--- /dev/null
+/*
+ * 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;
+}