Added some example progs using DirectFBGL.
authorClaudio Ciccani <klan@users.sourceforge.net>
Wed, 31 May 2006 17:05:11 +0000 (17:05 +0000)
committerClaudio Ciccani <klan@users.sourceforge.net>
Wed, 31 May 2006 17:05:11 +0000 (17:05 +0000)
progs/directfb/Makefile [new file with mode: 0644]
progs/directfb/df_gears.c [new file with mode: 0644]
progs/directfb/df_morph3d.c [new file with mode: 0644]
progs/directfb/df_reflect.c [new file with mode: 0644]
progs/directfb/multi_window.c [new file with mode: 0644]

diff --git a/progs/directfb/Makefile b/progs/directfb/Makefile
new file mode 100644 (file)
index 0000000..a541c8f
--- /dev/null
@@ -0,0 +1,36 @@
+# progs/directfb/Makefile
+
+TOP = ../..
+include $(TOP)/configs/current
+
+
+INCDIR = $(TOP)/include -I$(TOP)/progs
+
+LIB_DEP = $(LIB_DIR)/$(GL_LIB_NAME) $(LIB_DIR)/$(GLU_LIB_NAME)
+
+CFLAGS += $(shell pkg-config --cflags directfb)
+APP_LIB_DEPS += $(shell pkg-config --libs directfb)
+
+PROGS = df_gears \
+          df_reflect \
+          df_morph3d \
+          multi_window
+
+##### RULES #####
+
+.SUFFIXES:
+.SUFFIXES: .c
+
+.c: $(LIB_DEP)
+       $(CC) -I$(INCDIR) $(CFLAGS) $< $(APP_LIB_DEPS) -o $@
+
+
+##### TARGETS #####
+
+default: $(PROGS)
+
+
+clean:
+       -rm -f $(PROGS)
+       -rm -f *.o *~
+
diff --git a/progs/directfb/df_gears.c b/progs/directfb/df_gears.c
new file mode 100644 (file)
index 0000000..27df900
--- /dev/null
@@ -0,0 +1,480 @@
+/*
+   (c) Copyright 2001  convergence integrated media GmbH.
+   All rights reserved.
+
+   Written by Denis Oliver Kropp <dok@convergence.de> and
+              Andreas Hundt <andi@convergence.de>.
+
+   This library is free software; you can redistribute it and/or
+   modify it under the terms of the GNU Lesser General Public
+   License as published by the Free Software Foundation; either
+   version 2 of the License, or (at your option) any later version.
+
+   This library is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+   Lesser General Public License for more details.
+
+   You should have received a copy of the GNU Lesser General Public
+   License along with this library; if not, write to the
+   Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+   Boston, MA 02111-1307, USA.
+*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include <directfb.h>
+
+#include <GL/gl.h>
+#include <GL/directfbgl.h>
+
+
+/* the super interface */
+IDirectFB *dfb;
+
+/* the primary surface (surface of primary layer) */
+IDirectFBSurface *primary;
+
+/* the GL context */
+IDirectFBGL *primary_gl;
+
+/* our font */
+IDirectFBFont *font;
+
+/* event buffer */
+IDirectFBEventBuffer *events;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+        {                                                                      \
+           err = x;                                                            \
+           if (err != DFB_OK) {                                                \
+              fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ );           \
+              DirectFBErrorFatal( #x, err );                                   \
+           }                                                                   \
+        }
+
+static int screen_width, screen_height;
+
+static unsigned long T0 = 0;
+static GLint Frames = 0;
+static GLfloat fps = 0;
+
+static inline unsigned long get_millis()
+{
+  struct timeval tv;
+
+  gettimeofday (&tv, NULL);
+  return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+
+#ifndef M_PI
+#define M_PI 3.14159265
+#endif
+
+/**
+
+  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 GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
+static GLfloat inc_rotx = 0, inc_roty = 0, inc_rotz = 0;
+static GLint gear1, gear2, gear3;
+static GLfloat angle = 0.0;
+
+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)
+{
+  GLfloat h = (GLfloat) height / (GLfloat) width;
+
+  glViewport(0, 0, (GLint) width, (GLint) height);
+  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(int argc, char *argv[])
+{
+  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};
+  GLint i;
+
+  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);
+
+  for ( i=1; i<argc; i++ ) {
+    if (strcmp(argv[i], "-info")==0) {
+      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));
+    }
+  }
+}
+
+int main( int argc, char *argv[] )
+{
+     int quit = 0;
+     DFBResult err;
+     DFBSurfaceDescription dsc;
+
+     DFBCHECK(DirectFBInit( &argc, &argv ));
+
+     /* create the super interface */
+     DFBCHECK(DirectFBCreate( &dfb ));
+
+     /* create an event buffer for all devices with these caps */
+     DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS | DICAPS_AXES,
+                                           DFB_FALSE, &events ));
+
+     /* set our cooperative level to DFSCL_FULLSCREEN
+        for exclusive access to the primary layer */
+     dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
+
+     /* get the primary surface, i.e. the surface of the
+        primary layer we have exclusive access to */
+     dsc.flags = DSDESC_CAPS;
+     dsc.caps  = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
+
+     DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
+
+     /* get the size of the surface and fill it */
+     DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
+     DFBCHECK(primary->FillRectangle( primary, 0, 0,
+                                      screen_width, screen_height ));
+     primary->Flip( primary, NULL, 0 );
+
+     /* create the default font and set it */
+     DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+     DFBCHECK(primary->SetFont( primary, font ));
+
+     /* get the GL context */
+     DFBCHECK(primary->GetGL( primary, &primary_gl ));
+
+     DFBCHECK(primary_gl->Lock( primary_gl ));
+     
+     init(argc, argv);
+     reshape(screen_width, screen_height);
+
+     DFBCHECK(primary_gl->Unlock( primary_gl ));
+     
+     T0 = get_millis();
+
+     while (!quit) {
+          DFBInputEvent evt;
+          unsigned long t;
+
+          DFBCHECK(primary_gl->Lock( primary_gl ));
+
+          draw();
+          
+          DFBCHECK(primary_gl->Unlock( primary_gl ));
+
+          if (fps) {
+               char buf[64];
+
+               snprintf(buf, 64, "%4.1f FPS\n", fps);
+
+               primary->SetColor( primary, 0xff, 0, 0, 0xff );
+               primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
+          }
+          
+          primary->Flip( primary, NULL, 0 );
+          Frames++;
+
+
+          t = get_millis();
+          if (t - T0 >= 2000) {
+               GLfloat seconds = (t - T0) / 1000.0;
+
+               fps = Frames / seconds;
+
+               T0 = t;
+               Frames = 0;
+          }
+
+
+          while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+               switch (evt.type) {
+                    case DIET_KEYPRESS:
+                         switch (evt.key_symbol) {
+                              case DIKS_ESCAPE:
+                                   quit = 1;
+                                   break;
+                              case DIKS_CURSOR_UP:
+                                   inc_rotx = 5.0;
+                                   break;
+                              case DIKS_CURSOR_DOWN:
+                                   inc_rotx = -5.0;
+                                   break;
+                              case DIKS_CURSOR_LEFT:
+                                   inc_roty = 5.0;
+                                   break;
+                              case DIKS_CURSOR_RIGHT:
+                                   inc_roty = -5.0;
+                                   break;
+                              case DIKS_PAGE_UP:
+                                   inc_rotz = 5.0;
+                                   break;
+                              case DIKS_PAGE_DOWN:
+                                   inc_rotz = -5.0;
+                                   break;
+                              default:
+                                   ;
+                         }
+                         break;
+                    case DIET_KEYRELEASE:
+                         switch (evt.key_symbol) {
+                              case DIKS_CURSOR_UP:
+                                   inc_rotx = 0;
+                                   break;
+                              case DIKS_CURSOR_DOWN:
+                                   inc_rotx = 0;
+                                   break;
+                              case DIKS_CURSOR_LEFT:
+                                   inc_roty = 0;
+                                   break;
+                              case DIKS_CURSOR_RIGHT:
+                                   inc_roty = 0;
+                                   break;
+                              case DIKS_PAGE_UP:
+                                   inc_rotz = 0;
+                                   break;
+                              case DIKS_PAGE_DOWN:
+                                   inc_rotz = 0;
+                                   break;
+                              default:
+                                   ;
+                         }
+                         break;
+                    case DIET_AXISMOTION:
+                         if (evt.flags & DIEF_AXISREL) {
+                              switch (evt.axis) {
+                                   case DIAI_X:
+                                        view_roty += evt.axisrel / 2.0;
+                                        break;
+                                   case DIAI_Y:
+                                        view_rotx += evt.axisrel / 2.0;
+                                        break;
+                                   case DIAI_Z:
+                                        view_rotz += evt.axisrel / 2.0;
+                                        break;
+                                   default:
+                                        ;
+                              }
+                         }
+                         break;
+                    default:
+                         ;
+               }
+          }
+
+          angle += 2.0;
+
+          view_rotx += inc_rotx;
+          view_roty += inc_roty;
+          view_rotz += inc_rotz;
+     }
+
+     /* release our interfaces to shutdown DirectFB */
+     primary_gl->Release( primary_gl );
+     primary->Release( primary );
+     font->Release( font );
+     events->Release( events );
+     dfb->Release( dfb );
+
+     return 0;
+}
+
diff --git a/progs/directfb/df_morph3d.c b/progs/directfb/df_morph3d.c
new file mode 100644 (file)
index 0000000..f7f1434
--- /dev/null
@@ -0,0 +1,1013 @@
+/*
+   (c) Copyright 2001  convergence integrated media GmbH.
