[cogl/wip/cogl-1.12] Adds a cogl-gles2-gears example



commit 41840d4d3ab821394eec670def665f24b95a8331
Author: Robert Bragg <robert linux intel com>
Date:   Thu Apr 19 14:28:50 2012 +0100

    Adds a cogl-gles2-gears example
    
    This adds an example of using libcogl-gles2 as a way to port existing
    GLES 2.0 based code. This is a port of es2gears in the Mesa demos repo.
    
    Reviewed-by: Neil Roberts <neil linux intel com>
    
    Conflicts:
    	examples/Makefile.am

 examples/Makefile.am        |   26 +-
 examples/cogl-gles2-gears.c |  808 +++++++++++++++++++++++++++++++++++++++++++
 2 files changed, 826 insertions(+), 8 deletions(-)
---
diff --git a/examples/Makefile.am b/examples/Makefile.am
index 868e9bc..7bb4b9a 100644
--- a/examples/Makefile.am
+++ b/examples/Makefile.am
@@ -6,10 +6,10 @@ INCLUDES = \
 AM_CFLAGS = \
 	$(COGL_DEP_CFLAGS) \
 	$(COGL_EXTRA_CFLAGS) \
-	-DCOGL_ENABLE_EXPERIMENTAL_2_0_API
+    -DCOGL_ENABLE_EXPERIMENTAL_2_0_API
 
 if INSTALL_EXAMPLES
-AM_CFLAGS += -DCOGL_EXAMPLES_DATA=\""$(pkgdatadir)/examples-data/"\"
+AM_CFLAGS += -DCOGL_EXAMPLES_DATA=\""$(pkgdatadir)/2.0/examples-data/"\"
 else
 AM_CFLAGS += -DCOGL_EXAMPLES_DATA=\""$(abs_top_srcdir)/examples/"\"
 endif
@@ -18,14 +18,18 @@ common_ldadd = \
 	$(COGL_DEP_LIBS) \
 	$(top_builddir)/cogl/libcogl.la
 
-programs = cogl-hello cogl-info cogl-msaa cogl-gles2-context
+programs = cogl-info
+
+cogl_info_SOURCES = cogl-info.c
+cogl_info_LDADD = $(common_ldadd)
+
+if USE_GLIB
+programs += cogl-hello cogl-msaa  cogl-gles2-context cogl-gles2-gears
 examples_datadir = $(pkgdatadir)/examples-data
 examples_data_DATA =
 
 cogl_hello_SOURCES = cogl-hello.c
 cogl_hello_LDADD = $(common_ldadd)
-cogl_info_SOURCES = cogl-info.c
-cogl_info_LDADD = $(common_ldadd)
 cogl_msaa_SOURCES = cogl-msaa.c
 cogl_msaa_LDADD = $(common_ldadd)
 
@@ -46,9 +50,9 @@ cogl_x11_tfp_LDADD = $(common_ldadd)
 endif
 
 if SUPPORT_WAYLAND_EGL_SERVER
-programs += cogland
-cogland_SOURCES = cogland.c
-cogland_LDADD = $(common_ldadd)
+programs += cogland2
+cogland2_SOURCES = cogland.c
+cogland2_LDADD = $(common_ldadd)
 endif
 
 if SUPPORT_SDL
@@ -60,6 +64,12 @@ endif
 cogl_gles2_context_SOURCES = cogl-gles2-context.c
 cogl_gles2_context_LDADD = $(common_ldadd)
 
+cogl_gles2_gears_SOURCES = cogl-gles2-gears.c
+cogl_gles2_gears_CFLAGS = -I$(top_srcdir)/cogl-gles2 $(AM_CFLAGS)
+cogl_gles2_gears_LDADD = $(common_ldadd) $(top_builddir)/cogl-gles2/libcogl-gles2.la
+
+endif #USE_GLIB
+
 if INSTALL_EXAMPLES
 bin_PROGRAMS = $(programs)
 else
diff --git a/examples/cogl-gles2-gears.c b/examples/cogl-gles2-gears.c
new file mode 100644
index 0000000..f77e550
--- /dev/null
+++ b/examples/cogl-gles2-gears.c
@@ -0,0 +1,808 @@
+/*
+ * Copyright (C) 1999-2001  Brian Paul   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.
