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);
}
Esempio n. 2
0
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;
}
Esempio n. 3
0
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;
}
Esempio n. 4
0
File: gears.c Progetto: N8Fear/adwc
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;
}