+   All rights reserved.
+
+   Written by Denis Oliver Kropp <dok@convergence.de> and
+              Andreas Hundt <andi@convergence.de>.
+
+   This library is free software; you can redistribute it and/or
+   modify it under the terms of the GNU Lesser General Public
+   License as published by the Free Software Foundation; either
+   version 2 of the License, or (at your option) any later version.
+
+   This library is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+   Lesser General Public License for more details.
+
+   You should have received a copy of the GNU Lesser General Public
+   License along with this library; if not, write to the
+   Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+   Boston, MA 02111-1307, USA.
+*/
+
+/*-
+ * morph3d.c - Shows 3D morphing objects
+ *
+ * Converted to GLUT by brianp on 1/1/98
+ *
+ * This program was inspired on a WindowsNT(R)'s screen saver. It was written
+ * from scratch and it was not based on any other source code.
+ *
+ * Porting it to xlock (the final objective of this code since the moment I
+ * decided to create it) was possible by comparing the original Mesa's gear
+ * demo with it's ported version, so thanks for Danny Sung for his indirect
+ * help (look at gear.c in xlock source tree). NOTE: At the moment this code
+ * was sent to Brian Paul for package inclusion, the XLock Version was not
+ * available. In fact, I'll wait it to appear on the next Mesa release (If you
+ * are reading this, it means THIS release) to send it for xlock package
+ * inclusion). It will probably there be a GLUT version too.
+ *
+ * Thanks goes also to Brian Paul for making it possible and inexpensive
+ * to use OpenGL at home.
+ *
+ * Since I'm not a native english speaker, my apologies for any gramatical
+ * mistake.
+ *
+ * My e-mail addresses are
+ *
+ * vianna@cat.cbpf.br
+ *         and
+ * marcelo@venus.rdc.puc-rio.br
+ *
+ * Marcelo F. Vianna (Feb-13-1997)
+ */
+
+/*
+This document is VERY incomplete, but tries to describe the mathematics used
+in the program. At this moment it just describes how the polyhedra are
+generated. On futhurer versions, this document will be probabbly improved.
+
+Since I'm not a native english speaker, my apologies for any gramatical
+mistake.
+
+Marcelo Fernandes Vianna
+- Undergraduate in Computer Engeneering at Catholic Pontifical University
+- of Rio de Janeiro (PUC-Rio) Brasil.
+- e-mail: vianna@cat.cbpf.br or marcelo@venus.rdc.puc-rio.br
+- Feb-13-1997
+
+POLYHEDRA GENERATION
+
+For the purpose of this program it's not sufficient to know the polyhedra
+vertexes coordinates. Since the morphing algorithm applies a nonlinear
+transformation over the surfaces (faces) of the polyhedron, each face has
+to be divided into smaller ones. The morphing algorithm needs to transform
+each vertex of these smaller faces individually. It's a very time consoming
+task.
+
+In order to reduce calculation overload, and since all the macro faces of
+the polyhedron are transformed by the same way, the generation is made by
+creating only one face of the polyhedron, morphing it and then rotating it
+around the polyhedron center.
+
+What we need to know is the face radius of the polyhedron (the radius of
+the inscribed sphere) and the angle between the center of two adjacent
+faces using the center of the sphere as the angle's vertex.
+
+The face radius of the regular polyhedra are known values which I decided
+to not waste my time calculating. Following is a table of face radius for
+the regular polyhedra with edge length = 1:
+
+    TETRAHEDRON  : 1/(2*sqrt(2))/sqrt(3)
+    CUBE     : 1/2
+    OCTAHEDRON   : 1/sqrt(6)
+    DODECAHEDRON : T^2 * sqrt((T+2)/5) / 2     -> where T=(sqrt(5)+1)/2
+    ICOSAHEDRON  : (3*sqrt(3)+sqrt(15))/12
+
+I've not found any reference about the mentioned angles, so I needed to
+calculate them, not a trivial task until I figured out how :)
+Curiously these angles are the same for the tetrahedron and octahedron.
+A way to obtain this value is inscribing the tetrahedron inside the cube
+by matching their vertexes. So you'll notice that the remaining unmatched
+vertexes are in the same straight line starting in the cube/tetrahedron
+center and crossing the center of each tetrahedron's face. At this point
+it's easy to obtain the bigger angle of the isosceles triangle formed by
+the center of the cube and two opposite vertexes on the same cube face.
+The edges of this triangle have the following lenghts: sqrt(2) for the base
+and sqrt(3)/2 for the other two other edges. So the angle we want is:
+     +-----------------------------------------------------------+
+     | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
+     +-----------------------------------------------------------+
+For the cube this angle is obvious, but just for formality it can be
+easily obtained because we also know it's isosceles edge lenghts:
+sqrt(2)/2 for the base and 1/2 for the other two edges. So the angle we
+want is:
+     +-----------------------------------------------------------+
+     | 2*ARCSIN((sqrt(2)/2)/1)   = 90.000000000000000000 degrees |
+     +-----------------------------------------------------------+
+For the octahedron we use the same idea used for the tetrahedron, but now
+we inscribe the cube inside the octahedron so that all cubes's vertexes
+matches excatly the center of each octahedron's face. It's now clear that
+this angle is the same of the thetrahedron one:
+     +-----------------------------------------------------------+
+     | 2*ARCSIN(sqrt(2)/sqrt(3)) = 109.47122063449069174 degrees |
+     +-----------------------------------------------------------+
+For the dodecahedron it's a little bit harder because it's only relationship
+with the cube is useless to us. So we need to solve the problem by another
+way. The concept of Face radius also exists on 2D polygons with the name
+Edge radius:
+  Edge Radius For Pentagon (ERp)
+  ERp = (1/2)/TAN(36 degrees) * VRp = 0.6881909602355867905
+  (VRp is the pentagon's vertex radio).
