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275 lines
6.9 KiB
275 lines
6.9 KiB
4 months ago
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// Calls glDrawElements() the number of times specified by
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// ITERATIONS. Should draw a checkerboard on the screen after
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// a few seconds.
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//
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// Ported from a Java version by Google.
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <GLES/glext.h>
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#include <WindowSurface.h>
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#include <EGLUtils.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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using namespace android;
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EGLDisplay eglDisplay;
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EGLSurface eglSurface;
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EGLContext eglContext;
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GLuint texture;
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#define FIXED_ONE 0x10000
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#define ITERATIONS 50
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int init_gl_surface(const WindowSurface&);
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void free_gl_surface(void);
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void init_scene(void);
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void render(int quads);
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void create_texture(void);
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int readTimer(void);
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static void gluLookAt(float eyeX, float eyeY, float eyeZ,
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float centerX, float centerY, float centerZ, float upX, float upY,
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float upZ)
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{
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// See the OpenGL GLUT documentation for gluLookAt for a description
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// of the algorithm. We implement it in a straightforward way:
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float fx = centerX - eyeX;
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float fy = centerY - eyeY;
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float fz = centerZ - eyeZ;
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// Normalize f
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float rlf = 1.0f / sqrtf(fx*fx + fy*fy + fz*fz);
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fx *= rlf;
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fy *= rlf;
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fz *= rlf;
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// Normalize up
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float rlup = 1.0f / sqrtf(upX*upX + upY*upY + upZ*upZ);
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upX *= rlup;
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upY *= rlup;
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upZ *= rlup;
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// compute s = f x up (x means "cross product")
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float sx = fy * upZ - fz * upY;
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float sy = fz * upX - fx * upZ;
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float sz = fx * upY - fy * upX;
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// compute u = s x f
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float ux = sy * fz - sz * fy;
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float uy = sz * fx - sx * fz;
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float uz = sx * fy - sy * fx;
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float m[16] ;
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m[0] = sx;
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m[1] = ux;
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m[2] = -fx;
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m[3] = 0.0f;
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m[4] = sy;
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m[5] = uy;
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m[6] = -fy;
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m[7] = 0.0f;
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m[8] = sz;
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m[9] = uz;
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m[10] = -fz;
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m[11] = 0.0f;
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m[12] = 0.0f;
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m[13] = 0.0f;
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m[14] = 0.0f;
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m[15] = 1.0f;
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glMultMatrixf(m);
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glTranslatef(-eyeX, -eyeY, -eyeZ);
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}
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int main(int argc, char **argv)
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{
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printf("Initializing EGL...\n");
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WindowSurface windowSurface;
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if(!init_gl_surface(windowSurface))
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{
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printf("GL initialisation failed - exiting\n");
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return 0;
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}
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init_scene();
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create_texture();
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printf("Start test...\n");
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render(argc==2 ? atoi(argv[1]) : ITERATIONS);
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free_gl_surface();
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return 0;
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}
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int init_gl_surface(const WindowSurface& windowSurface)
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{
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EGLConfig myConfig = {0};
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EGLint attrib[] =
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{
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_DEPTH_SIZE, 16,
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EGL_NONE
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};
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if ( (eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY )
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{
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printf("eglGetDisplay failed\n");
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return 0;
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}
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if ( eglInitialize(eglDisplay, NULL, NULL) != EGL_TRUE )
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{
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printf("eglInitialize failed\n");
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return 0;
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}
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EGLNativeWindowType window = windowSurface.getSurface();
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EGLUtils::selectConfigForNativeWindow(eglDisplay, attrib, window, &myConfig);
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if ( (eglSurface = eglCreateWindowSurface(eglDisplay, myConfig,
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window, 0)) == EGL_NO_SURFACE )
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{
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printf("eglCreateWindowSurface failed\n");
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return 0;
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}
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if ( (eglContext = eglCreateContext(eglDisplay, myConfig, 0, 0)) == EGL_NO_CONTEXT )
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{
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printf("eglCreateContext failed\n");
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return 0;
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}
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if ( eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext) != EGL_TRUE )
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{
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printf("eglMakeCurrent failed\n");
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return 0;
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}
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return 1;
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}
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void free_gl_surface(void)
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{
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if (eglDisplay != EGL_NO_DISPLAY)
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{
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eglMakeCurrent( EGL_NO_DISPLAY, EGL_NO_SURFACE,
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EGL_NO_SURFACE, EGL_NO_CONTEXT );
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eglDestroyContext( eglDisplay, eglContext );
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eglDestroySurface( eglDisplay, eglSurface );
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eglTerminate( eglDisplay );
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eglDisplay = EGL_NO_DISPLAY;
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}
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}
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void init_scene(void)
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{
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glDisable(GL_DITHER);
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glEnable(GL_CULL_FACE);
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float ratio = 320.0f / 480.0f;
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glViewport(0, 0, 320, 480);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glFrustumf(-ratio, ratio, -1, 1, 1, 10);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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gluLookAt(
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0, 0, 3, // eye
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0, 0, 0, // center
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0, 1, 0); // up
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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}
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void create_texture(void)
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{
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const unsigned int on = 0xff0000ff;
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const unsigned int off = 0xffffffff;
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const unsigned int pixels[] =
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{
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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on, off, on, off, on, off, on, off,
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off, on, off, on, off, on, off, on,
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};
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexEnvx(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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void render(int quads)
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{
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int i, j;
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const GLfloat vertices[] = {
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-1, -1, 0,
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1, -1, 0,
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1, 1, 0,
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-1, 1, 0
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};
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const GLfixed texCoords[] = {
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0, 0,
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FIXED_ONE, 0,
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FIXED_ONE, FIXED_ONE,
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0, FIXED_ONE
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};
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const GLushort quadIndices[] = { 0, 1, 2, 0, 2, 3 };
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GLushort* indices = (GLushort*)malloc(quads*sizeof(quadIndices));
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for (i=0 ; i<quads ; i++)
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memcpy(indices+(sizeof(quadIndices)/sizeof(indices[0]))*i, quadIndices, sizeof(quadIndices));
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glVertexPointer(3, GL_FLOAT, 0, vertices);
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glTexCoordPointer(2, GL_FIXED, 0, texCoords);
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// make sure to do a couple eglSwapBuffers to make sure there are
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// no problems with the very first ones (who knows)
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glClearColor(0.4, 0.4, 0.4, 0.4);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(eglDisplay, eglSurface);
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glClearColor(0.6, 0.6, 0.6, 0.6);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(eglDisplay, eglSurface);
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glClearColor(1.0, 1.0, 1.0, 1.0);
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for (j=0 ; j<10 ; j++) {
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printf("loop %d / 10 (%d quads / loop)\n", j, quads);
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int nelem = sizeof(quadIndices)/sizeof(quadIndices[0]);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glDrawElements(GL_TRIANGLES, nelem*quads, GL_UNSIGNED_SHORT, indices);
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eglSwapBuffers(eglDisplay, eglSurface);
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}
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free(indices);
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}
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