gtk/tests/gtkgears.c
Chun-wei Fan b3725a455d test/gtkgears.c: Fix on C89 Compilers
Make sure that variables are declared at the top of the block.

Break up one of the sincos() calls into individual calls to sin() and cos()
so that we do not have to complicate the initialization of the following
GLfloat array.
2015-03-06 23:47:35 +08:00

864 lines
24 KiB
C

/* The rendering code in here is taken from es2gears, which has the
* following copyright notice:
*
* 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 Høgsberg <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 _GNU_SOURCE
#include "config.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <epoxy/gl.h>
#include "gtkgears.h"
#define STRIPS_PER_TOOTH 7
#define VERTICES_PER_TOOTH 34
#define GEAR_VERTEX_STRIDE 6
#ifndef HAVE_SINCOS
static void
sincos (double x, double *_sin, double *_cos)
{
*_sin = sin (x);
*_cos = cos (x);
}
#endif
/**
* 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;
};
typedef struct {
/* The view rotation [x, y, z] */
GLfloat view_rot[GTK_GEARS_N_AXIS];
/* The gears */
struct gear *gear1;
struct gear *gear2;
struct gear *gear3;
/** The location of the shader uniforms */
GLuint ModelViewProjectionMatrix_location;
GLuint NormalMatrix_location;
GLuint LightSourcePosition_location;
GLuint MaterialColor_location;
/* The current gear rotation angle */
GLfloat angle;
/* The projection matrix */
GLfloat ProjectionMatrix[16];
/* The direction of the directional light for the scene */
GLfloat LightSourcePosition[4];
gint64 first_frame_time;
guint tick;
GtkLabel *fps_label;
} GtkGearsPrivate;
G_DEFINE_TYPE_WITH_PRIVATE (GtkGears, gtk_gears, GTK_TYPE_GL_AREA)
static gboolean gtk_gears_render (GtkGLArea *area,
GdkGLContext *context);
static void gtk_gears_size_allocate (GtkWidget *widget,
GtkAllocation *allocation);
static void gtk_gears_realize (GtkWidget *widget);
static gboolean gtk_gears_tick (GtkWidget *widget,
GdkFrameClock *frame_clock,
gpointer user_data);
static void destroy_gear (struct gear *g);
GtkWidget *
gtk_gears_new (void)
{
return g_object_new (gtk_gears_get_type (),
"has-depth-buffer", TRUE,
NULL);
}
static void
gtk_gears_init (GtkGears *gears)
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
priv->view_rot[GTK_GEARS_X_AXIS] = 20.0;
priv->view_rot[GTK_GEARS_Y_AXIS] = 30.0;
priv->view_rot[GTK_GEARS_Z_AXIS] = 20.0;
priv->LightSourcePosition[0] = 5.0;
priv->LightSourcePosition[1] = 5.0;
priv->LightSourcePosition[2] = 10.0;
priv->LightSourcePosition[3] = 1.0;
priv->tick = gtk_widget_add_tick_callback (GTK_WIDGET (gears), gtk_gears_tick, gears, NULL);
}
static void
gtk_gears_finalize (GObject *obj)
{
GtkGears *gears = GTK_GEARS (obj);
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
gtk_widget_remove_tick_callback (GTK_WIDGET (gears), priv->tick);
g_clear_object (&priv->fps_label);
g_clear_pointer (&priv->gear1, destroy_gear);
g_clear_pointer (&priv->gear2, destroy_gear);
g_clear_pointer (&priv->gear3, destroy_gear);
G_OBJECT_CLASS (gtk_gears_parent_class)->finalize (obj);
}
static void
gtk_gears_class_init (GtkGearsClass *klass)
{
GTK_GL_AREA_CLASS (klass)->render = gtk_gears_render;
GTK_WIDGET_CLASS (klass)->realize = gtk_gears_realize;
GTK_WIDGET_CLASS (klass)->size_allocate = gtk_gears_size_allocate;
G_OBJECT_CLASS (klass)->finalize = gtk_gears_finalize;
}
/*
* 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;
}
static void
destroy_gear (struct gear *g)
{
g_clear_pointer (&g->strips, g_free);
g_free (g);
}
/**
* 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 = g_malloc (sizeof *gear);
/* 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 = g_malloc0_n (gear->nstrips, sizeof (*gear->strips));
/* Allocate memory for the vertices */
