weston/clients/simple-client.c

326 lines
7.9 KiB
C

/*
* 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 <stdbool.h>
#include <math.h>
#include <assert.h>
#include <wayland-client.h>
#include <wayland-egl.h>
#include <GLES2/gl2.h>
#include <EGL/egl.h>
struct display {
struct wl_display *display;
struct wl_egl_display *native;
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_DEPTH_SIZE, 1,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE
};
EGLint major, minor, n;
EGLBoolean ret;
display->egl.dpy =
eglGetDisplay(display->native);
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
create_surface(struct window *window)
{
struct display *display = window->display;
struct wl_visual *visual;
EGLBoolean ret;
window->surface = wl_compositor_create_surface(display->compositor);
visual = wl_display_get_premultiplied_argb_visual(display->display);
window->native =
wl_egl_window_create(display->native,
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(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, redraw, window);
}
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->compositor = wl_compositor_create(display, id);
}
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);
display.native = wl_egl_display_create(display.display);
init_egl(&display);
create_surface(&window);
init_gl(&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;
}