main.c
#include <stdio.h> #include <stdlib.h> #include <SDL2/SDL.h> #include <GLES2/gl2.h> const char *vShaderSrc = "attribute vec4 vPosition; \n" "void main(void) \n" "{ \n" " gl_Position = vPosition; \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) { SDL_Window *window = NULL; SDL_GLContext context = {0}; SDL_Init(SDL_INIT_VIDEO); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); window = SDL_CreateWindow("main", 0, 0, 320, 240, SDL_WINDOW_OPENGL); context = SDL_GL_CreateContext(window); 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); GLfloat v[] = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; GLuint vp = glGetAttribLocation(pObject, "vPosition"); glVertexAttribPointer(vp, 3, GL_FLOAT, GL_FALSE, 0, v); glEnableVertexAttribArray(vp); GLuint vc = glGetUniformLocation(pObject, "vColor"); glUniform4f(vc, 1.0f, 0.0f, 0.0f, 1.0f); glViewport(0, 0, 320, 240); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); SDL_GL_SwapWindow(window); SDL_Delay(30000); SDL_DestroyWindow(window); SDL_GL_DeleteContext(context); SDL_Quit(); return 0; }
編譯、執行
$ /opt/a30/bin/arm-linux-gcc \ -I/opt/a30/arm-a30-linux-gnueabihf/sysroot/usr/include/SDL2 \ -lSDL2 -lSDL2_gfx -lSDL2_image -lSDL2_ttf -lSDL2_mixer \ -lGLESv2 main.c -o main /mnt/SDCARD# export LD_LIBRARY_PATH=.:/config/lib:/customer/lib:/usr/miyoo/lib /mnt/SDCARD# ./main