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441 lines
12 KiB
441 lines
12 KiB
/*
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* Copyright © 2008 Kristian Høgsberg
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include <stdint.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <fcntl.h>
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#include <unistd.h>
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#include <math.h>
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#include <time.h>
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#include <cairo.h>
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#include <glib.h>
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#define GL_GLEXT_PROTOTYPES
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#define EGL_EGLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "wayland-util.h"
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#include "wayland-client.h"
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#include "wayland-glib.h"
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#include "window.h"
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static const char gem_device[] = "/dev/dri/card0";
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static const char socket_name[] = "\0wayland";
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struct gears {
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struct window *window;
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struct display *d;
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struct rectangle rectangle;
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EGLDisplay display;
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EGLContext context;
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EGLImageKHR image;
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int drm_fd;
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int resized;
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GLfloat angle;
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cairo_surface_t *cairo_surface;
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GLint gear_list[3];
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GLuint fbo, color_rbo, depth_rbo;
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};
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struct gear_template {
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GLfloat material[4];
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GLfloat inner_radius;
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GLfloat outer_radius;
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GLfloat width;
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GLint teeth;
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GLfloat tooth_depth;
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};
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const static struct gear_template gear_templates[] = {
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{ { 0.8, 0.1, 0.0, 1.0 }, 1.0, 4.0, 1.0, 20, 0.7 },
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{ { 0.0, 0.8, 0.2, 1.0 }, 0.5, 2.0, 2.0, 10, 0.7 },
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{ { 0.2, 0.2, 1.0, 1.0 }, 1.3, 2.0, 0.5, 10, 0.7 },
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};
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static GLfloat light_pos[4] = {5.0, 5.0, 10.0, 0.0};
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static void die(const char *msg)
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{
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fprintf(stderr, "%s", msg);
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exit(EXIT_FAILURE);
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}
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static void
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make_gear(const struct gear_template *t)
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{
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GLint i;
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GLfloat r0, r1, r2;
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GLfloat angle, da;
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GLfloat u, v, len;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, t->material);
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r0 = t->inner_radius;
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r1 = t->outer_radius - t->tooth_depth / 2.0;
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r2 = t->outer_radius + t->tooth_depth / 2.0;
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da = 2.0 * M_PI / t->teeth / 4.0;
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glShadeModel(GL_FLAT);
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glNormal3f(0.0, 0.0, 1.0);
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/* draw front face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5);
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if (i < t->teeth) {
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glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), t->width * 0.5);
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}
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}
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glEnd();
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/* draw front sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / t->teeth / 4.0;
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for (i = 0; i < t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), t->width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), t->width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), t->width * 0.5);
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}
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glEnd();
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glNormal3f(0.0, 0.0, -1.0);
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/* draw back face */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5);
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if (i < t->teeth) {
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5);
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}
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}
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glEnd();
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/* draw back sides of teeth */
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glBegin(GL_QUADS);
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da = 2.0 * M_PI / t->teeth / 4.0;
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for (i = 0; i < t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -t->width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -t->width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->width * 0.5);
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}
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glEnd();
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/* draw outward faces of teeth */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i < t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glVertex3f(r1 * cos(angle), r1 * sin(angle), t->width * 0.5);
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glVertex3f(r1 * cos(angle), r1 * sin(angle), -t->width * 0.5);
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u = r2 * cos(angle + da) - r1 * cos(angle);
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v = r2 * sin(angle + da) - r1 * sin(angle);
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len = sqrt(u * u + v * v);
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u /= len;
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v /= len;
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glNormal3f(v, -u, 0.0);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), t->width * 0.5);
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glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -t->width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), t->width * 0.5);
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glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -t->width * 0.5);
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u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da);
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v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da);
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glNormal3f(v, -u, 0.0);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), t->width * 0.5);
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glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -t->width * 0.5);
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glNormal3f(cos(angle), sin(angle), 0.0);
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}
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glVertex3f(r1 * cos(0), r1 * sin(0), t->width * 0.5);
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glVertex3f(r1 * cos(0), r1 * sin(0), -t->width * 0.5);
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glEnd();
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glShadeModel(GL_SMOOTH);
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/* draw inside radius cylinder */
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glBegin(GL_QUAD_STRIP);
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for (i = 0; i <= t->teeth; i++) {
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angle = i * 2.0 * M_PI / t->teeth;
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glNormal3f(-cos(angle), -sin(angle), 0.0);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), -t->width * 0.5);
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glVertex3f(r0 * cos(angle), r0 * sin(angle), t->width * 0.5);
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}
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glEnd();
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}
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static void
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draw_gears(struct gears *gears)
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{
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GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glPushMatrix();
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glTranslatef(0.0, 0.0, -50);
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glRotatef(view_rotx, 1.0, 0.0, 0.0);
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glRotatef(view_roty, 0.0, 1.0, 0.0);
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glRotatef(view_rotz, 0.0, 0.0, 1.0);
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glPushMatrix();
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glTranslatef(-3.0, -2.0, 0.0);
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glRotatef(gears->angle, 0.0, 0.0, 1.0);
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glCallList(gears->gear_list[0]);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(3.1, -2.0, 0.0);
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glRotatef(-2.0 * gears->angle - 9.0, 0.0, 0.0, 1.0);
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glCallList(gears->gear_list[1]);
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glPopMatrix();
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glPushMatrix();
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glTranslatef(-3.1, 4.2, 0.0);
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glRotatef(-2.0 * gears->angle - 25.0, 0.0, 0.0, 1.0);
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glCallList(gears->gear_list[2]);
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glPopMatrix();
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glPopMatrix();
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glFlush();
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}
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static void
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resize_window(struct gears *gears)
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{
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EGLint attribs[] = {
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EGL_WIDTH, 0,
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EGL_HEIGHT, 0,
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EGL_IMAGE_FORMAT_MESA, EGL_IMAGE_FORMAT_ARGB8888_MESA,
