Merge "cleaned code, added pinch gesture detector, better opengl context handling, fixed issues"

This commit is contained in:
Ian Ni-Lewis
2013-10-25 20:38:00 +00:00
committed by Android (Google) Code Review
55 changed files with 6544 additions and 763 deletions

View File

@@ -0,0 +1,16 @@
LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE:= helper
LOCAL_SRC_FILES:= JNIHelper.cpp interpolator.cpp tapCamera.cpp gestureDetector.cpp perfMonitor.cpp vecmath.cpp GLContext.cpp shader.cpp gl3stub.c
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)
LOCAL_EXPORT_LDLIBS := -llog -landroid -lEGL -lGLESv2
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue
include $(BUILD_STATIC_LIBRARY)
#$(call import-module,android/native_app_glue)
#$(call import-module,android/cpufeatures)

View File

@@ -0,0 +1,302 @@
/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// GLContext.cpp
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// includes
//--------------------------------------------------------------------------------
#include <unistd.h>
#include "GLContext.h"
#include "gl3stub.h"
//--------------------------------------------------------------------------------
// eGLContext
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
GLContext::GLContext() : _display(EGL_NO_DISPLAY),
_surface(EGL_NO_SURFACE),
_context(EGL_NO_CONTEXT),
_iWidth( 0 ),
_iHeight( 0 ),
_bES3Support( false ),
_bEGLContextInitialized( false ),
_bGLESInitialized( false )
{
}
void GLContext::initGLES()
{
if( _bGLESInitialized )
return;
//
//Initialize OpenGL ES 3 if available
//
const char* versionStr = (const char*)glGetString(GL_VERSION);
if (strstr(versionStr, "OpenGL ES 3.")
&& gl3stubInit())
{
_bES3Support = true;
_fGLVersion = 3.0f;
}
else
{
_fGLVersion = 2.0f;
}
_bGLESInitialized = true;
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
GLContext::~GLContext()
{
terminate();
}
bool GLContext::init( ANativeWindow* window )
{
if( _bEGLContextInitialized )
return true;
//
//Initialize EGL
//
_window = window;
initEGLSurface();
initEGLContext();
initGLES();
_bEGLContextInitialized = true;
return true;
}
bool GLContext::initEGLSurface()
{
_display = eglGetDisplay( EGL_DEFAULT_DISPLAY );
eglInitialize( _display, 0, 0 );
/*
* Here specify the attributes of the desired configuration.
* Below, we select an EGLConfig with at least 8 bits per color
* component compatible with on-screen windows
*/
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 24,
EGL_NONE
};
_iColorSize = 8;
_iDepthSize = 24;
EGLint numConfigs;
eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
if( !numConfigs )
{
//Fall back to 16bit depth buffer
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 16,
EGL_NONE
};
eglChooseConfig( _display, attribs, &_config, 1, &numConfigs );
_iDepthSize = 16;
}
if ( !numConfigs )
{
LOGW("Unable to retrieve EGL config");
return false;
}
_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
* As soon as we picked a EGLConfig, we can safely reconfigure the
* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
EGLint format;
eglGetConfigAttrib(_display, _config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry( _window, 0, 0, format);
return true;
}
bool GLContext::initEGLContext()
{
const EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
EGL_NONE
};
_context = eglCreateContext( _display, _config, NULL, contextAttribs );
if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_FALSE )
{
LOGW("Unable to eglMakeCurrent");
return false;
}
_bContextValid = true;
return true;
}
EGLint GLContext::swap()
{
bool b = eglSwapBuffers( _display, _surface);
if( !b )
{
EGLint err = eglGetError();
if( err == EGL_BAD_SURFACE )
{
//Recreate surface
initEGLSurface();
}
else if( err == EGL_CONTEXT_LOST || err == EGL_BAD_CONTEXT )
{
//Context has been lost!!
_bContextValid = false;
terminate();
initEGLContext();
}
return err;
}
return EGL_SUCCESS;
}
void GLContext::terminate()
{
if( _display != EGL_NO_DISPLAY )
{
eglMakeCurrent( _display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );
if ( _context != EGL_NO_CONTEXT )
{
eglDestroyContext( _display, _context );
}
if( _surface != EGL_NO_SURFACE )
{
eglDestroySurface( _display, _surface );
}
eglTerminate( _display );
}
_display = EGL_NO_DISPLAY;
_context = EGL_NO_CONTEXT;
_surface = EGL_NO_SURFACE;
_bContextValid = false;
}
EGLint GLContext::resume(ANativeWindow* window)
{
if( _bEGLContextInitialized == false )
{
init( window );
return EGL_SUCCESS;
}
int32_t iOriginalWidth = _iWidth;
int32_t iOriginalHeight = _iHeight;
//Create surface
_window = window;
_surface = eglCreateWindowSurface( _display, _config, _window, NULL );
eglQuerySurface(_display, _surface, EGL_WIDTH, &_iWidth);
eglQuerySurface(_display, _surface, EGL_HEIGHT, &_iHeight);
if( _iWidth != iOriginalWidth || _iHeight != iOriginalHeight )
{
//Screen resized
LOGI("Screen resized");
}
if( eglMakeCurrent(_display, _surface, _surface, _context) == EGL_TRUE )
return EGL_SUCCESS;
EGLint err = eglGetError();
LOGW("Unable to eglMakeCurrent %d", err);
if( err == EGL_CONTEXT_LOST )
{
//Recreate context
LOGI("Re-creating egl context");
initEGLContext();
}
else
{
//Recreate surface
terminate();
initEGLSurface();
initEGLContext();
}
return err;
}
void GLContext::suspend()
{
if( _surface != EGL_NO_SURFACE )
{
eglDestroySurface( _display, _surface );
_surface = EGL_NO_SURFACE;
}
}
bool GLContext::invalidate()
{
terminate();
_bEGLContextInitialized = false;
return true;
}
bool GLContext::checkExtension( const char* extension )
{
if( extension == NULL )
return false;
std::string extensions = std::string( (char*)glGetString(GL_EXTENSIONS) );
std::string str = std::string( extension );
str.append( " " );
size_t pos = 0;
if( extensions.find( extension, pos ) != std::string::npos )
{
return true;
}
return false;
}

