Fixed new code, added GLES2 example - I'm not sure that it works correctly, but it reports that GLES 2 is initialized
This commit is contained in:
253
project/jni/application/hello-gl2/gl_code.cpp
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253
project/jni/application/hello-gl2/gl_code.cpp
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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// OpenGL ES 2.0 code
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#include <SDL.h>
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#include <android/log.h>
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#include <GLES2/gl2.h>
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#include <GLES2/gl2ext.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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#define LOG_TAG "libgl2jni"
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#define LOGI(...) __android_log_print(ANDROID_LOG_INFO,LOG_TAG,__VA_ARGS__)
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#define LOGE(...) __android_log_print(ANDROID_LOG_ERROR,LOG_TAG,__VA_ARGS__)
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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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LOGI("GL %s = %s\n", name, v);
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}
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static void checkGlError(const char* op) {
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for (GLint error = glGetError(); error; error
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= glGetError()) {
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LOGI("after %s() glError (0x%x)\n", op, error);
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}
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}
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static const char gVertexShader[] =
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"attribute vec4 vPosition;\n"
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"void main() {\n"
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" gl_Position = vPosition;\n"
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"}\n";
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static const char gFragmentShader[] =
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"precision mediump float;\n"
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"void main() {\n"
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" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
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"}\n";
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typedef GLuint (*tglCreateShader) (GLenum type);
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tglCreateShader xglCreateShader;
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typedef void (*tglDeleteShader) (GLuint shader);
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tglDeleteShader xglDeleteShader;
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typedef void (*tglShaderSource) (GLuint shader, GLsizei count, const char** string, const GLint* length);
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tglShaderSource xglShaderSource;
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typedef void (*tglCompileShader) (GLuint shader);
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tglCompileShader xglCompileShader;
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typedef void (*tglGetShaderiv) (GLuint shader, GLenum pname, GLint* params);
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tglGetShaderiv xglGetShaderiv;
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typedef void (*tglGetShaderInfoLog) (GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog);
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tglGetShaderInfoLog xglGetShaderInfoLog;
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typedef GLuint (*tglCreateProgram) (void);
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tglCreateProgram xglCreateProgram;
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typedef void (*tglDeleteProgram) (GLuint program);
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tglDeleteProgram xglDeleteProgram;
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typedef void (*tglAttachShader) (GLuint program, GLuint shader);
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tglAttachShader xglAttachShader;
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typedef void (*tglLinkProgram) (GLuint program);
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tglLinkProgram xglLinkProgram;
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typedef void (*tglGetProgramiv) (GLuint program, GLenum pname, GLint* params);
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tglGetProgramiv xglGetProgramiv;
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typedef void (*tglGetProgramInfoLog) (GLuint program, GLsizei bufsize, GLsizei* length, char* infolog);
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tglGetProgramInfoLog xglGetProgramInfoLog;
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typedef int (*tglGetAttribLocation) (GLuint program, const char* name);
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tglGetAttribLocation xglGetAttribLocation;
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typedef void (*tglUseProgram) (GLuint program);
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tglUseProgram xglUseProgram;
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typedef void (*tglVertexAttribPointer) (GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr);
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tglVertexAttribPointer xglVertexAttribPointer;
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typedef void (*tglEnableVertexAttribArray) (GLuint index);
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tglEnableVertexAttribArray xglEnableVertexAttribArray;
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typedef void (*tglClearColor) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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tglClearColor xglClearColor;
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void loadFunctions(void)
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{
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SDL_GL_LoadLibrary(NULL);
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#define GL_LOAD_PROC(name) GL_LOAD_PROC1(name)
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#define GL_LOAD_PROC1(name) \
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x ## name = (t ## name) SDL_GL_GetProcAddress( # name ); \
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if( x ## name == NULL ) \
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LOGE("Error loading GL function: %s", # name );
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GL_LOAD_PROC(glCreateShader);
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GL_LOAD_PROC(glDeleteShader);
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GL_LOAD_PROC(glShaderSource);
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GL_LOAD_PROC(glCompileShader);
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GL_LOAD_PROC(glGetShaderiv);
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GL_LOAD_PROC(glGetShaderInfoLog);
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GL_LOAD_PROC(glCreateProgram);
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GL_LOAD_PROC(glDeleteProgram);
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GL_LOAD_PROC(glAttachShader);
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GL_LOAD_PROC(glLinkProgram);
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GL_LOAD_PROC(glGetProgramiv);
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GL_LOAD_PROC(glGetProgramInfoLog);
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GL_LOAD_PROC(glGetAttribLocation);
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GL_LOAD_PROC(glUseProgram);
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GL_LOAD_PROC(glVertexAttribPointer);
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GL_LOAD_PROC(glEnableVertexAttribArray);
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GL_LOAD_PROC(glClearColor);
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}
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GLuint loadShader(GLenum shaderType, const char* pSource) {
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GLuint shader = xglCreateShader(shaderType);
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checkGlError("glCreateShader");
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if (shader) {
