/* * Copyright (c) 2013 Wladimir J. van der Laan * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sub license, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ /* Pixel shader playground */ #include #include #include #include #include #include #include #include #include #include #include #include #include "esTransform.h" #include "eglutil.h" #include "dump_gl_screen.h" #include "viv_hook.h" static EGLint const config_attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, //EGL_ALPHA_SIZE, 8, //EGL_SAMPLE_BUFFERS, 1, //EGL_SAMPLES, 2, //EGL_SAMPLES, 4, //EGL_RED_SIZE, 4, //EGL_GREEN_SIZE, 4, //EGL_BLUE_SIZE, 4, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_DEPTH_SIZE, 8, EGL_NONE }; static EGLint const pbuffer_attribute_list[] = { EGL_WIDTH, 256, EGL_HEIGHT, 256, EGL_LARGEST_PBUFFER, EGL_TRUE, EGL_NONE }; static const EGLint context_attribute_list[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; int main(int argc, char *argv[]) { EGLDisplay display; EGLint egl_major, egl_minor; EGLConfig config; EGLint num_config; EGLContext context; EGLSurface surface; GLuint vertex_shader; GLuint fragment_shader; GLuint program; GLint ret; GLint width, height; the_hook("/mnt/sdcard/egl2.fdr"); const char *vertex_shader_source = "attribute vec4 in_position; \n" "attribute vec2 in_coord; \n" "\n" "varying vec2 coord; \n" " \n" "void main() \n" "{ \n" " gl_Position = in_position;\n" " coord = in_coord; \n" "} \n"; const char *fragment_shader_source = "precision mediump float; \n" " \n" "varying vec2 coord; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = vec4(coord, 0.0, 1.0); \n" "} \n"; GLfloat vVertices[] = { -1.0f, -1.0f, +0.0f, +1.0f, -1.0f, +0.0f, -1.0f, +1.0f, +0.0f, +1.0f, +1.0f, +0.0f, }; GLfloat vTexCoords[] = { +0.0f, +0.0f, +1.0f, +0.0f, +0.0f, +1.0f, +1.0f, +1.0f, }; display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (display == EGL_NO_DISPLAY) { printf("Error: No display found!\n"); return -1; } if (!eglInitialize(display, &egl_major, &egl_minor)) { printf("Error: eglInitialise failed!\n"); return -1; } eglChooseConfig(display, config_attribute_list, &config, 1, &num_config); printEGLConfig(display, config); context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribute_list); if (context == EGL_NO_CONTEXT) { printf("Error: eglCreateContext failed: %d\n", eglGetError()); return -1; } surface = eglCreatePbufferSurface(display, config, pbuffer_attribute_list); if (surface == EGL_NO_SURFACE) { printf("Error: eglCreatePbufferSurface failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } if (!eglQuerySurface(display, surface, EGL_WIDTH, &width) || !eglQuerySurface(display, surface, EGL_HEIGHT, &height)) { printf("Error: eglQuerySurface failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } if (!eglMakeCurrent(display, surface, surface, context)) { printf("Error: eglMakeCurrent() failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } vertex_shader = glCreateShader(GL_VERTEX_SHADER); if (!vertex_shader) { printf("Error: glCreateShader(GL_VERTEX_SHADER) failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &ret); if (!ret) { char *log; printf("Error: vertex shader compilation failed!:\n"); glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetShaderInfoLog(vertex_shader, ret, NULL, log); printf("%s", log); } return -1; } else printf("Vertex shader compilation succeeded!\n"); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); if (!fragment_shader) { printf("Error: glCreateShader(GL_FRAGMENT_SHADER) failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret); if (!ret) { char *log; printf("Error: fragment shader compilation failed!:\n"); glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetShaderInfoLog(fragment_shader, ret, NULL, log); printf("%s", log); } return -1; } else printf("Fragment shader compilation succeeded!\n"); program = glCreateProgram(); if (!program) { printf("Error: failed to create program!\n"); return -1; } glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glBindAttribLocation(program, 0, "in_position"); glBindAttribLocation(program, 1, "in_coord"); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &ret); if (!ret) { char *log; printf("Error: program linking failed!:\n"); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetProgramInfoLog(program, ret, NULL, log); printf("%s", log); } return -1; } else printf("program linking succeeded!\n"); glUseProgram(program); glViewport(0, 0, width, height); /* clear the color buffer */ glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vTexCoords); glEnableVertexAttribArray(1); //glEnable(GL_CULL_FACE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glFlush(); fflush(stdout); dump_gl_screen("/sdcard/egl2.bmp", width, height); close_hook(); return 0; }