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egl-color.c
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#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/time.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
GLuint program;
EGLDisplay display;
EGLSurface surface;
static GLuint LoadShader(const char *name, GLenum type)
{
FILE *f;
int size;
char *buff;
GLuint shader;
GLint compiled;
const GLchar *source[1];
assert((f = fopen(name, "r")) != NULL);
// get file size
fseek(f, 0, SEEK_END);
size = ftell(f);
fseek(f, 0, SEEK_SET);
assert((buff = malloc(size)) != NULL);
assert(fread(buff, 1, size, f) == size);
source[0] = buff;
fclose(f);
shader = glCreateShader(type);
glShaderSource(shader, 1, source, &size);
glCompileShader(shader);
free(buff);
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char *infoLog = malloc(infoLen);
glGetShaderInfoLog(shader, infoLen, NULL, infoLog);
fprintf(stderr, "Error compiling shader %s:\n%s\n", name, infoLog);
free(infoLog);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
void InitGLES(int width, int height)
{
GLint linked;
GLuint vertexShader;
GLuint fragmentShader;
assert((vertexShader = LoadShader("egl-color.vert", GL_VERTEX_SHADER)) != 0);
assert((fragmentShader = LoadShader("egl-color.frag", GL_FRAGMENT_SHADER)) != 0);
assert((program = glCreateProgram()) != 0);
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (!linked) {
GLint infoLen = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
char *infoLog = malloc(infoLen);
glGetProgramInfoLog(program, infoLen, NULL, infoLog);
fprintf(stderr, "Error linking program:\n%s\n", infoLog);
free(infoLog);
}
glDeleteProgram(program);
exit(1);
}
glClearColor(0, 0, 0, 0);
glViewport(0, 0, width, height);
//glEnable(GL_DEPTH_TEST);
glUseProgram(program);
}
void Render(void)
{
GLfloat vertex[] = {
-1, -1, 0,
-1, 1, 0,
1, 1, 0,
1, -1, 0
};
GLfloat color[] = {
1, 0, 0, 1,
0, 1, 0, 1,
0, 0, 1, 1,
};
//GLuint index[] = {
// 0, 1, 2
//};
GLint position = glGetAttribLocation(program, "positionIn");
glEnableVertexAttribArray(position);
glVertexAttribPointer(position, 3, GL_FLOAT, 0, 0, vertex);
GLint colorIn = glGetAttribLocation(program, "colorIn");
glEnableVertexAttribArray(colorIn);
glVertexAttribPointer(colorIn, 4, GL_FLOAT, 0, 0, color);
assert(glGetError() == GL_NO_ERROR);
glClear(GL_COLOR_BUFFER_BIT
//| GL_DEPTH_BUFFER_BIT
);
printf("%x\n", glGetError());
assert(glGetError() == GL_NO_ERROR);
//glDrawElements(GL_TRIANGLES, sizeof(index)/sizeof(GLuint), GL_UNSIGNED_INT, index);
glDrawArrays(GL_TRIANGLES, 0, 3);
assert(glGetError() == GL_NO_ERROR);
eglSwapBuffers(display, surface);
}