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