/* This example demonstrates how to use libspnav to get space navigator input, * and use that to rotate and translate a 3D cube. The magellan X11 protocol is * used (spnav_x11_open) which is compatible with both spacenavd and * 3Dconnexion's 3dxsrv. * * The code is a bit cluttered with X11 and GLX calls, so the interesting bits * are marked with XXX comments. */ #include #include #include #include #include #include #include #include #include "vmath.h" #define SQ(x) ((x) * (x)) int create_gfx(int xsz, int ysz); void destroy_gfx(void); void set_window_title(const char *title); void redraw(void); void draw_cube(void); int handle_event(XEvent *xev); Display *dpy; Atom wm_prot, wm_del_win; GLXContext ctx; Window win; vec3_t pos = {0, 0, -6}; quat_t rot = {0, 0, 0, 1}; /* that's 1 + 0i + 0j + 0k */ int redisplay; int main(void) { if(!(dpy = XOpenDisplay(0))) { fprintf(stderr, "failed to connect to the X server"); return 1; } if(create_gfx(512, 512) == -1) { return 1; } /* XXX: This actually registers our window with the driver for receiving * motion/button events through the 3dxsrv-compatible X11 protocol. */ if(spnav_x11_open(dpy, win) == -1) { fprintf(stderr, "failed to connect to the space navigator daemon\n"); return 1; } glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); for(;;) { XEvent xev; XNextEvent(dpy, &xev); if(handle_event(&xev) != 0) { destroy_gfx(); XCloseDisplay(dpy); return 0; } if(redisplay) { redraw(); redisplay = 0; } } return 0; } int create_gfx(int xsz, int ysz) { int scr; Window root; XVisualInfo *vis; XSetWindowAttributes xattr; unsigned int events; XClassHint class_hint; int attr[] = { GLX_RGBA, GLX_DOUBLEBUFFER, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_DEPTH_SIZE, 24, None }; wm_prot = XInternAtom(dpy, "WM_PROTOCOLS", False); wm_del_win = XInternAtom(dpy, "WM_DELETE_WINDOW", False); scr = DefaultScreen(dpy); root = RootWindow(dpy, scr); if(!(vis = glXChooseVisual(dpy, scr, attr))) { fprintf(stderr, "requested GLX visual is not available\n"); return -1; } if(!(ctx = glXCreateContext(dpy, vis, 0, True))) { fprintf(stderr, "failed to create GLX context\n"); XFree(vis); return -1; } xattr.background_pixel = xattr.border_pixel = BlackPixel(dpy, scr); xattr.colormap = XCreateColormap(dpy, root, vis->visual, AllocNone); if(!(win = XCreateWindow(dpy, root, 0, 0, xsz, ysz, 0, vis->depth, InputOutput, vis->visual, CWColormap | CWBackPixel | CWBorderPixel, &xattr))) { fprintf(stderr, "failed to create X window\n"); return -1; } XFree(vis); /* set the window event mask */ events = ExposureMask | StructureNotifyMask | KeyPressMask | KeyReleaseMask | ButtonReleaseMask | ButtonPressMask | PointerMotionMask; XSelectInput(dpy, win, events); XSetWMProtocols(dpy, win, &wm_del_win, 1); set_window_title("libspnav cube"); class_hint.res_name = "cube"; class_hint.res_class = "cube"; XSetClassHint(dpy, win, &class_hint); if(glXMakeCurrent(dpy, win, ctx) == False) { fprintf(stderr, "glXMakeCurrent failed\n"); glXDestroyContext(dpy, ctx); XDestroyWindow(dpy, win); return -1; } XMapWindow(dpy, win); XFlush(dpy); return 