1.概述
SDL:窗口系统(基于X11或WayLand协议)
OpenGL(与硬件无关):通过法命令给GPU完成绘制工作.
EGL(与硬件相关):是窗口系统(SDL)和OpenGL媒介
# emacs opengles_for_linux.c // # gcc gles_linux.c -lm -lSDL2 -lEGL -lGLESv1_CM -o gles_linux // GLES #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> // EGL #include <EGL/egl.h> // SDL2 #include <SDL2/SDL.h> // For Events #include <SDL2/SDL_syswm.h> EGLDisplay glDisplay; EGLConfig glConfig; EGLContext glContext; EGLSurface glSurface; const char *gl_vendor, *gl_renderer, *gl_version, *gl_extensions; SDL_Window *glesWindow = NULL; float mCubeRotation = 0.0f; float vertices[] = { -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }; float colors[] = { 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; char indices[] = { 0, 4, 5, 0, 5, 1, 1, 5, 6, 1, 6, 2, 2, 6, 7, 2, 7, 3, 3, 7, 4, 3, 4, 0, 4, 7, 6, 4, 6, 5, 3, 0, 1, 3, 1, 2 }; void emulateGLUperspective(GLfloat fovY, GLfloat aspect, GLfloat zNear,GLfloat zFar){ GLfloat fW, fH; fH = tan(fovY / 180 * M_PI) * zNear / 2; fW = fH * aspect; glFrustumf(-fW, fW, -fH, fH, zNear, zFar); } void init_GLES(void){ int screenwidth = 800; int screenheight = 480; int screenbpp = 16; int fullscreen = 0; EGLint egl_config_attr[] = { EGL_BUFFER_SIZE, 16, EGL_DEPTH_SIZE, 16, EGL_STENCIL_SIZE, 0, EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE }; EGLint numConfigs, majorVersion, minorVersion; glesWindow = SDL_CreateWindow("LOR_GLES_DEMO", 0, 0, screenwidth, screenheight,fullscreen ? (SDL_WINDOW_OPENGL | SDL_WINDOW_FULLSCREEN) : SDL_WINDOW_OPENGL); glDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY); eglInitialize(glDisplay, &majorVersion, &minorVersion); eglChooseConfig(glDisplay, egl_config_attr, &glConfig, 1, &numConfigs); SDL_SysWMinfo sysInfo; SDL_VERSION(&sysInfo.version); // Set SDL version SDL_GetWindowWMInfo(glesWindow, &sysInfo); glContext = eglCreateContext(glDisplay, glConfig, EGL_NO_CONTEXT, NULL); glSurface = eglCreateWindowSurface(glDisplay, glConfig, (EGLNativeWindowType)sysInfo.info.x11.window, 0); // X11? eglMakeCurrent(glDisplay, glSurface, glSurface, glContext); eglSwapInterval(glDisplay, 1); glClearColor(0.0f, 0.0f, 0.0f, 0.5f); glClearDepthf(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_RELATIVE_MOVE_TO_NV, GL_NICEST); glViewport(0, 0, screenwidth, screenheight); glMatrixMode(GL_RECT_NV); glLoadIdentity(); emulateGLUperspective(45.0f, (float) screenwidth / (float) screenheight, 0.1f, 100.0f); glViewport(0, 0, screenwidth, screenheight); glMatrixMode(GL_NEVER); glLoadIdentity(); } void draw_frame(){ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -10.0f); glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f); glFrontFace(GL_CW); glVertexPointer(3, GL_FLOAT, 0, vertices); glColorPointer(4, GL_FLOAT, 0, colors); glEnableClientState(GL_VERTEX_ARRAY_KHR); glEnableClientState(GL_COLOR_EXT); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, indices); glDisableClientState(GL_VERTEX_ARRAY_KHR); glDisableClientState(GL_COLOR_EXT); glLoadIdentity(); mCubeRotation -= 0.50f; } int main(void){ int loop = 1; SDL_Event event; init_GLES(); while (loop) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_QUIT: { loop = 0; break; } } } draw_frame(); eglSwapBuffers(glDisplay, glSurface); } // Cleaning eglDestroySurface(glDisplay, glSurface); eglDestroyContext(glDisplay, glContext); eglTerminate(glDisplay); SDL_DestroyWindow(glesWindow); return 0; } # gcc opengl_for_linux.c -lm -lSDL2 -lEGL -lGLESv1_CM -o gles_linux