// Simple OpenGL ES 1.x application showing how to initialize and draw something.
-#include <EGL/egl.h>\r
+#include <EGL/egl.h>
+
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <ui/FramebufferNativeWindow.h>
#include <ui/EGLUtils.h>
-#include <stdio.h>\r
+#include <stdio.h>
+
#include <stdlib.h>
#include <math.h>
using namespace android;
-\r
-EGLDisplay eglDisplay;\r
-EGLSurface eglSurface;\r
-EGLContext eglContext;\r
-GLuint texture;\r
-\r
+
+EGLDisplay eglDisplay;
+EGLSurface eglSurface;
+EGLContext eglContext;
+GLuint texture;
+
#define FIXED_ONE 0x10000
-#define ITERATIONS 50\r
-\r
-int init_gl_surface(void);\r
-void free_gl_surface(void);\r
-void init_scene(void);\r
-void render();\r
+#define ITERATIONS 50
+
+int init_gl_surface(void);
+void free_gl_surface(void);
+void init_scene(void);
+void render();
void create_texture(void);
-int readTimer(void);\r
+int readTimer(void);
+
+static void printGLString(const char *name, GLenum s) {
+ const char *v = (const char *) glGetString(s);
+ fprintf(stderr, "GL %s = %s\n", name, v);
+}
static void gluLookAt(float eyeX, float eyeY, float eyeZ,
float centerX, float centerY, float centerZ, float upX, float upY,
glTranslatef(-eyeX, -eyeY, -eyeZ);
}
-
void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {
#define X(VAL) {VAL, #VAL}
free(configs);
return true;
}
-\r
-int main(int argc, char **argv)\r
-{\r
- int q;
- int start, end;\r
+int main(int argc, char **argv)
+{
+ int q;
+ int start, end;
printf("Initializing EGL...\n");
-\r
- if(!init_gl_surface())\r
- {\r
- printf("GL initialisation failed - exiting\n");\r
- return 0;\r
- }\r
-\r
- init_scene();\r
-\r
- create_texture();\r
-\r
+ if(!init_gl_surface())
+ {
+ printf("GL initialisation failed - exiting\n");
+ return 0;
+ }
+ init_scene();
+ create_texture();
printf("Running...\n");
-
while(true) {
render();
- }\r
-\r
- free_gl_surface();\r
-\r
- return 0;\r
-}\r
-\r
-int init_gl_surface(void)\r
-{\r
- EGLint numConfigs = 1;\r
- EGLConfig myConfig = {0};\r
- EGLint attrib[] =\r
- {\r
- EGL_SURFACE_TYPE, EGL_WINDOW_BIT,\r
- EGL_NONE\r
- };\r
-\r
- if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )\r
- {\r
- printf("eglGetDisplay failed\n");\r
- return 0;\r
}
-\r
- if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )\r
- {\r
- printf("eglInitialize failed\n");\r
- return 0;\r
+ free_gl_surface();
+ return 0;
+}
+
+int init_gl_surface(void)
+{
+ EGLint numConfigs = 1;
+ EGLConfig myConfig = {0};
+ EGLint attrib[] =
+ {
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
+ 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;
}
if (! printEGLConfigurations(eglDisplay)) {
printf("printEGLConfigurations failed.\n");
return 0;
- }\r
- EGLNativeWindowType window = android_createDisplaySurface();\r
- EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);\r
-\r
+ }
+
+ EGLNativeWindowType window = android_createDisplaySurface();
+ EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
+
if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
- window, 0)) == EGL_NO_SURFACE )\r
- {\r
- printf("eglCreateWindowSurface failed\n");\r
- return 0;\r
- }\r
-\r
- if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )\r
- {\r
- printf("eglCreateContext failed\n");\r
- return 0;\r
- }\r
-\r
- if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )\r
- {\r
- printf("eglMakeCurrent failed\n");\r
- return 0;\r
- }\r
-\r
- return 1;\r
-}\r
-\r
-void free_gl_surface(void)\r
-{\r
- if (eglDisplay != EGL_NO_DISPLAY)\r
- {\r
- eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,\r
- EGL_NO_SURFACE, EGL_NO_CONTEXT );\r
- eglDestroyContext( eglDisplay, eglContext );\r
- eglDestroySurface( eglDisplay, eglSurface );\r
- eglTerminate( eglDisplay );\r
- eglDisplay = EGL_NO_DISPLAY;\r
- }\r
-}\r
-\r
-void init_scene(void)\r
-{\r
+ 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;
+ }
+
+ int w, h;
+
+ eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
+ checkEglError("eglQuerySurface");
+ eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
+ checkEglError("eglQuerySurface");
+ GLint dim = w < h ? w : h;
+
+ fprintf(stderr, "Window dimensions: %d x %d\n", w, h);
+
+ printGLString("Version", GL_VERSION);
+ printGLString("Vendor", GL_VENDOR);
+ printGLString("Renderer", GL_RENDERER);
+ printGLString("Extensions", GL_EXTENSIONS);
+
+ 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);\r
+ glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0, 0, 3, // eye
0, 0, 0, // center
0, 1, 0); // up
-\r
- glEnable(GL_TEXTURE_2D);\r
- glEnableClientState(GL_VERTEX_ARRAY);\r
+ glEnable(GL_TEXTURE_2D);
+ glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-}\r
-\r
-void create_texture(void)\r
-{\r
+}
+
+void create_texture(void)
+{
const unsigned int on = 0xff0000ff;
const unsigned int off = 0xffffffff;
const unsigned int pixels[] =
off, on, off, on, off, on, off, on,
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
- };\r
- glGenTextures(1, &texture);\r
- glBindTexture(GL_TEXTURE_2D, texture);\r
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);\r
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
- glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);\r
- glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);\r
-}\r
-\r
-void render()\r
-{\r
+ };
+
+ 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 i, j;
- int quads = 1;\r
-\r
- const GLfloat vertices[] = {\r
- -1, -1, 0,\r
- 1, -1, 0,\r
- 1, 1, 0,\r
- -1, 1, 0\r
- };\r
-\r
- const GLfixed texCoords[] = {\r
- 0, 0,\r
- FIXED_ONE, 0,\r
- FIXED_ONE, FIXED_ONE,\r
- 0, FIXED_ONE\r
- };\r
-\r
+ int quads = 1;
+
+ 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 indices[] = { 0, 1, 2, 0, 2, 3 };
-\r
- glVertexPointer(3, GL_FLOAT, 0, vertices);\r
- glTexCoordPointer(2, GL_FIXED, 0, texCoords);
+ glVertexPointer(3, GL_FLOAT, 0, vertices);
+ glTexCoordPointer(2, GL_FIXED, 0, texCoords);
glClearColor(1.0, 1.0, 1.0, 1.0);
-
int nelem = sizeof(indices)/sizeof(indices[0]);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, indices);
- eglSwapBuffers(eglDisplay, eglSurface);\r
-}\r
-
+ eglSwapBuffers(eglDisplay, eglSurface);
+}