1*38e8c45fSAndroid Build Coastguard Worker // Calls glDrawElements() the number of times specified by
2*38e8c45fSAndroid Build Coastguard Worker // ITERATIONS. Should draw a checkerboard on the screen after
3*38e8c45fSAndroid Build Coastguard Worker // a few seconds.
4*38e8c45fSAndroid Build Coastguard Worker //
5*38e8c45fSAndroid Build Coastguard Worker // Ported from a Java version by Google.
6*38e8c45fSAndroid Build Coastguard Worker
7*38e8c45fSAndroid Build Coastguard Worker #include <EGL/egl.h>
8*38e8c45fSAndroid Build Coastguard Worker #include <GLES/gl.h>
9*38e8c45fSAndroid Build Coastguard Worker #include <GLES/glext.h>
10*38e8c45fSAndroid Build Coastguard Worker
11*38e8c45fSAndroid Build Coastguard Worker #include <WindowSurface.h>
12*38e8c45fSAndroid Build Coastguard Worker #include <EGLUtils.h>
13*38e8c45fSAndroid Build Coastguard Worker
14*38e8c45fSAndroid Build Coastguard Worker #include <stdio.h>
15*38e8c45fSAndroid Build Coastguard Worker #include <stdlib.h>
16*38e8c45fSAndroid Build Coastguard Worker #include <math.h>
17*38e8c45fSAndroid Build Coastguard Worker
18*38e8c45fSAndroid Build Coastguard Worker using namespace android;
19*38e8c45fSAndroid Build Coastguard Worker
20*38e8c45fSAndroid Build Coastguard Worker EGLDisplay eglDisplay;
21*38e8c45fSAndroid Build Coastguard Worker EGLSurface eglSurface;
22*38e8c45fSAndroid Build Coastguard Worker EGLContext eglContext;
23*38e8c45fSAndroid Build Coastguard Worker GLuint texture;
24*38e8c45fSAndroid Build Coastguard Worker
25*38e8c45fSAndroid Build Coastguard Worker #define FIXED_ONE 0x10000
26*38e8c45fSAndroid Build Coastguard Worker #define ITERATIONS 50
27*38e8c45fSAndroid Build Coastguard Worker
28*38e8c45fSAndroid Build Coastguard Worker int init_gl_surface(const WindowSurface&);
29*38e8c45fSAndroid Build Coastguard Worker void free_gl_surface(void);
30*38e8c45fSAndroid Build Coastguard Worker void init_scene(void);
31*38e8c45fSAndroid Build Coastguard Worker void render(int quads);
32*38e8c45fSAndroid Build Coastguard Worker void create_texture(void);
33*38e8c45fSAndroid Build Coastguard Worker int readTimer(void);
34*38e8c45fSAndroid Build Coastguard Worker
gluLookAt(float eyeX,float eyeY,float eyeZ,float centerX,float centerY,float centerZ,float upX,float upY,float upZ)35*38e8c45fSAndroid Build Coastguard Worker static void gluLookAt(float eyeX, float eyeY, float eyeZ,
36*38e8c45fSAndroid Build Coastguard Worker float centerX, float centerY, float centerZ, float upX, float upY,
37*38e8c45fSAndroid Build Coastguard Worker float upZ)
38*38e8c45fSAndroid Build Coastguard Worker {
39*38e8c45fSAndroid Build Coastguard Worker // See the OpenGL GLUT documentation for gluLookAt for a description
40*38e8c45fSAndroid Build Coastguard Worker // of the algorithm. We implement it in a straightforward way:
41*38e8c45fSAndroid Build Coastguard Worker
42*38e8c45fSAndroid Build Coastguard Worker float fx = centerX - eyeX;
43*38e8c45fSAndroid Build Coastguard Worker float fy = centerY - eyeY;
44*38e8c45fSAndroid Build Coastguard Worker float fz = centerZ - eyeZ;
45*38e8c45fSAndroid Build Coastguard Worker
46*38e8c45fSAndroid Build Coastguard Worker // Normalize f
47*38e8c45fSAndroid Build Coastguard Worker float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
48*38e8c45fSAndroid Build Coastguard Worker fx *= rlf;
49*38e8c45fSAndroid Build Coastguard Worker fy *= rlf;
50*38e8c45fSAndroid Build Coastguard Worker fz *= rlf;
51*38e8c45fSAndroid Build Coastguard Worker
52*38e8c45fSAndroid Build Coastguard Worker // Normalize up
53*38e8c45fSAndroid Build Coastguard Worker float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