0; } void destroy_gfx(void) { glXDestroyContext(dpy, ctx); XDestroyWindow(dpy, win); glXMakeCurrent(dpy, None, 0); } void set_window_title(const char *title) { XTextProperty wm_name; XStringListToTextProperty((char**)&title, 1, &wm_name); XSetWMName(dpy, win, &wm_name); XSetWMIconName(dpy, win, &wm_name); XFree(wm_name.value); } void redraw(void) { mat4_t xform; quat_to_mat(xform, rot); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(pos.x, pos.y, pos.z); glMultTransposeMatrixf((float*)xform); draw_cube(); glXSwapBuffers(dpy, win); } void draw_cube(void) { glBegin(GL_QUADS); /* face +Z */ glNormal3f(0, 0, 1); glColor3f(1, 0, 0); glVertex3f(-1, -1, 1); glVertex3f(1, -1, 1); glVertex3f(1, 1, 1); glVertex3f(-1, 1, 1); /* face +X */ glNormal3f(1, 0, 0); glColor3f(0, 1, 0); glVertex3f(1, -1, 1); glVertex3f(1, -1, -1); glVertex3f(1, 1, -1); glVertex3f(1, 1, 1); /* face -Z */ glNormal3f(0, 0, -1); glColor3f(0, 0, 1); glVertex3f(1, -1, -1); glVertex3f(-1, -1, -1); glVertex3f(-1, 1, -1); glVertex3f(1, 1, -1); /* face -X */ glNormal3f(-1, 0, 0); glColor3f(1, 1, 0); glVertex3f(-1, -1, -1); glVertex3f(-1, -1, 1); glVertex3f(-1, 1, 1); glVertex3f(-1, 1, -1); /* face +Y */ glNormal3f(0, 1, 0); glColor3f(0, 1, 1); glVertex3f(-1, 1, 1); glVertex3f(1, 1, 1); glVertex3f(1, 1, -1); glVertex3f(-1, 1, -1); /* face -Y */ glNormal3f(0, -1, 0); glColor3f(1, 0, 1); glVertex3f(-1, -1, -1); glVertex3f(1, -1, -1); glVertex3f(1, -1, 1); glVertex3f(-1, -1, 1); glEnd(); } int handle_event(XEvent *xev) { static int win_mapped; KeySym sym; spnav_event spev; switch(xev->type) { case MapNotify: win_mapped = 1; break; case UnmapNotify: win_mapped = 0; break; case Expose: if(win_mapped && xev->xexpose.count == 0) { redraw(); } break; case ClientMessage: /* XXX check if the event is a spacenav event */ if(spnav_x11_event(xev, &spev)) { /* if so deal with motion and button events */ if(spev.type == SPNAV_EVENT_MOTION) { /* apply axis/angle rotation to the quaternion */ if(spev.motion.rx || spev.motion.ry || spev.motion.rz) { float axis_len = sqrt(SQ(spev.motion.rx) + SQ(spev.motion.ry) + SQ(spev.motion.rz)); rot = quat_rotate(rot, axis_len * 0.001, -spev.motion.rx / axis_len, -spev.motion.ry / axis_len, spev.motion.rz / axis_len); } /* add translation */ pos.x += spev.motion.x * 0.001; pos.y += spev.motion.y * 0.001; pos.z -= spev.motion.z * 0.001; redisplay = 1; } else { /* on button press, reset the cube */ if(spev.button.press) { pos = v3_cons(0, 0, -6); rot = quat_cons(1, 0, 0, 0); redisplay = 1; } } /* finally remove any other queued motion events */ spnav_remove_events(SPNAV_EVENT_MOTION); } else if(xev->xclient.message_type == wm_prot) { if(xev->xclient.data.l[0] == wm_del_win) { return 1; } } break; case KeyPress: sym = XLookupKeysym((XKeyEvent*)&xev->xkey, 0); if((sym & 0xff) == 27) { return 1; } break; case ConfigureNotify: { int x = xev->xconfigure.width; int y = xev->xconfigure.height; glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(45.0, (float)x / (float)y, 1.0, 1000.0); glViewport(0, 0, x, y); } break; default: break; } return 0; }