+  Face Radius For Dodecahedron
+  FRd = T^2 * sqrt((T+2)/5) / 2 = 1.1135163644116068404
+Why we need ERp? Well, ERp and FRd segments forms a 90 degrees angle,
+completing this triangle, the lesser angle is a half of the angle we are
+looking for, so this angle is:
+     +-----------------------------------------------------------+
+     | 2*ARCTAN(ERp/FRd)     = 63.434948822922009981 degrees |
+     +-----------------------------------------------------------+
+For the icosahedron we can use the same method used for dodecahedron (well
+the method used for dodecahedron may be used for all regular polyhedra)
+  Edge Radius For Triangle (this one is well known: 1/3 of the triangle height)
+  ERt = sin(60)/3 = sqrt(3)/6 = 0.2886751345948128655
+  Face Radius For Icosahedron
+  FRi= (3*sqrt(3)+sqrt(15))/12 = 0.7557613140761707538
+So the angle is:
+     +-----------------------------------------------------------+
+     | 2*ARCTAN(ERt/FRi)     = 41.810314895778596167 degrees |
+     +-----------------------------------------------------------+
+
+*/
+
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+#include <unistd.h>
+
+#include <directfb.h>
+
+#include <GL/gl.h>
+#include <GL/directfbgl.h>
+
+
+/* the super interface */
+IDirectFB *dfb;
+
+/* the primary surface (surface of primary layer) */
+IDirectFBSurface *primary;
+
+/* the GL context */
+IDirectFBGL *primary_gl;
+
+/* our font */
+IDirectFBFont *font;
+
+/* event buffer */
+IDirectFBEventBuffer *events;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+        {                                                                      \
+           err = x;                                                            \
+           if (err != DFB_OK) {                                                \
+              fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ );           \
+              DirectFBErrorFatal( #x, err );                                   \
+           }                                                                   \
+        }
+
+static int screen_width, screen_height;
+
+static unsigned long T0 = 0;
+static GLint Frames = 0;
+static GLfloat fps = 0;
+
+static inline unsigned long get_millis()
+{
+  struct timeval tv;
+
+  gettimeofday (&tv, NULL);
+  return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+
+
+#define Scale                      0.3
+
+#define VectMul(X1,Y1,Z1,X2,Y2,Z2) (Y1)*(Z2)-(Z1)*(Y2),(Z1)*(X2)-(X1)*(Z2),(X1)*(Y2)-(Y1)*(X2)
+#define sqr(A)                     ((A)*(A))
+
+/* Increasing this values produces better image quality, the price is speed. */
+/* Very low values produces erroneous/incorrect plotting */
+#define tetradivisions             23
+#define cubedivisions              20
+#define octadivisions              21
+#define dodecadivisions            10
+#define icodivisions               15
+
+#define tetraangle                 109.47122063449069174
+#define cubeangle                  90.000000000000000000
+#define octaangle                  109.47122063449069174
+#define dodecaangle                63.434948822922009981
+#define icoangle                   41.810314895778596167
+
+#ifndef Pi
+#define Pi                         3.1415926535897932385
+#endif
+#define SQRT2                      1.4142135623730951455
+#define SQRT3                      1.7320508075688771932
+#define SQRT5                      2.2360679774997898051
+#define SQRT6                      2.4494897427831778813
+#define SQRT15                     3.8729833462074170214
+#define cossec36_2                 0.8506508083520399322
+#define cos72                      0.3090169943749474241
+#define sin72                      0.9510565162951535721
+#define cos36                      0.8090169943749474241
+#define sin36                      0.5877852522924731292
+
+/*************************************************************************/
+
+static int       mono=0;
+static int       smooth=1;
+static GLint     WindH, WindW;
+static GLfloat   step=0;
+static GLfloat   seno;
+static int       object;
+static int       edgedivisions;
+static void      (*draw_object)( void );
+static float     Magnitude;
+static float     *MaterialColor[20];
+
+static float front_shininess[] =   {60.0};
+static float front_specular[]  =   { 0.7, 0.7, 0.7, 1.0 };
+static float ambient[]         =   { 0.0, 0.0, 0.0, 1.0 };
+static float diffuse[]         =   { 1.0, 1.0, 1.0, 1.0 };
+static float position0[]       =   { 1.0, 1.0, 1.0, 0.0 };
+static float position1[]       =   {-1.0,-1.0, 1.0, 0.0 };
+static float lmodel_ambient[]  =   { 0.5, 0.5, 0.5, 1.0 };
+static float lmodel_twoside[]  =   {GL_TRUE};
+
+static float MaterialRed[]     =   { 0.7, 0.0, 0.0, 1.0 };
+static float MaterialGreen[]   =   { 0.1, 0.5, 0.2, 1.0 };
+static float MaterialBlue[]    =   { 0.0, 0.0, 0.7, 1.0 };
+static float MaterialCyan[]    =   { 0.2, 0.5, 0.7, 1.0 };
+static float MaterialYellow[]  =   { 0.7, 0.7, 0.0, 1.0 };
+static float MaterialMagenta[] =   { 0.6, 0.2, 0.5, 1.0 };
+static float MaterialWhite[]   =   { 0.7, 0.7, 0.7, 1.0 };
+static float MaterialGray[]    =   { 0.2, 0.2, 0.2, 1.0 };
+
+#define TRIANGLE(Edge, Amp, Divisions, Z)                                                                        \
+{                                                                                                                \
+  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2;                                                                                 \
+  GLfloat   Factor,Factor1,Factor2;                                                                              \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Ax,Ay,Bx;                                                                                            \
+  int       Ri,Ti;                                                                                               \
+  GLfloat   Vr=(Edge)*SQRT3/3;                                                                                   \
+  GLfloat   AmpVr2=(Amp)/sqr(Vr);                                                                                \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+                                                                                                                 \
+  Ax=(Edge)*(+0.5/(Divisions)), Ay=(Edge)*(-SQRT3/(2*Divisions));                                                \
+  Bx=(Edge)*(-0.5/(Divisions));                                                                                  \
+                                                                                                                 \
+  for (Ri=1; Ri<=(Divisions); Ri++) {                                                                            \
+    glBegin(GL_TRIANGLE_STRIP);                                                                                  \
+    for (Ti=0; Ti<Ri; Ti++) {                                                                                    \
+      Xf=(float)(Ri-Ti)*Ax + (float)Ti*Bx;                                                                       \
+      Yf=Vr+(float)(Ri-Ti)*Ay + (float)Ti*Ay;                                                                    \
+      Xa=Xf+0.001; Yb=Yf+0.001;                                                                                  \
+      Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                           \
+      Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                          \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                    \
+      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
+      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
+      glVertex3f(VertX, VertY, VertZ);                                                                           \
+                                                                                                                 \
+      Xf=(float)(Ri-Ti-1)*Ax + (float)Ti*Bx;                                                                     \
+      Yf=Vr+(float)(Ri-Ti-1)*Ay + (float)Ti*Ay;                                                                  \
+      Xa=Xf+0.001; Yb=Yf+0.001;                                                                                  \
+      Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                           \
+      Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                          \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                    \
+      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
+      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
+      glVertex3f(VertX, VertY, VertZ);                                                                           \
+                                                                                                                 \
+    }                                                                                                            \
+    Xf=(float)Ri*Bx;                                                                                             \
+    Yf=Vr+(float)Ri*Ay;                                                                                          \
+    Xa=Xf+0.001; Yb=Yf+0.001;                                                                                    \
+    Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                             \
+    Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                            \
+    Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                            \
+    VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                             \
+    NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                      \
+    NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                      \
+    glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                               \
+    glVertex3f(VertX, VertY, VertZ);                                                                             \
+    glEnd();                                                                                                     \
+  }                                                                                                              \
+}
+
+#define SQUARE(Edge, Amp, Divisions, Z)                                                                          \
+{                                                                                                                \
+  int       Xi,Yi;                                                                                               \
+  GLfloat   Xf,Yf,Y,Xf2,Yf2,Y2,Xa,Yb;                                                                            \
+  GLfloat   Factor,Factor1,Factor2;                                                                              \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+  GLfloat   AmpVr2=(Amp)/sqr((Edge)*SQRT2/2);                                                                    \
+                                                                                                                 \
+  for (Yi=0; Yi<(Divisions); Yi++) {                                                                             \
+    Yf=-((Edge)/2.0) + ((float)Yi)/(Divisions)*(Edge);                                                           \