+ */
+
+/*
+ * Ported to GLES2.
+ * Kristian HÃgsberg <krh bitplanet net>
+ * May 3, 2010
+ *
+ * Improve GLES2 port:
+ *   * Refactor gear drawing.
+ *   * Use correct normals for surfaces.
+ *   * Improve shader.
+ *   * Use perspective projection transformation.
+ *   * Add FPS count.
+ *   * Add comments.
+ * Alexandros Frantzis <alexandros frantzis linaro org>
+ * Jul 13, 2010
+ */
+
+#define GL_GLEXT_PROTOTYPES
+
+#include <math.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <string.h>
+#include <sys/time.h>
+#include <unistd.h>
+#include <GLES2/gl2.h>
+#include <cogl/cogl.h>
+#include <cogl/cogl-gles2.h>
+#include <glib.h>
+
+#define STRIPS_PER_TOOTH 7
+#define VERTICES_PER_TOOTH 34
+#define GEAR_VERTEX_STRIDE 6
+
+typedef struct _Data
+{
+    CoglContext *ctx;
+    CoglFramebuffer *fb;
+
+    CoglGLES2Context *gles2_ctx;
+
+    GTimer *timer;
+    int frames;
+    double last_elapsed;
+} Data;
+
+
+/**
+ * Struct describing the vertices in triangle strip
+ */
+struct vertex_strip {
+    /** The first vertex in the strip */
+    GLint first;
+    /** The number of consecutive vertices in the strip after the first */
+    GLint count;
+};
+
+/* Each vertex consist of GEAR_VERTEX_STRIDE GLfloat attributes */
+typedef GLfloat GearVertex[GEAR_VERTEX_STRIDE];
+
+/**
+ * Struct representing a gear.
+ */
+struct gear {
+    /** The array of vertices comprising the gear */
+    GearVertex *vertices;
+    /** The number of vertices comprising the gear */
+    int nvertices;
+    /** The array of triangle strips comprising the gear */
+    struct vertex_strip *strips;
+    /** The number of triangle strips comprising the gear */
+    int nstrips;
+    /** The Vertex Buffer Object holding the vertices in the graphics card */
+    GLuint vbo;
+};
+
+/** The view rotation [x, y, z] */
+static GLfloat view_rot[3] = { 20.0, 30.0, 0.0 };
+/** The gears */
+static struct gear *gear1, *gear2, *gear3;
+/** The current gear rotation angle */
+static GLfloat angle = 0.0;
+/** The location of the shader uniforms */
+static GLuint ModelViewProjectionMatrix_location,
+              NormalMatrix_location,
+              LightSourcePosition_location,
+              MaterialColor_location;
+/** The projection matrix */
+static GLfloat ProjectionMatrix[16];
+/** The direction of the directional light for the scene */
+static const GLfloat LightSourcePosition[4] = { 5.0, 5.0, 10.0, 1.0};
+
+/**
+ * Fills a gear vertex.
+ *
+ * @param v the vertex to fill
+ * @param x the x coordinate
+ * @param y the y coordinate
+ * @param z the z coortinate
+ * @param n pointer to the normal table
+ *
+ * @return the operation error code
+ */
+static GearVertex *
+vert (GearVertex *v, GLfloat x, GLfloat y, GLfloat z, GLfloat n[3])
+{
+    v[0][0] = x;
+    v[0][1] = y;
+    v[0][2] = z;
+    v[0][3] = n[0];
+    v[0][4] = n[1];
+    v[0][5] = n[2];
+
+    return v + 1;
+}
+
+/**
+ *  Create a gear wheel.
