194 lines
5.6 KiB
C++
194 lines
5.6 KiB
C++
#include <stdlib.h>
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#include <stdio.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <WindowSurface.h>
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#include <EGLUtils.h>
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using namespace android;
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#define USE_DRAW_TEXTURE 1
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int main(int argc, char** argv)
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{
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if (argc!=2 && argc!=3) {
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printf("usage: %s <0-6> [pbuffer]\n", argv[0]);
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return 0;
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}
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const int test = atoi(argv[1]);
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int usePbuffer = argc==3 && !strcmp(argv[2], "pbuffer");
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EGLint s_configAttribs[] = {
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EGL_SURFACE_TYPE, EGL_PBUFFER_BIT|EGL_WINDOW_BIT,
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EGL_RED_SIZE, 5,
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EGL_GREEN_SIZE, 6,
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EGL_BLUE_SIZE, 5,
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EGL_NONE
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};
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EGLint numConfigs = -1;
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EGLint majorVersion;
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EGLint minorVersion;
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EGLConfig config;
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EGLContext context;
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EGLSurface surface;
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EGLint w, h;
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EGLDisplay dpy;
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EGLNativeWindowType window = 0;
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WindowSurface* windowSurface = NULL;
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if (!usePbuffer) {
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windowSurface = new WindowSurface();
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window = windowSurface->getSurface();
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}
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dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(dpy, &majorVersion, &minorVersion);
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if (!usePbuffer) {
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EGLUtils::selectConfigForNativeWindow(
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dpy, s_configAttribs, window, &config);
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surface = eglCreateWindowSurface(dpy, config, window, NULL);
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} else {
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printf("using pbuffer\n");
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eglChooseConfig(dpy, s_configAttribs, &config, 1, &numConfigs);
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EGLint attribs[] = { EGL_WIDTH, 320, EGL_HEIGHT, 480, EGL_NONE };
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surface = eglCreatePbufferSurface(dpy, config, attribs);
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if (surface == EGL_NO_SURFACE) {
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printf("eglCreatePbufferSurface error %x\n", eglGetError());
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}
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}
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context = eglCreateContext(dpy, config, NULL, NULL);
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eglMakeCurrent(dpy, surface, surface, context);
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eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
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eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
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GLint dim = w<h ? w : h;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrthof(0, w, 0, h, 0, 1);
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glClearColor(0,0,0,0);
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glClear(GL_COLOR_BUFFER_BIT);
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GLint crop[4] = { 0, 4, 4, -4 };
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, crop);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glEnable(GL_TEXTURE_2D);
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glColor4f(1,1,1,1);
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// packing is always 4
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uint8_t t8[] = {
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0x00, 0x55, 0x00, 0x55,
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0xAA, 0xFF, 0xAA, 0xFF,
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0x00, 0x55, 0x00, 0x55,
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0xAA, 0xFF, 0xAA, 0xFF };
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uint16_t t16[] = {
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0x0000, 0x5555, 0x0000, 0x5555,
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0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF,
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0x0000, 0x5555, 0x0000, 0x5555,
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0xAAAA, 0xFFFF, 0xAAAA, 0xFFFF };
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uint16_t t5551[] = {
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0x0000, 0xFFFF, 0x0000, 0xFFFF,
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0xFFFF, 0x0000, 0xFFFF, 0x0000,
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0x0000, 0xFFFF, 0x0000, 0xFFFF,
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0xFFFF, 0x0000, 0xFFFF, 0x0000 };
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uint32_t t32[] = {
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0xFF000000, 0xFF0000FF, 0xFF00FF00, 0xFFFF0000,
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0xFF00FF00, 0xFFFF0000, 0xFF000000, 0xFF0000FF,
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0xFF00FFFF, 0xFF00FF00, 0x00FF00FF, 0xFFFFFF00,
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0xFF000000, 0xFFFF00FF, 0xFF00FFFF, 0xFFFFFFFF
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};
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switch(test)
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{
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case 1:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
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4, 4, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, t8);
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break;
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case 2:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
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4, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
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break;
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case 3:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, t16);
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break;
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case 4:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA,
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4, 4, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, t16);
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break;
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case 5:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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4, 4, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, t5551);
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break;
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case 6:
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32);
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break;
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}
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//glDrawTexiOES(0, 0, 0, dim, dim);
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const GLfloat vertices[4][2] = {
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{ 0, 0 },
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{ 0, dim },
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{ dim, dim },
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{ dim, 0 }
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};
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const GLfloat texCoords[4][2] = {
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{ 0, 0 },
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{ 0, 1 },
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{ 1, 1 },
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{ 1, 0 }
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};
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if (!usePbuffer) {
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eglSwapBuffers(dpy, surface);
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}
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glMatrixMode(GL_MODELVIEW);
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glScissor(0,dim,dim,h-dim);
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glDisable(GL_SCISSOR_TEST);
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for (int y=0 ; y<dim ; y++) {
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//glDisable(GL_SCISSOR_TEST);
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glClear(GL_COLOR_BUFFER_BIT);
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//glEnable(GL_SCISSOR_TEST);
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#if USE_DRAW_TEXTURE && GL_OES_draw_texture
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glDrawTexiOES(0, y, 1, dim, dim);
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#else
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glLoadIdentity();
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glTranslatef(0, y, 0);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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#endif
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if (!usePbuffer) {
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eglSwapBuffers(dpy, surface);
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} else {
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glFinish();
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}
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}
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eglTerminate(dpy);
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delete windowSurface;
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return 0;
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}
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