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// Copyright (c) 2007-2009 Nokia Corporation and/or its subsidiary(-ies).
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// All rights reserved.
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// This component and the accompanying materials are made available
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// under the terms of "Eclipse Public License v1.0"
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// which accompanies this distribution, and is available
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// at the URL "http://www.eclipse.org/legal/epl-v10.html".
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//
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// Initial Contributors:
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// Nokia Corporation - initial contribution.
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//
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// Contributors:
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//
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// Description:
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//
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#include "tdirectgdieglcontent_cube.h"
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#include "tdisplaymode_mapping.h"
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#include <fbs.h>
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#include <graphics/sgimage_sw.h>
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#include <graphics/fbsdefs.h>
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// CONSTANTS
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/** Camera parameters */
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const TInt KCameraDistance = 100;
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const TReal32 KFrustumLeft = -1.f; //left vertical clipping plane
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const TReal32 KFrustumRight = 1.f; //right vertical clipping plane
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const TReal32 KFrustumBottom = -1.f;//bottom horizontal clipping plane
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const TReal32 KFrustumTop = 1.f; //top horizontal clipping plane
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const TReal32 KFrustumNear = 3.f; //near depth clipping plane
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const TReal32 KFrustumFar = 1000.f; //far depth clipping plane
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/* Define vertice coordinates for the cube
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Duplication of vertices needed for texturing every surface of the cube */
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static const GLbyte KVertices[24 * 3] =
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{
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/* top */
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-1, 1, 1,
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1, 1, 1,
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1, -1, 1,
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-1, -1, 1,
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/* front */
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1, 1, 1,
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1, 1, -1,
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1, -1, -1,
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1, -1, 1,
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/* right */
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-1, 1, 1,
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-1, 1, -1,
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1, 1, -1,
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1, 1, 1,
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/* left */
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1, -1, 1,
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1, -1, -1,
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-1, -1, -1,
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-1, -1, 1,
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/* back */
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-1, -1, 1,
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-1, -1, -1,
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-1, 1, -1,
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-1, 1, 1,
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/* bottom */
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-1, 1, -1,
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1, 1, -1,
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1, -1, -1,
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-1, -1, -1
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};
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/**
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Indices for drawing the triangles.
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The color of the triangle is determined by
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the color of the last vertex of the triangle.
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*/
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static const GLubyte KTriangles[12 * 3] =
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{
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/* top */
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1,0,3,
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1,3,2,
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/* front */
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5,4,7,
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5,7,6,
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/* right */
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9,8,11,
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9,11,10,
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/* left */
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13,12,15,
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13,15,14,
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/* back */
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17,16,19,
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17,19,18,
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/* bottom */
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21,22,23,
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21,23,20
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};
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/* Macro for changing the input texture coordinate values from
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GLubyte [0,255] to GLbyte [-128,127]. See more info below. */
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#define tex(u,v) (GLbyte)( (u) - 128 ) , (GLbyte)( (v) - 128 )
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/* Input texture coordinates for each of the object vertices.
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The coordinates are given in GLbyte [-128,127] format.
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Since the texture picture coordinates are between values
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[0,255] for both width and height, we have defined a macro
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to change the input coordinates into a appropriate form.
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It is easier to think the texture coordinates as corresponding
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image pixel coordinates. This alone is not enough because
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if texture coordinates are not given between values [0,1],
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texture wrapping will occur. Therefore we need to
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scale the texture coordinates with appropriate texture matrix,
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which is defined in AppInit(). */
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static const GLbyte KTexCoords[24 * 2] =
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{
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/* top */
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tex(0,0),
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tex(255,0),
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tex(255,255),
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tex(0,255),
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/* front */
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tex(0,255),
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tex(127,255),
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tex(127,127),
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tex(0,127),
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/* right */
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tex(127,255),
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tex(255,255),
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tex(255,127),
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tex(127,127),
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/* left */
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tex(0,127),
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tex(127,127),
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tex(127,0),
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tex(0,0),
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/* back */
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tex(127,127),
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tex(255,127),
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tex(255,0),
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tex(127,0),
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/* bottom */
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tex(255,255),
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tex(255,0),
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tex(0,0),
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tex(0,255)
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};
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/**
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Static constructor.
