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Linux之X11+OpenGL+EGL绘制(二十)

邵弘伟
2023-12-01
# emacs demo_03.cpp
 #include  <iostream>
#include  <cstdlib>
#include  <cstring>
#include  <cmath>
#include  <sys/time.h>
#include  <X11/Xlib.h>
#include  <X11/Xatom.h>
#include  <X11/Xutil.h>
#include  <GLES2/gl2.h>
#include  <EGL/egl.h>
 
using namespace std;
 
const char vertex_src [] =
	"                                        \
   attribute vec4        position;       \
   varying mediump vec2  pos;            \
   uniform vec4          offset;         \
                                         \
   void main()                           \
   {                                     \
      gl_Position = position + offset;   \
      pos = position.xy;                 \
   }                                     \
";
 
 
const char fragment_src [] =
	"                                                      \
   varying mediump vec2    pos;                        \
   uniform mediump float   phase;                      \
                                                       \
   void  main()                                        \
   {                                                   \
      gl_FragColor  =  vec4( 1., 0.9, 0.7, 1.0 ) *     \
        cos( 30.*sqrt(pos.x*pos.x + 1.5*pos.y*pos.y)   \
             + atan(pos.y,pos.x) - phase );            \
   }                                                   \
";
 
// handle to the shader
void print_shader_info_log (GLuint shader){
	GLint  length;
 
	glGetShaderiv ( shader , GL_INFO_LOG_LENGTH , &length );
 
	if ( length ) {
		char* buffer  =  new char [ length ];
		glGetShaderInfoLog ( shader , length , NULL , buffer );
		cout << "shader info: " <<  buffer << flush;
		delete [] buffer;
		GLint success;
		glGetShaderiv( shader, GL_COMPILE_STATUS, &success );
		if ( success != GL_TRUE )   exit ( 1 );
	}
}
GLuint load_shader ( const char  *shader_source, GLenum type){
	GLuint  shader = glCreateShader( type );
	glShaderSource  ( shader , 1 , &shader_source , NULL );
	glCompileShader ( shader );
	print_shader_info_log ( shader );
	return shader;
}
Display    *x_display;
Window      win;
EGLDisplay  egl_display;
EGLContext  egl_context;
EGLSurface  egl_surface;
GLfloat
  norm_x    =  0.0,
	norm_y    =  0.0,
	offset_x  =  0.0,
	offset_y  =  0.0,
	p1_pos_x  =  0.0,
	p1_pos_y  =  0.0;
GLint phase_loc, offset_loc, position_loc;
bool update_pos = false;
const float vertexArray[] = {
	0.0,  0.5,  0.0,
  -0.5,  0.0,  0.0,
	0.0, -0.5,  0.0,
	0.5,  0.0,  0.0,
	0.0,  0.5,  0.0
};
void  render(){
	static float  phase = 0;
	static int    donesetup = 0;
	static XWindowAttributes gwa;
	
