comparison android/project/jni/lesson05.c @ 4726:9076cdb027af

Cleanups. - Moved to 'project' instead of 'testproject' - Removed extraneous .c files - Removed the android_libs folder (that was against the NDK agreement anyway)
author Paul Hunkin <paul@bieh.net>
date Tue, 17 Aug 2010 15:35:56 +1200
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4725:4eb9d3c7fdd2 4726:9076cdb027af
1 /*
2 * This code was created by Jeff Molofee '99
3 * (ported to Linux/SDL by Ti Leggett '01)
4 *
5 * If you've found this code useful, please let me know.
6 *
7 * Visit Jeff at http://nehe.gamedev.net/
8 *
9 * or for port-specific comments, questions, bugreports etc.
10 * email to leggett@eecs.tulane.edu
11 */
12
13 #include <stdio.h>
14 #include <stdlib.h>
15 #include <math.h>
16
17 #include <signal.h>
18
19 #include <android/log.h>
20
21
22 #ifdef ANDROID
23 #include <GLES/gl.h>
24 #else
25 #include <GL/gl.h>
26 #include <GL/glu.h>
27 #endif
28 #include "SDL.h"
29
30 /* screen width, height, and bit depth */
31 #define SCREEN_WIDTH 320
32 #define SCREEN_HEIGHT 430
33 #define SCREEN_BPP 16
34
35 /* Define our booleans */
36 #define TRUE 1
37 #define FALSE 0
38
39 /* This is our SDL surface */
40 SDL_Surface *surface;
41
42 int rotation = 0;
43
44
45 /**************************************
46 gluperspective implementation
47 **************************************/
48 void gluPerspective(double fovy, double aspect, double zNear, double zFar){
49 glMatrixMode(GL_PROJECTION);
50 glLoadIdentity();
51 double xmin, xmax, ymin, ymax;
52 ymax = zNear * tan(fovy * M_PI / 360.0);
53 ymin = -ymax;
54 xmin = ymin * aspect;
55 xmax = ymax * aspect;
56 glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
57 }
58
59
60 /**************************************
61 glulookat implementation
62 **************************************/
63 void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
64 GLfloat centerx, GLfloat centery, GLfloat centerz,
65 GLfloat upx, GLfloat upy, GLfloat upz)
66 {
67 GLfloat m[16];
68 GLfloat x[3], y[3], z[3];
69 GLfloat mag;
70
71 /* Make rotation matrix */
72
73 /* Z vector */
74 z[0] = eyex - centerx;
75 z[1] = eyey - centery;
76 z[2] = eyez - centerz;
77 mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
78 if (mag) { /* mpichler, 19950515 */
79 z[0] /= mag;
80 z[1] /= mag;
81 z[2] /= mag;
82 }
83
84 /* Y vector */
85 y[0] = upx;
86 y[1] = upy;
87 y[2] = upz;
88
89 /* X vector = Y cross Z */
90 x[0] = y[1] * z[2] - y[2] * z[1];
91 x[1] = -y[0] * z[2] + y[2] * z[0];
92 x[2] = y[0] * z[1] - y[1] * z[0];
93
94 /* Recompute Y = Z cross X */
95 y[0] = z[1] * x[2] - z[2] * x[1];
96 y[1] = -z[0] * x[2] + z[2] * x[0];
97 y[2] = z[0] * x[1] - z[1] * x[0];
98
99 /* mpichler, 19950515 */
100 /* cross product gives area of parallelogram, which is < 1.0 for
101 * non-perpendicular unit-length vectors; so normalize x, y here
102 */
103
104 mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
105 if (mag) {
106 x[0] /= mag;
107 x[1] /= mag;
108 x[2] /= mag;
109 }
110
111 mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
112 if (mag) {
113 y[0] /= mag;
114 y[1] /= mag;
115 y[2] /= mag;
116 }
117
118 #define M(row,col) m[col*4+row]
119 M(0, 0) = x[0];
120 M(0, 1) = x[1];
121 M(0, 2) = x[2];
122 M(0, 3) = 0.0;
123 M(1, 0) = y[0];
124 M(1, 1) = y[1];
125 M(1, 2) = y[2];
126 M(1, 3) = 0.0;
127 M(2, 0) = z[0];
128 M(2, 1) = z[1];
129 M(2, 2) = z[2];
130 M(2, 3) = 0.0;
131 M(3, 0) = 0.0;
132 M(3, 1) = 0.0;
133 M(3, 2) = 0.0;
134 M(3, 3) = 1.0;
135 #undef M
136 glMultMatrixf(m);
137
138 /* Translate Eye to Origin */
139 glTranslatef(-eyex, -eyey, -eyez);
140
141 }
142
143
144
145
146
147 /* function to release/destroy our resources and restoring the old desktop */
