RetroArch/android/src/com/retroarch/rgl.java

112 lines
3.3 KiB
Java

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2012 - Hans-Kristian Arntzen
* Copyright (C) 2011-2012 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
package com.retroarch;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.ByteOrder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
public class rgl implements GLSurfaceView.Renderer
{
private int cprg;
private int v_position_handle;
private FloatBuffer triangle_vbo;
private void triangles_init()
{
float triangle_coords[] = {
// X, Y, Z
-0.5f, -0.25f, 0,
0.5f, -0.25f, 0,
0.0f, 0.559016994f, 0
};
ByteBuffer vbb = ByteBuffer.allocateDirect(triangle_coords.length * 4);
vbb.order(ByteOrder.nativeOrder());
triangle_vbo = vbb.asFloatBuffer();
triangle_vbo.put(triangle_coords);
triangle_vbo.position(0);
}
private void shader_init()
{
final String vprg =
"attribute vec4 vPosition; \n" +
"void main(){ \n" +
" gl_Position = vPosition; \n" +
"} \n";
final String fprg =
"precision mediump float; \n" +
"void main(){ \n" +
" gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
"} \n";
int vertex_shader, fragment_shader;
vertex_shader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
GLES20.glShaderSource(vertex_shader, vprg);
GLES20.glCompileShader(vertex_shader);
fragment_shader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
GLES20.glShaderSource(fragment_shader, fprg);
GLES20.glCompileShader(fragment_shader);
cprg = GLES20.glCreateProgram();
GLES20.glAttachShader(cprg, vertex_shader);
GLES20.glAttachShader(cprg, fragment_shader);
GLES20.glLinkProgram(cprg);
//get handle to the vertex shader's vPosition member
v_position_handle = GLES20.glGetAttribLocation(cprg, "vPosition");
; }
public void onSurfaceCreated(GL10 unused, EGLConfig config)
{
//background color
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
triangles_init();
shader_init();
}
public void onDrawFrame(GL10 unused)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(cprg);
// Triangle
GLES20.glVertexAttribPointer(v_position_handle, 3, GLES20.GL_FLOAT, false, 12, triangle_vbo);
GLES20.glEnableVertexAttribArray(v_position_handle);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
public void onSurfaceChanged(GL10 unused, int width, int height)
{
GLES20.glViewport(0, 0, width, height);
}
}