54*38e8c45fSAndroid Build Coastguard Worker upX *= rlup;
55*38e8c45fSAndroid Build Coastguard Worker upY *= rlup;
56*38e8c45fSAndroid Build Coastguard Worker upZ *= rlup;
57*38e8c45fSAndroid Build Coastguard Worker
58*38e8c45fSAndroid Build Coastguard Worker // compute s = f x up (x means "cross product")
59*38e8c45fSAndroid Build Coastguard Worker
60*38e8c45fSAndroid Build Coastguard Worker float sx = fy * upZ - fz * upY;
61*38e8c45fSAndroid Build Coastguard Worker float sy = fz * upX - fx * upZ;
62*38e8c45fSAndroid Build Coastguard Worker float sz = fx * upY - fy * upX;
63*38e8c45fSAndroid Build Coastguard Worker
64*38e8c45fSAndroid Build Coastguard Worker // compute u = s x f
65*38e8c45fSAndroid Build Coastguard Worker float ux = sy * fz - sz * fy;
66*38e8c45fSAndroid Build Coastguard Worker float uy = sz * fx - sx * fz;
67*38e8c45fSAndroid Build Coastguard Worker float uz = sx * fy - sy * fx;
68*38e8c45fSAndroid Build Coastguard Worker
69*38e8c45fSAndroid Build Coastguard Worker float m[16] ;
70*38e8c45fSAndroid Build Coastguard Worker m[0] = sx;
71*38e8c45fSAndroid Build Coastguard Worker m[1] = ux;
72*38e8c45fSAndroid Build Coastguard Worker m[2] = -fx;
73*38e8c45fSAndroid Build Coastguard Worker m[3] = 0.0f;
74*38e8c45fSAndroid Build Coastguard Worker
75*38e8c45fSAndroid Build Coastguard Worker m[4] = sy;
76*38e8c45fSAndroid Build Coastguard Worker m[5] = uy;
77*38e8c45fSAndroid Build Coastguard Worker m[6] = -fy;
78*38e8c45fSAndroid Build Coastguard Worker m[7] = 0.0f;
79*38e8c45fSAndroid Build Coastguard Worker
80*38e8c45fSAndroid Build Coastguard Worker m[8] = sz;
81*38e8c45fSAndroid Build Coastguard Worker m[9] = uz;
82*38e8c45fSAndroid Build Coastguard Worker m[10] = -fz;
83*38e8c45fSAndroid Build Coastguard Worker m[11] = 0.0f;
84*38e8c45fSAndroid Build Coastguard Worker
85*38e8c45fSAndroid Build Coastguard Worker m[12] = 0.0f;
86*38e8c45fSAndroid Build Coastguard Worker m[13] = 0.0f;
87*38e8c45fSAndroid Build Coastguard Worker m[14] = 0.0f;
88*38e8c45fSAndroid Build Coastguard Worker m[15] = 1.0f;
89*38e8c45fSAndroid Build Coastguard Worker
90*38e8c45fSAndroid Build Coastguard Worker glMultMatrixf(m);
91*38e8c45fSAndroid Build Coastguard Worker glTranslatef(-eyeX, -eyeY, -eyeZ);
92*38e8c45fSAndroid Build Coastguard Worker }
93*38e8c45fSAndroid Build Coastguard Worker
main(int argc,char ** argv)94*38e8c45fSAndroid Build Coastguard Worker int main(int argc, char **argv)
95*38e8c45fSAndroid Build Coastguard Worker {
96*38e8c45fSAndroid Build Coastguard Worker printf("Initializing EGL...\n");
97*38e8c45fSAndroid Build Coastguard Worker
98*38e8c45fSAndroid Build Coastguard Worker WindowSurface windowSurface;
99*38e8c45fSAndroid Build Coastguard Worker if(!init_gl_surface(windowSurface))
100*38e8c45fSAndroid Build Coastguard Worker {
101*38e8c45fSAndroid Build Coastguard Worker printf("GL initialisation failed - exiting\n");
102*38e8c45fSAndroid Build Coastguard Worker return 0;
103*38e8c45fSAndroid Build Coastguard Worker }
104*38e8c45fSAndroid Build Coastguard Worker
105*38e8c45fSAndroid Build Coastguard Worker init_scene();
106*38e8c45fSAndroid Build Coastguard Worker
107*38e8c45fSAndroid Build Coastguard Worker create_texture();
108*38e8c45fSAndroid Build Coastguard Worker
109*38e8c45fSAndroid Build Coastguard Worker printf("Start test...\n");
110*38e8c45fSAndroid Build Coastguard Worker
111*38e8c45fSAndroid Build Coastguard Worker render(argc==2 ? atoi(argv[1]) : ITERATIONS);
112*38e8c45fSAndroid Build Coastguard Worker
113*38e8c45fSAndroid Build Coastguard Worker free_gl_surface();
114*38e8c45fSAndroid Build Coastguard Worker
