static void gears_init(GLData *gld) { Evas_GL_API *gl = gld->glapi; const char *p; char msg[512]; gl->glEnable(GL_CULL_FACE); gl->glEnable(GL_DEPTH_TEST); p = vertex_shader; gld->vtx_shader = gl->glCreateShader(GL_VERTEX_SHADER); gl->glShaderSource(gld->vtx_shader, 1, &p, NULL); gl->glCompileShader(gld->vtx_shader); gl->glGetShaderInfoLog(gld->vtx_shader, sizeof msg, NULL, msg); printf("vertex shader info: %s\n", msg); p = fragment_shader; gld->fgmt_shader = gl->glCreateShader(GL_FRAGMENT_SHADER); gl->glShaderSource(gld->fgmt_shader, 1, &p, NULL); gl->glCompileShader(gld->fgmt_shader); gl->glGetShaderInfoLog(gld->fgmt_shader, sizeof msg, NULL, msg); printf("fragment shader info: %s\n", msg); gld->program = gl->glCreateProgram(); gl->glAttachShader(gld->program, gld->vtx_shader); gl->glAttachShader(gld->program, gld->fgmt_shader); gl->glBindAttribLocation(gld->program, 0, "position"); gl->glBindAttribLocation(gld->program, 1, "normal"); gl->glLinkProgram(gld->program); gl->glGetProgramInfoLog(gld->program, sizeof msg, NULL, msg); printf("info: %s\n", msg); gl->glUseProgram(gld->program); gld->proj_location = gl->glGetUniformLocation(gld->program, "proj"); gld->light_location = gl->glGetUniformLocation(gld->program, "light"); gld->color_location = gl->glGetUniformLocation(gld->program, "color"); /* make the gears */ gld->gear1 = make_gear(gld, 1.0, 4.0, 1.0, 20, 0.7); gld->gear2 = make_gear(gld, 0.5, 2.0, 2.0, 10, 0.7); gld->gear3 = make_gear(gld, 1.3, 2.0, 0.5, 10, 0.7); }
static struct gears * gears_create(struct display *display) { const int width = 450, height = 500; struct gears *gears; struct timeval tv; 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; gettimeofday(&tv, NULL); gears->last_fps = tv.tv_sec * 1000 + tv.tv_usec / 1000; 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 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; }
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); gears->widget = 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(); } 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); window_set_keyboard_focus_handler(gears->window, keyboard_focus_handler); window_schedule_resize(gears->window, width, height); return gears; }