注:文章都是通过阅读各位前辈总结的资料 Android 8.x && Linux(kernel 4.x)Qualcomm平台源码、加上自己的思考分析总结出来的,其中难免有理解不对的地方,欢迎大家批评指正。文章为个人学习、研究、欣赏之用,图文内容整理自互联网(◕‿◕),如有侵权,请联系删除,禁止转载(©Qualcomm ©Android @Linux 版权所有),谢谢。

首先感谢:

【EGL函数API文档】
【OpenGL ES EGL介绍】

正是由于前人的分析和总结,帮助我节约了大量的时间和精力,再次感谢!!!

Google Pixel、Pixel XL 内核代码(==文章基于 Kernel-4.x==):
Kernel source for Pixel 2 (walleye) and Pixel 2 XL (taimen) - GitHub

AOSP 源码(==文章基于 Android 8.x==):
Android 系统全套源代码分享 (更新到 8.1.0_r1)


==源码(部分)==:

opengl

  • android\frameworks\native\opengl\tests\gl2_basic\
  • android\frameworks\native\opengl\tests\gl2_java\
  • android\frameworks\native\opengl\tests\angeles\

(一)、gl2_basic

Alt text | center

1.1、源码:
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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include <sched.h>
#include <sys/resource.h>

#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>

#include <utils/Timers.h>

#include <WindowSurface.h>
#include <EGLUtils.h>

using namespace android;
extern "C" EGLAPI const char* eglQueryStringImplementationANDROID(EGLDisplay dpy, EGLint name);

static void printGLString(const char *name, GLenum s) {
// fprintf(stderr, "printGLString %s, %d\n", name, s);
const char *v = (const char *) glGetString(s);
// int error = glGetError();
// fprintf(stderr, "glGetError() = %d, result of glGetString = %x\n", error,
// (unsigned int) v);
// if ((v < (const char*) 0) || (v > (const char*) 0x10000))
// fprintf(stderr, "GL %s = %s\n", name, v);
// else
// fprintf(stderr, "GL %s = (null) 0x%08x\n", name, (unsigned int) v);
fprintf(stderr, "GL %s = %s\n", name, v);
}

static void printEGLString(EGLDisplay dpy, const char *name, GLenum s) {
const char *v = (const char *) eglQueryString(dpy, s);
const char* va = (const char*)eglQueryStringImplementationANDROID(dpy, s);
fprintf(stderr, "GL %s = %s\nImplementationANDROID: %s\n", name, v, va);
}

static void checkEglError(const char* op, EGLBoolean returnVal = EGL_TRUE) {
if (returnVal != EGL_TRUE) {
fprintf(stderr, "%s() returned %d\n", op, returnVal);
}

for (EGLint error = eglGetError(); error != EGL_SUCCESS; error
= eglGetError()) {
fprintf(stderr, "after %s() eglError %s (0x%x)\n", op, EGLUtils::strerror(error),
error);
}
}

static void checkGlError(const char* op) {
for (GLint error = glGetError(); error; error
= glGetError()) {
fprintf(stderr, "after %s() glError (0x%x)\n", op, error);
}
}

static const char gVertexShader[] = "attribute vec4 vPosition;\n"
"void main() {\n"
" gl_Position = vPosition;\n"
"}\n";

static const char gFragmentShader[] = "precision mediump float;\n"
"void main() {\n"
" gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
"}\n";

GLuint loadShader(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
fprintf(stderr, "Could not compile shader %d:\n%s\n",
shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}

GLuint createProgram(const char* pVertexSource, const char* pFragmentSource) {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}

GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}

GLuint program = glCreateProgram();
if (program) {
glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
fprintf(stderr, "Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}

GLuint gProgram;
GLuint gvPositionHandle;

bool setupGraphics(int w, int h) {
gProgram = createProgram(gVertexShader, gFragmentShader);
if (!gProgram) {
return false;
}
gvPositionHandle = glGetAttribLocation(gProgram, "vPosition");
checkGlError("glGetAttribLocation");
fprintf(stderr, "glGetAttribLocation(\"vPosition\") = %d\n",
gvPositionHandle);

glViewport(0, 0, w, h);
checkGlError("glViewport");
return true;
}

const GLfloat gTriangleVertices[] = { 0.0f, 0.5f, -0.5f, -0.5f,
0.5f, -0.5f };

void renderFrame() {
glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
checkGlError("glClearColor");
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
checkGlError("glClear");

glUseProgram(gProgram);
checkGlError("glUseProgram");

glVertexAttribPointer(gvPositionHandle, 2, GL_FLOAT, GL_FALSE, 0, gTriangleVertices);
checkGlError("glVertexAttribPointer");
glEnableVertexAttribArray(gvPositionHandle);
checkGlError("glEnableVertexAttribArray");
glDrawArrays(GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
}

