wayland/clients/gears.c
Kristian Høgsberg da846ca91d Fix terminal resizing
Get snapping to character grid working again, avoid crashes when attempting
to resize below 1x1 character cell, only redraw when size actually changes.

Also, rename window_get_child_rectangle() to window_get_child_allocation().
2011-01-11 10:00:52 -05:00

434 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 "config.h"
#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;
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;
struct rectangle allocation;
window_draw(gears->window);
gears->surface[gears->current] = window_get_surface(gears->window);
#ifdef HAVE_CAIRO_GL
image = display_get_image_for_drm_surface(gears->display,
gears->surface[gears->current]);
#else /* XXX: hack to make Wayland compile, even if this example doesn't run */
die("gears cannot allocate buffer: it was compiled without cairo-gl\n");
return;
#endif
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);
window_get_child_allocation(gears->window, &allocation);
glRenderbufferStorage(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT,
allocation.width + 20 + 32,
allocation.height + 60 + 32);
}
static void
draw_gears(struct gears *gears)
{
GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0;
struct rectangle allocation;
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]);
window_get_child_allocation(gears->window, &allocation);
glViewport(allocation.x, allocation.y,
allocation.width, allocation.height);
glScissor(allocation.x, 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(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,
int32_t width, int32_t height, 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;
/* Constrain child size to be square and at least 300x300 */
if (width > height)
height = width;
else
width = height;
if (width < 300) {
width = 300;
height = 300;
}
window_set_child_size(gears->window, width, height);
}
static void
keyboard_focus_handler(struct window *window,
struct input *device, void *data)
{
struct gears *gears = data;
struct rectangle allocation;
window_get_child_allocation(gears->window, &allocation);
resize_handler(window, allocation.width, allocation.height, 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 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", 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);
if (d == NULL) {
fprintf(stderr, "failed to create display: %m\n");
return -1;
}
gears = gears_create(d);
display_run(d);
return 0;
}