upload android base code part4
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/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#define _USE_MATH_DEFINES
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#include <math.h>
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#include "utils.h"
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float DegToRad(float deg) {
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return deg * (float)M_PI / 180.0f;
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}
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bool CompileShader(GLuint shader, const std::string& shader_string) {
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std::string prefix = "#version 300 es\n";
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std::string string_with_prefix = prefix + shader_string;
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const char* shader_str[] = { string_with_prefix.data() };
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glShaderSource(shader, 1, shader_str, NULL);
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glCompileShader(shader);
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GLint success;
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GLchar infoLog[512];
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success)
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{
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glGetShaderInfoLog(shader, 512, NULL, infoLog);
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LOGI("Shader Failed to compile: %s -- %s\n", *shader_str, infoLog);
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return false;
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}
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return true;
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}
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bool LinkProgram(GLuint program, GLuint vertex_shader, GLuint fragment_shader) {
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glAttachShader(program, vertex_shader);
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glAttachShader(program, fragment_shader);
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glLinkProgram(program);
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// Check for linking errors
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GLint success;
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GLchar infoLog[512];
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glGetProgramiv(program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(program, 512, NULL, infoLog);
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LOGE("Shader failed to link: %s\n", infoLog);
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return false;
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}
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return true;
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}
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GLenum GLCheckError() {
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return GLCheckErrorStr("");
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}
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GLenum GLCheckErrorStr(std::string msg) {
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GLenum e = glGetError();
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std::string str;
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if (e != GL_NO_ERROR) {
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switch (e) {
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case GL_INVALID_ENUM:
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str = "GL_INVALID_ENUM";
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break;
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case GL_INVALID_OPERATION:
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str = "GL_INVALID_OPERATION";
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break;
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case GL_INVALID_VALUE:
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str = "GL_INVALID_VALUE";
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break;
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case GL_OUT_OF_MEMORY:
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str = "GL_OUT_OF_MEMORY";
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break;
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case GL_INVALID_FRAMEBUFFER_OPERATION:
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str = "GL_INVALID_FRAMEBUFFER_OPERATION";
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break;
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}
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LOGE("OpenGL error : %s : %s (%#08x)\n", msg.c_str(), str.c_str(), e);
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}
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return e;
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}
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