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