# HG changeset patch # User Paul Hunkin # Date 1276776133 -43200 # Node ID 12c9d4532b499bace5f588783c576524953ad865 # Parent 190f043af37d0bc765c3d3571edc3d1c09a62f49 Testing out pthread support in android. Appears to work. diff -r 190f043af37d -r 12c9d4532b49 android/testproject/jni/app-android.c --- a/android/testproject/jni/app-android.c Thu Jun 17 23:04:16 2010 +1200 +++ b/android/testproject/jni/app-android.c Fri Jun 18 00:02:13 2010 +1200 @@ -11,6 +11,8 @@ #include #include +#include + #include "importgl.h" /******************************************************************************* @@ -28,106 +30,18 @@ return (long)(now.tv_sec*1000 + now.tv_usec/1000); } -/************************************** - 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); - +/******************************************************************************* + SDL thread +*******************************************************************************/ +pthread_t mSDLThread = 0; + +void* sdlThreadProc(void* args){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "Thread Entry"); + return 0; } - - - + /******************************************************************************* Initialize the graphics state *******************************************************************************/ @@ -140,25 +54,14 @@ __android_log_print(ANDROID_LOG_INFO, "SDL", "Entry point"); - - /* Enable smooth shading */ - glShadeModel( GL_SMOOTH ); - - /* Set the background black */ - glClearColor( 1.0f, 0.0f, 0.0f, 0.0f ); - - /* Depth buffer setup */ - //glClearDepth( 1.0f ); + //Spin up the SDL thread + int r = pthread_create(&mSDLThread, NULL, sdlThreadProc, NULL); - /* 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 ); - + if(r != 0){ + __android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't spawn thread: %d", r); + }else{ + __android_log_print(ANDROID_LOG_INFO, "SDL", "Started SDL thread"); + } } @@ -174,34 +77,6 @@ sWindowHeight = h; __android_log_print(ANDROID_LOG_INFO, "SDL", "resize w=%d h=%d", w, h); - - - /* Height / width ration */ - GLfloat ratio; - - /* Protect against a divide by zero */ - if ( h == 0 ) - h = 1; - - ratio = ( GLfloat )w / ( GLfloat )h; - - /* Setup our viewport. */ - glViewport( 0, 0, ( GLsizei )w, ( GLsizei )h ); - - /* 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( ); - - } /******************************************************************************* @@ -236,118 +111,8 @@ Render the next frame *******************************************************************************/ -const GLbyte vertex []= -{ - 0,1,0, - -1,0,0, - 1,0,0 -}; - -const GLubyte color []= -{ - 255,0,0, - 0,255,0, - 0,0,255 -}; - -int iRot = 0; -int Frames = 0; - - -static void prepareFrame(int width, int height) -{ - glViewport(0, 0, width, height); - - glClearColorx(0,0,0,255); - glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - gluPerspective(45, (float)width / height, 0.5f, 150); - - glMatrixMode(GL_MODELVIEW); - - glLoadIdentity(); -} - void Java_org_libsdl_android_TestRenderer_nativeRender( JNIEnv* env ) { //TODO: Render here - prepareFrame(sWindowWidth, sWindowHeight); - - //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