115*38e8c45fSAndroid Build Coastguard Worker return 0;
116*38e8c45fSAndroid Build Coastguard Worker }
117*38e8c45fSAndroid Build Coastguard Worker
init_gl_surface(const WindowSurface & windowSurface)118*38e8c45fSAndroid Build Coastguard Worker int init_gl_surface(const WindowSurface& windowSurface)
119*38e8c45fSAndroid Build Coastguard Worker {
120*38e8c45fSAndroid Build Coastguard Worker EGLConfig myConfig = {0};
121*38e8c45fSAndroid Build Coastguard Worker EGLint attrib[] =
122*38e8c45fSAndroid Build Coastguard Worker {
123*38e8c45fSAndroid Build Coastguard Worker EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
124*38e8c45fSAndroid Build Coastguard Worker EGL_DEPTH_SIZE, 16,
125*38e8c45fSAndroid Build Coastguard Worker EGL_NONE
126*38e8c45fSAndroid Build Coastguard Worker };
127*38e8c45fSAndroid Build Coastguard Worker
128*38e8c45fSAndroid Build Coastguard Worker if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
129*38e8c45fSAndroid Build Coastguard Worker {
130*38e8c45fSAndroid Build Coastguard Worker printf("eglGetDisplay failed\n");
131*38e8c45fSAndroid Build Coastguard Worker return 0;
132*38e8c45fSAndroid Build Coastguard Worker }
133*38e8c45fSAndroid Build Coastguard Worker
134*38e8c45fSAndroid Build Coastguard Worker if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
135*38e8c45fSAndroid Build Coastguard Worker {
136*38e8c45fSAndroid Build Coastguard Worker printf("eglInitialize failed\n");
137*38e8c45fSAndroid Build Coastguard Worker return 0;
138*38e8c45fSAndroid Build Coastguard Worker }
139*38e8c45fSAndroid Build Coastguard Worker
140*38e8c45fSAndroid Build Coastguard Worker EGLNativeWindowType window = windowSurface.getSurface();
141*38e8c45fSAndroid Build Coastguard Worker EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
142*38e8c45fSAndroid Build Coastguard Worker
143*38e8c45fSAndroid Build Coastguard Worker if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
144*38e8c45fSAndroid Build Coastguard Worker window, 0)) == EGL_NO_SURFACE )
145*38e8c45fSAndroid Build Coastguard Worker {
146*38e8c45fSAndroid Build Coastguard Worker printf("eglCreateWindowSurface failed\n");
147*38e8c45fSAndroid Build Coastguard Worker return 0;
148*38e8c45fSAndroid Build Coastguard Worker }
149*38e8c45fSAndroid Build Coastguard Worker
150*38e8c45fSAndroid Build Coastguard Worker if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
151*38e8c45fSAndroid Build Coastguard Worker {
152*38e8c45fSAndroid Build Coastguard Worker printf("eglCreateContext failed\n");
153*38e8c45fSAndroid Build Coastguard Worker return 0;
154*38e8c45fSAndroid Build Coastguard Worker }
155*38e8c45fSAndroid Build Coastguard Worker
156*38e8c45fSAndroid Build Coastguard Worker if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
157*38e8c45fSAndroid Build Coastguard Worker {
158*38e8c45fSAndroid Build Coastguard Worker printf("eglMakeCurrent failed\n");
159*38e8c45fSAndroid Build Coastguard Worker return 0;
160*38e8c45fSAndroid Build Coastguard Worker }
161*38e8c45fSAndroid Build Coastguard Worker
162*38e8c45fSAndroid Build Coastguard Worker return 1;
163*38e8c45fSAndroid Build Coastguard Worker }
164*38e8c45fSAndroid Build Coastguard Worker
free_gl_surface(void)165*38e8c45fSAndroid Build Coastguard Worker void free_gl_surface(void)
166*38e8c45fSAndroid Build Coastguard Worker {
167*38e8c45fSAndroid Build Coastguard Worker if (eglDisplay != EGL_NO_DISPLAY)
168*38e8c45fSAndroid Build Coastguard Worker {
169*38e8c45fSAndroid Build Coastguard Worker eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
170*38e8c45fSAndroid Build Coastguard Worker EGL_NO_SURFACE, EGL_NO_CONTEXT );
