參考資訊:
https://docs.gl/es2/glTexSubImage2D
https://learnopengl.com/Getting-started/Textures
https://www.khronos.org/assets/uploads/books/openglr_es_20_programming_guide_sample.pdf
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 480
#define LCD_H 640
const char *vShaderSrc =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
const char *fShaderSrc =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" vec3 tex = texture2D(s_texture, v_texCoord).rgb; \n"
" gl_FragColor = vec4(tex, 1.0); \n"
"} \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;
int x = 0;
int y = 0;
uint32_t *p = NULL;
GLuint texID = 0;
GLubyte *buf = NULL;
GLfloat vVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 0.0f
};
GLushort indices[] = {0, 1, 2, 0, 2, 3};
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);
GLint posLoc = glGetAttribLocation(pObject, "a_position");
GLint texLoc = glGetAttribLocation(pObject, "a_texCoord");
GLint samLoc = glGetUniformLocation(pObject, "s_texture");
glGenTextures(1, &texID);
glViewport(0, 0, LCD_W, LCD_H);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
uint32_t col[] = {0xffff0000, 0xff00ff00, 0xff0000ff};
buf = malloc(LCD_W * LCD_H * 4);
p = (uint32_t *)buf;
for (y = 0; y < LCD_H; y++) {
for (x = 0; x < LCD_W; x++) {
*p++ = col[x / 160];
}
}
glBindTexture(GL_TEXTURE_2D, texID);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, LCD_W, LCD_H, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texID);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
glVertexAttribPointer(texLoc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
glEnableVertexAttribArray(posLoc);
glEnableVertexAttribArray(texLoc);
glUniform1i(samLoc, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
eglSwapBuffers(display, surface);
sleep(3);
free(buf);
glDeleteTextures(1, &texID);
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