	 draw
	if ( !donesetup ) {
		XWindowAttributes  gwa;
		XGetWindowAttributes ( x_display , win , &gwa );
		glViewport ( 0 , 0 , gwa.width , gwa.height );
		glClearColor ( 0.08 , 0.06 , 0.07 , 1.);    // background color
		donesetup = 1;
	}
	glClear ( GL_COLOR_BUFFER_BIT );
	glUniform1f ( phase_loc , phase );  // write the value of phase to the shaders phase
	phase  =  fmodf ( phase + 0.5f , 2.f * 3.141f );    // and update the local variable
	if ( update_pos ) {  // if the position of the texture has changed due to user action
		GLfloat old_offset_x  =  offset_x;
		GLfloat old_offset_y  =  offset_y;
		offset_x  =  norm_x - p1_pos_x;
		offset_y  =  norm_y - p1_pos_y;
		p1_pos_x  =  norm_x;
		p1_pos_y  =  norm_y;
		offset_x  +=  old_offset_x;
		offset_y  +=  old_offset_y;
		update_pos = false;
	}
	glUniform4f ( offset_loc  ,  offset_x , offset_y , 0.0 , 0.0 );
	glVertexAttribPointer ( position_loc, 3, GL_FLOAT, false, 0, vertexArray );
	glEnableVertexAttribArray ( position_loc );
	glDrawArrays ( GL_TRIANGLE_STRIP, 0, 5 );
	eglSwapBuffers ( egl_display, egl_surface );  // get the rendered buffer to the screen
}
int  main(){
	///  the X11 part  //
	// in the first part the program opens a connection to the X11 window manager
	//
	x_display = XOpenDisplay ( NULL );   // open the standard display (the primary screen)
	if ( x_display == NULL ) {
		cerr << "cannot connect to X server" << endl;
		return 1;
	}
	Window root  =  DefaultRootWindow( x_display );   // get the root window (usually the whole screen)
	XSetWindowAttributes  swa;
	swa.event_mask  =  ExposureMask | PointerMotionMask | KeyPressMask;
	win  =  XCreateWindow (   // create a window with the provided parameters
												 x_display, root,
												 0, 0, 800, 480,   0,
												 CopyFromParent, InputOutput,
												 CopyFromParent, CWEventMask,
												 &swa );
	XSetWindowAttributes  xattr;
	Atom  atom;
	int   one = 1;
	xattr.override_redirect = False;
	XChangeWindowAttributes ( x_display, win, CWOverrideRedirect, &xattr );
	atom = XInternAtom ( x_display, "_NET_WM_STATE_FULLSCREEN", True );
	XChangeProperty (
									 x_display, win,
									 XInternAtom ( x_display, "_NET_WM_STATE", True ),
									 XA_ATOM,  32,  PropModeReplace,
									 (unsigned char*) &atom,  1 );
	XChangeProperty (
									 x_display, win,
									 XInternAtom ( x_display, "_HILDON_NON_COMPOSITED_WINDOW", False ),
									 XA_INTEGER,  32,  PropModeReplace,
									 (unsigned char*) &one,  1);
	XWMHints hints;
	hints.input = True;
	hints.flags = InputHint;
	XSetWMHints(x_display, win, &hints);
	XMapWindow ( x_display , win );             // make the window visible on the screen
	XStoreName ( x_display , win , "GL test" ); // give the window a name
	 get identifiers for the provided atom name strings
	Atom wm_state   = XInternAtom ( x_display, "_NET_WM_STATE", False );
	Atom fullscreen = XInternAtom ( x_display, "_NET_WM_STATE_FULLSCREEN", False );
	XEvent xev;
	memset ( &xev, 0, sizeof(xev) );
	xev.type                 = ClientMessage;
	xev.xclient.window       = win;
	xev.xclient.message_type = wm_state;
	xev.xclient.format       = 32;
	xev.xclient.data.l[0]    = 1;
	xev.xclient.data.l[1]    = fullscreen;
	XSendEvent (                // send an event mask to the X-server
							x_display,
							DefaultRootWindow ( x_display ),
							False,
							SubstructureNotifyMask,
							&xev );
	///  the egl part  //
	//  egl provides an interface to connect the graphics related functionality of openGL ES
	//  with the windowing interface and functionality of the native operation system (X11
	//  in our case.
	egl_display  =  eglGetDisplay( (EGLNativeDisplayType) x_display );
	if ( egl_display == EGL_NO_DISPLAY ) {
		cerr << "Got no EGL display." << endl;
		return 1;
	}
	if ( !eglInitialize( egl_display, NULL, NULL ) ) {
		cerr << "Unable to initialize EGL" << endl;
		return 1;
	}
	EGLint attr[] = {       // some attributes to set up our egl-interface
		EGL_BUFFER_SIZE, 16,
		EGL_RENDERABLE_TYPE,
		EGL_OPENGL_ES2_BIT,
		EGL_NONE
	};
	EGLConfig  ecfg;
	EGLint     num_config;
	if ( !eglChooseConfig( egl_display, attr, &ecfg, 1, &num_config ) ) {
		cerr << "Failed to choose config (eglError: " << eglGetError() << ")" << endl;
		return 1;
	}
	if ( num_config != 1 ) {
		cerr << "Didn't get exactly one config, but " << num_config << endl;
		return 1;
	}
	egl_surface = eglCreateWindowSurface ( egl_display, ecfg, win, NULL );
	if ( egl_surface == EGL_NO_SURFACE ) {
		cerr << "Unable to create EGL surface (eglError: " << eglGetError() << ")" << endl;
		return 1;
	}
	 egl-contexts collect all state descriptions needed required for operation
	EGLint ctxattr[] = {
		EGL_CONTEXT_CLIENT_VERSION, 2,
		EGL_NONE
	};
	egl_context = eglCreateContext ( egl_display, ecfg, EGL_NO_CONTEXT, ctxattr );
	if ( egl_context == EGL_NO_CONTEXT ) {
		cerr << "Unable to create EGL context (eglError: " << eglGetError() << ")" << endl;
		return 1;
	}
	 associate the egl-context with the egl-surface
	eglMakeCurrent( egl_display, egl_surface, egl_surface, egl_context );
	///  the openGL part  ///
	GLuint vertexShader   = load_shader ( vertex_src , GL_VERTEX_SHADER  );     // load vertex shader
	GLuint fragmentShader = load_shader ( fragment_src , GL_FRAGMENT_SHADER );  // load fragment shader
	GLuint shaderProgram  = glCreateProgram ();                 // create program object
	glAttachShader ( shaderProgram, vertexShader );             // and attach both...
	glAttachShader ( shaderProgram, fragmentShader );           // ... shaders to it
	glLinkProgram ( shaderProgram );    // link the program
	glUseProgram  ( shaderProgram );    // and select it for usage
	 now get the locations (kind of handle) of the shaders variables
	position_loc  = glGetAttribLocation  ( shaderProgram , "position" );
	phase_loc     = glGetUniformLocation ( shaderProgram , "phase"    );
	offset_loc    = glGetUniformLocation ( shaderProgram , "offset"   );
	if ( position_loc < 0  ||  phase_loc < 0  ||  offset_loc < 0 ) {
		cerr << "Unable to get uniform location" << endl;
		return 1;
	}
	const float
		window_width  = 800.0,
		window_height = 480.0;
	 this is needed for time measuring  -->  frames per second
	struct  timezone  tz;
	timeval  t1, t2;
	gettimeofday ( &t1 , &tz );
	int  num_frames = 0;
 