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@param aPixelFormat Pixel format of pixmap buffer.
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@param aSize Size of pixmap buffer.
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*/
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CGLCube* CGLCube::NewL(TUidPixelFormat aPixelFormat, const TSize& aSize)
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{
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CGLCube* self = NewLC(aPixelFormat, aSize);
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CleanupStack::Pop(self);
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return self;
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}
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CGLCube* CGLCube::NewLC(TUidPixelFormat aPixelFormat, const TSize& aSize)
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{
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CGLCube* self = new(ELeave) CGLCube();
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CleanupStack::PushL(self);
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self->ConstructL(aPixelFormat, aSize);
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return self;
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}
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/**
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1st phase constructor
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*/
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CGLCube::CGLCube()
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{
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}
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/**
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2nd phase constructor
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@param aPixelFormat Pixel format of pixmap buffer.
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@param aSize Size of pixmap buffer.
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*/
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void CGLCube::ConstructL(TUidPixelFormat aPixelFormat, const TSize& aSize)
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{
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// init graphic environment
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User::LeaveIfError(SgDriver::Open());
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FbsStartup();
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User::LeaveIfError(RFbsSession::Connect());
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InitEglL(aPixelFormat, aSize);
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}
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/**
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Destructor
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*/
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CGLCube::~CGLCube()
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{
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// deinit gfx environment
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DeInitEgl();
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SgDriver::Close();
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RFbsSession::Disconnect();
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}
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/**
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Egl environment initialisation for pixmap surface rendering.
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@param aPixelFormat Pixel format of pixmap buffer.
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@param aSize Size of pixmap buffer.
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*/
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void CGLCube::InitEglL(TUidPixelFormat aPixelFormat, const TSize& aSize)
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{
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// Get the display for drawing graphics
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iEglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if(iEglDisplay == NULL)
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{
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_LIT(KGetDisplayFailed, "eglGetDisplay failed");
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User::Panic(KGetDisplayFailed, 0);
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}
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// Initialize display
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if(eglInitialize(iEglDisplay, NULL, NULL) == EGL_FALSE)
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{
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_LIT(KInitializeFailed, "eglInitialize failed");
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User::Panic(KInitializeFailed, 0);
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}
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// switch api to GLES
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eglBindAPI(EGL_OPENGL_ES_API);
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iImageInfo.iSizeInPixels = aSize;
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iImageInfo.iPixelFormat = aPixelFormat;
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iImageInfo.iCpuAccess = ESgCpuAccessNone;
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iImageInfo.iUsage = ESgUsageOpenGlesTarget|ESgUsageDirectGdiSource;
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iImageInfo.iShareable = ETrue;
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iImageInfo.iScreenId = KSgScreenIdMain;
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for(TInt i=0; i<KEglContentBuffers; i++)
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{
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User::LeaveIfError(iImages[i].Create(iImageInfo, NULL, 0));
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EGLint numOfConfigs = 0;
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// Define properties for the wanted EGLSurface
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const EGLint attribList[] =
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{
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EGL_MATCH_NATIVE_PIXMAP, (EGLint)&iImages[i],
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EGL_SURFACE_TYPE, EGL_PIXMAP_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
