/* * 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; } }