gear->vertices = g_malloc0_n (VERTICES_PER_TOOTH * teeth, sizeof(*gear->vertices));
v = gear->vertices;
for (i = 0; i < teeth; i++) {
/* A set of macros for making the creation of the gears easier */
#define GEAR_POINT(p, r, da) do { p.x = (r) * c[(da)]; p.y = (r) * s[(da)]; } while(0)
#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];
/* Calculate needed sin/cos for varius angles */
sincos(i * 2.0 * G_PI / teeth + da * 0, &s[0], &c[0]);
sincos(i * 2.0 * M_PI / teeth + da * 1, &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]);
GEAR_POINT(p[0], r2, 1);
GEAR_POINT(p[1], r2, 2);
GEAR_POINT(p[2], r1, 0);
GEAR_POINT(p[3], r1, 3);
GEAR_POINT(p[4], r0, 0);
GEAR_POINT(p[5], r1, 4);
GEAR_POINT(p[6], r0, 4);
/* 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 = sin (angle);
double c = cos (angle);
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
*/
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(GtkGears *self,
struct gear *gear,
GLfloat *transform,
GLfloat x,
GLfloat y,
GLfloat angle,
const GLfloat color[4])
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (self);
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 * G_PI * angle / 360.0, 0, 0, 1);
/* Create and set the ModelViewProjectionMatrix */
memcpy(model_view_projection, priv->ProjectionMatrix, sizeof(model_view_projection));
multiply(model_view_projection, model_view);
glUniformMatrix4fv(priv->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(priv->NormalMatrix_location, 1, GL_FALSE, normal_matrix);
/* Set the gear color */
glUniform4fv(priv->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);
}
/* new window size or exposure */
static void
reshape(GtkGears *gears, int width, int height)
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
/* Update the projection matrix */
perspective (priv->ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0);
/* Set the viewport */
glViewport (0, 0, (GLint) width, (GLint) height);
}
static gboolean
gtk_gears_render (GtkGLArea *area,
GdkGLContext *context)
{
static const GLfloat red[4] = { 0.8, 0.1, 0.0, 1.0 };
static const GLfloat green[4] = { 0.0, 0.8, 0.2, 1.0 };
static const GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 };
GtkGears *self = GTK_GEARS (area);
GtkGearsPrivate *priv = gtk_gears_get_instance_private (self);
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 * G_PI * priv->view_rot[0] / 360.0, 1, 0, 0);
rotate (transform, 2 * G_PI * priv->view_rot[1] / 360.0, 0, 1, 0);
rotate (transform, 2 * G_PI * priv->view_rot[2] / 360.0, 0, 0, 1);
/* Draw the gears */
draw_gear (self, priv->gear1, transform, -3.0, -2.0, priv->angle, red);
draw_gear (self, priv->gear2, transform, 3.1, -2.0, -2 * priv->angle - 9.0, green);
draw_gear (self, priv->gear3, transform, -3.1, 4.2, -2 * priv->angle - 25.0, blue);
return TRUE;
}
static void
gtk_gears_size_allocate (GtkWidget *widget,
GtkAllocation *allocation)
{
GtkGLArea *glarea = GTK_GL_AREA (widget);
GTK_WIDGET_CLASS (gtk_gears_parent_class)->size_allocate (widget, allocation);
if (gtk_widget_get_realized (widget))
{
gtk_gl_area_make_current (glarea);
reshape ((GtkGears *) glarea, allocation->width, allocation->height);
}
}
static const char vertex_shader[] =
"#version 150\n"
"\n"
"in vec3 position;\n"
"in vec3 normal;\n"
"\n"
"uniform mat4 ModelViewProjectionMatrix;\n"
"uniform mat4 NormalMatrix;\n"
"uniform vec4 LightSourcePosition;\n"
"uniform vec4 MaterialColor;\n"
"\n"
"smooth out 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[] =
"#version 150\n"
"\n"
"smooth in vec4 Color;\n"
"\n"
"void main(void)\n"
"{\n"
" gl_FragColor = Color;\n"
"}";
static void
gtk_gears_realize (GtkWidget *widget)
{
GtkGLArea *glarea = GTK_GL_AREA (widget);
