Difference between revisions of "OpenGL Triangle of Doom"
Jump to navigation
Jump to search
m (minor corrections) |
(added instructions for getting patched lib includes) |
||
Line 3: | Line 3: | ||
This app is loosely based on a [http://wiki.maemo.org/SimpleGL_Example an OpenGL example from the maemo project] and is ported from X11 OpenGL code to SDL to function in webos | This app is loosely based on a [http://wiki.maemo.org/SimpleGL_Example an OpenGL example from the maemo project] and is ported from X11 OpenGL code to SDL to function in webos | ||
+ | Compile it natively on the Pre in debian chroot (you'll need to extract palm's patched SDL library to /usr/local/include) | ||
− | + | You can get palm patched SDL library code into that path like so: | |
+ | |||
+ | <pre> | ||
+ | wget http://palm.cdnetworks.net/opensource/1.3.5/libsdl-1.2.tgz | ||
+ | tar xvzf libsdl-1.2.tgz | ||
+ | wget http://palm.cdnetworks.net/opensource/1.3.5/libsdl-1.2-patch.gz | ||
+ | gunzip libsdl-1.2-patch.gz | ||
+ | patch -p0 < libsdl-1.2-patch | ||
+ | sudo cp -r libsdl-1.2/include /usr/local/include/SDL | ||
+ | </pre> | ||
+ | |||
+ | Then compile the app this way: | ||
<pre> | <pre> |
Revision as of 01:22, 4 January 2010
The demo app
This app is loosely based on a an OpenGL example from the maemo project and is ported from X11 OpenGL code to SDL to function in webos
Compile it natively on the Pre in debian chroot (you'll need to extract palm's patched SDL library to /usr/local/include)
You can get palm patched SDL library code into that path like so:
wget http://palm.cdnetworks.net/opensource/1.3.5/libsdl-1.2.tgz tar xvzf libsdl-1.2.tgz wget http://palm.cdnetworks.net/opensource/1.3.5/libsdl-1.2-patch.gz gunzip libsdl-1.2-patch.gz patch -p0 < libsdl-1.2-patch sudo cp -r libsdl-1.2/include /usr/local/include/SDL
Then compile the app this way:
gcc -o doomtriangle doomtriangle.c -I/usr/local/include/SDL -lSDL -lGLESv2
doomtriangle.c
#include <stdio.h> #include <stdlib.h> #include "SDL.h" #include "SDL_opengles.h" #include "SDL_video.h" #include <math.h> #include <sys/time.h> #include <unistd.h> #include <string.h> const char* vertexSrc = "attribute vec4 position; varying mediump vec2 pos; void main() { gl_Position = position; pos = position.xy; }"; const char* fragmentSrc = "varying mediump vec2 pos; uniform mediump float phase; void main() { gl_FragColor = vec4(1, 1, 1, 1) * sin((pos.x * pos.x + pos.y * pos.y) * 40.0 + phase); }"; //const char* fragmentSrc = "varying mediump vec2 pos; uniform mediump float phase; void main() { gl_FragColor = vec4(1, 1, 1, 1) * step(pos.x * pos.x + pos.y * pos.y, phase * 0.2); }"; void printShaderInfoLog(GLuint shader) { GLint length; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length); if(length) { char* buffer = (char *)malloc( sizeof(char) * length ) ; glGetShaderInfoLog(shader, length, NULL, buffer); printf("%s", buffer); free( buffer ) ; GLint success; glGetShaderiv(shader, GL_COMPILE_STATUS, &success); if(success != GL_TRUE) { exit(1); } } } GLuint createShader(GLenum type, const char* pSource) { GLuint shader = glCreateShader(type); glShaderSource(shader, 1, &pSource, NULL); glCompileShader(shader); printShaderInfoLog(shader); return shader; } int phaseLocation ; const float vertexArray[] = { 0, -1, 0, 1, 1, 1, 0, 1, -1, 1, 0, 1 }; #define false 0 #define true 1 #define bool int void render() { static float offset = 0; glViewport(0, 0, 320, 480 ) ; glClearColor(0, 1, 0, 1); glClear(GL_COLOR_BUFFER_BIT); glUniform1f(phaseLocation, offset); glVertexAttribPointer(0, 4, GL_FLOAT, false, 0, vertexArray); glEnableVertexAttribArray(0); glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); SDL_GL_SwapBuffers( ) ; offset = fmodf(offset + 0.2, 2*3.141f); } int main() { if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) { fprintf( stderr, "Couldn't initialize SDL: %s\n", SDL_GetError() ) ; exit( 1 ) ; } if ( SDL_SetVideoMode( 320, 480, 32, SDL_OPENGLES ) == NULL ) { fprintf(stderr, "Couldn't set GL mode: %s\n", SDL_GetError()); SDL_Quit(); exit(1); } printf("Screen BPP: %d\n", SDL_GetVideoSurface()->format->BitsPerPixel); printf("\n"); printf( "Vendor : %s\n", glGetString( GL_VENDOR ) ); printf( "Renderer : %s\n", glGetString( GL_RENDERER ) ); printf( "Version : %s\n", glGetString( GL_VERSION ) ); printf( "Extensions : %s\n", glGetString( GL_EXTENSIONS ) ); printf("\n"); GLuint shaderProgram = glCreateProgram(); GLuint vertexShader = createShader(GL_VERTEX_SHADER, vertexSrc); GLuint fragmentShader = createShader(GL_FRAGMENT_SHADER, fragmentSrc); glAttachShader(shaderProgram, vertexShader); glAttachShader(shaderProgram, fragmentShader); glLinkProgram(shaderProgram); glUseProgram(shaderProgram); phaseLocation = glGetUniformLocation(shaderProgram, "phase"); if(phaseLocation < 0) { printf("Unable to get uniform location\n"); return 1; } bool quit = false; //timeval startTime; //timezone tz; //gettimeofday(&startTime, &tz); int numFrames = 0; while(!quit) { SDL_Event event ; while( SDL_PollEvent( &event ) ) { if( event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE ) quit = 1 ; } render(); numFrames++; if(numFrames % 100 == 0) { //timeval now; //gettimeofday(&now, &tz); //float delta = now.tv_sec - startTime.tv_sec + (now.tv_usec - startTime.tv_usec) * 0.000001f; //printf("fps: %f\n", numFrames / delta); } } return 0; }