weston/clients/gears.c
Michael Vetter 2a18a52844 remove trailing whitespaces
Remove trailing whitespaces because they are not needed and jumping to
the end of al ine should do just that and not jump to the whitespace.
2015-05-15 13:12:32 -07:00

501 lines
13 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 "config.h"
#include <stdint.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <time.h>
#include <GL/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
#include <linux/input.h>
#include <wayland-client.h>
#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;
}