diff options
| author | Jack Palevich <jackpal@google.com> | 2010-01-29 20:58:38 +0800 |
|---|---|---|
| committer | Jack Palevich <jackpal@google.com> | 2010-01-29 20:58:38 +0800 |
| commit | 89282a6fd60bffe16f10df9cd4f6af56c5555633 (patch) | |
| tree | 619392c51abc660a8c271766a8011188edb19b61 /samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java | |
| parent | 450a135ee3d8a219a2910fed0648b904b207be6b (diff) | |
Add API Demos showing how to use cube maps and frame buffer objects.
Diffstat (limited to 'samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java')
| -rw-r--r-- | samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java | 414 |
1 files changed, 414 insertions, 0 deletions
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java b/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java new file mode 100644 index 000000000..03b336e83 --- /dev/null +++ b/samples/ApiDemos/src/com/example/android/apis/graphics/CubeMapActivity.java @@ -0,0 +1,414 @@ +/* + * Copyright (C) 2007 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.apis.graphics; + +import java.io.IOException; +import java.io.InputStream; +import java.nio.ByteBuffer; +import java.nio.ByteOrder; +import java.nio.CharBuffer; +import java.nio.FloatBuffer; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL; +import javax.microedition.khronos.opengles.GL10; +import javax.microedition.khronos.opengles.GL11; +import javax.microedition.khronos.opengles.GL11Ext; +import javax.microedition.khronos.opengles.GL11ExtensionPack; + +import android.app.Activity; +import android.graphics.Bitmap; +import android.graphics.BitmapFactory; +import android.opengl.GLSurfaceView; +import android.opengl.GLU; +import android.opengl.GLUtils; +import android.os.Bundle; +import android.util.Log; + +import com.example.android.apis.R; + +/** + * Demonstrate how to use the OES_texture_cube_map extension, available on some + * high-end OpenGL ES 1.x GPUs. + */ +public class CubeMapActivity extends Activity { + private GLSurfaceView mGLSurfaceView; + private class Renderer implements GLSurfaceView.Renderer { + private boolean mContextSupportsCubeMap; + private Grid mGrid; + private int mCubeMapTextureID; + private boolean mUseTexGen = false; + private float mAngle; + + public void onDrawFrame(GL10 gl) { + checkGLError(gl); + if (mContextSupportsCubeMap) { + gl.glClearColor(0,0,1,0); + } else { + // Current context doesn't support cube maps. + // Indicate this by drawing a red background. + gl.glClearColor(1,0,0,0); + } + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + gl.glEnable(GL10.GL_DEPTH_TEST); + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); + + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + gl.glRotatef(mAngle, 0, 1, 0); + gl.glRotatef(mAngle*0.25f, 1, 0, 0); + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + + checkGLError(gl); + + if (mContextSupportsCubeMap) { + gl.glActiveTexture(GL10.GL_TEXTURE0); + checkGLError(gl); + gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP); + checkGLError(gl); + gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID); + checkGLError(gl); + GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; + gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR, + GL11ExtensionPack.GL_TEXTURE_GEN_MODE, + GL11ExtensionPack.GL_REFLECTION_MAP); + checkGLError(gl); + gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); + checkGLError(gl); + gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL); + } + + checkGLError(gl); + mGrid.draw(gl); + + if (mContextSupportsCubeMap) { + gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); + } + checkGLError(gl); + + mAngle += 1.2f; + } + + public void onSurfaceChanged(GL10 gl, int width, int height) { + checkGLError(gl); + gl.glViewport(0, 0, width, height); + float ratio = (float) width / height; + gl.glMatrixMode(GL10.GL_PROJECTION); + gl.glLoadIdentity(); + gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); + checkGLError(gl); + } + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + checkGLError(gl); + // This test needs to be done each time a context is created, + // because different