+ *
+ *  @param inner_radius radius of hole at center
+ *  @param outer_radius radius at center of teeth
+ *  @param width width of gear
+ *  @param teeth number of teeth
+ *  @param tooth_depth depth of tooth
+ *
+ *  @return pointer to the constructed struct gear
+ */
+static struct gear *
+create_gear (GLfloat inner_radius, GLfloat outer_radius, GLfloat width,
+             GLint teeth, GLfloat tooth_depth)
+{
+    GLfloat r0, r1, r2;
+    GLfloat da;
+    GearVertex *v;
+    struct gear *gear;
+    double s[5], c[5];
+    GLfloat normal[3];
+    int cur_strip = 0;
+    int i;
+
+    /* Allocate memory for the gear */
+    gear = malloc (sizeof *gear);
+    if (gear == NULL)
+        return NULL;
+
+    /* Calculate the radii used in the gear */
+    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;
+
+    /* Allocate memory for the triangle strip information */
+    gear->nstrips = STRIPS_PER_TOOTH * teeth;
+    gear->strips = calloc (gear->nstrips, sizeof (*gear->strips));
+
+    /* Allocate memory for the vertices */
+    gear->vertices = calloc (VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices));
+    v = gear->vertices;
+
+    for (i = 0; i < teeth; i++) {
+        /* Calculate needed sin/cos for varius angles */
+        sincos (i * 2.0 * M_PI / teeth, &s[0], &c[0]);
+        sincos (i * 2.0 * M_PI / teeth + da, &s[1], &c[1]);
+        sincos (i * 2.0 * M_PI / teeth + da * 2, &s[2], &c[2]);
+        sincos (i * 2.0 * M_PI / teeth + da * 3, &s[3], &c[3]);
+        sincos (i * 2.0 * M_PI / teeth + da * 4, &s[4], &c[4]);
+
+      /* A set of macros for making the creation of the gears easier */
+#define  GEAR_POINT(r, da) { (r) * c[(da)], (r) * s[(da)] }
+#define  SET_NORMAL(x, y, z) do { \
+    normal[0] = (x); normal[1] = (y); normal[2] = (z); \
+} while(0)
+
+#define  GEAR_VERT(v, point, sign) vert((v), p[(point)].x, p[(point)].y, (sign) * width * 0.5, normal)
+
+#define START_STRIP do { \
+    gear->strips[cur_strip].first = v - gear->vertices; \
+} while(0);
+
+#define END_STRIP do { \
+    int _tmp = (v - gear->vertices); \
+    gear->strips[cur_strip].count = _tmp - gear->strips[cur_strip].first; \
+    cur_strip++; \
+} while (0)
+
+#define QUAD_WITH_NORMAL(p1, p2) do { \
+    SET_NORMAL((p[(p1)].y - p[(p2)].y), -(p[(p1)].x - p[(p2)].x), 0); \
+    v = GEAR_VERT(v, (p1), -1); \
+    v = GEAR_VERT(v, (p1), 1); \
+    v = GEAR_VERT(v, (p2), -1); \
+    v = GEAR_VERT(v, (p2), 1); \
+} while(0)
+
+        {
+            struct point {
+                GLfloat x;
+                GLfloat y;
+            };
+
+            /* Create the 7 points (only x,y coords) used to draw a tooth */
+            struct point p[7] = {
+                GEAR_POINT (r2, 1), // 0
+                GEAR_POINT (r2, 2), // 1
+                GEAR_POINT (r1, 0), // 2
+                GEAR_POINT (r1, 3), // 3
+                GEAR_POINT (r0, 0), // 4
+                GEAR_POINT (r1, 4), // 5
+                GEAR_POINT (r0, 4), // 6
+            };
+
+            /* Front face */
+            START_STRIP;
