(defpackage :gl-test (:use :common-lisp :xlib) (:export "TEST" "CLX-TEST")) (in-package :gl-test) (defun test (function &key (host "localhost") (display 1) (width 200) (height 200)) (let* ((display (open-display host :display display)) (screen (display-default-screen display)) (root (screen-root screen)) ctx) (unwind-protect (progn ;;; Inform the server about us. (glx::client-info display) (let* ((visual (glx:choose-visual screen '(:glx-rgba (:glx-red-size 1) (:glx-green-size 1) (:glx-blue-size 1) :glx-double-buffer))) (colormap (create-colormap (glx:visual-id visual) root)) (window (create-window :parent root :x 10 :y 10 :width width :height height :class :input-output :background (screen-black-pixel screen) :border (screen-black-pixel screen) :visual (glx:visual-id visual) :depth 24 :colormap colormap :event-mask '(:structure-notify :exposure))) (gc (create-gcontext :foreground (screen-white-pixel screen) :background (screen-black-pixel screen) :drawable window :font (open-font display "fixed")))) (set-wm-properties window :name "glx-test" :resource-class "glx-test" :command (list "glx-test") :x 10 :y 10 :width width :height height :min-width width :min-height height :initial-state :normal) (setf ctx (glx:create-context screen (glx:visual-id visual))) (map-window window) (glx:make-current window ctx) (funcall function display window) (unmap-window window) (free-gcontext gc))) (when ctx (glx:destroy-context ctx)) (close-display display)))) ;;; Tests (defun no-floats (display window) (declare (ignore display window)) (gl:color-3s #x7fff #x7fff 0) (gl:begin gl:+polygon+) (gl:vertex-2s 0 0) (gl:vertex-2s 1 0) (gl:vertex-2s 1 1) (gl:vertex-2s 0 1) (gl:end) (glx:swap-buffers) (sleep 5)) (defun anim (display window) (declare (ignore display window)) (gl:ortho 0.0d0 1.0d0 0.0d0 1.0d0 -1.0d0 1.0d0) (gl:clear-color 0.0s0 0.0s0 0.0s0 0.0s0) (gl:line-width 2.0s0) (loop repeat 361 for angle upfrom 0.0s0 by 1.0s0 do (progn (gl:clear gl:+color-buffer-bit+) (gl:push-matrix) (gl:translate-f 0.5s0 0.5s0 0.0s0) (gl:rotate-f angle 0.0s0 0.0s0 1.0s0) (gl:translate-f -0.5s0 -0.5s0 0.0s0) (gl:begin gl:+polygon+ #-(and) gl:+line-loop+) (gl:color-3ub 255 0 0) (gl:vertex-2f 0.25s0 0.25s0) (gl:color-3ub 0 255 0) (gl:vertex-2f 0.75s0 0.25s0) (gl:color-3ub 0 0 255) (gl:vertex-2f 0.75s0 0.75s0) (gl:color-3ub 255 255 255) (gl:vertex-2f 0.25s0 0.75s0) (gl:end) (gl:pop-matrix) (glx:swap-buffers) (sleep 0.02))) (sleep 3)) (defun anim/list (display window) (declare (ignore display window)) (gl:ortho 0.0d0 1.0d0 0.0d0 1.0d0 -1.0d0 1.0d0) (gl:clear-color 0.0s0 0.0s0 0.0s0 0.0s0) (let ((list (gl:gen-lists 1))) (gl:new-list list gl:+compile+) (gl:begin gl:+polygon+) (gl:color-3ub 255 0 0) (gl:vertex-2f 0.25s0 0.25s0) (gl:color-3ub 0 255 0) (gl:vertex-2f 0.75s0 0.25s0) (gl:color-3ub 0 0 255) (gl:vertex-2f 0.75s0 0.75s0) (gl:color-3ub 255 