+    Yf2=sqr(Yf);                                                                                                 \
+    Y=Yf+1.0/(Divisions)*(Edge);                                                                                 \
+    Y2=sqr(Y);                                                                                                   \
+    glBegin(GL_QUAD_STRIP);                                                                                      \
+    for (Xi=0; Xi<=(Divisions); Xi++) {                                                                          \
+      Xf=-((Edge)/2.0) + ((float)Xi)/(Divisions)*(Edge);                                                         \
+      Xf2=sqr(Xf);                                                                                               \
+                                                                                                                 \
+      Xa=Xf+0.001; Yb=Y+0.001;                                                                                   \
+      Factor=1-((Xf2+Y2)*AmpVr2);                                                                                \
+      Factor1=1-((sqr(Xa)+Y2)*AmpVr2);                                                                           \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Y;         VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Y-VertY;  NeiAZ=Factor1*Zf-VertZ;                                    \
+      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
+      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
+      glVertex3f(VertX, VertY, VertZ);                                                                           \
+                                                                                                                 \
+      Xa=Xf+0.001; Yb=Yf+0.001;                                                                                  \
+      Factor=1-((Xf2+Yf2)*AmpVr2);                                                                               \
+      Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                          \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                    \
+      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
+      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
+      glVertex3f(VertX, VertY, VertZ);                                                                           \
+    }                                                                                                            \
+    glEnd();                                                                                                     \
+  }                                                                                                              \
+}
+
+#define PENTAGON(Edge, Amp, Divisions, Z)                                                                        \
+{                                                                                                                \
+  int       Ri,Ti,Fi;                                                                                            \
+  GLfloat   Xf,Yf,Xa,Yb,Xf2,Yf2;                                                                                 \
+  GLfloat   x[6],y[6];                                                                                           \
+  GLfloat   Factor,Factor1,Factor2;                                                                              \
+  GLfloat   VertX,VertY,VertZ,NeiAX,NeiAY,NeiAZ,NeiBX,NeiBY,NeiBZ;                                               \
+  GLfloat   Zf=(Edge)*(Z);                                                                                       \
+  GLfloat   AmpVr2=(Amp)/sqr((Edge)*cossec36_2);                                                                 \
+                                                                                                                 \
+  for(Fi=0;Fi<6;Fi++) {                                                                                          \
+    x[Fi]=-cos( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);                                                \
+    y[Fi]=sin( Fi*2*Pi/5 + Pi/10 )/(Divisions)*cossec36_2*(Edge);                                                \
+  }                                                                                                              \
+                                                                                                                 \
+  for (Ri=1; Ri<=(Divisions); Ri++) {                                                                            \
+    for (Fi=0; Fi<5; Fi++) {                                                                                     \
+      glBegin(GL_TRIANGLE_STRIP);                                                                                \
+      for (Ti=0; Ti<Ri; Ti++) {                                                                                  \
+        Xf=(float)(Ri-Ti)*x[Fi] + (float)Ti*x[Fi+1];                                                             \
+        Yf=(float)(Ri-Ti)*y[Fi] + (float)Ti*y[Fi+1];                                                             \
+        Xa=Xf+0.001; Yb=Yf+0.001;                                                                                \
+    Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                         \
+    Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                        \
+    Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                        \
+        VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                         \
+        NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                  \
+        NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                  \
+        glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                           \
+    glVertex3f(VertX, VertY, VertZ);                                                                         \
+                                                                                                                 \
+        Xf=(float)(Ri-Ti-1)*x[Fi] + (float)Ti*x[Fi+1];                                                           \
+        Yf=(float)(Ri-Ti-1)*y[Fi] + (float)Ti*y[Fi+1];                                                           \
+        Xa=Xf+0.001; Yb=Yf+0.001;                                                                                \
+    Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                         \
+    Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                        \
+    Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                        \
+        VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                         \
+        NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                  \
+        NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                  \
+        glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                           \
+    glVertex3f(VertX, VertY, VertZ);                                                                         \
+                                                                                                                 \
+      }                                                                                                          \
+      Xf=(float)Ri*x[Fi+1];                                                                                      \
+      Yf=(float)Ri*y[Fi+1];                                                                                      \
+      Xa=Xf+0.001; Yb=Yf+0.001;                                                                                  \
+      Factor=1-(((Xf2=sqr(Xf))+(Yf2=sqr(Yf)))*AmpVr2);                                                           \
+      Factor1=1-((sqr(Xa)+Yf2)*AmpVr2);                                                                          \
+      Factor2=1-((Xf2+sqr(Yb))*AmpVr2);                                                                          \
+      VertX=Factor*Xf;        VertY=Factor*Yf;        VertZ=Factor*Zf;                                           \
+      NeiAX=Factor1*Xa-VertX; NeiAY=Factor1*Yf-VertY; NeiAZ=Factor1*Zf-VertZ;                                    \
+      NeiBX=Factor2*Xf-VertX; NeiBY=Factor2*Yb-VertY; NeiBZ=Factor2*Zf-VertZ;                                    \
+      glNormal3f(VectMul(NeiAX, NeiAY, NeiAZ, NeiBX, NeiBY, NeiBZ));                                             \
+      glVertex3f(VertX, VertY, VertZ);                                                                           \
+      glEnd();                                                                                                   \
+    }                                                                                                            \
+  }                                                                                                              \
+}
+
+static void draw_tetra( void )
+{
+  GLuint list;
+
+  list = glGenLists( 1 );
+  glNewList( list, GL_COMPILE );
+  TRIANGLE(2,seno,edgedivisions,0.5/SQRT6);
+  glEndList();
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-tetraangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+tetraangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+tetraangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
+  glCallList(list);
+
+  glDeleteLists(list,1);
+}
+
+static void draw_cube( void )
+{
+  GLuint list;
+
+  list = glGenLists( 1 );
+  glNewList( list, GL_COMPILE );
+  SQUARE(2, seno, edgedivisions, 0.5)
+  glEndList();
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
+  glCallList(list);
+  glRotatef(cubeangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
+  glCallList(list);
+  glRotatef(cubeangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
+  glCallList(list);
+  glRotatef(cubeangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
+  glCallList(list);
+  glRotatef(cubeangle,0,1,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
+  glCallList(list);
+  glRotatef(2*cubeangle,0,1,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
+  glCallList(list);
+
+  glDeleteLists(list,1);
+}
+
+static void draw_octa( void )
+{
+  GLuint list;
+
+  list = glGenLists( 1 );
+  glNewList( list, GL_COMPILE );
+  TRIANGLE(2,seno,edgedivisions,1/SQRT6);
+  glEndList();
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-180+octaangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-octaangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-octaangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-180+octaangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-octaangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-octaangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
+  glCallList(list);
+
+  glDeleteLists(list,1);
+}
+
+static void draw_dodeca( void )
+{
+  GLuint list;
+
+#define TAU ((SQRT5+1)/2)
+
+  list = glGenLists( 1 );
+  glNewList( list, GL_COMPILE );
+  PENTAGON(1,seno,edgedivisions,sqr(TAU) * sqrt((TAU+2)/5) / 2);
+  glEndList();
+
+  glPushMatrix();
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
+  glCallList(list);
+  glRotatef(180,0,0,1);
+  glPushMatrix();
