diff options
-rw-r--r-- | AUTHORS | 1 | ||||
-rw-r--r-- | src/library.js | 2 | ||||
-rw-r--r-- | src/library_gl.js | 219 | ||||
-rw-r--r-- | tests/hello_world_gles_full.c | 742 | ||||
-rwxr-xr-x | tests/runner.py | 20 | ||||
-rw-r--r-- | tools/cache.py | 5 |
6 files changed, 890 insertions, 99 deletions
@@ -52,4 +52,5 @@ a license to everyone to use it as detailed in LICENSE.) * Roger Braun <roger@rogerbraun.net> * Vladimir Vukicevic <vladimir@pobox.com> (copyright owned by Mozilla Foundation) * Lorant Pinter <lorant.pinter@prezi.com> +* Tobias Doerffel <tobias.doerffel@gmail.com> diff --git a/src/library.js b/src/library.js index c40921ae..6ba6dab3 100644 --- a/src/library.js +++ b/src/library.js @@ -6107,7 +6107,7 @@ LibraryManager.library = { setjmp__inline: function(env) { // Save the label - return '(tempInt = setjmpId++, mySetjmpIds[tempInt] = 1, setjmpLabels[tempInt] = label,' + makeSetValue(env, '0', 'tempInt', 'i32') + ', 0)'; + return '(tempInt = setjmpId++, mySetjmpIds[tempInt] = 1, setjmpLabels[tempInt] = label,' + makeSetValue(env, '0', 'tempInt', 'i32', undefined, undefined, undefined, undefined, ',') + ', 0)'; }, longjmp: function(env, value) { diff --git a/src/library_gl.js b/src/library_gl.js index 4977d2e9..c6007809 100644 --- a/src/library_gl.js +++ b/src/library_gl.js @@ -21,7 +21,6 @@ var LibraryGL = { #if FULL_ES2 clientBuffers: [], - enabledClientBuffers: [], #endif currArrayBuffer: 0, currElementArrayBuffer: 0, @@ -59,6 +58,65 @@ var LibraryGL = { return ret; }, + // Temporary buffers + MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}}, + tempBufferIndexLookup: null, + tempVertexBuffers: null, + tempIndexBuffers: null, + tempQuadIndexBuffer: null, + + generateTempBuffers: function(quads) { + this.tempBufferIndexLookup = new Uint8Array(this.MAX_TEMP_BUFFER_SIZE+1); + this.tempVertexBuffers = []; + this.tempIndexBuffers = []; + var last = -1, curr = -1; + var size = 1; + for (var i = 0; i <= this.MAX_TEMP_BUFFER_SIZE; i++) { + if (i > size) { + size <<= 1; + } + if (size != last) { + curr++; + this.tempVertexBuffers[curr] = Module.ctx.createBuffer(); + Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.tempVertexBuffers[curr]); + Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW); + Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null); + this.tempIndexBuffers[curr] = Module.ctx.createBuffer(); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempIndexBuffers[curr]); + Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null); + last = size; + } + this.tempBufferIndexLookup[i] = curr; + } + + if (quads) { + // GL_QUAD indexes can be precalculated + this.tempQuadIndexBuffer = Module.ctx.createBuffer(); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer); + var numIndexes = this.MAX_TEMP_BUFFER_SIZE >> 1; + var quadIndexes = new Uint16Array(numIndexes); + var i = 0, v = 0; + while (1) { + quadIndexes[i++] = v; + if (i >= numIndexes) break; + quadIndexes[i++] = v+1; + if (i >= numIndexes) break; + quadIndexes[i++] = v+2; + if (i >= numIndexes) break; + quadIndexes[i++] = v; + if (i >= numIndexes) break; + quadIndexes[i++] = v+2; + if (i >= numIndexes) break; + quadIndexes[i++] = v+3; + if (i >= numIndexes) break; + v += 4; + } + Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, quadIndexes, Module.ctx.STATIC_DRAW); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null); + } + }, + // Linear lookup in one of the tables (buffers, programs, etc.). TODO: consider using a weakmap to make this faster, if it matters scan: function(table, object) { for (var item in table) { @@ -207,19 +265,34 @@ var LibraryGL = { return size * typeSize * count; }, + usedTempBuffers: [], + preDrawHandleClientVertexAttribBindings: function(count) { GL.resetBufferBinding = false; + + var used = GL.usedTempBuffers; + used.length = 0; + + // TODO: initial pass to detect ranges we need to upload, might not need an upload per attrib for (var i = 0; i < GL.maxVertexAttribs; ++i) { - if (!GL.enabledClientBuffers[i] || !GL.clientBuffers[i]) continue; - - GL.resetBufferBinding = true; - var cb = GL.clientBuffers[i]; - - var buf = Module.ctx.createBuffer(); + if (!cb.enabled) continue; + + GL.resetBufferBinding = true; + + var size = GL.calcBufLength(cb.size, cb.type, cb.stride, count); + var index = GL.tempBufferIndexLookup[size]; + var buf; + do { +#if ASSERTIONS + assert(index < GL.tempVertexBuffers.length); +#endif + buf = GL.tempVertexBuffers[index++]; + } while (used.indexOf(buf) >= 0); + used.push(buf); Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, buf); Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, - HEAPU8.subarray(cb.ptr, cb.ptr + GL.calcBufLength(cb.size, cb.type, cb.stride, count)), + HEAPU8.subarray(cb.ptr, cb.ptr + size), Module.ctx.DYNAMIC_DRAW); Module.ctx.vertexAttribPointer(i, cb.size, cb.type, cb.normalized, cb.stride, 0); } @@ -239,6 +312,13 @@ var LibraryGL = { if (!Module.useWebGL) return; // an app might link both gl and 2d backends GL.maxVertexAttribs = Module.ctx.getParameter(Module.ctx.MAX_VERTEX_ATTRIBS); +#if FULL_ES2 + for (var i = 0; i < GL.maxVertexAttribs; i++) { + GL.clientBuffers[i] = { enabled: false, size: 0, type: 0, normalized: 0, stride: 0, ptr: 0 }; + } + + GL.generateTempBuffers(); +#endif GL.compressionExt = Module.ctx.getExtension('WEBGL_compressed_texture_s3tc') || Module.ctx.getExtension('MOZ_WEBGL_compressed_texture_s3tc') || @@ -612,7 +692,7 @@ var LibraryGL = { glGetVertexAttribfv: function(index, pname, params) { #if FULL_ES2 - if (GL.clientBuffers[index]) { + if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribfv on client-side array: not supported, bad data returned"); } #endif @@ -628,7 +708,7 @@ var LibraryGL = { glGetVertexAttribiv: function(index, pname, params) { #if FULL_ES2 - if (GL.clientBuffers[index]) { + if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribiv on client-side array: not supported, bad data returned"); } #endif @@ -644,7 +724,7 @@ var LibraryGL = { glGetVertexAttribPointerv: function(index, pname, pointer) { #if FULL_ES2 - if (GL.clientBuffers[index]) { + if (GL.clientBuffers[index].enabled) { Module.printErr("glGetVertexAttribPointer on client-side array: not supported, bad data returned"); } #endif @@ -1693,62 +1773,6 @@ var LibraryGL = { this.modifiedClientAttributes = true; }, - // Temporary buffers - MAX_TEMP_BUFFER_SIZE: {{{ GL_MAX_TEMP_BUFFER_SIZE }}}, - tempBufferIndexLookup: null, - tempVertexBuffers: null, - tempIndexBuffers: null, - tempQuadIndexBuffer: null, - - generateTempBuffers: function() { - this.tempBufferIndexLookup = new Uint8Array(this.MAX_TEMP_BUFFER_SIZE+1); - this.tempVertexBuffers = []; - this.tempIndexBuffers = []; - var last = -1, curr = -1; - var size = 1; - for (var i = 0; i <= this.MAX_TEMP_BUFFER_SIZE; i++) { - if (i > size) { - size <<= 1; - } - if (size != last) { - curr++; - this.tempVertexBuffers[curr] = Module.ctx.createBuffer(); - Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, this.tempVertexBuffers[curr]); - Module.ctx.bufferData(Module.ctx.ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW); - Module.ctx.bindBuffer(Module.ctx.ARRAY_BUFFER, null); - this.tempIndexBuffers[curr] = Module.ctx.createBuffer(); - Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempIndexBuffers[curr]); - Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, size, Module.ctx.DYNAMIC_DRAW); - Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null); - last = size; - } - this.tempBufferIndexLookup[i] = curr; - } - // GL_QUAD indexes can be precalculated - this.tempQuadIndexBuffer = Module.ctx.createBuffer(); - Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer); - var numIndexes = this.MAX_TEMP_BUFFER_SIZE >> 1; - var quadIndexes = new Uint16Array(numIndexes); - var i = 0, v = 0; - while (1) { - quadIndexes[i++] = v; - if (i >= numIndexes) break; - quadIndexes[i++] = v+1; - if (i >= numIndexes) break; - quadIndexes[i++] = v+2; - if (i >= numIndexes) break; - quadIndexes[i++] = v; - if (i >= numIndexes) break; - quadIndexes[i++] = v+2; - if (i >= numIndexes) break; - quadIndexes[i++] = v+3; - if (i >= numIndexes) break; - v += 4; - } - Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, quadIndexes, Module.ctx.STATIC_DRAW); - Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null); - }, - // Renderers addRendererComponent: function(name, size, type) { if (!this.rendererComponents[name]) { @@ -1969,8 +1993,8 @@ var LibraryGL = { if (!GL.currArrayBuffer) { var start = GL.immediate.firstVertex*GL.immediate.stride; var end = GL.immediate.lastVertex*GL.immediate.stride; - assert(end <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); - arrayBuffer = GL.immediate.tempVertexBuffers[GL.immediate.tempBufferIndexLookup[end]]; + assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data'); + arrayBuffer = GL.tempVertexBuffers[GL.tempBufferIndexLookup[end]]; // TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing } else { arrayBuffer = GL.currArrayBuffer; @@ -2161,12 +2185,12 @@ var LibraryGL = { this.rendererCache = this.rendererCacheItemTemplate.slice(); // Buffers for data - this.tempData = new Float32Array(this.MAX_TEMP_BUFFER_SIZE >> 2); - this.indexData = new Uint16Array(this.MAX_TEMP_BUFFER_SIZE >> 1); + this.tempData = new Float32Array(GL.MAX_TEMP_BUFFER_SIZE >> 2); + this.indexData = new Uint16Array(GL.MAX_TEMP_BUFFER_SIZE >> 1); this.vertexDataU8 = new Uint8Array(this.tempData.buffer); - this.generateTempBuffers(); + GL.generateTempBuffers(true); this.clientColor = new Float32Array([1, 1, 1, 1]); }, @@ -2209,7 +2233,7 @@ var LibraryGL = { #if ASSERTIONS Runtime.warnOnce('Unpacking/restriding attributes, this is not fast'); #endif - if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.immediate.MAX_TEMP_BUFFER_SIZE); + if (!GL.immediate.restrideBuffer) GL.immediate.restrideBuffer = _malloc(GL.MAX_TEMP_BUFFER_SIZE); start = GL.immediate.restrideBuffer; #if ASSERTIONS assert(start % 4 == 0); @@ -2224,7 +2248,7 @@ var LibraryGL = { bytes += size; } #if ASSERTIONS - assert(count*bytes <= GL.immediate.MAX_TEMP_BUFFER_SIZE); + assert(count*bytes <= GL.MAX_TEMP_BUFFER_SIZE); #endif // copy out the data (we need to know the stride for that, and define attribute.pointer for (var i = 0; i < attributes.length; i++) { @@ -2298,8 +2322,8 @@ var LibraryGL = { } if (!GL.currElementArrayBuffer) { // If no element array buffer is bound, then indices is a literal pointer to clientside data - assert(numProvidedIndexes << 1 <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)'); - var indexBuffer = GL.immediate.tempIndexBuffers[GL.immediate.tempBufferIndexLookup[numProvidedIndexes << 1]]; + assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)'); + var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]]; Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, indexBuffer); Module.ctx.bufferSubData(Module.ctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}}); ptr = 0; @@ -2314,8 +2338,8 @@ var LibraryGL = { ptr = GL.immediate.firstVertex*3; var numQuads = numVertexes / 4; numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern - assert(ptr + (numIndexes << 1) <= GL.immediate.