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-rw-r--r--opengl/tests/tritex/tritex.cpp277
1 files changed, 277 insertions, 0 deletions
diff --git a/opengl/tests/tritex/tritex.cpp b/opengl/tests/tritex/tritex.cpp
new file mode 100644
index 0000000..629b53c
--- /dev/null
+++ b/opengl/tests/tritex/tritex.cpp
@@ -0,0 +1,277 @@
+// 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 <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(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)
+{
+ 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("Start test...\n");
+
+ render(argc==2 ? atoi(argv[1]) : ITERATIONS);
+
+ free_gl_surface();
+
+ return 0;
+}
+
+int init_gl_surface(void)
+{
+ EGLint numConfigs = 1;
+ EGLConfig myConfig = {0};
+ EGLint attrib[] =
+ {
+ EGL_SURFACE_TYPE, EGL_PBUFFER_BIT|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 = 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 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);
+}
+