View File

@@ -0,0 +1,104 @@
/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// glContext.h
//--------------------------------------------------------------------------------
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include "JNIHelper.h"
//--------------------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Class
//--------------------------------------------------------------------------------
/******************************************************************
* OpenGL context handler
* The class handles OpenGL and EGL context based on Android activity life cycle
* The caller needs to call corresponding methods for each activity life cycle events as it's done in sample codes.
*
* Also the class initializes OpenGL ES3 when the compatible driver is installed in the device.
* getGLVersion() returns 3.0~ when the device supports OpenGLES3.0
*/
class GLContext
{
private:
//ELG configurations
ANativeWindow* _window;
EGLDisplay _display;
EGLSurface _surface;
EGLContext _context;
EGLConfig _config;
//Screen parameters
int32_t _iWidth;
int32_t _iHeight;
int32_t _iColorSize;
int32_t _iDepthSize;
//Flags
bool _bGLESInitialized;
bool _bEGLContextInitialized;
bool _bES3Support;
float _fGLVersion;
void initGLES();
bool _bContextValid;
void terminate();
bool initEGLSurface();
bool initEGLContext();
public:
static GLContext* getInstance()
{
//Singleton
static GLContext instance;
return &instance;
}
GLContext( GLContext const& );
void operator=( GLContext const& );
GLContext();
virtual ~GLContext();
bool init( ANativeWindow* window );
EGLint swap();
bool invalidate();
void suspend();
EGLint resume(ANativeWindow* window);
int32_t getScreenWidth() { return _iWidth; }
int32_t getScreenHeight() { return _iHeight; }
int32_t getBufferColorSize() { return _iColorSize; }
int32_t getBufferDepthSize() { return _iDepthSize; }
float getGLVersion() { return _fGLVersion; }
bool checkExtension( const char* extension );
};
#endif /* GLCONTEXT_H_ */