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)'); - Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, this.tempQuadIndexBuffer); + assert(ptr + (numIndexes << 1) <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)'); + Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer); emulatedElementArrayBuffer = true; } @@ -2369,7 +2393,7 @@ var LibraryGL = { GL.immediate.vertexData[GL.immediate.vertexCounter++] = y; GL.immediate.vertexData[GL.immediate.vertexCounter++] = z || 0; #if ASSERTIONS - assert(GL.immediate.vertexCounter << 2 < GL.immediate.MAX_TEMP_BUFFER_SIZE); + assert(GL.immediate.vertexCounter << 2 < GL.MAX_TEMP_BUFFER_SIZE); #endif GL.immediate.addRendererComponent(GL.immediate.VERTEX, 3, Module.ctx.FLOAT); }, @@ -2849,15 +2873,24 @@ var LibraryGL = { glShadeModel: function() { Runtime.warnOnce('TODO: glShadeModel') }, + // GLES2 emulation + glVertexAttribPointer__sig: 'viiiiii', glVertexAttribPointer: function(index, size, type, normalized, stride, ptr) { #if FULL_ES2 + var cb = GL.clientBuffers[index]; +#if ASSERTIONS + assert(cb, index); +#endif if (!GL.currArrayBuffer) { - GL.clientBuffers[index] = { size: size, type: type, normalized: normalized, stride: stride, ptr: ptr }; + cb.size = size; + cb.type = type; + cb.normalized = normalized; + cb.stride = stride; + cb.ptr = ptr; return; } - - GL.clientBuffers[index] = null; + cb.enabled = false; #endif Module.ctx.vertexAttribPointer(index, size, type, normalized, stride, ptr); }, @@ -2865,7 +2898,11 @@ var LibraryGL = { glEnableVertexAttribArray__sig: 'vi', glEnableVertexAttribArray: function(index) { #if FULL_ES2 - GL.enabledClientBuffers[index] = true; + var cb = GL.clientBuffers[index]; +#if ASSERTIONS + assert(cb, index); +#endif + cb.enabled = true; #endif Module.ctx.enableVertexAttribArray(index); }, @@ -2873,7 +2910,11 @@ var LibraryGL = { glDisableVertexAttribArray__sig: 'vi', glDisableVertexAttribArray: function(index) { #if FULL_ES2 - GL.enabledClientBuffers[index] = false; + var cb = GL.clientBuffers[index]; +#if ASSERTIONS + assert(cb, index); +#endif + cb.enabled = false; #endif Module.ctx.disableVertexAttribArray(index); }, @@ -2881,7 +2922,7 @@ var LibraryGL = { glDrawArrays: function(mode, first, count) { #if FULL_ES2 // bind any client-side buffers - GL.preDrawHandleClientVertexAttribBindings(count); + GL.preDrawHandleClientVertexAttribBindings(first + count); #endif Module.ctx.drawArrays(mode, first, count); @@ -2895,10 +2936,11 @@ var LibraryGL = { #if FULL_ES2 var buf; if (!GL.currElementArrayBuffer) { - buf = Module.ctx.createBuffer(); + var size = GL.calcBufLength(1, type, 0, count); + buf = GL.tempIndexBuffers[GL.tempBufferIndexLookup[size]]; Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, buf); Module.ctx.bufferData(Module.ctx.ELEMENT_ARRAY_BUFFER, - HEAPU8.subarray(indices, indices + GL.calcBufLength(1, type, 0, count)), + HEAPU8.subarray(indices, indices + size), Module.ctx.DYNAMIC_DRAW); // the index is now 0 indices = 0; @@ -2915,17 +2957,18 @@ var LibraryGL = { if (!GL.currElementArrayBuffer) { Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, null); - Module.ctx.deleteBuffer(buf); } #endif }, // signatures of simple pass-through functions, see later + glActiveTexture__sig: 'vi', glCheckFramebufferStatus__sig: 'ii', glRenderbufferStorage__sig: 'viiii', // Open GLES1.1 compatibility + glGenFramebuffersOES : 'glGenFramebuffers', glGenRenderbuffersOES : 'glGenRenderbuffers', glBindFramebufferOES : 'glBindFramebuffer', diff --git a/tests/hello_world_gles_full.c b/tests/hello_world_gles_full.c new file mode 100644 index 00000000..cca66506 --- /dev/null +++ b/tests/hello_world_gles_full.c @@ -0,0 +1,742 @@ +/* + * 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. + */ + +/* + * Ported to GLES2. + * Kristian Høgsberg <krh@bitplanet.net> + * May 3, 2010 + * + * Improve GLES2 port: + * * Refactor gear drawing. + * * Use correct normals for surfaces. + * * Improve shader. + * * Use perspective projection transformation. + * * Add FPS count. + * * Add comments. + * Alexandros Frantzis <alexandros.frantzis@linaro.org> + * Jul 13, 2010 + */ + +#define GL_GLEXT_PROTOTYPES +#define EGL_EGLEXT_PROTOTYPES + +#define _GNU_SOURCE + +#include <math.h> +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <sys/time.h> +#include <unistd.h> +#ifdef __APPLE__ +#include <OpenGL/gl.h> +#include <Glut/glut.h> +#else +#include <GL/gl.h> +#include <GL/glut.h> +#endif + +#define STRIPS_PER_TOOTH 7 +#define VERTICES_PER_TOOTH 34 +#define GEAR_VERTEX_STRIDE 6 + +#ifndef HAVE_BUILTIN_SINCOS +#define sincos _sincos +static void +sincos (double a, double *s, double *c) +{ + *s = sin (a); + *c = cos (a); +} +#endif + +/** + * Struct describing the vertices in triangle strip + */ +struct vertex_strip { + /** The first vertex in the strip */ + GLint first; + /** The number of consecutive vertices in the strip after the first */ + GLint count; +}; + +/* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */ +typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE]; + +/** + * Struct representing a gear. + */ +struct gear { + /** The array of vertices comprising the gear */ + GearVertex *vertices; + /** The number of vertices comprising the gear */ + int nvertices; + /** The array of triangle strips comprising the gear */ + struct vertex_strip *strips; + /** The number of triangle strips comprising the gear */ + int nstrips; + /** The Vertex Buffer Object holding the vertices in the graphics card */ + GLuint vbo; +}; + +/** The view rotation [x, y, z] */ +static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 }; +/** The gears */ +static struct gear *gear1, *gear2, *gear3; +/** The current gear rotation angle */ +static GLfloat angle = 0.0; +/** The location of the shader uniforms */ +static GLuint ModelViewProjectionMatrix_location, + NormalMatrix_location, + LightSourcePosition_location, + MaterialColor_location; +/** The projection matrix */ +static GLfloat ProjectionMatrix[16]; +/** The direction of the directional light for the scene */ +static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0}; + +/** + * Fills a gear vertex. + * + * @param v the vertex to fill + * @param x the x coordinate + * @param y the y coordinate + * @param z the z coortinate + * @param n pointer to the normal table + * + * @return the operation error code + */ +static GearVertex * +vert(GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3]) +{ + v[0][0] = x; + v[0][1] = y; + v[0][2] = z; + v[0][3] = n[0]; + v[0][4] = n[1]; + v[0][5] = n[2]; + + return v + 1; +} + +/** + * Create a gear wheel. + * + * @param inner_radius radius of hole at center + * @param outer_radius radius at center of teeth + * @param width width of gear + * @param teeth number of teeth + * @param tooth_depth depth of tooth + * + * @return pointer to the constructed struct gear + */ +static struct gear * +create_gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, + GLint teeth, GLfloat tooth_depth) +{ + GLfloat r0, r1, r2; + GLfloat da; + GearVertex *v; + struct gear *gear; + double s[5], c[5]; + GLfloat normal[3]; + int cur_strip = 0; + int i; + + /* Allocate memory for the gear */ + gear = malloc(sizeof *gear); + if (gear == NULL) + return NULL; + + /* Calculate the radii used in the gear */ + 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; + + /* Allocate