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triangle.c
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triangle.c
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#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
static const EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_BLUE_SIZE, 8, EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8, EGL_DEPTH_SIZE, 8,
// Uncomment the following to enable MSAA
// EGL_SAMPLE_BUFFERS, 1, // <-- Must be set to 1 to enable multisampling!
// EGL_SAMPLES, 4, // <-- Number of samples
// Uncomment the following to enable stencil buffer
// EGL_STENCIL_SIZE, 1,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE};
// Width and height of the desired framebuffer
static const EGLint pbufferAttribs[] = {
EGL_WIDTH,
800,
EGL_HEIGHT,
600,
EGL_NONE,
};
static const EGLint contextAttribs[] = {EGL_CONTEXT_CLIENT_VERSION, 2,
EGL_NONE};
// The following array holds vec3 data of
// three vertex positions
static const GLfloat vertices[] = {
-1.0f,
-1.0f,
0.0f,
1.0f,
-1.0f,
0.0f,
0.0f,
1.0f,
0.0f,
};
// The following are GLSL shaders for rendering a triangle on the screen
#define STRINGIFY(x) #x
static const char *vertexShaderCode = STRINGIFY(
attribute vec3 pos; void main() { gl_Position = vec4(pos, 1.0); });
static const char *fragmentShaderCode =
STRINGIFY(uniform vec4 color; void main() { gl_FragColor = vec4(color); });
static const char *eglGetErrorStr()
{
switch (eglGetError())
{
case EGL_SUCCESS:
return "The last function succeeded without error.";
case EGL_NOT_INITIALIZED:
return "EGL is not initialized, or could not be initialized, for the "
"specified EGL display connection.";
case EGL_BAD_ACCESS:
return "EGL cannot access a requested resource (for example a context "
"is bound in another thread).";
case EGL_BAD_ALLOC:
return "EGL failed to allocate resources for the requested operation.";
case EGL_BAD_ATTRIBUTE:
return "An unrecognized attribute or attribute value was passed in the "
"attribute list.";
case EGL_BAD_CONTEXT:
return "An EGLContext argument does not name a valid EGL rendering "
"context.";
case EGL_BAD_CONFIG:
return "An EGLConfig argument does not name a valid EGL frame buffer "
"configuration.";
case EGL_BAD_CURRENT_SURFACE:
return "The current surface of the calling thread is a window, pixel "
"buffer or pixmap that is no longer valid.";
case EGL_BAD_DISPLAY:
return "An EGLDisplay argument does not name a valid EGL display "
"connection.";
case EGL_BAD_SURFACE:
return "An EGLSurface argument does not name a valid surface (window, "
"pixel buffer or pixmap) configured for GL rendering.";
case EGL_BAD_MATCH:
return "Arguments are inconsistent (for example, a valid context "
"requires buffers not supplied by a valid surface).";
case EGL_BAD_PARAMETER:
return "One or more argument values are invalid.";
case EGL_BAD_NATIVE_PIXMAP:
return "A NativePixmapType argument does not refer to a valid native "
"pixmap.";
case EGL_BAD_NATIVE_WINDOW:
return "A NativeWindowType argument does not refer to a valid native "
"window.";
case EGL_CONTEXT_LOST:
return "A power management event has occurred. The application must "
"destroy all contexts and reinitialise OpenGL ES state and "
"objects to continue rendering.";
default:
break;
}
return "Unknown error!";
}
int main(int argv, char **argc)
{
EGLDisplay display;
int major, minor;
int desiredWidth, desiredHeight;
GLuint program, vert, frag, vbo;
GLint posLoc, colorLoc, result;
if ((display = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY)
{
fprintf(stderr, "Failed to get EGL display! Error: %s\n",
eglGetErrorStr());
return EXIT_FAILURE;
}
if (eglInitialize(display, &major, &minor) == EGL_FALSE)
{
fprintf(stderr, "Failed to get EGL version! Error: %s\n",
eglGetErrorStr());
eglTerminate(display);
return EXIT_FAILURE;
}
printf("Initialized EGL version: %d.%d\n", major, minor);
EGLint numConfigs;
EGLConfig config;
if (!eglChooseConfig(display, configAttribs, &config, 1, &numConfigs))
{
fprintf(stderr, "Failed to get EGL config! Error: %s\n",
eglGetErrorStr());
eglTerminate(display);
return EXIT_FAILURE;
}
EGLSurface surface =
eglCreatePbufferSurface(display, config, pbufferAttribs);
if (surface == EGL_NO_SURFACE)
{
fprintf(stderr, "Failed to create EGL surface! Error: %s\n",
eglGetErrorStr());
eglTerminate(display);
return EXIT_FAILURE;
}
eglBindAPI(EGL_OPENGL_API);
EGLContext context =
eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT)
{
fprintf(stderr, "Failed to create EGL context! Error: %s\n",
eglGetErrorStr());
eglDestroySurface(display, surface);
eglTerminate(display);
return EXIT_FAILURE;
}
eglMakeCurrent(display, surface, surface, context);
// The desired width and height is defined inside of pbufferAttribs
// Check top of this file for EGL_WIDTH and EGL_HEIGHT
desiredWidth = pbufferAttribs[1]; // 800
desiredHeight = pbufferAttribs[3]; // 600
// Set GL Viewport size, always needed!
