diff --git a/src/simple-es2.c b/src/simple-es2.c index 43fedf1..07b75ab 100644 --- a/src/simple-es2.c +++ b/src/simple-es2.c @@ -17,6 +17,7 @@ #include #include +#include #include #include "GLES2/gl2.h" @@ -53,6 +54,9 @@ GLuint g_hProjMatrixLoc = 0; GLuint g_hVertexLoc = 0; GLuint g_hColorLoc = 1; +int fbo_width = 800; +int fbo_height = 600; + #define ASSERT_EQ(exp1, exp2) do { auto e1 = (exp1);auto e2 = (exp2);\ if((e1) != (e2)) { \ printf("assert value: %p, %p\n", e1, e2); \ @@ -116,7 +120,7 @@ float VertexPositions[] = void render(float w, float h) { - + static int ttt = 0; // Clear the colorbuffer and depth-buffer glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glViewport(0, 0, w, h); @@ -132,7 +136,7 @@ void render(float w, float h) // Rotate and translate the model view matrix matModelView[ 0] = 1.0; - matModelView[ 2] = 0.0f; + matModelView[ 2] = sinf((ttt++)*0.3); matModelView[ 5] = 1.0f; matModelView[ 8] = 0.0f; matModelView[10] = 0.0f; @@ -179,11 +183,12 @@ EGLDisplay gbm_init(const char* devicePath) { return eglGetDisplay(gbmDevice); } + +#define PRINT_ERR(_str) { int _ret = glGetError();if ((_ret)!=GL_NO_ERROR) {printf(_str " ret: 0x%x\n", _ret);} } + void fbo_test() { - - int width = 800; - int height = 600; + uint32_t ret; // 创建并绑定帧缓冲对象 glGenFramebuffers(1, &framebuffer); @@ -194,17 +199,21 @@ void fbo_test() { glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); // 分配存储空间 - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height); + glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, fbo_width, fbo_height); + // PRINT_ERR("glRenderbufferStorage"); // 将渲染缓冲对象附着到帧缓冲的深度和模板附着点 - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffer); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer); + // PRINT_ERR("glFramebufferRenderbuffer"); + // 创建并绑定纹理对象用于颜色附着点 glGenTextures(1, &texId); glBindTexture(GL_TEXTURE_2D, texId); // 分配存储空间 - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, fbo_width, fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + // PRINT_ERR("glTexImage2D"); // 设置纹理参数 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); @@ -215,6 +224,7 @@ void fbo_test() { // 将纹理对象附着到帧缓冲的颜色附着点 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texId, 0); + // PRINT_ERR("glFramebufferTexture2D"); // 检查 FBO 完整性 GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -265,7 +275,7 @@ int init(void) } - int configIndex = matchConfigToVisual(egldisplay, GBM_FORMAT_XRGB8888, configs, numConfigs); + int configIndex = matchConfigToVisual(egldisplay, GBM_FORMAT_ARGB8888, configs, numConfigs); if (configIndex < 0) { fprintf(stderr, "Failed to find matching EGL config! Error: 0x%x\n", eglGetError()); @@ -475,24 +485,18 @@ void writeToFile(const char* filename, unsigned char* data, long dataLen) { } } +#define DURATION(_t1, _t2) (((_t1).tv_usec - (_t2).tv_usec)) + int main (void) { - EGLint width = 800; - EGLint height = 600; - // init_signal(); init(); - - // eglQuerySurface(egldisplay, eglsurface, EGL_WIDTH, &width); - // eglQuerySurface(egldisplay, eglsurface, EGL_HEIGHT, &height); - printf("w=%d h=%d\n",width,height); - - // thrd_t thr; - // thrd_create(&thr, event_handle, NULL); + printf("w=%d h=%d\n", fbo_width, fbo_height); - unsigned char* buffer = (unsigned char*)malloc(width * height * 4); + unsigned char* buffer = (unsigned char*)malloc(fbo_width * fbo_height * 4); fbo_test(); + struct timeval start, end; while (1) { glBindTexture(GL_TEXTURE_2D, texId); @@ -500,14 +504,19 @@ int main (void) glBindTexture(GL_TEXTURE_2D, 0); // glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); - render(width,height); + gettimeofday(&start, NULL); + render(fbo_width, fbo_height); + gettimeofday(&end, NULL); + printf("render time: %ldus, %.1lf fps\n", DURATION(end, start), (1000000.0/(DURATION(end, start)))); + // printf("render time: %ldms, %.1f fps\n", (end - start), (1000.0/(end - start))); + // glBindFramebuffer(GL_FRAMEBUFFER, 0); printf("glReadPixels start \n"); glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer); - glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer ); + glReadPixels( 0, 0, fbo_width, fbo_height, GL_RGBA, GL_UNSIGNED_BYTE, buffer ); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); printf("glReadPixels end \n"); - writeToFile("image.rgba", buffer, width * height * 4); + writeToFile("image.rgba", buffer, fbo_width * fbo_height * 4); // eglSwapBuffers(egldisplay, eglsurface); sleep(1); }