+  glRotatef(-dodecaangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(-dodecaangle,cos72,sin72,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(-dodecaangle,cos72,-sin72,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(dodecaangle,cos36,-sin36,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(dodecaangle,cos36,sin36,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
+  glCallList(list);
+  glRotatef(180,0,0,1);
+  glPushMatrix();
+  glRotatef(-dodecaangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(-dodecaangle,cos72,sin72,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(-dodecaangle,cos72,-sin72,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(dodecaangle,cos36,-sin36,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(dodecaangle,cos36,sin36,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
+  glCallList(list);
+
+  glDeleteLists(list,1);
+}
+
+static void draw_ico( void )
+{
+  GLuint list;
+
+  list = glGenLists( 1 );
+  glNewList( list, GL_COMPILE );
+  TRIANGLE(1.5,seno,edgedivisions,(3*SQRT3+SQRT15)/12);
+  glEndList();
+
+  glPushMatrix();
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[0]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[1]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[2]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[3]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[4]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[5]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[6]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[7]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[8]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[9]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[10]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[11]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[12]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[13]);
+  glCallList(list);
+  glPopMatrix();
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[14]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[15]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[16]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[17]);
+  glCallList(list);
+  glPushMatrix();
+  glRotatef(180,0,1,0);
+  glRotatef(-180+icoangle,0.5,-SQRT3/2,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[18]);
+  glCallList(list);
+  glPopMatrix();
+  glRotatef(180,0,0,1);
+  glRotatef(-icoangle,1,0,0);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialColor[19]);
+  glCallList(list);
+
+  glDeleteLists(list,1);
+}
+
+static void draw ( void ) {
+  glClear( /*GL_COLOR_BUFFER_BIT |*/ GL_DEPTH_BUFFER_BIT );
+
+  glPushMatrix();
+
+    glTranslatef( 0.0, 0.0, -10.0 );
+    glScalef( Scale*WindH/WindW, Scale, Scale );
+    glTranslatef(2.5*WindW/WindH*sin(step*1.11),2.5*cos(step*1.25*1.11),0);
+    glRotatef(step*100,1,0,0);
+    glRotatef(step*95,0,1,0);
+    glRotatef(step*90,0,0,1);
+
+  seno=(sin(step)+1.0/3.0)*(4.0/5.0)*Magnitude;
+
+  draw_object();
+
+  glPopMatrix();
+
+  glFlush();
+
+  step+=0.05;
+}
+
+static void reshape( int width, int height )
+{
+  glViewport(0, 0, WindW=(GLint)width, WindH=(GLint)height);
+  glMatrixMode(GL_PROJECTION);
+  glLoadIdentity();
+  glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
+  glMatrixMode(GL_MODELVIEW);
+}
+
+static void pinit(void)
+{
+  switch(object) {
+    case 1:
+      draw_object=draw_tetra;
+      MaterialColor[0]=MaterialRed;
+      MaterialColor[1]=MaterialGreen;
+      MaterialColor[2]=MaterialBlue;
+      MaterialColor[3]=MaterialWhite;
+      edgedivisions=tetradivisions;
+      Magnitude=2.5;
+      break;
+    case 2:
+      draw_object=draw_cube;
+      MaterialColor[0]=MaterialRed;
+      MaterialColor[1]=MaterialGreen;
+      MaterialColor[2]=MaterialCyan;
+      MaterialColor[3]=MaterialMagenta;
+      MaterialColor[4]=MaterialYellow;
+      MaterialColor[5]=MaterialBlue;
+      edgedivisions=cubedivisions;
+      Magnitude=2.0;
+      break;
+    case 3:
+      draw_object=draw_octa;
+      MaterialColor[0]=MaterialRed;
+      MaterialColor[1]=MaterialGreen;
+      MaterialColor[2]=MaterialBlue;
+      MaterialColor[3]=MaterialWhite;
+      MaterialColor[4]=MaterialCyan;
+      MaterialColor[5]=MaterialMagenta;
+      MaterialColor[6]=MaterialGray;
+      MaterialColor[7]=MaterialYellow;
+      edgedivisions=octadivisions;
+      Magnitude=2.5;
+      break;
+    case 4:
+      draw_object=draw_dodeca;
+      MaterialColor[ 0]=MaterialRed;
+      MaterialColor[ 1]=MaterialGreen;
+      MaterialColor[ 2]=MaterialCyan;
+      MaterialColor[ 3]=MaterialBlue;
+      MaterialColor[ 4]=MaterialMagenta;
+      MaterialColor[ 5]=MaterialYellow;
+      MaterialColor[ 6]=MaterialGreen;
+      MaterialColor[ 7]=MaterialCyan;
+      MaterialColor[ 8]=MaterialRed;
+      MaterialColor[ 9]=MaterialMagenta;
+      MaterialColor[10]=MaterialBlue;
+      MaterialColor[11]=MaterialYellow;
+      edgedivisions=dodecadivisions;
+      Magnitude=2.0;
+      break;
+    case 5:
+      draw_object=draw_ico;
+      MaterialColor[ 0]=MaterialRed;
+      MaterialColor[ 1]=MaterialGreen;
+      MaterialColor[ 2]=MaterialBlue;
+      MaterialColor[ 3]=MaterialCyan;
+      MaterialColor[ 4]=MaterialYellow;
+      MaterialColor[ 5]=MaterialMagenta;
+      MaterialColor[ 6]=MaterialRed;
+      MaterialColor[ 7]=MaterialGreen;
+      MaterialColor[ 8]=MaterialBlue;
+      MaterialColor[ 9]=MaterialWhite;
+      MaterialColor[10]=MaterialCyan;
+      MaterialColor[11]=MaterialYellow;
+      MaterialColor[12]=MaterialMagenta;
+      MaterialColor[13]=MaterialRed;
+      MaterialColor[14]=MaterialGreen;
+      MaterialColor[15]=MaterialBlue;
+      MaterialColor[16]=MaterialCyan;
+      MaterialColor[17]=MaterialYellow;
+      MaterialColor[18]=MaterialMagenta;
+      MaterialColor[19]=MaterialGray;
+      edgedivisions=icodivisions;
+      Magnitude=2.5;
+      break;
+  }
+  if (mono) {
+    int loop;
+    for (loop=0; loop<20; loop++) MaterialColor[loop]=MaterialGray;
+  }
+  if (smooth) {
+    glShadeModel( GL_SMOOTH );
+  } else {
+    glShadeModel( GL_FLAT );
+  }
+
+}
+
+static void init(void)
+{
+  printf("Morph 3D - Shows morphing platonic polyhedra\n");
+  printf("Author: Marcelo Fernandes Vianna (vianna@cat.cbpf.br)\n\n");
+  printf("  [1]    - Tetrahedron\n");
+  printf("  [2]    - Hexahedron (Cube)\n");
+  printf("  [3]    - Octahedron\n");
+  printf("  [4]    - Dodecahedron\n");
+  printf("  [5]    - Icosahedron\n");
+  printf("[SPACE]  - Toggle colored faces\n");
+  printf("[RETURN] - Toggle smooth/flat shading\n");
+  printf(" [ESC]   - Quit\n");
+
+  object=1;
+
+  glClearDepth(1.0);
+  glClearColor( 0.0, 0.0, 0.0, 0.0 );
+  glColor3f( 1.0, 1.0, 1.0 );
+
+  glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+  glFlush();
+  primary->Flip( primary, NULL, 0 );
+
+  glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
+  glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse);
+  glLightfv(GL_LIGHT0, GL_POSITION, position0);
+  glLightfv(GL_LIGHT1, GL_AMBIENT, ambient);
+  glLightfv(GL_LIGHT1, GL_DIFFUSE, diffuse);
+  glLightfv(GL_LIGHT1, GL_POSITION, position1);
+  glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient);
+  glLightModelfv(GL_LIGHT_MODEL_TWO_SIDE, lmodel_twoside);
+  glEnable(GL_LIGHTING);
+  glEnable(GL_LIGHT0);
+  glEnable(GL_LIGHT1);
+  glEnable(GL_DEPTH_TEST);
+  glEnable(GL_NORMALIZE);
+
+  glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, front_shininess);
+  glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, front_specular);
+
+  glHint(GL_FOG_HINT, GL_FASTEST);
+  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
+  glHint(GL_POLYGON_SMOOTH_HINT, GL_FASTEST);
+
+  pinit();
+}
+
+int main( int argc, char *argv[] )
+{
+     int quit = 0;
+     DFBResult err;
+     DFBSurfaceDescription dsc;
+
+     DFBCHECK(DirectFBInit( &argc, &argv ));
+
+     /* create the super interface */
+     DFBCHECK(DirectFBCreate( &dfb ));
+
+     /* create an event buffer for all devices with these caps */
+     DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_KEYS, DFB_FALSE, &events ));
+
+     /* set our cooperative level to DFSCL_FULLSCREEN
+        for exclusive access to the primary layer */
+     dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
+
+     /* get the primary surface, i.e. the surface of the
+        primary layer we have exclusive access to */
+     dsc.flags = DSDESC_CAPS;
+     dsc.caps  = DSCAPS_PRIMARY | DSCAPS_DOUBLE;
+
+     DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
+
+     /* get the size of the surface and fill it */
+     DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
+     DFBCHECK(primary->FillRectangle( primary, 0, 0,
+                                      screen_width, screen_height ));
+
+     /* create the default font and set it */
+     DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+     DFBCHECK(primary->SetFont( primary, font ));
+
+     /* get the GL context */
+     DFBCHECK(primary->GetGL( primary, &primary_gl ));
+
+     DFBCHECK(primary_gl->Lock( primary_gl ));
+     
+     init();
+     reshape(screen_width, screen_height);
+
+     DFBCHECK(primary_gl->Unlock( primary_gl ));
+     
+     T0 = get_millis();
+
+     while (!quit) {
+          DFBInputEvent evt;
+          unsigned long t;
+
+          primary->Clear( primary, 0, 0, 0, 0 );
+          
+          DFBCHECK(primary_gl->Lock( primary_gl ));
+          
+          draw();
+
+          DFBCHECK(primary_gl->Unlock( primary_gl ));
+          
+          if (fps) {
+               char buf[64];
+
+               sprintf(buf, "%4.1f FPS\n", fps);
+               primary->SetColor( primary, 0xff, 0, 0, 0xff );
+               primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
+          }
+
+          primary->Flip( primary, NULL, 0 );
+          Frames++;
+
+
+          t = get_millis();
+          if (t - T0 >= 1000) {
+               GLfloat seconds = (t - T0) / 1000.0;
+
+               fps = Frames / seconds;
+
+               T0 = t;
+               Frames = 0;
+          }
+
+
+          while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+               switch (evt.type) {
+                    case DIET_KEYPRESS:
+                         switch (evt.key_symbol) {
+                              case DIKS_ESCAPE:
+                                   quit = 1;
+                                   break;
+                              case DIKS_1: object=1; break;
+                              case DIKS_2: object=2; break;
+                              case DIKS_3: object=3; break;
+                              case DIKS_4: object=4; break;
+                              case DIKS_5: object=5; break;
+                              case DIKS_SPACE: mono^=1; break;
+                              case DIKS_ENTER: smooth^=1; break;
+                              default:
+                                   ;
+                         }
+                         pinit();
+                         break;
+                    default:
+                         ;
+               }
+          }
+     }
+
+     /* release our interfaces to shutdown DirectFB */
+     primary_gl->Release( primary_gl );
+     primary->Release( primary );
+     font->Release( font );
+     events->Release( events );
+     dfb->Release( dfb );
+
+     return 0;
+}
+
diff --git a/progs/directfb/df_reflect.c b/progs/directfb/df_reflect.c
new file mode 100644 (file)
index 0000000..ce4d12f
--- /dev/null
@@ -0,0 +1,489 @@
+/*
+   (c) Copyright 2001  convergence integrated media GmbH.
