Updated OpenGL test app
This commit is contained in:
228
project/jni/application/test-opengl/sdl_hello.cpp
Normal file
228
project/jni/application/test-opengl/sdl_hello.cpp
Normal file
@@ -0,0 +1,228 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
|
||||
#ifdef ANDROID
|
||||
#include <GLES/gl.h>
|
||||
#define glOrtho glOrthof
|
||||
|
||||
#include <android/log.h>
|
||||
#define fprintf(X, ...) __android_log_print(ANDROID_LOG_INFO, "Ballfield", __VA_ARGS__)
|
||||
#define printf(...) __android_log_print(ANDROID_LOG_INFO, "Ballfield", __VA_ARGS__)
|
||||
#else
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
int screenWidth = 0;
|
||||
int screenHeight = 0;
|
||||
|
||||
struct Sprite {
|
||||
|
||||
Sprite(const char * path)
|
||||
{
|
||||
w = h = upload_w = upload_h = texture = 0;
|
||||
imagePath = path;
|
||||
loadTexture();
|
||||
}
|
||||
|
||||
bool loadTexture()
|
||||
{
|
||||
SDL_Surface *pic;
|
||||
|
||||
pic = IMG_Load(imagePath.c_str());
|
||||
|
||||
if(!pic)
|
||||
{
|
||||
printf("Error: image %s cannot be loaded\n", imagePath.c_str());
|
||||
return false;
|
||||
}
|
||||
if(pic->format->BitsPerPixel != 32 && pic->format->BitsPerPixel != 24)
|
||||
{
|
||||
printf("Error: image %s is %dbpp - it should be either 24bpp or 32bpp, images with palette are not supported\n", imagePath.c_str(), pic->format->BitsPerPixel);
|
||||
SDL_FreeSurface(pic);
|
||||
return false;
|
||||
}
|
||||
|
||||
GLenum glFormat = (pic->format->BitsPerPixel == 32 ? GL_RGBA : GL_RGB);
|
||||
w = pic->w;
|
||||
h = pic->h;
|
||||
upload_w = powerOfTwo(w);
|
||||
upload_h = powerOfTwo(h);
|
||||
|
||||
glGenTextures(1, &texture);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, glFormat, upload_w, upload_h, 0, glFormat, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, glFormat, GL_UNSIGNED_BYTE, pic->pixels);
|
||||
|
||||
SDL_FreeSurface(pic);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int powerOfTwo(int i)
|
||||
{
|
||||
int r;
|
||||
for (r = 1; r < i; r *= 2) {}
|
||||
return r;
|
||||
}
|
||||
|
||||
void draw(GLfloat x, GLfloat y, GLfloat width, GLfloat height, GLfloat r = 1.0f, GLfloat g = 1.0f, GLfloat b = 1.0f, GLfloat a = 1.0f)
|
||||
{
|
||||
if(texture == 0)
|
||||
return;
|
||||
// GL coordinates start at bottom-left corner, which is counter-intuitive for sprite graphics, so we have to flip Y coordinate
|
||||
GLfloat textureCoordinates[] = { 0.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f,
|
||||
1.0f, 0.0f };
|
||||
GLfloat vertices[] = { x, screenHeight - y,
|
||||
x, screenHeight - (y + height),
|
||||
x + width, screenHeight - (y + height),
|
||||
x + width, screenHeight - y };
|
||||
glColor4f(r, g, b, a);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 0, vertices);
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, textureCoordinates);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // You may just replace all your GL_QUADS with GL_TRIANGLE_FAN and it will draw absolutely identically with same coordinates, if you have just 4 coords.