+            SET_NORMAL (0, 0, 1.0);
+            v = GEAR_VERT (v, 0, +1);
+            v = GEAR_VERT (v, 1, +1);
+            v = GEAR_VERT (v, 2, +1);
+            v = GEAR_VERT (v, 3, +1);
+            v = GEAR_VERT (v, 4, +1);
+            v = GEAR_VERT (v, 5, +1);
+            v = GEAR_VERT (v, 6, +1);
+            END_STRIP;
+
+            /* Inner face */
+            START_STRIP;
+            QUAD_WITH_NORMAL (4, 6);
+            END_STRIP;
+
+            /* Back face */
+            START_STRIP;
+            SET_NORMAL (0, 0, -1.0);
+            v = GEAR_VERT (v, 6, -1);
+            v = GEAR_VERT (v, 5, -1);
+            v = GEAR_VERT (v, 4, -1);
+            v = GEAR_VERT (v, 3, -1);
+            v = GEAR_VERT (v, 2, -1);
+            v = GEAR_VERT (v, 1, -1);
+            v = GEAR_VERT (v, 0, -1);
+            END_STRIP;
+
+            /* Outer face */
+            START_STRIP;
+            QUAD_WITH_NORMAL (0, 2);
+            END_STRIP;
+
+            START_STRIP;
+            QUAD_WITH_NORMAL (1, 0);
+            END_STRIP;
+
+            START_STRIP;
+            QUAD_WITH_NORMAL (3, 1);
+            END_STRIP;
+
+            START_STRIP;
+            QUAD_WITH_NORMAL (5, 3);
+            END_STRIP;
+        }
+    }
+
+    gear->nvertices = (v - gear->vertices);
+
+    /* Store the vertices in a vertex buffer object (VBO) */
+    glGenBuffers (1, &gear->vbo);
+    glBindBuffer (GL_ARRAY_BUFFER, gear->vbo);
+    glBufferData (GL_ARRAY_BUFFER, gear->nvertices * sizeof(GearVertex),
+                  gear->vertices, GL_STATIC_DRAW);
+
+    return gear;
+}
+
+/**
+ * Multiplies two 4x4 matrices.
+ *
+ * The result is stored in matrix m.
+ *
+ * @param m the first matrix to multiply
+ * @param n the second matrix to multiply
+ */
+static void
+multiply (GLfloat *m, const GLfloat *n)
+{
+    GLfloat tmp[16];
+    const GLfloat *row, *column;
+    div_t d;
+    int i, j;
+
+    for (i = 0; i < 16; i++) {
+        tmp[i] = 0;
+        d = div(i, 4);
+        row = n + d.quot * 4;
+        column = m + d.rem;
+        for (j = 0; j < 4; j++)
+            tmp[i] += row[j] * column[j * 4];
+    }
+    memcpy (m, &tmp, sizeof tmp);
+}
+
+/**
+ * Rotates a 4x4 matrix.
+ *
+ * @param[in,out] m the matrix to rotate
+ * @param angle the angle to rotate
+ * @param x the x component of the direction to rotate to
+ * @param y the y component of the direction to rotate to
+ * @param z the z component of the direction to rotate to
+ */
+static void
+rotate (GLfloat *m, GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
+{
+    double s, c;
+
+    sincos (angle, &s, &c);
+
+    {
+        GLfloat r[16] = {
+            x * x * (1 - c) + c,     y * x * (1 - c) + z * s, x * z * (1 - c) - y * s, 0,
+            x * y * (1 - c) - z * s, y * y * (1 - c) + c,     y * z * (1 - c) + x * s, 0,
+            x * z * (1 - c) + y * s, y * z * (1 - c) - x * s, z * z * (1 - c) + c,     0,
+            0, 0, 0, 1
+        };
+
+        multiply (m, r);
+    }
+}
+
+
+/**
+ * Translates a 4x4 matrix.
