Testing out pthread support in android. Appears to work.
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2 changed files with 20 additions and 255 deletions
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@ -11,6 +11,8 @@
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#include <stdlib.h>
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#include <stdlib.h>
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#include <math.h>
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#include <math.h>
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#include <pthread.h>
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#include "importgl.h"
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#include "importgl.h"
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/*******************************************************************************
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/*******************************************************************************
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@ -28,106 +30,18 @@ static long _getTime(void){
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return (long)(now.tv_sec*1000 + now.tv_usec/1000);
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return (long)(now.tv_sec*1000 + now.tv_usec/1000);
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}
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}
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/**************************************
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gluperspective implementation
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**************************************/
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/*******************************************************************************
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void gluPerspective(double fovy, double aspect, double zNear, double zFar){
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SDL thread
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glMatrixMode(GL_PROJECTION);
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*******************************************************************************/
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glLoadIdentity();
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pthread_t mSDLThread = 0;
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double xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * M_PI / 360.0);
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void* sdlThreadProc(void* args){
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ymin = -ymax;
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__android_log_print(ANDROID_LOG_INFO, "SDL", "Thread Entry");
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xmin = ymin * aspect;
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return 0;
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xmax = ymax * aspect;
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glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
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}
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}
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/**************************************
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glulookat implementation
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**************************************/
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void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
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GLfloat centerx, GLfloat centery, GLfloat centerz,
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GLfloat upx, GLfloat upy, GLfloat upz)
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{
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GLfloat m[16];
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GLfloat x[3], y[3], z[3];
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GLfloat mag;
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/* Make rotation matrix */
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/* Z vector */
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z[0] = eyex - centerx;
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z[1] = eyey - centery;
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z[2] = eyez - centerz;
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mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
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if (mag) { /* mpichler, 19950515 */
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z[0] /= mag;
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z[1] /= mag;
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z[2] /= mag;
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}
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/* Y vector */
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y[0] = upx;
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y[1] = upy;
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y[2] = upz;
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/* X vector = Y cross Z */
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x[0] = y[1] * z[2] - y[2] * z[1];
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x[1] = -y[0] * z[2] + y[2] * z[0];
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x[2] = y[0] * z[1] - y[1] * z[0];
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/* Recompute Y = Z cross X */
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y[0] = z[1] * x[2] - z[2] * x[1];
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y[1] = -z[0] * x[2] + z[2] * x[0];
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y[2] = z[0] * x[1] - z[1] * x[0];
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/* mpichler, 19950515 */
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/* cross product gives area of parallelogram, which is < 1.0 for
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* non-perpendicular unit-length vectors; so normalize x, y here
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*/
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mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
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if (mag) {
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x[0] /= mag;
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x[1] /= mag;
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x[2] /= mag;
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}
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mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
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if (mag) {
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y[0] /= mag;
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y[1] /= mag;
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y[2] /= mag;
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}
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#define M(row,col) m[col*4+row]
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M(0, 0) = x[0];
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M(0, 1) = x[1];
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M(0, 2) = x[2];
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M(0, 3) = 0.0;
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M(1, 0) = y[0];
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M(1, 1) = y[1];
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M(1, 2) = y[2];
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M(1, 3) = 0.0;
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M(2, 0) = z[0];
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M(2, 1) = z[1];
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M(2, 2) = z[2];
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M(2, 3) = 0.0;
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M(3, 0) = 0.0;
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M(3, 1) = 0.0;
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M(3, 2) = 0.0;
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M(3, 3) = 1.0;
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#undef M
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glMultMatrixf(m);
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/* Translate Eye to Origin */
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glTranslatef(-eyex, -eyey, -eyez);
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}
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/*******************************************************************************
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/*******************************************************************************
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Initialize the graphics state
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Initialize the graphics state
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*******************************************************************************/
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*******************************************************************************/
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@ -140,25 +54,14 @@ void Java_org_libsdl_android_TestRenderer_nativeInit( JNIEnv* env )
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__android_log_print(ANDROID_LOG_INFO, "SDL", "Entry point");
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__android_log_print(ANDROID_LOG_INFO, "SDL", "Entry point");
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//Spin up the SDL thread
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int r = pthread_create(&mSDLThread, NULL, sdlThreadProc, NULL);
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/* Enable smooth shading */
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if(r != 0){
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glShadeModel( GL_SMOOTH );
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__android_log_print(ANDROID_LOG_INFO, "SDL", "Couldn't spawn thread: %d", r);
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}else{
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/* Set the background black */
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__android_log_print(ANDROID_LOG_INFO, "SDL", "Started SDL thread");
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glClearColor( 1.0f, 0.0f, 0.0f, 0.0f );
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}
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/* Depth buffer setup */
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//glClearDepth( 1.0f );