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
void draw(GLfloat x, GLfloat y)
|
||||
{
|
||||
draw(x, y, w, h);
|
||||
}
|
||||
|
||||
GLuint texture;
|
||||
int w, h, upload_w, upload_h;
|
||||
std::string imagePath;
|
||||
};
|
||||
|
||||
static void
|
||||
initGL()
|
||||
{
|
||||
|
||||
glViewport(0, 0, screenWidth, screenHeight);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
glOrtho(0.0f, screenWidth, 0.0f, screenHeight, -1.0f, 1.0f);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
|
||||
static void
|
||||
clearScreen()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); // Always clear your scene before rendering, unless you're sure that you'll fill whole screen with textures/models etc
|
||||
|
||||
// You have to do this each frame, because SDL messes up with your GL context when drawing on-screen keyboard, however is saves/restores your matrices
|
||||
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
||||
}
|
||||
|
||||
|
||||
static void initSDL()
|
||||
{
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
|
||||
screenWidth = SDL_GetVideoInfo()->current_w;
|
||||
screenHeight = SDL_GetVideoInfo()->current_h;
|
||||
|
||||
if ( ! SDL_SetVideoMode(screenWidth, screenHeight, 24, SDL_OPENGL|SDL_DOUBLEBUF|SDL_FULLSCREEN) )
|
||||
{
|
||||
fprintf(stderr, "Couldn't set GL video mode: %s\n", SDL_GetError());
|
||||
SDL_Quit();
|
||||
exit(2);
|
||||
}
|
||||
SDL_WM_SetCaption("test", "test");
|
||||
}
|
||||
|
||||
int
|
||||
main(int argc, char *argv[])
|
||||
{
|
||||
initSDL();
|
||||
initGL();
|
||||
|
||||
std::vector<Sprite> sprites;
|
||||
sprites.push_back(Sprite("test.png"));
|
||||
sprites.push_back(Sprite("element0.png"));
|
||||
sprites.push_back(Sprite("element1.png"));
|
||||
sprites.push_back(Sprite("element2.png"));
|
||||
sprites.push_back(Sprite("element3.png"));
|
||||
|
||||
int coords[][2] = { {0, 0},
|
||||
{200, 0},
|
||||
{300, 200},
|
||||
{400, 300} };
|
||||
|
||||
float pulse = 1.0f, pulseChange = 0.01f;
|
||||
int anim = 1;
|
||||
|
||||
while ( ! SDL_GetKeyState(NULL)[SDLK_ESCAPE] ) // Exit by pressing Back button
|
||||
{
|
||||
clearScreen();
|
||||
int mouseX = 0, mouseY = 0, buttons = 0;
|
||||
buttons = SDL_GetMouseState(&mouseX, &mouseY);
|
||||
|
||||
sprites[0].draw(mouseX - sprites[0].w/2, mouseY - sprites[0].h/2, sprites[0].w, sprites[0].h, buttons ? 0 : 1, 1, 1, pulse);
|
||||
|
||||
sprites[1].draw(coords[0][0], coords[0][1]);
|
||||
sprites[2].draw(coords[1][0], coords[1][1], sprites[2].w * pulse * 4, sprites[2].h * pulse * 4);
|
||||
sprites[3].draw(coords[2][0], coords[2][1], sprites[3].w * pulse * 4, sprites[3].h * 2);
|
||||
sprites[4].draw(coords[3][0], coords[3][1], sprites[4].w, sprites[4].h * pulse * 2);
|
||||
|
||||
SDL_GL_SwapBuffers();
|
||||
SDL_Event event;
|
||||
while( SDL_PollEvent(&event) )
|
||||
{
|
||||
if(event.type == SDL_VIDEORESIZE)
|
||||
{
|
||||
// Reload textures to OpenGL
|
||||
initGL();
|
||||
for(int i = 0; i < sprites.size(); i++)
|
||||
sprites[i].loadTexture();
|
||||
}
|
||||
}
|
||||
|
||||
// Some kinda animation
|
||||
|
||||
pulse += pulseChange;
|
||||
if(pulse > 1.0f)
|
||||
pulseChange = -0.01f;
|
||||
if(pulse < 0)
|
||||
pulseChange = 0.01f;
|
||||
|
||||
for(int i = 0; i < 4; i++)
|
||||
{
|
||||
coords[i][0] += anim;
|
||||
coords[i][1] += anim;
|
||||
}
|
||||
if( coords[0][0] < 0 )
|
||||
anim = 1;
|
||||
if( coords[3][1] > screenHeight )
|
||||
anim = -1;
|
||||
}
|
||||
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
||||
Reference in New Issue
Block a user