參考資訊:
https://wiki.libsdl.org/FrontPage
https://kaprikawn.wordpress.com/2018/01/07/learning-to-learn-opengl-es-2-0-part-01/
http://www.subdude-site.com/WebPages_Local/RefInfo/Computer/Linux/LinuxGuidesOfOthers/linuxProgrammingGuides/pdfs/MobileDeviceProgramming/MOBogl_OpenGL_ES_2-0_ProgrammingGuide_2009_457pgs.pdf
main.c
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <GLES2/gl2.h>
const char *vShaderSrc =
"attribute vec4 pos; \n"
"void main() { \n"
" gl_Position = pos; \n"
"}\n";
const char *fShaderSrc =
"precision mediump float; \n"
"void main() { \n"
" gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \n"
"}\n";
int main(int argc, char **argv)
{
SDL_Window *window = NULL;
SDL_GLContext context = {0};
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
window = SDL_CreateWindow("main", 0, 0, 320, 240, SDL_WINDOW_OPENGL);
context = SDL_GL_CreateContext(window);
GLuint vShader = 0;
GLuint fShader = 0;
GLuint pObject = 0;
vShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vShader, 1, &vShaderSrc, NULL);
glCompileShader(vShader);
fShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fShader, 1, &fShaderSrc, NULL);
glCompileShader(fShader);
pObject = glCreateProgram();
glAttachShader(pObject, vShader);
glAttachShader(pObject, fShader);
glLinkProgram(pObject);
glUseProgram(pObject);
GLfloat v[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
glViewport(0, 0, 320, 240);
glClear(GL_COLOR_BUFFER_BIT);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, v);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 3);
SDL_GL_SwapWindow(window);
SDL_Delay(3000);
SDL_DestroyWindow(window);
SDL_GL_DeleteContext(context);
SDL_Quit();
return 0;
}
編譯、執行
$ gcc main.c -lSDL2 -lGLESv2 -o main $ ./main