171*38e8c45fSAndroid Build Coastguard Worker eglDestroyContext( eglDisplay, eglContext );
172*38e8c45fSAndroid Build Coastguard Worker eglDestroySurface( eglDisplay, eglSurface );
173*38e8c45fSAndroid Build Coastguard Worker eglTerminate( eglDisplay );
174*38e8c45fSAndroid Build Coastguard Worker eglDisplay = EGL_NO_DISPLAY;
175*38e8c45fSAndroid Build Coastguard Worker }
176*38e8c45fSAndroid Build Coastguard Worker }
177*38e8c45fSAndroid Build Coastguard Worker
init_scene(void)178*38e8c45fSAndroid Build Coastguard Worker void init_scene(void)
179*38e8c45fSAndroid Build Coastguard Worker {
180*38e8c45fSAndroid Build Coastguard Worker glDisable(GL_DITHER);
181*38e8c45fSAndroid Build Coastguard Worker glEnable(GL_CULL_FACE);
182*38e8c45fSAndroid Build Coastguard Worker
183*38e8c45fSAndroid Build Coastguard Worker float ratio = 320.0f / 480.0f;
184*38e8c45fSAndroid Build Coastguard Worker glViewport(0, 0, 320, 480);
185*38e8c45fSAndroid Build Coastguard Worker
186*38e8c45fSAndroid Build Coastguard Worker glMatrixMode(GL_PROJECTION);
187*38e8c45fSAndroid Build Coastguard Worker glLoadIdentity();
188*38e8c45fSAndroid Build Coastguard Worker glFrustumf(-ratio, ratio, -1, 1, 1, 10);
189*38e8c45fSAndroid Build Coastguard Worker
190*38e8c45fSAndroid Build Coastguard Worker glMatrixMode(GL_MODELVIEW);
191*38e8c45fSAndroid Build Coastguard Worker glLoadIdentity();
192*38e8c45fSAndroid Build Coastguard Worker gluLookAt(
193*38e8c45fSAndroid Build Coastguard Worker 0, 0, 3, // eye
194*38e8c45fSAndroid Build Coastguard Worker 0, 0, 0, // center
195*38e8c45fSAndroid Build Coastguard Worker 0, 1, 0); // up
196*38e8c45fSAndroid Build Coastguard Worker
197*38e8c45fSAndroid Build Coastguard Worker glEnable(GL_TEXTURE_2D);
198*38e8c45fSAndroid Build Coastguard Worker glEnableClientState(GL_VERTEX_ARRAY);
199*38e8c45fSAndroid Build Coastguard Worker glEnableClientState(GL_TEXTURE_COORD_ARRAY);
200*38e8c45fSAndroid Build Coastguard Worker }
201*38e8c45fSAndroid Build Coastguard Worker
create_texture(void)202*38e8c45fSAndroid Build Coastguard Worker void create_texture(void)
203*38e8c45fSAndroid Build Coastguard Worker {
204*38e8c45fSAndroid Build Coastguard Worker const unsigned int on = 0xff0000ff;
205*38e8c45fSAndroid Build Coastguard Worker const unsigned int off = 0xffffffff;
206*38e8c45fSAndroid Build Coastguard Worker const unsigned int pixels[] =
207*38e8c45fSAndroid Build Coastguard Worker {
208*38e8c45fSAndroid Build Coastguard Worker on, off, on, off, on, off, on, off,
209*38e8c45fSAndroid Build Coastguard Worker off, on, off, on, off, on, off, on,
210*38e8c45fSAndroid Build Coastguard Worker on, off, on, off, on, off, on, off,
211*38e8c45fSAndroid Build Coastguard Worker off, on, off, on, off, on, off, on,
212*38e8c45fSAndroid Build Coastguard Worker on, off, on, off, on, off, on, off,
213*38e8c45fSAndroid Build Coastguard Worker off, on, off, on, off, on, off, on,
214*38e8c45fSAndroid Build Coastguard Worker on, off, on, off, on, off, on, off,
215*38e8c45fSAndroid Build Coastguard Worker off, on, off, on, off, on, off, on,
216*38e8c45fSAndroid Build Coastguard Worker };
217*38e8c45fSAndroid Build Coastguard Worker glGenTextures(1, &texture);
218*38e8c45fSAndroid Build Coastguard Worker glBindTexture(GL_TEXTURE_2D, texture);
219*38e8c45fSAndroid Build Coastguard Worker glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
220*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
221*38e8c45fSAndroid Build Coastguard Worker glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
222*38e8c45fSAndroid Build Coastguard Worker glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
