xref: /aosp_15_r20/frameworks/native/opengl/tests/linetex/linetex.cpp (revision 38e8c45f13ce32b0dcecb25141ffecaf386fa17f)
1*38e8c45fSAndroid Build Coastguard Worker /*
2*38e8c45fSAndroid Build Coastguard Worker **
3*38e8c45fSAndroid Build Coastguard Worker ** Copyright 2006, The Android Open Source Project
4*38e8c45fSAndroid Build Coastguard Worker **
5*38e8c45fSAndroid Build Coastguard Worker ** Licensed under the Apache License, Version 2.0 (the "License");
6*38e8c45fSAndroid Build Coastguard Worker ** you may not use this file except in compliance with the License.
7*38e8c45fSAndroid Build Coastguard Worker ** You may obtain a copy of the License at
8*38e8c45fSAndroid Build Coastguard Worker **
9*38e8c45fSAndroid Build Coastguard Worker **     http://www.apache.org/licenses/LICENSE-2.0
10*38e8c45fSAndroid Build Coastguard Worker **
11*38e8c45fSAndroid Build Coastguard Worker ** Unless required by applicable law or agreed to in writing, software
12*38e8c45fSAndroid Build Coastguard Worker ** distributed under the License is distributed on an "AS IS" BASIS,
13*38e8c45fSAndroid Build Coastguard Worker ** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14*38e8c45fSAndroid Build Coastguard Worker ** See the License for the specific language governing permissions and
15*38e8c45fSAndroid Build Coastguard Worker ** limitations under the License.
16*38e8c45fSAndroid Build Coastguard Worker */
17*38e8c45fSAndroid Build Coastguard Worker 
18*38e8c45fSAndroid Build Coastguard Worker #include <unistd.h>
19*38e8c45fSAndroid Build Coastguard Worker #include <stdlib.h>
20*38e8c45fSAndroid Build Coastguard Worker #include <stdio.h>
21*38e8c45fSAndroid Build Coastguard Worker 
22*38e8c45fSAndroid Build Coastguard Worker #include <EGL/egl.h>
23*38e8c45fSAndroid Build Coastguard Worker #include <GLES/gl.h>
24*38e8c45fSAndroid Build Coastguard Worker #include <GLES/glext.h>
25*38e8c45fSAndroid Build Coastguard Worker 
26*38e8c45fSAndroid Build Coastguard Worker #include <utils/StopWatch.h>
27*38e8c45fSAndroid Build Coastguard Worker #include <WindowSurface.h>
28*38e8c45fSAndroid Build Coastguard Worker #include <EGLUtils.h>
29*38e8c45fSAndroid Build Coastguard Worker 
30*38e8c45fSAndroid Build Coastguard Worker using namespace android;
31*38e8c45fSAndroid Build Coastguard Worker 
main(int,char **)32*38e8c45fSAndroid Build Coastguard Worker int main(int /*argc*/, char** /*argv*/)
33*38e8c45fSAndroid Build Coastguard Worker {
34*38e8c45fSAndroid Build Coastguard Worker     EGLint configAttribs[] = {
35*38e8c45fSAndroid Build Coastguard Worker          EGL_DEPTH_SIZE, 0,
36*38e8c45fSAndroid Build Coastguard Worker          EGL_NONE
37*38e8c45fSAndroid Build Coastguard Worker      };
38*38e8c45fSAndroid Build Coastguard Worker 
39*38e8c45fSAndroid Build Coastguard Worker      EGLint majorVersion;
40*38e8c45fSAndroid Build Coastguard Worker      EGLint minorVersion;
41*38e8c45fSAndroid Build Coastguard Worker      EGLContext context;
42*38e8c45fSAndroid Build Coastguard Worker      EGLConfig config;
43*38e8c45fSAndroid Build Coastguard Worker      EGLSurface surface;
44*38e8c45fSAndroid Build Coastguard Worker      EGLint w, h;
45*38e8c45fSAndroid Build Coastguard Worker      EGLDisplay dpy;
46*38e8c45fSAndroid Build Coastguard Worker 
47*38e8c45fSAndroid Build Coastguard Worker      WindowSurface windowSurface;
48*38e8c45fSAndroid Build Coastguard Worker      EGLNativeWindowType window = windowSurface.getSurface();
49*38e8c45fSAndroid Build Coastguard Worker 
50*38e8c45fSAndroid Build Coastguard Worker      dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
51*38e8c45fSAndroid Build Coastguard Worker      eglInitialize(dpy, &majorVersion, &minorVersion);
52*38e8c45fSAndroid Build Coastguard Worker 
53*38e8c45fSAndroid Build Coastguard Worker      status_t err = EGLUtils::selectConfigForNativeWindow(
54*38e8c45fSAndroid Build Coastguard Worker              dpy, configAttribs, window, &config);
55*38e8c45fSAndroid Build Coastguard Worker      if (err) {
56*38e8c45fSAndroid Build Coastguard Worker          fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
57*38e8c45fSAndroid Build Coastguard Worker          return 0;
58*38e8c45fSAndroid Build Coastguard Worker      }
