/* * Copyright © 2008 Kristian Høgsberg * * Permission to use, copy, modify, distribute, and sell this software and its * documentation for any purpose is hereby granted without fee, provided that * the above copyright notice appear in all copies and that both that copyright * notice and this permission notice appear in supporting documentation, and * that the name of the copyright holders not be used in advertising or * publicity pertaining to distribution of the software without specific, * written prior permission. The copyright holders make no representations * about the suitability of this software for any purpose. It is provided "as * is" without express or implied warranty. * * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE, * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE * OF THIS SOFTWARE. */ #include "config.h" #include #include #include #include #include #include #include #include #include #include #include #include #include "wayland-util.h" #include "wayland-client.h" #include "wayland-glib.h" #include "window.h" struct gears { struct window *window; struct display *d; EGLDisplay display; EGLDisplay config; EGLContext context; GLfloat angle; GLint gear_list[3]; }; struct gear_template { GLfloat material[4]; GLfloat inner_radius; GLfloat outer_radius; GLfloat width; GLint teeth; GLfloat tooth_depth; }; const static struct gear_template gear_templates[] = { { { 0.8, 0.1, 0.0, 1.0 }, 1.0, 4.0, 1.0, 20, 0.7 }, { { 0.0, 0.8, 0.2, 1.0 }, 0.5, 2.0, 2.0, 10, 0.7 }, { { 0.2, 0.2, 1.0, 1.0 }, 1.3, 2.0, 0.5, 10, 0.7 }, }; static GLfloat light_pos[4] = {5.0, 5.0, 10.0, 0.0}; static void die(const char *msg) { fprintf(stderr, "%s", msg); exit(EXIT_FAILURE); } static void make_gear(const struct gear_template *t) { GLint i; GLfloat r0, r1, r2; GLfloat angle, da; GLfloat u, v, len; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, t->material); r0 = t->inner_radius; r1 = t->outer_radius - t->tooth_depth / 2.0; r2 = t->outer_radius + t->tooth_depth / 2.0; da = 2.0 * M_PI / t->teeth / 4.0; glShadeModel(GL_FLAT); glNormal3f(0.0, 0.0, 1.0); /* draw front face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5); if (i < t->teeth) { glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), t->width * 0.5); } } glEnd(); /* draw front sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / t->teeth / 4.0; for (i = 0; i < t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), t->width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), t->width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), t->width * 0.5); } glEnd(); glNormal3f(0.0, 0.0, -1.0); /* draw back face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5); if (i < t->teeth) { glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5); } } glEnd(); /* draw back sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / t->teeth / 4.0; for (i = 0; i < t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -t->width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -t->width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->width * 0.5); } glEnd(); /* draw outward faces of teeth */ glBegin(GL_QUAD_STRIP); for (i = 0; i < t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->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), t->width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -t->width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), t->width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -t->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), t->width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); } glVertex3f(r1 * cos(0), r1 * sin(0), t->width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), -t->width * 0.5); glEnd(); glShadeModel(GL_SMOOTH); /* draw inside radius cylinder */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= t->teeth; i++) { angle = i * 2.0 * M_PI / t->teeth; glNormal3f(-cos(angle), -sin(angle), 0.0); glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5); } glEnd(); } static void draw_gears(struct gears *gears) { GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; struct rectangle window_allocation; struct rectangle allocation; window_draw(gears->window); window_get_child_allocation(gears->window, &allocation); window_get_allocation(gears->window, &window_allocation); display_acquire_window_surface(gears->d, gears->window, gears->context); glViewport(allocation.x, window_allocation.height - allocation.height - allocation.x, allocation.width, allocation.height); glScissor(allocation.x, window_allocation.height - allocation.height - allocation.y, allocation.width, allocation.height); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glTranslatef(0.0, 0.0, -50); 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(gears->angle, 0.0, 0.0, 1.0); glCallList(gears->gear_list[0]); glPopMatrix(); glPushMatrix(); glTranslatef(3.1, -2.0, 0.0); glRotatef(-2.0 * gears->angle - 9.0, 0.0, 0.0, 1.0); glCallList(gears->gear_list[1]); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * gears->angle - 25.0, 0.0, 0.0, 1.0); glCallList(gears->gear_list[2]); glPopMatrix(); glPopMatrix(); glFlush(); display_release(gears->d); window_flush(gears->window); } static void resize_handler(struct window *window, int32_t width, int32_t height, void *data) { struct gears *gears = data; /* Constrain child size to be square and at least 300x300 */ if (width > height) height = width; else width = height; if (width < 300) { width = 300; height = 300; } window_set_child_size(gears->window, width, height); } static void keyboard_focus_handler(struct window *window, struct input *device, void *data) { struct gears *gears = data; struct rectangle allocation; window_get_child_allocation(gears->window, &allocation); resize_handler(window, allocation.width, allocation.height, gears); } static void redraw_handler(struct window *window, void *data) { struct gears *gears = data; draw_gears(gears); } static void frame_callback(void *data, struct wl_callback *callback, uint32_t time) { static const struct wl_callback_listener listener = { frame_callback }; struct gears *gears = data; gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0; window_schedule_redraw(gears->window); if (callback) wl_callback_destroy(callback); callback = wl_surface_frame(window_get_wl_surface(gears->window)); wl_callback_add_listener(callback, &listener, gears); } static struct gears * gears_create(struct display *display) { const int width = 450, height = 500; struct gears *gears; int i; gears = malloc(sizeof *gears); memset(gears, 0, sizeof *gears); gears->d = display; gears->window = window_create(display, width, height); window_set_title(gears->window, "Wayland Gears"); gears->display = display_get_egl_display(gears->d); if (gears->display == NULL) die("failed to create egl display\n"); eglBindAPI(EGL_OPENGL_API); gears->config = display_get_egl_config(gears->d); gears->context = eglCreateContext(gears->display, gears->config, EGL_NO_CONTEXT, NULL); if (gears->context == NULL) die("failed to create context\n"); if (!eglMakeCurrent(gears->display, NULL, NULL, gears->context)) die("faile to make context current\n"); for (i = 0; i < 3; i++) { gears->gear_list[i] = glGenLists(1); glNewList(gears->gear_list[i], GL_COMPILE); make_gear(&gear_templates[i]); glEndList(); } glEnable(GL_NORMALIZE); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 200.0); glMatrixMode(GL_MODELVIEW); glLightfv(GL_LIGHT0, GL_POSITION, light_pos); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); glClearColor(0, 0, 0, 0.92); window_set_user_data(gears->window, gears); window_set_resize_handler(gears->window, resize_handler); window_set_keyboard_focus_handler(gears->window, keyboard_focus_handler); window_set_redraw_handler(gears->window, redraw_handler); frame_callback(gears, NULL, 0); return gears; } int main(int argc, char *argv[]) { struct display *d; d = display_create(&argc, &argv, NULL); if (d == NULL) { fprintf(stderr, "failed to create display: %m\n"); return -1; } gears_create(d); display_run(d); return 0; }