glViewport(0, 0, desiredWidth, desiredHeight);
// Get GL Viewport size and test if it is correct.
// NOTE! DO NOT UPDATE EGL LIBRARY ON RASPBERRY PI AS IT WILL INSTALL FAKE
// EGL! If you have fake/faulty EGL library, the glViewport and
// glGetIntegerv won't work! The following piece of code checks if the gl
// functions are working as intended!
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
// viewport[2] and viewport[3] are viewport width and height respectively
printf("GL Viewport size: %dx%d\n", viewport[2], viewport[3]);
// Test if the desired width and height match the one returned by
// glGetIntegerv
if (desiredWidth != viewport[2] || desiredHeight != viewport[3])
{
fprintf(stderr, "Error! The glViewport/glGetIntegerv are not working! "
"EGL might be faulty!\n");
}
// Clear whole screen (front buffer)
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Create a shader program
// NO ERRRO CHECKING IS DONE! (for the purpose of this example)
// Read an OpenGL tutorial to properly implement shader creation
program = glCreateProgram();
glUseProgram(program);
vert = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vert, 1, &vertexShaderCode, NULL);
glCompileShader(vert);
frag = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(frag, 1, &fragmentShaderCode, NULL);
glCompileShader(frag);
glAttachShader(program, frag);
glAttachShader(program, vert);
glLinkProgram(program);
glUseProgram(program);
// Create Vertex Buffer Object
// Again, NO ERRRO CHECKING IS DONE! (for the purpose of this example)
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, 9 * sizeof(float), vertices, GL_STATIC_DRAW);
// Get vertex attribute and uniform locations
posLoc = glGetAttribLocation(program, "pos");
colorLoc = glGetUniformLocation(program, "color");
// Set the desired color of the triangle to pink
// 100% red, 0% green, 50% blue, 100% alpha
glUniform4f(colorLoc, 1.0, 0.0f, 0.5, 1.0);
// Set our vertex data
glEnableVertexAttribArray(posLoc);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(posLoc, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
(void *)0);
// Render a triangle consisting of 3 vertices:
glDrawArrays(GL_TRIANGLES, 0, 3);
// Create buffer to hold entire front buffer pixels
// We multiply width and height by 3 to because we use RGB!
unsigned char *buffer =
(unsigned char *)malloc(desiredWidth * desiredHeight * 3);
// Copy entire screen
glReadPixels(0, 0, desiredWidth, desiredHeight, GL_RGB, GL_UNSIGNED_BYTE,
buffer);
// Write all pixels to file
FILE *output = fopen("triangle.raw", "wb");
if (output)
{
fwrite(buffer, 1, desiredWidth * desiredHeight * 3, output);
fclose(output);
}
else
{
fprintf(stderr, "Failed to open file triangle.raw for writing!\n");
}
// Free copied pixels
free(buffer);
// Cleanup
eglDestroyContext(display, context);
eglDestroySurface(display, surface);
eglTerminate(display);
return EXIT_SUCCESS;
}