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  • 适用于OpenGL离屏渲染上下文的初始化代码

    说明

    近期做图像算法。须要用到shader对图像进行处理,用glut会有窗体,不适合写成UT測试用例,须要创建一个无窗体的OpenGL上下文。

    代码

    这部分代码事实上是參考 Android的Skia 模块相关代码写的。适用于 Mac、EGL(Android)、X11(Ubuntu等Linux系统)平台。

    h文件

    class GLContext
    {
    public:
        class nativeContext;
        static nativeContext* init(int version=2);
        static void destroy(nativeContext* context);
    };
    
    class GLAutoContext
    {
        public:
            GLAutoContext()
            {
                mContext = GLContext::init();
            }
            ~GLAutoContext()
            {
                GLContext::destroy(mContext);
            }
        private:
            GLContext::nativeContext* mContext;
    };

    cpp文件

    #include "GL/GLContext.h"
    #include <assert.h>
    
    #ifdef GL_BUILD_FOR_ANDROID
    #include <EGL/egl.h>
    class GLContext::nativeContext
    {
        public:
            nativeContext()
            {
                gDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
                EGLint majorVersion;
                EGLint minorVersion;
                eglInitialize(gDisplay, &majorVersion, &minorVersion);
                EGLint numConfigs;
                static const EGLint configAttribs[] = {
                    EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
                    EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
                    EGL_RED_SIZE, 8,
                    EGL_GREEN_SIZE, 8,
                    EGL_BLUE_SIZE, 8,
                    EGL_ALPHA_SIZE, 8,
                    EGL_NONE
                };
    
                EGLConfig surfaceConfig;
                eglChooseConfig(gDisplay, configAttribs, &surfaceConfig, 1, &numConfigs);
    
                static const EGLint contextAttribs[] = {
                    EGL_CONTEXT_CLIENT_VERSION, 2,
                    EGL_NONE
                };
                gContext = eglCreateContext(gDisplay, surfaceConfig, NULL, contextAttribs);
    
    
                static const EGLint surfaceAttribs[] = {
                    EGL_WIDTH, 1,
                    EGL_HEIGHT, 1,
                    EGL_NONE
                };
                gSurface = eglCreatePbufferSurface(gDisplay, surfaceConfig, surfaceAttribs);
                eglMakeCurrent(gDisplay, gSurface, gSurface, gContext);
            }
        ~nativeContext()
        {
            eglMakeCurrent(gDisplay, EGL_NO_SURFACE , EGL_NO_SURFACE , EGL_NO_CONTEXT);
            eglDestroyContext(gDisplay, gContext);
            eglDestroySurface(gDisplay, gSurface);
            eglTerminate(gDisplay);
            gDisplay = EGL_NO_DISPLAY;
        }
    
        private:
            EGLContext gContext;
            EGLDisplay gDisplay;
            EGLSurface gSurface;
    };
    #else
    #ifdef __APPLE__
    #include <OpenGL/OpenGL.h>
    class GLContext::nativeContext
    {
        public:
            nativeContext()
            {
                CGLPixelFormatAttribute attributes[] = {
                    kCGLPFADoubleBuffer,
                    (CGLPixelFormatAttribute)0
                };
                CGLPixelFormatObj pixFormat;
                GLint npix;
    
                CGLChoosePixelFormat(attributes, &pixFormat, &npix);
                assert(NULL!=pixFormat);
    
                CGLCreateContext(pixFormat, NULL, &gContext);
                CGLReleasePixelFormat(pixFormat);
                assert(NULL!=gContext);
                CGLSetCurrentContext(gContext);
            }
            ~nativeContext()
            {
                CGLReleaseContext(gContext);
            }
        private:
            CGLContextObj gContext;
    };
    #else
    #include <GL/glew.h>
    #include <GL/glut.h>
    #include <X11/Xlib.h>
    #include <GL/glx.h>
    class GLContext::nativeContext
    {
        public:
            nativeContext()
            {
                gDisplay = XOpenDisplay(0);
                int fbcount;
                static int visual_attribs[] = {
                    GLX_X_RENDERABLE    , True,
                    GLX_DRAWABLE_TYPE   , GLX_PIXMAP_BIT,
                    None
                };
                GLXFBConfig *fbc = glXChooseFBConfig(gDisplay, DefaultScreen(gDisplay),
                        visual_attribs, &fbcount);
                int best_fbc = -1, best_num_samp = -1;
    
                int i;
                for (i = 0; i < fbcount; ++i) {
                    XVisualInfo *vi = glXGetVisualFromFBConfig(gDisplay, fbc[i]);
                    if (vi) {
                        int samp_buf, samples;
                        glXGetFBConfigAttrib(gDisplay, fbc[i], GLX_SAMPLE_BUFFERS, &samp_buf);
                        glXGetFBConfigAttrib(gDisplay, fbc[i], GLX_SAMPLES, &samples);
                        if (best_fbc < 0 || (samp_buf && samples > best_num_samp))
                            best_fbc = i, best_num_samp = samples;
                    }
                    XFree(vi);
                }
                GLXFBConfig bestFbc = fbc[best_fbc];
                XFree(fbc);
                XVisualInfo *vi = glXGetVisualFromFBConfig(gDisplay, bestFbc);
                gPixmap = XCreatePixmap(gDisplay, RootWindow(gDisplay, vi->screen), 10, 10, vi->depth);
                gGlxPixmap = glXCreateGLXPixmap(gDisplay, vi, gPixmap);
                XFree(vi);
                gContext = glXCreateNewContext(gDisplay, bestFbc, GLX_RGBA_TYPE, 0, True);
                glXMakeCurrent(gDisplay, gGlxPixmap, gContext);
                glewInit();
            }
            ~nativeContext()
            {
                glXMakeCurrent(gDisplay, 0,0);
                glXDestroyContext(gDisplay, gContext);
                glXDestroyGLXPixmap(gDisplay, gGlxPixmap);
                XFreePixmap(gDisplay, gPixmap);
                XCloseDisplay(gDisplay);
                gDisplay = NULL;
            }
        private:
            GLXContext gContext;
            Pixmap gPixmap;
            GLXPixmap gGlxPixmap;
            Display* gDisplay;
    };
    #endif
    #endif
    
    
    GLContext::nativeContext* GLContext::init(int version)
    {
        return new nativeContext;
    }
    
    void GLContext::destroy(nativeContext* context)
    {
        delete context;
    }
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  • 原文地址:https://www.cnblogs.com/gccbuaa/p/7047634.html
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