手機 - Motorola XT897 - Sailfish OS 4.4.0.68 - Wayland (OpenGL ES 2.0) - Rotate Texture



參考資訊:
https://jan.newmarch.name/Wayland/index.html
https://wayland.freedesktop.org/docs/html/apa.html
https://bugaevc.gitbooks.io/writing-wayland-clients/content/
https://gist.github.com/Miouyouyou/ca15af1c7f2696f66b0e013058f110b4

main.c

#include <string.h>
#include <stdlib.h>
#include <unistd.h>
 
#include <wayland-server.h>
#include <wayland-client.h>
#include <wayland-client-protocol.h>
#include <wayland-egl.h>
 
#include <EGL/egl.h>
#include <EGL/eglplatform.h>
#include <GLES2/gl2.h>
 
#define LCD_W   540
#define LCD_H   960
 
struct wl_shell *wl_shell = NULL;
struct wl_region *wl_region = NULL;
struct wl_display *wl_display = NULL;
struct wl_surface *wl_surface = NULL;
struct wl_registry *wl_registry = NULL;
struct wl_egl_window *wl_egl_window = NULL;
struct wl_compositor *wl_compositor = NULL;
struct wl_shell_surface *wl_shell_surface = NULL;

const char *vShaderSrc =
    "attribute vec4 a_position;   \n"
    "attribute vec2 a_texCoord;   \n"
    "varying vec2 v_texCoord;     \n"
    "void main()                  \n"
    "{                            \n"
    "   gl_Position = a_position; \n"
    "   v_texCoord = a_texCoord;  \n"
    "}                            \n";
  
const char *fShaderSrc =
    "#ifdef GL_ES                                              \n"
    "precision mediump float;                                  \n"
    "#endif                                                    \n"
    "varying vec2 v_texCoord;                                  \n"
    "uniform float angle;                                      \n"
    "uniform float aspect;                                     \n"
    "uniform sampler2D s_texture;                              \n"
    "const vec2 HALF = vec2(0.5);                              \n"
    "void main()                                               \n"
    "{                                                         \n"
    "    float aSin = sin(angle);                              \n"
    "    float aCos = cos(angle);                              \n"
    "    vec2 tc = v_texCoord;                                 \n"
    "    mat2 rotMat = mat2(aCos, -aSin, aSin, aCos);          \n"
    "    mat2 scaleMat = mat2(aspect, 0.0, 0.0, 1.0);          \n"
    "    mat2 scaleMatInv = mat2(1.0 / aspect, 0.0, 0.0, 1.0); \n"
    "    tc -= HALF.xy;                                        \n"
    "    tc = scaleMatInv * rotMat * scaleMat * tc;            \n"
    "    tc += HALF.xy;                                        \n"
    "    vec3 tex = texture2D(s_texture, tc).rgb;              \n"
    "    gl_FragColor = vec4(tex, 1.0);                        \n"
    "}                                                         \n";
 
static void global_registry_handler(void *data, struct wl_registry *registry, uint32_t id, const char *interface, uint32_t version)
{
    if (strcmp(interface, "wl_compositor") == 0) {
        wl_compositor = wl_registry_bind(registry, id, &wl_compositor_interface, 1);
    }
    else if (strcmp(interface, "wl_shell") == 0) {
        wl_shell = wl_registry_bind(registry, id, &wl_shell_interface, 1);
    }
}
 
static void global_registry_remover(void *data, struct wl_registry *registry, uint32_t id)
{
}
 
const struct wl_registry_listener listener = {
    global_registry_handler,
    global_registry_remover
};
 
int main(int argc, char **argv)
{
    wl_display = wl_display_connect(NULL);
    wl_registry = wl_display_get_registry(wl_display);
    wl_registry_add_listener(wl_registry, &listener, NULL);
    wl_display_dispatch(wl_display);
    wl_display_roundtrip(wl_display);
    wl_surface = wl_compositor_create_surface(wl_compositor);
    wl_shell_surface = wl_shell_get_shell_surface(wl_shell, wl_surface);
    wl_shell_surface_set_toplevel(wl_shell_surface);
    wl_region = wl_compositor_create_region(wl_compositor);
    wl_region_add(wl_region, 0, 0, LCD_W, LCD_H);
    wl_surface_set_opaque_region(wl_surface, wl_region);
    wl_egl_window = wl_egl_window_create(wl_surface, LCD_W, LCD_H);
 