memory for the triangle strip information */ + gear->nstrips = STRIPS_PER_TOOTH * teeth; + gear->strips = calloc(gear->nstrips, sizeof (*gear->strips)); + + /* Allocate memory for the vertices */ + gear->vertices = calloc(VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices)); + v = gear->vertices; + + for (i = 0; i < teeth; i++) { + /* Calculate needed sin/cos for varius angles */ + sincos(i * 2.0 * M_PI / teeth, &s[0], &c[0]); + sincos(i * 2.0 * M_PI / teeth + da, &s[1], &c[1]); + sincos(i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]); + sincos(i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]); + sincos(i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]); + + /* A set of macros for making the creation of the gears easier */ +#define GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] } +#define SET_NORMAL(x, y, z) do { \ + normal[0] = (x); normal[1] = (y); normal[2] = (z); \ +} while(0) + +#define GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, (sign) * width * 0.5, normal) + +#define START_STRIP do { \ + gear->strips[cur_strip].first = v - gear->vertices; \ +} while(0); + +#define END_STRIP do { \ + int _tmp = (v - gear->vertices); \ + gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \ + cur_strip++; \ +} while (0) + +#define QUAD_WITH_NORMAL(p1, p2) do { \ + SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \ + v = GEAR_VERT(v, (p1), -1); \ + v = GEAR_VERT(v, (p1), 1); \ + v = GEAR_VERT(v, (p2), -1); \ + v = GEAR_VERT(v, (p2), 1); \ +} while(0) + + struct point { + GLfloat x; + GLfloat y; + }; + + /* Create the 7 points (only x,y coords) used to draw a tooth */ + struct point p[7] = { + GEAR_POINT(r2, 1), // 0 + GEAR_POINT(r2, 2), // 1 + GEAR_POINT(r1, 0), // 2 + GEAR_POINT(r1, 3), // 3 + GEAR_POINT(r0, 0), // 4 + GEAR_POINT(r1, 4), // 5 + GEAR_POINT(r0, 4), // 6 + }; + + /* Front face */ + START_STRIP; + SET_NORMAL(0, 0, 1.0); + v = GEAR_VERT(v, 0, +1); + v = GEAR_VERT(v, 1, +1); + v = GEAR_VERT(v, 2, +1); + v = GEAR_VERT(v, 3, +1); + v = GEAR_VERT(v, 4, +1); + v = GEAR_VERT(v, 5, +1); + v = GEAR_VERT(v, 6, +1); + END_STRIP; + + /* Inner face */ + START_STRIP; + QUAD_WITH_NORMAL(4, 6); + END_STRIP; + + /* Back face */ + START_STRIP; + SET_NORMAL(0, 0, -1.0); + v = GEAR_VERT(v, 6, -1); + v = GEAR_VERT(v, 5, -1); + v = GEAR_VERT(v, 4, -1); + v = GEAR_VERT(v, 3, -1); + v = GEAR_VERT(v, 2, -1); + v = GEAR_VERT(v, 1, -1); + v = GEAR_VERT(v, 0, -1); + END_STRIP; + + /* Outer face */ + START_STRIP; + QUAD_WITH_NORMAL(0, 2); + END_STRIP; + + START_STRIP; + QUAD_WITH_NORMAL(1, 0); + END_STRIP; + + START_STRIP; + QUAD_WITH_NORMAL(3, 1); + END_STRIP; + + START_STRIP; + QUAD_WITH_NORMAL(5, 3); + END_STRIP; + } + + gear->nvertices = (v - gear->vertices); + + /* Store the vertices in a vertex buffer object (VBO) */ + glGenBuffers(1, &gear->vbo); + glBindBuffer(GL_ARRAY_BUFFER, gear->vbo); + glBufferData(GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex), + gear->vertices, GL_STATIC_DRAW); + + return gear; +} + +/** + * Multiplies two 4x4 matrices. + * + * The result is stored in matrix m. + * + * @param m the first matrix to multiply + * @param n the second matrix to multiply + */ +static void +multiply(GLfloat *m, const GLfloat *n) +{ + GLfloat tmp[16]; + const GLfloat *row, *column; + div_t d; + int i, j; + + for (i = 0; i < 16; i++) { + tmp[i] = 0; + d = div(i, 4); + row = n + d.quot * 4; + column = m + d.rem; + for (j = 0; j < 4; j++) + tmp[i] += row[j] * column[j * 4]; + } + memcpy(m, &tmp, sizeof tmp); +} + +/** + * Rotates a 4x4 matrix. + * + * @param[in,out] m the matrix to rotate + * @param angle the angle to rotate + * @param x the x component of the direction to rotate to + * @param y the y component of the direction to rotate to + * @param z the z component of the direction to rotate to + */ +static void +rotate(GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z) +{ + double s, c; + + sincos(angle, &s, &c); + GLfloat r[16] = { + x * x * (1 - c) + c, y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0, + x * y * (1 - c) - z * s, y * y * (1 - c) + c, y * z * (1 - c) + x * s, 0, + x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c, 0, + 0, 0, 0, 1 + }; + + multiply(m, r); +} + + +/** + * Translates a 4x4 matrix. + * + * @param[in,out] m the matrix to translate + * @param x the x component of the direction to translate to + * @param y the y component of the direction to translate to + * @param z the z component of the direction to translate to + */ +static void +translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z) +{ + GLfloat t[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, x, y, z, 1 }; + + multiply(m, t); +} + +/** + * Creates an identity 4x4 matrix. + * + * @param m the matrix make an identity matrix + */ +static void +identity(GLfloat *m) +{ + GLfloat t[16] = { + 1.0, 0.0, 0.0, 0.0, + 0.0, 1.0, 0.0, 0.0, + 0.0, 0.0, 1.0, 0.0, + 0.0, 0.0, 0.0, 1.0, + }; + + memcpy(m, t, sizeof(t)); +} + +/** + * Transposes a 4x4 matrix. + * + * @param m the matrix to transpose + */ +static void +transpose(GLfloat *m) +{ + GLfloat t[16] = { + m[0], m[4], m[8], m[12], + m[1], m[5], m[9], m[13], + m[2], m[6], m[10], m[14], + m[3], m[7], m[11], m[15]}; + + memcpy(m, t, sizeof(t)); +} + +/** + * Inverts a 4x4 matrix. + * + * This function can currently handle only pure translation-rotation matrices. + * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118 + * for an explanation. + */ +static void +invert(GLfloat *m) +{ + GLfloat t[16]; + identity(t); + + // Extract and invert the translation part 't'. The inverse of a + // translation matrix can be calculated by negating the translation + // coordinates. + t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14]; + + // Invert the rotation part 'r'. The inverse of a rotation matrix is + // equal to its transpose. + m[12] = m[13] = m[14] = 0; + transpose(m); + + // inv(m) = inv(r) * inv(t) + multiply(m, t); +} + +/** + * Calculate a perspective projection transformation. + * + * @param m the matrix to save the transformation in + * @param fovy the field of view in the y direction + * @param aspect the view aspect ratio + * @param zNear the near clipping plane + * @param zFar the far clipping plane + */ +void perspective(GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) +{ + GLfloat tmp[16]; + identity(tmp); + + double sine, cosine, cotangent, deltaZ; + GLfloat radians = fovy / 2 * M_PI / 180; + + deltaZ = zFar - zNear; + sincos(radians, &sine, &cosine); + + if ((deltaZ == 0) || (sine == 0) || (aspect == 0)) + return; + + cotangent = cosine / sine; + + tmp[0] = cotangent / aspect; + tmp[5] = cotangent; + tmp[10] = -(zFar + zNear) / deltaZ; + tmp[11] = -1; + tmp[14] = -2 * zNear * zFar / deltaZ; + tmp[15] = 0; + + memcpy(m, tmp, sizeof(tmp)); +} + +/** + * Draws a gear. + * + * @param gear the gear to draw + * @param transform the current transformation matrix + * @param x the x position to draw the gear at + * @param y the y position to draw the gear at + * @param angle the rotation angle of the gear + * @param color the color of the gear + */ +static void +draw_gear(struct gear *gear, GLfloat *transform, + GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4]) +{ + GLfloat model_view[16]; + GLfloat normal_matrix[16]; + GLfloat model_view_projection[16]; + + /* Translate and rotate the gear */ + memcpy(model_view, transform, sizeof (model_view)); + translate(model_view, x, y, 0); + rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1); + + /* Create and set the ModelViewProjectionMatrix */ + memcpy(model_view_projection, ProjectionMatrix, sizeof(model_view_projection)); + multiply(model_view_projection, model_view); + + glUniformMatrix4fv(ModelViewProjectionMatrix_location, 1, GL_FALSE, + model_view_projection); + + /* + * Create and set the NormalMatrix. It's the inverse transpose of the + * ModelView matrix. + */ + memcpy(normal_matrix, model_view, sizeof (normal_matrix)); + invert(normal_matrix); + transpose(normal_matrix); + glUniformMatrix4fv(NormalMatrix_location, 1, GL_FALSE, normal_matrix); + + /* Set the gear color */ + glUniform4fv(MaterialColor_location, 1, color); + + /* Set the vertex buffer object to use */ + glBindBuffer(GL_ARRAY_BUFFER, 0); + + /* Set up the position of the attributes in the vertex buffer object */ + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, + 6 * sizeof(GLfloat), *gear->vertices); + glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, + 6 * sizeof(GLfloat), ((float*)*gear->vertices) + 3*4); + /* Enable the attributes */ + glEnableVertexAttribArray(0); + glEnableVertexAttribArray(1); + + /* Draw the triangle strips that comprise the gear */ + int n; + for (n = 0; n < gear->nstrips; n++) + glDrawArrays(GL_TRIANGLE_STRIP, gear->strips[n].first, gear->strips[n].count); + + /* Disable the attributes */ + glDisableVertexAttribArray(1); + glDisableVertexAttribArray(0); +} + +/** + * Draws the gears. + */ +static void +gears_draw(void) +{ + const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 }; + const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 }; + const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; + GLfloat transform[16]; + identity(transform); + + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + + /* Translate and rotate the view */ + translate(transform, 0, 0, -20); + rotate(transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0); + rotate(transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0); + rotate(transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1); + + /* Draw the gears */ + draw_gear(gear1, transform, -3.0, -2.0, angle, red); + draw_gear(gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green); + draw_gear(gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue); + + glutSwapBuffers(); +} + +/** + * Handles a new window size or exposure. + * + * @param width the window width + * @param height the window height + */ +static void +gears_reshape(int width, int height) +{ + /* Update the projection matrix */ + perspective(ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0); + + /* Set the viewport */ + glViewport(0, 0, (GLint) width, (GLint) height); +} + +/** + * Handles special glut events. + * + * @param special the event to handle. + */ +static void +gears_special(int special, int crap, int morecrap) +{ + switch (special) { + case GLUT_KEY_LEFT: + view_rot[1] += 5.0; + break; + case GLUT_KEY_RIGHT: + view_rot[1] -= 5.0; + break; + case GLUT_KEY_UP: + view_rot[0] += 5.0; + break; + case GLUT_KEY_DOWN: + view_rot[0] -= 5.0; + break; + case GLUT_KEY_F11: + glutFullScreen(); + break; + } +} + +static void +gears_idle(void) +{ + static int frames = 0; + static double tRot0 = -1.0, tRate0 = -1.0; + double dt, t = glutGet(GLUT_ELAPSED_TIME) / 1000.0; + + if (tRot0 < 0.0) + tRot0 = t; + dt = t - tRot0; + tRot0 = t; + + /* advance rotation for next frame */ + angle += 70.0 * dt; /* 70 degrees per second */ + if (angle > 3600.0) + angle -= 3600.0; + + glutPostRedisplay(); + frames++; + + if (tRate0 < 0.0) + tRate0 = t; + if (t - tRate0 >= 5.0) { |