.h> -#include <math.h> -#include <GL/glfw.h> - -#ifdef EMSCRIPTEN -#include <emscripten/emscripten.h> -#endif - - -/***************************************************************************** - * Various declarations and macros - *****************************************************************************/ - -/* Prototypes */ -void init( void ); -void display( void ); -void GLFWCALL reshape( int w, int h ); -void DrawBoingBall( void ); -void BounceBall( double dt ); -void DrawBoingBallBand( GLfloat long_lo, GLfloat long_hi ); -void DrawGrid( void ); - -#define RADIUS 70.f -#define STEP_LONGITUDE 22.5f /* 22.5 makes 8 bands like original Boing */ -#define STEP_LATITUDE 22.5f - -#define DIST_BALL (RADIUS * 2.f + RADIUS * 0.1f) - -#define VIEW_SCENE_DIST (DIST_BALL * 3.f + 200.f)/* distance from viewer to middle of boing area */ -#define GRID_SIZE (RADIUS * 4.5f) /* length (width) of grid */ -#define BOUNCE_HEIGHT (RADIUS * 2.1f) -#define BOUNCE_WIDTH (RADIUS * 2.1f) - -#define SHADOW_OFFSET_X -20.f -#define SHADOW_OFFSET_Y 10.f -#define SHADOW_OFFSET_Z 0.f - -#define WALL_L_OFFSET 0.f -#define WALL_R_OFFSET 5.f - -/* Animation speed (50.0 mimics the original GLUT demo speed) */ -#define ANIMATION_SPEED 50.f - -/* Maximum allowed delta time per physics iteration */ -#define MAX_DELTA_T 0.02f - -/* Draw ball, or its shadow */ -typedef enum { DRAW_BALL, DRAW_BALL_SHADOW } DRAW_BALL_ENUM; - -/* Vertex type */ -typedef struct {float x; float y; float z;} vertex_t; - -/* Global vars */ -GLfloat deg_rot_y = 0.f; -GLfloat deg_rot_y_inc = 2.f; -GLfloat ball_x = -RADIUS; -GLfloat ball_y = -RADIUS; -GLfloat ball_x_inc = 1.f; -GLfloat ball_y_inc = 2.f; -DRAW_BALL_ENUM drawBallHow; -double t; -double t_old = 0.f; -double dt; - -/* Random number generator */ -#ifndef RAND_MAX - #define RAND_MAX 4095 -#endif - -/* PI */ -#ifndef M_PI - #define M_PI 3.1415926535897932384626433832795 -#endif - - -/***************************************************************************** - * Truncate a degree. - *****************************************************************************/ -GLfloat TruncateDeg( GLfloat deg ) -{ - if ( deg >= 360.f ) - return (deg - 360.f); - else - return deg; -} - -/***************************************************************************** - * Convert a degree (360-based) into a radian. - * 360' = 2 * PI - *****************************************************************************/ -double deg2rad( double deg ) -{ - return deg / 360 * (2 * M_PI); -} - -/***************************************************************************** - * 360' sin(). - *****************************************************************************/ -double sin_deg( double deg ) -{ - return sin( deg2rad( deg ) ); -} - -/***************************************************************************** - * 360' cos(). - *****************************************************************************/ -double cos_deg( double deg ) -{ - return cos( deg2rad( deg ) ); -} - -/***************************************************************************** - * Compute a cross product (for a normal vector). - * - * c = a x b - *****************************************************************************/ -void CrossProduct( vertex_t a, vertex_t b, vertex_t c, vertex_t *n ) -{ - GLfloat u1, u2, u3; - GLfloat v1, v2, v3; - - u1 = b.x - a.x; - u2 = b.y - a.y; - u3 = b.y - a.z; - - v1 = c.x - a.x; - v2 = c.y - a.y; - v3 = c.z - a.z; - - n->x = u2 * v3 - v2 * v3; - n->y = u3 * v1 - v3 * u1; - n->z = u1 * v2 - v1 * u2; -} - -/***************************************************************************** - * Calculate the