mirror of
https://github.com/lxsang/meta-rpi-diya.git
synced 2024-12-27 11:08:21 +01:00
add sdlgl shader example
This commit is contained in:
parent
cd5091b520
commit
07008564c3
@ -5,18 +5,22 @@ LIC_FILES_CHKSUM = "file://${COMMON_LICENSE_DIR}/MIT;md5=0835ade698e0bcf8506ecda
|
|||||||
|
|
||||||
DEPENDS += "libsdl2"
|
DEPENDS += "libsdl2"
|
||||||
FILESEXTRAPATHS:prepend := "${THISDIR}/files:"
|
FILESEXTRAPATHS:prepend := "${THISDIR}/files:"
|
||||||
SRC_URI = "file://sdl_test.cpp file://sdlgl.c "
|
SRC_URI = "file://sdl_test.cpp file://sdlgl.c file://sdlglshader.c"
|
||||||
TARGET_CC_ARCH += "${LDFLAGS}"
|
TARGET_CC_ARCH += "${LDFLAGS}"
|
||||||
|
|
||||||
do_compile() {
|
do_compile() {
|
||||||
${CXX} ${WORKDIR}/sdl_test.cpp `pkg-config --cflags --libs sdl2` -o ${WORKDIR}/sdl_test
|
${CXX} ${WORKDIR}/sdl_test.cpp `pkg-config --cflags --libs sdl2` -o ${WORKDIR}/sdl_test
|
||||||
${CC} ${WORKDIR}/sdlgl.c `pkg-config --cflags --libs sdl2` -lGL -o ${WORKDIR}/sdlgl
|
${CC} ${WORKDIR}/sdlgl.c `pkg-config --cflags --libs sdl2` -lGL -o ${WORKDIR}/sdlgl
|
||||||
|
${CC} ${WORKDIR}/sdlglshader.c `pkg-config --cflags --libs sdl2` -lGL -o ${WORKDIR}/sdlglshader
|
||||||
}
|
}
|
||||||
|
|
||||||
do_install() {
|
do_install() {
|
||||||
install -d ${D}/usr/bin
|
install -d ${D}/usr/bin
|
||||||
install -m 0755 ${WORKDIR}/sdl_test ${D}/usr/bin
|
install -m 0755 ${WORKDIR}/sdl_test ${D}/usr/bin
|
||||||
install -m 0755 ${WORKDIR}/sdlgl ${D}/usr/bin
|
install -m 0755 ${WORKDIR}/sdlgl ${D}/usr/bin
|
||||||
|
install -m 0755 ${WORKDIR}/sdlglshader ${D}/usr/bin
|
||||||
|
# for manual copy test applications on target from tmp dir
|
||||||
install -m 0755 ${WORKDIR}/sdl_test /tmp
|
install -m 0755 ${WORKDIR}/sdl_test /tmp
|
||||||
install -m 0755 ${WORKDIR}/sdlgl /tmp
|
install -m 0755 ${WORKDIR}/sdlgl /tmp
|
||||||
|
install -m 0755 ${WORKDIR}/sdlglshader /tmp
|
||||||
}
|
}
|
||||||
|
209
recipes-example/example/files/sdlglshader.c
Normal file
209
recipes-example/example/files/sdlglshader.c
Normal file
@ -0,0 +1,209 @@
|
|||||||
|
// To compile with gcc: (tested on Ubuntu 14.04 64bit):
|
||||||
|
// g++ sdl2_opengl.cpp -lSDL2 -lGL
|
||||||
|
// To compile with msvc: (tested on Windows 7 64bit)
|
||||||
|
// cl sdl2_opengl.cpp /I C:\sdl2path\include /link C:\path\SDL2.lib C:\path\SDL2main.lib /SUBSYSTEM:CONSOLE /NODEFAULTLIB:libcmtd.lib opengl32.lib
|
||||||
|
|
||||||
|
#include <stdio.h>
|
||||||
|
#include <stdint.h>
|
||||||
|
#include <assert.h>
|
||||||
|
#include <SDL2/SDL.h>
|
||||||
|
#include <SDL2/SDL_opengl.h>
|
||||||
|
#include <GL/gl.h>
|
||||||
|
|
||||||
|
typedef int32_t i32;
|
||||||
|
typedef uint32_t u32;
|
||||||
|
typedef int32_t b32;
|
||||||
|
|
||||||
|
#define WinWidth 480
|
||||||
|
#define WinHeight 640
|
||||||
|
#define VERTEX_SHADER "\
|
||||||
|
void main() \
|
||||||
|
{ \
|
||||||
|
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; \
|
||||||
|
} \
|
||||||
|
"
|
||||||
|
|
||||||
|
#define FRAG_SHADER "\
|
||||||
|
void main() \
|
||||||
|
{ \
|
||||||
|
gl_FragColor = vec4(1.0,0.0,0.0,1.0); \
|
||||||
