I come bearing Gifts

Dane Rushton danerushton at gmail.com
Tue Jul 12 17:30:33 EST 2005


Hi All,

I'll introduce myself by providing a gift. I ported glxgears over to egl
(eg. eglgears). It's not perfect (z-buffer issue) and it's definitely
not fast, but it does work. The diff is attached. It goes into the
Mesa/progs/egl directory.

A little about me, I'm a Software Engineer in New Zealand. My Honours
project in Engineering (which I finished late last year) heavily
involved OpenGL, and I've been following dri-egl for a couple of months
now. Mostly just reading the code, and the mailing list, even producing
a little bit of documentation.

I hope to help out here and there as I find the time.

Cheers
Dane Rushton
danerushton at gmail.com



-------------- next part --------------
Index: Makefile
===================================================================
RCS file: /cvs/mesa/Mesa/progs/egl/Makefile,v
retrieving revision 1.3
diff -u -r1.3 Makefile
--- Makefile	18 May 2005 20:44:23 -0000	1.3
+++ Makefile	11 Jul 2005 09:37:10 -0000
@@ -12,7 +12,8 @@
 	demo1 \
 	demo2 \
 	demo3 \
-	eglinfo
+	eglinfo \
+	eglgears
 
 
 .c.o:
@@ -50,7 +51,11 @@
 eglinfo.o: eglinfo.c $(HEADERS)
 	$(CC) -c $(CFLAGS) -I$(TOP)/include eglinfo.c
 
+eglgears: eglgears.o $(LIB_DIR)/libEGL.so
+	$(CC) eglgears.o -L$(LIB_DIR) -lEGL $(APP_LIB_DEPS) -o $@
 
+eglgears.o: eglgears.c $(HEADERS)
+	$(CC) -c $(CFLAGS) -I$(TOP)/include eglgears.c
 