angle to be passed to gluPerspective() so that a scene - * is visible. This function originates from the OpenGL Red Book. - * - * Parms : size - * The size of the segment when the angle is intersected at "dist" - * (ie at the outermost edge of the angle of vision). - * - * dist - * Distance from viewpoint to scene. - *****************************************************************************/ -GLfloat PerspectiveAngle( GLfloat size, - GLfloat dist ) -{ - GLfloat radTheta, degTheta; - - radTheta = 2.f * (GLfloat) atan2( size / 2.f, dist ); - degTheta = (180.f * radTheta) / (GLfloat) M_PI; - return degTheta; -} - - - -#define BOING_DEBUG 0 - - -/***************************************************************************** - * init() - *****************************************************************************/ -void init( void ) -{ - /* - * Clear background. - */ - glClearColor( 0.55f, 0.55f, 0.55f, 0.f ); - - glShadeModel( GL_FLAT ); -} - - -/***************************************************************************** - * display() - *****************************************************************************/ -void display(void) -{ - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); - glPushMatrix(); - - drawBallHow = DRAW_BALL_SHADOW; - DrawBoingBall(); - - DrawGrid(); - - drawBallHow = DRAW_BALL; - DrawBoingBall(); - - glPopMatrix(); - glFlush(); -} - - -/***************************************************************************** - * reshape() - *****************************************************************************/ -void GLFWCALL reshape( int w, int h ) -{ - glViewport( 0, 0, (GLsizei)w, (GLsizei)h ); - - glMatrixMode( GL_PROJECTION ); - glLoadIdentity(); - - gluPerspective( PerspectiveAngle( RADIUS * 2, 200 ), - (GLfloat)w / (GLfloat)h, - 1.0, - VIEW_SCENE_DIST ); - - glMatrixMode( GL_MODELVIEW ); - glLoadIdentity(); - - gluLookAt( 0.0, 0.0, VIEW_SCENE_DIST,/* eye */ - 0.0, 0.0, 0.0, /* center of vision */ - 0.0, -1.0, 0.0 ); /* up vector */ -} - - -/***************************************************************************** - * Draw the Boing ball. - * - * The Boing ball is sphere in which each facet is a rectangle. - * Facet colors alternate between red and white. - * The ball is built by stacking latitudinal circles. Each circle is composed - * of a widely-separated set of points, so that each facet is noticably large. - *****************************************************************************/ -void DrawBoingBall( void ) -{ - GLfloat lon_deg; /* degree of longitude */ - double dt_total, dt2; - - glPushMatrix(); - glMatrixMode( GL_MODELVIEW ); - - /* - * Another relative Z translation to separate objects. - */ - glTranslatef( 0.0, 0.0, DIST_BALL ); - - /* Update ball position and rotation (iterate if necessary) */ - dt_total = dt; - while( dt_total > 0.0 ) - { - dt2 = dt_total > MAX_DELTA_T ? MAX_DELTA_T : dt_total; - dt_total -= dt2; - BounceBall( dt2 ); - deg_rot_y = TruncateDeg( deg_rot_y + deg_rot_y_inc*((float)dt2*ANIMATION_SPEED) ); - } - - /* Set ball position */ - glTranslatef( ball_x, ball_y, 0.0 ); - - /* - * Offset the shadow. - */ - if ( drawBallHow == DRAW_BALL_SHADOW ) - { - glTranslatef( SHADOW_OFFSET_X, - SHADOW_OFFSET_Y, - SHADOW_OFFSET_Z ); - } - - /* - * Tilt the ball. - */ - glRotatef( -20.0, 0.0, 0.0, 1.0 ); - - /* - * Continually rotate ball around Y axis. - */ - glRotatef( deg_rot_y, 0.0, 1.0, 0.0 ); - - /* - * Set OpenGL state for Boing ball. - */ - glCullFace( GL_FRONT ); - glEnable( GL_CULL_FACE ); - glEnable( GL_NORMALIZE ); - - /* - * Build a faceted latitude slice of the Boing ball, - * stepping same-sized vertical bands of