contexts may support different extensions. + mContextSupportsCubeMap = checkIfContextSupportsCubeMap(gl); + + mGrid = generateTorusGrid(gl, 60, 60, 3.0f, 0.75f); + + if (mContextSupportsCubeMap) { + int[] cubeMapResourceIds = new int[]{ + R.raw.skycubemap0, R.raw.skycubemap1, R.raw.skycubemap2, + R.raw.skycubemap3, R.raw.skycubemap4, R.raw.skycubemap5}; + mCubeMapTextureID = generateCubeMap(gl, cubeMapResourceIds); + } + checkGLError(gl); + } + + private int generateCubeMap(GL10 gl, int[] resourceIds) { + checkGLError(gl); + int[] ids = new int[1]; + gl.glGenTextures(1, ids, 0); + int cubeMapTextureId = ids[0]; + gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, cubeMapTextureId); + gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, + GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); + gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, + GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); + + for (int face = 0; face < 6; face++) { + InputStream is = getResources().openRawResource(resourceIds[face]); + Bitmap bitmap; + try { + bitmap = BitmapFactory.decodeStream(is); + } finally { + try { + is.close(); + } catch(IOException e) { + Log.e("CubeMap", "Could not decode texture for face " + Integer.toString(face)); + } + } + GLUtils.texImage2D(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, + bitmap, 0); + bitmap.recycle(); + } + checkGLError(gl); + return cubeMapTextureId; + } + + private Grid generateTorusGrid(GL gl, int uSteps, int vSteps, float majorRadius, float minorRadius) { + Grid grid = new Grid(uSteps + 1, vSteps + 1); + for (int j = 0; j <= vSteps; j++) { + double angleV = Math.PI * 2 * j / vSteps; + float cosV = (float) Math.cos(angleV); + float sinV = (float) Math.sin(angleV); + for (int i = 0; i <= uSteps; i++) { + double angleU = Math.PI * 2 * i / uSteps; + float cosU = (float) Math.cos(angleU); + float sinU = (float) Math.sin(angleU); + float d = majorRadius+minorRadius*cosU; + float x = d*cosV; + float y = d*(-sinV); + float z = minorRadius * sinU; + + float nx = cosV * cosU; + float ny = -sinV * cosU; + float nz = sinU; + + float length = (float) Math.sqrt(nx*nx + ny*ny + nz*nz); + nx /= length; + ny /= length; + nz /= length; + + grid.set(i, j, x, y, z, nx, ny, nz); + } + } + grid.createBufferObjects(gl); + return grid; + } + + private boolean checkIfContextSupportsCubeMap(GL10 gl) { + return checkIfContextSupportsExtension(gl, "GL_OES_texture_cube_map"); + } + + /** + * This is not the fastest way to check for an extension, but fine if + * we are only checking for a few extensions each time a context is created. + * @param gl + * @param extension + * @return true if the extension is present in the current context. + */ + private boolean checkIfContextSupportsExtension(GL10 gl, String extension) { + String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " "; + // The extensions string is padded with spaces between extensions, but not + // necessarily at the beginning or end. For simplicity, add spaces at the + // beginning and end of the extensions string to make it easy to find an + // extension. + return extensions.indexOf(" " + extension + " ") >= 0; + } + } + + /** A grid is a topologically rectangular array of vertices. + * + * This grid class is customized for the vertex data required for this + * example. + * + * The vertex and index data are held in VBO objects because on most + * GPUs VBO objects are the fastest way of rendering static vertex + * and index data. + * + */ + + private static class Grid { + // Size of vertex data elements in bytes: + final static int FLOAT_SIZE = 4; + final static int CHAR_SIZE = 2; + + // Vertex structure: + // float x, y, z; + // float nx, ny, nx; + + final static int VERTEX_SIZE = 6 * FLOAT_SIZE; + final static int VERTEX_NORMAL_BUFFER_INDEX_OFFSET = 3; + + private int mVertexBufferObjectId; + private int mElementBufferObjectId; + + // These buffers are used to hold the vertex and index data while + // constructing the grid. Once createBufferObjects() is called + // the buffers are nulled out to save memory. + + private ByteBuffer mVertexByteBuffer; + private