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/
main.c
#include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <unistd.h> #include <wayland-client.h> #include <wayland-egl.h> #include <EGL/egl.h> #include <GLES2/gl2.h> #define LCD_W 1080 #define LCD_H 2160 #define BUF_W 320 #define BUF_H 240 struct wl_shell *shell = NULL; struct wl_display *dis = NULL; struct wl_surface *surf = NULL; struct wl_registry *reg = NULL; struct wl_region *regn = NULL; struct wl_compositor *comp = NULL; struct wl_egl_window *egl_win = NULL; struct wl_shell_surface *shell_surf = NULL; EGLConfig egl_conf = 0; EGLContext egl_ctx = 0; EGLDisplay egl_dis = 0; EGLSurface egl_surf = 0; 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 ctx_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; GLubyte pixels[BUF_W * BUF_H * 3] = {0}; 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}; 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 sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D(s_texture, v_texCoord); \n" "} \n"; void cb_handle(void *dat, struct wl_registry *reg, uint32_t id, const char *intf, uint32_t ver) { if (strcmp(intf, "wl_compositor") == 0) { comp = wl_registry_bind(reg, id, &wl_compositor_interface, 3); } else if (strcmp(intf, "wl_shell") == 0) { shell = wl_registry_bind(reg, id, &wl_shell_interface, 1); } } void cb_remove(void *dat, struct wl_registry *reg, uint32_t id) { } struct wl_registry_listener cb = { .global = cb_handle, .global_remove = cb_remove }; int main(int argc, char **argv) { dis = wl_display_connect(NULL); reg = wl_display_get_registry(dis); wl_registry_add_listener(reg, &cb, NULL); wl_display_dispatch(dis); wl_display_roundtrip(dis); surf = wl_compositor_create_surface(comp); shell_surf = wl_shell_get_shell_surface(shell, surf); wl_shell_surface_set_toplevel(shell_surf); regn = wl_compositor_create_region(comp); wl_region_add(regn, 0, 0, LCD_W, LCD_H); wl_surface_set_opaque_region(surf, regn); egl_win = wl_egl_window_create(surf, LCD_W, LCD_H); EGLConfig cfg = 0; EGLint major = 0, minor = 0, cnt = 0; egl_dis = eglGetDisplay((EGLNativeDisplayType)dis); eglInitialize(egl_dis, &major, &minor); eglGetConfigs(egl_dis, NULL, 0, &cnt); eglChooseConfig(egl_dis, egl_attribs, &cfg, 1, &cnt); egl_surf = eglCreateWindowSurface(egl_dis, cfg, egl_win, NULL); egl_ctx = eglCreateContext(egl_dis, cfg, EGL_NO_CONTEXT, ctx_attribs); eglMakeCurrent(egl_dis, egl_surf, egl_surf, egl_ctx); 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); GLuint textureId = 0; GLint positionLoc = glGetAttribLocation(pObject, "a_position"); GLint texCoordLoc = glGetAttribLocation(pObject, "a_texCoord"); GLint samplerLoc = glGetUniformLocation(pObject, "s_texture"); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glViewport(0, 0, LCD_W, LCD_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); int cc = 0; while (1) { int x = 0, y = 0; for (y = 0; y < BUF_H; y++) { for (x = 0; x < BUF_W; x++) { switch (cc % 3) { case 0: pixels[(y * BUF_W * 3) + (x * 3) + 0] = 0xff; pixels[(y * BUF_W * 3) + (x * 3) + 1] = 0x00; pixels[(y * BUF_W * 3) + (x * 3) + 2] = 0x00; break; case 1: pixels[(y * BUF_W * 3) + (x * 3) + 0] = 0x00; pixels[(y * BUF_W * 3) + (x * 3) + 1] = 0xff; pixels[(y * BUF_W * 3) + (x * 3) + 2] = 0x00; break; case 2: pixels[(y * BUF_W * 3) + (x * 3) + 0] = 0x00; pixels[(y * BUF_W * 3) + (x * 3) + 1] = 0x00; pixels[(y * BUF_W * 3) + (x * 3) + 2] = 0xff; break; } } } cc+= 1; glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, BUF_W, BUF_H, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); eglSwapBuffers(egl_dis, egl_surf); } eglDestroySurface(egl_dis, egl_surf); eglDestroyContext(egl_dis, egl_ctx); wl_egl_window_destroy(egl_win); eglTerminate(egl_dis); wl_region_destroy(regn); wl_shell_surface_destroy(shell_surf); wl_shell_destroy(shell); wl_surface_destroy(surf); wl_compositor_destroy(comp); wl_registry_destroy(reg); wl_display_disconnect(dis); return 0; }
編譯
$ gcc main.c -o main -lwayland-client -lwayland-egl -lEGL -lGLESv2