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android-native-example-odin/jni/main.odin
T

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Odin

package android_native_example
import "base:runtime"
import "shared:android"
import "vendor:egl"
import gl "vendor:OpenGL"
LOG :: android.__android_log_print
engine :: struct {
app: ^android.android_app,
active: bool,
display: egl.Display,
surface: egl.Surface,
ctx: egl.Context,
width: i32,
height: i32,
buffer: u32,
shader: u32,
}
engine_init_display :: proc "contextless" (engine: ^engine) {
context = runtime.default_context()
attribs := []i32{
egl.SURFACE_TYPE, egl.WINDOW_BIT,
egl.RENDERABLE_TYPE, egl.OPENGL_ES3_BIT,
egl.BLUE_SIZE, 8,
egl.GREEN_SIZE, 8,
egl.RED_SIZE, 8,
egl.NONE,
}
display := egl.GetDisplay(egl.DEFAULT_DISPLAY)
if display == egl.NO_DISPLAY {
LOG(.INFO, "NativeExampleOdin", "Naterror with eglGetDisplay")
return
}
if !egl.Initialize(display, nil, nil) {
LOG(.INFO, "NativeExampleOdin", "error with eglInitialize")
return
}
// NOTE: I think the major and minor versions don't matter here, we just want the gl package to load all available
// gl procs.
gl.load_up_to(
4,
6,
proc(p: rawptr, name: cstring) {(cast(^rawptr)p)^ = egl.GetProcAddress(name)}
)
config: egl.Config
numConfigs: i32
if !egl.ChooseConfig(display, raw_data(attribs), &config, 1, &numConfigs) {
LOG(.INFO, "NativeExampleOdin", "error with eglChooseConfig")
return
}
format: i32
if !egl.GetConfigAttrib(display, config, egl.NATIVE_VISUAL_ID, &format) {
LOG(.INFO, "NativeExampleOdin", "error with eglGetConfigAttrib")
return
}
android.ANativeWindow_setBuffersGeometry(engine.app.window, 0, 0, format)
surface := egl.CreateWindowSurface(display, config, cast(egl.NativeWindowType)engine.app.window, nil)
if surface == nil {
LOG(.INFO, "NativeExampleOdin", "error with eglCreateWindowSurface")
return
}
ctx_attrib := []i32{ egl.CONTEXT_CLIENT_VERSION, 2, egl.NONE }
ctx := egl.CreateContext(display, config, nil, raw_data(ctx_attrib))
if ctx == nil {
LOG(.INFO, "NativeExampleOdin", "error with eglCreateContext")
return
}
if !egl.MakeCurrent(display, surface, surface, ctx) {
LOG(.INFO, "NativeExampleOdin", "error with eglMakeCurrent")
return
}
LOG(.INFO, "NativeExampleOdin", "GL_VENDOR = %s", gl.GetString(gl.VENDOR))
LOG(.INFO, "NativeExampleOdin", "GL_RENDERER = %s", gl.GetString(gl.RENDERER))
LOG(.INFO, "NativeExampleOdin", "GL_VERSION = %s", gl.GetString(gl.VERSION))
w: i32
h: i32
egl.QuerySurface(display, surface, egl.WIDTH, &w)
egl.QuerySurface(display, surface, egl.HEIGHT, &h)
LOG(.INFO, "NativeExampleOdin", "initial width: %d", w)
LOG(.INFO, "NativeExampleOdin", "initial height: %d", h)
gl.Viewport(0, 0, w, h)
engine.display = display
engine.ctx = ctx
engine.surface = surface
engine.width = w
engine.height = h
vasset := android.AAssetManager_open(engine.app.activity.assetManager, "vertex.glsl", .BUFFER)
defer android.AAsset_close(vasset)
if vasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening vertex.glsl")
return
}
vsrc := cstring(android.AAsset_getBuffer(vasset))
vlen := i32(android.AAsset_getLength(vasset))
v := gl.CreateShader(gl.VERTEX_SHADER)
gl.ShaderSource(v, 1, &vsrc, &vlen)
gl.CompileShader(v)
fasset := android.AAssetManager_open(engine.app.activity.assetManager, "fragment.glsl", .BUFFER)
defer android.AAsset_close(fasset)
if fasset == nil {
LOG(.INFO, "NativeExampleOdin", "error opening fragment.glsl")
return
}
fsrc := cstring(android.AAsset_getBuffer(fasset))
