/**
 * Initialize an EGL context for the current display.
 */
int Engine::InitDisplay()
{
    if( !initialized_resources_ )
    {
        gl_context_->Init( app_->window );
        LoadResources();
        initialized_resources_ = true;
    }
    else
    {
        // initialize OpenGL ES and EGL
        if( EGL_SUCCESS != gl_context_->Resume( app_->window ) )
        {
            UnloadResources();
            LoadResources();
        }
    }

    ShowUI();

    // Initialize GL state.
    glEnable( GL_CULL_FACE );
    glEnable( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL );

    //Note that screen size might have been changed
    glViewport( 0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() );
    renderer_.UpdateViewport();

    tap_camera_.SetFlip( 1.f, -1.f, -1.f );
    tap_camera_.SetPinchTransformFactor( 10.f, 10.f, 8.f );

    return 0;
}
// Initialize an EGL context for the current display.
int Engine::InitDisplay(const int32_t cmd) {
  if (!initialized_resources_) {
    gl_context_->Init(app_->window);
    InitUI();
    gl_context_->SetSwapInterval(0);  // Set interval of 0 for a benchmark
    LoadResources();
    initialized_resources_ = true;
  } else {
    // initialize OpenGL ES and EGL
    if (EGL_SUCCESS != gl_context_->Resume(app_->window)) {
      UnloadResources();
      LoadResources();
    }
    jui_helper::JUIWindow::GetInstance()->Resume(app_->activity, cmd);
  }

  ShowUI();

  // Initialize GL state.
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  // Note that screen size might have been changed
  glViewport(0, 0, gl_context_->GetScreenWidth(),
             gl_context_->GetScreenHeight());
  renderer_.UpdateViewport();

  tap_camera_.SetFlip(1.f, -1.f, -1.f);
  tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);

  return 0;
}
Example #3
0
/**
 * Just the current frame in the display.
 */
void Engine::DrawFrame()
{
 
    renderer_.Update( monitor_.GetCurrentTime() );

    // Just fill the screen with a color.
    glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
    renderer_.Render();

    // Swap
    if( EGL_SUCCESS != gl_context_->Swap() )
    {
        UnloadResources();
        LoadResources();
    }
}
/**
 * Initialize an EGL context for the current display.
 */
int Engine::InitDisplay(android_app* app) {
  if (!initialized_resources_) {
    gl_context_->Init(app_->window);
    LoadResources();
    initialized_resources_ = true;
  } else if(app->window != gl_context_->GetANativeWindow()) {
    // Re-initialize ANativeWindow.
    // On some devices, ANativeWindow is re-created when the app is resumed
    assert(gl_context_->GetANativeWindow());
    UnloadResources();
    gl_context_->Invalidate();
    app_ = app;
    gl_context_->Init(app->window);
    LoadResources();
    initialized_resources_ = true;
  } else {
    // initialize OpenGL ES and EGL
    if (EGL_SUCCESS == gl_context_->Resume(app_->window)) {
      UnloadResources();
      LoadResources();
    } else {
        assert(0);
    }
  }

  ShowUI();

  // Initialize GL state.
  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);

  // Note that screen size might have been changed
  glViewport(0, 0, gl_context_->GetScreenWidth(),
             gl_context_->GetScreenHeight());
  renderer_.UpdateViewport();

  tap_camera_.SetFlip(1.f, -1.f, -1.f);
  tap_camera_.SetPinchTransformFactor(2.f, 2.f, 8.f);

  return 0;
}
/**
 * Just the current frame in the display.
 */
void Engine::DrawFrame() {
  float fps;
  if (monitor_.Update(fps)) {
    UpdateFPS(fps);
  }
  double dTime = monitor_.GetCurrentTime();
  renderer_.Update(dTime);

  // Just fill the screen with a color.
  glClearColor(0.5f, 0.5f, 0.5f, 1.f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
  renderer_.Render();

  // Swap
  if (EGL_SUCCESS != gl_context_->Swap()) {
    UnloadResources();
    LoadResources();
  }
}
void Engine::TransformPosition(ndk_helper::Vec2& vec) {
  vec = ndk_helper::Vec2(2.0f, 2.0f) * vec /
            ndk_helper::Vec2(gl_context_->GetScreenWidth(),
                             gl_context_->GetScreenHeight()) -
        ndk_helper::Vec2(1.f, 1.f);
}
void Engine::TrimMemory() {
  LOGI("Trimming memory");
  gl_context_->Invalidate();
}
/**
 * Tear down the EGL context currently associated with the display.
 */
void Engine::TermDisplay() { gl_context_->Suspend(); }