255 255) (gl:vertex-2f 0.25s0 0.75s0) (gl:end) (glx:render) (gl:end-list) (loop repeat 361 for angle upfrom 0.0s0 by 1.0s0 do (progn (gl:clear gl:+color-buffer-bit+) (gl:push-matrix) (gl:rotate-f angle 0.0s0 0.0s0 1.0s0) (gl:call-list list) (gl:pop-matrix) (glx:swap-buffers) (sleep 0.02)))) (sleep 3)) ;;; glxgears (defconstant +pi+ (coerce pi 'single-float)) (declaim (type single-float +pi+)) (defun gear (inner-radius outer-radius width teeth tooth-depth) (let ((r0 inner-radius) (r1 (/ (- outer-radius tooth-depth) 2.0s0)) (r2 (/ (+ outer-radius tooth-depth) 2.0s0)) (da (/ (* 2.0s0 +pi+) teeth 4.0s0))) (gl:shade-model gl:+flat+) (gl:normal-3f 0.0s0 0.0s0 1.0s0) ;; Front face. (gl:begin gl:+quad-strip+) (dotimes (i (1+ teeth)) (let ((angle (/ (* i 2.0 +pi+) teeth))) (declare (type single-float angle)) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width 0.5s0)) (when (< i teeth) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width 0.5s0))))) (gl:end) ;; Draw front sides of teeth. (gl:begin gl:+quads+) (setf da (/ (* 2.0s0 +pi+) teeth 4.0s0)) (dotimes (i teeth) (let ((angle (/ (* i 2.0s0 +pi+) teeth))) (declare (type single-float angle)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width 0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle da))) (* r2 (sin (+ angle da))) (* width 0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle (* 2 da)))) (* r2 (sin (+ angle (* 2 da)))) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width 0.5s0)))) (gl:end) (gl:normal-3f 0.0s0 0.0s0 -1.0s0) ;; Draw back face. (gl:begin gl:+quad-strip+) (dotimes (i (1+ teeth)) (let ((angle (/ (* i 2.0s0 +pi+) teeth))) (declare (type single-float angle)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width -0.5s0)) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width -0.5s0)) (when (< i teeth) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width -0.5s0)) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width 0.5s0))))) (gl:end) ;; Draw back sides of teeth. (gl:begin gl:+quads+) (setf da (/ (* 2.0s0 +pi+) teeth 4.0s0)) (dotimes (i teeth) (let ((angle (/ (* i 2.0s0 +pi+) teeth))) (declare (type single-float angle)) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width -0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle (* 2 da)))) (* r2 (sin (+ angle (* 2 da)))) (* width -0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle da))) (* r2 (sin (+ angle da))) (* width -0.5s0)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width -0.5s0)))) (gl:end) ;; Draw outward faces of teeth. (gl:begin gl:+quad-strip+) (dotimes (i teeth) (let ((angle (/ (* i 2.0s0 +pi+) teeth))) (declare (type single-float angle)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos angle)) (* r1 (sin angle)) (* width -0.5s0)) (let* ((u (- (* r2 (cos (+ angle da))) (* r1 (cos angle)))) (v (- (* r2 (sin (+ angle da))) (* r1 (sin angle)))) (len (sqrt (+ (* u u) (* v v))))) (setf u (/ u len) v (/ v len)) (gl:normal-3f v u 0.0s0) (gl:vertex-3f (* r2 (cos (+ angle da))) (* r2 (sin (+ angle da))) (* width 0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle da))) (* r2 (sin (+ angle da))) (* width -0.5s0)) (gl:normal-3f (cos angle) (sin angle) 0.0s0) (gl:vertex-3f (* r2 (cos (+ angle (* 2 da)))) (* r2 (sin (+ angle (* 2 da)))) (* width 0.5s0)) (gl:vertex-3f (* r2 (cos (+ angle (* 2 da)))) (* r2 (sin (+ angle (* 2 da)))) (* width -0.5s0)) (setf u (- (* r1 (cos (+ angle (* 3 da)))) (* r2 (cos (+ angle (* 2 da))))) v (- (* r1 (sin (+ angle (* 3 da)))) (* r2 (sin (+ angle (* 2 da)))))) (gl:normal-3f v (- u) 0.0s0) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos (+ angle (* 3 da)))) (* r1 (sin (+ angle (* 3 da)))) (* width -0.5s0)) (gl:normal-3f (cos angle) (sin angle) 0.0s0)))) (gl:vertex-3f (* r1 (cos 0)) (* r1 (sin 0)) (* width 0.5s0)) (gl:vertex-3f (* r1 (cos 0)) (* r1 (sin 0)) (* width -0.5s0)) (gl:end) (gl:shade-model gl:+smooth+) ;; Draw inside radius cylinder. (gl:begin gl:+quad-strip+) (dotimes (i (1+ teeth)) (let ((angle (/ (* i 2.0s0 +pi+) teeth))) (declare (type single-float angle)) (gl:normal-3f (- (cos angle)) (- (sin angle)) 0.0s0) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width -0.5s0)) (gl:vertex-3f (* r0 (cos angle)) (* r0 (sin angle)) (* width 0.5s0)))) (gl:end))) (defun draw (gear-1 gear-2 gear-3 view-rotx view-roty view-rotz angle) (gl:clear (logior gl:+color-buffer-bit+ gl:+depth-buffer-bit+)) (gl:push-matrix) (gl:rotate-f view-rotx 1.0s0 0.0s0 0.0s0) (gl:rotate-f view-roty 0.0s0 1.0s0 0.0s0) (gl:rotate-f view-rotz 0.0s0 0.0s0 1.0s0) (gl:push-matrix) (gl:translate-f -3.0s0 -2.0s0 0.0s0) (gl:rotate-f angle 0.0s0 0.0s0 1.0s0) (gl:call-list gear-1) (gl:pop-matrix) (gl:push-matrix) (gl:translate-f 3.1s0 -2.0s0 0.0s0) (gl:rotate-f (- (* angle -2.0s0) 9.0s0) 0.0s0 0.0s0 1.0s0) (gl:call-list gear-2) (gl:pop-matrix) (gl:push-matrix) (gl:translate-f -3.1s0 4.2s0 0.0s0) (gl:rotate-f (- (* angle -2.s0) 25.0s0) 0.0s0 0.0s0 1.0s0) (gl:call-list gear-3) (gl:pop-matrix) (gl:pop-matrix)) (defun reshape (width height) (gl:viewport 0 0 width height) (let ((h (coerce (/ height width) 'double-float))) (gl:matrix-mode gl:+projection+) (gl:load-identity) (gl:frustum -1.0d0 1.0d0 (- h) h 5.0d0 60.0d0)) (gl:matrix-mode gl:+modelview+) (gl:load-identity) (gl:translate-f 0.0s0 0.0s0 -40.0s0)) (defun init () (let (gear-1 gear-2 gear-3) ;;(gl:light-fv gl:+light0+ gl:+position+ '(5.0s0 5.0s0 10.0s0 0.0s0)) ;;(gl:enable gl:+cull-face+) ;;(gl:enable gl:+lighting+) ;;(gl:enable gl:+light0+) ;;(gl:enable gl:+depth-test+) ;; Make the gears. (setf gear-1 (gl:gen-lists 1)) (gl:new-list gear-1 gl:+compile+) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.8s0 0.1s0 0.0s0 1.0s0)) (gear 1.0s0 4.0s0 