Merge change I1c875584

* changes:
  Print OpenGL version and extension information.
This commit is contained in:
Android (Google) Code Review
2009-12-23 19:12:49 -08:00

View File

@@ -1,32 +1,39 @@
// Simple OpenGL ES 1.x application showing how to initialize and draw something.
#include <EGL/egl.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <ui/FramebufferNativeWindow.h>
#include <ui/EGLUtils.h>
#include <stdio.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
using namespace android;
EGLDisplay eglDisplay;
EGLSurface eglSurface;
EGLContext eglContext;
GLuint texture;
EGLDisplay eglDisplay;
EGLSurface eglSurface;
EGLContext eglContext;
GLuint texture;
#define FIXED_ONE 0x10000
#define ITERATIONS 50
int init_gl_surface(void);
void free_gl_surface(void);
void init_scene(void);
void render();
#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);
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,
@@ -87,7 +94,6 @@ static void gluLookAt(float eyeX, float eyeY, float eyeZ,
glTranslatef(-eyeX, -eyeY, -eyeZ);
}
void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {
#define X(VAL) {VAL, #VAL}
@@ -183,125 +189,129 @@ int printEGLConfigurations(EGLDisplay dpy) {
free(configs);
return true;
}
int main(int argc, char **argv)
{
int main(int argc, char **argv)
{
int q;
int start, end;
int start, end;
printf("Initializing EGL...\n");
if(!init_gl_surface())
{
printf("GL initialisation failed - exiting\n");
return 0;
}
init_scene();
create_texture();
if(!init_gl_surface())
{
printf("GL initialisation failed - exiting\n");
return 0;
}
init_scene();
create_texture();
printf("Running...\n");
while(true) {
render();
}
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;
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;
}
EGLNativeWindowType window = android_createDisplaySurface();
EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
}
EGLNativeWindowType window = android_createDisplaySurface();
EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
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;
}
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)
{
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);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
0, 0, 3, // eye
0, 0, 0, // center
0, 1, 0); // up
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
void create_texture(void)
{
}
void create_texture(void)
{
const unsigned int on = 0xff0000ff;
const unsigned int off = 0xffffffff;
const unsigned int pixels[] =
@@ -314,44 +324,42 @@ void create_texture(void)
off, on, off, on, off, on, off, on,
on, off, on, off, on, off, on, off,
off, on, off, on, off, on, off, on,
};
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()
{
};
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;
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
};
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 };
glVertexPointer(3, GL_FLOAT, 0, vertices);
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);
}
eglSwapBuffers(eglDisplay, eglSurface);
}