223*38e8c45fSAndroid Build Coastguard Worker }
224*38e8c45fSAndroid Build Coastguard Worker
render(int quads)225*38e8c45fSAndroid Build Coastguard Worker void render(int quads)
226*38e8c45fSAndroid Build Coastguard Worker {
227*38e8c45fSAndroid Build Coastguard Worker int i, j;
228*38e8c45fSAndroid Build Coastguard Worker
229*38e8c45fSAndroid Build Coastguard Worker const GLfloat vertices[] = {
230*38e8c45fSAndroid Build Coastguard Worker -1, -1, 0,
231*38e8c45fSAndroid Build Coastguard Worker 1, -1, 0,
232*38e8c45fSAndroid Build Coastguard Worker 1, 1, 0,
233*38e8c45fSAndroid Build Coastguard Worker -1, 1, 0
234*38e8c45fSAndroid Build Coastguard Worker };
235*38e8c45fSAndroid Build Coastguard Worker
236*38e8c45fSAndroid Build Coastguard Worker const GLfixed texCoords[] = {
237*38e8c45fSAndroid Build Coastguard Worker 0, 0,
238*38e8c45fSAndroid Build Coastguard Worker FIXED_ONE, 0,
239*38e8c45fSAndroid Build Coastguard Worker FIXED_ONE, FIXED_ONE,
240*38e8c45fSAndroid Build Coastguard Worker 0, FIXED_ONE
241*38e8c45fSAndroid Build Coastguard Worker };
242*38e8c45fSAndroid Build Coastguard Worker
243*38e8c45fSAndroid Build Coastguard Worker const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 };
244*38e8c45fSAndroid Build Coastguard Worker
245*38e8c45fSAndroid Build Coastguard Worker
246*38e8c45fSAndroid Build Coastguard Worker GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
247*38e8c45fSAndroid Build Coastguard Worker for (i=0 ; i<quads ; i++)
248*38e8c45fSAndroid Build Coastguard Worker memcpy(indices+(sizeof(quadIndices)/sizeof(indices[0]))*i, quadIndices, sizeof(quadIndices));
249*38e8c45fSAndroid Build Coastguard Worker
250*38e8c45fSAndroid Build Coastguard Worker glVertexPointer(3, GL_FLOAT, 0, vertices);
251*38e8c45fSAndroid Build Coastguard Worker glTexCoordPointer(2, GL_FIXED, 0, texCoords);
252*38e8c45fSAndroid Build Coastguard Worker
253*38e8c45fSAndroid Build Coastguard Worker // make sure to do a couple eglSwapBuffers to make sure there are
254*38e8c45fSAndroid Build Coastguard Worker // no problems with the very first ones (who knows)
255*38e8c45fSAndroid Build Coastguard Worker glClearColor(0.4, 0.4, 0.4, 0.4);
256*38e8c45fSAndroid Build Coastguard Worker glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
257*38e8c45fSAndroid Build Coastguard Worker eglSwapBuffers(eglDisplay, eglSurface);
258*38e8c45fSAndroid Build Coastguard Worker glClearColor(0.6, 0.6, 0.6, 0.6);
259*38e8c45fSAndroid Build Coastguard Worker glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
260*38e8c45fSAndroid Build Coastguard Worker eglSwapBuffers(eglDisplay, eglSurface);
261*38e8c45fSAndroid Build Coastguard Worker glClearColor(1.0, 1.0, 1.0, 1.0);
262*38e8c45fSAndroid Build Coastguard Worker
263*38e8c45fSAndroid Build Coastguard Worker for (j=0 ; j<10 ; j++) {
264*38e8c45fSAndroid Build Coastguard Worker printf("loop %d / 10 (%d quads / loop)\n", j, quads);
265*38e8c45fSAndroid Build Coastguard Worker
266*38e8c45fSAndroid Build Coastguard Worker int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
267*38e8c45fSAndroid Build Coastguard Worker glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
268*38e8c45fSAndroid Build Coastguard Worker glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
269*38e8c45fSAndroid Build Coastguard Worker eglSwapBuffers(eglDisplay, eglSurface);
270*38e8c45fSAndroid Build Coastguard Worker }
271*38e8c45fSAndroid Build Coastguard Worker
272*38e8c45fSAndroid Build Coastguard Worker free(indices);
273*38e8c45fSAndroid Build Coastguard Worker }
274*38e8c45fSAndroid Build Coastguard Worker
275