// Built from glbook/hello triange and sdl_ogl, see details there #include "SDL2/SDL.h" #include "SDL2/SDL_opengles2.h" #include #include #include GLuint programObject; int width = 512; int height = 256; GLuint LoadShader ( GLenum type, const char *shaderSrc ) { GLuint shader; GLint compiled; shader = glCreateShader ( type ); if ( shader == 0 ) return 0; glShaderSource ( shader, 1, &shaderSrc, NULL ); glCompileShader ( shader ); glGetShaderiv ( shader, GL_COMPILE_STATUS, &compiled ); if ( !compiled ) { GLint infoLen = 0; glGetShaderiv ( shader, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetShaderInfoLog ( shader, infoLen, NULL, infoLog ); printf ( "Error compiling shader:\n%s\n", infoLog ); free ( infoLog ); } glDeleteShader ( shader ); return 0; } return shader; } int Init () { GLbyte vShaderStr[] = "attribute vec4 vPosition; \n" "void main() \n" "{ \n" " gl_Position = vPosition; \n" "} \n"; GLbyte fShaderStr[] = "precision mediump float;\n"\ "void main() \n" "{ \n" " gl_FragColor = vec4 ( 0.0, 0.0, 1.0, 1.0 );\n" "} \n"; GLuint vertexShader; GLuint fragmentShader; GLint linked; vertexShader = LoadShader ( GL_VERTEX_SHADER, vShaderStr ); fragmentShader = LoadShader ( GL_FRAGMENT_SHADER, fShaderStr ); programObject = glCreateProgram ( ); if ( programObject == 0 ) return 0; glAttachShader ( programObject, vertexShader ); glAttachShader ( programObject, fragmentShader ); glBindAttribLocation ( programObject, 0, "vPosition" ); glLinkProgram ( programObject ); glGetProgramiv ( programObject, GL_LINK_STATUS, &linked ); if ( !linked ) { GLint infoLen = 0; glGetProgramiv ( programObject, GL_INFO_LOG_LENGTH, &infoLen ); if ( infoLen > 1 ) { char* infoLog = malloc (sizeof(char) * infoLen ); glGetProgramInfoLog ( programObject, infoLen, NULL, infoLog ); printf ( "Error linking program:\n%s\n", infoLog ); free ( infoLog ); } glDeleteProgram ( programObject ); return GL_FALSE; } glClearColor ( 0.0f, 0.0f, 0.0f, 0.0f ); return GL_TRUE; } /// // Draw a triangle using the shader pair created in Init() // void Draw () { GLfloat vVertices[] = { 0.0f, 0.5f, 0.0f, -0.5f, -0.5f, 0.0f, 0.5f, -0.5f, 0.0f }; // No clientside arrays, so do this in a webgl-friendly manner GLuint vertexPosObject; glGenBuffers(1, &vertexPosObject); glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject); glBufferData(GL_ARRAY_BUFFER, 9*4, vVertices, GL_STATIC_DRAW); glViewport ( 0, 0, width, height ); glClear ( GL_COLOR_BUFFER_BIT ); glUseProgram ( programObject ); glBindBuffer(GL_ARRAY_BUFFER, vertexPosObject); glVertexAttribPointer(0 /* ? */, 3, GL_FLOAT, 0, 0, 0); glEnableVertexAttribArray(0); glDrawArrays ( GL_TRIANGLES, 0, 3 ); } void Verify() { unsigned char *data = malloc(width*height*4 + 16); int *last = (int*)(data + width*height*4 - 4); int *after = (int*)(data + width*height*4); *last = 0xdeadbeef; *after = 0x12345678; glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); assert(*last != 0xdeadbeef); // should overwrite the buffer to the end assert(*after == 0x12345678); // nothing should be written afterwards! // Should see some blue, and nothing else int seen = 0; int ok = 1; for (int x = 0; x < width*height; x++) { seen = seen || data[x*4+2] != 0; ok = ok && (data[x*4+0] == 0); ok = ok && (data[x*4+1] == 0); } int result = seen && ok; REPORT_RESULT(); } int main(int argc, char *argv[]) { SDL_Window *window; SDL_GLContext context; if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) { printf("Unable to initialize SDL: %s\n", SDL_GetError()); return 1; } window = SDL_CreateWindow("sdl_gl_read", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL); if (!window) { printf("Unable to create window: %s\n", SDL_GetError()); return 1; } context = SDL_GL_CreateContext(window); Init(); Draw(); Verify(); return 0; }