Merge change I1c875584
* changes: Print OpenGL version and extension information.
This commit is contained in:
@@ -1,32 +1,39 @@
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// Simple OpenGL ES 1.x application showing how to initialize and draw something.
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#include <EGL/egl.h>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <ui/FramebufferNativeWindow.h>
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#include <ui/EGLUtils.h>
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#include <stdio.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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using namespace android;
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EGLDisplay eglDisplay;
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EGLSurface eglSurface;
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EGLContext eglContext;
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GLuint texture;
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EGLDisplay eglDisplay;
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EGLSurface eglSurface;
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EGLContext eglContext;
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GLuint texture;
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#define FIXED_ONE 0x10000
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#define ITERATIONS 50
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int init_gl_surface(void);
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void free_gl_surface(void);
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void init_scene(void);
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void render();
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#define ITERATIONS 50
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int init_gl_surface(void);
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void free_gl_surface(void);
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void init_scene(void);
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void render();
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void create_texture(void);
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int readTimer(void);
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int readTimer(void);
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static void printGLString(const char *name, GLenum s) {
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const char *v = (const char *) glGetString(s);
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fprintf(stderr, "GL %s = %s\n", name, v);
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}
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static void gluLookAt(float eyeX, float eyeY, float eyeZ,
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float centerX, float centerY, float centerZ, float upX, float upY,
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@@ -87,7 +94,6 @@ static void gluLookAt(float eyeX, float eyeY, float eyeZ,
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glTranslatef(-eyeX, -eyeY, -eyeZ);
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}
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void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {
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#define X(VAL) {VAL, #VAL}
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@@ -183,125 +189,129 @@ int printEGLConfigurations(EGLDisplay dpy) {
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free(configs);
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return true;
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}
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int main(int argc, char **argv)
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{
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int main(int argc, char **argv)
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{
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int q;
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int start, end;
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int start, end;
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printf("Initializing EGL...\n");
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if(!init_gl_surface())
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{
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printf("GL initialisation failed - exiting\n");
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return 0;
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}
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init_scene();
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create_texture();
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if(!init_gl_surface())
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{
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printf("GL initialisation failed - exiting\n");
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return 0;
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}
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init_scene();
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create_texture();
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printf("Running...\n");
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while(true) {
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render();
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}
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free_gl_surface();
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return 0;
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}
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int init_gl_surface(void)
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{
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EGLint numConfigs = 1;
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EGLConfig myConfig = {0};
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EGLint attrib[] =
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{
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_NONE
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};
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if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
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{
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printf("eglGetDisplay failed\n");
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return 0;
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}
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if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
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{
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printf("eglInitialize failed\n");
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return 0;
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free_gl_surface();
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return 0;
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}
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int init_gl_surface(void)
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{
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EGLint numConfigs = 1;
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EGLConfig myConfig = {0};
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EGLint attrib[] =
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{
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_NONE
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};
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if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
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{
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printf("eglGetDisplay failed\n");
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return 0;
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}
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if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
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{
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printf("eglInitialize failed\n");
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return 0;
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}
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if (! printEGLConfigurations(eglDisplay)) {
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printf("printEGLConfigurations failed.\n");
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return 0;
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}
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EGLNativeWindowType window = android_createDisplaySurface();
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EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
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}
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EGLNativeWindowType window = android_createDisplaySurface();
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EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
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if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
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window, 0)) == EGL_NO_SURFACE )
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{
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printf("eglCreateWindowSurface failed\n");
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return 0;
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}
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if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
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{
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printf("eglCreateContext failed\n");
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return 0;
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}
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if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
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{
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printf("eglMakeCurrent failed\n");
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return 0;
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}
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return 1;
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}
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void free_gl_surface(void)
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{
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if (eglDisplay != EGL_NO_DISPLAY)
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{
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eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
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EGL_NO_SURFACE, EGL_NO_CONTEXT );
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eglDestroyContext( eglDisplay, eglContext );
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eglDestroySurface( eglDisplay, eglSurface );
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eglTerminate( eglDisplay );
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eglDisplay = EGL_NO_DISPLAY;
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}
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}
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void init_scene(void)
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{
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window, 0)) == EGL_NO_SURFACE )
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{
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printf("eglCreateWindowSurface failed\n");
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return 0;
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}
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if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
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{
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printf("eglCreateContext failed\n");
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return 0;
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}
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if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
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{
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printf("eglMakeCurrent failed\n");
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return 0;
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}
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int w, h;
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eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
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checkEglError("eglQuerySurface");
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eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
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checkEglError("eglQuerySurface");
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GLint dim = w < h ? w : h;
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fprintf(stderr, "Window dimensions: %d x %d\n", w, h);
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printGLString("Version", GL_VERSION);
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printGLString("Vendor", GL_VENDOR);
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printGLString("Renderer", GL_RENDERER);
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printGLString("Extensions", GL_EXTENSIONS);
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return 1;
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}
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void free_gl_surface(void)
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{
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if (eglDisplay != EGL_NO_DISPLAY)
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{
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eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
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EGL_NO_SURFACE, EGL_NO_CONTEXT );
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eglDestroyContext( eglDisplay, eglContext );
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eglDestroySurface( eglDisplay, eglSurface );
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eglTerminate( eglDisplay );
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eglDisplay = EGL_NO_DISPLAY;
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}
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}
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void init_scene(void)
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{
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glDisable(GL_DITHER);
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glEnable(GL_CULL_FACE);
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float ratio = 320.0f / 480.0f;
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glViewport(0, 0, 320, 480);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(
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0, 0, 3, // eye
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0, 0, 0, // center
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0, 1, 0); // up
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void create_texture(void)
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{
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}
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void create_texture(void)
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{
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const unsigned int on = 0xff0000ff;
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const unsigned int off = 0xffffffff;
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const unsigned int pixels[] =
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@@ -314,44 +324,42 @@ void create_texture(void)
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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};
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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void render()
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{
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};
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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void render()
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{
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int i, j;
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int quads = 1;
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const GLfloat vertices[] = {
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-1, -1, 0,
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1, -1, 0,
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1, 1, 0,
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-1, 1, 0
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};
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const GLfixed texCoords[] = {
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0, 0,
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FIXED_ONE, 0,
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FIXED_ONE, FIXED_ONE,
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0, FIXED_ONE
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};
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int quads = 1;
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const GLfloat vertices[] = {
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-1, -1, 0,
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1, -1, 0,
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1, 1, 0,
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-1, 1, 0
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};
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const GLfixed texCoords[] = {
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0, 0,
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FIXED_ONE, 0,
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FIXED_ONE, FIXED_ONE,
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0, FIXED_ONE
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};
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const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FIXED, 0, texCoords);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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int nelem = sizeof(indices)/sizeof(indices[0]);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, indices);
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eglSwapBuffers(eglDisplay, eglSurface);
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}
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eglSwapBuffers(eglDisplay, eglSurface);
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}
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