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-rw-r--r--opengl/tests/gl_basic/gl_basic.cpp364
1 files changed, 0 insertions, 364 deletions
diff --git a/opengl/tests/gl_basic/gl_basic.cpp b/opengl/tests/gl_basic/gl_basic.cpp
deleted file mode 100644
index 23ce934..0000000
--- a/opengl/tests/gl_basic/gl_basic.cpp
+++ /dev/null
@@ -1,364 +0,0 @@
-// 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 "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 printGLString(const char *name, GLenum s) {
- const char *v = (const char *) glGetString(s);
- fprintf(stderr, "GL %s = %s\n", name, v);
-}
-
-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_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;
- }
-
- int w, h;
-
- eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
- checkEglError("eglQuerySurface");
- eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
- checkEglError("eglQuerySurface");
- GLint dim = w < h ? w : h;
-
- fprintf(stderr, "Window dimensions: %d x %d\n", w, h);
-
- printGLString("Version", GL_VERSION);
- printGLString("Vendor", GL_VENDOR);
- printGLString("Renderer", GL_RENDERER);
- printGLString("Extensions", GL_EXTENSIONS);
-
- 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);
-}