148 void Quit( int returnCode )
149 {
150 /* clean up the window */
151 SDL_Quit( );
152
153 /* and exit appropriately */
154 exit( returnCode );
155 }
156
157 /* function to reset our viewport after a window resize */
158 int resizeWindow( int width, int height )
159 {
160 /* Height / width ration */
161 GLfloat ratio;
162
163 /* Protect against a divide by zero */
164 if ( height == 0 )
165 height = 1;
166
167 ratio = ( GLfloat )width / ( GLfloat )height;
168
169 /* Setup our viewport. */
170 glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height );
171
172 /* change to the projection matrix and set our viewing volume. */
173 glMatrixMode( GL_PROJECTION );
174 glLoadIdentity( );
175
176 /* Set our perspective */
177 gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
178
179 /* Make sure we're chaning the model view and not the projection */
180 glMatrixMode( GL_MODELVIEW );
181
182 /* Reset The View */
183 glLoadIdentity( );
184
185 return( TRUE );
186 }
187
188 /* function to handle key press events */
189 void handleKeyPress( SDL_keysym *keysym )
190 {
191 switch ( keysym->sym )
192 {
193 case SDLK_ESCAPE:
194 /* ESC key was pressed */
195 Quit( 0 );
196 break;
197 case SDLK_F1:
198 /* F1 key was pressed
199 * this toggles fullscreen mode
200 */
201 SDL_WM_ToggleFullScreen( surface );
202 break;
203 case SDLK_LEFT:
204 rotation -= 30;
205 break;
206
207 case SDLK_RIGHT:
208 rotation += 30;
209 break;
210
211 default:
212 break;
213 }
214
215 __android_log_print(ANDROID_LOG_INFO, "SDL","Keycode: %d, %d, %d\n", keysym->sym, SDLK_LEFT, SDLK_RIGHT);
216
217 return;
218 }
219
220 /* general OpenGL initialization function */
221 int initGL( GLvoid )
222 {
223
224 /* Enable smooth shading */
225 glShadeModel( GL_SMOOTH );
226
227 /* Set the background black */
228 glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
229
230 /* Depth buffer setup */
231 //glClearDepth( 1.0f );
232
233 /* Enables Depth Testing */
234 glEnable( GL_DEPTH_TEST );
235
236 /* The Type Of Depth Test To Do */
237 glDepthFunc( GL_LEQUAL );
238
239 /* Really Nice Perspective Calculations */
240 glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
241
242 return( TRUE );
243 }
244
245 /* Here goes our drawing code */
246 int drawGLScene( GLvoid )
247 {
248
249 static int Frames = 0;
250 static int T0 = 0;
251
252 glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
253
254 glClearColorx(0,0,0,255);
255 glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
256
257 glMatrixMode(GL_PROJECTION);
258 glLoadIdentity();
259 gluPerspective(45, (float)SCREEN_WIDTH / SCREEN_HEIGHT, 0.5f, 150);
260
261 glMatrixMode(GL_MODELVIEW);
262
263 glLoadIdentity();
264
265 //Camera
266 gluLookAt(0,0,5, 0,0,0, 0,1,0);
267
268 //Draw a triangle
269 //glRotatef(iRot, 0, 1, 0);
270
271 glRotatef( rotation, 0.0f, 1.0f, 0.0f );
272
273
274 glEnableClientState (GL_VERTEX_ARRAY);
275 glEnableClientState (GL_COLOR_ARRAY);
276
277 /* Rotate The Triangle On The Y axis ( NEW ) */
278 //glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f );
279
280 /* GLES variant of drawing a triangle */
281 const GLfloat triVertices[][9] = {
282 { /* Front Triangle */
283 0.0f, 1.0f, 0.0f, /* Top Of Triangle */
284 -1.0f, -1.0f, 1.0f, /* Left Of Triangle */
285 1.0f, -1.0f, 1.0f /* Right Of Triangle */
286 }, { /* Right Triangle */
287 0.0f, 1.0f, 0.0f, /* Top Of Triangle */
288 1.0f, -1.0f, 1.0f, /* Left Of Triangle */
289 1.0f, -1.0f, -1.0f /* Right Of Triangle */
290 }, { /* Back Triangle */
291 0.0f, 1.0f, 0.0f, /* Top Of Triangle */
292 1.0f, -1.0f, -1.0f, /* Left Of Triangle */
293 -1.0f, -1.0f, -1.0f /* Right Of Triangle */
294 }, { /* Left Triangle */
295 0.0f, 1.0f, 0.0f, /* Top Of Triangle */
296 -1.0f, -1.0f, -1.0f, /* Left Of Triangle */