void printEGLConfiguration(EGLDisplay dpy, EGLConfig config) {

#define X(VAL) {VAL, #VAL}
struct {EGLint attribute; const char* name;} names[] = {
X(EGL_BUFFER_SIZE),
X(EGL_ALPHA_SIZE),
X(EGL_BLUE_SIZE),
X(EGL_GREEN_SIZE),
X(EGL_RED_SIZE),
X(EGL_DEPTH_SIZE),
X(EGL_STENCIL_SIZE),
X(EGL_CONFIG_CAVEAT),
X(EGL_CONFIG_ID),
X(EGL_LEVEL),
X(EGL_MAX_PBUFFER_HEIGHT),
X(EGL_MAX_PBUFFER_PIXELS),
X(EGL_MAX_PBUFFER_WIDTH),
X(EGL_NATIVE_RENDERABLE),
X(EGL_NATIVE_VISUAL_ID),
X(EGL_NATIVE_VISUAL_TYPE),
X(EGL_SAMPLES),
X(EGL_SAMPLE_BUFFERS),
X(EGL_SURFACE_TYPE),
X(EGL_TRANSPARENT_TYPE),
X(EGL_TRANSPARENT_RED_VALUE),
X(EGL_TRANSPARENT_GREEN_VALUE),
X(EGL_TRANSPARENT_BLUE_VALUE),
X(EGL_BIND_TO_TEXTURE_RGB),
X(EGL_BIND_TO_TEXTURE_RGBA),
X(EGL_MIN_SWAP_INTERVAL),
X(EGL_MAX_SWAP_INTERVAL),
X(EGL_LUMINANCE_SIZE),
X(EGL_ALPHA_MASK_SIZE),
X(EGL_COLOR_BUFFER_TYPE),
X(EGL_RENDERABLE_TYPE),
X(EGL_CONFORMANT),
};
#undef X

for (size_t j = 0; j < sizeof(names) / sizeof(names[0]); j++) {
EGLint value = -1;
EGLint returnVal = eglGetConfigAttrib(dpy, config, names[j].attribute, &value);
EGLint error = eglGetError();
if (returnVal && error == EGL_SUCCESS) {
printf(" %s: ", names[j].name);
printf("%d (0x%x)", value, value);
}
}
printf("\n");
}

int printEGLConfigurations(EGLDisplay dpy) {
EGLint numConfig = 0;
EGLint returnVal = eglGetConfigs(dpy, NULL, 0, &numConfig);
checkEglError("eglGetConfigs", returnVal);
if (!returnVal) {
return false;
}

printf("Number of EGL configuration: %d\n", numConfig);

EGLConfig* configs = (EGLConfig*) malloc(sizeof(EGLConfig) * numConfig);
if (! configs) {
printf("Could not allocate configs.\n");
return false;
}

returnVal = eglGetConfigs(dpy, configs, numConfig, &numConfig);
checkEglError("eglGetConfigs", returnVal);
if (!returnVal) {
free(configs);
return false;
}

for(int i = 0; i < numConfig; i++) {
printf("Configuration %d\n", i);
printEGLConfiguration(dpy, configs[i]);
}

free(configs);
return true;
}

int main(int /*argc*/, char** /*argv*/) {
EGLBoolean returnValue;
EGLConfig myConfig = {0};

EGLint context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
EGLint s_configAttribs[] = {
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NONE };
EGLint majorVersion;
EGLint minorVersion;
EGLContext context;
EGLSurface surface;
EGLint w, h;

EGLDisplay dpy;

checkEglError("<init>");
dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
checkEglError("eglGetDisplay");
if (dpy == EGL_NO_DISPLAY) {
printf("eglGetDisplay returned EGL_NO_DISPLAY.\n");
return 0;
}

returnValue = eglInitialize(dpy, &majorVersion, &minorVersion);
checkEglError("eglInitialize", returnValue);
fprintf(stderr, "EGL version %d.%d\n", majorVersion, minorVersion);
if (returnValue != EGL_TRUE) {
printf("eglInitialize failed\n");
return 0;
}

if (!printEGLConfigurations(dpy)) {
printf("printEGLConfigurations failed\n");
return 0;
}

checkEglError("printEGLConfigurations");

WindowSurface windowSurface;
EGLNativeWindowType window = windowSurface.getSurface();
returnValue = EGLUtils::selectConfigForNativeWindow(dpy, s_configAttribs, window, &myConfig);
if (returnValue) {
printf("EGLUtils::selectConfigForNativeWindow() returned %d", returnValue);
return 0;
}

checkEglError("EGLUtils::selectConfigForNativeWindow");

printf("Chose this configuration:\n");
printEGLConfiguration(dpy, myConfig);

surface = eglCreateWindowSurface(dpy, myConfig, window, NULL);
checkEglError("eglCreateWindowSurface");
if (surface == EGL_NO_SURFACE) {
printf("gelCreateWindowSurface failed.\n");
return 0;
}

context = eglCreateContext(dpy, myConfig, EGL_NO_CONTEXT, context_attribs);
checkEglError("eglCreateContext");
if (context == EGL_NO_CONTEXT) {
printf("eglCreateContext failed\n");
return 0;
}
returnValue = eglMakeCurrent(dpy, surface, surface, context);
checkEglError("eglMakeCurrent", returnValue);
if (returnValue != EGL_TRUE) {
return 0;
}
eglQuerySurface(dpy, surface, EGL_WIDTH, &w);
checkEglError("eglQuerySurface");
eglQuerySurface(dpy, surface, EGL_HEIGHT, &h);
checkEglError("eglQuerySurface");
GLint dim = w < h ? w : h;

fprintf(stderr, "Window dimensions: %d x %d\n", w, h);

printGLString("Version", GL_VERSION);
printGLString("Vendor", GL_VENDOR);
printGLString("Renderer", GL_RENDERER);
printGLString("Extensions", GL_EXTENSIONS);
printEGLString(dpy, "EGL Extensions", EGL_EXTENSIONS);

if(!setupGraphics(w, h)) {
fprintf(stderr, "Could not set up graphics.\n");
return 0;
}

for (;;) {
renderFrame();
eglSwapBuffers(dpy, surface);
checkEglError("eglSwapBuffers");
}

return 0;
}

(二)、gl2_java

2.1、源码1:
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package com.android.gl2java;

import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
import android.view.WindowManager;

import java.io.File;


public class GL2JavaActivity extends Activity {

GL2JavaView mView;