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EGL_IMAGE_USE_MESA, EGL_IMAGE_USE_SHARE_MESA |
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EGL_IMAGE_USE_SCANOUT_MESA,
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EGL_NONE
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};
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/* Constrain child size to be square and at least 300x300 */
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window_get_child_rectangle(gears->window, &gears->rectangle);
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if (gears->rectangle.width > gears->rectangle.height)
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gears->rectangle.height = gears->rectangle.width;
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else
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gears->rectangle.width = gears->rectangle.height;
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if (gears->rectangle.width < 300) {
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gears->rectangle.width = 300;
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gears->rectangle.height = 300;
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}
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window_set_child_size(gears->window, &gears->rectangle);
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window_draw(gears->window);
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if (gears->image)
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eglDestroyImageKHR(gears->display, gears->image);
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attribs[1] = gears->rectangle.width;
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attribs[3] = gears->rectangle.height;
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gears->image = eglCreateDRMImageMESA(gears->display, attribs);
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glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->color_rbo);
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glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, gears->image);
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glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->depth_rbo);
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glRenderbufferStorage(GL_RENDERBUFFER_EXT,
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GL_DEPTH_COMPONENT,
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gears->rectangle.width,
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gears->rectangle.height);
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glViewport(0, 0, gears->rectangle.width, gears->rectangle.height);
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gears->resized = 0;
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}
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static void
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resize_handler(struct window *window, void *data)
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{
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struct gears *gears = data;
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/* Right now, resizing the window from the per-frame callback
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* is fine, since the window drawing code is so slow that we
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* can't draw more than one window per frame anyway. However,
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* once we implement faster resizing, this will show lag
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* between pointer motion and window size even if resizing is
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* fast. We need to keep processing motion events and posting
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* new frames as fast as possible so when the server
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* composites the next frame it will have the most recent size
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* possible, like what we do for window moves. */
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gears->resized = 1;
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}
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static void
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keyboard_focus_handler(struct window *window,
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struct input *device, void *data)
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{
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struct gears *gears = data;
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gears->resized = 1;
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}
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static void
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acknowledge_handler(struct window *window,
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uint32_t key, uint32_t frame,
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void *data)
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{
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struct gears *gears = data;
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if (key == 10) {
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if (gears->resized)
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resize_window(gears);
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draw_gears(gears);
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}
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}
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static void
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frame_handler(struct window *window,
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uint32_t frame, uint32_t timestamp, void *data)
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{
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struct gears *gears = data;
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window_copy_image(gears->window, &gears->rectangle, gears->image);
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window_commit(gears->window, 10);
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gears->angle = (GLfloat) (timestamp % 8192) * 360 / 8192.0;
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}
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static struct gears *
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gears_create(struct display *display)
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{
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const int x = 200, y = 200, width = 450, height = 500;
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EGLint major, minor;
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struct gears *gears;
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int i;
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gears = malloc(sizeof *gears);
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memset(gears, 0, sizeof *gears);
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gears->d = display;
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gears->window = window_create(display, "Wayland Gears",
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x, y, width, height);
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gears->display = display_get_egl_display(gears->d);
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if (gears->display == NULL)
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die("failed to create egl display\n");
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if (!eglInitialize(gears->display, &major, &minor))
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die("failed to initialize display\n");
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eglBindAPI(EGL_OPENGL_API);
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gears->context = eglCreateContext(gears->display,
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NULL, EGL_NO_CONTEXT, NULL);
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if (gears->context == NULL)
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die("failed to create context\n");
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if (!eglMakeCurrent(gears->display, NULL, NULL, gears->context))
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die("faile to make context current\n");
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glGenFramebuffers(1, &gears->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER_EXT, gears->fbo);
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glGenRenderbuffers(1, &gears->color_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->color_rbo);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT,
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GL_COLOR_ATTACHMENT0_EXT,
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GL_RENDERBUFFER_EXT,
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gears->color_rbo);
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glGenRenderbuffers(1, &gears->depth_rbo);
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glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->depth_rbo);
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glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT,
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GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT,
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gears->depth_rbo);
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for (i = 0; i < 3; i++) {
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gears->gear_list[i] = glGenLists(1);
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glNewList(gears->gear_list[i], GL_COMPILE);
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make_gear(&gear_templates[i]);
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glEndList();
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}
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glEnable(GL_NORMALIZE);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustum(-1.0, 1.0, -1.0, 1.0, 5.0, 200.0);
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glMatrixMode(GL_MODELVIEW);
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glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
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glEnable(GL_CULL_FACE);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glEnable(GL_DEPTH_TEST);
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glClearColor(0, 0, 0, 0.92);
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if (glCheckFramebufferStatus (GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE)
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fprintf(stderr, "framebuffer incomplete\n");
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resize_window(gears);
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draw_gears(gears);
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frame_handler(gears->window, 0, 0, gears);
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window_set_user_data(gears->window, gears);
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window_set_resize_handler(gears->window, resize_handler);
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window_set_keyboard_focus_handler(gears->window, keyboard_focus_handler);
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window_set_acknowledge_handler(gears->window, acknowledge_handler);
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window_set_frame_handler(gears->window, frame_handler);
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return gears;
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}
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int main(int argc, char *argv[])
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{
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struct display *d;
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struct gears *gears;
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d = display_create(&argc, &argv, NULL);
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gears = gears_create(d);
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display_run(d);
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return 0;
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}
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