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-rw-r--r--src/test/native/mesa-demos-patched/es2gears.c751
1 files changed, 0 insertions, 751 deletions
diff --git a/src/test/native/mesa-demos-patched/es2gears.c b/src/test/native/mesa-demos-patched/es2gears.c
deleted file mode 100644
index 10d3be04f..000000000
--- a/src/test/native/mesa-demos-patched/es2gears.c
+++ /dev/null
@@ -1,751 +0,0 @@
-/*
- * 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 <[email protected]>
- * 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 <[email protected]>
- * 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>
-#include <GLES2/gl2.h>
-#include <EGL/egl.h>
-#include <EGL/eglext.h>
-#include "eglut.h"
-
-static int demo_start_duration = 5000; // ms
-
-#define STRIPS_PER_TOOTH 7
-#define VERTICES_PER_TOOTH 34
-#define GEAR_VERTEX_STRIDE 6
-
-/**
- * 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, gear->vbo);
-
- /* Set up the position of the attributes in the vertex buffer object */
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
- 6 * sizeof(GLfloat), NULL);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE,
- 6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
-
- /* 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);
-}
-
-/**
- * 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 eglut events.
- *
- * @param special the event to handle.
- */
-static void
-gears_special(int special)
-{
- switch (special) {
- case EGLUT_KEY_LEFT:
- view_rot[1] += 5.0;
- break;
- case EGLUT_KEY_RIGHT:
- view_rot[1] -= 5.0;
- break;
- case EGLUT_KEY_UP:
- view_rot[0] += 5.0;
- break;
- case EGLUT_KEY_DOWN:
- view_rot[0] -= 5.0;
- break;
- }
-}
-
-static void
-gears_idle(void)
-{
- static int frames = 0;
- static double tRot0 = -1.0, tRate0 = -1.0;
- int tms = eglutGet(EGLUT_ELAPSED_TIME);
- double dt, t = tms / 1000.0;
-
-
- if(tms>demo_start_duration) {
- eglutStopMainLoop();
- return;
- }
-
- 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;
-
- eglutPostRedisplay();
- frames++;
-
- if (tRate0 < 0.0)
- tRate0 = t;
- if (t - tRate0 >= 5.0) {
- GLfloat seconds = t - tRate0;
- GLfloat fps = frames / seconds;
- printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds,
- fps);
- tRate0 = t;
- frames = 0;
- }
-}
-
-static const char vertex_shader[] =
-"attribute vec3 position;\n"
-"attribute vec3 normal;\n"
-"\n"
-"uniform mat4 ModelViewProjectionMatrix;\n"
-"uniform mat4 NormalMatrix;\n"
-"uniform vec4 LightSourcePosition;\n"
-"uniform vec4 MaterialColor;\n"
-"\n"
-"varying vec4 Color;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" // Transform the normal to eye coordinates\n"
-" vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n"
-"\n"
-" // The LightSourcePosition is actually its direction for directional light\n"
-" vec3 L = normalize(LightSourcePosition.xyz);\n"
-"\n"
-" // Multiply the diffuse value by the vertex color (which is fixed in this case)\n"
-" // to get the actual color that we will use to draw this vertex with\n"
-" float diffuse = max(dot(N, L), 0.0);\n"
-" Color = diffuse * MaterialColor;\n"
-"\n"
-" // Transform the position to clip coordinates\n"
-" gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n"
-"}";
-
-static const char fragment_shader[] =
-"precision mediump float;\n"
-"varying vec4 Color;\n"
-"\n"
-"void main(void)\n"
-"{\n"
-" gl_FragColor = Color;\n"
-"}";
-
-static void
-gears_init(void)
-{
- GLuint v, f, program;
- const char *p;
- char msg[512];
-
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
-
- /* Compile the vertex shader */
- p = vertex_shader;
- v = glCreateShader(GL_VERTEX_SHADER);
- glShaderSource(v, 1, &p, NULL);
- glCompileShader(v);
- glGetShaderInfoLog(v, sizeof msg, NULL, msg);
- printf("vertex shader info: %s\n", msg);
-
- /* Compile the fragment shader */
- p = fragment_shader;
- f = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(f, 1, &p, NULL);
- glCompileShader(f);
- glGetShaderInfoLog(f, sizeof msg, NULL, msg);
- printf("fragment shader info: %s\n", msg);
-
- /* Create and link the shader program */
- program = glCreateProgram();
- glAttachShader(program, v);
- glAttachShader(program, f);
- glBindAttribLocation(program, 0, "position");
- glBindAttribLocation(program, 1, "normal");
-
- glLinkProgram(program);
- glGetProgramInfoLog(program, sizeof msg, NULL, msg);
- printf("info: %s\n", msg);
-
- /* Enable the shaders */
- glUseProgram(program);
-
- /* Get the locations of the uniforms so we can access them */
- ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix");
- NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix");
- LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition");
- MaterialColor_location = glGetUniformLocation(program, "MaterialColor");
-
- /* Set the LightSourcePosition uniform which is constant throught the program */
- glUniform4fv(LightSourcePosition_location, 1, LightSourcePosition);
-
- /* make the gears */
- gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7);
- gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7);
- gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7);
-}
-
-int
-main(int argc, char *argv[])
-{
- int demo_loops = 1;
- int i;
- for (i = 1; i < argc; i++) {
- if (strcmp(argv[i], "-time") == 0) {
- demo_start_duration = atoi(argv[++i]);
- } else if (strcmp(argv[i], "-loops") == 0) {
- demo_loops = atoi(argv[++i]);
- }
- }
- fprintf(stderr, "duration: %d\n", demo_start_duration);
- fprintf(stderr, "loops: %d\n", demo_loops);
-
- for(i=0; i<demo_loops; i++) {
- fprintf(stderr, "Loop: %d/%d\n", i, demo_loops);
-
- /* Initialize the window */
- eglutInitWindowSize(300, 300);
- eglutInitAPIMask(EGLUT_OPENGL_ES2_BIT);
- eglutInit(argc, argv);
-
- int winid = eglutCreateWindow("es2gears");
-
- /* Set up eglut callback functions */
- eglutIdleFunc(gears_idle);
- eglutReshapeFunc(gears_reshape);
- eglutDisplayFunc(gears_draw);
- eglutSpecialFunc(gears_special);
-
- /* Initialize the gears */
- gears_init();
-
- eglutMainLoop();
-
- eglutDestroyWindow(winid);
- eglutTerminate();
- }
-
- return 0;
-}