summaryrefslogtreecommitdiffstats
path: root/opengl/tests/gl_jni/jni/gl_code.cpp
blob: cf86020a3d8908746dbe503566174e17328d423b (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
// OpenGL ES 1.0 code

#include <nativehelper/jni.h>
#define LOG_TAG "GLJNI gl_code.cpp"
#include <utils/Log.h>

#include <GLES/gl.h>

#include <stdio.h>

#include <stdlib.h>
#include <math.h>

GLuint texture;
GLfloat background;

#define FIXED_ONE 0x10000

static void printGLString(const char *name, GLenum s) {
    const char *v = (const char *) glGetString(s);
    ALOGI("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,
        float upZ)
{
    // See the OpenGL GLUT documentation for gluLookAt for a description
    // of the algorithm. We implement it in a straightforward way:

    float fx = centerX - eyeX;
    float fy = centerY - eyeY;
    float fz = centerZ - eyeZ;

    // Normalize f
    float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
    fx *= rlf;
    fy *= rlf;
    fz *= rlf;

    // Normalize up
    float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
    upX *= rlup;
    upY *= rlup;
    upZ *= rlup;

    // compute s = f x up (x means "cross product")

    float sx = fy * upZ - fz * upY;
    float sy = fz * upX - fx * upZ;
    float sz = fx * upY - fy * upX;

    // compute u = s x f
    float ux = sy * fz - sz * fy;
    float uy = sz * fx - sx * fz;
    float uz = sx * fy - sy * fx;

    float m[16] ;
    m[0] = sx;
    m[1] = ux;
    m[2] = -fx;
    m[3] = 0.0f;

    m[4] = sy;
    m[5] = uy;
    m[6] = -fy;
    m[7] = 0.0f;

    m[8] = sz;
    m[9] = uz;
    m[10] = -fz;
    m[11] = 0.0f;

    m[12] = 0.0f;
    m[13] = 0.0f;
    m[14] = 0.0f;
    m[15] = 1.0f;

    glMultMatrixf(m);
    glTranslatef(-eyeX, -eyeY, -eyeZ);
}

void init_scene(int width, int height)
{
    printGLString("Version", GL_VERSION);
    printGLString("Vendor", GL_VENDOR);
    printGLString("Renderer", GL_RENDERER);
    printGLString("Extensions", GL_EXTENSIONS);

    glDisable(GL_DITHER);
    glEnable(GL_CULL_FACE);

    float ratio = width / height;
    glViewport(0, 0, width, height);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glFrustumf(-ratio, ratio, -1, 1, 1, 10);

    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);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}

void create_texture()
{
    const unsigned int on = 0xff0000ff;
    const unsigned int off = 0xffffffff;
    const unsigned int pixels[] =
    {
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
            on, off, on, off, on, off, on, off,
            off, on, off, on, off, on, off, on,
            on, off, on, off, on, off, on, off,
            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);
}

extern "C" {
    JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj,  jint width, jint height);
    JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj);
    JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_changeBackground(JNIEnv * env, jobject obj);
};

JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_init(JNIEnv * env, jobject obj,  jint width, jint height)
{
    init_scene(width, height);
    create_texture();
}

JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_step(JNIEnv * env, jobject obj)
{
    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 quadIndices[] = { 0, 1, 2,  0, 2, 3 };
    glVertexPointer(3, GL_FLOAT, 0, vertices);
    glTexCoordPointer(2, GL_FIXED, 0, texCoords);

    int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
    static float grey;
    grey += 0.01f;
    if (grey > 1.0f) {
        grey = 0.0f;
    }
    glClearColor(background, grey, grey, 1.0f);
    glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    glDrawElements(GL_TRIANGLES, nelem, GL_UNSIGNED_SHORT, quadIndices);
}

JNIEXPORT void JNICALL Java_com_android_gljni_GLJNILib_changeBackground(JNIEnv * env, jobject obj)
{
    background = 1.0f - background;
}