Brian Swetland | 2c7b08a | 2013-03-06 17:16:31 -0800 | [diff] [blame] | 1 | /* |
| 2 | * Copyright (C) 2013 The Android Open Source Project |
| 3 | * |
| 4 | * Licensed under the Apache License, Version 2.0 (the "License"); |
| 5 | * you may not use this file except in compliance with the License. |
| 6 | * You may obtain a copy of the License at |
| 7 | * |
| 8 | * http://www.apache.org/licenses/LICENSE-2.0 |
| 9 | * |
| 10 | * Unless required by applicable law or agreed to in writing, software |
| 11 | * distributed under the License is distributed on an "AS IS" BASIS, |
| 12 | * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 13 | * See the License for the specific language governing permissions and |
| 14 | * limitations under the License. |
| 15 | */ |
| 16 | |
| 17 | #include <stdlib.h> |
| 18 | #include <stdio.h> |
| 19 | |
| 20 | #include <EGL/egl.h> |
| 21 | #include <GLES2/gl2.h> |
| 22 | |
| 23 | #include "util.h" |
| 24 | |
| 25 | static const char gVertexShader[] = |
| 26 | "attribute vec4 aPosition;\n" |
| 27 | "uniform mat4 uTransform;\n" |
| 28 | "varying vec4 vTexCoord;\n" |
| 29 | "void main() {\n" |
| 30 | " gl_Position = aPosition * uTransform;\n" |
| 31 | " vTexCoord = aPosition * vec4(1.0/16.0,-1.0/16.0,0.0,0.0);\n" |
| 32 | "}\n"; |
| 33 | |
| 34 | static const char gFragmentShader[] = |
| 35 | "precision mediump float;\n" |
| 36 | "uniform sampler2D uTexture;\n" |
| 37 | "uniform float uAnim;\n" |
| 38 | "varying vec4 vTexCoord;\n" |
| 39 | "void main() {\n" |
| 40 | " vec2 tc = vec2(vTexCoord.x, uAnim + vTexCoord.y);\n" |
| 41 | " gl_FragColor = texture2D(uTexture, tc);\n" |
| 42 | "}\n"; |
| 43 | |
| 44 | static GLuint pgm; |
| 45 | static GLint aPosition, uTransform, uTexture, uAnim; |
| 46 | |
| 47 | static GLfloat vtx[2 * 3 * 2]; |
| 48 | static GLfloat mtx[16]; |
| 49 | |
| 50 | //#define R (0xFF0000FF) |
| 51 | #define R (0xFF000000) |
| 52 | #define G (0xFF00FF00) |
| 53 | uint32_t t32[] = { |
| 54 | R, R, R, R, R, R, R, G, G, R, R, R, R, R, R, R, |
| 55 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 56 | R, R, R, R, R, G, G, G, G, G, G, R, R, R, R, R, |
| 57 | R, R, R, R, G, G, G, G, G, G, G, G, R, R, R, R, |
| 58 | R, R, R, G, G, G, G, G, G, G, G, G, G, R, R, R, |
| 59 | R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R, |
| 60 | R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R, |
| 61 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 62 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 63 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 64 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 65 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 66 | R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R, |
| 67 | R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, |
| 68 | R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, |
| 69 | R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, |
| 70 | }; |
| 71 | #undef R |
| 72 | #undef G |
| 73 | |
| 74 | int prepare(int w, int h) { |
| 75 | GLuint texid; |
| 76 | |
| 77 | int left = w / 4; |
| 78 | int top = h / 4; |
| 79 | int right = (w / 4) * 3; |
| 80 | int bottom = (h / 4) * 3; |
| 81 | |
| 82 | vtx[0] = left; |
| 83 | vtx[1] = top; |
| 84 | vtx[2] = left; |
| 85 | vtx[3] = bottom; |
| 86 | vtx[4] = right; |
| 87 | vtx[5] = bottom; |
| 88 | |
| 89 | vtx[6] = right; |
| 90 | vtx[7] = bottom; |
| 91 | vtx[8] = right; |
| 92 | vtx[9] = top; |
| 93 | vtx[10] = left; |
| 94 | vtx[11] = top; |
| 95 | |
| 96 | matrix_init_ortho(mtx, w, h); |
| 97 | |
| 98 | pgm = load_program(gVertexShader, gFragmentShader); |
| 99 | if (!pgm) |
| 100 | return -1; |
| 101 | |
| 102 | aPosition = glGetAttribLocation(pgm, "aPosition"); |
| 103 | uTexture = glGetUniformLocation(pgm, "uTexture"); |
| 104 | uTransform = glGetUniformLocation(pgm, "uTransform"); |
| 105 | uAnim = glGetUniformLocation(pgm, "uAnim"); |
| 106 | |
| 107 | glViewport(0, 0, w, h); |
| 108 | |
| 109 | glGenTextures(1, &texid); |
| 110 | glActiveTexture(GL_TEXTURE0); |
| 111 | glBindTexture(GL_TEXTURE_2D, texid); |
| 112 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 113 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 114 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); |
| 115 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); |
| 116 | glEnable(GL_TEXTURE_2D); |
| 117 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0, |
| 118 | GL_RGBA, GL_UNSIGNED_BYTE, t32); |
| 119 | |
| 120 | return 0; |
| 121 | } |
| 122 | |
| 123 | static float anim = 0.0; |
| 124 | |
| 125 | void render() { |
| 126 | anim += 0.1; |
| 127 | if (anim >= 16.0) anim = 0.0; |
| 128 | |
| 129 | glClearColor(0.0f, 0.0f, 0.0f, 1.0f); |
| 130 | glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); |
| 131 | glUseProgram(pgm); |
| 132 | glUniform1i(uTexture, 0); |
| 133 | glUniform1f(uAnim, anim); |
| 134 | glUniformMatrix4fv(uTransform, 1, 0, mtx); |
| 135 | glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, vtx); |
| 136 | glEnableVertexAttribArray(aPosition); |
| 137 | glDrawArrays(GL_TRIANGLES, 0, 6); |
| 138 | } |
| 139 | |
| 140 | int main(int argc, char **argv) { |
| 141 | EGLDisplay display; |
| 142 | EGLSurface surface; |
| 143 | int w, h, count; |
| 144 | |
| 145 | if (argc > 1) |
| 146 | count = atoi(argv[1]); |
| 147 | |
| 148 | if (egl_create(&display, &surface, &w, &h)) |
| 149 | return -1; |
| 150 | |
| 151 | if (prepare(w, h)) |
| 152 | return -1; |
| 153 | |
| 154 | for (;;) { |
| 155 | render(); |
| 156 | eglSwapBuffers(display, surface); |
| 157 | if (count > 0) |
| 158 | if (--count == 0) |
| 159 | break; |
| 160 | } |
| 161 | |
| 162 | egl_destroy(display, surface); |
| 163 | return 0; |
| 164 | } |