FloatBuffer mVertexBuffer; + private CharBuffer mIndexBuffer; + + private int mW; + private int mH; + private int mIndexCount; + + public Grid(int w, int h) { + if (w < 0 || w >= 65536) { + throw new IllegalArgumentException("w"); + } + if (h < 0 || h >= 65536) { + throw new IllegalArgumentException("h"); + } + if (w * h >= 65536) { + throw new IllegalArgumentException("w * h >= 65536"); + } + + mW = w; + mH = h; + int size = w * h; + + mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size) + .order(ByteOrder.nativeOrder()); + mVertexBuffer = mVertexByteBuffer.asFloatBuffer(); + + int quadW = mW - 1; + int quadH = mH - 1; + int quadCount = quadW * quadH; + int indexCount = quadCount * 6; + mIndexCount = indexCount; + mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount) + .order(ByteOrder.nativeOrder()).asCharBuffer(); + + /* + * Initialize triangle list mesh. + * + * [0]-----[ 1] ... + * | / | + * | / | + * | / | + * [w]-----[w+1] ... + * | | + * + */ + + { + int i = 0; + for (int y = 0; y < quadH; y++) { + for (int x = 0; x < quadW; x++) { + char a = (char) (y * mW + x); + char b = (char) (y * mW + x + 1); + char c = (char) ((y + 1) * mW + x); + char d = (char) ((y + 1) * mW + x + 1); + + mIndexBuffer.put(i++, a); + mIndexBuffer.put(i++, c); + mIndexBuffer.put(i++, b); + + mIndexBuffer.put(i++, b); + mIndexBuffer.put(i++, c); + mIndexBuffer.put(i++, d); + } + } + } + } + + public void set(int i, int j, float x, float y, float z, float nx, float ny, float nz) { + if (i < 0 || i >= mW) { + throw new IllegalArgumentException("i"); + } + if (j < 0 || j >= mH) { + throw new IllegalArgumentException("j"); + } + + int index = mW * j + i; + + mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE); + mVertexBuffer.put(x); + mVertexBuffer.put(y); + mVertexBuffer.put(z); + mVertexBuffer.put(nx); + mVertexBuffer.put(ny); + mVertexBuffer.put(nz); + } + + public void createBufferObjects(GL gl) { + checkGLError(gl); + // Generate a the vertex and element buffer IDs + int[] vboIds = new int[2]; + GL11 gl11 = (GL11) gl; + gl11.glGenBuffers(2, vboIds, 0); + mVertexBufferObjectId = vboIds[0]; + mElementBufferObjectId = vboIds[1]; + + // Upload the vertex data + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); + mVertexByteBuffer.position(0); + gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); + + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); + mIndexBuffer.position(0); + gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); + + // We don't need the in-memory data any more + mVertexBuffer = null; + mVertexByteBuffer = null; + mIndexBuffer = null; + checkGLError(gl); + } + + public void draw(GL10 gl) { + checkGLError(gl); + GL11 gl11 = (GL11) gl; + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); + gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); + + gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); + gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); + + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); + gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); + gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); + gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); + checkGLError(gl); + } + } + + static void checkGLError(GL gl) { + int error = ((GL10) gl).glGetError(); + if (error != GL10.GL_NO_ERROR) { + throw new RuntimeException("GLError 0x" + Integer.toHexString(error)); + } + } + + @Override + protected void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + + // Create our surface view and set it as the content of our + // Activity + mGLSurfaceView = new GLSurfaceView(this); + mGLSurfaceView.setRenderer(new Renderer()); + setContentView(mGLSurfaceView); + } + + @Override + protected void onResume() { + // Ideally a game should implement onResume() and onPause() + // to take appropriate action when the activity looses focus + super.onResume(); + mGLSurfaceView.onResume(); + } + + @Override + protected void onPause() { + // Ideally a game should implement onResume() and onPause() + // to take appropriate action when the activity looses focus + super.onPause(); + mGLSurfaceView.onPause(); + } +} |