View File

@@ -0,0 +1,270 @@
/*
* Copyright 2013 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.
*/
#include "JNIHelper.h"
#define CLASS_NAME "android/app/NativeActivity"
#define APPLICATION_CLASS_NAME "com/sample/helper/NDKHelper"
//---------------------------------------------------------------------------
//JNI Helper functions
//---------------------------------------------------------------------------
//Static variable
ANativeActivity* JNIHelper::_activity;
jobject JNIHelper::_objJNIHelper;
jclass JNIHelper::_clsJNIHelper;
std::string JNIHelper::_appName;
jclass retrieveClass(JNIEnv *jni, ANativeActivity* activity,
const char* className) {
jclass activityClass = jni->FindClass(CLASS_NAME);
jmethodID getClassLoader = jni->GetMethodID(activityClass, "getClassLoader",
"()Ljava/lang/ClassLoader;");
jobject cls = jni->CallObjectMethod(activity->clazz, getClassLoader);
jclass classLoader = jni->FindClass("java/lang/ClassLoader");
jmethodID findClass = jni->GetMethodID(classLoader, "loadClass",
"(Ljava/lang/String;)Ljava/lang/Class;");
jstring strClassName = jni->NewStringUTF(className);
jclass classRetrieved = (jclass) jni->CallObjectMethod(cls, findClass,
strClassName);
jni->DeleteLocalRef(strClassName);
return classRetrieved;
}
//---------------------------------------------------------------------------
//Init
//---------------------------------------------------------------------------
void JNIHelper::init( ANativeActivity* activity )
{
_activity = activity;
JNIEnv *env;
_activity->vm->AttachCurrentThread(&env, NULL);
//Retrieve app name
jclass android_content_Context = env->GetObjectClass(_activity->clazz);
jmethodID midGetPackageName = env->GetMethodID(android_content_Context, "getPackageName", "()Ljava/lang/String;");
jstring packageName= (jstring)env->CallObjectMethod(_activity->clazz, midGetPackageName);
const char* appname = env->GetStringUTFChars(packageName, NULL);
_appName = std::string(appname);
_activity->vm->DetachCurrentThread();
};
//---------------------------------------------------------------------------
//readFile
//---------------------------------------------------------------------------
bool JNIHelper::readFile(const char* fileName, std::vector<uint8_t>& buffer)
{
if (_activity == NULL) {
return false;
}
//First, try reading from externalFileDir;
JNIEnv *env;
jmethodID mid;
_activity->vm->AttachCurrentThread(&env, NULL);
jstring strPath = getExternalFilesDir(env);
const char* path = env->GetStringUTFChars(strPath, NULL);
std::string s(path);
if (fileName[0] != '/') {
s.append("/");
}
s.append(fileName);
std::ifstream f(s.c_str(), std::ios::binary);
env->ReleaseStringUTFChars(strPath, path);
_activity->vm->DetachCurrentThread();
if (f) {
LOGI("reading:%s", s.c_str());
f.seekg(0, std::ifstream::end);
int32_t fileSize = f.tellg();
f.seekg(0, std::ifstream::beg);
buffer.reserve(fileSize);
buffer.assign(std::istreambuf_iterator<char>(f),
std::istreambuf_iterator<char>());
return true;
} else {
//Fallback to assetManager
AAssetManager* assetManager = _activity->assetManager;
AAsset* assetFile = AAssetManager_open(assetManager, fileName,
AASSET_MODE_BUFFER);
if (!assetFile) {
return false;
}
uint8_t* data = (uint8_t*) AAsset_getBuffer(assetFile);
int32_t iSize = AAsset_getLength(assetFile);
if (data == NULL) {
AAsset_close(assetFile);
LOGI("Failed to load:%s", fileName);
return false;
}
buffer.assign(data, data + iSize);
AAsset_close(assetFile);
return true;
}
}
jstring JNIHelper::getExternalFilesDir(JNIEnv *env)
{
if (_activity == NULL) {
return NULL;
}
// getExternalFilesDir() - java
jclass cls_Env = env->FindClass(CLASS_NAME);
jmethodID mid = env->GetMethodID(cls_Env, "getExternalFilesDir",
"(Ljava/lang/String;)Ljava/io/File;");
jobject obj_File = env->CallObjectMethod(_activity->clazz, mid, NULL);
jclass cls_File = env->FindClass("java/io/File");
jmethodID mid_getPath = env->GetMethodID(cls_File, "getPath",
"()Ljava/lang/String;");
jstring obj_Path = (jstring) env->CallObjectMethod(obj_File, mid_getPath);
return obj_Path;
}
uint32_t JNIHelper::loadTexture(const char* fileName)
{
if (_activity == NULL) {
return 0;
}
JNIEnv *env;
jmethodID mid;
_activity->vm->AttachCurrentThread(&env, NULL);
if (_clsJNIHelper == 0) {
jclass cls = retrieveClass(env, _activity, APPLICATION_CLASS_NAME);
_clsJNIHelper = (jclass) env->NewGlobalRef(cls);
jmethodID constructor = env->GetMethodID(_clsJNIHelper, "<init>",
"()V");
_objJNIHelper = env->NewObject(_clsJNIHelper, constructor);
_objJNIHelper = env->NewGlobalRef(_objJNIHelper);
}
jstring name = env->NewStringUTF(fileName);
#if 0
/* Ask the PNG manager for a bitmap */
mid = env->GetMethodID(_clsJNIHelper, "openBitmap",
"(Ljava/lang/String;Z)Landroid/graphics/Bitmap;");
jobject png = env->CallObjectMethod(_objJNIHelper, mid, name, true);
env->DeleteLocalRef(name);
env->NewGlobalRef(png);
/* Get image dimensions */
mid = env->GetMethodID(_clsJNIHelper, "getBitmapWidth", "(Landroid/graphics/Bitmap;)I");
int width = env->CallIntMethod(_objJNIHelper, mid, png);
mid = env->GetMethodID(_clsJNIHelper, "getBitmapHeight", "(Landroid/graphics/Bitmap;)I");
int height = env->CallIntMethod(_objJNIHelper, mid, png);
/* Get pixels */
jintArray array = env->NewIntArray(width * height);
env->NewGlobalRef(array);
mid = env->GetMethodID(_clsJNIHelper, "getBitmapPixels", "(Landroid/graphics/Bitmap;[I)V");
env->CallVoidMethod(_objJNIHelper, mid, png, array);
jint *pixels = env->GetIntArrayElements(array, 0);
LOGI( "Loaded bitmap %s, width %d height %d",fileName, width, height);
GLuint tex;
glGenTextures( 1, &tex );
glBindTexture( GL_TEXTURE_2D, tex );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
//Generate mipmap
glGenerateMipmap(GL_TEXTURE_2D);
env->ReleaseIntArrayElements(array, pixels, 0);
env->DeleteGlobalRef(array);
/* Free image */
mid = env->GetMethodID(_clsJNIHelper, "closeBitmap", "(Landroid/graphics/Bitmap;)V");
env->CallVoidMethod(_objJNIHelper, mid, png);
env->DeleteGlobalRef(png);
#else
GLuint tex;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mid = env->GetMethodID(_clsJNIHelper, "loadTexture",
"(Ljava/lang/String;)V");
env->CallVoidMethod(_objJNIHelper, mid, name);
//Generate mipmap
glGenerateMipmap(GL_TEXTURE_2D);
#endif
_activity->vm->DetachCurrentThread();
return tex;
}
std::string JNIHelper::convertString( const char* str, const char* encode )
{
if (_activity == NULL)
{
return std::string("");
}
JNIEnv *env;
_activity->vm->AttachCurrentThread(&env, NULL);
int32_t iLength = strlen( (const char*)str );
jbyteArray array = env->NewByteArray( iLength );
env->SetByteArrayRegion( array, 0, iLength, (const signed char*)str );
jstring strEncode = env->NewStringUTF( encode );
jclass cls = env->FindClass("java/lang/String");
jmethodID ctor = env->GetMethodID(cls, "<init>",
"([BLjava/lang/String;)V");
jstring object = (jstring)env->NewObject( cls, ctor, array, strEncode );
const char *cparam = env->GetStringUTFChars( object, NULL );
std::string s = std::string(cparam);
env->ReleaseStringUTFChars( object, cparam );
_activity->vm->DetachCurrentThread();
return s;
}

