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.xpos.x + 1.5pos.ypos.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,
最全的Linux教程,Linux从入门到精通
======================
-
linux从入门到精通(第2版)
-
Linux系统移植
-
Linux驱动开发入门与实战
-
LINUX 系统移植 第2版
-
Linux开源网络全栈详解 从DPDK到OpenFlow
第一份《Linux从入门到精通》466页
====================
内容简介
====
本书是获得了很多读者好评的Linux经典畅销书**《Linux从入门到精通》的第2版**。本书第1版出版后曾经多次印刷,并被51CTO读书频道评为“最受读者喜爱的原创IT技术图书奖”。本书第﹖版以最新的Ubuntu 12.04为版本,循序渐进地向读者介绍了Linux 的基础应用、系统管理、网络应用、娱乐和办公、程序开发、服务器配置、系统安全等。本书附带1张光盘,内容为本书配套多媒体教学视频。另外,本书还为读者提供了大量的Linux学习资料和Ubuntu安装镜像文件,供读者免费下载。
本书适合广大Linux初中级用户、开源软件爱好者和大专院校的学生阅读,同时也非常适合准备从事Linux平台开发的各类人员。
需要《Linux入门到精通》、《linux系统移植》、《Linux驱动开发入门实战》、《Linux开源网络全栈》电子书籍及教程的工程师朋友们劳烦您转发+评论