+ *
+ * @param[in,out] m the matrix to translate
+ * @param x the x component of the direction to translate to
+ * @param y the y component of the direction to translate to
+ * @param z the z component of the direction to translate to
+ */
+static void
+translate(GLfloat *m, GLfloat x, GLfloat y, GLfloat z)
+{
+    GLfloat t[16] = { 1, 0, 0, 0,  0, 1, 0, 0,  0, 0, 1, 0,  x, y, z, 1 };
+
+    multiply (m, t);
+}
+
+/**
+ * Creates an identity 4x4 matrix.
+ *
+ * @param m the matrix make an identity matrix
+ */
+static void
+identity (GLfloat *m)
+{
+    GLfloat t[16] = {
+        1.0, 0.0, 0.0, 0.0,
+        0.0, 1.0, 0.0, 0.0,
+        0.0, 0.0, 1.0, 0.0,
+        0.0, 0.0, 0.0, 1.0,
+    };
+
+    memcpy (m, t, sizeof(t));
+}
+
+/**
+ * Transposes a 4x4 matrix.
+ *
+ * @param m the matrix to transpose
+ */
+static void
+transpose (GLfloat *m)
+{
+    GLfloat t[16] = {
+        m[0], m[4], m[8],  m[12],
+        m[1], m[5], m[9],  m[13],
+        m[2], m[6], m[10], m[14],
+        m[3], m[7], m[11], m[15]};
+
+    memcpy (m, t, sizeof(t));
+}
+
+/**
+ * Inverts a 4x4 matrix.
+ *
+ * This function can currently handle only pure translation-rotation matrices.
+ * Read http://www.gamedev.net/community/forums/topic.asp?topic_id=425118
+ * for an explanation.
+ */
+static void
+invert (GLfloat *m)
+{
+    GLfloat t[16];
+    identity (t);
+
+    // Extract and invert the translation part 't'. The inverse of a
+    // translation matrix can be calculated by negating the translation
+    // coordinates.
+    t[12] = -m[12]; t[13] = -m[13]; t[14] = -m[14];
+
+    // Invert the rotation part 'r'. The inverse of a rotation matrix is
+    // equal to its transpose.
+    m[12] = m[13] = m[14] = 0;
+    transpose (m);
+
+    // inv (m) = inv (r) * inv (t)
+    multiply (m, t);
+}
+
+/**
+ * Calculate a perspective projection transformation.
+ *
+ * @param m the matrix to save the transformation in
+ * @param fovy the field of view in the y direction
+ * @param aspect the view aspect ratio
+ * @param zNear the near clipping plane
+ * @param zFar the far clipping plane
+ */
+static void
+perspective (GLfloat *m, GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar)
+{
+    GLfloat tmp[16];
+    double sine, cosine, cotangent, deltaZ;
+    GLfloat radians = fovy / 2 * M_PI / 180;
+
+    identity (tmp);
+
+    deltaZ = zFar - zNear;
+    sincos (radians, &sine, &cosine);
+
+    if ((deltaZ == 0) || (sine == 0) || (aspect == 0))
+      return;
+
+    cotangent = cosine / sine;
+
+    tmp[0] = cotangent / aspect;
+    tmp[5] = cotangent;
+    tmp[10] = -(zFar + zNear) / deltaZ;
+    tmp[11] = -1;
+    tmp[14] = -2 * zNear * zFar / deltaZ;
+    tmp[15] = 0;
+
+    memcpy (m, tmp, sizeof(tmp));
+}
+
+/**
+ * Draws a gear.