    EGLContext egl_context;
    EGLSurface egl_surface;
    EGLint egl_numConfigs;
    EGLint egl_majorVersion;
    EGLint egl_minorVersion;
    EGLConfig egl_config;
    EGLint egl_attribs[] = {
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
        EGL_RED_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_BLUE_SIZE, 8,
        EGL_NONE
    };
    EGLint egl_context_attribs[] = {
        EGL_CONTEXT_CLIENT_VERSION, 2,
        EGL_NONE, EGL_NONE
    };
    EGLDisplay egl_display = eglGetDisplay(wl_display);
    eglInitialize(egl_display, &egl_majorVersion, &egl_minorVersion);
    eglGetConfigs(egl_display, NULL, 0, &egl_numConfigs);
    eglChooseConfig(egl_display, egl_attribs, &egl_config, 1, &egl_numConfigs);
    egl_surface = eglCreateWindowSurface(egl_display, egl_config, wl_egl_window, NULL);
    egl_context = eglCreateContext(egl_display, egl_config, EGL_NO_CONTEXT, egl_context_attribs);
    eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context);
 
    wl_display_dispatch_pending(wl_display);
    glViewport(0, 0, LCD_W, LCD_H);
    glClearColor(0.0, 0.0, 0.0, 1.0);
    glClear(GL_COLOR_BUFFER_BIT);

    GLuint vShader = 0;
    GLuint fShader = 0;
    GLuint pObject = 0;
  
    vShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vShader, 1, &vShaderSrc, NULL);
    glCompileShader(vShader);
  
    fShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fShader, 1, &fShaderSrc, NULL);
    glCompileShader(fShader);
  
    pObject = glCreateProgram();
    glAttachShader(pObject, vShader);
    glAttachShader(pObject, fShader);
    glLinkProgram(pObject);
    glUseProgram(pObject);

    int w = 320;
    int h = 240;
    GLint positionLoc = glGetAttribLocation(pObject, "a_position");
    GLint texCoordLoc = glGetAttribLocation(pObject, "a_texCoord");
    GLint samplerLoc = glGetUniformLocation(pObject, "s_texture");
    glUniform1f(glGetUniformLocation(pObject, "angle"), 90.0 * (3.1415 * 2.0) / 360.0);
    glUniform1f(glGetUniformLocation(pObject, "aspect"), (float)w / h);
      
    GLuint textureId = 0;
    GLubyte pixels[320 * 240 * 3] = {0};
  
    int x = 0, y = 0;
    for (y = 0; y < 240; y++) {
        for (x = 0; x < 320; x++) {
            switch (y / 80) {
            case 0:
                pixels[(y * 320 * 3) + (x * 3) + 0] = 0xff;
                pixels[(y * 320 * 3) + (x * 3) + 1] = 0x00;
                pixels[(y * 320 * 3) + (x * 3) + 2] = 0x00;
                break;
            case 1:
                pixels[(y * 320 * 3) + (x * 3) + 0] = 0x00;
                pixels[(y * 320 * 3) + (x * 3) + 1] = 0xff;
                pixels[(y * 320 * 3) + (x * 3) + 2] = 0x00;
                break;
            case 2:
                pixels[(y * 320 * 3) + (x * 3) + 0] = 0x00;
                pixels[(y * 320 * 3) + (x * 3) + 1] = 0x00;
                pixels[(y * 320 * 3) + (x * 3) + 2] = 0xff;
                break;
            }
        }
    }
  
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    glGenTextures(1, &textureId);
    glBindTexture(GL_TEXTURE_2D, textureId);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  
    GLfloat vVertices[] = {
       -1.0f,  1.0f, 0.0f, 0.0f,  0.0f,
       -1.0f, -1.0f, 0.0f, 0.0f,  1.0f,
        1.0f, -1.0f, 0.0f, 1.0f,  1.0f,
        1.0f,  1.0f, 0.0f, 1.0f,  0.0f
    };
    GLushort indices[] = {0, 1, 2, 0, 2, 3};
  
    glViewport(0, 0, w, h);
    glClear(GL_COLOR_BUFFER_BIT);
    glVertexAttribPointer(positionLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
    glVertexAttribPointer(texCoordLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
    glEnableVertexAttribArray(positionLoc);
    glEnableVertexAttribArray(texCoordLoc);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureId);
    glUniform1i(samplerLoc, 0);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

    eglSwapBuffers(egl_display, egl_surface);
    usleep(3000000);
 
    eglDestroySurface(egl_display, egl_surface);
    eglDestroyContext(egl_display, egl_context);
    wl_egl_window_destroy(wl_egl_window);
    eglTerminate(egl_display);
  
    wl_region_destroy(wl_region);
    wl_shell_surface_destroy(wl_shell_surface);
    wl_shell_destroy(wl_shell);
    wl_surface_destroy(wl_surface);
    wl_compositor_destroy(wl_compositor);
    wl_registry_destroy(wl_registry);
    wl_display_disconnect(wl_display);
    return 0;
}

編譯、執行

$ gcc main.c -o main -lwayland-client -lwayland-egl -lEGL -lGLESv2
$ ./main