// 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); }