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326 lines
7.9 KiB
326 lines
7.9 KiB
/*
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* Copyright © 2011 Benjamin Franzke
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*
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* Permission to use, copy, modify, distribute, and sell this software and its
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* documentation for any purpose is hereby granted without fee, provided that
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* the above copyright notice appear in all copies and that both that copyright
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* notice and this permission notice appear in supporting documentation, and
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* that the name of the copyright holders not be used in advertising or
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* publicity pertaining to distribution of the software without specific,
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* written prior permission. The copyright holders make no representations
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* about the suitability of this software for any purpose. It is provided "as
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* is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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* EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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* CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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* DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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* TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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* OF THIS SOFTWARE.
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdbool.h>
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#include <math.h>
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#include <assert.h>
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#include <wayland-client.h>
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#include <wayland-egl.h>
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#include <GLES2/gl2.h>
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#include <EGL/egl.h>
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struct display {
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struct wl_display *display;
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struct wl_egl_display *native;
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struct wl_compositor *compositor;
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struct {
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EGLDisplay dpy;
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EGLContext ctx;
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EGLConfig conf;
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} egl;
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uint32_t mask;
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};
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struct window {
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struct display *display;
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struct {
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int width, height;
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} geometry;
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struct {
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GLuint fbo;
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GLuint color_rbo;
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GLuint program;
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GLuint rotation_uniform;
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GLuint pos;
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GLuint col;
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} gl;
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struct wl_egl_window *native;
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struct wl_surface *surface;
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EGLSurface egl_surface;
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};
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static const char *vert_shader_text =
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"uniform mat4 rotation;\n"
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"attribute vec4 pos;\n"
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"attribute vec4 color;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_Position = rotation * pos;\n"
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" v_color = color;\n"
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"}\n";
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static const char *frag_shader_text =
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"precision mediump float;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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static void
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init_egl(struct display *display)
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{
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static const EGLint context_attribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2,
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EGL_NONE
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};
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static const EGLint config_attribs[] = {
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_ALPHA_SIZE, 1,
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EGL_DEPTH_SIZE, 1,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_NONE
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};
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EGLint major, minor, n;
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EGLBoolean ret;
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display->egl.dpy =
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eglGetDisplay(display->native);
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assert(display->egl.dpy);
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ret = eglInitialize(display->egl.dpy, &major, &minor);
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assert(ret == EGL_TRUE);
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ret = eglBindAPI(EGL_OPENGL_ES_API);
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assert(ret == EGL_TRUE);
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assert(eglChooseConfig(display->egl.dpy, config_attribs,
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&display->egl.conf, 1, &n) && n == 1);
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display->egl.ctx = eglCreateContext(display->egl.dpy,
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display->egl.conf,
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EGL_NO_CONTEXT, context_attribs);
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assert(display->egl.ctx);
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}
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static GLuint
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create_shader(struct window *window, const char *source, GLenum shader_type)
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{
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GLuint shader;
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GLint status;
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shader = glCreateShader(shader_type);
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assert(shader != 0);
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glShaderSource(shader, 1, (const char **) &source, NULL);
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glCompileShader(shader);
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (!status) {
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char log[1000];
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GLsizei len;
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glGetShaderInfoLog(shader, 1000, &len, log);
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fprintf(stderr, "Error: compiling %s: %*s\n",
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shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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len, log);
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exit(1);
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}
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return shader;
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}
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static void
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init_gl(struct window *window)
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{
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GLuint frag, vert;
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GLint status;
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glViewport(0, 0, window->geometry.width, window->geometry.height);
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frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
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vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
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window->gl.program = glCreateProgram();
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glAttachShader(window->gl.program, frag);
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glAttachShader(window->gl.program, vert);
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glLinkProgram(window->gl.program);
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glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
