Add texture, use index buffer, tweak matricies

master
Drew DeVault 8 years ago
parent 382f712792
commit cda12a3eda

@ -1,5 +1,6 @@
include_directories(
${DRM_INCLUDE_DIRS}
${CMAKE_CURRENT_SOURCE_DIR}
)
add_executable(simple
@ -13,6 +14,7 @@ target_link_libraries(simple
add_executable(rotation
rotation.c
cat.c
)
target_link_libraries(rotation

File diff suppressed because it is too large Load Diff

@ -0,0 +1,13 @@
#ifndef _CAT_H
#define _CAT_H
struct gimp_texture {
unsigned int width;
unsigned int height;
unsigned int bytes_per_pixel; /* 2:RGB16, 3:RGB, 4:RGBA */
unsigned char pixel_data[128 * 128 * 3 + 1];
};
extern const struct gimp_texture cat_tex;
#endif

@ -12,34 +12,31 @@
#include <wlr/session.h>
#include <wlr/types.h>
#include <math.h>
#include "cat.h"
static const GLchar vert_src[] =
"#version 310 es\n"
"precision mediump float;\n"
"layout(location = 0) uniform mat4 transform;\n"
"layout(location = 0) in vec2 pos;\n"
"layout(location = 1) in float angle;\n"
"out float v_angle;\n"
"layout(location = 1) in vec2 texcoord;\n"
"out vec2 v_texcoord;\n"
"void main() {\n"
" v_angle = angle;\n"
" v_texcoord = texcoord;\n"
" gl_Position = transform * vec4(pos, 0.0, 1.0);\n"
"}\n";
static const GLchar frag_src[] =
"#version 310 es\n"
"precision mediump float;\n"
"in float v_angle;\n"
"out vec4 f_color;\n"
"in vec2 v_texcoord;\n"
"out vec4 color;\n"
"uniform sampler2D texture0;\n"
"void main() {\n"
" f_color = vec4(\n"
" cos(v_angle) / 2.0 + 0.5,\n"
" cos(v_angle + 2.0944) / 2.0 + 0.5,\n"
" cos(v_angle + 4.18879) / 2.0 + 0.5,\n"
" 1.0);\n"
" color = texture(texture0, v_texcoord);\n"
"}\n";
struct state {
float angle;
struct timespec last_frame;
struct wl_listener output_add;
struct wl_listener output_remove;
@ -50,6 +47,8 @@ struct state {
GLuint prog;
GLuint vao;
GLuint vbo;
GLuint ebo;
GLuint tex;
} gl;
};
@ -115,6 +114,25 @@ static void init_gl(struct gl *gl) {
glDeleteProgram(vert);
glDeleteProgram(frag);
GLfloat verticies[] = {
1, 1, 1, 1, // bottom right
1, 0, 1, 0, // top right
0, 0, 0, 0, // top left
0, 1, 0, 1, // bottom left
};
// Temporary
for (size_t i = 0; i < sizeof(verticies) / sizeof(verticies[0]); i += 4) {
verticies[i] *= 128.0f;
verticies[i + 1] *= 128.0f;
verticies[i] += 128;
verticies[i + 1] += 128;
}
// End temp
GLuint indicies[] = {
0, 1, 3,
1, 2, 3,
};
glGenVertexArrays(1, &gl->vao);
glGenBuffers(1, &gl->vbo);
@ -123,64 +141,55 @@ static void init_gl(struct gl *gl) {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), (void *)(2 * sizeof(GLfloat)));
glBufferData(GL_ARRAY_BUFFER, sizeof(verticies), verticies, GL_STATIC_DRAW);
glGenBuffers(1, &gl->ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, gl->ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
glGenTextures(1, &gl->tex);
glBindTexture(GL_TEXTURE_2D, gl->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cat_tex.width, cat_tex.height,
0, GL_RGB, GL_UNSIGNED_BYTE, cat_tex.pixel_data);
}
static void cleanup_gl(struct gl *gl) {
glDeleteProgram(gl->prog);
glDeleteVertexArrays(1, &gl->vao);
glDeleteBuffers(1, &gl->vbo);
glDeleteTextures(1, &gl->tex);
}
static void output_frame(struct wl_listener *listener, void *data) {
struct output_state *ostate = wl_container_of(listener, ostate, frame);
struct state *s = ostate->state;
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
int32_t width = ostate->output->width;
int32_t height = ostate->output->height;
glViewport(0, 0, width, height);
// All of the odd numbered transformations involve a 90 or 270 degree rotation
if (ostate->output->transform % 2 == 1) {
float tmp = width;
width = height;
height = tmp;
}
int32_t mid_w = width / 2;
int32_t mid_h = height / 2;
GLfloat vert_data[] = {
mid_w - 200, mid_h - 200, s->angle,
mid_w, mid_h + 200, s->angle + M_PI * 2.0f / 3.0f, // 120 deg
mid_w + 200, mid_h - 200, s->angle + M_PI * 4.0f / 3.0f, // 240 deg
};
glUseProgram(s->gl.prog);
glBindVertexArray(s->gl.vao);
glBindBuffer(GL_ARRAY_BUFFER, s->gl.vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vert_data), vert_data, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->gl.ebo);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, s->gl.tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glUniformMatrix4fv(0, 1, GL_TRUE, ostate->output->transform_matrix);
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
struct timespec now;
clock_gettime(CLOCK_MONOTONIC, &now);
long ms = (now.tv_sec - s->last_frame.tv_sec) * 1000 +
(now.tv_nsec - s->last_frame.tv_nsec) / 1000000;
s->last_frame = now;
s->angle += ms / 200.0f;
if (s->angle > 2 * M_PI) {
s->angle = 0.0f;
}
}
static void output_add(struct wl_listener *listener, void *data) {
@ -297,7 +306,6 @@ static void parse_args(int argc, char *argv[], struct wl_list *config) {
int main(int argc, char *argv[]) {
struct state state = {
.angle = 0.0,
.output_add = { .notify = output_add },
.output_remove = { .notify = output_remove }
};

@ -9,35 +9,35 @@
static const float transforms[][4] = {
[WL_OUTPUT_TRANSFORM_NORMAL] = {
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, -1.0f,
},
[WL_OUTPUT_TRANSFORM_90] = {
0.0f, -1.0f,
1.0f, 0.0f,
-1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_180] = {
-1.0f, 0.0f,
0.0f, -1.0f,
0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_270] = {
0.0f, 1.0f,
-1.0f, 0.0f,
1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED] = {
-1.0f, 0.0f,
0.0f, 1.0f,
0.0f, -1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_90] = {
0.0f, 1.0f,
1.0f, 0.0f,
-1.0f, 0.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_180] = {
1.0f, 0.0f,
0.0f, -1.0f,
0.0f, 1.0f,
},
[WL_OUTPUT_TRANSFORM_FLIPPED_270] = {
0.0f, -1.0f,
-1.0f, 0.0f,
1.0f, 0.0f,
},
};

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