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Testing out pthread support in android. Appears to work.
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bieh committed Jun 17, 2010
1 parent 14131e3 commit 7fcfcf0
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271 changes: 18 additions & 253 deletions android/testproject/jni/app-android.c
Expand Up @@ -11,6 +11,8 @@
#include <stdlib.h>
#include <math.h>

#include <pthread.h>

#include "importgl.h"

/*******************************************************************************
Expand All @@ -28,106 +30,18 @@ static long _getTime(void){
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
*******************************************************************************/
Expand All @@ -140,25 +54,14 @@ void Java_org_libsdl_android_TestRenderer_nativeInit( JNIEnv* env )

__android_log_print(ANDROID_LOG_INFO, "SDL", "Entry point");

//Spin up the SDL thread
int r = pthread_create(&mSDLThread, NULL, sdlThreadProc, NULL);

/* 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 );

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");
}

}

Expand All @@ -174,34 +77,6 @@ void Java_org_libsdl_android_TestRenderer_nativeResize( JNIEnv* env,
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( );


}

/*******************************************************************************
Expand Down Expand Up @@ -236,118 +111,8 @@ void Java_org_libsdl_android_TestGLSurfaceView_nativePause( JNIEnv* env )
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++;

}
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