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xglShaderSource(shader, 1, &pSource, NULL);
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xglCompileShader(shader);
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GLint compiled = 0;
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xglGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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GLint infoLen = 0;
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xglGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
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if (infoLen) {
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char* buf = (char*) malloc(infoLen);
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if (buf) {
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xglGetShaderInfoLog(shader, infoLen, NULL, buf);
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LOGE("Could not compile shader %d:\n%s\n",
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shaderType, buf);
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free(buf);
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}
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xglDeleteShader(shader);
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shader = 0;
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}
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}
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}
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return shader;
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}
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GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
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GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
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if (!vertexShader) {
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return 0;
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}
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GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
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if (!pixelShader) {
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return 0;
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}
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GLuint program = xglCreateProgram();
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checkGlError("glCreateProgram");
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if (program) {
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xglAttachShader(program, vertexShader);
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checkGlError("glAttachShader");
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xglAttachShader(program, pixelShader);
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checkGlError("glAttachShader");
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xglLinkProgram(program);
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GLint linkStatus = GL_FALSE;
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xglGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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GLint bufLength = 0;
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xglGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
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if (bufLength) {
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char* buf = (char*) malloc(bufLength);
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if (buf) {
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xglGetProgramInfoLog(program, bufLength, NULL, buf);
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LOGE("Could not link program:\n%s\n", buf);
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free(buf);
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}
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}
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xglDeleteProgram(program);
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program = 0;
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}
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}
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return program;
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}
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GLuint gProgram;
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GLuint gvPositionHandle;
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bool setupGraphics(int w, int 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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loadFunctions();
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LOGI("setupGraphics(%d, %d)", w, h);
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gProgram = createProgram(gVertexShader, gFragmentShader);
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if (!gProgram) {
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LOGE("Could not create program.");
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return false;
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}
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gvPositionHandle = xglGetAttribLocation(gProgram, "vPosition");
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checkGlError("glGetAttribLocation");
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LOGI("glGetAttribLocation(\"vPosition\") = %d\n",
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gvPositionHandle);
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glViewport(0, 0, w, h);
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checkGlError("glViewport");
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return true;
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}
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const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
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0.5f, -0.5f };
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void renderFrame() {
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static float grey;
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grey += 0.01f;
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if (grey > 1.0f) {
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grey = 0.0f;
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}
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xglClearColor(grey, grey, grey, 1.0f);
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checkGlError("glClearColor");
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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checkGlError("glClear");
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xglUseProgram(gProgram);
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checkGlError("glUseProgram");
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xglVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
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checkGlError("glVertexAttribPointer");
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xglEnableVertexAttribArray(gvPositionHandle);
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checkGlError("glEnableVertexAttribArray");
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glDrawArrays(GL_TRIANGLES, 0, 3);
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checkGlError("glDrawArrays");
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}
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int SDL_main(int argc, char ** argv)
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{
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int SCREEN_W = 640;
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int SCREEN_H = 480;
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SDL_Init(SDL_INIT_VIDEO);
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SDL_SetVideoMode(SCREEN_W, SCREEN_H, 24, SDL_OPENGL | SDL_DOUBLEBUF);
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setupGraphics(SCREEN_W, SCREEN_H);
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while( ! SDL_GetKeyState(NULL)[SDLK_ESCAPE] )
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{
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SDL_Event evt;
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renderFrame();
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SDL_GL_SwapBuffers();
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while( SDL_PollEvent(&evt) )
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{
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}
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}
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}
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