59*38e8c45fSAndroid Build Coastguard Worker 
60*38e8c45fSAndroid Build Coastguard Worker      surface = eglCreateWindowSurface(dpy, config, window, NULL);
61*38e8c45fSAndroid Build Coastguard Worker      context = eglCreateContext(dpy, config, NULL, NULL);
62*38e8c45fSAndroid Build Coastguard Worker      eglMakeCurrent(dpy, surface, surface, context);
63*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
64*38e8c45fSAndroid Build Coastguard Worker      eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
65*38e8c45fSAndroid Build Coastguard Worker 
66*38e8c45fSAndroid Build Coastguard Worker      printf("w=%d, h=%d\n", w, h);
67*38e8c45fSAndroid Build Coastguard Worker 
68*38e8c45fSAndroid Build Coastguard Worker      glBindTexture(GL_TEXTURE_2D, 0);
69*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
70*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
71*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
72*38e8c45fSAndroid Build Coastguard Worker      glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
73*38e8c45fSAndroid Build Coastguard Worker      glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
74*38e8c45fSAndroid Build Coastguard Worker      glDisable(GL_DITHER);
75*38e8c45fSAndroid Build Coastguard Worker      glDisable(GL_BLEND);
76*38e8c45fSAndroid Build Coastguard Worker      glEnable(GL_TEXTURE_2D);
77*38e8c45fSAndroid Build Coastguard Worker      glColor4f(1,1,1,1);
78*38e8c45fSAndroid Build Coastguard Worker 
79*38e8c45fSAndroid Build Coastguard Worker 
80*38e8c45fSAndroid Build Coastguard Worker      // default pack-alignment is 4
81*38e8c45fSAndroid Build Coastguard Worker      const uint16_t t16[64] = { 0xFFFF, 0, 0xF800, 0, 0x07E0, 0, 0x001F, 0 };
82*38e8c45fSAndroid Build Coastguard Worker 
83*38e8c45fSAndroid Build Coastguard Worker      const GLfloat fh = h;
84*38e8c45fSAndroid Build Coastguard Worker      const GLfloat fw2 = w/2;
85*38e8c45fSAndroid Build Coastguard Worker      const GLfloat vertices[4][2] = {
86*38e8c45fSAndroid Build Coastguard Worker              { fw2,  0  },
87*38e8c45fSAndroid Build Coastguard Worker              { fw2,  fh }
88*38e8c45fSAndroid Build Coastguard Worker      };
89*38e8c45fSAndroid Build Coastguard Worker 
90*38e8c45fSAndroid Build Coastguard Worker      const GLfloat texCoords[4][2] = {
91*38e8c45fSAndroid Build Coastguard Worker              { 0,  0 },
92*38e8c45fSAndroid Build Coastguard Worker              { 1,  1 }
93*38e8c45fSAndroid Build Coastguard Worker      };
94*38e8c45fSAndroid Build Coastguard Worker 
95*38e8c45fSAndroid Build Coastguard Worker      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 4, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, t16);
96*38e8c45fSAndroid Build Coastguard Worker 
97*38e8c45fSAndroid Build Coastguard Worker      glViewport(0, 0, w, h);
98*38e8c45fSAndroid Build Coastguard Worker      glMatrixMode(GL_PROJECTION);
99*38e8c45fSAndroid Build Coastguard Worker      glLoadIdentity();
100*38e8c45fSAndroid Build Coastguard Worker      glOrthof(0, w, 0, h, 0, 1);
101*38e8c45fSAndroid Build Coastguard Worker 
102*38e8c45fSAndroid Build Coastguard Worker      glEnableClientState(GL_VERTEX_ARRAY);
103*38e8c45fSAndroid Build Coastguard Worker      glEnableClientState(GL_TEXTURE_COORD_ARRAY);
104*38e8c45fSAndroid Build Coastguard Worker      glVertexPointer(2, GL_FLOAT, 0, vertices);
105*38e8c45fSAndroid Build Coastguard Worker      glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
106*38e8c45fSAndroid Build Coastguard Worker 
107*38e8c45fSAndroid Build Coastguard Worker      glClearColor(0,0,0,0);
108*38e8c45fSAndroid Build Coastguard Worker      glClear(GL_COLOR_BUFFER_BIT);
109*38e8c45fSAndroid Build Coastguard Worker      glDrawArrays(GL_LINES, 0, 2);
110*38e8c45fSAndroid Build Coastguard Worker      eglSwapBuffers(dpy, surface);
111*38e8c45fSAndroid Build Coastguard Worker 
112*38e8c45fSAndroid Build Coastguard Worker      usleep(5*1000000);
113*38e8c45fSAndroid Build Coastguard Worker 
114*38e8c45fSAndroid Build Coastguard Worker      eglTerminate(dpy);
115*38e8c45fSAndroid Build Coastguard Worker 
116*38e8c45fSAndroid Build Coastguard Worker      return 0;
117*38e8c45fSAndroid Build Coastguard Worker }
118