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/*
* 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.android.test;
/*
* Copyright (C) 2008 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.
*/
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.CharBuffer;
import java.nio.FloatBuffer;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
/**
* An implementation of SurfaceView that uses the dedicated surface for
* displaying an OpenGL animation. This allows the animation to run in a
* separate thread, without requiring that it be driven by the update mechanism
* of the view hierarchy.
*
* The application-specific rendering code is delegated to a GLView.Renderer
* instance.
*/
class TestView extends GLSurfaceView {
TestView(Context context) {
super(context);
init();
}
public TestView(Context context, AttributeSet attrs) {
super(context, attrs);
init();
}
private void init() {
setRenderer(new Renderer());
setRenderMode(RENDERMODE_WHEN_DIRTY);
}
/** A grid is a topologically rectangular array of vertices.
*
* 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;
final static int VERTEX_SIZE = 3 * 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) {
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);
}
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;
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
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);
gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
private class Renderer implements GLSurfaceView.Renderer {
private static final String TAG = "Renderer";
private Grid mGrid;
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0,0,1,1);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
mGrid.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL11.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0, width, height, 0, -1, 1);
gl.glMatrixMode(GL11.GL_MODELVIEW);
createGrid(gl, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
private void createGrid(GL10 gl, float w, float h) {
mGrid = new Grid(2, 2);
for (int j = 0; j < 2; j++) {
for (int i = 0; i < 2; i++) {
float x = w * i;
float y = h * j;
float z = 0.0f;
mGrid.set(i,j, x, y, z);
}
}
mGrid.createBufferObjects(gl);
}
}
}