參考資訊:
https://pandorawiki.org/GLES
main.c
#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 800 #define LCD_H 480 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" " mat4 sca = mat4(1.5, 0.0, 0.0, 0.0, 0.0, 1.5, 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 * sca; \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, 5, EGL_GREEN_SIZE, 6, EGL_BLUE_SIZE, 5, EGL_ALPHA_SIZE, 0, 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"); glVertexAttribPointer(vp, 3, GL_FLOAT, GL_FALSE, 0, vVertices); glEnableVertexAttribArray(vp); GLuint vc = glGetUniformLocation(pObject, "vColor"); glUniform4f(vc, 1.0f, 0.0f, 0.0f, 1.0f); glViewport(0, 0, LCD_W, LCD_H); glClear(GL_COLOR_BUFFER_BIT); glDrawArrays(GL_TRIANGLES, 0, 3); eglSwapBuffers(display, surface); system("fbgrab main.png"); 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、執行
$ gcc main.c -o main -lGLESv2 -lEGL $ op_runfbapp ./main
完成