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PocketInsanity
libSDL
Commits
5a619d67
Commit
5a619d67
authored
Jun 17, 2010
by
Paul Hunkin
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Rotating pyramid!
parent
db5022f8
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app-android.c
android/testproject/jni/app-android.c
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android/testproject/jni/app-android.c
View file @
5a619d67
...
@@ -7,6 +7,12 @@
...
@@ -7,6 +7,12 @@
#include <android/log.h>
#include <android/log.h>
#include <stdint.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "importgl.h"
/*******************************************************************************
/*******************************************************************************
Globals
Globals
*******************************************************************************/
*******************************************************************************/
...
@@ -22,6 +28,106 @@ static long _getTime(void){
...
@@ -22,6 +28,106 @@ static long _getTime(void){
return
(
long
)(
now
.
tv_sec
*
1000
+
now
.
tv_usec
/
1000
);
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
Initialize the graphics state
*******************************************************************************/
*******************************************************************************/
...
@@ -31,6 +137,29 @@ void Java_org_libsdl_android_TestRenderer_nativeInit( JNIEnv* env )
...
@@ -31,6 +137,29 @@ void Java_org_libsdl_android_TestRenderer_nativeInit( JNIEnv* env )
gAppAlive
=
1
;
gAppAlive
=
1
;
sDemoStopped
=
0
;
sDemoStopped
=
0
;
__android_log_print
(
ANDROID_LOG_INFO
,
"SDL"
,
"Entry point"
);
/* Enable smooth shading */
glShadeModel
(
GL_SMOOTH
);
/* Set the background black */
glClearColor
(
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
);
/* 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 @@ void Java_org_libsdl_android_TestRenderer_nativeResize( JNIEnv* env,
...
@@ -44,6 +173,35 @@ void Java_org_libsdl_android_TestRenderer_nativeResize( JNIEnv* env,
sWindowWidth
=
w
;
sWindowWidth
=
w
;
sWindowHeight
=
h
;
sWindowHeight
=
h
;
__android_log_print
(
ANDROID_LOG_INFO
,
"SDL"
,
"resize w=%d h=%d"
,
w
,
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
.
0
f
,
ratio
,
0
.
1
f
,
100
.
0
f
);
/* Make sure we're chaning the model view and not the projection */
glMatrixMode
(
GL_MODELVIEW
);
/* Reset The View */
glLoadIdentity
(
);
}
}
/*******************************************************************************
/*******************************************************************************
...
@@ -55,6 +213,8 @@ void Java_org_libsdl_android_TestRenderer_nativeDone( JNIEnv* env )
...
@@ -55,6 +213,8 @@ void Java_org_libsdl_android_TestRenderer_nativeDone( JNIEnv* env )
//shut down the app
//shut down the app
importGLDeinit
();
importGLDeinit
();
__android_log_print
(
ANDROID_LOG_INFO
,
"SDL"
,
"Finalize"
);
}
}
/*******************************************************************************
/*******************************************************************************
...
@@ -65,15 +225,129 @@ void Java_org_libsdl_android_TestGLSurfaceView_nativePause( JNIEnv* env )
...
@@ -65,15 +225,129 @@ void Java_org_libsdl_android_TestGLSurfaceView_nativePause( JNIEnv* env )
sDemoStopped
=
!
sDemoStopped
;
sDemoStopped
=
!
sDemoStopped
;
if
(
sDemoStopped
)
{
if
(
sDemoStopped
)
{
//we paused
//we paused
__android_log_print
(
ANDROID_LOG_INFO
,
"SDL"
,
"Pause"
);
}
else
{
}
else
{
//we resumed
//we resumed
__android_log_print
(
ANDROID_LOG_INFO
,
"SDL"
,
"Resume"
);
}
}
}
}
/*******************************************************************************
/*******************************************************************************
Render the next frame
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
.
5
f
,
150
);
glMatrixMode
(
GL_MODELVIEW
);
glLoadIdentity
();
}
void
Java_org_libsdl_android_TestRenderer_nativeRender
(
JNIEnv
*
env
)
void
Java_org_libsdl_android_TestRenderer_nativeRender
(
JNIEnv
*
env
)
{
{
//TODO: Render here
//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
.
0
f
,
1
.
0
f
,
0
.
0
f
);
glEnableClientState
(
GL_VERTEX_ARRAY
);
glEnableClientState
(
GL_COLOR_ARRAY
);
/* Rotate The Triangle On The Y axis ( NEW ) */
glRotatef
(
Frames
%
360
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
);
/* GLES variant of drawing a triangle */
const
GLfloat
triVertices
[][
9
]
=
{
{
/* Front Triangle */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
/* Top Of Triangle */
-
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
,
/* Left Of Triangle */
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
/* Right Of Triangle */
},
{
/* Right Triangle */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
/* Top Of Triangle */
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
,
/* Left Of Triangle */
1
.
0
f
,
-
1
.
0
f
,
-
1
.
0
f
/* Right Of Triangle */
},
{
/* Back Triangle */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
/* Top Of Triangle */
1
.
0
f
,
-
1
.
0
f
,
-
1
.
0
f
,
/* Left Of Triangle */
-
1
.
0
f
,
-
1
.
0
f
,
-
1
.
0
f
/* Right Of Triangle */
},
{
/* Left Triangle */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
/* Top Of Triangle */
-
1
.
0
f
,
-
1
.
0
f
,
-
1
.
0
f
,
/* Left Of Triangle */
-
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
/* Right Of Triangle */
}
};
/* unlike GL, GLES does not support RGB. We have to use RGBA instead */
const
GLfloat
triColors
[][
12
]
=
{
{
/* Front triangle */
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Red */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Green */
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
/* Blue */
},
{
/* Right triangle */
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Red */
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
,
/* Blue */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
1
.
0
f
/* Green */
},
{
/* Back triangle */
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Red */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Green */
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
/* Blue */
},
{
/* Left triangle */
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
/* Red */
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
,
/* Blue */
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
1
.
0
f
/* 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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