the sphere. - */ - for ( lon_deg = 0; - lon_deg < 180; - lon_deg += STEP_LONGITUDE ) - { - /* - * Draw a latitude circle at this longitude. - */ - DrawBoingBallBand( lon_deg, - lon_deg + STEP_LONGITUDE ); - } - - glPopMatrix(); - - return; -} - - -/***************************************************************************** - * Bounce the ball. - *****************************************************************************/ -void BounceBall( double dt ) -{ - GLfloat sign; - GLfloat deg; - - /* Bounce on walls */ - if ( ball_x > (BOUNCE_WIDTH/2 + WALL_R_OFFSET ) ) - { - ball_x_inc = -0.5f - 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX; - deg_rot_y_inc = -deg_rot_y_inc; - } - if ( ball_x < -(BOUNCE_HEIGHT/2 + WALL_L_OFFSET) ) - { - ball_x_inc = 0.5f + 0.75f * (GLfloat)rand() / (GLfloat)RAND_MAX; - deg_rot_y_inc = -deg_rot_y_inc; - } - - /* Bounce on floor / roof */ - if ( ball_y > BOUNCE_HEIGHT/2 ) - { - ball_y_inc = -0.75f - 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX; - } - if ( ball_y < -BOUNCE_HEIGHT/2*0.85 ) - { - ball_y_inc = 0.75f + 1.f * (GLfloat)rand() / (GLfloat)RAND_MAX; - } - - /* Update ball position */ - ball_x += ball_x_inc * ((float)dt*ANIMATION_SPEED); - ball_y += ball_y_inc * ((float)dt*ANIMATION_SPEED); - - /* - * Simulate the effects of gravity on Y movement. - */ - if ( ball_y_inc < 0 ) sign = -1.0; else sign = 1.0; - - deg = (ball_y + BOUNCE_HEIGHT/2) * 90 / BOUNCE_HEIGHT; - if ( deg > 80 ) deg = 80; - if ( deg < 10 ) deg = 10; - - ball_y_inc = sign * 4.f * (float) sin_deg( deg ); -} - - -/***************************************************************************** - * Draw a faceted latitude band of the Boing ball. - * - * Parms: long_lo, long_hi - * Low and high longitudes of slice, resp. - *****************************************************************************/ -void DrawBoingBallBand( GLfloat long_lo, - GLfloat long_hi ) -{ - vertex_t vert_ne; /* "ne" means south-east, so on */ - vertex_t vert_nw; - vertex_t vert_sw; - vertex_t vert_se; - vertex_t vert_norm; - GLfloat lat_deg; - static int colorToggle = 0; - - /* - * Iterate thru the points of a latitude circle. - * A latitude circle is a 2D set of X,Z points. - */ - for ( lat_deg = 0; - lat_deg <= (360 - STEP_LATITUDE); - lat_deg += STEP_LATITUDE ) - { - /* - * Color this polygon with red or white. - */ - if ( colorToggle ) - glColor3f( 0.8f, 0.1f, 0.1f ); - else - glColor3f( 0.95f, 0.95f, 0.95f ); -#if 0 - if ( lat_deg >= 180 ) - if ( colorToggle ) - glColor3f( 0.1f, 0.8f, 0.1f ); - else - glColor3f( 0.5f, 0.5f, 0.95f ); -#endif - colorToggle = ! colorToggle; - - /* - * Change color if drawing shadow. - */ - if ( drawBallHow == DRAW_BALL_SHADOW ) - glColor3f( 0.35f, 0.35f, 0.35f ); - - /* - * Assign each Y. - */ - vert_ne.y = vert_nw.y = (float) cos_deg(long_hi) * RADIUS; - vert_sw.y = vert_se.y = (float) cos_deg(long_lo) * RADIUS; - - /* - * Assign each X,Z with sin,cos values scaled by latitude radius indexed by longitude. - * Eg, long=0 and long=180 are at the poles, so zero scale is sin(longitude), - * while long=90 (sin(90)=1) is at equator. - */ - vert_ne.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); - vert_se.x = (float) cos_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo )); - vert_nw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); - vert_sw.x = (float) cos_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo )); - - vert_ne.