+ *
+ * @param gear the gear to draw
+ * @param transform the current transformation matrix
+ * @param x the x position to draw the gear at
+ * @param y the y position to draw the gear at
+ * @param angle the rotation angle of the gear
+ * @param color the color of the gear
+ */
+static void
+draw_gear (struct gear *gear, GLfloat *transform,
+           GLfloat x, GLfloat y, GLfloat angle, const GLfloat color[4])
+{
+    GLfloat model_view[16];
+    GLfloat normal_matrix[16];
+    GLfloat model_view_projection[16];
+    int n;
+
+    /* Translate and rotate the gear */
+    memcpy(model_view, transform, sizeof (model_view));
+    translate(model_view, x, y, 0);
+    rotate(model_view, 2 * M_PI * angle / 360.0, 0, 0, 1);
+
+    /* Create and set the ModelViewProjectionMatrix */
+    memcpy (model_view_projection,
+            ProjectionMatrix,
+            sizeof(model_view_projection));
+    multiply (model_view_projection, model_view);
+
+    glUniformMatrix4fv (ModelViewProjectionMatrix_location, 1, GL_FALSE,
+                        model_view_projection);
+
+    /*
+     * Create and set the NormalMatrix. It's the inverse transpose of the
+     * ModelView matrix.
+     */
+    memcpy (normal_matrix, model_view, sizeof (normal_matrix));
+    invert (normal_matrix);
+    transpose (normal_matrix);
+    glUniformMatrix4fv (NormalMatrix_location, 1, GL_FALSE, normal_matrix);
+
+    /* Set the gear color */
+    glUniform4fv (MaterialColor_location, 1, color);
+
+    /* Set the vertex buffer object to use */
+    glBindBuffer (GL_ARRAY_BUFFER, gear->vbo);
+
+    /* Set up the position of the attributes in the vertex buffer object */
+    glVertexAttribPointer (0, 3, GL_FLOAT, GL_FALSE,
+                           6 * sizeof(GLfloat), NULL);
+    glVertexAttribPointer (1, 3, GL_FLOAT, GL_FALSE,
+                           6 * sizeof(GLfloat), (GLfloat *) 0 + 3);
+
+    /* Enable the attributes */
+    glEnableVertexAttribArray (0);
+    glEnableVertexAttribArray (1);
+
+    /* Draw the triangle strips that comprise the gear */
+    for (n = 0; n < gear->nstrips; n++)
+        glDrawArrays (GL_TRIANGLE_STRIP,
+                      gear->strips[n].first,
+                      gear->strips[n].count);
+
+    /* Disable the attributes */
+    glDisableVertexAttribArray (1);
+    glDisableVertexAttribArray (0);
+}
+
+/**
+ * Draws the gears.
+ */
+static void
+gears_draw(void)
+{
+    const static GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
+    const static GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
+    const static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
+    GLfloat transform[16];
+    identity(transform);
+
+    glClearColor (0.0, 0.0, 0.0, 0.0);
+    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+    /* Translate and rotate the view */
+    translate (transform, 0, 0, -20);
+    rotate (transform, 2 * M_PI * view_rot[0] / 360.0, 1, 0, 0);
+    rotate (transform, 2 * M_PI * view_rot[1] / 360.0, 0, 1, 0);
+    rotate (transform, 2 * M_PI * view_rot[2] / 360.0, 0, 0, 1);
+
+    /* Draw the gears */
+    draw_gear (gear1, transform, -3.0, -2.0, angle, red);
+    draw_gear (gear2, transform, 3.1, -2.0, -2 * angle - 9.0, green);
+    draw_gear (gear3, transform, -3.1, 4.2, -2 * angle - 25.0, blue);
+}
+
+static gboolean
+paint_cb (void *user_data)
+{
+    Data *data = user_data;
+    double elapsed = g_timer_elapsed (data->timer, NULL);
+    double dt = elapsed - data->last_elapsed;
+    GError *error = NULL;
+
+    /* Draw scene with GLES2 */
+    if (!cogl_push_gles2_context (data->ctx,
+                                  data->gles2_ctx,
+                                  data->fb,
+                                  data->fb,
+                                  &error))
+    {
+        g_error ("Failed to push gles2 context: %s\n", error->message);
+    }
+
+    gears_draw ();
+
+    cogl_pop_gles2_context (data->ctx);
+
+    cogl_onscreen_swap_buffers (COGL_ONSCREEN (data->fb));
+
+    /* advance rotation for next frame */
+    angle += 70.0 * dt;  /* 70 degrees per second */
+    if (angle > 3600.0)
+        angle -= 3600.0;
+
+    data->frames++;
+
+    if (elapsed > 5.0) {
+        GLfloat fps = data->frames / elapsed;
+        printf ("%d frames in %3.1f seconds = %6.3f FPS\n",
+                data->frames, elapsed, fps);
+        g_timer_reset (data->timer);
+        data->last_elapsed = 0;
+        data->frames = 0;
+    }else
+      data->last_elapsed = elapsed;
+
+    /* If the driver can deliver swap complete events then we can remove
+     * the idle paint callback until we next get a swap complete event
+     * otherwise we keep the idle paint callback installed and simply
+     * paint as fast as the driver will allow... */
+    if (cogl_has_feature (data->ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT))
+      return FALSE; /* remove the callback */
+    else
+      return TRUE;
+}
+
+static void
+swap_complete_cb (CoglFramebuffer *framebuffer, void *user_data)
+{
+    g_idle_add (paint_cb, user_data);
+}
+
+/**
+ * Handles a new window size or exposure.
