| // Simple OpenGL ES 1.x application showing how to initialize and draw something. |
| |
| #include <EGL/egl.h>
|
| #include <GLES/gl.h> |
| #include <GLES/glext.h> |
| |
| #include <ui/FramebufferNativeWindow.h> |
| #include <ui/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(void);
|
| void free_gl_surface(void);
|
| void init_scene(void);
|
| void render();
|
| 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); |
| } |
| |
| |
| void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) { |
| |
| #define X(VAL) {VAL, #VAL} |
| struct {EGLint attribute; const char* name;} names[] = { |
| X(EGL_BUFFER_SIZE), |
| X(EGL_ALPHA_SIZE), |
| X(EGL_BLUE_SIZE), |
| X(EGL_GREEN_SIZE), |
| X(EGL_RED_SIZE), |
| X(EGL_DEPTH_SIZE), |
| X(EGL_STENCIL_SIZE), |
| X(EGL_CONFIG_CAVEAT), |
| X(EGL_CONFIG_ID), |
| X(EGL_LEVEL), |
| X(EGL_MAX_PBUFFER_HEIGHT), |
| X(EGL_MAX_PBUFFER_PIXELS), |
| X(EGL_MAX_PBUFFER_WIDTH), |
| X(EGL_NATIVE_RENDERABLE), |
| X(EGL_NATIVE_VISUAL_ID), |
| X(EGL_NATIVE_VISUAL_TYPE), |
| X(EGL_PRESERVED_RESOURCES), |
| X(EGL_SAMPLES), |
| X(EGL_SAMPLE_BUFFERS), |
| X(EGL_SURFACE_TYPE), |
| X(EGL_TRANSPARENT_TYPE), |
| X(EGL_TRANSPARENT_RED_VALUE), |
| X(EGL_TRANSPARENT_GREEN_VALUE), |
| X(EGL_TRANSPARENT_BLUE_VALUE), |
| X(EGL_BIND_TO_TEXTURE_RGB), |
| X(EGL_BIND_TO_TEXTURE_RGBA), |
| X(EGL_MIN_SWAP_INTERVAL), |
| X(EGL_MAX_SWAP_INTERVAL), |
| X(EGL_LUMINANCE_SIZE), |
| X(EGL_ALPHA_MASK_SIZE), |
| X(EGL_COLOR_BUFFER_TYPE), |
| X(EGL_RENDERABLE_TYPE), |
| X(EGL_CONFORMANT), |
| }; |
| #undef X |
| |
| for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) { |
| EGLint value = -1; |
| EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value); |
| EGLint error = eglGetError(); |
| if (returnVal && error == EGL_SUCCESS) { |
| printf(" %s: ", names[j].name); |
| printf("%d (0x%x)", value, value); |
| } |
| } |
| printf("\n"); |
| } |
| |
| static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) { |
| if (returnVal != EGL_TRUE) { |
| fprintf(stderr, "%s() returned %d\n", op, returnVal); |
| } |
| |
| for (EGLint error = eglGetError(); error != EGL_SUCCESS; error |
| = eglGetError()) { |
| fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error), |
| error); |
| } |
| } |
| |
| int printEGLConfigurations(EGLDisplay dpy) { |
| EGLint numConfig = 0; |
| EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig); |
| checkEglError("eglGetConfigs", returnVal); |
| if (!returnVal) { |
| return false; |
| } |
| |
| printf("Number of EGL configurations: %d\n", numConfig); |
| |
| EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig); |
| if (! configs) { |
| printf("Could not allocate configs.\n"); |
| return false; |
| } |
| |
| returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig); |
| checkEglError("eglGetConfigs", returnVal); |
| if (!returnVal) { |
| free(configs); |
| return false; |
| } |
| |
| for(int i = 0; i < numConfig; i++) { |
| printf("Configuration %d\n", i); |
| printEGLConfiguration(dpy, configs[i]); |
| } |
| |
| free(configs); |
| return true; |
| } |
|
|
| int main(int argc, char **argv)
|
| {
|
| int q; |
| int start, end;
|
| |
| printf("Initializing EGL...\n"); |
|
|
| if(!init_gl_surface())
|
| {
|
| printf("GL initialisation failed - exiting\n");
|
| return 0;
|
| }
|
|
|
| init_scene();
|
|
|
| create_texture();
|
|
|
| printf("Running...\n"); |
| |
| while(true) { |
| render(); |
| }
|
|
|
| free_gl_surface();
|
|
|
| return 0;
|
| }
|
|
|
| int init_gl_surface(void)
|
| {
|
| EGLint numConfigs = 1;
|
| EGLConfig myConfig = {0};
|
| EGLint attrib[] =
|
| {
|
| EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
|
| 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;
|
| } |
| |
| if (! printEGLConfigurations(eglDisplay)) { |
| printf("printEGLConfigurations failed.\n"); |
| return 0; |
| }
|
| EGLNativeWindowType window = android_createDisplaySurface();
|
| 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 i, j; |
| int quads = 1;
|
|
|
| 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 indices[] = { 0, 1, 2, 0, 2, 3 }; |
|
|
| glVertexPointer(3, GL_FLOAT, 0, vertices);
|
| glTexCoordPointer(2, GL_FIXED, 0, texCoords); |
| |
| glClearColor(1.0, 1.0, 1.0, 1.0); |
| |
| int nelem = sizeof(indices)/sizeof(indices[0]); |
| glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, indices); |
| eglSwapBuffers(eglDisplay, eglSurface);
|
| }
|
| |