| /* |
| * Copyright (C) 2011 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.basicglsurfaceview; |
| |
| import java.io.IOException; |
| import java.io.InputStream; |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| import android.content.Context; |
| import android.graphics.Bitmap; |
| import android.graphics.BitmapFactory; |
| import android.opengl.GLES20; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLUtils; |
| import android.opengl.Matrix; |
| import android.os.SystemClock; |
| import android.util.Log; |
| |
| class GLES20TriangleRenderer implements GLSurfaceView.Renderer { |
| |
| public GLES20TriangleRenderer(Context context) { |
| mContext = context; |
| mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length |
| * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); |
| mTriangleVertices.put(mTriangleVerticesData).position(0); |
| } |
| |
| public void onDrawFrame(GL10 glUnused) { |
| // Ignore the passed-in GL10 interface, and use the GLES20 |
| // class's static methods instead. |
| GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f); |
| GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); |
| GLES20.glUseProgram(mProgram); |
| checkGlError("glUseProgram"); |
| |
| GLES20.glActiveTexture(GLES20.GL_TEXTURE0); |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); |
| |
| mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); |
| GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, |
| TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); |
| checkGlError("glVertexAttribPointer maPosition"); |
| mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); |
| GLES20.glEnableVertexAttribArray(maPositionHandle); |
| checkGlError("glEnableVertexAttribArray maPositionHandle"); |
| GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, |
| TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); |
| checkGlError("glVertexAttribPointer maTextureHandle"); |
| GLES20.glEnableVertexAttribArray(maTextureHandle); |
| checkGlError("glEnableVertexAttribArray maTextureHandle"); |
| |
| long time = SystemClock.uptimeMillis() % 4000L; |
| float angle = 0.090f * ((int) time); |
| Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f); |
| Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); |
| Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); |
| |
| GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); |
| checkGlError("glDrawArrays"); |
| } |
| |
| public void onSurfaceChanged(GL10 glUnused, int width, int height) { |
| // Ignore the passed-in GL10 interface, and use the GLES20 |
| // class's static methods instead. |
| GLES20.glViewport(0, 0, width, height); |
| float ratio = (float) width / height; |
| Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); |
| } |
| |
| public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { |
| // Ignore the passed-in GL10 interface, and use the GLES20 |
| // class's static methods instead. |
| mProgram = createProgram(mVertexShader, mFragmentShader); |
| if (mProgram == 0) { |
| return; |
| } |
| maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); |
| checkGlError("glGetAttribLocation aPosition"); |
| if (maPositionHandle == -1) { |
| throw new RuntimeException("Could not get attrib location for aPosition"); |
| } |
| maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); |
| checkGlError("glGetAttribLocation aTextureCoord"); |
| if (maTextureHandle == -1) { |
| throw new RuntimeException("Could not get attrib location for aTextureCoord"); |
| } |
| |
| muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); |
| checkGlError("glGetUniformLocation uMVPMatrix"); |
| if (muMVPMatrixHandle == -1) { |
| throw new RuntimeException("Could not get attrib location for uMVPMatrix"); |
| } |
| |
| /* |
| * Create our texture. This has to be done each time the |
| * surface is created. |
| */ |
| |
| int[] textures = new int[1]; |
| GLES20.glGenTextures(1, textures, 0); |
| |
| mTextureID = textures[0]; |
| GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); |
| |
| GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, |
| GLES20.GL_NEAREST); |
| GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, |
| GLES20.GL_TEXTURE_MAG_FILTER, |
| GLES20.GL_LINEAR); |
| |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, |
| GLES20.GL_REPEAT); |
| GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, |
| GLES20.GL_REPEAT); |
| |
| 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(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); |
| bitmap.recycle(); |
| |
| Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); |
| } |
| |
| private int loadShader(int shaderType, String source) { |
| int shader = GLES20.glCreateShader(shaderType); |
| if (shader != 0) { |
| GLES20.glShaderSource(shader, source); |
| GLES20.glCompileShader(shader); |
| int[] compiled = new int[1]; |
| GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); |
| if (compiled[0] == 0) { |
| Log.e(TAG, "Could not compile shader " + shaderType + ":"); |
| Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); |
| GLES20.glDeleteShader(shader); |
| shader = 0; |
| } |
| } |
| return shader; |
| } |
| |
| private int createProgram(String vertexSource, String fragmentSource) { |
| int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); |
| if (vertexShader == 0) { |
| return 0; |
| } |
| |
| int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); |
| if (pixelShader == 0) { |
| return 0; |
| } |
| |
| int program = GLES20.glCreateProgram(); |
| if (program != 0) { |
| GLES20.glAttachShader(program, vertexShader); |
| checkGlError("glAttachShader"); |
| GLES20.glAttachShader(program, pixelShader); |
| checkGlError("glAttachShader"); |
| GLES20.glLinkProgram(program); |
| int[] linkStatus = new int[1]; |
| GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); |
| if (linkStatus[0] != GLES20.GL_TRUE) { |
| Log.e(TAG, "Could not link program: "); |
| Log.e(TAG, GLES20.glGetProgramInfoLog(program)); |
| GLES20.glDeleteProgram(program); |
| program = 0; |
| } |
| } |
| return program; |
| } |
| |
| private void checkGlError(String op) { |
| int error; |
| while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { |
| Log.e(TAG, op + ": glError " + error); |
| throw new RuntimeException(op + ": glError " + error); |
| } |
| } |
| |
| private static final int FLOAT_SIZE_BYTES = 4; |
| private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; |
| private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; |
| private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; |
| private final float[] mTriangleVerticesData = { |
| // X, Y, Z, U, V |
| -1.0f, -0.5f, 0, -0.5f, 0.0f, |
| 1.0f, -0.5f, 0, 1.5f, -0.0f, |
| 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f }; |
| |
| private FloatBuffer mTriangleVertices; |
| |
| private final String mVertexShader = |
| "uniform mat4 uMVPMatrix;\n" + |
| "attribute vec4 aPosition;\n" + |
| "attribute vec2 aTextureCoord;\n" + |
| "varying vec2 vTextureCoord;\n" + |
| "void main() {\n" + |
| " gl_Position = uMVPMatrix * aPosition;\n" + |
| " vTextureCoord = aTextureCoord;\n" + |
| "}\n"; |
| |
| private final String mFragmentShader = |
| "precision mediump float;\n" + |
| "varying vec2 vTextureCoord;\n" + |
| "uniform sampler2D sTexture;\n" + |
| "void main() {\n" + |
| " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + |
| "}\n"; |
| |
| private float[] mMVPMatrix = new float[16]; |
| private float[] mProjMatrix = new float[16]; |
| private float[] mMMatrix = new float[16]; |
| private float[] mVMatrix = new float[16]; |
| |
| private int mProgram; |
| private int mTextureID; |
| private int muMVPMatrixHandle; |
| private int maPositionHandle; |
| private int maTextureHandle; |
| |
| private Context mContext; |
| private static String TAG = "GLES20TriangleRenderer"; |
| } |