@Override protected void onCreate(Bundle icicle) {
super.onCreate(icicle);
mView = new GL2JavaView(getApplication());
setContentView(mView);
}

@Override protected void onPause() {
super.onPause();
mView.onPause();
}

@Override protected void onResume() {
super.onResume();
mView.onResume();
}
}

2.2、源码2:
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package com.android.gl2java;

import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;

/**
* An implementation of SurfaceView that uses the dedicated surface for
* displaying an OpenGL animation. This allows the animation to run in a
* separate thread, without requiring that it be driven by the update mechanism
* of the view hierarchy.
*
* The application-specific rendering code is delegated to a GLView.Renderer
* instance.
*/
class GL2JavaView extends GLSurfaceView {
private static String TAG = "GL2JavaView";

public GL2JavaView(Context context) {
super(context);
setEGLContextClientVersion(2);
setRenderer(new Renderer());
}

private static class Renderer implements GLSurfaceView.Renderer {

public Renderer() {
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(mTriangleVerticesData).position(0);
}

public void onDrawFrame(GL10 gl) {
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");

GLES20.glVertexAttribPointer(mvPositionHandle, 2, GLES20.GL_FLOAT, false, 0, mTriangleVertices);
checkGlError("glVertexAttribPointer");
GLES20.glEnableVertexAttribArray(mvPositionHandle);
checkGlError("glEnableVertexAttribArray");
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");

}

public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0) {
return;
}
mvPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
checkGlError("glGetAttribLocation");
if (mvPositionHandle == -1) {
throw new RuntimeException("Could not get attrib location for vPosition");
}
}

private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}

private int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}

int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return 0;
}

int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}

private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}

private final float[] mTriangleVerticesData = { 0.0f, 0.5f, -0.5f, -0.5f,
0.5f, -0.5f };

private FloatBuffer mTriangleVertices;

private final String mVertexShader = "attribute vec4 vPosition;\n"
+ "void main() {\n"
+ " gl_Position = vPosition;\n"
+ "}\n";

private final String mFragmentShader = "precision mediump float;\n"
+ "void main() {\n"
+ " gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ "}\n";

private int mProgram;
private int mvPositionHandle;

}
}

这个和前面例子1的界面效果是一摸一样的。
Alt text | center

(三)、angeles

首先看看效果图,可以看到丰富的多彩世界的模型啦~

Alt text | center
Alt text | center
Alt text | center

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\android\frameworks\native\opengl\tests\angeles\app-linux.cpp

#include <stdlib.h>
#include <stdio.h>
#include <sys/time.h>

#include <EGL/egl.h>
#include <GLES/gl.h>

#include <EGLUtils.h>
#include <WindowSurface.h>

using namespace android;

#include "app.h"


int gAppAlive = 1;

static const char sAppName[] =
"San Angeles Observation OpenGL ES version example (Linux)";

static int sWindowWidth = WINDOW_DEFAULT_WIDTH;
static int sWindowHeight = WINDOW_DEFAULT_HEIGHT;
static EGLDisplay sEglDisplay = EGL_NO_DISPLAY;
static EGLContext sEglContext = EGL_NO_CONTEXT;
static EGLSurface sEglSurface = EGL_NO_SURFACE;

const char *egl_strerror(unsigned err)
{
switch(err){
case EGL_SUCCESS: return "SUCCESS";
case EGL_NOT_INITIALIZED: return "NOT INITIALIZED";
case EGL_BAD_ACCESS: return "BAD ACCESS";
case EGL_BAD_ALLOC: return "BAD ALLOC";
case EGL_BAD_ATTRIBUTE: return "BAD_ATTRIBUTE";
case EGL_BAD_CONFIG: return "BAD CONFIG";
case EGL_BAD_CONTEXT: return "BAD CONTEXT";
case EGL_BAD_CURRENT_SURFACE: return "BAD CURRENT SURFACE";
case EGL_BAD_DISPLAY: return "BAD DISPLAY";
case EGL_BAD_MATCH: return "BAD MATCH";
case EGL_BAD_NATIVE_PIXMAP: return "BAD NATIVE PIXMAP";
case EGL_BAD_NATIVE_WINDOW: return "BAD NATIVE WINDOW";
case EGL_BAD_PARAMETER: return "BAD PARAMETER";
case EGL_BAD_SURFACE: return "BAD_SURFACE";
// case EGL_CONTEXT_LOST: return "CONTEXT LOST";
default: return "UNKNOWN";
}
}

void egl_error(const char *name)
{
unsigned err = eglGetError();
if(err != EGL_SUCCESS) {
fprintf(stderr,"%s(): egl error 0x%x (%s)\n",
name, err, egl_strerror(err));
}
}

