diff options
Diffstat (limited to 'tests')
-rw-r--r-- | tests/glfw/Makefile | 56 | ||||
-rw-r--r-- | tests/glfw/boing.c | 615 | ||||
-rw-r--r-- | tests/glfw/bundle.sh | 46 | ||||
-rw-r--r-- | tests/glfw/gears.c | 373 | ||||
-rw-r--r-- | tests/glfw/getopt.c | 253 | ||||
-rw-r--r-- | tests/glfw/getopt.h | 63 | ||||
-rw-r--r-- | tests/glfw/heightmap.c | 850 | ||||
-rw-r--r-- | tests/glfw/listmodes.c | 48 | ||||
-rw-r--r-- | tests/glfw/mipmaps.c | 122 | ||||
-rw-r--r-- | tests/glfw/mipmaps.tga | bin | 0 -> 66322 bytes | |||
-rw-r--r-- | tests/glfw/mtbench.c | 301 | ||||
-rw-r--r-- | tests/glfw/mthello.c | 48 | ||||
-rw-r--r-- | tests/glfw/particles.c | 1152 | ||||
-rw-r--r-- | tests/glfw/pong3d.c | 854 | ||||
-rw-r--r-- | tests/glfw/pong3d_field.tga | bin | 0 -> 17816 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_instr.tga | bin | 0 -> 21279 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_menu.tga | bin | 0 -> 1835 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_title.tga | bin | 0 -> 106516 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_winner1.tga | bin | 0 -> 861 bytes | |||
-rw-r--r-- | tests/glfw/pong3d_winner2.tga | bin | 0 -> 891 bytes | |||
-rw-r--r-- | tests/glfw/splitview.c | 514 | ||||
-rw-r--r-- | tests/glfw/triangle.c | 94 | ||||
-rw-r--r-- | tests/glfw/wave.c | 399 |
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 ); +} + |