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EGL_NONE
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};
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// Choose an EGLConfig that best matches to the properties in attribList
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if(eglChooseConfig(iEglDisplay, attribList, &iConfig, 1, &numOfConfigs) == EGL_FALSE)
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{
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_LIT(KChooseConfigFailed, "eglChooseConfig failed");
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User::Panic(KChooseConfigFailed, 0);
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}
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const EGLint ppixmapAttribs[] = { EGL_NONE };
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iEglSurfaces[i] = eglCreatePixmapSurface(iEglDisplay, iConfig, &iImages[i], ppixmapAttribs);
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if(iEglSurfaces[i] == NULL)
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{
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_LIT(KCreatePixmapSurfaceFailed, "eglCreatePixmapSurface failed");
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User::Panic(KCreatePixmapSurfaceFailed, 0);
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}
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}
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iEglContext = eglCreateContext(iEglDisplay, iConfig, EGL_NO_CONTEXT, NULL);
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if(iEglContext == NULL)
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{
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_LIT(KCreateContextFailed, "eglCreateContext failed");
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User::Panic(KCreateContextFailed, 0);
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}
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if(eglMakeCurrent(iEglDisplay, iEglSurfaces[iCurrentImage], iEglSurfaces[iCurrentImage], iEglContext) == EGL_FALSE)
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{
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_LIT(KMakeCurrentFailed, "eglMakeCurrent failed");
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User::Panic(KMakeCurrentFailed, 0);
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}
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// Prepare texture map (shaded chessboard)
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GLubyte* texData = new(ELeave) GLubyte[64*64*4];
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for(TInt i=0; i<64; i++)
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{
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for(TInt j=0; j<64; j++)
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{
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if((i&8)^(j&8)) // switch 'white' and 'black' fields
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{
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texData[i*64*4+j*4+0] = i*4; // r
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texData[i*64*4+j*4+1] = j*4; // g
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texData[i*64*4+j*4+2] = (i+j)*2; // b
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}
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else
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{
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texData[i*64*4+j*4+0] = 255-i*4; // r
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texData[i*64*4+j*4+1] = 255-j*4; // g
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texData[i*64*4+j*4+2] = 255-(i+j)*2; // b
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}
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texData[i*64*4+j*4+3] = 255; // alpha
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}
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}
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// Generate texture
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glEnable(GL_TEXTURE_2D);
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glGenTextures(1, &iTexId);
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glBindTexture(GL_TEXTURE_2D, iTexId);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, texData);
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delete [] texData;
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}
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/**
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Egl environment destroying.
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*/
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void CGLCube::DeInitEgl()
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{
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glDeleteTextures(1, &iTexId);
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eglMakeCurrent(iEglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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eglDestroyContext(iEglDisplay, iEglContext);
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for(TInt i=0; i<KEglContentBuffers; i++)
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{
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eglDestroySurface(iEglDisplay, iEglSurfaces[i]);
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iImages[i].Close();
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}
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eglTerminate(iEglDisplay);
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eglReleaseThread();
|
sl@0
|
333 |
}
|
sl@0
|
334 |
|
sl@0
|
335 |
/**
|
sl@0
|
336 |
Render frame of spinning cube.
|
sl@0
|
337 |
@param aFrame Number of frame to render.
|
sl@0
|
338 |
*/
|
sl@0
|
339 |
void CGLCube::Render(TInt aFrame)
|
sl@0
|
340 |
{
|
sl@0
|
341 |
if(eglMakeCurrent(iEglDisplay, iEglSurfaces[iCurrentImage], iEglSurfaces[iCurrentImage], iEglContext) == EGL_FALSE)
|
sl@0
|
342 |
{
|
sl@0
|
343 |
_LIT(KMakeCurrentFailed, "eglMakeCurrent failed");
|
sl@0
|
344 |
User::Panic(KMakeCurrentFailed, 0);
|
sl@0
|
345 |
}
|
sl@0
|
346 |
|
sl@0
|
347 |
// Set the screen background color.
|
sl@0
|
348 |
glClearColor(0.f, 0.f, 0.f, 1.f);
|
sl@0
|
349 |
|
sl@0
|
350 |
// Enable back face culling, texturing, and normalization.
|
sl@0
|
351 |
glEnable(GL_CULL_FACE);
|
sl@0
|
352 |
glEnable(GL_TEXTURE_2D);
|
sl@0
|
353 |
glEnable(GL_NORMALIZE);
|
sl@0
|
354 |
|
sl@0
|
355 |
// Initialize viewport and projection.