View File

@@ -0,0 +1,80 @@
/*
* Copyright 2013 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.
*/
#pragma once
#include <jni.h>
#include <errno.h>
#include <vector>
#include <map>
#include <fstream>
#include <iostream>
#include <string>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, JNIHelper::getAppName(), __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, JNIHelper::getAppName(), __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, JNIHelper::getAppName(), __VA_ARGS__))
jclass retrieveClass(JNIEnv *jni, ANativeActivity* activity, const char* className);
/******************************************************************
* Helpers to invoke Java methods
* To use this class, add NDKHelper.java as a corresponding helpers in Java side
*/
class JNIHelper
{
private:
static ANativeActivity* _activity;
static jobject _objJNIHelper;
static jclass _clsJNIHelper;
static jstring getExternalFilesDir( JNIEnv *env );
static std::string _appName;
public:
JNIHelper()
{
};
~JNIHelper() {
JNIEnv *env;
_activity->vm->AttachCurrentThread(&env, NULL);
env->DeleteGlobalRef(_objJNIHelper);
env->DeleteGlobalRef(_clsJNIHelper);
_activity->vm->DetachCurrentThread();
};
static void init( ANativeActivity* activity );
static bool readFile( const char* fileName, std::vector<uint8_t>& buffer );
static uint32_t loadTexture(const char* fileName );
static std::string convertString( const char* str, const char* encode );
static const char* getAppName() {
return _appName.c_str();
};
};

View File

@@ -0,0 +1,34 @@
/*
* Copyright 2013 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.
*/
#ifndef _NDKSUPPORT_H
#define _NDKSUPPORT_H
/******************************************************************
* NDK support helpers
*
*/
#include "gl3stub.h" //GLES3 stubs
#include "GLContext.h" //EGL & OpenGL manager
#include "shader.h" //Shader compiler support
#include "vecmath.h" //Vector math support, C++ implementation n current version
#include "tapCamera.h" //Tap/Pinch camera control
#include "JNIHelper.h" //JNI support
#include "gestureDetector.h" //Tap/Doubletap/Pinch detector
#include "perfMonitor.h" //FPS counter
#include "interpolator.h" //Interpolator
#endif

