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/**
* Example of cooperative rendering into one window by two processes.
* The first instance of the program creates the GLX window.
* The second instance of the program gets the window ID from the first
* and draws into it.
* Socket IPC is used for synchronization.
*
* Usage:
* 1. run 'corender &'
* 2. run 'corender 2' (any arg will do)
*
* Brian Paul
* 11 Oct 2007
*/
#include <GL/gl.h>
#include <GL/glx.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <X11/keysym.h>
#include <unistd.h>
#include "ipc.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static int MyID = 0; /* 0 or 1 */
static int WindowID = 0;
static GLXContext Context = 0;
static int Width = 700, Height = 350;
static int Rot = 0;
static int Sock = 0;
static GLfloat Red[4] = {1.0, 0.2, 0.2, 1.0};
static GLfloat Blue[4] = {0.2, 0.2, 1.0, 1.0};
static int Sync = 1; /** synchronized rendering? */
static void
setup_ipc(void)
{
int k, port = 10001;
if (MyID == 0) {
/* I'm the first one, wait for connection from second */
k = CreatePort(&port);
assert(k != -1);
printf("Waiting for connection from another 'corender'\n");
Sock = AcceptConnection(k);
assert(Sock != -1);
printf("Got connection, sending windowID\n");
/* send windowID */
SendData(Sock, &WindowID, sizeof(WindowID));
}
else {
/* I'm the second one, connect to first */
char hostname[1000];
MyHostName(hostname, 1000);
Sock = Connect(hostname, port);
assert(Sock != -1);
/* get windowID */
ReceiveData(Sock, &WindowID, sizeof(WindowID));
printf("Contacted first 'corender', getting WindowID\n");
}
}
/** from GLUT */
static void
doughnut(GLfloat r, GLfloat R, GLint nsides, GLint rings)
{
int i, j;
GLfloat theta, phi, theta1;
GLfloat cosTheta, sinTheta;
GLfloat cosTheta1, sinTheta1;
GLfloat ringDelta, sideDelta;
ringDelta = 2.0 * M_PI / rings;
sideDelta = 2.0 * M_PI / nsides;
theta = 0.0;
cosTheta = 1.0;
sinTheta = 0.0;
for (i = rings - 1; i >= 0; i--) {
theta1 = theta + ringDelta;
cosTheta1 = cos(theta1);
sinTheta1 = sin(theta1);
glBegin(GL_QUAD_STRIP);
phi = 0.0;
for (j = nsides; j >= 0; j--) {
GLfloat cosPhi, sinPhi, dist;
phi += sideDelta;
cosPhi = cos(phi);
sinPhi = sin(phi);
dist = R + r * cosPhi;
glNormal3f(cosTheta1 * cosPhi, -sinTheta1 * cosPhi, sinPhi);
glVertex3f(cosTheta1 * dist, -sinTheta1 * dist, r * sinPhi);
glNormal3f(cosTheta * cosPhi, -sinTheta * cosPhi, sinPhi);
glVertex3f(cosTheta * dist, -sinTheta * dist, r * sinPhi);
}
glEnd();
theta = theta1;
cosTheta = cosTheta1;
sinTheta = sinTheta1;
}
}
static void
redraw(Display *dpy)
{
int dbg = 0;
glXMakeCurrent(dpy, WindowID, Context);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_DEPTH_TEST);
glClearColor(0.5, 0.5, 0.5, 0.0);
if (MyID == 0) {
/* First process */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
glTranslatef(-1, 0, 0);
glRotatef(Rot, 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Red);
doughnut(0.5, 2.0, 20, 30);
glPopMatrix();
glFinish();
if (!Sync) {
usleep(1000*10);
}
/* signal second process to render */
if (Sync) {
int code = 1;
if (dbg) printf("0: send signal\n");
SendData(Sock, &code, sizeof(code));
SendData(Sock, &Rot, sizeof(Rot));
}
/* wait for second process to finish rendering */
if (Sync) {
int code = 0;
if (dbg) printf("0: wait signal\n");
ReceiveData(Sock, &code, sizeof(code));
if (dbg) printf("0: got signal\n");
assert(code == 2);
}
}
else {
/* Second process */
/* wait for first process's signal for me to render */
if (Sync) {
int code = 0;
if (dbg) printf("1: wait signal\n");
ReceiveData(Sock, &code, sizeof(code));
ReceiveData(Sock, &Rot, sizeof(Rot));
if (dbg) printf("1: got signal\n");
assert(code == 1);
}
/* XXX this clear should not be here, but for some reason, it
* makes things _mostly_ work correctly w/ NVIDIA's driver.
