weston/clients/gears.c
Bryce Harrington 40269a6ed6 Cleanup declared but unused variables.
Make was complaining about a bunch of unused variables that were being
declared.

Signed-off-by: Bryce Harrington <bryce@canonical.com>
2010-11-22 10:48:17 -05:00

421 lines
12 KiB
C

/*
* 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"
struct gears {
struct window *window;
struct display *d;
struct rectangle rectangle;
EGLDisplay display;
EGLContext context;
int drm_fd;
GLfloat angle;
cairo_surface_t *cairo_surface;
GLint gear_list[3];
GLuint fbo, color_rbo[2], depth_rbo;
cairo_surface_t *surface[2];
int current;
};
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
allocate_buffer(struct gears *gears)
{
EGLImageKHR image;
/* 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);
gears->surface[gears->current] = window_get_surface(gears->window);
image = display_get_image_for_drm_surface(gears->display,
gears->surface[gears->current]);
if (!eglMakeCurrent(gears->display, NULL, NULL, gears->context))
die("faile to make context current\n");
glBindRenderbuffer(GL_RENDERBUFFER_EXT,
gears->color_rbo[gears->current]);
glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER, image);
glBindRenderbuffer(GL_RENDERBUFFER_EXT, gears->depth_rbo);
glRenderbufferStorage(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT,
gears->rectangle.width + 20 + 32,
gears->rectangle.height + 60 + 32);
}
static void
draw_gears(struct gears *gears)
{
GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
if (gears->surface[gears->current] == NULL)
allocate_buffer(gears);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_RENDERBUFFER_EXT,
gears->color_rbo[gears->current]);
glViewport(gears->rectangle.x, gears->rectangle.y,
gears->rectangle.width, gears->rectangle.height);
glScissor(gears->rectangle.x, gears->rectangle.y,
gears->rectangle.width, gears->rectangle.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();
window_set_surface(gears->window, gears->surface[gears->current]);
window_flush(gears->window);
}
static void
resize_handler(struct window *window, void *data)
{
struct gears *gears = data;
cairo_surface_destroy(gears->surface[0]);
gears->surface[0] = NULL;
cairo_surface_destroy(gears->surface[1]);
gears->surface[1] = NULL;
}
static void
keyboard_focus_handler(struct window *window,
struct input *device, void *data)
{
struct gears *gears = data;
resize_handler(window, gears);
}
static void
redraw_handler(struct window *window, void *data)
{
struct gears *gears = data;
draw_gears(gears);
}
static void
frame_callback(void *data, uint32_t time)
{
struct gears *gears = data;
gears->current = 1 - gears->current;
gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0;
window_schedule_redraw(gears->window);
wl_display_frame_callback(display_get_display(gears->d),
frame_callback, gears);
}
static struct gears *
gears_create(struct display *display)
{
const int x = 200, y = 200, 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, "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");
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(2, 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);
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);
draw_gears(gears);
wl_display_frame_callback(display_get_display(gears->d),
frame_callback, gears);
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;
}