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gears.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 <glib.h>

#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"

00045 struct gears {
      struct window *window;

      struct display *d;

      EGLDisplay display;
      EGLDisplay config;
      EGLContext context;
      GLfloat angle;

      GLint gear_list[3];
};

00058 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;
      struct rectangle window_allocation;
      struct rectangle allocation;

      window_draw(gears->window);

      window_get_child_allocation(gears->window, &allocation);
      window_get_allocation(gears->window, &window_allocation);

      display_acquire_window_surface(gears->d,
                               gears->window,
                               gears->context);
      
      glViewport(allocation.x,
               window_allocation.height - allocation.height - allocation.x,
               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(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();

      display_release(gears->d);
      window_flush(gears->window);
}

static void
resize_handler(struct window *window,
             int32_t width, int32_t height, void *data)
{
      struct gears *gears = data;

      /* 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(struct wl_surface *surface, void *data, uint32_t time)
{
      struct gears *gears = data;

      gears->angle = (GLfloat) (time % 8192) * 360 / 8192.0;

      window_schedule_redraw(gears->window);
      wl_display_frame_callback(display_get_display(gears->d),
                          window_get_wl_surface(gears->window),
                          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, width, height);
      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_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("faile 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();
      }

      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),
                          window_get_wl_surface(gears->window),
                          frame_callback, gears);

      return gears;
}

int main(int argc, char *argv[])
{
      struct display *d;

      d = display_create(&argc, &argv, NULL, NULL);
      if (d == NULL) {
            fprintf(stderr, "failed to create display: %m\n");
            return -1;
      }
      gears_create(d);
      display_run(d);

      return 0;
}

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