+   All rights reserved.
+
+   Written by Denis Oliver Kropp <dok@convergence.de> and
+              Andreas Hundt <andi@convergence.de>.
+
+   This library is free software; you can redistribute it and/or
+   modify it under the terms of the GNU Lesser General Public
+   License as published by the Free Software Foundation; either
+   version 2 of the License, or (at your option) any later version.
+
+   This library is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+   Lesser General Public License for more details.
+
+   You should have received a copy of the GNU Lesser General Public
+   License along with this library; if not, write to the
+   Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+   Boston, MA 02111-1307, USA.
+*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include <directfb.h>
+
+#include <GL/glu.h>
+#include <GL/directfbgl.h>
+
+#include "util/showbuffer.c"
+#include "util/readtex.c"
+
+
+/* the super interface */
+IDirectFB *dfb;
+
+/* the primary surface (surface of primary layer) */
+IDirectFBSurface *primary;
+
+/* the GL context */
+IDirectFBGL *primary_gl;
+
+/* our font */
+IDirectFBFont *font;
+
+/* event buffer */
+IDirectFBEventBuffer *events;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+        {                                                                      \
+           err = x;                                                            \
+           if (err != DFB_OK) {                                                \
+              fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ );           \
+              DirectFBErrorFatal( #x, err );                                   \
+           }                                                                   \
+        }
+
+static int screen_width, screen_height;
+
+static unsigned long T0 = 0;
+static GLint Frames = 0;
+static GLfloat fps = 0;
+
+static inline unsigned long get_millis()
+{
+  struct timeval tv;
+
+  gettimeofday (&tv, NULL);
+  return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+/*******************************/
+
+#define DEG2RAD (3.14159/180.0)
+
+#define TABLE_TEXTURE "../images/tile.rgb"
+
+static GLint ImgWidth, ImgHeight;
+static GLenum ImgFormat;
+static GLubyte *Image = NULL;
+
+#define MAX_OBJECTS 2
+static GLint table_list;
+static GLint objects_list[MAX_OBJECTS];
+
+static GLfloat xrot, yrot;
+static GLfloat spin;
+
+static GLint Width = 400, Height = 300;
+static GLenum ShowBuffer = GL_NONE;
+
+
+static void make_table( void )
+{
+   static GLfloat table_mat[] = { 1.0, 1.0, 1.0, 0.6 };
+   static GLfloat gray[] = { 0.4, 0.4, 0.4, 1.0 };
+
+   table_list = glGenLists(1);
+   glNewList( table_list, GL_COMPILE );
+
+   /* load table's texture */
+   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, table_mat );
+/*   glMaterialfv( GL_FRONT, GL_EMISSION, gray );*/
+   glMaterialfv( GL_FRONT, GL_DIFFUSE, table_mat );
+   glMaterialfv( GL_FRONT, GL_AMBIENT, gray );
+
+   /* draw textured square for the table */
+   glPushMatrix();
+   glScalef( 4.0, 4.0, 4.0 );
+   glBegin( GL_POLYGON );
+   glNormal3f( 0.0, 1.0, 0.0 );
+   glTexCoord2f( 0.0, 0.0 );   glVertex3f( -1.0, 0.0,  1.0 );
+   glTexCoord2f( 1.0, 0.0 );   glVertex3f(  1.0, 0.0,  1.0 );
+   glTexCoord2f( 1.0, 1.0 );   glVertex3f(  1.0, 0.0, -1.0 );
+   glTexCoord2f( 0.0, 1.0 );   glVertex3f( -1.0, 0.0, -1.0 );
+   glEnd();
+   glPopMatrix();
+
+   glDisable( GL_TEXTURE_2D );
+
+   glEndList();
+}
+
+
+static void make_objects( void )
+{
+   GLUquadricObj *q;
+
+   static GLfloat cyan[] = { 0.0, 1.0, 1.0, 1.0 };
+   static GLfloat green[] = { 0.2, 1.0, 0.2, 1.0 };
+   static GLfloat black[] = { 0.0, 0.0, 0.0, 0.0 };
+
+   q = gluNewQuadric();
+   gluQuadricDrawStyle( q, GLU_FILL );
+   gluQuadricNormals( q, GLU_SMOOTH );
+
+   objects_list[0] = glGenLists(1);
+   glNewList( objects_list[0], GL_COMPILE );
+   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cyan );
+   glMaterialfv( GL_FRONT, GL_EMISSION, black );
+   gluCylinder( q, 0.5, 0.5,  1.0, 15, 1 );
+   glEndList();
+
+   objects_list[1] = glGenLists(1);
+   glNewList( objects_list[1], GL_COMPILE );
+   glMaterialfv( GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green );
+   glMaterialfv( GL_FRONT, GL_EMISSION, black );
+   gluCylinder( q, 1.5, 0.0,  2.5, 15, 1 );
+   glEndList();
+}
+
+
+static void init( void )
+{
+   make_table();
+   make_objects();
+
+   Image = LoadRGBImage( TABLE_TEXTURE, &ImgWidth, &ImgHeight, &ImgFormat );
+   if (!Image) {
+      printf("Couldn't read %s\n", TABLE_TEXTURE);
+      exit(0);
+   }
+
+   gluBuild2DMipmaps(GL_TEXTURE_2D, 3, ImgWidth, ImgHeight,
+                     ImgFormat, GL_UNSIGNED_BYTE, Image);
+
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+   glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+
+   xrot = 30.0;
+   yrot = 50.0;
+   spin = 0.0;
+
+   glShadeModel( GL_FLAT );
+
+   glEnable( GL_LIGHT0 );
+   glEnable( GL_LIGHTING );
+
+   glClearColor( 0.5, 0.5, 0.9, 0.0 );
+
+   glEnable( GL_NORMALIZE );
+}
+
+
+
+static void reshape(int w, int h)
+{
+   GLfloat yAspect = 2.5;
+   GLfloat xAspect = yAspect * (float) w / (float) h;
+   Width = w;
+   Height = h;
+   glViewport(0, 0, w, h);
+   glMatrixMode(GL_PROJECTION);
+   glLoadIdentity();
+   glFrustum( -xAspect, xAspect, -yAspect, yAspect, 10.0, 30.0 );
+   glMatrixMode(GL_MODELVIEW);
+   glLoadIdentity();
+}
+
+
+
+static void draw_objects( GLfloat eyex, GLfloat eyey, GLfloat eyez )
+{
+   (void) eyex;
+   (void) eyey;
+   (void) eyez;
+#ifndef USE_ZBUFFER
+   if (eyex<0.5) {
+#endif
+       glPushMatrix();
+       glTranslatef( 1.0, 1.5, 0.0 );
+       glRotatef( spin, 1.0, 0.5, 0.0 );
+       glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
+       glCallList( objects_list[0] );
+       glPopMatrix();
+    
+       glPushMatrix();
+       glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*spin) ), 0.0 );
+       glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
+       glRotatef( spin, 1.0, 0.5, 0.0 );
+       glScalef( 0.5, 0.5, 0.5 );
+       glCallList( objects_list[1] );
+       glPopMatrix();
+#ifndef USE_ZBUFFER
+   }
+   else {   
+       glPushMatrix();
+       glTranslatef( -1.0, 0.85+3.0*fabs( cos(0.01*spin) ), 0.0 );
+       glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
+       glRotatef( spin, 1.0, 0.5, 0.0 );
+       glScalef( 0.5, 0.5, 0.5 );
+       glCallList( objects_list[1] );
+       glPopMatrix();
+
+       glPushMatrix();
+       glTranslatef( 1.0, 1.5, 0.0 );
+       glRotatef( spin, 1.0, 0.5, 0.0 );
+       glRotatef( 0.5*spin, 0.0, 0.5, 1.0 );
+       glCallList( objects_list[0] );
+       glPopMatrix();
+   }
+#endif
+}
+
+
+
+static void draw_table( void )
+{
+   glCallList( table_list );
+}
+
+
+
+static void draw( void )
+{
+   static GLfloat light_pos[] = { 0.0, 20.0, 0.0, 1.0 };
+   GLfloat dist = 20.0;
+   GLfloat eyex, eyey, eyez;
+
+   glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+
+
+   eyex = dist * cos(yrot*DEG2RAD) * cos(xrot*DEG2RAD);
+   eyez = dist * sin(yrot*DEG2RAD) * cos(xrot*DEG2RAD);
+   eyey = dist * sin(xrot*DEG2RAD);
+
+   /* view from top */
+   glPushMatrix();
