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cygwin gl error
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/* Created by exoticorn ( http://talk.maemo.org/showthread.php?t=37356 ) | |
* edited and commented by Andre Bergner [endboss] | |
* | |
* libraries needed: libx11-dev, libgles2-dev | |
* | |
* compile with: g++ cygwin-llvm.cpp -lX11 -lEGL -lGLESv2 | |
*/ | |
#include <iostream> | |
#include <cstdlib> | |
#include <cstring> | |
using namespace std; | |
#include <cmath> | |
#include <sys/time.h> | |
#include <X11/Xlib.h> | |
#include <X11/Xatom.h> | |
#include <X11/Xutil.h> | |
#include <GLES2/gl2.h> | |
#include <EGL/egl.h> | |
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; \ | |
\ | |
lowp mat2 octave_m= mat2(1.6,1.2,-1.2,1.6);\ | |
\ | |
lowp float sea_octave(lowp vec2 uv) {\ | |
uv += uv.x;\ | |
lowp vec2 wv = 1.0-abs(sin(uv));\ | |
lowp vec2 swv = abs(cos(uv)); \ | |
wv = mix(wv,swv,wv);\ | |
return pow(1.0-pow(wv.x * wv.y,0.65),4.0);\ | |
}\ | |
\ | |
lowp float map(lowp vec3 p) {\ | |
lowp float freq = 0.16;\ | |
lowp float amp = 0.6;\ | |
lowp float choppy = 4.0;\ | |
lowp vec2 uv = p.xz;\ | |
\ | |
lowp float d, h = 0.0; \ | |
for(int i = 0; i < 20; i++) { \ | |
d = sea_octave((uv+1.0)*0.16);\ | |
d += sea_octave((uv-1.0)*0.16);\ | |
h += d * amp + 1.0; \ | |
uv *= octave_m; freq *= 1.9; amp *= 0.22;\ | |
}\ | |
return p.y - h;\ | |
}\ | |
\ | |
lowp float heightMapTracing(){\ | |
return map(vec3(1.0,1.0,1.0));\ | |
}\ | |
\ | |
void mainImage( out lowp vec4 fragColor, in lowp vec2 fragCoord ) {\ | |
lowp vec2 uv = fragCoord.xy / 5.0;\ | |
lowp vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.15;\ | |
heightMapTracing();\ | |
lowp vec3 color = mix(\ | |
dir,dir,\ | |
pow(smoothstep(0.0,-0.05,dir.y),0.3));\ | |
fragColor = vec4(pow(color,vec3(0.75)), 1.0);\ | |
}\ | |
\ | |
void main() \ | |
{ \ | |
lowp vec4 color = vec4(0.0,0.0,0.0,1.0);\ | |
mainImage( color, gl_FragCoord.xy );\ | |
gl_FragColor = color;\ | |
} \ | |
"; | |
void | |
print_shader_info_log ( | |
GLuint shader // handle to the 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 | |
// | |
long xx[32], yy, zz; | |
for (yy = zz = 0; yy < 48; yy++) { | |
if ( yy % 2 ) xx[zz++] = yy; | |
} | |
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 | |
position_loc = glGetAttribLocation ( shaderProgram , "position" ); | |
if ( position_loc < 0 ) { | |
cerr << "Unable to get uniform location" << endl; | |
return 1; | |
} | |
const float | |
window_width = 800.0, | |
window_height = 480.0; | |
//// this is needed for time measuring --> frames per second | |
struct timezone tz; | |
timeval t1, t2; | |
gettimeofday ( &t1 , &tz ); | |
int num_frames = 0; | |
bool quit = false; | |
while ( !quit ) { // the main loop | |
while ( XPending ( x_display ) ) { // check for events from the x-server | |
XEvent xev; | |
XNextEvent( x_display, &xev ); | |
if ( xev.type == MotionNotify ) { // if mouse has moved | |
// cout << "move to: << xev.xmotion.x << "," << xev.xmotion.y << endl; | |
GLfloat window_y = (window_height - xev.xmotion.y) - window_height / 2.0; | |
norm_y = window_y / (window_height / 2.0); | |
GLfloat window_x = xev.xmotion.x - window_width / 2.0; | |
norm_x = window_x / (window_width / 2.0); | |
update_pos = true; | |
} | |
if ( xev.type == KeyPress ) quit = true; | |
} | |
render(); // now we finally put something on the screen | |
if ( ++num_frames % 100 == 0 ) { | |
gettimeofday( &t2, &tz ); | |
float dt = t2.tv_sec - t1.tv_sec + (t2.tv_usec - t1.tv_usec) * 1e-6; | |
cout << "fps: " << num_frames / dt << endl; | |
num_frames = 0; | |
t1 = t2; | |
} | |
// usleep( 1000*10 ); | |
} | |
//// cleaning up... | |
eglDestroyContext ( egl_display, egl_context ); | |
eglDestroySurface ( egl_display, egl_surface ); | |
eglTerminate ( egl_display ); | |
XDestroyWindow ( x_display, win ); | |
XCloseDisplay ( x_display ); | |
return 0; | |
} |
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