static void checkGLErrors()
{
GLenum error = glGetError();
if (error != GL_NO_ERROR)
fprintf(stderr, "GL Error: 0x%04x\n", (int)error);
}


static void checkEGLErrors()
{
EGLint error = eglGetError();
// GLESonGL seems to be returning 0 when there is no errors?
if (error && error != EGL_SUCCESS)
fprintf(stderr, "EGL Error: 0x%04x\n", (int)error);
}

static int initGraphics(EGLint samples, const WindowSurface& windowSurface)
{
EGLint configAttribs[] = {
EGL_DEPTH_SIZE, 16,
EGL_SAMPLE_BUFFERS, samples ? 1 : 0,
EGL_SAMPLES, samples,
EGL_NONE
};

EGLint majorVersion;
EGLint minorVersion;
EGLContext context;
EGLConfig config;
EGLSurface surface;
EGLint w, h;
EGLDisplay dpy;

EGLNativeWindowType window = windowSurface.getSurface();

dpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(dpy, &majorVersion, &minorVersion);

status_t err = EGLUtils::selectConfigForNativeWindow(
dpy, configAttribs, window, &config);
if (err) {
fprintf(stderr, "couldn't find an EGLConfig matching the screen format\n");
return 0;
}

surface = eglCreateWindowSurface(dpy, config, window, NULL);
egl_error("eglCreateWindowSurface");

fprintf(stderr,"surface = %p\n", surface);

context = eglCreateContext(dpy, config, NULL, NULL);
egl_error("eglCreateContext");
fprintf(stderr,"context = %p\n", context);

eglMakeCurrent(dpy, surface, surface, context);
egl_error("eglMakeCurrent");

eglQuerySurface(dpy, surface, EGL_WIDTH, &sWindowWidth);
eglQuerySurface(dpy, surface, EGL_HEIGHT, &sWindowHeight);

sEglDisplay = dpy;
sEglSurface = surface;
sEglContext = context;

if (samples == 0) {
// GL_MULTISAMPLE is enabled by default
glDisable(GL_MULTISAMPLE);
}

return EGL_TRUE;
}


static void deinitGraphics()
{
eglMakeCurrent(sEglDisplay, NULL, NULL, NULL);
eglDestroyContext(sEglDisplay, sEglContext);
eglDestroySurface(sEglDisplay, sEglSurface);
eglTerminate(sEglDisplay);
}


int main(int argc, char *argv[])
{
unsigned samples = 0;
printf("usage: %s [samples]\n", argv[0]);
if (argc == 2) {
samples = atoi( argv[1] );
printf("Multisample enabled: GL_SAMPLES = %u\n", samples);
}

WindowSurface windowSurface;
if (!initGraphics(samples, windowSurface))
{
fprintf(stderr, "Graphics initialization failed.\n");
return EXIT_FAILURE;
}

appInit();

struct timeval timeTemp;
int frameCount = 0;
gettimeofday(&timeTemp, NULL);
double totalTime = timeTemp.tv_usec/1000000.0 + timeTemp.tv_sec;

while (gAppAlive)
{
struct timeval timeNow;

gettimeofday(&timeNow, NULL);
appRender(timeNow.tv_sec * 1000 + timeNow.tv_usec / 1000,
sWindowWidth, sWindowHeight);
checkGLErrors();
eglSwapBuffers(sEglDisplay, sEglSurface);
checkEGLErrors();
frameCount++;
}

gettimeofday(&timeTemp, NULL);

appDeinit();
deinitGraphics();

totalTime = (timeTemp.tv_usec/1000000.0 + timeTemp.tv_sec) - totalTime;
printf("totalTime=%f s, frameCount=%d, %.2f fps\n",
totalTime, frameCount, frameCount/totalTime);

return EXIT_SUCCESS;
}

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\android\frameworks\native\opengl\tests\angeles\demo.c

#include <stdlib.h>
#include <math.h>
#include <float.h>
#include <assert.h>

#include <GLES/gl.h>

#include "app.h"
#include "shapes.h"
#include "cams.h"


// Total run length is 20 * camera track base unit length (see cams.h).
#define RUN_LENGTH (20 * CAMTRACK_LEN)
#undef PI
#define PI 3.1415926535897932f
#define RANDOM_UINT_MAX 65535


static unsigned long sRandomSeed = 0;

static void seedRandom(unsigned long seed)
{
sRandomSeed = seed;
}

static unsigned long randomUInt()
{
sRandomSeed = sRandomSeed * 0x343fd + 0x269ec3;
return sRandomSeed >> 16;
}


// Capped conversion from float to fixed.
static long floatToFixed(float value)
{
if (value < -32768) value = -32768;
if (value > 32767) value = 32767;
return (long)(value * 65536);
}

#define FIXED(value) floatToFixed(value)


