clients: Delete gears
It doesn't and can't build, because it depends on cairo-gl. We already have simple-egl which shows how to use EGL/GLESv2 on Wayland. Signed-off-by: Daniel Stone <daniels@collabora.com>
This commit is contained in:
parent
dfaba9f107
commit
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504
clients/gears.c
504
clients/gears.c
@ -1,504 +0,0 @@
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/*
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* Copyright © 2008 Kristian Høgsberg
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#include "config.h"
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#include <stdint.h>
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#include <stdbool.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 <math.h>
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#include <time.h>
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#include <errno.h>
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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 <linux/input.h>
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#include <wayland-client.h>
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#include "window.h"
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struct gears {
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struct window *window;
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struct widget *widget;
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struct display *d;
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EGLDisplay display;
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EGLDisplay config;
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EGLContext context;
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GLfloat angle;
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struct {
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GLfloat rotx;
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GLfloat roty;
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} view;
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int button_down;
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int last_x, last_y;
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GLint gear_list[3];
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int fullscreen;
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int frames;
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uint32_t last_fps;
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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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static const 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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update_fps(struct gears *gears, uint32_t time)
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{
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long diff_ms;
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static bool first_call = true;
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if (first_call) {
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gears->last_fps = time;
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first_call = false;
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} else
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gears->frames++;
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diff_ms = time - gears->last_fps;
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if (diff_ms > 5000) {
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float seconds = diff_ms / 1000.0;
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float fps = gears->frames / seconds;
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printf("%d frames in %6.3f seconds = %6.3f FPS\n", gears->frames, seconds, fps);
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fflush(stdout);
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gears->frames = 0;
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gears->last_fps = time;
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}
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}
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static void
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frame_callback(void *data, struct wl_callback *callback, uint32_t time)
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{
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struct gears *gears = data;
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update_fps(gears, time);
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gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0;
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window_schedule_redraw(gears->window);
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if (callback)
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wl_callback_destroy(callback);
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}
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static const struct wl_callback_listener listener = {
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frame_callback
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};
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static int
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motion_handler(struct widget *widget, struct input *input,
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uint32_t time, float x, float y, void *data)
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{
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struct gears *gears = data;
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int offset_x, offset_y;
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float step = 0.5;
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if (gears->button_down) {
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offset_x = x - gears->last_x;
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offset_y = y - gears->last_y;
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gears->last_x = x;
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gears->last_y = y;
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gears->view.roty += offset_x * step;
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gears->view.rotx += offset_y * step;
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if (gears->view.roty >= 360)
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gears->view.roty = gears->view.roty - 360;
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if (gears->view.roty <= 0)
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gears->view.roty = gears->view.roty + 360;
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if (gears->view.rotx >= 360)
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gears->view.rotx = gears->view.rotx - 360;
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if (gears->view.rotx <= 0)
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gears->view.rotx = gears->view.rotx + 360;
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}
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return CURSOR_LEFT_PTR;
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}
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static void
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button_handler(struct widget *widget, struct input *input,
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uint32_t time, uint32_t button,
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enum wl_pointer_button_state state, void *data)
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{
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struct gears *gears = data;
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if (button == BTN_LEFT) {
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if (state == WL_POINTER_BUTTON_STATE_PRESSED) {
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gears->button_down = 1;
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input_get_position(input,
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&gears->last_x, &gears->last_y);
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} else {
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gears->button_down = 0;
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}
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}
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}
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static void
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redraw_handler(struct widget *widget, void *data)
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{
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struct rectangle window_allocation;
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struct rectangle allocation;
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struct wl_callback *callback;
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struct gears *gears = data;
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widget_get_allocation(gears->widget, &allocation);
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window_get_allocation(gears->window, &window_allocation);
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if (display_acquire_window_surface(gears->d,
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gears->window,
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gears->context) < 0) {
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die("Unable to acquire window surface, "
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"compiled without cairo-egl?\n");
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}
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glViewport(allocation.x,
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window_allocation.height - allocation.height - allocation.y,
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allocation.width, allocation.height);
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glScissor(allocation.x,
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window_allocation.height - allocation.height - allocation.y,
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allocation.width, allocation.height);
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glEnable(GL_SCISSOR_TEST);
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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(gears->view.rotx, 1.0, 0.0, 0.0);
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glRotatef(gears->view.roty, 0.0, 1.0, 0.0);
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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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display_release_window_surface(gears->d, gears->window);
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callback = wl_surface_frame(window_get_wl_surface(gears->window));
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wl_callback_add_listener(callback, &listener, gears);
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}
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static void
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resize_handler(struct widget *widget,
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int32_t width, int32_t height, void *data)
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{
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struct gears *gears = data;
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int32_t size, big, small;
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/* Constrain child size to be square and at least 300x300 */
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if (width < height) {
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small = width;
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big = height;
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} else {
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small = height;
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big = width;
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}
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if (gears->fullscreen)
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size = small;
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else
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size = big;
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widget_set_size(gears->widget, size, size);
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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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window_schedule_redraw(window);
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}
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static void
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fullscreen_handler(struct window *window, void *data)
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{
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struct gears *gears = data;
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gears->fullscreen ^= 1;
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window_set_fullscreen(window, gears->fullscreen);
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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 width = 450, height = 500;
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struct gears *gears;
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int i;
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gears = zalloc(sizeof *gears);
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gears->d = display;
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gears->window = window_create(display);
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gears->widget = window_frame_create(gears->window, gears);
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window_set_title(gears->window, "Wayland Gears");
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window_set_appid(gears->window, "org.freedesktop.weston.wayland-gears");
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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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eglBindAPI(EGL_OPENGL_API);
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gears->config = display_get_argb_egl_config(gears->d);
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gears->context = eglCreateContext(gears->display, gears->config,
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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("failed to make context current\n");
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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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gears->button_down = 0;
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gears->last_x = 0;
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gears->last_y = 0;
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gears->view.rotx = 20.0;
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gears->view.roty = 30.0;
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printf("Warning: FPS count is limited by the wayland compositor or monitor refresh rate\n");
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glEnable(GL_NORMALIZE);
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||||
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: %s\n",
|
||||
strerror(errno));
|
||||
return -1;
|
||||
}
|
||||
gears = gears_create(d);
|
||||
display_run(d);
|
||||
|
||||
gears_destroy(gears);
|
||||
display_destroy(d);
|
||||
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user