View File

@@ -0,0 +1,345 @@
/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// gestureDetector.cpp
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// includes
//--------------------------------------------------------------------------------
#include "gestureDetector.h"
//--------------------------------------------------------------------------------
// GestureDetector
//--------------------------------------------------------------------------------
GestureDetector::GestureDetector()
{
_fDpFactor = 1.f;
}
void GestureDetector::setConfiguration(AConfiguration* config)
{
_fDpFactor = 160.f / AConfiguration_getDensity(config);
}
//--------------------------------------------------------------------------------
// TapDetector
//--------------------------------------------------------------------------------
GESTURE_STATE TapDetector::detect(const AInputEvent* motion_event)
{
if( AMotionEvent_getPointerCount(motion_event) > 1 )
{
//Only support single touch
return false;
}
int32_t iAction = AMotionEvent_getAction(motion_event);
unsigned int flags = iAction & AMOTION_EVENT_ACTION_MASK;
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
_iDownPointerID = AMotionEvent_getPointerId(motion_event, 0);
_fDownX = AMotionEvent_getX(motion_event, 0);
_fDownY = AMotionEvent_getY(motion_event, 0);
break;
case AMOTION_EVENT_ACTION_UP:
{
int64_t eventTime = AMotionEvent_getEventTime(motion_event);
int64_t downTime = AMotionEvent_getDownTime(motion_event);
if( eventTime - downTime <= TAP_TIMEOUT )
{
if( _iDownPointerID == AMotionEvent_getPointerId(motion_event, 0) )
{
float fX = AMotionEvent_getX(motion_event, 0) - _fDownX;
float fY = AMotionEvent_getY(motion_event, 0) - _fDownY;
if( fX * fX + fY * fY < TOUCH_SLOP * TOUCH_SLOP * _fDpFactor )
{
LOGI("TapDetector: Tap detected");
return GESTURE_STATE_ACTION;
}
}
}
break;
}
}
return GESTURE_STATE_NONE;
}
//--------------------------------------------------------------------------------
// DoubletapDetector
//--------------------------------------------------------------------------------
GESTURE_STATE DoubletapDetector::detect(const AInputEvent* motion_event)
{
if( AMotionEvent_getPointerCount(motion_event) > 1 )
{
//Only support single double tap
return false;
}
bool bDetectedTap = _tapDetector.detect(motion_event);
int32_t iAction = AMotionEvent_getAction(motion_event);
unsigned int flags = iAction & AMOTION_EVENT_ACTION_MASK;
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
{
int64_t eventTime = AMotionEvent_getEventTime(motion_event);
if( eventTime - _lastTapTime <= DOUBLE_TAP_TIMEOUT )
{
float fX = AMotionEvent_getX(motion_event, 0) - _fLastTapX;
float fY = AMotionEvent_getY(motion_event, 0) - _fLastTapY;
if( fX * fX + fY * fY < DOUBLE_TAP_SLOP * DOUBLE_TAP_SLOP * _fDpFactor )
{
LOGI("DoubletapDetector: Doubletap detected");
return GESTURE_STATE_ACTION;
}
}
break;
}
case AMOTION_EVENT_ACTION_UP:
if( bDetectedTap )
{
_lastTapTime = AMotionEvent_getEventTime(motion_event);
_fLastTapX = AMotionEvent_getX(motion_event, 0);
_fLastTapY = AMotionEvent_getY(motion_event, 0);
}
break;
}
return GESTURE_STATE_NONE;
}
void DoubletapDetector::setConfiguration(AConfiguration* config)
{
_fDpFactor = 160.f / AConfiguration_getDensity(config);
_tapDetector.setConfiguration(config);
}
//--------------------------------------------------------------------------------
// PinchDetector
//--------------------------------------------------------------------------------
int32_t PinchDetector::findIndex( const AInputEvent* event, int32_t iID )
{
int32_t iCount = AMotionEvent_getPointerCount(event);
for( uint32_t i = 0; i < iCount; ++i )
{
if( iID == AMotionEvent_getPointerId(event, i) )
return i;
}
return -1;
}
GESTURE_STATE PinchDetector::detect(const AInputEvent* event)
{
GESTURE_STATE ret = GESTURE_STATE_NONE;
int32_t iAction = AMotionEvent_getAction(event);
uint32_t flags = iAction & AMOTION_EVENT_ACTION_MASK;
_event = event;
int32_t iCount = AMotionEvent_getPointerCount(event);
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
_vecPointers.push_back( AMotionEvent_getPointerId( event, 0 ) );
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
{
int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
_vecPointers.push_back(AMotionEvent_getPointerId(event, iIndex));
if( iCount == 2 )
{
//Start new pinch
ret = GESTURE_STATE_START;
}
}
break;
case AMOTION_EVENT_ACTION_UP:
_vecPointers.pop_back();
break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int32_t iReleasedPointerID = AMotionEvent_getPointerId(event, iIndex);
std::vector<int32_t>::iterator it = _vecPointers.begin();
std::vector<int32_t>::iterator itEnd = _vecPointers.end();
int32_t i = 0;
for(;it!=itEnd;++it, ++i)
{
if( *it == iReleasedPointerID )
{
_vecPointers.erase(it);
break;
}
}
if( i <= 1 )
{
//Reset pinch or drag
if( iCount != 2 )
{
//Start new pinch
ret = GESTURE_STATE_START | GESTURE_STATE_END;
}
}
}
break;
case AMOTION_EVENT_ACTION_MOVE:
switch(iCount)
{
case 1:
break;
default:
//Multi touch
ret = GESTURE_STATE_MOVE;
break;
}
break;
case AMOTION_EVENT_ACTION_CANCEL:
break;
}
return ret;
}
bool PinchDetector::getPointers( vec2& v1, vec2& v2 )
{
if( _vecPointers.size() < 2 )
return false;
int32_t iIndex = findIndex( _event, _vecPointers[0] );
if( iIndex == -1 )
return false;
float fX = AMotionEvent_getX( _event, iIndex);
float fY = AMotionEvent_getY( _event, iIndex);
iIndex = findIndex( _event, _vecPointers[1] );
if( iIndex == -1 )
return false;
float fX2 = AMotionEvent_getX( _event, iIndex);
float fY2 = AMotionEvent_getY( _event, iIndex);
v1 = vec2( fX, fY );
v2 = vec2( fX2, fY2 );
return true;
}
//--------------------------------------------------------------------------------
// DragDetector
//--------------------------------------------------------------------------------
int32_t DragDetector::findIndex( const AInputEvent* event, int32_t iID )
{
int32_t iCount = AMotionEvent_getPointerCount(event);
for( uint32_t i = 0; i < iCount; ++i )
{
if( iID == AMotionEvent_getPointerId(event, i) )
return i;
}
return -1;
}
GESTURE_STATE DragDetector::detect(const AInputEvent* event)
{
GESTURE_STATE ret = GESTURE_STATE_NONE;
int32_t iAction = AMotionEvent_getAction(event);
int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
uint32_t flags = iAction & AMOTION_EVENT_ACTION_MASK;
_event = event;
int32_t iCount = AMotionEvent_getPointerCount(event);
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
_vecPointers.push_back( AMotionEvent_getPointerId( event, 0 ) );
ret = GESTURE_STATE_START;
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
_vecPointers.push_back(AMotionEvent_getPointerId(event, iIndex));
break;
case AMOTION_EVENT_ACTION_UP:
_vecPointers.pop_back();
ret = GESTURE_STATE_END;
break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
int32_t iReleasedPointerID = AMotionEvent_getPointerId(event, iIndex);
std::vector<int32_t>::iterator it = _vecPointers.begin();
std::vector<int32_t>::iterator itEnd = _vecPointers.end();
int32_t i = 0;
for(;it!=itEnd;++it, ++i)
{
if( *it == iReleasedPointerID )
{
_vecPointers.erase(it);
break;
}
}
if( i <= 1 )
{
//Reset pinch or drag
if( iCount == 2 )
{
ret = GESTURE_STATE_START;
}
}
break;
}
case AMOTION_EVENT_ACTION_MOVE:
switch(iCount)
{
case 1:
//Drag
ret = GESTURE_STATE_MOVE;
break;
default:
break;
}
break;
case AMOTION_EVENT_ACTION_CANCEL:
break;
}
return ret;
}
bool DragDetector::getPointer( vec2& v )
{
if( _vecPointers.size() < 1 )
return false;
int32_t iIndex = findIndex( _event, _vecPointers[0] );
if( iIndex == -1 )
return false;
float fX = AMotionEvent_getX( _event, iIndex);
float fY = AMotionEvent_getY( _event, iIndex);
v = vec2( fX, fY );
return true;
}

