1 // Simple OpenGL ES 1.x application showing how to initialize and draw something. 2 3 #include <EGL/egl.h> 4 5 #include <GLES/gl.h> 6 #include <GLES/glext.h> 7 8 #include <ui/FramebufferNativeWindow.h> 9 #include <ui/EGLUtils.h> 10 11 #include <stdio.h> 12 13 #include <stdlib.h> 14 #include <math.h> 15 16 using namespace android; 17 18 EGLDisplay eglDisplay; 19 EGLSurface eglSurface; 20 EGLContext eglContext; 21 GLuint texture; 22 23 #define FIXED_ONE 0x10000 24 #define ITERATIONS 50 25 26 int init_gl_surface(void); 27 void free_gl_surface(void); 28 void init_scene(void); 29 void render(); 30 void create_texture(void); 31 int readTimer(void); 32 33 static void printGLString(const char *name, GLenum s) { 34 const char *v = (const char *) glGetString(s); 35 fprintf(stderr, "GL %s = %s\n", name, v); 36 } 37 38 static void gluLookAt(float eyeX, float eyeY, float eyeZ, 39 float centerX, float centerY, float centerZ, float upX, float upY, 40 float upZ) 41 { 42 // See the OpenGL GLUT documentation for gluLookAt for a description 43 // of the algorithm. We implement it in a straightforward way: 44 45 float fx = centerX - eyeX; 46 float fy = centerY - eyeY; 47 float fz = centerZ - eyeZ; 48 49 // Normalize f 50 float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz); 51 fx *= rlf; 52 fy *= rlf; 53 fz *= rlf; 54 55 // Normalize up 56 float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ); 57 upX *= rlup; 58 upY *= rlup; 59 upZ *= rlup; 60 61 // compute s = f x up (x means "cross product") 62 63 float sx = fy * upZ - fz * upY; 64 float sy = fz * upX - fx * upZ; 65 float sz = fx * upY - fy * upX; 66 67 // compute u = s x f 68 float ux = sy * fz - sz * fy; 69 float uy = sz * fx - sx * fz; 70 float uz = sx * fy - sy * fx; 71 72 float m[16] ; 73 m[0] = sx; 74 m[1] = ux; 75 m[2] = -fx; 76 m[3] = 0.0f; 77 78 m[4] = sy; 79 m[5] = uy; 80 m[6] = -fy; 81 m[7] = 0.0f; 82 83 m[8] = sz; 84 m[9] = uz; 85 m[10] = -fz; 86 m[11] = 0.0f; 87 88 m[12] = 0.0f; 89 m[13] = 0.0f; 90 m[14] = 0.0f; 91 m[15] = 1.0f; 92 93 glMultMatrixf(m); 94 glTranslatef(-eyeX, -eyeY, -eyeZ); 95 } 96 97 void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) { 98 99 #define X(VAL) {VAL, #VAL} 100 struct {EGLint attribute; const char* name;} names[] = { 101 X(EGL_BUFFER_SIZE), 102 X(EGL_ALPHA_SIZE), 103 X(EGL_BLUE_SIZE), 104 X(EGL_GREEN_SIZE), 105 X(EGL_RED_SIZE), 106 X(EGL_DEPTH_SIZE), 107 X(EGL_STENCIL_SIZE), 108 X(EGL_CONFIG_CAVEAT), 109 X(EGL_CONFIG_ID), 110 X(EGL_LEVEL), 111 X(EGL_MAX_PBUFFER_HEIGHT), 112 X(EGL_MAX_PBUFFER_PIXELS), 113 X(EGL_MAX_PBUFFER_WIDTH), 114 X(EGL_NATIVE_RENDERABLE), 115 X(EGL_NATIVE_VISUAL_ID), 116 X(EGL_NATIVE_VISUAL_TYPE), 117 X(EGL_SAMPLES), 118 X(EGL_SAMPLE_BUFFERS), 119 X(EGL_SURFACE_TYPE), 120 X(EGL_TRANSPARENT_TYPE), 121 X(EGL_TRANSPARENT_RED_VALUE), 122 X(EGL_TRANSPARENT_GREEN_VALUE), 123 X(EGL_TRANSPARENT_BLUE_VALUE), 124 X(EGL_BIND_TO_TEXTURE_RGB), 125 X(EGL_BIND_TO_TEXTURE_RGBA), 126 X(EGL_MIN_SWAP_INTERVAL), 127 X(EGL_MAX_SWAP_INTERVAL), 128 X(EGL_LUMINANCE_SIZE), 129 X(EGL_ALPHA_MASK_SIZE), 130 X(EGL_COLOR_BUFFER_TYPE), 131 X(EGL_RENDERABLE_TYPE), 132 X(EGL_CONFORMANT), 133 }; 134 #undef X 135 136 for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) { 137 EGLint value = -1; 138 EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value); 139 EGLint error = eglGetError(); 140 if (returnVal && error == EGL_SUCCESS) { 141 printf(" %s: ", names[j].name); 142 printf("%d (0x%x)", value, value); 143 } 144 } 145 printf("\n"); 146 } 147 148 static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) { 149 if (returnVal != EGL_TRUE) { 150 fprintf(stderr, "%s() returned %d\n", op, returnVal); 151 } 152 153 for (EGLint error = eglGetError(); error != EGL_SUCCESS; error 154 = eglGetError()) { 155 fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error), 156 error); 157 } 158 } 159 160 int printEGLConfigurations(EGLDisplay dpy) { 161 EGLint numConfig = 0; 162 EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig); 163 checkEglError("eglGetConfigs", returnVal); 164 if (!returnVal) { 165 return false; 166 } 167 168 printf("Number of EGL configurations: %d\n", numConfig); 169 170 EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig); 171 if (! configs) { 172 printf("Could not allocate configs.\n"); 173 return false; 174 } 175 176 returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig); 177 checkEglError("eglGetConfigs", returnVal); 178 if (!returnVal) { 179 free(configs); 180 return false; 181 } 182 183 for(int i = 0; i < numConfig; i++) { 184 printf("Configuration %d\n", i); 185 printEGLConfiguration(dpy, configs[i]); 186 } 187 188 free(configs); 189 return true; 190 } 191 192 int main(int argc, char **argv) 193 { 194 int q; 195 int start, end; 196 printf("Initializing EGL...