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      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 }
    165