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author | Jack Palevich <jackpal@google.com> | 2009-09-30 14:17:12 -0700 |
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committer | Jack Palevich <jackpal@google.com> | 2009-09-30 14:17:12 -0700 |
commit | 5ffd62405ae6a801308989368a2473e4baaf3170 (patch) | |
tree | 36521a24d2737c7abdb95feafcf5b3a1e1d42035 /opengl/tests/gl_basic/gl_basic.cpp | |
parent | 15f0699504e64c1e290ef8955b1306d2a4a08201 (diff) | |
download | frameworks_base-5ffd62405ae6a801308989368a2473e4baaf3170.zip frameworks_base-5ffd62405ae6a801308989368a2473e4baaf3170.tar.gz frameworks_base-5ffd62405ae6a801308989368a2473e4baaf3170.tar.bz2 |
Add a simple test of OpenGL ES 1.x.
Diffstat (limited to 'opengl/tests/gl_basic/gl_basic.cpp')
-rw-r--r-- | opengl/tests/gl_basic/gl_basic.cpp | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/opengl/tests/gl_basic/gl_basic.cpp b/opengl/tests/gl_basic/gl_basic.cpp new file mode 100644 index 0000000..7dc2378 --- /dev/null +++ b/opengl/tests/gl_basic/gl_basic.cpp @@ -0,0 +1,357 @@ +// 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);
+}
+ |