diff --git a/tests/gtkgears.c b/tests/gtkgears.c index 11e0ac8874..dfe66c354e 100644 --- a/tests/gtkgears.c +++ b/tests/gtkgears.c @@ -1,4 +1,4 @@ -/* The rendering code in here is taken from glxgears, which has the +/* The rendering code in here is taken from es2gears, which has the * following copyright notice: * * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. @@ -19,24 +19,93 @@ * 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 + * 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 + * Jul 13, 2010 */ +#define _GNU_SOURCE #include +#include +#include #include #include "gtkgears.h" +#define STRIPS_PER_TOOTH 7 +#define VERTICES_PER_TOOTH 34 +#define GEAR_VERTEX_STRIDE 6 + +/** + * 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]; - GLint gear1, gear2, gear3; + + /* 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); +G_DEFINE_TYPE_WITH_PRIVATE (GtkGears, gtk_gears, GTK_TYPE_GL_AREA) static gboolean gtk_gears_render (GtkGLArea *area, GdkGLContext *context); @@ -47,16 +116,14 @@ 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) { - GtkWidget *gears; - - gears = g_object_new (gtk_gears_get_type (), - "has-depth-buffer", TRUE, - NULL); - - return gears; + return g_object_new (gtk_gears_get_type (), + "has-depth-buffer", TRUE, + NULL); } static void @@ -68,6 +135,11 @@ gtk_gears_init (GtkGears *gears) 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); } @@ -81,6 +153,10 @@ gtk_gears_finalize (GObject *obj) 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); } @@ -94,190 +170,469 @@ gtk_gears_class_init (GtkGearsClass *klass) } /* + * Fills a gear vertex. * - * 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. + * @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 * - * 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 + * @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 -gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, - GLint teeth, GLfloat tooth_depth) +multiply (GLfloat *m, const GLfloat *n) { - GLint i; - GLfloat r0, r1, r2; - GLfloat angle, da; - GLfloat u, v, len; + GLfloat tmp[16]; + const GLfloat *row, *column; + div_t d; + int i, j; - r0 = inner_radius; - r1 = outer_radius - tooth_depth / 2.0; - r2 = outer_radius + tooth_depth / 2.0; - - da = 2.0 * G_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 * G_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); - } + 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]; } - glEnd(); + memcpy(m, &tmp, sizeof tmp); +} - /* draw front sides of teeth */ - glBegin(GL_QUADS); - da = 2.0 * G_PI / teeth / 4.0; - for (i = 0; i < teeth; i++) { - angle = i * 2.0 * G_PI / teeth; +/** + * 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; - 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(); + 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 + }; - glNormal3f(0.0, 0.0, -1.0); + multiply(m, r); +} - /* draw back face */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i <= teeth; i++) { - angle = i * 2.0 * G_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(); +/** + * 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 }; - /* draw back sides of teeth */ - glBegin(GL_QUADS); - da = 2.0 * G_PI / teeth / 4.0; - for (i = 0; i < teeth; i++) { - angle = i * 2.0 * G_PI / teeth; + multiply(m, t); +} - 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(); +/** + * 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, + }; - /* draw outward faces of teeth */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i < teeth; i++) { - angle = i * 2.0 * G_PI / teeth; + memcpy(m, t, sizeof(t)); +} - 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); - } +/** + * 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]}; - glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); - glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); + memcpy(m, t, sizeof(t)); +} - glEnd(); +/** + * 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); - glShadeModel(GL_SMOOTH); + // 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]; - /* draw inside radius cylinder */ - glBegin(GL_QUAD_STRIP); - for (i = 0; i <= teeth; i++) { - angle = i * 2.0 * G_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(); + // 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]; + identity(tmp); + + double sine, cosine, cotangent, deltaZ; + GLfloat radians = fovy / 2 * M_PI / 180; + + 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(int width, int height) +reshape(GtkGears *gears, int width, int height) { - GLfloat h = (GLfloat) height / (GLfloat) width; + GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); + /* Update the projection matrix */ + perspective (priv->ProjectionMatrix, 60.0, width / (float)height, 1.0, 1024.0); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - glTranslatef(0.0, 0.0, -40.0); + /* Set the viewport */ + glViewport (0, 0, (GLint) width, (GLint) height); } static gboolean gtk_gears_render (GtkGLArea *area, GdkGLContext *context) { - GtkGearsPrivate *priv = gtk_gears_get_instance_private (GTK_GEARS (area)); + 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 }; - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GtkGears *self = GTK_GEARS (area); + GtkGearsPrivate *priv = gtk_gears_get_instance_private (self); + GLfloat transform[16]; - glPushMatrix(); - glRotatef(priv->view_rot[GTK_GEARS_X_AXIS], 1.0, 0.0, 0.0); - glRotatef(priv->view_rot[GTK_GEARS_Y_AXIS], 0.0, 1.0, 0.0); - glRotatef(priv->view_rot[GTK_GEARS_Z_AXIS], 0.0, 0.0, 1.0); + identity (transform); - glPushMatrix(); - glTranslatef(-3.0, -2.0, 0.0); - glRotatef(priv->angle, 0.0, 0.0, 1.0); - glCallList(priv->gear1); - glPopMatrix(); + glClearColor (0.0, 0.0, 0.0, 0.0); + glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - glPushMatrix(); - glTranslatef(3.1, -2.0, 0.0); - glRotatef(-2.0 * priv->angle - 9.0, 0.0, 0.0, 1.0); - glCallList(priv->gear2); - glPopMatrix(); + /* 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); - glPushMatrix(); - glTranslatef(-3.1, 4.2, 0.0); - glRotatef(-2.0 * priv->angle - 25.0, 0.0, 0.0, 1.0); - glCallList(priv->gear3); - glPopMatrix(); - - glPopMatrix(); + /* 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; } @@ -293,55 +648,114 @@ gtk_gears_size_allocate (GtkWidget *widget, if (gtk_widget_get_realized (widget)) { gtk_gl_area_make_current (glarea); - reshape (allocation->width, allocation->height); + 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); + GtkGears *gears = GTK_GEARS (widget); GtkGearsPrivate *priv = gtk_gears_get_instance_private (gears); - GtkAllocation allocation; - 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, 1.0 }; - static GLfloat blue[4] = { 0.2, 0.2, 1.0, 1.0 }; + 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); - glLightfv(GL_LIGHT0, GL_POSITION, pos); - glEnable(GL_CULL_FACE); - glEnable(GL_LIGHTING); - glEnable(GL_LIGHT0); - glEnable(GL_DEPTH_TEST); + 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 = glGenLists(1); - glNewList(priv->gear1, GL_COMPILE); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); - gear(1.0, 4.0, 1.0, 20, 0.7); - glEndList(); - - priv->gear2 = glGenLists(1); - glNewList(priv->gear2, GL_COMPILE); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); - gear(0.5, 2.0, 2.0, 10, 0.7); - glEndList(); - - priv->gear3 = glGenLists(1); - glNewList(priv->gear3, GL_COMPILE); - glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); - gear(1.3, 2.0, 0.5, 10, 0.7); - glEndList(); - - glEnable(GL_NORMALIZE); - - gtk_widget_get_allocation (widget, &allocation); - reshape (allocation.width, allocation.height); + 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