/* * Copyright (c) 2011-2012 Luc Verhaegen * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sub license, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the * next paragraph) shall be included in all copies or substantial portions * of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. */ #define HOOK #include #include #include #include #include #include #include #include #include #include #include #include #include "esTransform.h" #include "eglutil.h" #include "dump_gl_screen.h" #include "viv_hook.h" static EGLint const config_attribute_list[] = { EGL_RED_SIZE, 8, EGL_GREEN_SIZE, 8, EGL_BLUE_SIZE, 8, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_DEPTH_SIZE, 8, EGL_NONE }; static EGLint const pbuffer_attribute_list[] = { EGL_WIDTH, 400, EGL_HEIGHT, 240, EGL_LARGEST_PBUFFER, EGL_TRUE, EGL_NONE }; static const EGLint context_attribute_list[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; int main(int argc, char *argv[]) { EGLDisplay display; EGLint egl_major, egl_minor; EGLConfig config; EGLint num_config; EGLContext context; EGLSurface surface; GLuint vertex_shader; GLuint fragment_shader; GLuint program; GLint ret; GLint width, height; #ifdef HOOK the_hook("/mnt/sdcard/egl2.fdr"); #endif const char *vertex_shader_source = "uniform mat4 modelviewMatrix;\n" "uniform mat4 modelviewprojectionMatrix;\n" "uniform mat3 normalMatrix;\n" "\n" "attribute vec4 in_position; \n" "attribute vec3 in_normal; \n" "attribute vec4 in_color; \n" "\n" "vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n" " \n" "varying vec4 vVaryingColor; \n" " \n" "void main() \n" "{ \n" " gl_Position = modelviewprojectionMatrix * in_position;\n" " vec3 vEyeNormal = normalMatrix * in_normal;\n" " vec4 vPosition4 = modelviewMatrix * in_position;\n" " vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" " vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" " float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" " vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n" "} \n"; const char *fragment_shader_source = "precision mediump float; \n" " \n" "varying vec4 vVaryingColor; \n" " \n" "void main() \n" "{ \n" " gl_FragColor = vVaryingColor; \n" "} \n"; GLfloat vVertices[] = { // front -1.0f, -1.0f, +1.0f, // point blue +1.0f, -1.0f, +1.0f, // point magenta -1.0f, +1.0f, +1.0f, // point cyan +1.0f, +1.0f, +1.0f, // point white // back +1.0f, -1.0f, -1.0f, // point red -1.0f, -1.0f, -1.0f, // point black +1.0f, +1.0f, -1.0f, // point yellow -1.0f, +1.0f, -1.0f, // point green // right +1.0f, -1.0f, +1.0f, // point magenta +1.0f, -1.0f, -1.0f, // point red +1.0f, +1.0f, +1.0f, // point white +1.0f, +1.0f, -1.0f, // point yellow // left -1.0f, -1.0f, -1.0f, // point black -1.0f, -1.0f, +1.0f, // point blue -1.0f, +1.0f, -1.0f, // point green -1.0f, +1.0f, +1.0f, // point cyan // top -1.0f, +1.0f, +1.0f, // point cyan +1.0f, +1.0f, +1.0f, // point white -1.0f, +1.0f, -1.0f, // point green +1.0f, +1.0f, -1.0f, // point yellow // bottom -1.0f, -1.0f, -1.0f, // point black +1.0f, -1.0f, -1.0f, // point red -1.0f, -1.0f, +1.0f, // point blue +1.0f, -1.0f, +1.0f // point magenta }; GLfloat vColors[] = { // front 0.0f, 0.0f, 1.0f, // blue 1.0f, 0.0f, 1.0f, // magenta 0.0f, 1.0f, 1.0f, // cyan 1.0f, 1.0f, 1.0f, // white // back 1.0f, 0.0f, 0.0f, // red 0.0f, 0.0f, 0.0f, // black 1.0f, 1.0f, 0.0f, // yellow 0.0f, 1.0f, 0.0f, // green // right 1.0f, 0.0f, 1.0f, // magenta 1.0f, 0.0f, 0.0f, // red 1.0f, 1.0f, 1.0f, // white 1.0f, 1.0f, 