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// Calls glDrawElements() the number of times specified by
// ITERATIONS. Should draw a checkerboard on the screen after
// a few seconds.
//
// Ported from a Java version by Google.
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <WindowSurface.h>
#include <EGLUtils.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
using namespace android;
EGLDisplay eglDisplay;
EGLSurface eglSurface;
EGLContext eglContext;
GLuint texture;
#define FIXED_ONE 0x10000
#define ITERATIONS 50
int init_gl_surface(const WindowSurface&);
void free_gl_surface(void);
void init_scene(void);
void render(int quads);
void create_texture(void);
int readTimer(void);
static void gluLookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ, float upX, float upY,
float upZ)
{
// See the OpenGL GLUT documentation for gluLookAt for a description
// of the algorithm. We implement it in a straightforward way:
float fx = centerX - eyeX;
float fy = centerY - eyeY;
float fz = centerZ - eyeZ;
// Normalize f
float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
fx *= rlf;
fy *= rlf;
fz *= rlf;
// Normalize up
float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
upX *= rlup;
upY *= rlup;
upZ *= rlup;
// compute s = f x up (x means "cross product")
float sx = fy * upZ - fz * upY;
float sy = fz * upX - fx * upZ;
float sz = fx * upY - fy * upX;
// compute u = s x f
float ux = sy * fz - sz * fy;
float uy = sz * fx - sx * fz;
float uz = sx * fy - sy * fx;
float m[16] ;
m[0] = sx;
m[1] = ux;
m[2] = -fx;
m[3] = 0.0f;
m[4] = sy;
m[5] = uy;
m[6] = -fy;
m[7] = 0.0f;
m[8] = sz;
m[9] = uz;
m[10] = -fz;
m[11] = 0.0f;
m[12] = 0.0f;
m[13] = 0.0f;
m[14] = 0.0f;
m[15] = 1.0f;
glMultMatrixf(m);
glTranslatef(-eyeX, -eyeY, -eyeZ);
}
int main(int argc, char **argv)
{
printf("Initializing EGL...\n");
WindowSurface windowSurface;
if(!init_gl_surface(windowSurface))
{
printf("GL initialisation failed - exiting\n");
return 0;
}
init_scene();
create_texture();
printf("Start test...\n");
render(argc==2 ? atoi(argv[1]) : ITERATIONS);
free_gl_surface();
return 0;
}
int init_gl_surface(const WindowSurface& windowSurface)
{
EGLConfig myConfig = {0};
EGLint attrib[] =
{
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_DEPTH_SIZE, 16,
EGL_NONE
};
if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
{
printf("eglGetDisplay failed\n");
return 0;
}
if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
{
printf("eglInitialize failed\n");
return 0;
}
EGLNativeWindowType window = windowSurface.getSurface();
EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
window, 0)) == EGL_NO_SURFACE )
{
printf("eglCreateWindowSurface failed\n");
return 0;
}
if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
{
printf("eglCreateContext failed\n");
return 0;
}
if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
{
printf("eglMakeCurrent failed\n");
return 0;
}
return 1;
}
void free_gl_surface(void)
{
if (eglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
EGL_NO_SURFACE, EGL_NO_CONTEXT );
eglDestroyContext( eglDisplay, eglContext );
eglDestroySurface( eglDisplay, eglSurface );
eglTerminate( eglDisplay );
eglDisplay = EGL_NO_DISPLAY;
}
}
void init_scene(void)
{
glDisable(GL_DITHER);
glEnable(GL_CULL_FACE);
float ratio = 320.0f / 480.0f;
glViewport(0, 0, 320, 480);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustumf(-ratio, ratio, -1, 1, 1, 10);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0, 0, 3, // eye
0, 0, 0, // center
0, 1, 0); // up
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void create_texture(void)
{
const unsigned int on = 0xff0000ff;
const unsigned int off = 0xffffffff;
const unsigned int pixels[] =
{
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
};
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
void render(int quads)
{
int i, j;
const GLfloat vertices[] = {
-1, -1, 0,
1, -1, 0,
1, 1, 0,
-1, 1, 0
};
const GLfixed texCoords[] = {
0, 0,
FIXED_ONE, 0,
FIXED_ONE, FIXED_ONE,
0, FIXED_ONE
};
const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 };
GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
for (i=0 ; i<quads ; i++)
memcpy(indices+(sizeof(quadIndices)/sizeof(indices[0]))*i, quadIndices, sizeof(quadIndices));
glVertexPointer(3, GL_FLOAT, 0, vertices);
glTexCoordPointer(2, GL_FIXED, 0, texCoords);
// make sure to do a couple eglSwapBuffers to make sure there are
// no problems with the very first ones (who knows)
glClearColor(0.4, 0.4, 0.4, 0.4);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
eglSwapBuffers(eglDisplay, eglSurface);
glClearColor(0.6, 0.6, 0.6, 0.6);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
eglSwapBuffers(eglDisplay, eglSurface);
glClearColor(1.0, 1.0, 1.0, 1.0);
for (j=0 ; j<10 ; j++) {
printf("loop %d / 10 (%d quads / loop)\n", j, quads);
int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
eglSwapBuffers(eglDisplay, eglSurface);
}
free(indices);
}
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