+ *
+ * @param width the window width
+ * @param height the window height
+ */
+static void
+gears_reshape (int width, int height)
+{
+    /* Update the projection matrix */
+    perspective (ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0);
+
+    /* Set the viewport */
+    glViewport (0, 0, (GLint) width, (GLint) height);
+}
+
+#if 0
+/**
+ * Handles special eglut events.
+ *
+ * @param special the event to handle.
+ */
+static void
+gears_special(int special)
+{
+    switch (special) {
+      case EGLUT_KEY_LEFT:
+        view_rot[1] += 5.0;
+        break;
+      case EGLUT_KEY_RIGHT:
+        view_rot[1] -= 5.0;
+        break;
+      case EGLUT_KEY_UP:
+        view_rot[0] += 5.0;
+        break;
+      case EGLUT_KEY_DOWN:
+        view_rot[0] -= 5.0;
+        break;
+    }
+}
+#endif
+
+static const char vertex_shader[] =
+    "attribute vec3 position;\n"
+    "attribute vec3 normal;\n"
+    "\n"
+    "uniform mat4 ModelViewProjectionMatrix;\n"
+    "uniform mat4 NormalMatrix;\n"
+    "uniform vec4 LightSourcePosition;\n"
+    "uniform vec4 MaterialColor;\n"
+    "\n"
+    "varying vec4 Color;\n"
+    "\n"
+    "void main(void)\n"
+    "{\n"
+    "    // Transform the normal to eye coordinates\n"
+    "    vec3 N = normalize(vec3(NormalMatrix * vec4(normal, 1.0)));\n"
+    "\n"
+    "    // The LightSourcePosition is actually its direction for directional light\n"
+    "    vec3 L = normalize(LightSourcePosition.xyz);\n"
+    "\n"
+    "    // Multiply the diffuse value by the vertex color (which is fixed in this case)\n"
+    "    // to get the actual color that we will use to draw this vertex with\n"
+    "    float diffuse = max(dot(N, L), 0.0);\n"
+    "    Color = diffuse * MaterialColor;\n"
+    "\n"
+    "    // Transform the position to clip coordinates\n"
+    "    gl_Position = ModelViewProjectionMatrix * vec4(position, 1.0);\n"
+    "}";
+
+static const char fragment_shader[] =
+    "precision mediump float;\n"
+    "varying vec4 Color;\n"
+    "\n"
+    "void main(void)\n"
+    "{\n"
+    "    gl_FragColor = Color;\n"
+    "}";
+
+static void
+gears_init(void)
+{
+    GLuint v, f, program;
+    const char *p;
+    char msg[512];
+
+    glEnable (GL_CULL_FACE);
+    glEnable (GL_DEPTH_TEST);
+
+    /* Compile the vertex shader */
+    p = vertex_shader;
+    v = glCreateShader (GL_VERTEX_SHADER);
+    glShaderSource (v, 1, &p, NULL);
+    glCompileShader (v);
+    glGetShaderInfoLog (v, sizeof msg, NULL, msg);
+    printf ("vertex shader info: %s\n", msg);
+
+    /* Compile the fragment shader */
+    p = fragment_shader;
+    f = glCreateShader (GL_FRAGMENT_SHADER);
+    glShaderSource (f, 1, &p, NULL);
+    glCompileShader (f);
+    glGetShaderInfoLog (f, sizeof msg, NULL, msg);
+    printf ("fragment shader info: %s\n", msg);
+
+    /* Create and link the shader program */
+    program = glCreateProgram ();
