/* * Copyright (C) 2013 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include #include #include #include #include "util.h" static const char gVertexShader[] = "attribute vec4 aPosition;\n" "uniform mat4 uTransform;\n" "varying vec4 vTexCoord;\n" "void main() {\n" " gl_Position = aPosition * uTransform;\n" " vTexCoord = aPosition * vec4(1.0/16.0,-1.0/16.0,0.0,0.0);\n" "}\n"; static const char gFragmentShader[] = "precision mediump float;\n" "uniform sampler2D uTexture;\n" "uniform float uAnim;\n" "varying vec4 vTexCoord;\n" "void main() {\n" " vec2 tc = vec2(vTexCoord.x, uAnim + vTexCoord.y);\n" " gl_FragColor = texture2D(uTexture, tc);\n" "}\n"; static GLuint pgm; static GLint aPosition, uTransform, uTexture, uAnim; static GLfloat vtx[2 * 3 * 2]; static GLfloat mtx[16]; //#define R (0xFF0000FF) #define R (0xFF000000) #define G (0xFF00FF00) uint32_t t32[] = { R, R, R, R, R, R, R, G, G, R, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, G, G, R, R, R, R, R, R, R, R, R, G, G, G, G, G, G, G, G, R, R, R, R, R, R, R, G, G, G, G, G, G, G, G, G, G, R, R, R, R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R, R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, }; #undef R #undef G int prepare(int w, int h) { GLuint texid; int left = w / 4; int top = h / 4; int right = (w / 4) * 3; int bottom = (h / 4) * 3; vtx[0] = left; vtx[1] = top; vtx[2] = left; vtx[3] = bottom; vtx[4] = right; vtx[5] = bottom; vtx[6] = right; vtx[7] = bottom; vtx[8] = right; vtx[9] = top; vtx[10] = left; vtx[11] = top; matrix_init_ortho(mtx, w, h); pgm = load_program(gVertexShader, gFragmentShader); if (!pgm) return -1; aPosition = glGetAttribLocation(pgm, "aPosition"); uTexture = glGetUniformLocation(pgm, "uTexture"); uTransform = glGetUniformLocation(pgm, "uTransform"); uAnim = glGetUniformLocation(pgm, "uAnim"); glViewport(0, 0, w, h); glGenTextures(1, &texid); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texid); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glEnable(GL_TEXTURE_2D); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, t32); return 0; } static float anim = 0.0; void render() { anim += 0.1; if (anim >= 16.0) anim = 0.0; glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); glUseProgram(pgm); glUniform1i(uTexture, 0); glUniform1f(uAnim, anim); glUniformMatrix4fv(uTransform, 1, 0, mtx); glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, vtx); glEnableVertexAttribArray(aPosition); glDrawArrays(GL_TRIANGLES, 0, 6); } int main(int argc, char **argv) { EGLDisplay display; EGLSurface surface; int w, h, count = 0; if (argc > 1) count = atoi(argv[1]); if (egl_create(&display, &surface, &w, &h)) return -1; if (prepare(w, h)) return -1; for (;;) { render(); eglSwapBuffers(display, surface); if (count > 0) if (--count == 0) break; } egl_destroy(display, surface); return 0; }