diff options
| author | Ying Wang <wangying@google.com> | 2009-12-14 16:23:32 -0800 |
|---|---|---|
| committer | Ying Wang <wangying@google.com> | 2009-12-14 16:23:32 -0800 |
| commit | dc388c565be0f539ded2bca165fef347dc7a89cc (patch) | |
| tree | a9799e5db72a0032756d1eb12bf86d999513c5dc /samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java | |
| parent | a35897da6fcddec45270324a67614deaaacbde94 (diff) | |
| parent | 5595acbed8ca1778a61881a00d7baaffecb2a64c (diff) | |
Merge commit 'goog/eclair-mr2' into play-with-monkey
Conflicts:
cmds/monkey/src/com/android/commands/monkey/Monkey.java
Diffstat (limited to 'samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java')
| -rw-r--r-- | samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java | 408 |
1 files changed, 408 insertions, 0 deletions
diff --git a/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java new file mode 100644 index 000000000..e0e2db166 --- /dev/null +++ b/samples/ApiDemos/src/com/example/android/apis/graphics/MatrixPaletteRenderer.java @@ -0,0 +1,408 @@ +/* + * Copyright (C) 2009 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 android.content.Context; +import android.graphics.Bitmap; +import android.graphics.BitmapFactory; +import android.opengl.GLSurfaceView; +import android.opengl.GLU; +import android.opengl.GLUtils; +import android.os.SystemClock; + +import com.example.android.apis.R; + +public class MatrixPaletteRenderer implements GLSurfaceView.Renderer{ + private Context mContext; + private Grid mGrid; + private int mTextureID; + + /** 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 u, v; + // float weight0, weight1; + // byte palette0, palette1, pad0, pad1; + + final static int VERTEX_SIZE = 8 * FLOAT_SIZE; + final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3; + final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5; + final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE; + + 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 u, float v, + float w0, float w1, + int p0, int p1) { + if (i < 0 || i >= mW) { + throw new IllegalArgumentException("i"); + } + if (j < 0 || j >= mH) { + throw new IllegalArgumentException("j"); + } + + if (w0 + w1 != 1.0f) { + throw new IllegalArgumentException("Weights must add up to 1.0f"); + } + + int index = mW * j + i; + + mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE); + mVertexBuffer.put(x); + mVertexBuffer.put(y); + mVertexBuffer.put(z); + mVertexBuffer.put(u); + mVertexBuffer.put(v); + mVertexBuffer.put(w0); + mVertexBuffer.put(w1); + + mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET); + mVertexByteBuffer.put((byte) p0); + mVertexByteBuffer.put((byte) p1); + } + + public void createBufferObjects(GL 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; + } + + public void draw(GL10 gl) { + GL11 gl11 = (GL11) gl; + GL11Ext gl11Ext = (GL11Ext) gl; + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); + gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); + gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); + + gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); + gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); + + gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); + gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); + + 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(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); + gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); + } + } + + public MatrixPaletteRenderer(Context context) { + mContext = context; + } + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + /* + * By default, OpenGL enables features that improve quality + * but reduce performance. One might want to tweak that + * especially on software renderer. + */ + gl.glDisable(GL10.GL_DITHER); + + /* + * Some one-time OpenGL initialization can be made here + * probably based on features of this particular context + */ + gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, + GL10.GL_FASTEST); + + gl.glClearColor(.5f, .5f, .5f, 1); + gl.glShadeModel(GL10.GL_SMOOTH); + gl.glEnable(GL10.GL_DEPTH_TEST); + gl.glEnable(GL10.GL_TEXTURE_2D); + + /* + * Create our texture. This has to be done each time the + * surface is created. + */ + + int[] textures = new int[1]; + gl.glGenTextures(1, textures, 0); + + mTextureID = textures[0]; + gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); + + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, + GL10.GL_NEAREST); + gl.glTexParameterf(GL10.GL_TEXTURE_2D, + GL10.GL_TEXTURE_MAG_FILTER, + GL10.GL_LINEAR); + + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, + GL10.GL_CLAMP_TO_EDGE); + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, + GL10.GL_CLAMP_TO_EDGE); + + gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, + GL10.GL_REPLACE); + + InputStream is = mContext.getResources() + .openRawResource(R.raw.robot); + Bitmap bitmap; + try { + bitmap = BitmapFactory.decodeStream(is); + } finally { + try { + is.close(); + } catch(IOException e) { + // Ignore. + } + } + + GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); + bitmap.recycle(); + + mGrid = generateWeightedGrid(gl); + } + + public void onDrawFrame(GL10 gl) { + /* + * By default, OpenGL enables features that improve quality + * but reduce performance. One might want to tweak that + * especially on software renderer. + */ + gl.glDisable(GL10.GL_DITHER); + + gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, + GL10.GL_MODULATE); + + /* + * Usually, the first thing one might want to do is to clear + * the screen. The most efficient way of doing this is to use + * glClear(). + */ + + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + gl.glEnable(GL10.GL_DEPTH_TEST); + + gl.glEnable(GL10.GL_CULL_FACE); + + /* + * Now we're ready to draw some 3D objects + */ + + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); + + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); + + gl.glActiveTexture(GL10.GL_TEXTURE0); + gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); + gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, + GL10.GL_REPEAT); + gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, + GL10.GL_REPEAT); + + long time = SystemClock.uptimeMillis() % 4000L; + + // Rock back and forth + double animationUnit = ((double) time) / 4000; + float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI); + float angle = unitAngle * 135f; + + gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES); + gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES); + + GL11Ext gl11Ext = (GL11Ext) gl; + + // matrix 0: no transformation + gl11Ext.glCurrentPaletteMatrixOES(0); + gl11Ext.glLoadPaletteFromModelViewMatrixOES(); + + + // matrix 1: rotate by "angle" + gl.glRotatef(angle, 0, 0, 1.0f); + + gl11Ext.glCurrentPaletteMatrixOES(1); + gl11Ext.glLoadPaletteFromModelViewMatrixOES(); + + mGrid.draw(gl); + + gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES); + } + + public void onSurfaceChanged(GL10 gl, int w, int h) { + gl.glViewport(0, 0, w, h); + + /* + * Set our projection matrix. This doesn't have to be done + * each time we draw, but usually a new projection needs to + * be set when the viewport is resized. + */ + + float ratio = (float) w / h; + gl.glMatrixMode(GL10.GL_PROJECTION); + gl.glLoadIdentity(); + gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); + } + + private Grid generateWeightedGrid(GL gl) { + final int uSteps = 20; + final int vSteps = 20; + + float radius = 0.25f; + float height = 2.0f; + Grid grid = new Grid(uSteps + 1, vSteps + 1); + + for (int j = 0; j <= vSteps; j++) { + for (int i = 0; i <= uSteps; i++) { + double angle = Math.PI * 2 * i / uSteps; + float x = radius * (float) Math.cos(angle); + float y = height * ((float) j / vSteps - 0.5f); + float z = radius * (float) Math.sin(angle); + float u = -4.0f * (float) i / uSteps; + float v = -4.0f * (float) j / vSteps; + float w0 = (float) j / vSteps; + float w1 = 1.0f - w0; + grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1); + } + } + + grid.createBufferObjects(gl); + return grid; + } +} |
