/* * Copyright © 2008 Kristian Høgsberg * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #include "config.h" #include #include #include #include #include #include #include #include #include #include #include #include #include "window.h" struct gears { struct window *window; struct widget *widget; struct display *d; EGLDisplay display; EGLDisplay config; EGLContext context; GLfloat angle; struct { GLfloat rotx; GLfloat roty; } view; int button_down; int last_x, last_y; GLint gear_list[3]; int fullscreen; int frames; uint32_t last_fps; }; struct gear_template { GLfloat material[4]; GLfloat inner_radius; GLfloat outer_radius; GLfloat width; GLint teeth; GLfloat tooth_depth; }; static const 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 update_fps(struct gears *gears, uint32_t time) { long diff_ms; static bool first_call = true; if (first_call) { gears->last_fps = time; first_call = false; } else gears->frames++; diff_ms = time - gears->last_fps; if (diff_ms > 5000) { float seconds = diff_ms / 1000.0; float fps = gears->frames / seconds; printf("%d frames in %6.3f seconds = %6.3f FPS\n", gears->frames, seconds, fps); fflush(stdout); gears->frames = 0; gears->last_fps = time; } } static void frame_callback(void *data, struct wl_callback *callback, uint32_t time) { struct gears *gears = data; update_fps(gears, time); gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0; window_schedule_redraw(gears->window); if (callback) wl_callback_destroy(callback); } static const struct wl_callback_listener listener = { frame_callback }; static int motion_handler(struct widget *widget, struct input *input, uint32_t time, float x, float y, void *data) { struct gears *gears = data; int offset_x, offset_y; float step = 0.5; if (gears->button_down) { offset_x = x - gears->last_x; offset_y = y - gears->last_y; gears->last_x = x; gears->last_y = y; gears->view.roty += offset_x * step; gears->view.rotx += offset_y * step; if (gears->view.roty >= 360) gears->view.roty = gears->view.roty - 360; if (gears->view.roty <= 0) gears->view.roty = gears->view.roty + 360; if (gears->view.rotx >= 360) gears->view.rotx = gears->view.rotx - 360; if (gears->view.rotx <= 0) gears->view.rotx = gears->view.rotx + 360; } return CURSOR_LEFT_PTR; } static void button_handler(struct widget *widget, struct input *input, uint32_t time, uint32_t button, enum wl_pointer_button_state state, void *data) { struct gears *gears = data; if (button == BTN_LEFT) { if (state == WL_POINTER_BUTTON_STATE_PRESSED) { gears->button_down = 1; input_get_position(input, &gears->last_x, &gears->last_y); } else { gears->button_down = 0; } } } static void redraw_handler(struct widget *widget, void *data) { struct rectangle window_allocation; struct rectangle allocation; struct wl_callback *callback; struct gears *gears = data; widget_get_allocation(gears->widget, &allocation); window_get_allocation(gears->window, &window_allocation); if (display_acquire_window_surface(gears->d, gears->window, gears->context) < 0) { die("Unable to acquire window surface, " "compiled without cairo-egl?\n"); } glViewport(allocation.x, window_allocation.height - allocation.height - allocation.y, 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(gears->view.rotx, 1.0, 0.0, 0.0); glRotatef(gears->view.roty, 0.0, 1.0, 0.0); 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_window_surface(gears->d, gears->window); callback = wl_surface_frame(window_get_wl_surface(gears->window)); wl_callback_add_listener(callback, &listener, gears); } static void resize_handler(struct widget *widget, int32_t width, int32_t height, void *data) { struct gears *gears = data; int32_t size, big, small; /* Constrain child size to be square and at least 300x300 */ if (width < height) { small = width; big = height; } else { small = height; big = width; } if (gears->fullscreen) size = small; else size = big; widget_set_size(gears->widget, size, size); } static void keyboard_focus_handler(struct window *window, struct input *device, void *data) { window_schedule_redraw(window); } static void fullscreen_handler(struct window *window, void *data) { struct gears *gears = data; gears->fullscreen ^= 1; window_set_fullscreen(window, gears->fullscreen); } static struct gears * gears_create(struct display *display) { const int width = 450, height = 500; struct gears *gears; int i; gears = zalloc(sizeof *gears); gears->d = display; gears->window = window_create(display); gears->widget = window_frame_create(gears->window, gears); 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_argb_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("failed 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(); } gears->button_down = 0; gears->last_x = 0; gears->last_y = 0; gears->view.rotx = 20.0; gears->view.roty = 30.0; printf("Warning: FPS count is limited by the wayland compositor or monitor refresh rate\n"); 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); widget_set_resize_handler(gears->widget, resize_handler); widget_set_redraw_handler(gears->widget, redraw_handler); widget_set_button_handler(gears->widget, button_handler); widget_set_motion_handler(gears->widget, motion_handler); window_set_keyboard_focus_handler(gears->window, keyboard_focus_handler); window_set_fullscreen_handler(gears->window, fullscreen_handler); window_schedule_resize(gears->window, width, height); return gears; } static void gears_destroy(struct gears *gears) { widget_destroy(gears->widget); window_destroy(gears->window); free(gears); } int main(int argc, char *argv[]) { struct display *d; struct gears *gears; d = display_create(&argc, argv); if (d == NULL) { fprintf(stderr, "failed to create display: %m\n"); return -1; } gears = gears_create(d); display_run(d); gears_destroy(gears); display_destroy(d); return 0; }