|
sl@0
|
356 |
glViewport(0, 0, iImageInfo.iSizeInPixels.iWidth, iImageInfo.iSizeInPixels.iHeight);
|
sl@0
|
357 |
|
sl@0
|
358 |
// Calculate the view frustrum
|
sl@0
|
359 |
GLfloat aspectRatio = (GLfloat)(iImageInfo.iSizeInPixels.iWidth) / (GLfloat)(iImageInfo.iSizeInPixels.iHeight);
|
sl@0
|
360 |
glMatrixMode(GL_PROJECTION);
|
sl@0
|
361 |
glLoadIdentity();
|
sl@0
|
362 |
glFrustumf(KFrustumLeft * aspectRatio, KFrustumRight * aspectRatio,
|
sl@0
|
363 |
KFrustumBottom, KFrustumTop,
|
sl@0
|
364 |
KFrustumNear, KFrustumFar);
|
sl@0
|
365 |
|
sl@0
|
366 |
/* Initialize appropriate texture matrix. First we have to translate the
|
sl@0
|
367 |
input texture coordinate values to be within a range of [0,255]. Hence
|
sl@0
|
368 |
we translate the x- and y-coordinate values by 128. Recall that the
|
sl@0
|
369 |
values in nokTexCoords are between [-128,127], now they are in a range
|
sl@0
|
370 |
of [0,255]. After that we scale the values by 1/255 to make the values
|
sl@0
|
371 |
to be in range [0,1]. */
|
sl@0
|
372 |
glMatrixMode(GL_TEXTURE);
|
sl@0
|
373 |
glLoadIdentity();
|
sl@0
|
374 |
glScalef(1.0f/255.0f, 1.0f/255.0f, 1.0f);
|
sl@0
|
375 |
glTranslatef(128.0f, 128.0f, 0.0f);
|
sl@0
|
376 |
|
sl@0
|
377 |
// Remember to change the matrix mode to modelview.
|
sl@0
|
378 |
glMatrixMode(GL_MODELVIEW);
|
sl@0
|
379 |
|
sl@0
|
380 |
// Enable vertex and texture arrays.
|
sl@0
|
381 |
glEnableClientState(GL_VERTEX_ARRAY);
|
sl@0
|
382 |
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
sl@0
|
383 |
|
sl@0
|
384 |
// Set array pointers.
|
sl@0
|
385 |
glVertexPointer(3, GL_BYTE, 0, KVertices);
|
sl@0
|
386 |
glTexCoordPointer(2, GL_BYTE, 0, KTexCoords);
|
sl@0
|
387 |
|
sl@0
|
388 |
// Set the initial shading mode
|
sl@0
|
389 |
glShadeModel(GL_FLAT);
|
sl@0
|
390 |
|
sl@0
|
391 |
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
|
sl@0
|
392 |
|
sl@0
|
393 |
glClear(GL_COLOR_BUFFER_BIT);
|
sl@0
|
394 |
|
sl@0
|
395 |
// Animate and draw box
|
sl@0
|
396 |
glLoadIdentity();
|
sl@0
|
397 |
glTranslatex(0 , 0 , -KCameraDistance << 16);
|
sl@0
|
398 |
glRotatex(aFrame << 18, 1 << 16, 0 , 0 );
|
sl@0
|
399 |
glRotatex(aFrame << 17, 0 , 1 << 16, 0 );
|
sl@0
|
400 |
glRotatex(aFrame << 16, 0 , 0 , 1 << 16);
|
sl@0
|
401 |
glScalex(20 << 16, 20 << 16, 20 << 16);
|
sl@0
|
402 |
|
sl@0
|
403 |
glBindTexture(GL_TEXTURE_2D, iTexId);
|
sl@0
|
404 |
glDrawElements(GL_TRIANGLES, 12 * 3, GL_UNSIGNED_BYTE, KTriangles);
|
sl@0
|
405 |
|
sl@0
|
406 |
iLastImage = iCurrentImage;
|
sl@0
|
407 |
}
|
sl@0
|
408 |
|
sl@0
|
409 |
/**
|
sl@0
|
410 |
Get image id of current frame. Current image to render is switch to next.
|
sl@0
|
411 |
@param aId Reference to drawable id class to store image id.
|
sl@0
|
412 |
*/
|
sl@0
|
413 |
void CGLCube::GetImage(TSgDrawableId& aId)
|
sl@0
|
414 |
{
|
sl@0
|
415 |
// finish rendering
|
sl@0
|
416 |
glFinish();
|
sl@0
|
417 |
|
sl@0
|
418 |
aId = iImages[iLastImage].Id();
|
sl@0
|
419 |
// switch to next buffer to prevent overdraw of image by asynchronous rendering
|
sl@0
|
420 |
if(iLastImage == iCurrentImage)
|
sl@0
|
421 |
{
|
sl@0
|
422 |
iCurrentImage = (iCurrentImage+1)%KEglContentBuffers;
|
sl@0
|
423 |
}
|
sl@0
|
424 |
}
|