// Definition of one GL object in this demo.
typedef struct {
/* Vertex array and color array are enabled for all objects, so their
* pointers must always be valid and non-NULL. Normal array is not
* used by the ground plane, so when its pointer is NULL then normal
* array usage is disabled.
*
* Vertex array is supposed to use GL_FIXED datatype and stride 0
* (i.e. tightly packed array). Color array is supposed to have 4
* components per color with GL_UNSIGNED_BYTE datatype and stride 0.
* Normal array is supposed to use GL_FIXED datatype and stride 0.
*/
GLfixed *vertexArray;
GLubyte *colorArray;
GLfixed *normalArray;
GLint vertexComponents;
GLsizei count;
} GLOBJECT;


static long sStartTick = 0;
static long sTick = 0;

static int sCurrentCamTrack = 0;
static long sCurrentCamTrackStartTick = 0;
static long sNextCamTrackStartTick = 0x7fffffff;

static GLOBJECT *sSuperShapeObjects[SUPERSHAPE_COUNT] = { NULL };
static GLOBJECT *sGroundPlane = NULL;


typedef struct {
float x, y, z;
} VECTOR3;


static void freeGLObject(GLOBJECT *object)
{
if (object == NULL)
return;
free(object->normalArray);
free(object->colorArray);
free(object->vertexArray);
free(object);
}


static GLOBJECT * newGLObject(long vertices, int vertexComponents,
int useNormalArray)
{
GLOBJECT *result;
result = (GLOBJECT *)malloc(sizeof(GLOBJECT));
if (result == NULL)
return NULL;
result->count = vertices;
result->vertexComponents = vertexComponents;
result->vertexArray = (GLfixed *)malloc(vertices * vertexComponents *
sizeof(GLfixed));
result->colorArray = (GLubyte *)malloc(vertices * 4 * sizeof(GLubyte));
if (useNormalArray)
{
result->normalArray = (GLfixed *)malloc(vertices * 3 *
sizeof(GLfixed));
}
else
result->normalArray = NULL;
if (result->vertexArray == NULL ||
result->colorArray == NULL ||
(useNormalArray && result->normalArray == NULL))
{
freeGLObject(result);
return NULL;
}
return result;
}


static void drawGLObject(GLOBJECT *object)
{
assert(object != NULL);

glVertexPointer(object->vertexComponents, GL_FIXED,
0, object->vertexArray);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, object->colorArray);

// Already done in initialization:
//glEnableClientState(GL_VERTEX_ARRAY);
//glEnableClientState(GL_COLOR_ARRAY);

if (object->normalArray)
{
glNormalPointer(GL_FIXED, 0, object->normalArray);
glEnableClientState(GL_NORMAL_ARRAY);
}
else
glDisableClientState(GL_NORMAL_ARRAY);
glDrawArrays(GL_TRIANGLES, 0, object->count);
}


static void vector3Sub(VECTOR3 *dest, VECTOR3 *v1, VECTOR3 *v2)
{
dest->x = v1->x - v2->x;
dest->y = v1->y - v2->y;
dest->z = v1->z - v2->z;
}


static void superShapeMap(VECTOR3 *point, float r1, float r2, float t, float p)
{
// sphere-mapping of supershape parameters
point->x = (float)(cos(t) * cos(p) / r1 / r2);
point->y = (float)(sin(t) * cos(p) / r1 / r2);
point->z = (float)(sin(p) / r2);
}


static float ssFunc(const float t, const float *p)
{
return (float)(pow(pow(fabs(cos(p[0] * t / 4)) / p[1], p[4]) +
pow(fabs(sin(p[0] * t / 4)) / p[2], p[5]), 1 / p[3]));
}


// Creates and returns a supershape object.
// Based on Paul Bourke's POV-Ray implementation.
// http://astronomy.swin.edu.au/~pbourke/povray/supershape/
static GLOBJECT * createSuperShape(const float *params)
{
const int resol1 = (int)params[SUPERSHAPE_PARAMS - 3];
const int resol2 = (int)params[SUPERSHAPE_PARAMS - 2];
// latitude 0 to pi/2 for no mirrored bottom
// (latitudeBegin==0 for -pi/2 to pi/2 originally)
const int latitudeBegin = resol2 / 4;
const int latitudeEnd = resol2 / 2; // non-inclusive
const int longitudeCount = resol1;
const int latitudeCount = latitudeEnd - latitudeBegin;
const long triangleCount = longitudeCount * latitudeCount * 2;
const long vertices = triangleCount * 3;
GLOBJECT *result;
float baseColor[3];
int a, longitude, latitude;
long currentVertex, currentQuad;

result = newGLObject(vertices, 3, 1);
if (result == NULL)
return NULL;

for (a = 0; a < 3; ++a)
baseColor[a] = ((randomUInt() % 155) + 100) / 255.f;

currentQuad = 0;
currentVertex = 0;

// longitude -pi to pi
for (longitude = 0; longitude < longitudeCount; ++longitude)
{

// latitude 0 to pi/2
for (latitude = latitudeBegin; latitude < latitudeEnd; ++latitude)
{
float t1 = -PI + longitude * 2 * PI / resol1;
float t2 = -PI + (longitude + 1) * 2 * PI / resol1;
float p1 = -PI / 2 + latitude * 2 * PI / resol2;
float p2 = -PI / 2 + (latitude + 1) * 2 * PI / resol2;
float r0, r1, r2, r3;

r0 = ssFunc(t1, params);
r1 = ssFunc(p1, &params[6]);
r2 = ssFunc(t2, params);
r3 = ssFunc(p2, &params[6]);

if (r0 != 0 && r1 != 0 && r2 != 0 && r3 != 0)
{
VECTOR3 pa, pb, pc, pd;
VECTOR3 v1, v2, n;
float ca;
int i;
//float lenSq, invLenSq;

superShapeMap(&pa, r0, r1, t1, p1);
superShapeMap(&pb, r2, r1, t2, p1);
superShapeMap(&pc, r2, r3, t2, p2);
superShapeMap(&pd, r0, r3, t1, p2);

