Mercurial > sdl-ios-xcode
diff android/testproject/jni/lesson05.c @ 4708:f3f65cb6a382
Added egl headers so we can use eglMakeCurrent()
author | Paul Hunkin <paul@bieh.net> |
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date | Fri, 18 Jun 2010 01:28:39 +1200 |
parents | |
children | aeac51289991 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/android/testproject/jni/lesson05.c Fri Jun 18 01:28:39 2010 +1200 @@ -0,0 +1,469 @@ +/* + * This code was created by Jeff Molofee '99 + * (ported to Linux/SDL by Ti Leggett '01) + * + * If you've found this code useful, please let me know. + * + * Visit Jeff at http://nehe.gamedev.net/ + * + * or for port-specific comments, questions, bugreports etc. + * email to leggett@eecs.tulane.edu + */ + +#include <stdio.h> +#include <stdlib.h> +#include <math.h> + +#include <android/log.h> + + +#ifdef ANDROID +#include <GLES/gl.h> +#else +#include <GL/gl.h> +#include <GL/glu.h> +#endif +#include "SDL.h" + +/* screen width, height, and bit depth */ +#define SCREEN_WIDTH 320 +#define SCREEN_HEIGHT 480 +#define SCREEN_BPP 16 + +/* Define our booleans */ +#define TRUE 1 +#define FALSE 0 + +/* This is our SDL surface */ +SDL_Surface *surface; + + +/************************************** + gluperspective implementation +**************************************/ +void gluPerspective(double fovy, double aspect, double zNear, double zFar){ + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + double xmin, xmax, ymin, ymax; + ymax = zNear * tan(fovy * M_PI / 360.0); + ymin = -ymax; + xmin = ymin * aspect; + xmax = ymax * aspect; + glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar); +} + + +/************************************** + glulookat implementation +**************************************/ +void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, + GLfloat centerx, GLfloat centery, GLfloat centerz, + GLfloat upx, GLfloat upy, GLfloat upz) +{ + GLfloat m[16]; + GLfloat x[3], y[3], z[3]; + GLfloat mag; + + /* Make rotation matrix */ + + /* Z vector */ + z[0] = eyex - centerx; + z[1] = eyey - centery; + z[2] = eyez - centerz; + mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]); + if (mag) { /* mpichler, 19950515 */ + z[0] /= mag; + z[1] /= mag; + z[2] /= mag; + } + + /* Y vector */ + y[0] = upx; + y[1] = upy; + y[2] = upz; + + /* X vector = Y cross Z */ + x[0] = y[1] * z[2] - y[2] * z[1]; + x[1] = -y[0] * z[2] + y[2] * z[0]; + x[2] = y[0] * z[1] - y[1] * z[0]; + + /* Recompute Y = Z cross X */ + y[0] = z[1] * x[2] - z[2] * x[1]; + y[1] = -z[0] * x[2] + z[2] * x[0]; + y[2] = z[0] * x[1] - z[1] * x[0]; + + /* mpichler, 19950515 */ + /* cross product gives area of parallelogram, which is < 1.0 for + * non-perpendicular unit-length vectors; so normalize x, y here + */ + + mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]); + if (mag) { + x[0] /= mag; + x[1] /= mag; + x[2] /= mag; + } + + mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]); + if (mag) { + y[0] /= mag; + y[1] /= mag; + y[2] /= mag; + } + +#define M(row,col) m[col*4+row] + M(0, 0) = x[0]; + M(0, 1) = x[1]; + M(0, 2) = x[2]; + M(0, 3) = 0.0; + M(1, 0) = y[0]; + M(1, 1) = y[1]; + M(1, 2) = y[2]; + M(1, 3) = 0.0; + M(2, 0) = z[0]; + M(2, 1) = z[1]; + M(2, 2) = z[2]; + M(2, 3) = 0.0; + M(3, 0) = 0.0; + M(3, 1) = 0.0; + M(3, 2) = 0.0; + M(3, 3) = 1.0; +#undef M + glMultMatrixf(m); + + /* Translate Eye to Origin */ + glTranslatef(-eyex, -eyey, -eyez); + +} + + + + + +/* function to release/destroy our resources and restoring the old desktop */ +void Quit( int returnCode ) +{ + /* clean up the window */ + SDL_Quit( ); + + /* and exit appropriately */ + exit( returnCode ); +} + +/* function to reset our viewport after a window resize */ +int resizeWindow( int width, int height ) +{ + /* Height / width ration */ + GLfloat ratio; + + /* Protect against a divide by zero */ + if ( height == 0 ) + height = 1; + + ratio = ( GLfloat )width / ( GLfloat )height; + + /* Setup our viewport. */ + glViewport( 0, 0, ( GLsizei )width, ( GLsizei )height ); + + /* change to the projection matrix and set our viewing volume. */ + glMatrixMode( GL_PROJECTION ); + glLoadIdentity( ); + + /* Set our perspective */ + gluPerspective( 45.0f, ratio, 0.1f, 100.0f ); + + /* Make sure we're chaning the model view and not the projection */ + glMatrixMode( GL_MODELVIEW ); + + /* Reset The View */ + glLoadIdentity( ); + + return( TRUE ); +} + +/* function to handle key press events */ +void handleKeyPress( SDL_keysym *keysym ) +{ + switch ( keysym->sym ) + { + case SDLK_ESCAPE: + /* ESC key was pressed */ + Quit( 0 ); + break; + case SDLK_F1: + /* F1 key was pressed + * this toggles fullscreen mode + */ + SDL_WM_ToggleFullScreen( surface ); + break; + default: + break; + } + + return; +} + +/* general OpenGL initialization function */ +int initGL( GLvoid ) +{ + + /* Enable smooth shading */ + glShadeModel( GL_SMOOTH ); + + /* Set the background black */ + glClearColor( 0.0f, 0.0f, 0.0f, 0.0f ); + + /* Depth buffer setup */ + //glClearDepth( 1.0f ); + + /* Enables Depth Testing */ + glEnable( GL_DEPTH_TEST ); + + /* The Type Of Depth Test To Do */ + glDepthFunc( GL_LEQUAL ); + + /* Really Nice Perspective Calculations */ + glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ); + + return( TRUE ); +} + +/* Here goes our drawing code */ +int drawGLScene( GLvoid ) +{ + static int Frames = 0; + static int T0 = 0; + + glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT); + + glClearColorx(0,0,Frames,255); + glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + gluPerspective(45, (float)SCREEN_WIDTH / SCREEN_HEIGHT, 0.5f, 150); + + glMatrixMode(GL_MODELVIEW); + + glLoadIdentity(); + + //Camera + gluLookAt(0,0,5, 0,0,0, 0,1,0); + + //Draw a triangle + //glRotatef(iRot, 0, 1, 0); + + glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f ); + + + glEnableClientState (GL_VERTEX_ARRAY); + glEnableClientState (GL_COLOR_ARRAY); + + /* Rotate The Triangle On The Y axis ( NEW ) */ + glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f ); + + /* GLES variant of drawing a triangle */ + const GLfloat triVertices[][9] = { + { /* Front Triangle */ + 0.0f, 1.0f, 0.0f, /* Top Of Triangle */ + -1.0f, -1.0f, 1.0f, /* Left Of Triangle */ + 1.0f, -1.0f, 1.0f /* Right Of Triangle */ + }, { /* Right Triangle */ + 0.0f, 1.0f, 0.0f, /* Top Of Triangle */ + 1.0f, -1.0f, 1.0f, /* Left Of Triangle */ + 1.0f, -1.0f, -1.0f /* Right Of Triangle */ + }, { /* Back Triangle */ + 0.0f, 1.0f, 0.0f, /* Top Of Triangle */ + 1.0f, -1.0f, -1.0f, /* Left Of Triangle */ + -1.0f, -1.0f, -1.0f /* Right Of Triangle */ + }, { /* Left Triangle */ + 0.0f, 1.0f, 0.0f, /* Top Of Triangle */ + -1.0f, -1.0f, -1.0f, /* Left Of Triangle */ + -1.0f, -1.0f, 1.0f /* Right Of Triangle */ + } + }; + + /* unlike GL, GLES does not support RGB. We have to use RGBA instead */ + const GLfloat triColors[][12] = { + { /* Front triangle */ + 1.0f, 0.0f, 0.0f, 1.0f, /* Red */ + 0.0f, 1.0f, 0.0f, 1.0f, /* Green */ + 0.0f, 0.0f, 1.0f, 1.0f /* Blue */ + }, { /* Right triangle */ + 1.0f, 0.0f, 0.0f, 1.0f, /* Red */ + 0.0f, 0.0f, 1.0f, 1.0f, /* Blue */ + 0.0f, 1.0f, 0.0f, 1.0f /* Green */ + }, { /* Back triangle */ + 1.0f, 0.0f, 0.0f, 1.0f, /* Red */ + 0.0f, 1.0f, 0.0f, 1.0f, /* Green */ + 0.0f, 0.0f, 1.0f, 1.0f /* Blue */ + }, { /* Left triangle */ + 1.0f, 0.0f, 0.0f, 1.0f, /* Red */ + 0.0f, 0.0f, 1.0f, 1.0f, /* Blue */ + 0.0f, 1.0f, 0.0f, 1.0f /* Green */ + } + }; + + glEnableClientState(GL_COLOR_ARRAY); + + int tri=0; + + /* Loop through all Triangles */ + for(tri=0;tri<sizeof(triVertices)/(9*sizeof(GLfloat));tri++) + { + glVertexPointer(3, GL_FLOAT, 0, triVertices[tri]); + glColorPointer(4, GL_FLOAT, 0, triColors[tri]); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 3); + } + + //__android_log_print(ANDROID_LOG_INFO, "SDL", "render %d", Frames++); + + /* Draw it to the screen */ + SDL_GL_SwapBuffers( ); + + /* Gather our frames per second */ + Frames++; + { + GLint t = SDL_GetTicks(); + if (t - T0 >= 5000) { + GLfloat seconds = (t - T0) / 1000.0; + GLfloat fps = Frames / seconds; + __android_log_print(ANDROID_LOG_INFO, "SDL","%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); + T0 = t; + Frames = 0; + } + } + + return( TRUE ); +} + +int SDL_main( int argc, char **argv ) +{ + + __android_log_print(ANDROID_LOG_INFO, "SDL","entry\n"); + + /* Flags to pass to SDL_SetVideoMode */ + int videoFlags; + /* main loop variable */ + int done = FALSE; + /* used to collect events */ + SDL_Event event; + /* this holds some info about our display */ + const SDL_VideoInfo *videoInfo; + /* whether or not the window is active */ + int isActive = TRUE; + + /* initialize SDL */ + if ( SDL_Init( SDL_INIT_VIDEO ) < 0 ) + { + __android_log_print(ANDROID_LOG_INFO, "SDL", "Video initialization failed: %s\n", + SDL_GetError( ) ); + Quit( 1 ); + } + + /* Fetch the video info */ + videoInfo = SDL_GetVideoInfo( ); + + if ( !videoInfo ) + { + __android_log_print(ANDROID_LOG_INFO, "SDL", "Video query failed: %s\n", + SDL_GetError( ) ); + Quit( 1 ); + } + + /* the flags to pass to SDL_SetVideoMode */ + videoFlags = SDL_OPENGL; /* Enable OpenGL in SDL */ + videoFlags |= SDL_GL_DOUBLEBUFFER; /* Enable double buffering */ + videoFlags |= SDL_HWPALETTE; /* Store the palette in hardware */ + videoFlags |= SDL_RESIZABLE; /* Enable window resizing */ + + /* This checks to see if surfaces can be stored in memory */ + if ( videoInfo->hw_available ) + videoFlags |= SDL_HWSURFACE; + else + videoFlags |= SDL_SWSURFACE; + + /* This checks if hardware blits can be done */ + if ( videoInfo->blit_hw ) + videoFlags |= SDL_HWACCEL; + + /* Sets up OpenGL double buffering */ + SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + + /* get a SDL surface */ + surface = SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, + videoFlags ); + + /* Verify there is a surface */ + if ( !surface ) + { + __android_log_print(ANDROID_LOG_INFO, "SDL", "Video mode set failed: %s\n", SDL_GetError( ) ); + Quit( 1 ); + } + + __android_log_print(ANDROID_LOG_INFO, "SDL","Made a video mode!\n"); + + /* initialize OpenGL */ + initGL( ); + + /* resize the initial window */ + resizeWindow( SCREEN_WIDTH, SCREEN_HEIGHT ); + + /* wait for events */ + while ( !done ) + { + /* handle the events in the queue */ + + while ( SDL_PollEvent( &event ) ) + { + switch( event.type ) + { + case SDL_ACTIVEEVENT: + /* Something's happend with our focus + * If we lost focus or we are iconified, we + * shouldn't draw the screen + */ + if ( event.active.gain == 0 ) + isActive = FALSE; + else + isActive = TRUE; + break; + case SDL_VIDEORESIZE: + /* handle resize event */ + surface = SDL_SetVideoMode( event.resize.w, + event.resize.h, + 16, videoFlags ); + if ( !surface ) + { + __android_log_print(ANDROID_LOG_INFO, "SDL","Could not get a surface after resize: %s\n", SDL_GetError( ) ); + Quit( 1 ); + } + resizeWindow( event.resize.w, event.resize.h ); + break; + case SDL_KEYDOWN: + /* handle key presses */ + handleKeyPress( &event.key.keysym ); + break; + case SDL_QUIT: + /* handle quit requests */ + done = TRUE; + break; + default: + break; + } + } + + /* draw the scene */ + if ( isActive ) + drawGLScene( ); + } + + /* clean ourselves up and exit */ + Quit( 0 ); + + /* Should never get here */ + return( 0 ); +} + +