/* * 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; }