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commandergenius/project/jni/application/hello-gl2/gl_code.cpp

254 lines
8.2 KiB
C++

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