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/*
* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/*
* Test rendering with two contexts into one window.
* Setup different rendering state for each context to check that
* context switching is handled properly.
*
* Brian Paul
* 6 Aug 2009
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <sys/time.h>
#include <unistd.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include <GL/gl.h>
#include <GL/glx.h>
#ifndef M_PI
#define M_PI 3.14159265
#endif
/** Event handler results: */
#define NOP 0
#define EXIT 1
#define DRAW 2
static GLfloat view_rotx = 0.0, view_roty = 210.0, view_rotz = 0.0;
static GLint gear1, gear2;
static GLfloat angle = 0.0;
static GLboolean animate = GL_TRUE; /* Animation */
static double
current_time(void)
{
struct timeval tv;
#ifdef __VMS
(void) gettimeofday(&tv, NULL );
#else
struct timezone tz;
(void) gettimeofday(&tv, &tz);
#endif
return (double) tv.tv_sec + tv.tv_usec / 1000000.0;
}
/*
*
* Draw a gear wheel. You'll probably want to call this function when
* building a display list since we do a lot of trig here.
*
* Input: inner_radius - radius of hole at center
* outer_radius - radius at center of teeth
* width - width of gear
* teeth - number of teeth
* tooth_depth - depth of tooth
*/
static void
gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
GLint teeth, GLfloat tooth_depth)
{
GLint i;
GLfloat r0, r1, r2;
GLfloat angle, da;
GLfloat u, v, len;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0;
r2 = outer_radius + tooth_depth / 2.0;
da = 2.0 * M_PI / teeth / 4.0;
glShadeModel(GL_FLAT);
glNormal3f(0.0, 0.0, 1.0);
/* draw front face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
if (i < teeth) {
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
}
glEnd();
/* draw front sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
width * 0.5);
}
glEnd();
glNormal3f(0.0, 0.0, -1.0);
/* draw back face */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
if (i < teeth) {
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
}
}
glEnd();
/* draw back sides of teeth */
glBegin(GL_QUADS);
da = 2.0 * M_PI / teeth / 4.0;
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5);
}
glEnd();
/* draw outward faces of teeth */
glBegin(GL_QUAD_STRIP);
for (i = 0; i < teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5);
glVertex3f(r1 * cos(angle), r1 * sin(angle), -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), width * 0.5);
glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
width * 0.5);
glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da),
-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),
width * 0.5);
glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da),
-width * 0.5);
glNormal3f(cos(angle), sin(angle), 0.0);
}
glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5);
glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5);
glEnd();
glShadeModel(GL_SMOOTH);
/* draw inside radius cylinder */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= teeth; i++) {
angle = i * 2.0 * M_PI / teeth;
glNormal3f(-cos(angle), -sin(angle), 0.0);
glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5);
glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5);
}
glEnd();
}
static void
draw(int ctx)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glRotatef(view_rotx, 1.0, 0.0, 0.0);
glRotatef(view_roty + angle, 0.0, 1.0, 0.0);
glRotatef(view_rotz, 0.0, 0.0, 1.0);
if (ctx == 0) {
glDisable(GL_CULL_FACE);
glPushMatrix();
glRotatef(angle, 0.0, 0.0, 1.0);
glCallList(gear1);
glPopMatrix();
/* This should not effect the other context's rendering */
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT_AND_BACK);
}
else {
glPushMatrix();
glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0);
glCallList(gear2);
glPopMatrix();
}
glPopMatrix();
/* this flush is important since we'll be switching contexts next */
glFlush();
}
static void
draw_frame(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
{
static double tRot0 = -1.0;
double dt, t = current_time();
if (tRot0 < 0.0)
tRot0 = t;
dt = t - tRot0;
tRot0 = t;
if (animate) {
/* advance rotation for next frame */
angle += 70.0 * dt; /* 70 degrees per second */
if (angle > 3600.0)
angle -= 3600.0;
}
glXMakeCurrent(dpy, (GLXDrawable) win, ctx1);
draw(0);
glXMakeCurrent(dpy, (GLXDrawable) win, ctx2);
draw(1);
glXSwapBuffers(dpy, win);
}
/* new window size or exposure */
static void
reshape(Display *dpy, Window win,
GLXContext ctx1, GLXContext ctx2, int width, int height)
{
int i;
width /= 2;
/* loop: left half of window, right half of window */
for (i = 0; i < 2; i++) {
if (i == 0)
glXMakeCurrent(dpy, win, ctx1);
else
glXMakeCurrent(dpy, win, ctx2);
glViewport(width * i, 0, width, height);
glScissor(width * i, 0, width, height);
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0);
}
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -30.0);
}
}
static void
init(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
{
static GLfloat pos[4] = { 5.0, 5.0, 10.0, 0.0 };
static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
static GLfloat green[4] = { 0.0, 0.8, 0.2, 0.5 };
/*static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };*/
/* first ctx */
{
static GLuint stipple[32] = {
0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
0x00ff00ff, 0x00ff00ff, 0x00ff00ff, 0x00ff00ff,
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00,
0xff00ff00, 0xff00ff00, 0xff00ff00, 0xff00ff00
};
glXMakeCurrent(dpy, win, ctx1);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
gear1 = glGenLists(1);
glNewList(gear1, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
gear(1.0, 4.0, 1.0, 20, 0.7);
glEndList();
glEnable(GL_NORMALIZE);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.4, 0.4, 0.4, 1.0);
glPolygonStipple((GLubyte *) stipple);
glEnable(GL_POLYGON_STIPPLE);
}
/* second ctx */
{
glXMakeCurrent(dpy, win, ctx2);
glLightfv(GL_LIGHT0, GL_POSITION, pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
gear2 = glGenLists(1);
glNewList(gear2, GL_COMPILE);
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green);
gear(1.5, 3.0, 1.5, 16, 0.7);
glEndList();
glEnable(GL_NORMALIZE);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.6, 0.6, 0.6, 1.0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
/**
* Create an RGB, double-buffered window.
