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NDK テクスチャ(透過を含む)
// 四角形の2×2のテクスチャ(透過含む)を貼るサンプル
#include <jni.h>
#include <errno.h>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <android_native_app_glue.h>
struct engine{
struct android_app* app;
int32_t x; // タッチしたX座標を記録
int32_t y; // タッチしたY座標を記録
int animating;
EGLDisplay display;
EGLSurface surface;
EGLContext context;
int32_t width;
int32_t height;
};
// 四角形の座標
GLfloat quadBuf[] ={
-1.0, 1.0, 0.0,
-1.0, -1.0, 0.0,
1.0, -1.0, 0.0,
1.0, 1.0, 0.0
};
GLuint textures;
unsigned char texBuf[2][2][4] = {
0xff, 0x00, 0x00, 0xff,
0x00, 0x00, 0xff, 0xff,
0x00, 0x00, 0xff, 0xff,
0x00, 0x00, 0xff, 0x00
};
float quadTexture[2 * 4] = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
void initTexture(void){
glGenTextures(1, &textures);
glBindTexture(GL_TEXTURE_2D, textures);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, texBuf);
}
static int engine_init_display(struct engine* engine){
EGLint attribs[] = {
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_NONE
};
EGLint w, h, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
eglInitialize(display, 0, 0);
eglChooseConfig(display, attribs, &config, 1, &numConfigs);
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);
if(eglMakeCurrent(display, surface, surface, context) == EGL_FALSE){
return -1;
}
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
engine->display = display;
engine->context = context;
engine->surface = surface;
engine->width = w;
engine->height = h;
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustumf(-1.33, 1.33, -1.0, 1.0, 1.0, 5.0);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
initTexture();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
return 0;
}
static void engine_draw_frame(struct engine* engine){
if(engine->display == NULL){
return;
}
glClearColor(0.0, 0.0, 0.0, 1);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures);
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.0);
glRotatef(360.0 * ((float)engine->x) / engine->width, 0.0, 0.0, 1.0);
glPushMatrix();
glVertexPointer(3, GL_FLOAT, 0, quadBuf);
glTexCoordPointer(2, GL_FLOAT, 0, quadTexture);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4); // GL_QUADS は使えないので注意
glPopMatrix();
eglSwapBuffers(engine->display, engine->surface);
}
static void engine_term_display(struct engine* engine){
if(engine->display != EGL_NO_DISPLAY){
eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if(engine->context != EGL_NO_CONTEXT){
eglDestroyContext(engine->display, engine->context);
}
if(engine->surface != EGL_NO_SURFACE){
eglDestroySurface(engine->display, engine->surface);
}
eglTerminate(engine->display);
}
engine->animating = 0;
engine->display = EGL_NO_DISPLAY;
engine->context = EGL_NO_CONTEXT;
engine->surface = EGL_NO_SURFACE;
}
// 入力に対する処理
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
struct engine* engine = (struct engine*)app->userData;
if(AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION){
engine->animating = 1;
engine->x = AMotionEvent_getX(event, 0);
engine->y = AMotionEvent_getY(event, 0);
return 1;
}
return 0;
}
// 入力以外のイベントに対する処理
static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
struct engine* engine = (struct engine*)app->userData;
switch(cmd){
case APP_CMD_INIT_WINDOW:
if(engine->app->window != NULL){
engine_init_display(engine);
engine_draw_frame(engine);
}
break;
case APP_CMD_TERM_WINDOW:
engine_term_display(engine);
break;
default:
break;
}
}
void android_main(struct android_app* state){
struct engine engine;
app_dummy();
memset(&engine, 0, sizeof(engine));
state->userData = &engine;
state->onAppCmd = engine_handle_cmd;
state->onInputEvent = engine_handle_input;
engine.app = state;
while(1){
int ident;
int events;
struct android_poll_source* source;
while((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events, (void**)&source)) >= 0){
if(source != NULL){
source->process(state, source);
}
if(state->destroyRequested != 0){
engine_term_display(&engine);
return;
}
}
if(engine.animating){
engine_draw_frame(&engine);
}
}
}