/* * 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 #include #include #include #include #include #include #include #include #include #include #include #include #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 wl_compositor *compositor; struct rectangle rectangle; EGLDisplay display; EGLConfig config; EGLSurface surface; EGLContext context; int resized; GLfloat angle; cairo_surface_t *cairo_surface; GLint gear_list[3]; }; 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) { /* 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->surface != NULL) eglDestroySurface(gears->display, gears->surface); gears->surface = eglCreateSurface(gears->display, gears->config, gears->rectangle.width, gears->rectangle.height, 1, NULL); eglMakeCurrent(gears->display, gears->surface, gears->surface, gears->context); 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 wl_input_device *device, void *data) { struct gears *gears = data; gears->resized = 1; } static void handle_acknowledge(void *data, struct wl_compositor *compositor, uint32_t key, uint32_t frame) { struct gears *gears = data; if (key != 0) return; if (gears->resized) resize_window(gears); draw_gears(gears); } static void handle_frame(void *data, struct wl_compositor *compositor, uint32_t frame, uint32_t timestamp) { struct gears *gears = data; uint32_t name, handle, stride; eglGetColorBuffer(gears->surface, 0, &name, &handle, &stride); window_copy(gears->window, &gears->rectangle, name, stride); wl_compositor_commit(gears->compositor, 0); gears->angle = (GLfloat) (timestamp % 8192) * 360 / 8192.0; } static const struct wl_compositor_listener compositor_listener = { handle_acknowledge, handle_frame, }; static const EGLint config_attribs[] = { EGL_DEPTH_SIZE, 24, EGL_CONFIG_CAVEAT, EGL_NONE, EGL_RED_SIZE, 8, EGL_NONE }; static struct gears * gears_create(struct display *display) { const int x = 200, y = 200, width = 450, height = 500; EGLint major, minor, count; EGLConfig configs[64]; struct udev *udev; struct udev_device *device; struct gears *gears; int i; udev = udev_new(); device = udev_device_new_from_syspath(udev, "/sys/class/drm/card0"); 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 = eglCreateDisplayNative(device); if (gears->display == NULL) die("failed to create egl display\n"); if (!eglInitialize(gears->display, &major, &minor)) die("failed to initialize display\n"); if (!eglGetConfigs(gears->display, configs, 64, &count)) die("failed to get configs\n"); if (!eglChooseConfig(gears->display, config_attribs, &gears->config, 1, NULL)) die("failed to pick a config\n"); gears->context = eglCreateContext(gears->display, gears->config, NULL, NULL); if (gears->context == NULL) die("failed to create context\n"); resize_window(gears); 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); gears->compositor = display_get_compositor(display); draw_gears(gears); handle_frame(gears, gears->compositor, 0, 0); window_set_resize_handler(gears->window, resize_handler, gears); window_set_keyboard_focus_handler(gears->window, keyboard_focus_handler, gears); wl_compositor_add_listener(gears->compositor, &compositor_listener, gears); return gears; } int main(int argc, char *argv[]) { struct wl_display *display; struct display *d; int fd; GMainLoop *loop; GSource *source; struct gears *gears; fd = open(gem_device, O_RDWR); if (fd < 0) { fprintf(stderr, "drm open failed: %m\n"); return -1; } display = wl_display_create(socket_name, sizeof socket_name); if (display == NULL) { fprintf(stderr, "failed to create display: %m\n"); return -1; } d = display_create(display, fd); loop = g_main_loop_new(NULL, FALSE); source = wl_glib_source_new(display); g_source_attach(source, NULL); gears = gears_create(d); g_main_loop_run(loop); return 0; }