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/* Enables Depth Testing */
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glEnable( GL_DEPTH_TEST );
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/* The Type Of Depth Test To Do */
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glDepthFunc( GL_LEQUAL );
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/* Really Nice Perspective Calculations */
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glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );
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}
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}
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@ -174,34 +77,6 @@ void Java_org_libsdl_android_TestRenderer_nativeResize( JNIEnv* env,
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sWindowHeight = h;
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sWindowHeight = h;
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__android_log_print(ANDROID_LOG_INFO, "SDL", "resize w=%d h=%d", w, h);
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__android_log_print(ANDROID_LOG_INFO, "SDL", "resize w=%d h=%d", w, h);
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/* Height / width ration */
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GLfloat ratio;
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/* Protect against a divide by zero */
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if ( h == 0 )
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h = 1;
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ratio = ( GLfloat )w / ( GLfloat )h;
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/* Setup our viewport. */
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glViewport( 0, 0, ( GLsizei )w, ( GLsizei )h );
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/* change to the projection matrix and set our viewing volume. */
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity( );
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/* Set our perspective */
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gluPerspective( 45.0f, ratio, 0.1f, 100.0f );
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/* Make sure we're chaning the model view and not the projection */
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glMatrixMode( GL_MODELVIEW );
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/* Reset The View */
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glLoadIdentity( );
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}
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}
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/*******************************************************************************
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/*******************************************************************************
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@ -236,118 +111,8 @@ void Java_org_libsdl_android_TestGLSurfaceView_nativePause( JNIEnv* env )
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Render the next frame
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Render the next frame
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*******************************************************************************/
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*******************************************************************************/
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const GLbyte vertex []=
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{
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0,1,0,
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-1,0,0,
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1,0,0
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};
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const GLubyte color []=
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{
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255,0,0,
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0,255,0,
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0,0,255
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};
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int iRot = 0;
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int Frames = 0;
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static void prepareFrame(int width, int height)
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{
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glViewport(0, 0, width, height);
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glClearColorx(0,0,0,255);
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glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45, (float)width / height, 0.5f, 150);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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void Java_org_libsdl_android_TestRenderer_nativeRender( JNIEnv* env )
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void Java_org_libsdl_android_TestRenderer_nativeRender( JNIEnv* env )
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{
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{
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//TODO: Render here
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//TODO: Render here
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prepareFrame(sWindowWidth, sWindowHeight);
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//Camera
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gluLookAt(0,0,5, 0,0,0, 0,1,0);
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//Draw a triangle
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//glRotatef(iRot, 0, 1, 0);
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glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f );
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glEnableClientState (GL_VERTEX_ARRAY);
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glEnableClientState (GL_COLOR_ARRAY);
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/* Rotate The Triangle On The Y axis ( NEW ) */
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glRotatef( Frames % 360, 0.0f, 1.0f, 0.0f );
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/* GLES variant of drawing a triangle */
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const GLfloat triVertices[][9] = {
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{ /* Front Triangle */
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0.0f, 1.0f, 0.0f, /* Top Of Triangle */
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-1.0f, -1.0f, 1.0f, /* Left Of Triangle */
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1.0f, -1.0f, 1.0f /* Right Of Triangle */
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}, { /* Right Triangle */
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0.0f, 1.0f, 0.0f, /* Top Of Triangle */
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1.0f, -1.0f, 1.0f, /* Left Of Triangle */
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1.0f, -1.0f, -1.0f /* Right Of Triangle */
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}, { /* Back Triangle */
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0.0f, 1.0f, 0.0f, /* Top Of Triangle */
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1.0f, -1.0f, -1.0f, /* Left Of Triangle */
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-1.0f, -1.0f, -1.0f /* Right Of Triangle */
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}, { /* Left Triangle */
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0.0f, 1.0f, 0.0f, /* Top Of Triangle */
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-1.0f, -1.0f, -1.0f, /* Left Of Triangle */
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-1.0f, -1.0f, 1.0f /* Right Of Triangle */
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}
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};
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/* unlike GL, GLES does not support RGB. We have to use RGBA instead */
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const GLfloat triColors[][12] = {
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{ /* Front triangle */
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1.0f, 0.0f, 0.0f, 1.0f, /* Red */
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0.0f, 1.0f, 0.0f, 1.0f, /* Green */
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0.0f, 0.0f, 1.0f, 1.0f /* Blue */
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}, { /* Right triangle */
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1.0f, 0.0f, 0.0f, 1.0f, /* Red */
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0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
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0.0f, 1.0f, 0.0f, 1.0f /* Green */
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}, { /* Back triangle */
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1.0f, 0.0f, 0.0f, 1.0f, /* Red */
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0.0f, 1.0f, 0.0f, 1.0f, /* Green */
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0.0f, 0.0f, 1.0f, 1.0f /* Blue */
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}, { /* Left triangle */
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1.0f, 0.0f, 0.0f, 1.0f, /* Red */
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0.0f, 0.0f, 1.0f, 1.0f, /* Blue */
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0.0f, 1.0f, 0.0f, 1.0f /* Green */
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}
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};
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glEnableClientState(GL_COLOR_ARRAY);
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int tri=0;
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/* Loop through all Triangles */
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for(tri=0;tri<sizeof(triVertices)/(9*sizeof(GLfloat));tri++)
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{
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glVertexPointer(3, GL_FLOAT, 0, triVertices[tri]);
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glColorPointer(4, GL_FLOAT, 0, triColors[tri]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 3);
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}
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//__android_log_print(ANDROID_LOG_INFO, "SDL", "render %d", Frames++);
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Frames++;
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}
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}
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