flen := i32(android.AAsset_getLength(fasset))
f := gl.CreateShader(gl.FRAGMENT_SHADER)
gl.ShaderSource(f, 1, &fsrc, &flen)
gl.CompileShader(f)
p := gl.CreateProgram()
gl.AttachShader(p, v)
gl.AttachShader(p, f)
gl.BindAttribLocation(p, 0, "vPosition")
gl.BindAttribLocation(p, 1, "vColor")
gl.LinkProgram(p)
gl.DeleteShader(v)
gl.DeleteShader(f)
gl.UseProgram(p)
buf := [?]f32 {
0.0, 0.5, 1, 0, 0,
-0.5, -0.5, 0, 1, 0,
0.5, -0.5, 0, 0, 1,
}
b: u32
gl.GenBuffers(1, &b)
gl.BindBuffer(gl.ARRAY_BUFFER, b)
gl.BufferData(gl.ARRAY_BUFFER, size_of(buf), &buf, gl.STATIC_DRAW)
engine.buffer = b
engine.shader = p
return
}
engine_draw_frame :: proc "contextless" (engine: ^engine) {
if engine.display == nil {
return
}
gl.ClearColor(0.258824, 0.258824, 0.435294, 1)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
gl.UseProgram(engine.shader)
gl.BindBuffer(gl.ARRAY_BUFFER, engine.buffer)
gl.VertexAttribPointer(0, 2, gl.FLOAT, gl.FALSE, (2+3)*size_of(f32), 0)
gl.VertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, (2+3)*size_of(f32), (2*size_of(f32)))
gl.EnableVertexAttribArray(0)
gl.EnableVertexAttribArray(1)
gl.DrawArrays(gl.TRIANGLES, 0, 3)
egl.SwapBuffers(engine.display, engine.surface)
}
engine_term_display :: proc "contextless" (engine: ^engine) {
if engine.display != egl.NO_DISPLAY {
gl.DeleteProgram(engine.shader)
gl.DeleteBuffers(1, &engine.buffer)
egl.MakeCurrent(engine.display, egl.NO_SURFACE, egl.NO_SURFACE, egl.NO_CONTEXT)
if engine.ctx != egl.NO_CONTEXT {
egl.DestroyContext(engine.display, engine.ctx)
}
if engine.surface != egl.NO_SURFACE {
egl.DestroySurface(engine.display, engine.surface)
}
egl.Terminate(engine.display)
}
engine.active = false
engine.display = egl.NO_DISPLAY
engine.ctx = egl.NO_CONTEXT
engine.surface = egl.NO_SURFACE
}
engine_handle_input :: proc "c" (app: ^android.android_app, event: ^android.AInputEvent) -> i32 {
return 0
}
engine_handle_cmd :: proc "c" (app: ^android.android_app, cmd: android.AppCmd) {
engine := cast(^engine)app.userData
#partial switch (cmd) {
case .INIT_WINDOW:
if engine.app.window != nil {
LOG(.INFO, "NativeExampleOdin", "init window event")
engine_init_display(engine)
engine_draw_frame(engine)
}
case .TERM_WINDOW:
LOG(.INFO, "NativeExampleOdin", "term window event")
engine_term_display(engine)
case .WINDOW_RESIZED:
LOG(.INFO, "NativeExampleOdin", "window resized")
h := android.ANativeWindow_getHeight(app.window)
w := android.ANativeWindow_getWidth(app.window)
LOG(.INFO, "NativeExampleOdin", "w: %d", w)
LOG(.INFO, "NativeExampleOdin", "h: %d", h)
gl.Viewport(0, 0, w, h)
case .GAINED_FOCUS:
LOG(.INFO, "NativeExampleOdin", "gained focus event")
engine.active = true
case .LOST_FOCUS:
LOG(.INFO, "NativeExampleOdin", "lost focus event")
engine.active = false
engine_draw_frame(engine)
}
}
@export
android_main :: proc "contextless" (state: ^android.android_app) {
context = runtime.default_context()
engine: engine
state.userData = &engine
state.onAppCmd = engine_handle_cmd
state.onInputEvent = engine_handle_input
engine.app = state
for {
events: i32
source: ^android.android_poll_source
ident := android.ALooper_pollAll(engine.active ? 0 : -1, nil, &events, cast(^rawptr)&source)
for ident >= 0 {
if source != nil {
source.process(state, source)
}
if state.destroyRequested != 0 {
engine_term_display(&engine)
return
}
ident = android.ALooper_pollAll(engine.active ? 0 : -1, nil, &events, cast(^rawptr)&source)
}
if (engine.active) {
engine_draw_frame(&engine)
}
}
}