178 lines
4.5 KiB
C++
178 lines
4.5 KiB
C++
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// OpenGL ES 1.0 code
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#include <nativehelper/jni.h>
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#define LOG_TAG "GLJNI gl_code.cpp"
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#include <utils/Log.h>
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#include <GLES/gl.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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GLuint texture;
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#define FIXED_ONE 0x10000
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static void printGLString(const char *name, GLenum s) {
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const char *v = (const char *) glGetString(s);
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LOGI("GL %s = %s\n", name, v);
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}
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static void gluLookAt(float eyeX, float eyeY, float eyeZ,
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float centerX, float centerY, float centerZ, float upX, float upY,
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float upZ)
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{
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// See the OpenGL GLUT documentation for gluLookAt for a description
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// of the algorithm. We implement it in a straightforward way:
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float fx = centerX - eyeX;
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float fy = centerY - eyeY;
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float fz = centerZ - eyeZ;
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// Normalize f
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float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
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fx *= rlf;
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fy *= rlf;
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fz *= rlf;
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// Normalize up
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float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
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upX *= rlup;
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upY *= rlup;
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upZ *= rlup;
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// compute s = f x up (x means "cross product")
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float sx = fy * upZ - fz * upY;
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float sy = fz * upX - fx * upZ;
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float sz = fx * upY - fy * upX;
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// compute u = s x f
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float ux = sy * fz - sz * fy;
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float uy = sz * fx - sx * fz;
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float uz = sx * fy - sy * fx;
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float m[16] ;
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m[0] = sx;
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m[1] = ux;
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m[2] = -fx;
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m[3] = 0.0f;
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m[4] = sy;
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m[5] = uy;
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m[6] = -fy;
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m[7] = 0.0f;
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m[8] = sz;
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m[9] = uz;
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m[10] = -fz;
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m[11] = 0.0f;
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m[12] = 0.0f;
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m[13] = 0.0f;
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m[14] = 0.0f;
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m[15] = 1.0f;
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glMultMatrixf(m);
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glTranslatef(-eyeX, -eyeY, -eyeZ);
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}
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void init_scene(int width, int height)
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{
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printGLString("Version", GL_VERSION);
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printGLString("Vendor", GL_VENDOR);
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printGLString("Renderer", GL_RENDERER);
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printGLString("Extensions", GL_EXTENSIONS);
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glDisable(GL_DITHER);
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glEnable(GL_CULL_FACE);
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float ratio = width / height;
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(
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0, 0, 3, // eye
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0, 0, 0, // center
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0, 1, 0); // up
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void create_texture()
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{
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const unsigned int on = 0xff0000ff;
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const unsigned int off = 0xffffffff;
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const unsigned int pixels[] =
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{
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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};
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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extern "C" {
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JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj, jint width, jint height);
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JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj);
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};
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JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj, jint width, jint height)
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{
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init_scene(width, height);
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create_texture();
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}
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JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj)
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{
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const GLfloat vertices[] = {
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-1, -1, 0,
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1, -1, 0,
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1, 1, 0,
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-1, 1, 0
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};
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const GLfixed texCoords[] = {
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0, 0,
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FIXED_ONE, 0,
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FIXED_ONE, FIXED_ONE,
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0, FIXED_ONE
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};
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const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FIXED, 0, texCoords);
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int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
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static float grey;
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grey += 0.01f;
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if (grey > 1.0f) {
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grey = 0.0f;
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}
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glClearColor(grey, grey, grey, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, quadIndices);
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}
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