|
} \
|
||||||
|
"
|
||||||
|
|
||||||
|
GLuint load_shader(c)
|
||||||
|
{
|
||||||
|
|
||||||
|
// Create the shaders
|
||||||
|
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||||
|
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||||
|
|
||||||
|
GLint Result = GL_FALSE;
|
||||||
|
int InfoLogLength;
|
||||||
|
char *source;
|
||||||
|
char buff[2048];
|
||||||
|
// Compile Vertex Shader
|
||||||
|
source = VERTEX_SHADER;
|
||||||
|
printf("Compiling vertex shader \n");
|
||||||
|
glShaderSource(VertexShaderID, 1, &source, NULL);
|
||||||
|
glCompileShader(VertexShaderID);
|
||||||
|
|
||||||
|
memset(buff, 0, sizeof(buff));
|
||||||
|
// Check Vertex Shader
|
||||||
|
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||||
|
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||||
|
if (InfoLogLength > 0)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &buff);
|
||||||
|
printf("%s\n", buff);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Compile Fragment Shader
|
||||||
|
source = FRAG_SHADER;
|
||||||
|
printf("Compiling frag shader \n");
|
||||||
|
glShaderSource(FragmentShaderID, 1, &source, NULL);
|
||||||
|
glCompileShader(FragmentShaderID);
|
||||||
|
|
||||||
|
// Check Fragment Shader
|
||||||
|
memset(buff, 0, sizeof(buff));
|
||||||
|
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||||
|
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||||
|
if (InfoLogLength > 0)
|
||||||
|
{
|
||||||
|
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, buff);
|
||||||
|
printf("%s\n", buff);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Link the program
|
||||||
|
printf("Linking program\n");
|
||||||
|
GLuint ProgramID = glCreateProgram();
|
||||||
|
glAttachShader(ProgramID, VertexShaderID);
|
||||||
|
glAttachShader(ProgramID, FragmentShaderID);
|
||||||
|
glLinkProgram(ProgramID);
|
||||||
|
|
||||||
|
// Check the program
|
||||||
|
memset(buff, 0, sizeof(buff));
|
||||||
|
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||||
|
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||||
|
if (InfoLogLength > 0)
|
||||||
|
{
|
||||||
|
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, buff);
|
||||||
|
printf("Linking: %s\n", buff);
|
||||||
|
}
|
||||||
|
|
||||||
|
glDetachShader(ProgramID, VertexShaderID);
|
||||||
|
glDetachShader(ProgramID, FragmentShaderID);
|
||||||
|
|
||||||
|
glDeleteShader(VertexShaderID);
|
||||||
|
glDeleteShader(FragmentShaderID);
|
||||||
|
|
||||||
|
return ProgramID;
|
||||||
|
}
|
||||||
|
|
||||||
|
int main(int ArgCount, char **Args)
|
||||||
|
{
|
||||||
|
|
||||||
|
u32 WindowFlags = SDL_WINDOW_OPENGL;
|
||||||
|
|
||||||
|
SDL_Window *Window = SDL_CreateWindow("OpenGL Test", 0, 0, 0, 0, WindowFlags);
|
||||||
|
assert(Window);
|
||||||
|
SDL_GLContext Context = SDL_GL_CreateContext(Window);
|
||||||
|
SDL_SetWindowFullscreen(Window, SDL_WINDOW_FULLSCREEN);
|
||||||
|
SDL_DisplayMode DM;
|
||||||
|
SDL_GetCurrentDisplayMode(0, &DM);
|
||||||
|
printf("Display size %dx%d\n", DM.w, DM.h);
|
||||||
|
int Running = 1;
|
||||||
|
|
