| /* |
| * 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); |
| } |
| } |
| } |
| |