\n"); 197 if(!init_gl_surface()) 198 { 199 printf("GL initialisation failed - exiting\n"); 200 return 0; 201 } 202 init_scene(); 203 create_texture(); 204 printf("Running...\n"); 205 while(true) { 206 render(); 207 } 208 free_gl_surface(); 209 return 0; 210 } 211 212 int init_gl_surface(void) 213 { 214 EGLint numConfigs = 1; 215 EGLConfig myConfig = {0}; 216 EGLint attrib[] = 217 { 218 EGL_SURFACE_TYPE, EGL_WINDOW_BIT, 219 EGL_NONE 220 }; 221 222 if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY ) 223 { 224 printf("eglGetDisplay failed\n"); 225 return 0; 226 } 227 228 if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE ) 229 { 230 printf("eglInitialize failed\n"); 231 return 0; 232 } 233 234 if (! printEGLConfigurations(eglDisplay)) { 235 printf("printEGLConfigurations failed.\n"); 236 return 0; 237 } 238 239 EGLNativeWindowType window = android_createDisplaySurface(); 240 EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig); 241 242 if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig, 243 window, 0)) == EGL_NO_SURFACE ) 244 { 245 printf("eglCreateWindowSurface failed\n"); 246 return 0; 247 } 248 249 if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT ) 250 { 251 printf("eglCreateContext failed\n"); 252 return 0; 253 } 254 255 if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE ) 256 { 257 printf("eglMakeCurrent failed\n"); 258 return 0; 259 } 260 261 int w, h; 262 263 eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w); 264 checkEglError("eglQuerySurface"); 265 eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h); 266 checkEglError("eglQuerySurface"); 267 GLint dim = w < h ? w : h; 268 269 fprintf(stderr, "Window dimensions: %d x %d\n", w, h); 270 271 printGLString("Version", GL_VERSION); 272 printGLString("Vendor", GL_VENDOR); 273 printGLString("Renderer", GL_RENDERER); 274 printGLString("Extensions", GL_EXTENSIONS); 275 276 return 1; 277 } 278 279 void free_gl_surface(void) 280 { 281 if (eglDisplay != EGL_NO_DISPLAY) 282 { 283 eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE, 284 EGL_NO_SURFACE, EGL_NO_CONTEXT ); 285 eglDestroyContext( eglDisplay, eglContext ); 286 eglDestroySurface( eglDisplay, eglSurface ); 287 eglTerminate( eglDisplay ); 288 eglDisplay = EGL_NO_DISPLAY; 289 } 290 } 291 292 void init_scene(void) 293 { 294 glDisable(GL_DITHER); 295 glEnable(GL_CULL_FACE); 296 float ratio = 320.0f / 480.0f; 297 glViewport(0, 0, 320, 480); 298 glMatrixMode(GL_PROJECTION); 299 glLoadIdentity(); 300 glFrustumf(-ratio, ratio, -1, 1, 1, 10); 301 glMatrixMode(GL_MODELVIEW); 302 glLoadIdentity(); 303 gluLookAt( 304 0, 0, 3, // eye 305 0, 0, 0, // center 306 0, 1, 0); // up 307 glEnable(GL_TEXTURE_2D); 308 glEnableClientState(GL_VERTEX_ARRAY); 309 glEnableClientState(GL_TEXTURE_COORD_ARRAY); 310 } 311 312 void create_texture(void) 313 { 314 const unsigned int on = 0xff0000ff; 315 const unsigned int off = 0xffffffff; 316 const unsigned int pixels[] = 317 { 318 on, off, on, off, on, off, on, off, 319 off, on, off, on, off, on, off, on, 320 on, off, on, off, on, off, on, off, 321 off, on, off, on, off, on, off, on, 322 on, off, on, off, on, off, on, off, 323 off, on, off, on, off, on, off, on, 324 on, off, on, off, on, off, on, off, 325 off, on, off, on, off, on, off, on, 326 }; 327 328 glGenTextures(1, &texture); 329 glBindTexture(GL_TEXTURE_2D, texture); 330 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); 331 glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); 332 glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 333 glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); 334 } 335 336 void render() 337 { 338 int i, j; 339 int quads = 1; 340 341 const GLfloat vertices[] = { 342 -1, -1, 0, 343 1, -1, 0, 344 1, 1, 0, 345 -1, 1, 0 346 }; 347 348 const GLfixed texCoords[] = { 349 0, 0, 350 FIXED_ONE, 0, 351 FIXED_ONE, FIXED_ONE, 352 0, FIXED_ONE 353 }; 354 355 const GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; 356 357 glVertexPointer(3, GL_FLOAT, 0, vertices); 358 glTexCoordPointer(2, GL_FIXED, 0, texCoords); 359 glClearColor(1.0, 1.0, 1.0, 1.0); 360 int nelem = sizeof(indices)/sizeof(indices[0]); 361 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); 362 glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, indices); 363 eglSwapBuffers(eglDisplay, eglSurface); 364 } 365