Add a simple client

dev
Benjamin Franzke 14 years ago
parent ac4326884b
commit aabdce027f
  1. 4
      clients/Makefile.am
  2. 389
      clients/simple-client.c

@ -7,7 +7,8 @@ noinst_PROGRAMS = \
$(poppler_programs) \
dnd \
smoke \
resizor
resizor \
simple-client
noinst_LTLIBRARIES = libtoytoolkit.la
@ -39,6 +40,7 @@ terminal_SOURCES = terminal.c
image_SOURCES = image.c
dnd_SOURCES = dnd.c
resizor_SOURCES = resizor.c
simple_client_SOURCES = simple-client.c
BUILT_SOURCES = \
screenshooter-client-protocol.h \

@ -0,0 +1,389 @@
/*
* Copyright © 2011 Benjamin Franzke
*
* Permission to use, copy, modify, distribute, and sell this software and its
* documentation for any purpose is hereby granted without fee, provided that
* the above copyright notice appear in all copies and that both that copyright
* notice and this permission notice appear in supporting documentation, and
* that the name of the copyright holders not be used in advertising or
* publicity pertaining to distribution of the software without specific,
* written prior permission. The copyright holders make no representations
* about the suitability of this software for any purpose. It is provided "as
* is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
* OF THIS SOFTWARE.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stddef.h>
#include <stdint.h>
#include <stdbool.h>
#include <math.h>
#include <assert.h>
#include <fcntl.h>
#include <wayland-client.h>
#include <xf86drm.h>
#define GL_GLEXT_PROTOTYPES
#define EGL_EGLEXT_PROTOTYPES
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
struct display {
struct wl_display *display;
struct {
struct wl_compositor *compositor;
struct wl_drm *drm;
} interface;
struct {
EGLDisplay dpy;
EGLContext ctx;
} egl;
struct {
int fd;
const char *device_name;
bool authenticated;
} drm;
uint32_t mask;
};
struct window {
struct display *display;
struct {
int width, height;
} geometry;
struct {
GLuint fbo;
GLuint color_rbo;
GLuint program;
GLuint rotation_uniform;
GLuint pos;
GLuint col;
} gl;
struct {
struct wl_buffer *buffer;
struct wl_surface *surface;
EGLImageKHR image;
} drm_surface;
};
static const char *vert_shader_text =
"uniform mat4 rotation;\n"
"attribute vec4 pos;\n"
"attribute vec4 color;\n"
"varying vec4 v_color;\n"
"void main() {\n"
" gl_Position = rotation * pos;\n"
" v_color = color;\n"
"}\n";
static const char *frag_shader_text =
"varying vec4 v_color;\n"
"void main() {\n"
" gl_FragColor = v_color;\n"
"}\n";
static void
init_egl(struct display *display)
{
EGLint major, minor;
EGLBoolean ret;
display->egl.dpy = eglGetDRMDisplayMESA(display->drm.fd);
assert(display->egl.dpy);
ret = eglInitialize(display->egl.dpy, &major, &minor);
assert(ret == EGL_TRUE);
ret = eglBindAPI(EGL_OPENGL_API);
assert(ret == EGL_TRUE);
display->egl.ctx = eglCreateContext(display->egl.dpy, NULL,
EGL_NO_CONTEXT, NULL);
assert(display->egl.ctx);
ret = eglMakeCurrent(display->egl.dpy, NULL, NULL, display->egl.ctx);
assert(ret == EGL_TRUE);
}
static GLuint
create_shader(struct window *window, const char *source, GLenum shader_type)
{
GLuint shader;
GLint status;
shader = glCreateShader(shader_type);
assert(shader != 0);
glShaderSource(shader, 1, (const char **) &source, NULL);
glCompileShader(shader);
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Error: compiling %s: %*s\n",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
len, log);
exit(1);
}
return shader;
}
static void
init_gl(struct window *window)
{
GLfloat ar;
GLuint frag, vert;
GLint status;
glGenFramebuffers(1, &window->gl.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, window->gl.fbo);
glGenRenderbuffers(1, &window->gl.color_rbo);
glViewport(0, 0, window->geometry.width, window->geometry.height);
ar = (GLfloat)window->geometry.width / (GLfloat)window->geometry.height;
frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
window->gl.program = glCreateProgram();
glAttachShader(window->gl.program, frag);
glAttachShader(window->gl.program, vert);
glLinkProgram(window->gl.program);
glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
glGetProgramInfoLog(window->gl.program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
exit(1);
}
glUseProgram(window->gl.program);
window->gl.pos = 0;
window->gl.pos = 1;
glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
glBindAttribLocation(window->gl.program, window->gl.col, "color");
glLinkProgram(window->gl.program);
window->gl.rotation_uniform =
glGetUniformLocation(window->gl.program, "rotation");
}
static void
create_surface(struct window *window)
{
struct display *display = window->display;
struct wl_visual *visual;
EGLint name, stride;
