2009-03-04 03:31:44 +00:00
|
|
|
// 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>
|
2009-11-13 02:45:53 +00:00
|
|
|
#include <GLES/glext.h>
|
|
|
|
|
|
|
|
#include <ui/FramebufferNativeWindow.h>
|
|
|
|
#include <ui/EGLUtils.h>
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
#include <stdio.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <math.h>
|
2009-11-13 02:45:53 +00:00
|
|
|
|
|
|
|
using namespace android;
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
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(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)
|
|
|
|
{
|
|
|
|
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("Start test...\n");
|
|
|
|
|
|
|
|
render(argc==2 ? atoi(argv[1]) : ITERATIONS);
|
|
|
|
|
|
|
|
free_gl_surface();
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
int init_gl_surface(void)
|
|
|
|
{
|
|
|
|
EGLint numConfigs = 1;
|
|
|
|
EGLConfig myConfig = {0};
|
|
|
|
EGLint attrib[] =
|
|
|
|
{
|
2009-11-13 02:45:53 +00:00
|
|
|
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
|
2009-03-04 03:31:44 +00:00
|
|
|
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;
|
|
|
|
}
|
2009-11-13 02:45:53 +00:00
|
|
|
|
|
|
|
EGLNativeWindowType window = android_createDisplaySurface();
|
|
|
|
EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
|
2009-11-13 02:45:53 +00:00
|
|
|
window, 0)) == EGL_NO_SURFACE )
|
2009-03-04 03:31:44 +00:00
|
|
|
{
|
|
|
|
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
|
|
|
|
};
|
|
|
|
|
2009-11-13 02:45:53 +00:00
|
|
|
const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 };
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
|
2009-11-13 02:45:53 +00:00
|
|
|
GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
|
2009-03-04 03:31:44 +00:00
|
|
|
for (i=0 ; i<quads ; i++)
|
2009-11-13 02:45:53 +00:00
|
|
|
memcpy(indices+(sizeof(quadIndices)/sizeof(indices[0]))*i, quadIndices, sizeof(quadIndices));
|
2009-03-04 03:31:44 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
|
2009-11-13 02:45:53 +00:00
|
|
|
int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
|
2009-03-04 03:31:44 +00:00
|
|
|
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
|
|
|
|
glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
|
|
|
|
eglSwapBuffers(eglDisplay, eglSurface);
|
|
|
|
}
|
|
|
|
|
|
|
|
free(indices);
|
|
|
|
}
|
|
|
|
|