||||||
|
// openGL part
|
||||||
|
GLuint VertexArrayID;
|
||||||
|
glGenVertexArrays(1, &VertexArrayID);
|
||||||
|
glBindVertexArray(VertexArrayID);
|
||||||
|
printf("Vertex Array ID %d\n", VertexArrayID);
|
||||||
|
// Create and compile our GLSL program from the shaders
|
||||||
|
GLuint programID = load_shader();
|
||||||
|
GLfloat tmp_buffer[9];
|
||||||
|
static const GLfloat g_vertex_buffer_data[] = {
|
||||||
|
-1.0f,
|
||||||
|
-1.0f,
|
||||||
|
0.0f,
|
||||||
|
1.0f,
|
||||||
|
-1.0f,
|
||||||
|
0.0f,
|
||||||
|
0.0f,
|
||||||
|
1.0f,
|
||||||
|
0.0f,
|
||||||
|
};
|
||||||
|
|
||||||
|
GLuint vertexbuffer;
|
||||||
|
GLint currid = -1;
|
||||||
|
glGenBuffers(1, &vertexbuffer);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||||
|
glBufferData(GL_ARRAY_BUFFER, sizeof(g_vertex_buffer_data), g_vertex_buffer_data, GL_STATIC_DRAW);
|
||||||
|
printf("Buffer ID %d of size: %d\n", vertexbuffer, sizeof(tmp_buffer));
|
||||||
|
// read back buffer data
|
||||||
|
memset(tmp_buffer, 0, sizeof(tmp_buffer));
|
||||||
|
glGetBufferSubData(GL_ARRAY_BUFFER, 0,sizeof(tmp_buffer), tmp_buffer );
|
||||||
|
printf("Read back buffer data: \n");
|
||||||
|
|
||||||
|
for(int i=0; i< 9; i++)
|
||||||
|
{
|
||||||
|
printf("%d: %.2f\n", i, tmp_buffer[i]);
|
||||||
|
}
|
||||||
|
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &currid);
|
||||||
|
printf("current id: %d\n",currid);
|
||||||
|
while (Running)
|
||||||
|
{
|
||||||
|
SDL_Event Event;
|
||||||
|
while (SDL_PollEvent(&Event))
|
||||||
|
{
|
||||||
|
if (Event.type == SDL_KEYDOWN)
|
||||||
|
{
|
||||||
|
switch (Event.key.keysym.sym)
|
||||||
|
{
|
||||||
|
case SDLK_ESCAPE:
|
||||||
|
Running = 0;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (Event.type == SDL_QUIT)
|
||||||
|
{
|
||||||
|
Running = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
glViewport(0, 0, DM.w, DM.h);
|
||||||
|
glClearColor(1.f, 0.f, 1.f, 0.f);
|
||||||
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
|
||||||
|
// Use our shader
|
||||||
|
glUseProgram(programID);
|
||||||
|
|
||||||
|
// 1rst attribute buffer : vertices
|
||||||
|
glEnableVertexAttribArray(0);
|
||||||
|
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer);
|
||||||
|
glVertexAttribPointer(
|
||||||
|
0, // attribute 0. No particular reason for 0, but must match the layout in the shader.
|
||||||
|
3, // size
|
||||||
|
GL_FLOAT, // type
|
||||||
|
GL_FALSE, // normalized?
|
||||||
|
0, // stride
|
||||||
|
(void *)0 // array buffer offset
|
||||||
|
);
|
||||||
|
|
||||||
|
// Draw the triangle !
|
||||||
|
glDrawArrays(GL_TRIANGLES, 0, 3); // 3 indices starting at 0 -> 1 triangle
|
||||||
|
|
||||||
|
glDisableVertexAttribArray(0);
|
||||||
|
/* Send our triangle data to the pipeline. */
|
||||||
|
SDL_GL_SwapWindow(Window);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Cleanup VBO
|
||||||
|
glDeleteBuffers(1, &vertexbuffer);
|
||||||
|
glDeleteVertexArrays(1, &VertexArrayID);
|
||||||
|
glDeleteProgram(programID);
|
||||||
|
return 0;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user