+   gluLookAt( eyex, eyey, eyez, 0.0, 0.0, 0.0,  0.0, 1.0, 0.0 );
+
+   glLightfv( GL_LIGHT0, GL_POSITION, light_pos );
+
+   /* draw table into stencil planes */
+   glDisable( GL_DEPTH_TEST );
+   glEnable( GL_STENCIL_TEST );
+   glStencilFunc( GL_ALWAYS, 1, 0xffffffff );
+   glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
+   glColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
+   draw_table();
+   glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
+
+   glEnable( GL_DEPTH_TEST );
+
+   /* render view from below (reflected viewport) */
+   /* only draw where stencil==1 */
+   if (eyey>0.0) {
+      glPushMatrix();
+
+      glStencilFunc( GL_EQUAL, 1, 0xffffffff );  /* draw if ==1 */
+      glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
+      glScalef( 1.0, -1.0, 1.0 );
+
+      /* Reposition light in reflected space. */
+      glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
+
+      draw_objects(eyex, eyey, eyez);
+      glPopMatrix();
+
+      /* Restore light's original unreflected position. */
+      glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
+   }
+
+   glDisable( GL_STENCIL_TEST );
+
+   glEnable( GL_BLEND );
+   glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
+
+   glEnable( GL_TEXTURE_2D );
+   draw_table();
+   glDisable( GL_TEXTURE_2D );
+   glDisable( GL_BLEND );
+
+   /* view from top */
+   glPushMatrix();
+
+   draw_objects(eyex, eyey, eyez);
+
+   glPopMatrix();
+
+   glPopMatrix();
+
+   if (ShowBuffer == GL_DEPTH) {
+      ShowDepthBuffer(Width, Height, 1.0, 0.0);
+   }
+   else if (ShowBuffer == GL_STENCIL) {
+      ShowStencilBuffer(Width, Height, 255.0, 0.0);
+   }
+   else if (ShowBuffer == GL_ALPHA) {
+      ShowAlphaBuffer(Width, Height);
+   }
+}
+
+/*******************************/
+
+int main( int argc, char *argv[] )
+{
+     int quit = 0;
+     DFBResult err;
+     DFBSurfaceDescription dsc;
+
+     DFBCHECK(DirectFBInit( &argc, &argv ));
+
+     /* create the super interface */
+     DFBCHECK(DirectFBCreate( &dfb ));
+
+     /* create an event buffer for all devices with these caps */
+     DFBCHECK(dfb->CreateInputEventBuffer( dfb, DICAPS_ALL, DFB_FALSE, &events ));
+
+     /* set our cooperative level to DFSCL_FULLSCREEN
+        for exclusive access to the primary layer */
+     dfb->SetCooperativeLevel( dfb, DFSCL_FULLSCREEN );
+
+     /* get the primary surface, i.e. the surface of the
+        primary layer we have exclusive access to */
+     dsc.flags = DSDESC_CAPS;
+     dsc.caps  = (DFBSurfaceCapabilities)(DSCAPS_PRIMARY | DSCAPS_DOUBLE);
+
+     DFBCHECK(dfb->CreateSurface( dfb, &dsc, &primary ));
+
+     /* get the size of the surface and fill it */
+     DFBCHECK(primary->GetSize( primary, &screen_width, &screen_height ));
+     DFBCHECK(primary->FillRectangle( primary, 0, 0,
+                                      screen_width, screen_height ));
+
+     /* create the default font and set it */
+     DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+     DFBCHECK(primary->SetFont( primary, font ));
+
+     /* get the GL context */
+     DFBCHECK(primary->GetGL( primary, &primary_gl ));
+
+     DFBCHECK(primary_gl->Lock( primary_gl ));
+     
+     init();
+     reshape(screen_width, screen_height);
+
+     DFBCHECK(primary_gl->Unlock( primary_gl ));
+     
+     T0 = get_millis();
+
+     while (!quit) {
+          DFBInputEvent evt;
+          unsigned long t;
+
+          DFBCHECK(primary_gl->Lock( primary_gl ));
+          
+          draw();
+
+          DFBCHECK(primary_gl->Unlock( primary_gl ));
+          
+          if (fps) {
+               char buf[64];
+
+               sprintf(buf, "%4.1f FPS\n", fps);
+               primary->SetColor( primary, 0xff, 0, 0, 0xff );
+               primary->DrawString( primary, buf, -1, screen_width - 5, 5, DSTF_TOPRIGHT );
+          }
+
+          primary->Flip( primary, NULL, (DFBSurfaceFlipFlags)0 );
+          Frames++;
+
+
+          t = get_millis();
+          if (t - T0 >= 1000) {
+               GLfloat seconds = (t - T0) / 1000.0;
+
+               fps = Frames / seconds;
+
+               T0 = t;
+               Frames = 0;
+          }
+
+
+          while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+               switch (evt.type) {
+                    case DIET_KEYPRESS:
+                         switch (DFB_LOWER_CASE(evt.key_symbol)) {
+                              case DIKS_ESCAPE:
+                                   quit = 1;
+                                   break;
+                              case DIKS_CURSOR_UP:
+                                   xrot += 3.0;
+                                   if ( xrot > 85 )
+                                      xrot = 85;
+                                   break;
+                              case DIKS_CURSOR_DOWN:
+                                   xrot -= 3.0;
+                                   if ( xrot < 5 )
+                                      xrot = 5;
+                                   break;
+                              case DIKS_CURSOR_LEFT:
+                                   yrot += 3.0;
+                                   break;
+                              case DIKS_CURSOR_RIGHT:
+                                   yrot -= 3.0;
+                                   break;
+                              case DIKS_SMALL_D:
+                                   ShowBuffer = GL_DEPTH;
+                                   break;
+                              case DIKS_SMALL_S:
+                                   ShowBuffer = GL_STENCIL;
+                                   break;
+                              case DIKS_SMALL_A:
+                                   ShowBuffer = GL_ALPHA;
+                                   break;
+                              default:
+                                   ShowBuffer = GL_NONE;
+                         }
+                         break;
+                    case DIET_AXISMOTION:
+                         if (evt.flags & DIEF_AXISREL) {
+                              switch (evt.axis) {
+                                   case DIAI_X:
+                                        yrot += evt.axisrel / 2.0;
+                                        break;
+                                   case DIAI_Y:
+                                        xrot += evt.axisrel / 2.0;
+                                        break;
+                                   default:
+                                        ;
+                              }
+                         }
+                         break;
+                    default:
+                         ;
+               }
+          }
+
+          spin += 2.0;
+          yrot += 3.0;
+     }
+
+     /* release our interfaces to shutdown DirectFB */
+     primary_gl->Release( primary_gl );
+     primary->Release( primary );
+     font->Release( font );
+     events->Release( events );
+     dfb->Release( dfb );
+
+     return 0;
+}
+
diff --git a/progs/directfb/multi_window.c b/progs/directfb/multi_window.c
new file mode 100644 (file)
index 0000000..9bb0e4b
--- /dev/null
@@ -0,0 +1,240 @@
+/*
+   (c) Copyright 2001  convergence integrated media GmbH.
