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