 clean:
 	rm -f *.o *~
Index: eglgears.c
===================================================================
RCS file: eglgears.c
diff -N eglgears.c
--- /dev/null	1 Jan 1970 00:00:00 -0000
+++ eglgears.c	1 Jan 1970 00:00:00 -0000
@@ -0,0 +1,456 @@
+/*
+ * 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.
+ */
+
+/*
+ * This is a port of the infamous "gears" demo to straight GLX (i.e. no GLUT)
+ * Port by Brian Paul  23 March 2001
+ *
+ * Command line options:
+ *    -info      print GL implementation information
+ *    -stereo    use stereo enabled GLX visual
+ *
+ */
+
+/*
+ * This is a port of the infamous "glxgears" demo to straight EGL
+ * Port by Dane Rushton 10 July 2005
+ * 
+ * No command line options.
+ * Program runs for 5 seconds then exits, outputing framerate to console
+ */
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <GL/gl.h>
+#include <GLES/egl.h>
+#include <assert.h>
+
+
+#define BENCHMARK
+
+#ifdef BENCHMARK
+
+/* XXX this probably isn't very portable */
+
+#include <sys/time.h>
+#include <unistd.h>
+
+/* return current time (in seconds) */
+static double
+current_time(void)
+{
+   struct timeval tv;
+#ifdef __VMS
+   (void) gettimeofday(&tv, NULL );
+#else
+   struct timezone tz;
+   (void) gettimeofday(&tv, &tz);
+#endif
+   return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
+}
+
+#else /*BENCHMARK*/
+
+/* dummy */
+static double
+current_time(void)
+{
+   /* update this function for other platforms! */
+   static double t = 0.0;
+   static int warn = 1;
+   if (warn) {
+      fprintf(stderr, "Warning: current_time() not implemented!!\n");
+      warn = 0;
+   }
+   return t += 1.0;
+}
+
+#endif /*BENCHMARK*/
+
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+
+static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+static GLfloat eyesep = 5.0;		/* Eye separation. */
+static GLfloat fix_point = 40.0;	/* Fixation point distance.  */
+static GLfloat left, right, asp;	/* Stereo frustum params.  */
+
+
+/*
+ *
+ *  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 / 2.0;
+   r2 = outer_radius + tooth_depth / 2.0;
+
+   da = 2.0 * M_PI / teeth / 4.0;
+
+   glShadeModel(GL_FLAT);
+
+   glNormal3f(0.0, 0.0, 1.0);
+
+   /* draw front face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw front sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+   }
+   glEnd();
+
+   glNormal3f(0.0, 0.0, -1.0);
+
+   /* draw back face */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      if (i < teeth) {
+	 glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		    -width * 0.5);
+	 glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      }
+   }
+   glEnd();
+
+   /* draw back sides of teeth */
+   glBegin(GL_QUADS);
+   da = 2.0 * M_PI / teeth / 4.0;
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+   }
+   glEnd();
+
+   /* draw outward faces of teeth */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i < teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
+      glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
+      u = r2 * cos(angle + da) - r1 * cos(angle);
+      v = r2 * sin(angle + da) - r1 * sin(angle);
+      len = sqrt(u * u + v * v);
+      u /= len;
+      v /= len;
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
+      glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 width * 0.5);
+      glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
+		 -width * 0.5);
+      u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
+      v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
+      glNormal3f(v, -u, 0.0);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 width * 0.5);
+      glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
+		 -width * 0.5);
+      glNormal3f(cos(angle), sin(angle), 0.0);
+   }
+
+   glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
+   glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
+
+   glEnd();
+
+   glShadeModel(GL_SMOOTH);
+
+   /* draw inside radius cylinder */
+   glBegin(GL_QUAD_STRIP);
+   for (i = 0; i <= teeth; i++) {
+      angle = i * 2.0 * M_PI / teeth;
+      glNormal3f(-cos(angle), -sin(angle), 0.0);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
+      glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
+   }
+   glEnd();
+}
+
+
+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(3.1, -2.0, 0.0);
+   glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
+   glCallList(gear2);
+   glPopMatrix();
+
+   glPushMatrix();
+   glTranslatef(-3.1, 4.2, 0.0);
+   glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0);
+   glCallList(gear3);
+   glPopMatrix();
+
+   glPopMatrix();
+}
+
+
+/* new window size or exposure */
+static void
+reshape(int width, int height)
+{
+   glViewport(0, 0, (GLint) width, (GLint) height);
+
+   GLfloat h = (GLfloat) height / (GLfloat) width;
+
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
+   
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+   glTranslatef(0.0, 0.0, -40.0);
+}
+   
+
+
+static void
+init(void)
+{
+   static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
+   static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
+   static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
+   static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
+
+   glLightfv(GL_LIGHT0, GL_POSITION, pos);
+   glEnable(GL_CULL_FACE);
+   glEnable(GL_LIGHTING);
+   glEnable(GL_LIGHT0);
+   glEnable(GL_DEPTH_TEST);
+
+   /* make the gears */
+   gear1 = glGenLists(1);
+   glNewList(gear1, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
+   gear(1.0, 4.0, 1.0, 20, 0.7);
+   glEndList();
+
+   gear2 = glGenLists(1);
+   glNewList(gear2, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
+   gear(0.5, 2.0, 2.0, 10, 0.7);
+   glEndList();
+
+   gear3 = glGenLists(1);
+   glNewList(gear3, GL_COMPILE);
+   glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue);
+   gear(1.3, 2.0, 0.5, 10, 0.7);
+   glEndList();
+
+   glEnable(GL_NORMALIZE);
+}
+
+
+
+
+static void run_gears(EGLDisplay dpy, EGLSurface surf, int ttr)
+{
+	double st = current_time();
+	double ct = st;
+	int frames = 0;
+	while (ct - st < ttr)
+	{
+		double tt = current_time();
+		double dt = tt - ct;
+		ct = tt;
+		
+		/* advance rotation for next frame */
+		angle += 70.0 * dt;  /* 70 degrees per second */
+		if (angle > 3600.0)
+			angle -= 3600.0;
+		
+		draw();
+		
+		// DBR : Swap the Buffers
+		eglSwapBuffers(dpy, surf);
+	
+		
+		frames++;
+	}
+	
+	GLfloat seconds = ct - st;
+	GLfloat fps = frames / seconds;
+	printf("%d frames in %3.1f seconds = %6.3f FPS\n", frames, seconds, fps);
+	
+}
+
+
+int
+main(int argc, char *argv[])
+{
+	int maj, min;
+	EGLContext ctx;
+	EGLSurface screen_surf;
+	EGLConfig configs[10];
+	EGLint numConfigs, i;
+	EGLBoolean b;
+	
+	const EGLint screenAttribs[] = {
+		EGL_WIDTH, 1024,
+		EGL_HEIGHT, 768,
+		EGL_NONE
+	};
+	
+	EGLModeMESA mode;
+	EGLScreenMESA screen;
+	EGLint count;	
+	GLboolean printInfo = GL_FALSE;
+	
+	for (i = 1; i < argc; i++)
+	{
+		if (strcmp(argv[i], "-info") == 0)
+		{
+			printInfo = GL_TRUE;
+		}
+		else
+			printf("Warning: unknown parameter: %s\n", argv[i]);
+	}
+	
+	// DBR : Create EGL context/surface etc
+	EGLDisplay d = eglGetDisplay("!fb_dri");
+	assert(d);
+
+	if (!eglInitialize(d, &maj, &min)) {
+		printf("demo: eglInitialize failed\n");
+		exit(1);
+	}
+	
+	printf("EGL version = %d.%d\n", maj, min);
+	printf("EGL_VENDOR = %s\n", eglQueryString(d, EGL_VENDOR));
+	
+	eglGetConfigs(d, configs, 10, &numConfigs);
+	eglGetScreensMESA(d, &screen, 1, &count);
+	eglGetModesMESA(d, screen, &mode, 1, &count);
+
+	ctx = eglCreateContext(d, configs[0], EGL_NO_CONTEXT, NULL);
+	if (ctx == EGL_NO_CONTEXT) {
+		printf("failed to create context\n");
+		return 0;
+	}
+	
+	screen_surf = eglCreateScreenSurfaceMESA(d, configs[0], screenAttribs);
+	if (screen_surf == EGL_NO_SURFACE) {
+		printf("failed to create screen surface\n");
+		return 0;
+	}
+	
+	eglShowSurfaceMESA(d, screen, screen_surf, mode);
+	
+	b = eglMakeCurrent(d, screen_surf, screen_surf, ctx);
+	if (!b) {
+		printf("make current failed\n");
+		return 0;
+	}
+	// DBR
+	
+	if (printInfo)
+	{
+		printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
+		printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
+		printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
+		printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
+	}
+	
+	init();			// Initialise the GL visual
+	reshape(1024,768);
+	
+	// DBR : Run the simulation
+	run_gears(d, screen_surf, 5.0);
+	
+	
+	// DBR : Destroy EGL context/surface etc
+	eglDestroySurface(d, screen_surf);
+	eglDestroyContext(d, ctx);
+	eglTerminate(d);
+	// DBR
+	
+	return 0;
+}


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