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			325 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			325 lines
		
	
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
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 * Copyright © 2011 Benjamin Franzke
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 *
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 * Permission to use, copy, modify, distribute, and sell this software and its
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 * documentation for any purpose is hereby granted without fee, provided that
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 * the above copyright notice appear in all copies and that both that copyright
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 * notice and this permission notice appear in supporting documentation, and
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 * that the name of the copyright holders not be used in advertising or
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 * publicity pertaining to distribution of the software without specific,
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 * written prior permission.  The copyright holders make no representations
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 * about the suitability of this software for any purpose.  It is provided "as
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 * is" without express or implied warranty.
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 *
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 * THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS SOFTWARE,
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 * INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS, IN NO
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 * EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY SPECIAL, INDIRECT OR
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 * CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE,
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 * DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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 * TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE
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 * OF THIS SOFTWARE.
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 */
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdbool.h>
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#include <math.h>
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#include <assert.h>
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#include <wayland-client.h>
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#include <wayland-egl.h>
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#include <GLES2/gl2.h>
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#include <EGL/egl.h>
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struct display {
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	struct wl_display *display;
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	struct wl_egl_display *native;
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	struct wl_compositor *compositor;
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	struct {
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		EGLDisplay dpy;
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		EGLContext ctx;
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		EGLConfig conf;
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	} egl;
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	uint32_t mask;
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};
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struct window {
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	struct display *display;
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	struct {
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		int width, height;
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	} geometry;
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	struct {
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		GLuint fbo;
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		GLuint color_rbo;
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		GLuint program;
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		GLuint rotation_uniform;
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		GLuint pos;
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		GLuint col;
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	} gl;
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	struct wl_egl_window *native;
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	struct wl_surface *surface;
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	EGLSurface egl_surface;
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};
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static const char *vert_shader_text =
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	"uniform mat4 rotation;\n"
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	"attribute vec4 pos;\n"
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	"attribute vec4 color;\n"
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	"varying vec4 v_color;\n"
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	"void main() {\n"
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	"  gl_Position = rotation * pos;\n"
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	"  v_color = color;\n"
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	"}\n";
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static const char *frag_shader_text =
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	"precision mediump float;\n"
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	"varying vec4 v_color;\n"
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	"void main() {\n"
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	"  gl_FragColor = v_color;\n"
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	"}\n";
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static void
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init_egl(struct display *display)
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{
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	static const EGLint context_attribs[] = {
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		EGL_CONTEXT_CLIENT_VERSION, 2,
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		EGL_NONE
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	};
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	static const EGLint config_attribs[] = {
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		EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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		EGL_RED_SIZE, 1,
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		EGL_GREEN_SIZE, 1,
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		EGL_BLUE_SIZE, 1,
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		EGL_DEPTH_SIZE, 1,
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		EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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		EGL_NONE
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	};
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	EGLint major, minor, n;
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	EGLBoolean ret;
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	display->egl.dpy =
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		eglGetDisplay(display->native);
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	assert(display->egl.dpy);
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	ret = eglInitialize(display->egl.dpy, &major, &minor);
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	assert(ret == EGL_TRUE);
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	ret = eglBindAPI(EGL_OPENGL_ES_API);
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	assert(ret == EGL_TRUE);
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	assert(eglChooseConfig(display->egl.dpy, config_attribs,
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			       &display->egl.conf, 1, &n) && n == 1);
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	display->egl.ctx = eglCreateContext(display->egl.dpy,
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					    display->egl.conf,
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					    EGL_NO_CONTEXT, context_attribs);
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	assert(display->egl.ctx);
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}
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static GLuint
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create_shader(struct window *window, const char *source, GLenum shader_type)
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{
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	GLuint shader;
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	GLint status;
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	shader = glCreateShader(shader_type);
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	assert(shader != 0);
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	glShaderSource(shader, 1, (const char **) &source, NULL);
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	glCompileShader(shader);
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	glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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	if (!status) {
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		char log[1000];
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		GLsizei len;
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		glGetShaderInfoLog(shader, 1000, &len, log);
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		fprintf(stderr, "Error: compiling %s: %*s\n",
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			shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
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			len, log);
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		exit(1);
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	}
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	return shader;
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}
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static void
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init_gl(struct window *window)
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{
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	GLuint frag, vert;
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	GLint status;
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	glViewport(0, 0, window->geometry.width, window->geometry.height);
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	frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