* Return the window and two context handles.
*/
static void
make_window_and_contexts( Display *dpy, const char *name,
int x, int y, int width, int height,
Window *winRet,
GLXContext *ctxRet1,
GLXContext *ctxRet2)
{
int attribs[] = { GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 1,
None };
int scrnum;
XSetWindowAttributes attr;
unsigned long mask;
Window root;
Window win;
XVisualInfo *visinfo;
scrnum = DefaultScreen( dpy );
root = RootWindow( dpy, scrnum );
visinfo = glXChooseVisual( dpy, scrnum, attribs );
if (!visinfo) {
printf("Error: couldn't get an RGB, Double-buffered visual\n");
exit(1);
}
/* window attributes */
attr.background_pixel = 0;
attr.border_pixel = 0;
attr.colormap = XCreateColormap( dpy, root, visinfo->visual, AllocNone);
attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
mask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask;
win = XCreateWindow( dpy, root, x, y, width, height,
0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr );
/* set hints and properties */
{
XSizeHints sizehints;
sizehints.x = x;
sizehints.y = y;
sizehints.width = width;
sizehints.height = height;
sizehints.flags = USSize | USPosition;
XSetNormalHints(dpy, win, &sizehints);
XSetStandardProperties(dpy, win, name, name,
None, (char **)NULL, 0, &sizehints);
}
*winRet = win;
*ctxRet1 = glXCreateContext( dpy, visinfo, NULL, True );
*ctxRet2 = glXCreateContext( dpy, visinfo, NULL, True );
if (!*ctxRet1 || !*ctxRet2) {
printf("Error: glXCreateContext failed\n");
exit(1);
}
XFree(visinfo);
}
/**
* Handle one X event.
* \return NOP, EXIT or DRAW
*/
static int
handle_event(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2,
XEvent *event)
{
(void) dpy;
(void) win;
switch (event->type) {
case Expose:
return DRAW;
case ConfigureNotify:
reshape(dpy, win, ctx1, ctx2,
event->xconfigure.width, event->xconfigure.height);
break;
case KeyPress:
{
char buffer[10];
int r, code;
code = XLookupKeysym(&event->xkey, 0);
if (code == XK_Left) {
view_roty += 5.0;
}
else if (code == XK_Right) {
view_roty -= 5.0;
}
else if (code == XK_Up) {
view_rotx += 5.0;
}
else if (code == XK_Down) {
view_rotx -= 5.0;
}
else {
r = XLookupString(&event->xkey, buffer, sizeof(buffer),
NULL, NULL);
if (buffer[0] == 27) {
/* escape */
return EXIT;
}
else if (buffer[0] == 'a' || buffer[0] == 'A') {
animate = !animate;
}
}
return DRAW;
}
}
return NOP;
}
static void
event_loop(Display *dpy, Window win, GLXContext ctx1, GLXContext ctx2)
{
while (1) {
int op;
while (!animate || XPending(dpy) > 0) {
XEvent event;
XNextEvent(dpy, &event);
op = handle_event(dpy, win, ctx1, ctx2, &event);
if (op == EXIT)
return;
else if (op == DRAW)
break;
}
draw_frame(dpy, win, ctx1, ctx2);
}
}
int
main(int argc, char *argv[])
{
unsigned int winWidth = 800, winHeight = 400;
int x = 0, y = 0;
Display *dpy;
Window win;
GLXContext ctx1, ctx2;
char *dpyName = NULL;
GLboolean printInfo = GL_FALSE;
int i;
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-display") == 0) {
dpyName = argv[i+1];
i++;
}
else {
return 1;
}
}
dpy = XOpenDisplay(dpyName);
if (!dpy) {
printf("Error: couldn't open display %s\n",
dpyName ? dpyName : getenv("DISPLAY"));
return -1;
}
make_window_and_contexts(dpy, "multictx", x, y, winWidth, winHeight,
&win, &ctx1, &ctx2);
XMapWindow(dpy, win);
if (printInfo) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
init(dpy, win, ctx1, ctx2);
/* Set initial projection/viewing transformation.
* We can't be sure we'll get a ConfigureNotify event when the window
* first appears.
*/
reshape(dpy, win, ctx1, ctx2, winWidth, winHeight);
event_loop(dpy, win, ctx1, ctx2);
glDeleteLists(gear1, 1);
glDeleteLists(gear2, 1);
glXDestroyContext(dpy, ctx1);
glXDestroyContext(dpy, ctx2);
XDestroyWindow(dpy, win);
XCloseDisplay(dpy);
return 0;
}