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); - vert_se.z = (float) sin_deg( lat_deg ) * (RADIUS * (float) sin_deg( long_lo )); - vert_nw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo + STEP_LONGITUDE )); - vert_sw.z = (float) sin_deg( lat_deg + STEP_LATITUDE ) * (RADIUS * (float) sin_deg( long_lo )); - - /* - * Draw the facet. - */ - glBegin( GL_POLYGON ); - - CrossProduct( vert_ne, vert_nw, vert_sw, &vert_norm ); - glNormal3f( vert_norm.x, vert_norm.y, vert_norm.z ); - - glVertex3f( vert_ne.x, vert_ne.y, vert_ne.z ); - glVertex3f( vert_nw.x, vert_nw.y, vert_nw.z ); - glVertex3f( vert_sw.x, vert_sw.y, vert_sw.z ); - glVertex3f( vert_se.x, vert_se.y, vert_se.z ); - - glEnd(); - -#if BOING_DEBUG - printf( "----------------------------------------------------------- \n" ); - printf( "lat = %f long_lo = %f long_hi = %f \n", lat_deg, long_lo, long_hi ); - printf( "vert_ne x = %.8f y = %.8f z = %.8f \n", vert_ne.x, vert_ne.y, vert_ne.z ); - printf( "vert_nw x = %.8f y = %.8f z = %.8f \n", vert_nw.x, vert_nw.y, vert_nw.z ); - printf( "vert_se x = %.8f y = %.8f z = %.8f \n", vert_se.x, vert_se.y, vert_se.z ); - printf( "vert_sw x = %.8f y = %.8f z = %.8f \n", vert_sw.x, vert_sw.y, vert_sw.z ); -#endif - - } - - /* - * Toggle color so that next band will opposite red/white colors than this one. - */ - colorToggle = ! colorToggle; - - /* - * This circular band is done. - */ - return; -} - - -/***************************************************************************** - * Draw the purple grid of lines, behind the Boing ball. - * When the Workbench is dropped to the bottom, Boing shows 12 rows. - *****************************************************************************/ -void DrawGrid( void ) -{ - int row, col; - const int rowTotal = 12; /* must be divisible by 2 */ - const int colTotal = rowTotal; /* must be same as rowTotal */ - const GLfloat widthLine = 2.0; /* should be divisible by 2 */ - const GLfloat sizeCell = GRID_SIZE / rowTotal; - const GLfloat z_offset = -40.0; - GLfloat xl, xr; - GLfloat yt, yb; - - glPushMatrix(); - glDisable( GL_CULL_FACE ); - - /* - * Another relative Z translation to separate objects. - */ - glTranslatef( 0.0, 0.0, DIST_BALL ); - - /* - * Draw vertical lines (as skinny 3D rectangles). - */ - for ( col = 0; col <= colTotal; col++ ) - { - /* - * Compute co-ords of line. - */ - xl = -GRID_SIZE / 2 + col * sizeCell; - xr = xl + widthLine; - - yt = GRID_SIZE / 2; - yb = -GRID_SIZE / 2 - widthLine; - - glBegin( GL_POLYGON ); - - glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */ - - glVertex3f( xr, yt, z_offset ); /* NE */ - glVertex3f( xl, yt, z_offset ); /* NW */ - glVertex3f( xl, yb, z_offset ); /* SW */ - glVertex3f( xr, yb, z_offset ); /* SE */ - - glEnd(); - } - - /* - * Draw horizontal lines (as skinny 3D rectangles). - */ - for ( row = 0; row <= rowTotal; row++ ) - { - /* - * Compute co-ords of line. - */ - yt = GRID_SIZE / 2 - row * sizeCell; - yb = yt - widthLine; - - xl = -GRID_SIZE / 2; - xr = GRID_SIZE / 2 + widthLine; - - glBegin( GL_POLYGON ); - - glColor3f( 0.6f, 0.1f, 0.6f ); /* purple */ - - glVertex3f( xr, yt, z_offset ); /* NE */ - glVertex3f( xl, yt, z_offset ); /* NW */ - glVertex3f( xl, yb, z_offset ); /* SW */ - glVertex3f( xr, yb, z_offset ); /* SE */ - - glEnd(); - } - - glPopMatrix(); - - return; -} - - -/*======================================================================* - * main() - *======================================================================*/ - -void iteration(){ - /* Timing */ - t = glfwGetTime(); - dt = t - t_old; - t_old = t; - - /* Draw one frame */ - display(); - - /* Swap buffers */ - glfwSwapBuffers(); -} - -int main( void ) -{ - int running; - - /* Init GLFW */ - if( !glfwInit() ) - { - fprintf( stderr, "Failed to initialize GLFW\n" ); - exit( EXIT_FAILURE ); - } - - if( !glfwOpenWindow( 400,400, 0,0,0,0, 