+    glAttachShader (program, v);
+    glAttachShader (program, f);
+    glBindAttribLocation (program, 0, "position");
+    glBindAttribLocation (program, 1, "normal");
+
+    glLinkProgram (program);
+    glGetProgramInfoLog (program, sizeof msg, NULL, msg);
+    printf ("info: %s\n", msg);
+
+    /* Enable the shaders */
+    glUseProgram (program);
+
+    /* Get the locations of the uniforms so we can access them */
+    ModelViewProjectionMatrix_location =
+      glGetUniformLocation (program, "ModelViewProjectionMatrix");
+    NormalMatrix_location =
+      glGetUniformLocation (program, "NormalMatrix");
+    LightSourcePosition_location =
+      glGetUniformLocation (program, "LightSourcePosition");
+    MaterialColor_location =
+      glGetUniformLocation (program, "MaterialColor");
+
+    /* Set the LightSourcePosition uniform which is constant throughout
+     * the program */
+    glUniform4fv (LightSourcePosition_location, 1, LightSourcePosition);
+
+    /* make the gears */
+    gear1 = create_gear (1.0, 4.0, 1.0, 20, 0.7);
+    gear2 = create_gear (0.5, 2.0, 2.0, 10, 0.7);
+    gear3 = create_gear (1.3, 2.0, 0.5, 10, 0.7);
+}
+
+int
+main (int argc, char **argv)
+{
+    Data data;
+    CoglOnscreen *onscreen;
+    GError *error = NULL;
+    GSource *cogl_source;
+    GMainLoop *loop;
+
+    data.ctx = cogl_context_new (NULL, NULL);
+
+    onscreen = cogl_onscreen_new (data.ctx, 300, 300);
+    cogl_onscreen_show (onscreen);
+    data.fb = COGL_FRAMEBUFFER (onscreen);
+
+    data.gles2_ctx = cogl_gles2_context_new (data.ctx, &error);
+    if (!data.gles2_ctx)
+        g_error ("Failed to create GLES2 context: %s\n", error->message);
+
+    /* Draw scene with GLES2 */
+    if (!cogl_push_gles2_context (data.ctx,
+                                  data.gles2_ctx,
+                                  data.fb,
+                                  data.fb,
+                                  &error))
+    {
+        g_error ("Failed to push gles2 context: %s\n", error->message);
+    }
+
+    gears_reshape (cogl_framebuffer_get_width (data.fb),
+                   cogl_framebuffer_get_height (data.fb));
+
+    /* Initialize the gears */
+    gears_init();
+
+    cogl_pop_gles2_context (data.ctx);
+
+    cogl_source = cogl_glib_source_new (data.ctx, G_PRIORITY_DEFAULT);
+
+    g_source_attach (cogl_source, NULL);
+
+    if (cogl_has_feature (data.ctx, COGL_FEATURE_ID_SWAP_BUFFERS_EVENT))
+        cogl_onscreen_add_swap_buffers_callback (COGL_ONSCREEN (data.fb),
+                                                 swap_complete_cb, &data);
+
+    g_idle_add (paint_cb, &data);
+
+    data.timer = g_timer_new ();
+    data.frames = 0;
+    data.last_elapsed = 0;
+
+    loop = g_main_loop_new (NULL, TRUE);
+    g_main_loop_run (loop);
+
+    return 0;
+}



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