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weston/clients/gears.c

441 lines
12 KiB

/*
* 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 <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <fcntl.h>
#include <unistd.h>
#include <math.h>
#include <time.h>
#include <cairo.h>
#include <glib.h>
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#include <GL/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include "wayland-util.h"
#include "wayland-client.h"
#include "wayland-glib.h"
#include "window.h"
static const char gem_device[] = "/dev/dri/card0";
static const char socket_name[] = "\0wayland";
struct gears {
struct window *window;
struct display *d;
struct rectangle rectangle;
EGLDisplay display;
EGLContext context;
EGLImageKHR image;
int drm_fd;
int resized;
GLfloat angle;
cairo_surface_t *cairo_surface;
GLint gear_list[3];
GLuint fbo, color_rbo, depth_rbo;
};
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;
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();
}
static void
resize_window(struct gears *gears)
{
EGLint attribs[] = {
EGL_WIDTH, 0,
EGL_HEIGHT, 0,
EGL_IMAGE_FORMAT_MESA, EGL_IMAGE_FORMAT_ARGB8888_MESA,
EGL_IMAGE_USE_MESA, EGL_IMAGE_USE_SHARE_MESA |
EGL_IMAGE_USE_SCANOUT_MESA,
EGL_NONE
};
/* Constrain child size to be square and at least 300x300 */
window_get_child_rectangle(gears->window, &gears->rectangle);
if (gears->rectangle.width > gears->rectangle.height)
gears->rectangle.height = gears->rectangle.width;
else
gears->rectangle.width = gears->rectangle.height;
if (gears->rectangle.width < 300) {
gears->rectangle.width = 300;
gears->rectangle.height = 300;
}
window_set_child_size(gears->window, &gears->rectangle);
window_draw(gears->window);
if (gears->image)
eglDestroyImageKHR(gears->display, gears->image);
attribs[1] = gears->rectangle.width;
attribs[3] = gears->rectangle.height;
gears->image = eglCreateDRMImageMESA(gears->display, attribs);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->color_rbo);
glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, gears->image);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->depth_rbo);
glRenderbufferStorage(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT,
gears->rectangle.width,
gears->rectangle.height);
glViewport(0, 0, gears->rectangle.width, gears->rectangle.height);
gears->resized = 0;
}
static void
resize_handler(struct window *window, void *data)
{
struct gears *gears = data;
/* Right now, resizing the window from the per-frame callback
* is fine, since the window drawing code is so slow that we
* can't draw more than one window per frame anyway. However,
* once we implement faster resizing, this will show lag
* between pointer motion and window size even if resizing is
* fast. We need to keep processing motion events and posting
* new frames as fast as possible so when the server
* composites the next frame it will have the most recent size
* possible, like what we do for window moves. */
gears->resized = 1;
}
static void
keyboard_focus_handler(struct window *window,
struct input *device, void *data)
{
struct gears *gears = data;
gears->resized = 1;
}
static void
acknowledge_handler(struct window *window,
uint32_t key, uint32_t frame,
void *data)
{
struct gears *gears = data;
if (key == 10) {
if (gears->resized)
resize_window(gears);
draw_gears(gears);
}
}
static void
frame_handler(struct window *window,
uint32_t frame, uint32_t timestamp, void *data)
{
struct gears *gears = data;
window_copy_image(gears->window, &gears->rectangle, gears->image);
window_commit(gears->window, 10);
gears->angle = (GLfloat) (timestamp % 8192) * 360 / 8192.0;
}
static struct gears *
gears_create(struct display *display)
{
const int x = 200, y = 200, width = 450, height = 500;
EGLint major, minor;
struct gears *gears;
int i;
gears = malloc(sizeof *gears);
memset(gears, 0, sizeof *gears);
gears->d = display;
gears->window = window_create(display, "Wayland Gears",
x, y, width, height);
gears->display = display_get_egl_display(gears->d);
if (gears->display == NULL)
die("failed to create egl display\n");
if (!eglInitialize(gears->display, &major, &minor))
die("failed to initialize display\n");
eglBindAPI(EGL_OPENGL_API);
gears->context = eglCreateContext(gears->display,
NULL, 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");
glGenFramebuffers(1, &gears->fbo);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, gears->fbo);
glGenRenderbuffers(1, &gears->color_rbo);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->color_rbo);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
gears->color_rbo);
glGenRenderbuffers(1, &gears->depth_rbo);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->depth_rbo);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT,
gears->depth_rbo);
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);
if (glCheckFramebufferStatus (GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE)
fprintf(stderr, "framebuffer incomplete\n");
resize_window(gears);
draw_gears(gears);
frame_handler(gears->window, 0, 0, gears);
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_acknowledge_handler(gears->window, acknowledge_handler);
window_set_frame_handler(gears->window, frame_handler);
return gears;
}
int main(int argc, char *argv[])
{
struct display *d;
struct gears *gears;
d = display_create(&argc, &argv, NULL);
gears = gears_create(d);
display_run(d);
return 0;
}