2013-03-07 02:16:31 +01:00
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/*
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* Copyright (C) 2013 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#include <EGL/egl.h>
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#include <GLES2/gl2.h>
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#include "util.h"
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static const char gVertexShader[] =
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"attribute vec4 aPosition;\n"
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"uniform mat4 uTransform;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" gl_Position = aPosition * uTransform;\n"
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" vTexCoord = aPosition * vec4(1.0/16.0,-1.0/16.0,0.0,0.0);\n"
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"}\n";
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static const char gFragmentShader[] =
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"precision mediump float;\n"
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"uniform sampler2D uTexture;\n"
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"uniform float uAnim;\n"
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"varying vec4 vTexCoord;\n"
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"void main() {\n"
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" vec2 tc = vec2(vTexCoord.x, uAnim + vTexCoord.y);\n"
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" gl_FragColor = texture2D(uTexture, tc);\n"
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"}\n";
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static GLuint pgm;
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static GLint aPosition, uTransform, uTexture, uAnim;
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static GLfloat vtx[2 * 3 * 2];
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static GLfloat mtx[16];
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//#define R (0xFF0000FF)
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#define R (0xFF000000)
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#define G (0xFF00FF00)
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uint32_t t32[] = {
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R, R, R, R, R, R, R, G, G, R, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, G, G, G, G, G, G, R, R, R, R, R,
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R, R, R, R, G, G, G, G, G, G, G, G, R, R, R, R,
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R, R, R, G, G, G, G, G, G, G, G, G, G, R, R, R,
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R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
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R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
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R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
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R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
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R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
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};
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#undef R
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#undef G
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int prepare(int w, int h) {
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GLuint texid;
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int left = w / 4;
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int top = h / 4;
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int right = (w / 4) * 3;
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int bottom = (h / 4) * 3;
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vtx[0] = left;
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vtx[1] = top;
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vtx[2] = left;
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vtx[3] = bottom;
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vtx[4] = right;
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vtx[5] = bottom;
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vtx[6] = right;
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vtx[7] = bottom;
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vtx[8] = right;
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vtx[9] = top;
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vtx[10] = left;
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vtx[11] = top;
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matrix_init_ortho(mtx, w, h);
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pgm = load_program(gVertexShader, gFragmentShader);
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if (!pgm)
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return -1;
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aPosition = glGetAttribLocation(pgm, "aPosition");
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uTexture = glGetUniformLocation(pgm, "uTexture");
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uTransform = glGetUniformLocation(pgm, "uTransform");
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uAnim = glGetUniformLocation(pgm, "uAnim");
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glViewport(0, 0, w, h);
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glGenTextures(1, &texid);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texid);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glEnable(GL_TEXTURE_2D);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, t32);
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return 0;
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}
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static float anim = 0.0;
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void render() {
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anim += 0.1;
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if (anim >= 16.0) anim = 0.0;
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glUseProgram(pgm);
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glUniform1i(uTexture, 0);
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glUniform1f(uAnim, anim);
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glUniformMatrix4fv(uTransform, 1, 0, mtx);
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glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, vtx);
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glEnableVertexAttribArray(aPosition);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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}
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int main(int argc, char **argv) {
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EGLDisplay display;
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EGLSurface surface;
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2014-07-15 20:11:01 +02:00
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int w, h, count = 0;
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2013-03-07 02:16:31 +01:00
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if (argc > 1)
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count = atoi(argv[1]);
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if (egl_create(&display, &surface, &w, &h))
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return -1;
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if (prepare(w, h))
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return -1;
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for (;;) {
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render();
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eglSwapBuffers(display, surface);
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if (count > 0)
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if (--count == 0)
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break;
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}
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egl_destroy(display, surface);
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return 0;
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}
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