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if (!status) {
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char log[1000];
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GLsizei len;
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glGetProgramInfoLog(window->gl.program, 1000, &len, log);
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fprintf(stderr, "Error: linking:\n%*s\n", len, log);
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exit(1);
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}
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glUseProgram(window->gl.program);
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window->gl.pos = 0;
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window->gl.pos = 1;
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glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
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glBindAttribLocation(window->gl.program, window->gl.col, "color");
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glLinkProgram(window->gl.program);
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window->gl.rotation_uniform =
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glGetUniformLocation(window->gl.program, "rotation");
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}
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static void
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create_surface(struct window *window)
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{
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struct display *display = window->display;
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struct wl_visual *visual;
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EGLBoolean ret;
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window->surface = wl_compositor_create_surface(display->compositor);
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visual = wl_display_get_premultiplied_argb_visual(display->display);
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window->native =
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wl_egl_window_create(display->native,
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window->surface,
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window->geometry.width,
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window->geometry.height,
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visual);
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window->egl_surface =
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eglCreateWindowSurface(display->egl.dpy,
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display->egl.conf,
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window->native,
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NULL);
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wl_surface_map_toplevel(window->surface);
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ret = eglMakeCurrent(window->display->egl.dpy, window->egl_surface,
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window->egl_surface, window->display->egl.ctx);
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assert(ret == EGL_TRUE);
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}
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static void
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redraw(void *data, uint32_t time)
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{
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struct window *window = data;
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static const GLfloat verts[3][2] = {
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{ -0.5, -0.5 },
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{ 0.5, -0.5 },
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{ 0, 0.5 }
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};
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static const GLfloat colors[3][3] = {
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{ 1, 0, 0 },
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{ 0, 1, 0 },
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{ 0, 0, 1 }
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};
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GLfloat angle;
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GLfloat rotation[4][4] = {
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{ 1, 0, 0, 0 },
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{ 0, 1, 0, 0 },
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{ 0, 0, 1, 0 },
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{ 0, 0, 0, 1 }
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};
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static const int32_t speed_div = 5;
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static uint32_t start_time = 0;
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if (start_time == 0)
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start_time = time;
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angle = ((time-start_time) / speed_div) % 360 * M_PI / 180.0;
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rotation[0][0] = cos(angle);
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rotation[0][2] = sin(angle);
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rotation[2][0] = -sin(angle);
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rotation[2][2] = cos(angle);
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glUniformMatrix4fv(window->gl.rotation_uniform, 1, GL_FALSE,
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(GLfloat *) rotation);
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glClearColor(0.0, 0.0, 0.0, 0.5);
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glClear(GL_COLOR_BUFFER_BIT);
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glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(window->gl.col, 3, GL_FLOAT, GL_FALSE, 0, colors);
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glEnableVertexAttribArray(window->gl.pos);
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glEnableVertexAttribArray(window->gl.col);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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glDisableVertexAttribArray(window->gl.pos);
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glDisableVertexAttribArray(window->gl.col);
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glFlush();
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eglSwapBuffers(window->display->egl.dpy, window->egl_surface);
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wl_display_frame_callback(window->display->display, redraw, window);
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}
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static void
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display_handle_global(struct wl_display *display, uint32_t id,
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const char *interface, uint32_t version, void *data)
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{
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struct display *d = data;
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if (strcmp(interface, "compositor") == 0)
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d->compositor = wl_compositor_create(display, id);
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}
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static int
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event_mask_update(uint32_t mask, void *data)
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{
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struct display *d = data;
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d->mask = mask;
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return 0;
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}
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int
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main(int argc, char **argv)
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{
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struct display display = { 0 };
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struct window window = { 0 };
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memset(&display, 0, sizeof display);
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memset(&window, 0, sizeof window);
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window.display = &display;
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window.geometry.width = 250;
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window.geometry.height = 250;
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display.display = wl_display_connect(NULL);
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assert(display.display);
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wl_display_add_global_listener(display.display,
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display_handle_global, &display);
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display.native = wl_egl_display_create(display.display);
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init_egl(&display);
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create_surface(&window);
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init_gl(&window);
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wl_display_frame_callback(display.display, redraw, &window);
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wl_display_get_fd(display.display, event_mask_update, &display);
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while (true)
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wl_display_iterate(display.display, display.mask);
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return 0;
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}
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