297 -1.0f, -1.0f, 1.0f /* Right Of Triangle */
298 }
299 };
300
301 /* unlike GL, GLES does not support RGB. We have to use RGBA instead */
302 const GLfloat triColors[][12] = {
303 { /* Front triangle */
304 1.0f, 0.0f, 0.0f, 1.0f, /* Red */
305 0.0f, 1.0f, 0.0f, 1.0f, /* Green */
306 0.0f, 0.0f, 1.0f, 1.0f /* Blue */
307 }, { /* Right triangle */
308 1.0f, 0.0f, 0.0f, 1.0f, /* Red */
309 0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
310 0.0f, 1.0f, 0.0f, 1.0f /* Green */
311 }, { /* Back triangle */
312 1.0f, 0.0f, 0.0f, 1.0f, /* Red */
313 0.0f, 1.0f, 0.0f, 1.0f, /* Green */
314 0.0f, 0.0f, 1.0f, 1.0f /* Blue */
315 }, { /* Left triangle */
316 1.0f, 0.0f, 0.0f, 1.0f, /* Red */
317 0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
318 0.0f, 1.0f, 0.0f, 1.0f /* Green */
319 }
320 };
321
322 glEnableClientState(GL_COLOR_ARRAY);
323
324 int tri=0;
325
326 /* Loop through all Triangles */
327 for(tri=0;tri<sizeof(triVertices)/(9*sizeof(GLfloat));tri++)
328 {
329 glVertexPointer(3, GL_FLOAT, 0, triVertices[tri]);
330 glColorPointer(4, GL_FLOAT, 0, triColors[tri]);
331
332 glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
333 }
334
335 //__android_log_print(ANDROID_LOG_INFO, "SDL", "render %d", Frames++);
336
337 /* Draw it to the screen */
338 SDL_GL_SwapBuffers( );
339
340 /* Gather our frames per second */
341 Frames++;
342 {
343 GLint t = SDL_GetTicks();
344 if (t - T0 >= 5000) {
345 GLfloat seconds = (t - T0) / 1000.0;
346 GLfloat fps = Frames / seconds;
347 __android_log_print(ANDROID_LOG_INFO, "SDL","%d frames in %g seconds = %g FPS\n", Frames, seconds, fps);
348 T0 = t;
349 Frames = 0;
350 }
351 }
352
353 rotation++;
354
355 return( TRUE );
356 }
357
358
359 struct
360 {
361 SDL_AudioSpec spec;
362 Uint8 *sound; /* Pointer to wave data */
363 Uint32 soundlen; /* Length of wave data */
364 int soundpos; /* Current play position */
365 } wave;
366
367 void SDLCALL
368 fillerup(void *unused, Uint8 * stream, int len)
369 {
370 __android_log_print(ANDROID_LOG_INFO, "SDL","FILLERUP\n");
371
372 Uint8 *waveptr;
373 int waveleft;
374
375 /* Set up the pointers */
376 waveptr = wave.sound + wave.soundpos;
377 waveleft = wave.soundlen - wave.soundpos;
378
379 /* Go! */
380 while (waveleft <= len) {
381 SDL_memcpy(stream, waveptr, waveleft);
382 stream += waveleft;
383 len -= waveleft;
384 waveptr = wave.sound;
385 waveleft = wave.soundlen;
386 wave.soundpos = 0;
387 }
388 SDL_memcpy(stream, waveptr, len);
389 wave.soundpos += len;
390 }
391
392 void testAudio(){
393
394 const char *file = "/sdcard/sample.wav";
395
396 /* Load the SDL library */
397 if (SDL_Init(SDL_INIT_AUDIO) < 0) {
398 __android_log_print(ANDROID_LOG_INFO, "SDL","Couldn't initialize SDL Audio: %s\n", SDL_GetError());
399 return;
400 }else{
401 __android_log_print(ANDROID_LOG_INFO, "SDL","Init audio ok\n");
402 }
403
404 /* Load the wave file into memory */
405 if (SDL_LoadWAV(file, &wave.spec, &wave.sound, &wave.soundlen) == NULL) {
406 __android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't load %s: %s\n", file, SDL_GetError());
407 return;
408 }
409
410 wave.spec.callback = fillerup;
411
412 __android_log_print(ANDROID_LOG_INFO, "SDL","Loaded: %d\n", wave.soundlen);
413
414
415 /* Initialize fillerup() variables */
416 if (SDL_OpenAudio(&wave.spec, NULL) < 0) {
417 __android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't open audio: %s\n", SDL_GetError());
418 SDL_FreeWAV(wave.sound);
419 return;
420 }
421
422 __android_log_print(ANDROID_LOG_INFO, "SDL","Using audio driver: %s\n", SDL_GetCurrentAudioDriver());
423
424 /* Let the audio run */
425 SDL_PauseAudio(0);
426
427 __android_log_print(ANDROID_LOG_INFO, "SDL","Playing\n");
428
