changeset 4705:190f043af37d

Rotating pyramid!
author Paul Hunkin <paul@bieh.net>
date Thu, 17 Jun 2010 23:04:16 +1200
parents 611d39792201
children 12c9d4532b49
files android/testproject/jni/app-android.c
diffstat 1 files changed, 274 insertions(+), 0 deletions(-) [+]
line wrap: on
line diff
--- a/android/testproject/jni/app-android.c	Thu Jun 17 22:19:27 2010 +1200
+++ b/android/testproject/jni/app-android.c	Thu Jun 17 23:04:16 2010 +1200
@@ -7,6 +7,12 @@
 #include <android/log.h>
 #include <stdint.h>
 
+#include <stdio.h>
+#include <stdlib.h>
+#include <math.h>
+
+#include "importgl.h"
+
 /*******************************************************************************
                                Globals
 *******************************************************************************/
@@ -22,6 +28,106 @@
 	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);
+    
+}
+
+
+
 /*******************************************************************************
                       Initialize the graphics state
 *******************************************************************************/
@@ -31,6 +137,29 @@
 
 	gAppAlive    = 1;
 	sDemoStopped = 0;
+
+	__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 );
+
+    /* 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 );
+
+
 }
 
 /*******************************************************************************
@@ -44,6 +173,35 @@
 	sWindowWidth  = w;
 	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( );
+
+
 }
 
 /*******************************************************************************
@@ -55,6 +213,8 @@
 	//shut down the app
 
 	importGLDeinit();
+
+	__android_log_print(ANDROID_LOG_INFO, "SDL", "Finalize");
 }
 
 /*******************************************************************************
@@ -65,15 +225,129 @@
 	sDemoStopped = !sDemoStopped;
 	if (sDemoStopped) {
 		//we paused
+		__android_log_print(ANDROID_LOG_INFO, "SDL", "Pause");
 	} else {
 		//we resumed
+		__android_log_print(ANDROID_LOG_INFO, "SDL", "Resume");
 	}
 }
 
 /*******************************************************************************
                      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<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++);
+
+    Frames++;
+
 }