test-arrows.c revision 2c7b08ad8aeedef1807560ea16d54d073bede2b2
1/*
2 * Copyright (C) 2013 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17#include <stdlib.h>
18#include <stdio.h>
19
20#include <EGL/egl.h>
21#include <GLES2/gl2.h>
22
23#include "util.h"
24
25static const char gVertexShader[] =
26	"attribute vec4 aPosition;\n"
27	"uniform mat4 uTransform;\n"
28	"varying vec4 vTexCoord;\n"
29	"void main() {\n"
30	"  gl_Position = aPosition * uTransform;\n"
31	"  vTexCoord = aPosition * vec4(1.0/16.0,-1.0/16.0,0.0,0.0);\n"
32	"}\n";
33
34static const char gFragmentShader[] =
35	"precision mediump float;\n"
36	"uniform sampler2D uTexture;\n"
37	"uniform float uAnim;\n"
38	"varying vec4 vTexCoord;\n"
39	"void main() {\n"
40	"  vec2 tc = vec2(vTexCoord.x, uAnim + vTexCoord.y);\n"
41	"  gl_FragColor = texture2D(uTexture, tc);\n"
42	"}\n";
43
44static GLuint pgm;
45static GLint aPosition, uTransform, uTexture, uAnim;
46
47static GLfloat vtx[2 * 3 * 2];
48static GLfloat mtx[16];
49
50//#define R (0xFF0000FF)
51#define R (0xFF000000)
52#define G (0xFF00FF00)
53uint32_t t32[] = {
54	R, R, R, R, R, R, R, G, G, R, R, R, R, R, R, R,
55	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
56	R, R, R, R, R, G, G, G, G, G, G, R, R, R, R, R,
57	R, R, R, R, G, G, G, G, G, G, G, G, R, R, R, R,
58	R, R, R, G, G, G, G, G, G, G, G, G, G, R, R, R,
59	R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
60	R, R, G, G, G, G, G, G, G, G, G, G, G, G, R, R,
61	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
62	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
63	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
64	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
65	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
66	R, R, R, R, R, R, G, G, G, G, R, R, R, R, R, R,
67	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
68	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
69	R, R, R, R, R, R, R, R, R, R, R, R, R, R, R, R,
70};
71#undef R
72#undef G
73
74int prepare(int w, int h) {
75	GLuint texid;
76
77	int left = w / 4;
78	int top = h / 4;
79	int right = (w / 4) * 3;
80	int bottom = (h / 4) * 3;
81
82	vtx[0] = left;
83	vtx[1] = top;
84	vtx[2] = left;
85	vtx[3] = bottom;
86	vtx[4] = right;
87	vtx[5] = bottom;
88
89	vtx[6] = right;
90	vtx[7] = bottom;
91	vtx[8] = right;
92	vtx[9] = top;
93	vtx[10] = left;
94	vtx[11] = top;
95
96	matrix_init_ortho(mtx, w, h);
97
98	pgm = load_program(gVertexShader, gFragmentShader);
99	if (!pgm)
100		return -1;
101
102	aPosition = glGetAttribLocation(pgm, "aPosition");
103	uTexture = glGetUniformLocation(pgm, "uTexture");
104	uTransform = glGetUniformLocation(pgm, "uTransform");
105	uAnim = glGetUniformLocation(pgm, "uAnim");
106
107	glViewport(0, 0, w, h);
108
109	glGenTextures(1, &texid);
110	glActiveTexture(GL_TEXTURE0);
111	glBindTexture(GL_TEXTURE_2D, texid);
112	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
113	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
114	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
115	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
116	glEnable(GL_TEXTURE_2D);
117	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 16, 16, 0,
118		GL_RGBA, GL_UNSIGNED_BYTE, t32);
119
120	return 0;
121}
122
123static float anim = 0.0;
124
125void render() {
126	anim += 0.1;
127	if (anim >= 16.0) anim = 0.0;
128
129	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
130	glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
131	glUseProgram(pgm);
132	glUniform1i(uTexture, 0);
133	glUniform1f(uAnim, anim);
134	glUniformMatrix4fv(uTransform, 1, 0, mtx);
135	glVertexAttribPointer(aPosition, 2, GL_FLOAT, GL_FALSE, 0, vtx);
136	glEnableVertexAttribArray(aPosition);
137	glDrawArrays(GL_TRIANGLES, 0, 6);
138}
139
140int main(int argc, char **argv) {
141	EGLDisplay display;
142	EGLSurface surface;
143	int w, h, count;
144
145	if (argc > 1)
146		count = atoi(argv[1]);
147
148	if (egl_create(&display, &surface, &w, &h))
149		return -1;
150
151	if (prepare(w, h))
152		return -1;
153
154	for (;;) {
155		render();
156		eglSwapBuffers(display, surface);
157		if (count > 0)
158			if (--count == 0)
159				break;
160	}
161
162	egl_destroy(display, surface);
163	return 0;
164}
165