| // 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);
|
| }
|
| |