0.0f, // yellow // left 0.0f, 0.0f, 0.0f, // black 0.0f, 0.0f, 1.0f, // blue 0.0f, 1.0f, 0.0f, // green 0.0f, 1.0f, 1.0f, // cyan // top 0.0f, 1.0f, 1.0f, // cyan 1.0f, 1.0f, 1.0f, // white 0.0f, 1.0f, 0.0f, // green 1.0f, 1.0f, 0.0f, // yellow // bottom 0.0f, 0.0f, 0.0f, // black 1.0f, 0.0f, 0.0f, // red 0.0f, 0.0f, 1.0f, // blue 1.0f, 0.0f, 1.0f // magenta }; GLfloat vNormals[] = { // front +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward +0.0f, +0.0f, +1.0f, // forward // back +0.0f, +0.0f, -1.0f, // backbard +0.0f, +0.0f, -1.0f, // backbard +0.0f, +0.0f, -1.0f, // backbard +0.0f, +0.0f, -1.0f, // backbard // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right +1.0f, +0.0f, +0.0f, // right // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left -1.0f, +0.0f, +0.0f, // left // top +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up +0.0f, +1.0f, +0.0f, // up // bottom +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f, // down +0.0f, -1.0f, +0.0f // down }; display = eglGetDisplay(EGL_DEFAULT_DISPLAY); if (display == EGL_NO_DISPLAY) { printf("Error: No display found!\n"); return -1; } if (!eglInitialize(display, &egl_major, &egl_minor)) { printf("Error: eglInitialise failed!\n"); return -1; } printf("Using display %p with EGL version %d.%d\n", display, egl_major, egl_minor); printf("EGL Version \"%s\"\n", eglQueryString(display, EGL_VERSION)); printf("EGL Vendor \"%s\"\n", eglQueryString(display, EGL_VENDOR)); printf("EGL Extensions \"%s\"\n", eglQueryString(display, EGL_EXTENSIONS)); /* get an appropriate EGL frame buffer configuration */ eglChooseConfig(display, config_attribute_list, &config, 1, &num_config); /* create an EGL rendering context */ context = eglCreateContext(display, config, EGL_NO_CONTEXT, context_attribute_list); if (context == EGL_NO_CONTEXT) { printf("Error: eglCreateContext failed: %d\n", eglGetError()); return -1; } surface = eglCreatePbufferSurface(display, config, pbuffer_attribute_list); if (surface == EGL_NO_SURFACE) { printf("Error: eglCreatePbufferSurface failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } if (!eglQuerySurface(display, surface, EGL_WIDTH, &width) || !eglQuerySurface(display, surface, EGL_HEIGHT, &height)) { printf("Error: eglQuerySurface failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } printf("PBuffer: %dx%d\n", width, height); printf("GL Extensions \"%s\"\n", glGetString(GL_EXTENSIONS)); /* connect the context to the surface */ if (!eglMakeCurrent(display, surface, surface, context)) { printf("Error: eglMakeCurrent() failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } vertex_shader = glCreateShader(GL_VERTEX_SHADER); if (!vertex_shader) { printf("Error: glCreateShader(GL_VERTEX_SHADER) failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } glShaderSource(vertex_shader, 1, &vertex_shader_source, NULL); glCompileShader(vertex_shader); glGetShaderiv(vertex_shader, GL_COMPILE_STATUS, &ret); if (!ret) { char *log; printf("Error: vertex shader compilation failed!:\n"); glGetShaderiv(vertex_shader, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetShaderInfoLog(vertex_shader, ret, NULL, log); printf("%s", log); } return -1; } else printf("Vertex shader compilation succeeded!