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/* $Id: sharedtex.c,v 1.2 2002/01/16 14:32:46 joukj Exp $ */
/*
* Test sharing of display lists and texture objects between GLX contests.
* Brian Paul
* Summer 2000
*
*
* Copyright (C) 2000 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.
*
*
* Modified 2009 for multithreading by Thomas Hellstrom.
*/
#include <GL/gl.h>
#include <GL/glx.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include <pthread.h>
#include <X11/X.h>
struct thread_init_arg {
int id;
};
struct window {
pthread_mutex_t drawMutex;
char DisplayName[1000];
Display *Dpy;
Window Win;
GLXContext Context;
float Angle;
int Id;
XVisualInfo *visInfo;
};
#define MAX_WINDOWS 20
static struct window Windows[MAX_WINDOWS];
static int NumWindows = 0;
static int terminate = 0;
static GLXContext gCtx;
static Display *gDpy;
static GLuint Textures[3];
static void
Error(const char *display, const char *msg)
{
fprintf(stderr, "Error on display %s - %s\n", display, msg);
exit(1);
}
static int
initMainthread(Display *dpy, const char *displayName)
{
int scrnum;
XVisualInfo *visinfo;
int attrib[] = { GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 1,
None };
scrnum = DefaultScreen(dpy);
visinfo = glXChooseVisual(dpy, scrnum, attrib);
if (!visinfo) {
Error(displayName, "Unable to find RGB, double-buffered visual");
return -1;
}
gCtx = glXCreateContext(dpy, visinfo, NULL, True);
if (!gCtx) {
Error(displayName, "Couldn't create GLX context");
return -1;
}
return 0;
}
static struct window *
AddWindow(Display *dpy, const char *displayName, int xpos, int ypos,
GLXContext sCtx)
{
Window win;
GLXContext ctx;
int attrib[] = { 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;
XVisualInfo *visinfo;
int width = 300, height = 300;
if (NumWindows >= MAX_WINDOWS)
return NULL;
scrnum = DefaultScreen(dpy);
root = RootWindow(dpy, scrnum);
visinfo = glXChooseVisual(dpy, scrnum, attrib);
if (!visinfo) {
Error(displayName, "Unable to find RGB, double-buffered visual");
return NULL;
}
/* 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 = CWBorderPixel | CWColormap | CWEventMask;
win = XCreateWindow(dpy, root, xpos, ypos, width, height,
0, visinfo->depth, InputOutput,
visinfo->visual, mask, &attr);
if (!win) {
Error(displayName, "Couldn't create window");
return NULL;
}
{
XSizeHints sizehints;
sizehints.x = xpos;
sizehints.y = ypos;
sizehints.width = width;
sizehints.height = height;
sizehints.flags = USSize | USPosition;
XSetNormalHints(dpy, win, &sizehints);
XSetStandardProperties(dpy, win, displayName, displayName,
None, (char **)NULL, 0, &sizehints);
}
ctx = glXCreateContext(dpy, visinfo,
sCtx ? sCtx : NULL, True);
if (!ctx) {
Error(displayName, "Couldn't create GLX context");
return NULL;
}
XMapWindow(dpy, win);
/* save the info for this window */
{
static int id = 0;
struct window *h = &Windows[NumWindows];
strcpy(h->DisplayName, displayName);
h->Dpy = dpy;
h->Win = win;
h->Context = ctx;
h->Angle = 0.0;
h->Id = id++;
h->visInfo = visinfo;
pthread_mutex_init(&h->drawMutex, NULL);
NumWindows++;
return &Windows[NumWindows-1];
}
}
static void
InitGLstuff(void)
{
glGenTextures(3, Textures);
/* setup first texture object */
{
GLubyte image[16][16][4];
GLint i, j;
glBindTexture(GL_TEXTURE_2D, Textures[0]);
/* red/white checkerboard */
for (i = 0; i < 16; i++) {
for (j = 0; j < 16; j++) {
if ((i ^ j) & 1) {
image[i][j][0] = 255;
image[i][j][1] = 255;
image[i][j][2] = 255;
image[i][j][3] = 255;
}
else {
image[i][j][0] = 255;
image[i][j][1] = 0;
image[i][j][2] = 0;
image[i][j][3] = 255;
}
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA,
GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/* setup second texture object */
{
GLubyte image[8][8][3];
GLint i, j;
glBindTexture(GL_TEXTURE_2D, Textures[1]);
/* green/yellow checkerboard */
for (i = 0; i < 8; i++) {
for (j = 0; j < 8; j++) {
if ((i ^ j) & 1) {
image[i][j][0] = 0;
image[i][j][1] = 255;
image[i][j][2] = 0;
}
else {
image[i][j][0] = 255;
image[i][j][1] = 255;
image[i][j][2] = 0;
}
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/* setup second texture object */
{
GLubyte image[4][4][3];
GLint i, j;
glBindTexture(GL_TEXTURE_2D, Textures[2]);
/* blue/gray checkerboard */
for (i = 0; i < 4; i++) {
for (j = 0; j < 4; j++) {
if ((i ^ j) & 1) {
image[i][j][0] = 0;
image[i][j][1] = 0;
image[i][j][2] = 255;
}
else {
image[i][j][0] = 200;
image[i][j][1] = 200;
image[i][j][2] = 200;
}
}
