2024年最全Linux之X11+OpenGL+EGL绘制(二十)(1),2024年最新字节大牛耗时八个月又一力作

先自我介绍一下,小编浙江大学毕业,去过华为、字节跳动等大厂,目前在阿里

深知大多数程序员,想要提升技能,往往是自己摸索成长,但自己不成体系的自学效果低效又漫长,而且极易碰到天花板技术停滞不前!

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既有适合小白学习的零基础资料,也有适合3年以上经验的小伙伴深入学习提升的进阶课程,涵盖了95%以上运维知识点,真正体系化!

由于文件比较多,这里只是将部分目录截图出来,全套包含大厂面经、学习笔记、源码讲义、实战项目、大纲路线、讲解视频,并且后续会持续更新

需要这份系统化的资料的朋友,可以点击这里获取!

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

最后的话

最近很多小伙伴找我要Linux学习资料,于是我翻箱倒柜,整理了一些优质资源,涵盖视频、电子书、PPT等共享给大家!

资料预览

给大家整理的视频资料:

给大家整理的电子书资料:

如果本文对你有帮助,欢迎点赞、收藏、转发给朋友,让我有持续创作的动力!

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以点击这里获取!

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

img-qWt547sR-1714768661124)]

给大家整理的电子书资料:

[外链图片转存中…(img-M4Bm8Npm-1714768661125)]

如果本文对你有帮助,欢迎点赞、收藏、转发给朋友,让我有持续创作的动力!

网上学习资料一大堆,但如果学到的知识不成体系,遇到问题时只是浅尝辄止,不再深入研究,那么很难做到真正的技术提升。

需要这份系统化的资料的朋友,可以点击这里获取!

一个人可以走的很快,但一群人才能走的更远!不论你是正从事IT行业的老鸟或是对IT行业感兴趣的新人,都欢迎加入我们的的圈子(技术交流、学习资源、职场吐槽、大厂内推、面试辅导),让我们一起学习成长!

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