wayland/gears.c
Kristian Høgsberg d2412e2c2e Redesign the compositor / server interface.
This lets the compositor directly provide the implementation of the RMI
objects for the surface object and a new compositor object.  We avoid the
manual forwarding of requests into the compositor and the clumsy compositor
interface struct.
2008-12-15 20:35:24 -05:00

426 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>
#include <GL/gl.h>
#include <eagle.h>
#include "wayland-client.h"
#include "wayland-glib.h"
#include "cairo-util.h"
#include "window.h"
static const char gem_device[] = "/dev/dri/card0";
static const char socket_name[] = "\0wayland";
struct gears {
struct window *window;
struct wl_display *wl_display;
struct wl_compositor *compositor;
struct rectangle rectangle;
EGLDisplay display;
EGLConfig config;
EGLSurface surface;
EGLContext context;
int resized;
int fd;
GLfloat angle;
struct buffer *buffer;
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->buffer != NULL)
buffer_destroy(gears->buffer, gears->fd);
gears->buffer = buffer_create(gears->fd,
gears->rectangle.width,
gears->rectangle.height,
(gears->rectangle.width * 4 + 15) & ~15);
gears->surface = eglCreateSurfaceForName(gears->display,
gears->config,
gears->buffer->name,
gears->buffer->width,
gears->buffer->height,
gears->buffer->stride, 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
acknowledge_handler(struct window *window, uint32_t key, void *data)
{
struct gears *gears = data;
if (key != 0)
return;
if (gears->resized)
resize_window(gears);
draw_gears(gears);
}
static void
frame_handler(struct window *window, uint32_t frame, uint32_t timestamp, void *data)
{
struct gears *gears = data;
window_copy(gears->window,
&gears->rectangle,
gears->buffer->name, gears->buffer->stride);
wl_compositor_commit(gears->compositor, 0);
gears->angle += 1;
}
static struct gears *
gears_create(struct wl_display *display, int fd)
{
const int x = 200, y = 200, width = 450, height = 500;
EGLint major, minor, count;
EGLConfig configs[64];
struct gears *gears;
int i;
gears = malloc(sizeof *gears);
memset(gears, 0, sizeof *gears);
gears->wl_display = display;
gears->fd = fd;
gears->window = window_create(display, fd, "Wayland Gears",
x, y, width, height);
gears->display = eglCreateDisplayNative("/dev/dri/card0", "i965");
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");
gears->config = configs[24];
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 = wl_display_get_compositor(display);
draw_gears(gears);
frame_handler(gears->window, 0, 0, gears);
window_set_resize_handler(gears->window, resize_handler, gears);
window_set_frame_handler(gears->window, frame_handler, gears);
window_set_acknowledge_handler(gears->window, acknowledge_handler, gears);
return gears;
}
int main(int argc, char *argv[])
{
struct wl_display *display;
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;
}
loop = g_main_loop_new(NULL, FALSE);
source = wl_glib_source_new(display);
g_source_attach(source, NULL);
gears = gears_create(display, fd);
g_main_loop_run(loop);
return 0;
}