#if defined(__ANDROID__) || defined(__ODROID__)
+import "instance"
+
#include <EGL/egl.h>
EGLDisplay eglDisplay;
int eglWidth, eglHeight;
#if defined(__ANDROID__)
-static bool egl_init_display(ANativeWindow* window)
+bool egl_init_display(ANativeWindow* window)
#else
-static bool egl_init_display(uint window)
+bool egl_init_display(uint window)
#endif
{
const EGLint attribs[] =
eglWidth = w;
eglHeight = h;
- glEnableClientState(GL_VERTEX_ARRAY);
- /*
- // Initialize GL state.
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- glEnable(GL_CULL_FACE);
- glShadeModel(GL_SMOOTH);
- glDisable(GL_DEPTH_TEST);
- */
- glDisable(GL_CULL_FACE);
- glDisable(GL_DEPTH_TEST);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- matrixStack[0][0].Identity();
- matrixStack[1][0].Identity();
- matrixStack[2][0].Identity();
-
- glmsMatrixMode(GL_MODELVIEW);
- glScaled(1.0, 1.0, -1.0);
- glmsMatrixMode(GL_PROJECTION);
- glShadeModel(GL_FLAT);
-
- glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
- glFogi(GL_FOG_MODE, GL_EXP);
- glFogf(GL_FOG_DENSITY, 0);
- glEnable(GL_NORMALIZE);
- glDepthFunc(GL_LESS);
- glClearDepth(1.0);
- glDisable(GL_MULTISAMPLE_ARB);
-
- glViewport(0,0,w,h);
- glmsLoadIdentity();
- glOrtho(0,w,h,0,0.0,1.0);
-
- glabCurArrayBuffer = 0;
- glabCurElementBuffer = 0;
return true;
}
-static void egl_term_display()
+void egl_term_display()
{
- if(stippleTexture)
- {
- glDeleteTextures(1, &stippleTexture);
- stippleTexture = 0;
- }
if(eglDisplay != EGL_NO_DISPLAY)
{
eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglSurface = EGL_NO_SURFACE;
}
+void egl_swap_buffers()
+{
+ eglSwapBuffers(eglDisplay, eglSurface);
+}
+
#endif