/* * 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 #include #include #include #include #include #include #include #include #include struct display { struct wl_display *display; struct wl_visual *premultiplied_argb_visual; struct wl_compositor *compositor; struct { EGLDisplay dpy; EGLContext ctx; EGLConfig conf; } egl; 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 wl_egl_window *native; struct wl_surface *surface; EGLSurface egl_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 = "precision mediump float;\n" "varying vec4 v_color;\n" "void main() {\n" " gl_FragColor = v_color;\n" "}\n"; static void init_egl(struct display *display) { static const EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; static const EGLint config_attribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_ALPHA_SIZE, 1, EGL_DEPTH_SIZE, 1, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; EGLint major, minor, n; EGLBoolean ret; setenv("EGL_PLATFORM", "wayland", 1); display->egl.dpy = eglGetDisplay(display->display); assert(display->egl.dpy); ret = eglInitialize(display->egl.dpy, &major, &minor); assert(ret == EGL_TRUE); ret = eglBindAPI(EGL_OPENGL_ES_API); assert(ret == EGL_TRUE); assert(eglChooseConfig(display->egl.dpy, config_attribs, &display->egl.conf, 1, &n) && n == 1); display->egl.ctx = eglCreateContext(display->egl.dpy, display->egl.conf, EGL_NO_CONTEXT, context_attribs); assert(display->egl.ctx); } 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) { GLuint frag, vert; GLint status; glViewport(0, 0, window->geometry.width, 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 sync_callback(void *data) { int *done = data; *done = 1; } static void create_surface(struct window *window) { struct display *display = window->display; struct wl_visual *visual; EGLBoolean ret; int done = 0; if (!display->premultiplied_argb_visual) { wl_display_sync_callback(display->display, sync_callback, &done); while (!done) wl_display_iterate(display->display, display->mask); if (!display->premultiplied_argb_visual) { fprintf(stderr, "premultiplied argb visual missing\n"); exit(1); } } window->surface = wl_compositor_create_surface(display->compositor); visual = display->premultiplied_argb_visual; window->native = wl_egl_window_create(window->surface, window->geometry.width, window->geometry.height, visual); window->egl_surface = eglCreateWindowSurface(display->egl.dpy, display->egl.conf, window->native, NULL); wl_surface_map_toplevel(window->surface); ret = eglMakeCurrent(window->display->egl.dpy, window->egl_surface, window->egl_surface, window->display->egl.ctx); assert(ret == EGL_TRUE); } static void redraw(struct wl_surface *surface, 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(); eglSwapBuffers(window->display->egl.dpy, window->egl_surface); wl_display_frame_callback(window->display->display, window->surface, redraw, window); } static void compositor_handle_visual(void *data, struct wl_compositor *compositor, uint32_t id, uint32_t token) { struct display *d = data; switch (token) { case WL_COMPOSITOR_VISUAL_PREMULTIPLIED_ARGB32: d->premultiplied_argb_visual = wl_visual_create(d->display, id, 1); break; } } static const struct wl_compositor_listener compositor_listener = { compositor_handle_visual, }; 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, "wl_compositor") == 0) { d->compositor = wl_compositor_create(display, id, 1); wl_compositor_add_listener(d->compositor, &compositor_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 }; 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); wl_display_get_fd(display.display, event_mask_update, &display); init_egl(&display); create_surface(&window); init_gl(&window); wl_display_frame_callback(display.display, window.surface, redraw, &window); while (true) wl_display_iterate(display.display, display.mask); return 0; }