View File

@@ -0,0 +1,143 @@
/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// gestureDetector.h
//--------------------------------------------------------------------------------
#ifndef GESTUREDETECTOR_H_
#define GESTUREDETECTOR_H_
#include <vector>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include "JNIHelper.h"
#include "vecmath.h"
//--------------------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------------------
const int32_t DOUBLE_TAP_TIMEOUT = 300 * 1000000;
const int32_t TAP_TIMEOUT = 180 * 1000000;
const int32_t DOUBLE_TAP_SLOP = 100;
const int32_t TOUCH_SLOP = 8;
#define GESTURE_STATE_NONE (0)
#define GESTURE_STATE_START (1)
#define GESTURE_STATE_MOVE (2)
#define GESTURE_STATE_END (4)
#define GESTURE_STATE_ACTION (GESTURE_STATE_START | GESTURE_STATE_END)
typedef int32_t GESTURE_STATE;
/******************************************************************
* Base class of Gesture Detectors
* GestureDetectors handles input events and detect gestures
* Note that different detectors may detect gestures with an event at
* same time. The caller needs to manage gesture priority accordingly
*
*/
class GestureDetector
{
protected:
float _fDpFactor;
public:
GestureDetector();
virtual ~GestureDetector() {}
virtual void setConfiguration(AConfiguration* config);
virtual GESTURE_STATE detect(const AInputEvent* motion_event) = 0;
};
/******************************************************************
* Tap gesture detector
* Returns GESTURE_STATE_ACTION when a tap gesture is detected
*
*/
class TapDetector : public GestureDetector
{
private:
int32_t _iDownPointerID;
float _fDownX;
float _fDownY;
public:
TapDetector() {}
virtual ~TapDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* motion_event);
};
/******************************************************************
* Pinch gesture detector
* Returns GESTURE_STATE_ACTION when a double-tap gesture is detected
*
*/
class DoubletapDetector : public GestureDetector
{
private:
TapDetector _tapDetector;
int64_t _lastTapTime;
float _fLastTapX;
float _fLastTapY;
public:
DoubletapDetector() {}
virtual ~DoubletapDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* motion_event);
virtual void setConfiguration(AConfiguration* config);
};
/******************************************************************
* Double gesture detector
* Returns pinch gesture state when a pinch gesture is detected
* The class handles multiple touches more than 2
* When the finger 1,2,3 are tapped and then finger 1 is released,
* the detector start new pinch gesture with finger 2 & 3.
*/
class PinchDetector : public GestureDetector
{
private:
int32_t findIndex( const AInputEvent* event, int32_t iID );
const AInputEvent* _event;
std::vector<int32_t> _vecPointers;
public:
PinchDetector() {}
virtual ~PinchDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* event);
bool getPointers( vec2& v1, vec2& v2 );
};
/******************************************************************
* Drag gesture detector
* Returns drag gesture state when a drag-tap gesture is detected
*
*/
class DragDetector : public GestureDetector
{
private:
int32_t findIndex( const AInputEvent* event, int32_t iID );
const AInputEvent* _event;
std::vector<int32_t> _vecPointers;
public:
DragDetector() {}
virtual ~DragDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* event);
bool getPointer( vec2& v );
};
#endif /* GESTUREDETECTOR_H_ */

