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authorJack Palevich <jackpal@google.com>2009-09-30 14:17:12 -0700
committerJack Palevich <jackpal@google.com>2009-09-30 14:17:12 -0700
commit5ffd62405ae6a801308989368a2473e4baaf3170 (patch)
tree36521a24d2737c7abdb95feafcf5b3a1e1d42035 /opengl/tests/gl_basic
parent15f0699504e64c1e290ef8955b1306d2a4a08201 (diff)
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Add a simple test of OpenGL ES 1.x.
Diffstat (limited to 'opengl/tests/gl_basic')
-rw-r--r--opengl/tests/gl_basic/Android.mk17
-rw-r--r--opengl/tests/gl_basic/gl_basic.cpp357
2 files changed, 374 insertions, 0 deletions
diff --git a/opengl/tests/gl_basic/Android.mk b/opengl/tests/gl_basic/Android.mk
new file mode 100644
index 0000000..6b6341f
--- /dev/null
+++ b/opengl/tests/gl_basic/Android.mk
@@ -0,0 +1,17 @@
+LOCAL_PATH:= $(call my-dir)
+include $(CLEAR_VARS)
+
+LOCAL_SRC_FILES:= \
+ gl_basic.cpp
+
+LOCAL_SHARED_LIBRARIES := \
+ libcutils \
+ libEGL \
+ libGLESv1_CM \
+ libui
+
+LOCAL_MODULE:= test-opengl-gl_basic
+
+LOCAL_MODULE_TAGS := optional
+
+include $(BUILD_EXECUTABLE)
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);
+}
+