//#define HOOK #include #include #include #include #include #include #include #include #include #include #include #include #include "esTransform.h" #include "esShapes.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 }; #define TEX_WIDTH (16) #define TEX_HEIGHT (16) static GLuint createSimpleTexture() { GLuint textureId; uint8_t pixels[TEX_HEIGHT][TEX_WIDTH]; for(int y=0; y 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; } GLfloat *vVertices; GLfloat *vNormals; GLfloat *vTexCoords; GLushort *vIndices; int numIndices = esGenSphere(40, 1.0f, &vVertices, &vNormals, &vTexCoords, &vIndices, NULL); GLuint texId = createSimpleTexture(); glAttachShader(program, vertex_shader); glAttachShader(program, fragment_shader); glBindAttribLocation(program, 0, "in_position"); glBindAttribLocation(program, 1, "in_normal"); glBindAttribLocation(program, 2, "in_texcoord"); 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 | GL_DEPTH_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, 2, GL_FLOAT, GL_FALSE, 0, vTexCoords); 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, -1.8f, +1.8f, -1.8f * aspect, +1.8f * 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"); GLint sampler_handle = glGetUniformLocation(program, "s_texture"); 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); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, texId); glUniform1i(sampler_handle, 0); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, vIndices); glFlush(); fflush(stdout); dump_gl_screen("/sdcard/egl2.bmp", width, height); #ifdef HOOK close_hook(); #endif return 0; }