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-rw-r--r--tests/glfw/Makefile56
-rw-r--r--tests/glfw/boing.c615
-rw-r--r--tests/glfw/bundle.sh46
-rw-r--r--tests/glfw/gears.c373
-rw-r--r--tests/glfw/getopt.c253
-rw-r--r--tests/glfw/getopt.h63
-rw-r--r--tests/glfw/heightmap.c850
-rw-r--r--tests/glfw/listmodes.c48
-rw-r--r--tests/glfw/mipmaps.c122
-rw-r--r--tests/glfw/mipmaps.tgabin0 -> 66322 bytes
-rw-r--r--tests/glfw/mtbench.c301
-rw-r--r--tests/glfw/mthello.c48
-rw-r--r--tests/glfw/particles.c1152
-rw-r--r--tests/glfw/pong3d.c854
-rw-r--r--tests/glfw/pong3d_field.tgabin0 -> 17816 bytes
-rw-r--r--tests/glfw/pong3d_instr.tgabin0 -> 21279 bytes
-rw-r--r--tests/glfw/pong3d_menu.tgabin0 -> 1835 bytes
-rw-r--r--tests/glfw/pong3d_title.tgabin0 -> 106516 bytes
-rw-r--r--tests/glfw/pong3d_winner1.tgabin0 -> 861 bytes
-rw-r--r--tests/glfw/pong3d_winner2.tgabin0 -> 891 bytes
-rw-r--r--tests/glfw/splitview.c514
-rw-r--r--tests/glfw/triangle.c94
-rw-r--r--tests/glfw/wave.c399
23 files changed, 5788 insertions, 0 deletions
diff --git a/tests/glfw/Makefile b/tests/glfw/Makefile
new file mode 100644
index 00000000..89138d74
--- /dev/null
+++ b/tests/glfw/Makefile
@@ -0,0 +1,56 @@
+##########################################################################
+# Makefile for GLFW example programs on X11 (generated by compile.sh)
+##########################################################################
+CC = emcc
+CFLAGS = -I../include
+
+LIB = -lglfw
+SOLIB =
+LFLAGS = $(LIB)
+SO_LFLAGS = $(SOLIB)
+
+BINARIES = triangle.js listmodes.js mthello.js pong3d.js mtbench.js particles.js splitview.js \
+ mipmaps.js gears.js boing.js heightmap.js
+## wave
+
+all: $(BINARIES)
+
+triangle.js: triangle.c
+ $(CC) $(CFLAGS) triangle.c $(LFLAGS) -o $@
+
+listmodes.js: listmodes.c
+ $(CC) $(CFLAGS) listmodes.c $(LFLAGS) -o $@
+
+mthello.js: mthello.c
+ $(CC) $(CFLAGS) mthello.c $(LFLAGS) -o $@
+
+pong3d.js: pong3d.c
+ $(CC) $(CFLAGS) pong3d.c $(LFLAGS) -o $@
+
+mtbench.js: mtbench.c
+ $(CC) $(CFLAGS) mtbench.c $(LFLAGS) -o $@
+
+particles.js: particles.c
+ $(CC) $(CFLAGS) particles.c $(LFLAGS) -o $@
+
+splitview.js: splitview.c
+ $(CC) $(CFLAGS) splitview.c $(LFLAGS) -o $@
+
+mipmaps.js: mipmaps.c
+ $(CC) $(CFLAGS) mipmaps.c $(LFLAGS) -o $@
+
+gears.js: gears.c
+ $(CC) $(CFLAGS) gears.c $(LFLAGS) -o $@
+
+boing.js: boing.c
+ $(CC) $(CFLAGS) boing.c $(LFLAGS) -o $@
+
+wave.js: wave.c
+ $(CC) $(CFLAGS) wave.c $(LFLAGS) -o $@
+
+heightmap.js: heightmap.c
+ $(CC) $(CFLAGS) heightmap.c $(LFLAGS) -o $@
+
+clean:
+ rm -f $(BINARIES)
+
diff --git a/tests/glfw/boing.c b/tests/glfw/boing.c
new file mode 100644
index 00000000..08544d1a
--- /dev/null
+++ b/tests/glfw/boing.c
@@ -0,0 +1,615 @@
+/*****************************************************************************
+ * 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>
+
+
+/*****************************************************************************
+ * 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()
+ *======================================================================*/
+
+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 */
+ do
+ {
+ /* Timing */
+ t = glfwGetTime();
+ dt = t - t_old;
+ t_old = t;
+
+ /* Draw one frame */
+ display();
+
+ /* Swap buffers */
+ glfwSwapBuffers();
+
+ /* Check if we are still running */
+ running = !glfwGetKey( GLFW_KEY_ESC ) &&
+ glfwGetWindowParam( GLFW_OPENED );
+ }
+ while( running );
+
+ glfwTerminate();
+ exit( EXIT_SUCCESS );
+}
+
diff --git a/tests/glfw/bundle.sh b/tests/glfw/bundle.sh
new file mode 100644
index 00000000..ee4d18dd
--- /dev/null
+++ b/tests/glfw/bundle.sh
@@ -0,0 +1,46 @@
+#!/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
new file mode 100644
index 00000000..d9efdf9a
--- /dev/null
+++ b/tests/glfw/gears.c
@@ -0,0 +1,373 @@
+/*
+ * 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
+
+/* 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;
+ }
+}
+
+
+/* new window size */
+void GLFWCALL reshape( int width, int height )
+{
+ GLfloat h = (GLfloat) height / (GLfloat) width;
+ GLfloat xmax, znear, zfar;
+
+ znear = 5.0f;
+ zfar = 30.0f;
+ xmax = znear * 0.5f;
+
+ glViewport( 0, 0, (GLint) width, (GLint) height );
+ glMatrixMode( GL_PROJECTION );
+ glLoadIdentity();
+ glFrustum( -xmax, xmax, -xmax*h, xmax*h, znear, zfar );
+ glMatrixMode( GL_MODELVIEW );
+ glLoadIdentity();
+ glTranslatef( 0.0, 0.0, -20.0 );
+}
+