|  | // 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 <WindowSurface.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(const WindowSurface&); | 
|  | 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"); | 
|  |  | 
|  | WindowSurface windowSurface; | 
|  | if(!init_gl_surface(windowSurface)) | 
|  | { | 
|  | 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(const WindowSurface& windowSurface) | 
|  | { | 
|  | EGLint numConfigs = 1; | 
|  | EGLConfig myConfig = {0}; | 
|  | EGLint attrib[] = | 
|  | { | 
|  | EGL_SURFACE_TYPE, 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 = windowSurface.getSurface(); | 
|  | 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); | 
|  | } | 
|  |  |