View File

@@ -0,0 +1,343 @@
/*
* Copyright 2013 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.
*/
#include <EGL/egl.h>
#include "gl3stub.h"
GLboolean gl3stubInit() {
#define FIND_PROC(s) s = (void*)eglGetProcAddress(#s);
FIND_PROC(glReadBuffer);
FIND_PROC(glDrawRangeElements);
FIND_PROC(glTexImage3D);
FIND_PROC(glTexSubImage3D);
FIND_PROC(glCopyTexSubImage3D);
FIND_PROC(glCompressedTexImage3D);
FIND_PROC(glCompressedTexSubImage3D);
FIND_PROC(glGenQueries);
FIND_PROC(glDeleteQueries);
FIND_PROC(glIsQuery);
FIND_PROC(glBeginQuery);
FIND_PROC(glEndQuery);
FIND_PROC(glGetQueryiv);
FIND_PROC(glGetQueryObjectuiv);
FIND_PROC(glUnmapBuffer);
FIND_PROC(glGetBufferPointerv);
FIND_PROC(glDrawBuffers);
FIND_PROC(glUniformMatrix2x3fv);
FIND_PROC(glUniformMatrix3x2fv);
FIND_PROC(glUniformMatrix2x4fv);
FIND_PROC(glUniformMatrix4x2fv);
FIND_PROC(glUniformMatrix3x4fv);
FIND_PROC(glUniformMatrix4x3fv);
FIND_PROC(glBlitFramebuffer);
FIND_PROC(glRenderbufferStorageMultisample);
FIND_PROC(glFramebufferTextureLayer);
FIND_PROC(glMapBufferRange);
FIND_PROC(glFlushMappedBufferRange);
FIND_PROC(glBindVertexArray);
FIND_PROC(glDeleteVertexArrays);
FIND_PROC(glGenVertexArrays);
FIND_PROC(glIsVertexArray);
FIND_PROC(glGetIntegeri_v);
FIND_PROC(glBeginTransformFeedback);
FIND_PROC(glEndTransformFeedback);
FIND_PROC(glBindBufferRange);
FIND_PROC(glBindBufferBase);
FIND_PROC(glTransformFeedbackVaryings);
FIND_PROC(glGetTransformFeedbackVarying);
FIND_PROC(glVertexAttribIPointer);
FIND_PROC(glGetVertexAttribIiv);
FIND_PROC(glGetVertexAttribIuiv);
FIND_PROC(glVertexAttribI4i);
FIND_PROC(glVertexAttribI4ui);
FIND_PROC(glVertexAttribI4iv);
FIND_PROC(glVertexAttribI4uiv);
FIND_PROC(glGetUniformuiv);
FIND_PROC(glGetFragDataLocation);
FIND_PROC(glUniform1ui);
FIND_PROC(glUniform2ui);
FIND_PROC(glUniform3ui);
FIND_PROC(glUniform4ui);
FIND_PROC(glUniform1uiv);
FIND_PROC(glUniform2uiv);
FIND_PROC(glUniform3uiv);
FIND_PROC(glUniform4uiv);
FIND_PROC(glClearBufferiv);
FIND_PROC(glClearBufferuiv);
FIND_PROC(glClearBufferfv);
FIND_PROC(glClearBufferfi);
FIND_PROC(glGetStringi);
FIND_PROC(glCopyBufferSubData);
FIND_PROC(glGetUniformIndices);
FIND_PROC(glGetActiveUniformsiv);
FIND_PROC(glGetUniformBlockIndex);
FIND_PROC(glGetActiveUniformBlockiv);
FIND_PROC(glGetActiveUniformBlockName);
FIND_PROC(glUniformBlockBinding);
FIND_PROC(glDrawArraysInstanced);
FIND_PROC(glDrawElementsInstanced);
FIND_PROC(glFenceSync);
FIND_PROC(glIsSync);
FIND_PROC(glDeleteSync);
FIND_PROC(glClientWaitSync);
FIND_PROC(glWaitSync);
FIND_PROC(glGetInteger64v);
FIND_PROC(glGetSynciv);
FIND_PROC(glGetInteger64i_v);
FIND_PROC(glGetBufferParameteri64v);
FIND_PROC(glGenSamplers);
FIND_PROC(glDeleteSamplers);
FIND_PROC(glIsSampler);
FIND_PROC(glBindSampler);
FIND_PROC(glSamplerParameteri);
FIND_PROC(glSamplerParameteriv);
FIND_PROC(glSamplerParameterf);
FIND_PROC(glSamplerParameterfv);
FIND_PROC(glGetSamplerParameteriv);
FIND_PROC(glGetSamplerParameterfv);
FIND_PROC(glVertexAttribDivisor);
FIND_PROC(glBindTransformFeedback);
FIND_PROC(glDeleteTransformFeedbacks);
FIND_PROC(glGenTransformFeedbacks);
FIND_PROC(glIsTransformFeedback);
FIND_PROC(glPauseTransformFeedback);
FIND_PROC(glResumeTransformFeedback);
FIND_PROC(glGetProgramBinary);
FIND_PROC(glProgramBinary);
FIND_PROC(glProgramParameteri);
FIND_PROC(glInvalidateFramebuffer);
FIND_PROC(glInvalidateSubFramebuffer);
FIND_PROC(glTexStorage2D);
FIND_PROC(glTexStorage3D);
FIND_PROC(glGetInternalformativ);
#undef FIND_PROC
if (!glReadBuffer ||
!glDrawRangeElements ||
!glTexImage3D ||
!glTexSubImage3D ||
!glCopyTexSubImage3D ||
!glCompressedTexImage3D ||
!glCompressedTexSubImage3D ||
!glGenQueries ||
!glDeleteQueries ||
!glIsQuery ||
!glBeginQuery ||
!glEndQuery ||
!glGetQueryiv ||
!glGetQueryObjectuiv ||
!glUnmapBuffer ||
!glGetBufferPointerv ||
!glDrawBuffers ||
!glUniformMatrix2x3fv ||
!glUniformMatrix3x2fv ||
!glUniformMatrix2x4fv ||
!glUniformMatrix4x2fv ||
!glUniformMatrix3x4fv ||
!glUniformMatrix4x3fv ||
!glBlitFramebuffer ||
!glRenderbufferStorageMultisample ||
!glFramebufferTextureLayer ||
!glMapBufferRange ||
!glFlushMappedBufferRange ||
!glBindVertexArray ||
!glDeleteVertexArrays ||
!glGenVertexArrays ||
!glIsVertexArray ||
!glGetIntegeri_v ||
!glBeginTransformFeedback ||
!glEndTransformFeedback ||
!glBindBufferRange ||
!glBindBufferBase ||
!glTransformFeedbackVaryings ||
!glGetTransformFeedbackVarying ||
!glVertexAttribIPointer ||
!glGetVertexAttribIiv ||
!glGetVertexAttribIuiv ||
!glVertexAttribI4i ||
!glVertexAttribI4ui ||
!glVertexAttribI4iv ||
!glVertexAttribI4uiv ||
!glGetUniformuiv ||
!glGetFragDataLocation ||
!glUniform1ui ||
!glUniform2ui ||
!glUniform3ui ||
!glUniform4ui ||
!glUniform1uiv ||
!glUniform2uiv ||
!glUniform3uiv ||
!glUniform4uiv ||