\n"); fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); if (!fragment_shader) { printf("Error: glCreateShader(GL_FRAGMENT_SHADER) failed: %d (%s)\n", eglGetError(), eglStrError(eglGetError())); return -1; } glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); glCompileShader(fragment_shader); glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret); if (!ret) { char *log; printf("Error: fragment shader compilation failed!:\n"); glGetShaderiv(fragment_shader, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetShaderInfoLog(fragment_shader, ret, NULL, log); printf("%s", log); } return -1; } else printf("Fragment shader compilation succeeded!\n"); program = glCreateProgram(); if (!program) { printf("Error: failed to create program!\n"); return -1; } glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glBindAttribLocation(program, 0, "in_position"); glBindAttribLocation(program, 1, "in_normal"); glBindAttribLocation(program, 2, "in_color"); glLinkProgram(program); glGetProgramiv(program, GL_LINK_STATUS, &ret); if (!ret) { char *log; printf("Error: program linking failed!:\n"); glGetProgramiv(program, GL_INFO_LOG_LENGTH, &ret); if (ret > 1) { log = malloc(ret); glGetProgramInfoLog(program, ret, NULL, log); printf("%s", log); } return -1; } else printf("program linking succeeded!\n"); glUseProgram(program); glViewport(0, 0, width, height); /* clear the color buffer */ glClearColor(0.5, 0.5, 0.5, 1.0); glClear(GL_COLOR_BUFFER_BIT); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, vVertices); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, vNormals); glEnableVertexAttribArray(1); glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, 0, vColors); glEnableVertexAttribArray(2); ESMatrix modelview; esMatrixLoadIdentity(&modelview); esTranslate(&modelview, 0.0f, 0.0f, -8.0f); esRotate(&modelview, 45.0f, 1.0f, 0.0f, 0.0f); esRotate(&modelview, 45.0f, 0.0f, 1.0f, 0.0f); esRotate(&modelview, 10.0f, 0.0f, 0.0f, 1.0f); GLfloat aspect = (GLfloat)(height) / (GLfloat)(width); ESMatrix projection; esMatrixLoadIdentity(&projection); esFrustum(&projection, -2.8f, +2.8f, -2.8f * aspect, +2.8f * aspect, 6.0f, 10.0f); ESMatrix modelviewprojection; esMatrixLoadIdentity(&modelviewprojection); esMatrixMultiply(&modelviewprojection, &modelview, &projection); float normal[9]; normal[0] = modelview.m[0][0]; normal[1] = modelview.m[0][1]; normal[2] = modelview.m[0][2]; normal[3] = modelview.m[1][0]; normal[4] = modelview.m[1][1]; normal[5] = modelview.m[1][2]; normal[6] = modelview.m[2][0]; normal[7] = modelview.m[2][1]; normal[8] = modelview.m[2][2]; GLint modelviewmatrix_handle = glGetUniformLocation(program, "modelviewMatrix"); GLint modelviewprojectionmatrix_handle = glGetUniformLocation(program, "modelviewprojectionMatrix"); GLint normalmatrix_handle = glGetUniformLocation(program, "normalMatrix"); glUniformMatrix4fv(modelviewmatrix_handle, 1, GL_FALSE, &modelview.m[0][0]); glUniformMatrix4fv(modelviewprojectionmatrix_handle, 1, GL_FALSE, &modelviewprojection.m[0][0]); glUniformMatrix3fv(normalmatrix_handle, 1, GL_FALSE, normal); printf("Model view\n"); for(int i=0; i<4; ++i) { printf(" "); for(int j=0; j<4; ++j) printf("%f ", modelview.m[i][j]); printf("\n"); } printf("Model view projection\n"); for(int i=0; i<4; ++i) { printf(" "); for(int j=0; j<4; ++j) printf("%f ", modelviewprojection.m[i][j]); printf("\n"); } glEnable(GL_CULL_FACE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 4, 4); glDrawArrays(GL_TRIANGLE_STRIP, 8, 4); glDrawArrays(GL_TRIANGLE_STRIP, 12, 4); glDrawArrays(GL_TRIANGLE_STRIP, 16, 4); glDrawArrays(GL_TRIANGLE_STRIP, 20, 4); glFlush(); fflush(stdout); dump_gl_screen("/sdcard/egl2.bmp", width, height); #ifdef HOOK close_hook(); #endif return 0; }