16,0, GLFW_WINDOW ) ) - { - fprintf( stderr, "Failed to open GLFW window\n" ); - glfwTerminate(); - exit( EXIT_FAILURE ); - } - - glfwSetWindowTitle( "Boing (classic Amiga demo)" ); - glfwSetWindowSizeCallback( reshape ); - glfwEnable( GLFW_STICKY_KEYS ); - glfwSwapInterval( 1 ); - glfwSetTime( 0.0 ); - - init(); - - /* Main loop */ -#ifdef EMSCRIPTEN - emscripten_set_main_loop (iteration, 0, 1); -#else - do - { - iteration(); - /* Check if we are still running */ - running = !glfwGetKey( GLFW_KEY_ESC ) && - glfwGetWindowParam( GLFW_OPENED ); - } - while( running ); -#endif - glfwTerminate(); - exit( EXIT_SUCCESS ); -} - diff --git a/tests/glfw/bundle.sh b/tests/glfw/bundle.sh deleted file mode 100644 index ee4d18dd..00000000 --- a/tests/glfw/bundle.sh +++ /dev/null @@ -1,46 +0,0 @@ -#!/bin/sh - -# Creates application bundles for use on Mac OS X. - -if [ -z "$1" ]; then - echo "usage: `basename $0` BUNDLE-NAME" - exit 1 -fi - -bundle_name="$1" - -if [ ! -d "${bundle_name}.app/Contents/MacOS" ]; then - mkdir -p "${bundle_name}.app/Contents/MacOS" -fi - -if [ ! -d "${bundle_name}.app/Contents/Resources" ]; then - mkdir -p "${bundle_name}.app/Contents/Resources" -fi - -if [ ! -f "${bundle_name}.app/Contents/PkgInfo" ]; then - echo -n "APPL????" > "${bundle_name}.app/Contents/PkgInfo" -fi - -if [ ! -f "${bundle_name}.app/Contents/Info.plist" ]; then - cat > "${bundle_name}.app/Contents/Info.plist" <<EOF -<?xml version="1.0" encoding="UTF-8"?> -<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> -<plist version="1.0"> -<dict> - <key>CFBundleDevelopmentRegion</key> - <string>English</string> - <key>CFBundleExecutable</key> - <string>${bundle_name}</string> - <key>CFBundleInfoDictionaryVersion</key> - <string>6.0</string> - <key>CFBundlePackageType</key> - <string>APPL</string> - <key>CFBundleSignature</key> - <string>????</string> - <key>CFBundleVersion</key> - <string>0.1</string> -</dict> -</plist> -EOF -fi - diff --git a/tests/glfw/gears.c b/tests/glfw/gears.c deleted file mode 100644 index 01288414..00000000 --- a/tests/glfw/gears.c +++ /dev/null @@ -1,383 +0,0 @@ -/* - * 3-D gear wheels. This program is in the public domain. - * - * Command line options: - * -info print GL implementation information - * -exit automatically exit after 30 seconds - * - * - * Brian Paul - * - * - * Marcus Geelnard: - * - Conversion to GLFW - * - Time based rendering (frame rate independent) - * - Slightly modified camera that should work better for stereo viewing - * - * - * Camilla Berglund: - * - Removed FPS counter (this is not a benchmark) - * - Added a few comments - * - Enabled vsync - */ - - -#include <math.h> -#include <stdlib.h> -#include <stdio.h> -#include <string.h> -#include <GL/glfw.h> - -#ifndef M_PI -#define M_PI 3.141592654 -#endif - -#ifdef EMSCRIPTEN -#include <emscripten/emscripten.h> -#endif - -/* The program exits when this is zero. - */ -static int running = 1; - -/* If non-zero, the program exits after that many seconds - */ -static int autoexit = 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.f; - r2 = outer_radius + tooth_depth / 2.f; - - da = 2.f * (float) M_PI / teeth / 4.f; - - glShadeModel(GL_FLAT); - - glNormal3f(0.f, 0.f, 1.f); - - /* draw front face */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i <= teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); - if (i < teeth) { - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); - } - } - glEnd(); - - /* draw front sides of teeth */ - glBegin(GL_QUADS); - da = 2.f * (float) M_PI / teeth / 4.f; - for (i = 0; i < teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); - glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); - glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); - } - glEnd(); - - glNormal3f(0.0, 0.0, -1.0); - - /* draw back face */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i <= teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); - if (i < teeth) { - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); - } - } - glEnd(); - - /* draw back sides of teeth */ - glBegin(GL_QUADS); - da = 2.f * (float) M_PI / teeth / 4.f; - for (i = 0; i < teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); - glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); - glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); - } - glEnd(); - - /* draw outward faces of teeth */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i < teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), width * 0.5f); - glVertex3f(r1 * (float) cos(angle), r1 * (float) sin(angle), -width * 0.5f); - u = r2 * (float) cos(angle + da) - r1 * (float) cos(angle); - v = r2 * (float) sin(angle + da) - r1 * (float) sin(angle); - len = (float) sqrt(u * u + v * v); - u /= len; - v /= len; - glNormal3f(v, -u, 0.0); - glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), width * 0.5f); - glVertex3f(r2 * (float) cos(angle + da), r2 * (float) sin(angle + da), -width * 0.5f); - glNormal3f((float) cos(angle), (float) sin(angle), 0.f); - glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), width * 0.5f); - glVertex3f(r2 * (float) cos(angle + 2 * da), r2 * (float) sin(angle + 2 * da), -width * 0.5f); - u = r1 * (float) cos(angle + 3 * da) - r2 * (float) cos(angle + 2 * da); - v = r1 * (float) sin(angle + 3 * da) - r2 * (float) sin(angle + 2 * da); - glNormal3f(v, -u, 0.f); - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), width * 0.5f); - glVertex3f(r1 * (float) cos(angle + 3 * da), r1 * (float) sin(angle + 3 * da), -width * 0.5f); - glNormal3f((float) cos(angle), (float) sin(angle), 0.f); - } - - glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), width * 0.5f); - glVertex3f(r1 * (float) cos(0), r1 * (float) sin(0), -width * 0.5f); - - glEnd(); - - glShadeModel(GL_SMOOTH); - - /* draw inside radius cylinder */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i <= teeth; i++) { - angle = i * 2.f * (float) M_PI / teeth; - glNormal3f(-(float) cos(angle), -(float) sin(angle), 0.f); - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), -width * 0.5f); - glVertex3f(r0 * (float) cos(angle), r0 * (float) sin(angle), width * 0.5f); - } - glEnd(); - -} - - -static GLfloat view_rotx = 20.f, view_roty = 30.f, view_rotz = 0.f; -static GLint gear1, gear2, gear3; -static GLfloat angle = 0.f; - -/* OpenGL draw function & timing */ -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(3.1f, -2.f, 0.f); - glRotatef(-2.f * angle - 9.f, 0.f, 0.f, 1.f); - glCallList(gear2); - glPopMatrix(); - - glPushMatrix(); - glTranslatef(-3.1f, 4.2f, 0.f); - glRotatef(-2.f * angle - 25.f, 0.f, 0.f, 1.f); - glCallList(gear3); - glPopMatrix(); - - glPopMatrix(); -} - - -/* update animation parameters */ -static void animate(void) -{ - angle = 100.f * (float) glfwGetTime(); -} - - -/* change view angle, exit upon ESC */ -void GLFWCALL key( int k, int action ) -{ - if( action != GLFW_PRESS ) return; - - switch (k) { - case 'Z': - if( glfwGetKey( GLFW_KEY_LSHIFT ) ) - view_rotz -= 5.0; - else - view_rotz += 5.0; - break; - case GLFW_KEY_ESC: - running = 0; - break; - case GLFW_KEY_UP: - view_rotx += 5.0; - break; - case GLFW_KEY_DOWN: - view_rotx -= 5.0; - break; - case GLFW_KEY_LEFT: - view_roty += 5.0; - break; - case GLFW_KEY_RIGHT: - view_roty -= 5.0; - break; - default: - return; - } -} |