// kludge to set lower edge of the object to fixed level
if (latitude == latitudeBegin + 1)
pa.z = pb.z = 0;

vector3Sub(&v1, &pb, &pa);
vector3Sub(&v2, &pd, &pa);

// Calculate normal with cross product.
/* i j k i j
* v1.x v1.y v1.z | v1.x v1.y
* v2.x v2.y v2.z | v2.x v2.y
*/

n.x = v1.y * v2.z - v1.z * v2.y;
n.y = v1.z * v2.x - v1.x * v2.z;
n.z = v1.x * v2.y - v1.y * v2.x;

/* Pre-normalization of the normals is disabled here because
* they will be normalized anyway later due to automatic
* normalization (GL_NORMALIZE). It is enabled because the
* objects are scaled with glScale.
*/
/*
lenSq = n.x * n.x + n.y * n.y + n.z * n.z;
invLenSq = (float)(1 / sqrt(lenSq));
n.x *= invLenSq;
n.y *= invLenSq;
n.z *= invLenSq;
*/

ca = pa.z + 0.5f;

for (i = currentVertex * 3;
i < (currentVertex + 6) * 3;
i += 3)
{
result->normalArray[i] = FIXED(n.x);
result->normalArray[i + 1] = FIXED(n.y);
result->normalArray[i + 2] = FIXED(n.z);
}
for (i = currentVertex * 4;
i < (currentVertex + 6) * 4;
i += 4)
{
int a, color[3];
for (a = 0; a < 3; ++a)
{
color[a] = (int)(ca * baseColor[a] * 255);
if (color[a] > 255) color[a] = 255;
}
result->colorArray[i] = (GLubyte)color[0];
result->colorArray[i + 1] = (GLubyte)color[1];
result->colorArray[i + 2] = (GLubyte)color[2];
result->colorArray[i + 3] = 0;
}
result->vertexArray[currentVertex * 3] = FIXED(pa.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pa.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pa.z);
++currentVertex;
result->vertexArray[currentVertex * 3] = FIXED(pb.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pb.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pb.z);
++currentVertex;
result->vertexArray[currentVertex * 3] = FIXED(pd.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pd.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pd.z);
++currentVertex;
result->vertexArray[currentVertex * 3] = FIXED(pb.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pb.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pb.z);
++currentVertex;
result->vertexArray[currentVertex * 3] = FIXED(pc.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pc.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pc.z);
++currentVertex;
result->vertexArray[currentVertex * 3] = FIXED(pd.x);
result->vertexArray[currentVertex * 3 + 1] = FIXED(pd.y);
result->vertexArray[currentVertex * 3 + 2] = FIXED(pd.z);
++currentVertex;
} // r0 && r1 && r2 && r3
++currentQuad;
} // latitude
} // longitude

// Set number of vertices in object to the actual amount created.
result->count = currentVertex;

return result;
}


static GLOBJECT * createGroundPlane()
{
const int scale = 4;
const int yBegin = -15, yEnd = 15; // ends are non-inclusive
const int xBegin = -15, xEnd = 15;
const long triangleCount = (yEnd - yBegin) * (xEnd - xBegin) * 2;
const long vertices = triangleCount * 3;
GLOBJECT *result;
int x, y;
long currentVertex, currentQuad;

result = newGLObject(vertices, 2, 0);
if (result == NULL)
return NULL;

currentQuad = 0;
currentVertex = 0;

for (y = yBegin; y < yEnd; ++y)
{
for (x = xBegin; x < xEnd; ++x)
{
GLubyte color;
int i, a;
color = (GLubyte)((randomUInt() & 0x5f) + 81); // 101 1111
for (i = currentVertex * 4; i < (currentVertex + 6) * 4; i += 4)
{
result->colorArray[i] = color;
result->colorArray[i + 1] = color;
result->colorArray[i + 2] = color;
result->colorArray[i + 3] = 0;
}

// Axis bits for quad triangles:
// x: 011100 (0x1c), y: 110001 (0x31) (clockwise)
// x: 001110 (0x0e), y: 100011 (0x23) (counter-clockwise)
for (a = 0; a < 6; ++a)
{
const int xm = x + ((0x1c >> a) & 1);
const int ym = y + ((0x31 >> a) & 1);
const float m = (float)(cos(xm * 2) * sin(ym * 4) * 0.75f);
result->vertexArray[currentVertex * 2] =
FIXED(xm * scale + m);
result->vertexArray[currentVertex * 2 + 1] =
FIXED(ym * scale + m);
++currentVertex;
}
++currentQuad;
}
}
return result;
}


static void drawGroundPlane()
{
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glDisable(GL_LIGHTING);

drawGLObject(sGroundPlane);

glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}


static void drawFadeQuad()
{
static const GLfixed quadVertices[] = {
-0x10000, -0x10000,
0x10000, -0x10000,
-0x10000, 0x10000,
0x10000, -0x10000,
0x10000, 0x10000,
-0x10000, 0x10000
};