* There's only occasional glitches.
* Without this glClear(), depth buffer for the second process
* is pretty much broken.
*/
/* glClear(GL_DEPTH_BUFFER_BIT); */
glPushMatrix();
glTranslatef(1, 0, 0);
glRotatef(Rot + 90 , 1, 0, 0);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, Blue);
doughnut(0.5, 2.0, 20, 30);
glPopMatrix();
glFinish();
glXSwapBuffers(dpy, WindowID);
usleep(1000*10);
/* signal first process that I'm done rendering */
if (Sync) {
int code = 2;
if (dbg) printf("1: send signal\n");
SendData(Sock, &code, sizeof(code));
}
}
}
static void
resize(Display *dpy, int width, int height)
{
float ar = (float) width / height;
glXMakeCurrent(dpy, WindowID, Context);
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, 1.0, -1.0, 5.0, 200.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -15);
Width = width;
Height = height;
}
static void
set_window_title(Display *dpy, Window win, const char *title)
{
XSizeHints sizehints;
sizehints.flags = 0;
XSetStandardProperties(dpy, win, title, title,
None, (char **)NULL, 0, &sizehints);
}
static Window
make_gl_window(Display *dpy, XVisualInfo *visinfo, int width, int height)
{
int scrnum;
XSetWindowAttributes attr;
unsigned long mask;
Window root;
Window win;
int x = 0, y = 0;
char *name = NULL;
scrnum = DefaultScreen( dpy );
root = RootWindow( dpy, scrnum );
/* 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);
}
return win;
}
static void
set_event_mask(Display *dpy, Window win)
{
XSetWindowAttributes attr;
attr.event_mask = StructureNotifyMask | ExposureMask | KeyPressMask;
XChangeWindowAttributes(dpy, win, CWEventMask, &attr);
}
static void
event_loop(Display *dpy)
{
while (1) {
while (XPending(dpy) > 0) {
XEvent event;
XNextEvent(dpy, &event);
switch (event.type) {
case Expose:
redraw(dpy);
break;
case ConfigureNotify:
resize(dpy, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
{
char buffer[10];
int r, code;
code = XLookupKeysym(&event.xkey, 0);
if (code == XK_Left) {
}
else {
r = XLookupString(&event.xkey, buffer, sizeof(buffer),
NULL, NULL);
if (buffer[0] == 27) {
exit(0);
}
}
}
default:
/* nothing */
;
}
}
if (MyID == 0 || !Sync)
Rot += 1;
redraw(dpy);
}
}
static XVisualInfo *
choose_visual(Display *dpy)
{
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 = DefaultScreen( dpy );
return glXChooseVisual(dpy, scrnum, attribs);
}
static void
parse_opts(int argc, char *argv[])
{
if (argc > 1) {
MyID = 1;
}
}
int
main( int argc, char *argv[] )
{
Display *dpy;
XVisualInfo *visinfo;
parse_opts(argc, argv);
dpy = XOpenDisplay(NULL);
visinfo = choose_visual(dpy);
Context = glXCreateContext( dpy, visinfo, NULL, True );
if (!Context) {
printf("Error: glXCreateContext failed\n");
exit(1);
}
if (MyID == 0) {
WindowID = make_gl_window(dpy, visinfo, Width, Height);
set_window_title(dpy, WindowID, "corender");
XMapWindow(dpy, WindowID);
/*printf("WindowID 0x%x\n", (int) WindowID);*/
}
/* do ipc hand-shake here */
setup_ipc();
assert(Sock);
assert(WindowID);
if (MyID == 1) {
set_event_mask(dpy, WindowID);
}
resize(dpy, Width, Height);
event_loop(dpy);
return 0;
}
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