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	vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
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	window->gl.program = glCreateProgram();
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	glAttachShader(window->gl.program, frag);
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	glAttachShader(window->gl.program, vert);
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	glLinkProgram(window->gl.program);
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	glGetProgramiv(window->gl.program, GL_LINK_STATUS, &status);
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	if (!status) {
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		char log[1000];
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		GLsizei len;
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		glGetProgramInfoLog(window->gl.program, 1000, &len, log);
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		fprintf(stderr, "Error: linking:\n%*s\n", len, log);
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		exit(1);
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	}
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	glUseProgram(window->gl.program);
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	window->gl.pos = 0;
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	window->gl.pos = 1;
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	glBindAttribLocation(window->gl.program, window->gl.pos, "pos");
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	glBindAttribLocation(window->gl.program, window->gl.col, "color");
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	glLinkProgram(window->gl.program);
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	window->gl.rotation_uniform =
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		glGetUniformLocation(window->gl.program, "rotation");
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}
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static void
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create_surface(struct window *window)
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{
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	struct display *display = window->display;
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	struct wl_visual *visual;
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	EGLBoolean ret;
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	window->surface = wl_compositor_create_surface(display->compositor);
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	visual = wl_display_get_premultiplied_argb_visual(display->display);
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	window->native =
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		wl_egl_window_create(display->native,
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				     window->surface,
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				     window->geometry.width,
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				     window->geometry.height,
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				     visual);
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	window->egl_surface =
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		eglCreateWindowSurface(display->egl.dpy,
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				       display->egl.conf,
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				       window->native,
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				       NULL);
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	wl_surface_map_toplevel(window->surface);
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	ret = eglMakeCurrent(window->display->egl.dpy, window->egl_surface,
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			     window->egl_surface, window->display->egl.ctx);
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	assert(ret == EGL_TRUE);
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}
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static void
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redraw(void *data, uint32_t time)
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{
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	struct window *window = data;
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	static const GLfloat verts[3][2] = {
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		{ -0.5, -0.5 },
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		{  0.5, -0.5 },
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		{  0,    0.5 }
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	};
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	static const GLfloat colors[3][3] = {
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		{ 1, 0, 0 },
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		{ 0, 1, 0 },
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		{ 0, 0, 1 }
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	};
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	GLfloat angle;
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	GLfloat rotation[4][4] = {
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		{ 1, 0, 0, 0 },
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		{ 0, 1, 0, 0 },
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		{ 0, 0, 1, 0 },
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		{ 0, 0, 0, 1 }
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	};
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	static const int32_t speed_div = 5;
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	static uint32_t start_time = 0;
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	if (start_time == 0)
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		start_time = time;
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	angle = ((time-start_time) / speed_div) % 360 * M_PI / 180.0;
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	rotation[0][0] =  cos(angle);
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	rotation[0][2] =  sin(angle);
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	rotation[2][0] = -sin(angle);
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	rotation[2][2] =  cos(angle);
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	glUniformMatrix4fv(window->gl.rotation_uniform, 1, GL_FALSE,
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			   (GLfloat *) rotation);
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	glClearColor(0.0, 0.0, 0.0, 0.5);
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	glClear(GL_COLOR_BUFFER_BIT);
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	glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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	glVertexAttribPointer(window->gl.col, 3, GL_FLOAT, GL_FALSE, 0, colors);
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	glEnableVertexAttribArray(window->gl.pos);
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	glEnableVertexAttribArray(window->gl.col);
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	glDrawArrays(GL_TRIANGLES, 0, 3);
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	glDisableVertexAttribArray(window->gl.pos);
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	glDisableVertexAttribArray(window->gl.col);
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	glFlush();
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	eglSwapBuffers(window->display->egl.dpy, window->egl_surface);
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	wl_display_frame_callback(window->display->display, redraw, window);
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}
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static void
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display_handle_global(struct wl_display *display, uint32_t id,
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		      const char *interface, uint32_t version, void *data)
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{
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	struct display *d = data;
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	if (strcmp(interface, "compositor") == 0)
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		d->compositor = wl_compositor_create(display, id);
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}
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static int
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event_mask_update(uint32_t mask, void *data)
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{
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	struct display *d = data;
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	d->mask = mask;
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	return 0;
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}
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int
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main(int argc, char **argv)
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{
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	struct display display = { 0 };
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	struct window  window  = { 0 };
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	memset(&display, 0, sizeof display);
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	memset(&window,  0, sizeof window);
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	window.display = &display;
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	window.geometry.width  = 250;
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	window.geometry.height = 250;
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	display.display = wl_display_connect(NULL);
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	assert(display.display);
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	wl_display_add_global_listener(display.display,
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				       display_handle_global, &display);
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	display.native = wl_egl_display_create(display.display);
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	init_egl(&display);
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	create_surface(&window);
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	init_gl(&window);
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	wl_display_frame_callback(display.display, redraw, &window);
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	wl_display_get_fd(display.display, event_mask_update, &display);
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	while (true)
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		wl_display_iterate(display.display, display.mask);
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	return 0;
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}
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