diff options
Diffstat (limited to 'opengl/tests/tritex/tritex.c')
-rw-r--r-- | opengl/tests/tritex/tritex.c | 273 |
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);
-}
- |