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-rw-r--r--opengl/tests/tritex/tritex.c273
1 files changed, 0 insertions, 273 deletions
diff --git a/opengl/tests/tritex/tritex.c b/opengl/tests/tritex/tritex.c
deleted file mode 100644
index 60a7feb..0000000
--- a/opengl/tests/tritex/tritex.c
+++ /dev/null
@@ -1,273 +0,0 @@
-// Calls glDrawElements() the number of times specified by
-// ITERATIONS. Should draw a checkerboard on the screen after
-// a few seconds.
-//
-// Ported from a Java version by Google.
-
-#include <EGL/egl.h>
-#include <GLES/gl.h>
-
-#include <stdio.h>
-#include <stdlib.h>
-#include <math.h>
-
-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(int quads);
-void create_texture(void);
-int readTimer(void);
-
-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);
-}
-
-int main(int argc, char **argv)
-{
- int q;
- int start, end;
-
- printf("Initializing EGL...\n");
-
- if(!init_gl_surface())
- {
- printf("GL initialisation failed - exiting\n");
- return 0;
- }
-
- init_scene();
-
- create_texture();
-
- printf("Start test...\n");
-
- render(argc==2 ? atoi(argv[1]) : ITERATIONS);
-
- free_gl_surface();
-
- return 0;
-}
-
-int init_gl_surface(void)
-{
- EGLint numConfigs = 1;
- EGLConfig myConfig = {0};
- EGLint attrib[] =
- {
- EGL_DEPTH_SIZE, 16,
- 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 ( eglChooseConfig(eglDisplay, attrib, &myConfig, 1, &numConfigs) != EGL_TRUE )
- {
- printf("eglChooseConfig failed\n");
- return 0;
- }
-
- if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
- android_createDisplaySurface(), 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)
-{
- 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);
- 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(void)
-{
- 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);
-}
-
-void render(int quads)
-{
- int i, j;
-
- 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 template[] = { 0, 1, 2, 0, 2, 3 };
-
-
- GLushort* indices = (GLushort*)malloc(quads*sizeof(template));
- for (i=0 ; i<quads ; i++)
- memcpy(indices+(sizeof(template)/sizeof(indices[0]))*i, template, sizeof(template));
-
- glVertexPointer(3, GL_FLOAT, 0, vertices);
- glTexCoordPointer(2, GL_FIXED, 0, texCoords);
-
- // make sure to do a couple eglSwapBuffers to make sure there are
- // no problems with the very first ones (who knows)
- glClearColor(0.4, 0.4, 0.4, 0.4);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- eglSwapBuffers(eglDisplay, eglSurface);
- glClearColor(0.6, 0.6, 0.6, 0.6);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- eglSwapBuffers(eglDisplay, eglSurface);
- glClearColor(1.0, 1.0, 1.0, 1.0);
-
- for (j=0 ; j<10 ; j++) {
- printf("loop %d / 10 (%d quads / loop)\n", j, quads);
-
- int nelem = sizeof(template)/sizeof(template[0]);
- glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
- glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
- eglSwapBuffers(eglDisplay, eglSurface);
- }
-
- free(indices);
-}
-