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/*
* 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);
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glClearColorx(0,0,0,255);
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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;
}
}
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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 );
}