429 while (SDL_GetAudioStatus() == SDL_AUDIO_PLAYING){
430 //__android_log_print(ANDROID_LOG_INFO, "SDL","Still playing\n");
431 SDL_Delay(100);
432 }
433
434 __android_log_print(ANDROID_LOG_INFO, "SDL","Closing down\n");
435
436 /* Clean up on signal */
437 SDL_CloseAudio();
438 SDL_FreeWAV(wave.sound);
439 }
440
441 int SDL_main( int argc, char **argv )
442 {
443
444 __android_log_print(ANDROID_LOG_INFO, "SDL","entry\n");
445
446 /* Flags to pass to SDL_SetVideoMode */
447 int videoFlags;
448 /* main loop variable */
449 int done = FALSE;
450 /* used to collect events */
451 SDL_Event event;
452 /* this holds some info about our display */
453 const SDL_VideoInfo *videoInfo;
454 /* whether or not the window is active */
455 int isActive = TRUE;
456
457 /* initialize SDL */
458 if ( SDL_Init( SDL_INIT_VIDEO ) < 0 )
459 {
460 __android_log_print(ANDROID_LOG_INFO, "SDL", "Video initialization failed: %s\n",
461 SDL_GetError( ) );
462 Quit( 1 );
463 }
464
465 /* Fetch the video info */
466 videoInfo = SDL_GetVideoInfo( );
467
468 if ( !videoInfo )
469 {
470 __android_log_print(ANDROID_LOG_INFO, "SDL", "Video query failed: %s\n",
471 SDL_GetError( ) );
472 Quit( 1 );
473 }
474
475 /* the flags to pass to SDL_SetVideoMode */
476 videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */
477 videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */
478 videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */
479 videoFlags |= SDL_RESIZABLE; /* Enable window resizing */
480
481 /* This checks to see if surfaces can be stored in memory */
482 if ( videoInfo->hw_available )
483 videoFlags |= SDL_HWSURFACE;
484 else
485 videoFlags |= SDL_SWSURFACE;
486
487 /* This checks if hardware blits can be done */
488 if ( videoInfo->blit_hw )
489 videoFlags |= SDL_HWACCEL;
490
491 /* Sets up OpenGL double buffering */
492 SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
493
494 /* get a SDL surface */
495 surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP,
496 videoFlags );
497
498 /* Verify there is a surface */
499 if ( !surface )
500 {
501 __android_log_print(ANDROID_LOG_INFO, "SDL", "Video mode set failed: %s\n", SDL_GetError( ) );
502 Quit( 1 );
503 }
504
505 __android_log_print(ANDROID_LOG_INFO, "SDL","Made a video mode!\n");
506
507 /* initialize OpenGL */
508 initGL( );
509
510 /* resize the initial window */
511 resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT );
512
513
514 //testAudio();
515
516
517 /* wait for events */
518 while ( !done )
519 {
520 /* handle the events in the queue */
521
522 while ( SDL_PollEvent( &event ) )
523 {
524 switch( event.type )
525 {
526 case SDL_ACTIVEEVENT:
527 /* Something's happend with our focus
528 * If we lost focus or we are iconified, we
529 * shouldn't draw the screen
530 */
531 if ( event.active.gain == 0 )
532 isActive = FALSE;
533 else
534 isActive = TRUE;
535 break;
536 case SDL_VIDEORESIZE:
537 /* handle resize event */
538 surface = SDL_SetVideoMode( event.resize.w,
539 event.resize.h,
540 16, videoFlags );
541 if ( !surface )
542 {
543 __android_log_print(ANDROID_LOG_INFO, "SDL","Could not get a surface after resize: %s\n", SDL_GetError( ) );
544 Quit( 1 );
545 }
546 resizeWindow( event.resize.w, event.resize.h );
547 break;
548 case SDL_KEYDOWN:
549 /* handle key presses */
550 handleKeyPress( &event.key.keysym );
551 break;
552 case SDL_QUIT:
553 /* handle quit requests */
554 done = TRUE;
555 __android_log_print(ANDROID_LOG_INFO, "SDL","App is shutting down\n");
556 break;
557 default:
558 break;
559 }
560 }
561
562 /* draw the scene */
563 if ( isActive )
564 drawGLScene( );
565 }
566
567 /* clean ourselves up and exit */
568 Quit( 0 );
569
570 /* Should never get here */
571 return( 0 );
572 }
573
574