GtkGears *gears = GTK_GEARS (widget);
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
GLuint vao, v, f, program;
const char *p;
char msg[512];
GTK_WIDGET_CLASS (gtk_gears_parent_class)->realize (widget);
gtk_gl_area_make_current (glarea);
glEnable (GL_CULL_FACE);
glEnable (GL_DEPTH_TEST);
/* Create the VAO */
glGenVertexArrays (1, &vao);
glBindVertexArray (vao);
/* 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);
g_print ("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);
g_print ("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);
g_print ("program info: %s\n", msg);
/* Enable the shaders */
glUseProgram(program);
/* Get the locations of the uniforms so we can access them */
priv->ModelViewProjectionMatrix_location = glGetUniformLocation(program, "ModelViewProjectionMatrix");
priv->NormalMatrix_location = glGetUniformLocation(program, "NormalMatrix");
priv->LightSourcePosition_location = glGetUniformLocation(program, "LightSourcePosition");
priv->MaterialColor_location = glGetUniformLocation(program, "MaterialColor");
/* Set the LightSourcePosition uniform which is constant throught the program */
glUniform4fv(priv->LightSourcePosition_location, 1, priv->LightSourcePosition);
/* make the gears */
priv->gear1 = create_gear(1.0, 4.0, 1.0, 20, 0.7);
priv->gear2 = create_gear(0.5, 2.0, 2.0, 10, 0.7);
priv->gear3 = create_gear(1.3, 2.0, 0.5, 10, 0.7);
}
static gboolean
gtk_gears_tick (GtkWidget *widget,
GdkFrameClock *frame_clock,
gpointer user_data)
{
GtkGears *gears = GTK_GEARS (widget);
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
GdkFrameTimings *timings, *previous_timings;
gint64 previous_frame_time = 0;
gint64 frame_time;
gint64 history_start, history_len;
gint64 frame;
char *s;
frame = gdk_frame_clock_get_frame_counter (frame_clock);
frame_time = gdk_frame_clock_get_frame_time (frame_clock);
if (priv->first_frame_time == 0)
{
/* No need for changes on first frame */
priv->first_frame_time = frame_time;
if (priv->fps_label)
gtk_label_set_label (priv->fps_label, "FPS: ---");
return G_SOURCE_CONTINUE;
}
/* glxgears advances 70 degrees per second, so do the same */
priv->angle = fmod ((frame_time - priv->first_frame_time) / (double)G_USEC_PER_SEC * 70.0, 360.0);
gtk_widget_queue_draw (widget);
history_start = gdk_frame_clock_get_history_start (frame_clock);
if (priv->fps_label && frame % 60 == 0)
{
history_len = frame - history_start;
if (history_len > 0)
{
previous_timings = gdk_frame_clock_get_timings (frame_clock, frame - history_len);
previous_frame_time = gdk_frame_timings_get_frame_time (previous_timings);
s = g_strdup_printf ("FPS: %-4.1f", (G_USEC_PER_SEC * history_len) / (double)(frame_time - previous_frame_time));
gtk_label_set_label (priv->fps_label, s);
g_free (s);
}
}
timings = gdk_frame_clock_get_current_timings (frame_clock);
previous_timings = gdk_frame_clock_get_timings (frame_clock,
gdk_frame_timings_get_frame_counter (timings) - 1);
if (previous_timings != NULL)
previous_frame_time = gdk_frame_timings_get_frame_time (previous_timings);
return G_SOURCE_CONTINUE;
}
void
gtk_gears_set_axis (GtkGears *gears, int axis, double value)
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
if (axis < 0 || axis >= GTK_GEARS_N_AXIS)
return;
priv->view_rot[axis] = value;
gtk_widget_queue_draw (GTK_WIDGET (gears));
}
double
gtk_gears_get_axis (GtkGears *gears, int axis)
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
if (axis < 0 || axis >= GTK_GEARS_N_AXIS)
return 0.0;
return priv->view_rot[axis];
}
void
gtk_gears_set_fps_label (GtkGears *gears, GtkLabel *label)
{
GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears);
if (label)
g_object_ref (label);
g_clear_object (&priv->fps_label);
priv->fps_label = label;
}