const int beginFade = sTick - sCurrentCamTrackStartTick;
const int endFade = sNextCamTrackStartTick - sTick;
const int minFade = beginFade < endFade ? beginFade : endFade;

if (minFade < 1024)
{
const GLfixed fadeColor = minFade << 6;
glColor4x(fadeColor, fadeColor, fadeColor, 0);

glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glDisable(GL_LIGHTING);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glVertexPointer(2, GL_FIXED, 0, quadVertices);
glDrawArrays(GL_TRIANGLES, 0, 6);

glEnableClientState(GL_COLOR_ARRAY);

glMatrixMode(GL_MODELVIEW);

glEnable(GL_LIGHTING);
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
}
}


// Called from the app framework.
void appInit()
{
unsigned int a;

glEnable(GL_NORMALIZE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glShadeModel(GL_FLAT);

glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glEnable(GL_LIGHT2);

glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);

seedRandom(15);

for (a = 0; a < SUPERSHAPE_COUNT; ++a)
{
sSuperShapeObjects[a] = createSuperShape(sSuperShapeParams[a]);
assert(sSuperShapeObjects[a] != NULL);
}
sGroundPlane = createGroundPlane();
assert(sGroundPlane != NULL);
}


// Called from the app framework.
void appDeinit()
{
unsigned int a;
for (a = 0; a < SUPERSHAPE_COUNT; ++a)
freeGLObject(sSuperShapeObjects[a]);
freeGLObject(sGroundPlane);
}


static void gluPerspective(GLfloat fovy, GLfloat aspect,
GLfloat zNear, GLfloat zFar)
{
GLfloat xmin, xmax, ymin, ymax;

ymax = zNear * (GLfloat)tan(fovy * PI / 360);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;

glFrustumx((GLfixed)(xmin * 65536), (GLfixed)(xmax * 65536),
(GLfixed)(ymin * 65536), (GLfixed)(ymax * 65536),
(GLfixed)(zNear * 65536), (GLfixed)(zFar * 65536));
}


static void prepareFrame(int width, int height)
{
glViewport(0, 0, width, height);

glClearColorx((GLfixed)(0.1f * 65536),
(GLfixed)(0.2f * 65536),
(GLfixed)(0.3f * 65536), 0x10000);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45, (float)width / height, 0.5f, 150);

glMatrixMode(GL_MODELVIEW);

glLoadIdentity();
}


static void configureLightAndMaterial()
{
static GLfixed light0Position[] = { -0x40000, 0x10000, 0x10000, 0 };
static GLfixed light0Diffuse[] = { 0x10000, 0x6666, 0, 0x10000 };
static GLfixed light1Position[] = { 0x10000, -0x20000, -0x10000, 0 };
static GLfixed light1Diffuse[] = { 0x11eb, 0x23d7, 0x5999, 0x10000 };
static GLfixed light2Position[] = { -0x10000, 0, -0x40000, 0 };
static GLfixed light2Diffuse[] = { 0x11eb, 0x2b85, 0x23d7, 0x10000 };
static GLfixed materialSpecular[] = { 0x10000, 0x10000, 0x10000, 0x10000 };

glLightxv(GL_LIGHT0, GL_POSITION, light0Position);
glLightxv(GL_LIGHT0, GL_DIFFUSE, light0Diffuse);
glLightxv(GL_LIGHT1, GL_POSITION, light1Position);
glLightxv(GL_LIGHT1, GL_DIFFUSE, light1Diffuse);
glLightxv(GL_LIGHT2, GL_POSITION, light2Position);
glLightxv(GL_LIGHT2, GL_DIFFUSE, light2Diffuse);
glMaterialxv(GL_FRONT_AND_BACK, GL_SPECULAR, materialSpecular);

glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, 60 << 16);
glEnable(GL_COLOR_MATERIAL);
}


static void drawModels(float zScale)
{
const int translationScale = 9;
int x, y;

seedRandom(9);

glScalex(1 << 16, 1 << 16, (GLfixed)(zScale * 65536));

for (y = -5; y <= 5; ++y)
{
for (x = -5; x <= 5; ++x)
{
float buildingScale;
GLfixed fixedScale;

int curShape = randomUInt() % SUPERSHAPE_COUNT;
buildingScale = sSuperShapeParams[curShape][SUPERSHAPE_PARAMS - 1];
fixedScale = (GLfixed)(buildingScale * 65536);

glPushMatrix();
glTranslatex((x * translationScale) * 65536,
(y * translationScale) * 65536,
0);
glRotatex((GLfixed)((randomUInt() % 360) << 16), 0, 0, 1 << 16);
glScalex(fixedScale, fixedScale, fixedScale);

drawGLObject(sSuperShapeObjects[curShape]);
glPopMatrix();
}
}

for (x = -2; x <= 2; ++x)
{
const int shipScale100 = translationScale * 500;
const int offs100 = x * shipScale100 + (sTick % shipScale100);
float offs = offs100 * 0.01f;
GLfixed fixedOffs = (GLfixed)(offs * 65536);
glPushMatrix();
glTranslatex(fixedOffs, -4 * 65536, 2 << 16);
drawGLObject(sSuperShapeObjects[SUPERSHAPE_COUNT - 1]);
glPopMatrix();
glPushMatrix();
glTranslatex(-4 * 65536, fixedOffs, 4 << 16);
glRotatex(90 << 16, 0, 0, 1 << 16);
drawGLObject(sSuperShapeObjects[SUPERSHAPE_COUNT - 1]);
glPopMatrix();
}
}


