Steward
分享是一種喜悅、更是一種幸福
掌機 - Miyoo A30 - C/C++ - OpenGL ES 2.0 - Draw 2 Triangles
參考資訊:
https://learnopengl.com/Getting-started/Hello-Triangle
https://www.khronos.org/assets/uploads/books/openglr_es_20_programming_guide_sample.pdf
main.c
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 | #include <stdio.h> #include <stdlib.h> #include <stdbool.h> #include <string.h> #include <dlfcn.h> #include <unistd.h> #include <EGL/egl.h> #include <GLES2/gl2.h> #define LCD_W 480 #define LCD_H 640 const char *vShaderSrc = "attribute vec4 vPosition; \n" "void main(void) \n" "{ \n" " const float angle = 90.0 * (3.1415 * 2.0) / 360.0; \n" " mat4 rot = mat4(cos(angle), -sin(angle), 0.0, 0.0, sin(angle), cos(angle), 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); \n" " gl_Position = vPosition * rot; \n" "}" ; const char *fShaderSrc = "#ifdef GL_ES \n" "precision mediump float; \n" "#endif \n" "uniform vec4 vColor; \n" "void main(void) \n" "{ \n" " gl_FragColor = vColor; \n" "}" ; int main ( int argc, char ** argv) { EGLint egl_major = 0; EGLint egl_minor = 0; EGLint num_configs = 0; EGLConfig configs = {0}; EGLDisplay display = EGL_NO_DISPLAY ; EGLSurface surface = EGL_NO_SURFACE ; EGLContext context = EGL_NO_CONTEXT ; EGLint config_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_ALPHA_SIZE , 8, EGL_NONE }; EGLint window_attributes[] = { EGL_RENDER_BUFFER , EGL_BACK_BUFFER , EGL_NONE }; EGLint const context_attributes[] = { EGL_CONTEXT_CLIENT_VERSION , 2, EGL_NONE , }; GLuint vShader = 0; GLuint fShader = 0; GLuint pObject = 0; GLint compiled = 0; GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; display = eglGetDisplay ( EGL_DEFAULT_DISPLAY ); eglInitialize ( display , &egl_major, &egl_minor); eglChooseConfig ( display , config_attribs, &configs, 1, &num_configs); surface = eglCreateWindowSurface ( display , configs, 0, window_attributes); context = eglCreateContext ( display , configs, EGL_NO_CONTEXT , context_attributes); eglMakeCurrent ( display , surface, surface, context ); vShader = glCreateShader ( GL_VERTEX_SHADER ); glShaderSource (vShader, 1, &vShaderSrc, NULL ); glCompileShader (vShader); glGetShaderiv (vShader, GL_COMPILE_STATUS , &compiled); fShader = glCreateShader ( GL_FRAGMENT_SHADER ); glShaderSource (fShader, 1, &fShaderSrc, NULL ); glCompileShader (fShader); glGetShaderiv (fShader, GL_COMPILE_STATUS , &compiled); pObject = glCreateProgram (); glAttachShader (pObject, vShader); glAttachShader (pObject, fShader); glLinkProgram (pObject); glUseProgram (pObject); glViewport (0, 0, LCD_W , LCD_H ); glClearColor (0.0f, 0.0f, 0.0f, 1.0f); glClear ( GL_COLOR_BUFFER_BIT ); GLuint vp = glGetAttribLocation (pObject, "vPosition" ); GLuint vc = glGetUniformLocation (pObject, "vColor" ); glViewport (0, 0, LCD_W , LCD_H ); glClear ( GL_COLOR_BUFFER_BIT ); vVertices[0] = 0.0; vVertices[1] = 1.0; vVertices[2] = 0.0; vVertices[3] = -1.0; vVertices[4] = 0.0; vVertices[5] = 0.0; vVertices[6] = 0.0; vVertices[7] = 0.0; vVertices[8] = 0.0; glVertexAttribPointer (vp, 3, GL_FLOAT , GL_FALSE , 0, vVertices); glEnableVertexAttribArray (vp); glUniform4f (vc, 1.0f, 0.0f, 0.0f, 1.0f); glDrawArrays ( GL_TRIANGLES , 0, 3); vVertices[0] = 0.0; vVertices[1] = 0.0; vVertices[2] = 0.0; vVertices[3] = 0.0; vVertices[4] = -1.0; vVertices[5] = 0.0; vVertices[6] = 1.0; vVertices[7] = -1.0; vVertices[8] = 0.0; glVertexAttribPointer (vp, 3, GL_FLOAT , GL_FALSE , 0, vVertices); glUniform4f (vc, 0.0f, 1.0f, 0.0f, 1.0f); glDrawArrays ( GL_TRIANGLES , 0, 3); eglSwapBuffers ( display , surface); sleep (3); eglMakeCurrent ( display , EGL_NO_SURFACE , EGL_NO_SURFACE , EGL_NO_CONTEXT ); eglDestroyContext ( display , context ); eglDestroySurface ( display , surface); eglTerminate ( display ); return 0; } |
編譯
$ /opt/a30/bin/arm-linux-gcc main.c -o test -lGLESv2 -lEGL -ldl
完成