Difference between revisions of "OpenGL Triangle of Doom"

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[[Category:SDL]]
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== The demo app ==
 
== The demo app ==
  
 
[[Image:Opengldemo.png|160px|left]]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
 
[[Image:Opengldemo.png|160px|left]]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
  
Assuming that you have installed the Scratchbox2 cross compiling environment as described in [[ScratchBox2 cross compiling with SDL| the Scratchbox2 page]] then all you will have to do is go to that install and:  
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First, follow the tutorial [[WebOS Internals PDK]] to set up the cross compilation environment.
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Next, copy the source below into a file doomtriangle.c
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Now run scratchbox2 with the webos / pre mapping file:
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$ sb2 -M /srv/preware/cross-compile/staging/mapping-armv7
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You will get a different prompt indicating you are in a scratchbox shell, like:
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[SB2 mapping-armv7 armv7] $
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 +
Now just
  
Then compile the app this way:
 
  
 
<pre>
 
<pre>
gcc -o doomtriangle doomtriangle.c  -I/usr/local/include/SDL -lSDL -lGLESv2
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export LIBS="-Wl,-rpath-link=/usr/local/lib -L/usr/local/lib"
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gcc -I/usr/local/include/SDL $LIBS -o doomtriangle doomtriangle.c -lSDL -lGLESv2
 
</pre>
 
</pre>
  
And exit the chroot, cd to the directory in your debian filesystem where you built the binary, and run it like:
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Now, copy the resulting binary doomtriangle to your pre and run it
<pre>
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./doomtriangle
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</pre>
 
  
doomtriangle.c
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===doomtriangle.c===
  
  
Line 38: Line 49:
 
     glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
 
     glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
 
     if(length) {
 
     if(length) {
         char* buffer = (char *)malloc( sizeof(char) * length ) ;
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         char* buffer = malloc( sizeof(char) * length ) ;
 
         glGetShaderInfoLog(shader, length, NULL, buffer);
 
         glGetShaderInfoLog(shader, length, NULL, buffer);
 
         printf("%s", buffer);
 
         printf("%s", buffer);

Latest revision as of 16:45, 26 June 2010


The demo app

Opengldemo.png

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

First, follow the tutorial WebOS Internals PDK to set up the cross compilation environment.

Next, copy the source below into a file doomtriangle.c

Now run scratchbox2 with the webos / pre mapping file:

$ sb2 -M /srv/preware/cross-compile/staging/mapping-armv7

You will get a different prompt indicating you are in a scratchbox shell, like:

[SB2 mapping-armv7 armv7] $

Now just


export LIBS="-Wl,-rpath-link=/usr/local/lib -L/usr/local/lib"
gcc -I/usr/local/include/SDL $LIBS -o doomtriangle doomtriangle.c -lSDL -lGLESv2

Now, copy the resulting binary doomtriangle to your pre and run it.


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 = 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;
}