1.0s0 20 0.7s0) (gl:end-list) (setf gear-2 (gl:gen-lists 1)) (gl:new-list gear-2 gl:+compile+) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.0s0 0.8s0 0.2s0 1.0s0)) (gear 0.5s0 2.0s0 2.0s0 10 0.7s0) (gl:end-list) (setf gear-3 (gl:gen-lists 1)) (gl:new-list gear-3 gl:+compile+) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.2s0 0.2s0 1.0s0 1.0s0)) (gear 1.3s0 2.0s0 0.5s0 10 0.7s0) (gl:end-list) ;;(gl:enable gl:+normalize+) (values gear-1 gear-2 gear-3))) (defun gears* (display window) (declare (ignore display window)) (gl:enable gl:+cull-face+) (gl:enable gl:+lighting+) (gl:enable gl:+light0+) (gl:enable gl:+normalize+) (gl:enable gl:+depth-test+) (reshape 300 300) ;;(gl:light-fv gl:+light0+ gl:+position+ #(5.0s0 5.0s0 10.0s0 0.0s0)) (let (list) (declare (ignore list)) #-(and) (progn (setf list (gl:gen-lists 1)) (gl:new-list list gl:+compile+) ;;(gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.8s0 0.1s0 0.0s0 1.0s0)) (gear 1.0s0 4.0s0 1.0s0 20 0.7s0) (glx:render) (gl:end-list)) (loop ;;for angle from 0.0s0 below 361.0s0 by 1.0s0 with angle single-float = 0.0s0 with dt = 0.004s0 repeat 2500 do (progn (incf angle (* 70.0s0 dt)) ; 70 degrees per second (when (< 3600.0s0 angle) (decf angle 3600.0s0)) (gl:clear (logior gl:+color-buffer-bit+ gl:+depth-buffer-bit+)) (gl:push-matrix) (gl:rotate-f 20.0s0 0.0s0 1.0s0 0.0s0) (gl:push-matrix) (gl:translate-f -3.0s0 -2.0s0 0.0s0) (gl:rotate-f angle 0.0s0 0.0s0 1.0s0) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.8s0 0.1s0 0.0s0 1.0s0)) (gear 1.0s0 4.0s0 1.0s0 20 0.7s0) (gl:pop-matrix) (gl:push-matrix) (gl:translate-f 3.1s0 -2.0s0 0.0s0) (gl:rotate-f (- (* angle -2.0s0) 9.0s0) 0.0s0 0.0s0 1.0s0) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.0s0 0.8s0 0.2s0 1.0s0)) (gear 0.5s0 2.0s0 2.0s0 10 0.7s0) (gl:pop-matrix) (gl:push-matrix) (gl:translate-f -3.1s0 4.2s0 0.0s0) (gl:rotate-f (- (* angle -2.s0) 25.0s0) 0.0s0 0.0s0 1.0s0) (gl:material-fv gl:+front+ gl:+ambient-and-diffuse+ '(0.2s0 0.2s0 1.0s0 1.0s0)) (gear 1.3s0 2.0s0 0.5s0 10 0.7s0) (gl:pop-matrix) (gl:pop-matrix) (glx:swap-buffers) ;;(sleep 0.025) ))) ;;(sleep 3) ) (defun gears (display window) (declare (ignore window)) (let ((view-rotx 20.0s0) (view-roty 30.0s0) (view-rotz 0.0s0) (angle 0.0s0) (frames 0) (dt 0.004s0) ; *** This is dynamically adjusted ;;(t-rot-0 -1.0d0) ;;(t-rate-0 -1.d0) gear-1 gear-2 gear-3) (multiple-value-setq (gear-1 gear-2 gear-3) (init)) (loop (event-case (display :timeout 0.01 :force-output-p t) (configure-notify (width height) (reshape width height) t) (key-press (code) (format t "Key pressed: ~S~%" code) (return-from gears t))) (incf angle (* 70.0s0 dt)) ; 70 degrees per second (when (< 3600.0s0 angle) (decf angle 3600.0s0)) (draw gear-1 gear-2 gear-3 view-rotx view-roty view-rotz angle) (glx:swap-buffers) (incf frames) ;; FPS calculation goes here )))