	bool quit = false;
	while ( !quit ) {    // the main loop
 
		while ( XPending ( x_display ) ) {   // check for events from the x-server
 
			XEvent  xev;
			XNextEvent( x_display, &xev );
 
			if ( xev.type == MotionNotify ) {  // if mouse has moved
				//            cout << "move to: << xev.xmotion.x << "," << xev.xmotion.y << endl;
				GLfloat window_y  =  (window_height - xev.xmotion.y) - window_height / 2.0;
				norm_y            =  window_y / (window_height / 2.0);
				GLfloat window_x  =  xev.xmotion.x - window_width / 2.0;
				norm_x            =  window_x / (window_width / 2.0);
				update_pos = true;
			}
			if ( xev.type == KeyPress )   quit = true;
		}
		render();   // now we finally put something on the screen
		if ( ++num_frames % 100 == 0 ) {
			gettimeofday( &t2, &tz );
			float dt  =  t2.tv_sec - t1.tv_sec + (t2.tv_usec - t1.tv_usec) * 1e-6;
			cout << "fps: " << num_frames / dt << endl;
			num_frames = 0;
			t1 = t2;
		}
		//      usleep( 1000*10 );
	}
	  cleaning up...
	eglDestroyContext ( egl_display, egl_context );
	eglDestroySurface ( egl_display, egl_surface );
	eglTerminate      ( egl_display );
	XDestroyWindow    ( x_display, win );
	XCloseDisplay     ( x_display );
	return 0;
}
# g++ demo_03.cpp -lX11 -lEGL -lGLESv2

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