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 4, 4, 0, GL_RGB,
GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/* Now make the cube object display list */
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));
}
static void
Redraw(struct window *h)
{
pthread_mutex_lock(&h->drawMutex);
if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
Error(h->DisplayName, "glXMakeCurrent failed in Redraw");
pthread_mutex_unlock(&h->drawMutex);
return;
}
h->Angle += 1.0;
glShadeModel(GL_FLAT);
glClearColor(0.25, 0.25, 0.25, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_DEPTH_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor3f(1, 1, 1);
glPushMatrix();
if (h->Id == 0)
glRotatef(h->Angle, 0, 1, -1);
else if (h->Id == 1)
glRotatef(-(h->Angle), 0, 1, -1);
else if (h->Id == 2)
glRotatef(h->Angle, 0, 1, 1);
else if (h->Id == 3)
glRotatef(-(h->Angle), 0, 1, 1);
glBindTexture(GL_TEXTURE_2D, Textures[0]);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
glTexCoord2f(1, 0); glVertex3f(-1, 1, -1);
glTexCoord2f(1, 1); glVertex3f(-1, 1, 1);
glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(1, -1, -1);
glTexCoord2f(1, 0); glVertex3f(1, 1, -1);
glTexCoord2f(1, 1); glVertex3f(1, 1, 1);
glTexCoord2f(0, 1); glVertex3f(1, -1, 1);
glEnd();
glBindTexture(GL_TEXTURE_2D, Textures[1]);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
glTexCoord2f(1, 1); glVertex3f( 1, -1, 1);
glTexCoord2f(0, 1); glVertex3f(-1, -1, 1);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(-1, 1, -1);
glTexCoord2f(1, 0); glVertex3f( 1, 1, -1);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
glEnd();
glBindTexture(GL_TEXTURE_2D, Textures[2]);
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(-1, -1, -1);
glTexCoord2f(1, 0); glVertex3f( 1, -1, -1);
glTexCoord2f(1, 1); glVertex3f( 1, 1, -1);
glTexCoord2f(0, 1); glVertex3f(-1, 1, -1);
glEnd();
glBegin(GL_POLYGON);
glTexCoord2f(0, 0); glVertex3f(-1, -1, 1);
glTexCoord2f(1, 0); glVertex3f( 1, -1, 1);
glTexCoord2f(1, 1); glVertex3f( 1, 1, 1);
glTexCoord2f(0, 1); glVertex3f(-1, 1, 1);
glEnd();
glPopMatrix();
glXSwapBuffers(h->Dpy, h->Win);
if (!glXMakeCurrent(h->Dpy, None, NULL)) {
Error(h->DisplayName, "glXMakeCurrent failed in Redraw");
}
pthread_mutex_unlock(&h->drawMutex);
}
static void *threadRunner (void *arg)
{
struct thread_init_arg *tia = (struct thread_init_arg *) arg;
struct window *win;
win = &Windows[tia->id];
while(!terminate) {
usleep(1000);
Redraw(win);
}
return NULL;
}
static void
Resize(struct window *h, unsigned int width, unsigned int height)
{
pthread_mutex_lock(&h->drawMutex);
if (!glXMakeCurrent(h->Dpy, h->Win, h->Context)) {
Error(h->DisplayName, "glXMakeCurrent failed in Resize()");
pthread_mutex_unlock(&h->drawMutex);
return;
}
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1, 1, -1, 1, 2, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0, 0, -4.5);
if (!glXMakeCurrent(h->Dpy, None, NULL)) {
Error(h->DisplayName, "glXMakeCurrent failed in Resize()");
}
pthread_mutex_unlock(&h->drawMutex);
}
static void
EventLoop(void)
{
while (1) {
int i;
XEvent event;
XNextEvent(gDpy, &event);
for (i = 0; i < NumWindows; i++) {
struct window *h = &Windows[i];
if (event.xany.window == h->Win) {
switch (event.type) {
case Expose:
Redraw(h);
break;
case ConfigureNotify:
Resize(h, event.xconfigure.width, event.xconfigure.height);
break;
case KeyPress:
terminate = 1;
return;
default:
/*no-op*/ ;
}
}
}
}
}
int
main(int argc, char *argv[])
{
const char *dpyName = XDisplayName(NULL);
pthread_t t0, t1, t2, t3;
struct thread_init_arg tia0, tia1, tia2, tia3;
struct window *h0;
XInitThreads();
gDpy = XOpenDisplay(dpyName);
if (!gDpy) {
Error(dpyName, "Unable to open display");
return -1;
}
if (initMainthread(gDpy, dpyName))
return -1;
/* four windows and contexts sharing display lists and texture objects */
h0 = AddWindow(gDpy, dpyName, 10, 10, gCtx);
(void) AddWindow(gDpy, dpyName, 330, 10, gCtx);
(void) AddWindow(gDpy, dpyName, 10, 350, gCtx);
(void) AddWindow(gDpy, dpyName, 330, 350, gCtx);
if (!glXMakeCurrent(gDpy, h0->Win, gCtx)) {
Error(dpyName, "glXMakeCurrent failed for init thread.");
return -1;
}
InitGLstuff();
tia0.id = 0;
pthread_create(&t0, NULL, threadRunner, &tia0);
tia1.id = 1;
pthread_create(&t1, NULL, threadRunner, &tia1);
tia2.id = 2;
pthread_create(&t2, NULL, threadRunner, &tia2);
tia3.id = 3;
pthread_create(&t3, NULL, threadRunner, &tia3);
EventLoop();
return 0;
}
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