+   All rights reserved.
+
+   Written by Denis Oliver Kropp <dok@convergence.de> and
+              Andreas Hundt <andi@convergence.de>.
+
+   This library is free software; you can redistribute it and/or
+   modify it under the terms of the GNU Lesser General Public
+   License as published by the Free Software Foundation; either
+   version 2 of the License, or (at your option) any later version.
+
+   This library is distributed in the hope that it will be useful,
+   but WITHOUT ANY WARRANTY; without even the implied warranty of
+   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+   Lesser General Public License for more details.
+
+   You should have received a copy of the GNU Lesser General Public
+   License along with this library; if not, write to the
+   Free Software Foundation, Inc., 59 Temple Place - Suite 330,
+   Boston, MA 02111-1307, USA.
+*/
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include <GL/gl.h>
+#include <GL/glu.h>
+
+#include <directfb.h>
+#include <directfbgl.h>
+
+
+typedef struct {
+     IDirectFBWindow  *window;
+     IDirectFBSurface *surface;
+     IDirectFBGL      *gl;
+
+     int               width;
+     int               height;
+     
+     unsigned long     last_time;
+     int               frames;
+     float             fps;
+} Context;
+
+static const GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0};
+
+static IDirectFB             *dfb;
+static IDirectFBDisplayLayer *layer;
+static IDirectFBFont         *font;
+static IDirectFBEventBuffer  *events = NULL;
+
+/* macro for a safe call to DirectFB functions */
+#define DFBCHECK(x...) \
+        do {                                                                   \
+           ret = x;                                                            \
+           if (ret != DFB_OK) {                                                \
+              fprintf( stderr, "%s <%d>:\n\t", __FILE__, __LINE__ );           \
+              DirectFBErrorFatal( #x, ret );                                   \
+           }                                                                   \
+        } while (0)
+
+
+static inline unsigned long get_millis()
+{
+  struct timeval tv;
+
+  gettimeofday (&tv, NULL);
+  return (tv.tv_sec * 1000 + tv.tv_usec / 1000);
+}
+
+
+static void
+setup( Context *context )
+{
+     GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0};
+
+     context->surface->GetSize( context->surface,
+                                &context->width, &context->height );
+
+     context->gl->Lock( context->gl );
+
+     glLightfv(GL_LIGHT0, GL_POSITION, pos);
+     glEnable(GL_CULL_FACE);
+     glEnable(GL_LIGHTING);
+     glEnable(GL_LIGHT0);
+     glEnable(GL_DEPTH_TEST);
+     
+     glViewport(0, 0, context->width, context->height);
+     
+     glMatrixMode(GL_PROJECTION);
+     glLoadIdentity();
+     gluPerspective(70.0, context->width / (float) context->height, 1.0, 80.0);
+     
+     glMatrixMode(GL_MODELVIEW);
+     glLoadIdentity();
+     glTranslatef(0.0, 0.0, -40.0);
+     
+     context->gl->Unlock( context->gl );
+}
+
+static void
+update( Context *context )
+{
+     unsigned long     t;
+     IDirectFBSurface *surface = context->surface;
+     static __u8  r = 0, g = 0, b = 0;
+    
+     
+     context->gl->Lock( context->gl );
+
+     glClearColor( r++/255.0, g++/255.0, b++/255.0, 1.0 );
+     glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+     
+     context->gl->Unlock( context->gl );
+     
+     if (context->fps) {
+          char buf[16];
+
+          snprintf(buf, sizeof(buf), "%.1f FPS\n", context->fps);
+
+          surface->SetColor( surface, 0xff, 0x00, 0x00, 0xff );
+          surface->DrawString( surface, buf, -1,
+                               context->width - 5, 5, DSTF_TOPRIGHT );
+     }
+     
+     surface->Flip( surface, NULL, 0 );
+
+     context->frames++;
+
+     t = get_millis();
+     if (t - context->last_time >= 2000) {
+          float seconds = (t - context->last_time) / 1000.0f;
+
+          context->fps = context->frames / seconds;
+
+          context->last_time = t;
+          context->frames    = 0;
+     }
+}
+
+int
+main( int argc, char *argv[] )
+{
+     DFBResult ret;
+     int       i;
+     int       quit = 0;
+     const int num = 2;
+     Context   contexts[num];
+
+     DFBCHECK(DirectFBInit( &argc, &argv ));
+
+     /* create the super interface */
+     DFBCHECK(DirectFBCreate( &dfb ));
+
+     DFBCHECK(dfb->GetDisplayLayer( dfb, DLID_PRIMARY, &layer ));
+
+     /* create the default font */
+     DFBCHECK(dfb->CreateFont( dfb, NULL, NULL, &font ));
+
+     for (i=0; i<num; i++) {
+          IDirectFBWindow      *window;
+          IDirectFBSurface     *surface;
+          IDirectFBGL          *gl;
+          DFBWindowDescription  desc;
+
+          desc.flags  = DWDESC_POSX | DWDESC_POSY |
+                        DWDESC_WIDTH | DWDESC_HEIGHT;
+          desc.posx   = (i%3) * 200 + 10;
+          desc.posy   = (i/3) * 200 + 10;
+          desc.width  = 180;
+          desc.height = 180;
+
+          DFBCHECK(layer->CreateWindow( layer, &desc, &window ));
+          DFBCHECK(window->GetSurface( window, &surface ));
+          DFBCHECK(surface->GetGL( surface, &gl ));
+
+          contexts[i].window    = window;
+          contexts[i].surface   = surface;
+          contexts[i].gl        = gl;
+
+          contexts[i].last_time = get_millis();
+          contexts[i].frames    = 0;
+          contexts[i].fps       = 0;
+
+          setup( &contexts[i] );
+
+          if (events)
+               DFBCHECK(window->AttachEventBuffer( window, events ));
+          else
+               DFBCHECK(window->CreateEventBuffer( window, &events ));
+          
+          DFBCHECK(surface->SetFont( surface, font ));
+
+          window->SetOpacity( window, 0xff );
+     }
+     
+     while (!quit) {
+          DFBWindowEvent evt;
+
+          for (i=0; i<num; i++)
+               update( &contexts[i] );
+          
+          while (events->GetEvent( events, DFB_EVENT(&evt) ) == DFB_OK) {
+               switch (evt.type) {
+                    case DWET_KEYDOWN:
+                         switch (evt.key_symbol) {
+                              case DIKS_ESCAPE:
+                                   quit = 1;
+                                   break;
+
+                              default:
+                                   break;
+                         }
+                         break;
+
+                    default:
+                         break;
+               }
+          }
+     }
+
+     events->Release( events );
+
+     for (i=0; i<num; i++) {
+          contexts[i].gl->Release( contexts[i].gl );
+          contexts[i].surface->Release( contexts[i].surface );
+          contexts[i].window->Release( contexts[i].window );
+     }
+
+     font->Release( font );
+     layer->Release( layer );
+     dfb->Release( dfb );
+
+     return 0;
+}
+