/* Following gluLookAt implementation is adapted from the
* Mesa 3D Graphics library. http://www.mesa3d.org
*/
static void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez,
GLfloat centerx, GLfloat centery, GLfloat centerz,
GLfloat upx, GLfloat upy, GLfloat upz)
{
GLfloat m[16];
GLfloat x[3], y[3], z[3];
GLfloat mag;

/* Make rotation matrix */

/* Z vector */
z[0] = eyex - centerx;
z[1] = eyey - centery;
z[2] = eyez - centerz;
mag = (float)sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (mag) { /* mpichler, 19950515 */
z[0] /= mag;
z[1] /= mag;
z[2] /= mag;
}

/* Y vector */
y[0] = upx;
y[1] = upy;
y[2] = upz;

/* X vector = Y cross Z */
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = -y[0] * z[2] + y[2] * z[0];
x[2] = y[0] * z[1] - y[1] * z[0];

/* Recompute Y = Z cross X */
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = -z[0] * x[2] + z[2] * x[0];
y[2] = z[0] * x[1] - z[1] * x[0];

/* mpichler, 19950515 */
/* cross product gives area of parallelogram, which is < 1.0 for
* non-perpendicular unit-length vectors; so normalize x, y here
*/

mag = (float)sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (mag) {
x[0] /= mag;
x[1] /= mag;
x[2] /= mag;
}

mag = (float)sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (mag) {
y[0] /= mag;
y[1] /= mag;
y[2] /= mag;
}

#define M(row,col) m[(col)*4+(row)]
M(0, 0) = x[0];
M(0, 1) = x[1];
M(0, 2) = x[2];
M(0, 3) = 0.0;
M(1, 0) = y[0];
M(1, 1) = y[1];
M(1, 2) = y[2];
M(1, 3) = 0.0;
M(2, 0) = z[0];
M(2, 1) = z[1];
M(2, 2) = z[2];
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
{
int a;
GLfixed fixedM[16];
for (a = 0; a < 16; ++a)
fixedM[a] = (GLfixed)(m[a] * 65536);
glMultMatrixx(fixedM);
}

/* Translate Eye to Origin */
glTranslatex((GLfixed)(-eyex * 65536),
(GLfixed)(-eyey * 65536),
(GLfixed)(-eyez * 65536));
}


static void camTrack()
{
float lerp[5];
float eX, eY, eZ, cX, cY, cZ;
float trackPos;
CAMTRACK *cam;
long currentCamTick;
int a;

if (sNextCamTrackStartTick <= sTick)
{
++sCurrentCamTrack;
sCurrentCamTrackStartTick = sNextCamTrackStartTick;
}
sNextCamTrackStartTick = sCurrentCamTrackStartTick +
sCamTracks[sCurrentCamTrack].len * CAMTRACK_LEN;

cam = &sCamTracks[sCurrentCamTrack];
currentCamTick = sTick - sCurrentCamTrackStartTick;
trackPos = (float)currentCamTick / (CAMTRACK_LEN * cam->len);

for (a = 0; a < 5; ++a)
lerp[a] = (cam->src[a] + cam->dest[a] * trackPos) * 0.01f;

if (cam->dist)
{
float dist = cam->dist * 0.1f;
cX = lerp[0];
cY = lerp[1];
cZ = lerp[2];
eX = cX - (float)cos(lerp[3]) * dist;
eY = cY - (float)sin(lerp[3]) * dist;
eZ = cZ - lerp[4];
}
else
{
eX = lerp[0];
eY = lerp[1];
eZ = lerp[2];
cX = eX + (float)cos(lerp[3]);
cY = eY + (float)sin(lerp[3]);
cZ = eZ + lerp[4];
}
gluLookAt(eX, eY, eZ, cX, cY, cZ, 0, 0, 1);
}


// Called from the app framework.
/* The tick is current time in milliseconds, width and height
* are the image dimensions to be rendered.
*/
void appRender(long tick, int width, int height)
{
if (sStartTick == 0)
sStartTick = tick;
if (!gAppAlive)
return;

// Actual tick value is "blurred" a little bit.
sTick = (sTick + tick - sStartTick) >> 1;

// Terminate application after running through the demonstration once.
if (sTick >= RUN_LENGTH)
{
gAppAlive = 0;
return;
}

// Prepare OpenGL ES for rendering of the frame.
prepareFrame(width, height);

// Update the camera position and set the lookat.
camTrack();

// Configure environment.
configureLightAndMaterial();

// Draw the reflection by drawing models with negated Z-axis.
glPushMatrix();
drawModels(-1);
glPopMatrix();

// Blend the ground plane to the window.
drawGroundPlane();

// Draw all the models normally.
drawModels(1);

// Draw fade quad over whole window (when changing cameras).
drawFadeQuad();
}

通过上面的示例可以看到OpenGL EGL炫彩的世界,并且C++和Java结合就能一起构建诸多复杂美丽的图形。
并且实现方式跟前一篇文章是相呼应的。

(四)、参考文档:

【EGL函数API文档】
【OpenGL ES EGL介绍】