EGLint image_attribs[] = {
EGL_WIDTH, 0,
EGL_HEIGHT, 0,
EGL_DRM_BUFFER_FORMAT_MESA, EGL_DRM_BUFFER_FORMAT_ARGB32_MESA,
EGL_DRM_BUFFER_USE_MESA, EGL_DRM_BUFFER_USE_SCANOUT_MESA,
EGL_NONE
};
window->drm_surface.surface =
wl_compositor_create_surface(display->interface.compositor);
image_attribs[1] = window->geometry.width;
image_attribs[3] = window->geometry.height;
window->drm_surface.image = eglCreateDRMImageMESA(display->egl.dpy,
image_attribs);
eglExportDRMImageMESA(display->egl.dpy, window->drm_surface.image,
&name, NULL, &stride);
visual = wl_display_get_premultiplied_argb_visual(display->display);
window->drm_surface.buffer =
wl_drm_create_buffer(display->interface.drm, name,
window->geometry.width,
window->geometry.height,
stride, visual);
/* Process wl_drm_create_buffer. */
wl_display_iterate(display->display, WL_DISPLAY_WRITABLE);
wl_surface_attach(window->drm_surface.surface,
window->drm_surface.buffer, 0, 0);
wl_surface_map_toplevel(window->drm_surface.surface);
glBindRenderbuffer(GL_RENDERBUFFER, window->gl.color_rbo);
glEGLImageTargetRenderbufferStorageOES(GL_RENDERBUFFER,
window->drm_surface.image);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER,
window->gl.color_rbo);
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) ==
GL_FRAMEBUFFER_COMPLETE);
}
static void
redraw(void *data, uint32_t time)
{
struct window *window = data;
static const GLfloat verts[3][2] = {
{ -0.5, -0.5 },
{ 0.5, -0.5 },
{ 0, 0.5 }
};
static const GLfloat colors[3][3] = {
{ 1, 0, 0 },
{ 0, 1, 0 },
{ 0, 0, 1 }
};
GLfloat angle;
GLfloat rotation[4][4] = {
{ 1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 }
};
static const int32_t speed_div = 5;
static uint32_t start_time = 0;
if (start_time == 0)
start_time = time;
angle = ((time-start_time) / speed_div) % 360 * M_PI / 180.0;
rotation[0][0] = cos(angle);
rotation[0][2] = sin(angle);
rotation[2][0] = -sin(angle);
rotation[2][2] = cos(angle);
glUniformMatrix4fv(window->gl.rotation_uniform, 1, GL_FALSE,
(GLfloat *) rotation);
glClearColor(0.0, 0.0, 0.0, 0.5);
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(window->gl.col, 3, GL_FLOAT, GL_FALSE, 0, colors);
glEnableVertexAttribArray(window->gl.pos);
glEnableVertexAttribArray(window->gl.col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(window->gl.pos);
glDisableVertexAttribArray(window->gl.col);
glFlush();
wl_surface_damage(window->drm_surface.surface, 0, 0,
window->geometry.width, window->geometry.height);
wl_display_frame_callback(window->display->display, redraw, window);
}
static void
drm_handle_device(void *data, struct wl_drm *drm, const char *device)
{
struct display *d = data;
d->drm.device_name = strdup(device);
}
static void
drm_handle_authenticated(void *data, struct wl_drm *drm)
{
struct display *d = data;
d->drm.authenticated = true;
}
static const struct wl_drm_listener drm_listener = {
drm_handle_device,
drm_handle_authenticated
};
static void
display_handle_global(struct wl_display *display, uint32_t id,
const char *interface, uint32_t version, void *data)
{
struct display *d = data;
if (strcmp(interface, "compositor") == 0) {
d->interface.compositor = wl_compositor_create(display, id);
} else if (strcmp(interface, "drm") == 0) {
d->interface.drm = wl_drm_create(display, id);
wl_drm_add_listener(d->interface.drm, &drm_listener, d);
}
}
static int
event_mask_update(uint32_t mask, void *data)
{
struct display *d = data;
d->mask = mask;
return 0;
}
int
main(int argc, char **argv)
{
struct display display = { 0 };
struct window window = { 0 };
drm_magic_t magic;
int ret;
memset(&display, 0, sizeof display);
memset(&window, 0, sizeof window);
window.display = &display;
window.geometry.width = 250;
window.geometry.height = 250;
display.display = wl_display_connect(NULL);
assert(display.display);
wl_display_add_global_listener(display.display,
display_handle_global, &display);
/* process connection events */
wl_display_iterate(display.display, WL_DISPLAY_READABLE);
display.drm.fd = open(display.drm.device_name, O_RDWR);
assert(display.drm.fd >= 0);
ret = drmGetMagic(display.drm.fd, &magic);
assert(ret == 0);
wl_drm_authenticate(display.interface.drm, magic);
wl_display_iterate(display.display, WL_DISPLAY_WRITABLE);
while (!display.drm.authenticated)
wl_display_iterate(display.display, WL_DISPLAY_READABLE);
init_egl(&display);
init_gl(&window);
create_surface(&window);
wl_display_frame_callback(display.display, redraw, &window);
wl_display_get_fd(display.display, event_mask_update, &display);
while (true)
wl_display_iterate(display.display, display.mask);
return 0;
}
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