!glClearBufferiv ||
!glClearBufferuiv ||
!glClearBufferfv ||
!glClearBufferfi ||
!glGetStringi ||
!glCopyBufferSubData ||
!glGetUniformIndices ||
!glGetActiveUniformsiv ||
!glGetUniformBlockIndex ||
!glGetActiveUniformBlockiv ||
!glGetActiveUniformBlockName ||
!glUniformBlockBinding ||
!glDrawArraysInstanced ||
!glDrawElementsInstanced ||
!glFenceSync ||
!glIsSync ||
!glDeleteSync ||
!glClientWaitSync ||
!glWaitSync ||
!glGetInteger64v ||
!glGetSynciv ||
!glGetInteger64i_v ||
!glGetBufferParameteri64v ||
!glGenSamplers ||
!glDeleteSamplers ||
!glIsSampler ||
!glBindSampler ||
!glSamplerParameteri ||
!glSamplerParameteriv ||
!glSamplerParameterf ||
!glSamplerParameterfv ||
!glGetSamplerParameteriv ||
!glGetSamplerParameterfv ||
!glVertexAttribDivisor ||
!glBindTransformFeedback ||
!glDeleteTransformFeedbacks ||
!glGenTransformFeedbacks ||
!glIsTransformFeedback ||
!glPauseTransformFeedback ||
!glResumeTransformFeedback ||
!glGetProgramBinary ||
!glProgramBinary ||
!glProgramParameteri ||
!glInvalidateFramebuffer ||
!glInvalidateSubFramebuffer ||
!glTexStorage2D ||
!glTexStorage3D ||
!glGetInternalformativ)
{
return GL_FALSE;
}
return GL_TRUE;
}
/* Function pointer definitions */
GL_APICALL void (* GL_APIENTRY glReadBuffer) (GLenum mode);
GL_APICALL void (* GL_APIENTRY glDrawRangeElements) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices);
GL_APICALL void (* GL_APIENTRY glTexImage3D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void (* GL_APIENTRY glTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
GL_APICALL void (* GL_APIENTRY glCopyTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void (* GL_APIENTRY glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
GL_APICALL void (* GL_APIENTRY glCompressedTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
GL_APICALL void (* GL_APIENTRY glGenQueries) (GLsizei n, GLuint* ids);
GL_APICALL void (* GL_APIENTRY glDeleteQueries) (GLsizei n, const GLuint* ids);
GL_APICALL GLboolean (* GL_APIENTRY glIsQuery) (GLuint id);
GL_APICALL void (* GL_APIENTRY glBeginQuery) (GLenum target, GLuint id);
GL_APICALL void (* GL_APIENTRY glEndQuery) (GLenum target);
GL_APICALL void (* GL_APIENTRY glGetQueryiv) (GLenum target, GLenum pname, GLint* params);
GL_APICALL void (* GL_APIENTRY glGetQueryObjectuiv) (GLuint id, GLenum pname, GLuint* params);
GL_APICALL GLboolean (* GL_APIENTRY glUnmapBuffer) (GLenum target);
GL_APICALL void (* GL_APIENTRY glGetBufferPointerv) (GLenum target, GLenum pname, GLvoid** params);
GL_APICALL void (* GL_APIENTRY glDrawBuffers) (GLsizei n, const GLenum* bufs);
GL_APICALL void (* GL_APIENTRY glUniformMatrix2x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glUniformMatrix3x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glUniformMatrix2x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glUniformMatrix4x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glUniformMatrix3x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glUniformMatrix4x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glBlitFramebuffer) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
GL_APICALL void (* GL_APIENTRY glRenderbufferStorageMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void (* GL_APIENTRY glFramebufferTextureLayer) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
GL_APICALL GLvoid* (* GL_APIENTRY glMapBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
GL_APICALL void (* GL_APIENTRY glFlushMappedBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length);
GL_APICALL void (* GL_APIENTRY glBindVertexArray) (GLuint array);
GL_APICALL void (* GL_APIENTRY glDeleteVertexArrays) (GLsizei n, const GLuint* arrays);
GL_APICALL void (* GL_APIENTRY glGenVertexArrays) (GLsizei n, GLuint* arrays);
GL_APICALL GLboolean (* GL_APIENTRY glIsVertexArray) (GLuint array);
GL_APICALL void (* GL_APIENTRY glGetIntegeri_v) (GLenum target, GLuint index, GLint* data);
GL_APICALL void (* GL_APIENTRY glBeginTransformFeedback) (GLenum primitiveMode);
GL_APICALL void (* GL_APIENTRY glEndTransformFeedback) (void);
GL_APICALL void (* GL_APIENTRY glBindBufferRange) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
GL_APICALL void (* GL_APIENTRY glBindBufferBase) (GLenum target, GLuint index, GLuint buffer);
GL_APICALL void (* GL_APIENTRY glTransformFeedbackVaryings) (GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode);
GL_APICALL void (* GL_APIENTRY glGetTransformFeedbackVarying) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name);
GL_APICALL void (* GL_APIENTRY glVertexAttribIPointer) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
GL_APICALL void (* GL_APIENTRY glGetVertexAttribIiv) (GLuint index, GLenum pname, GLint* params);
GL_APICALL void (* GL_APIENTRY glGetVertexAttribIuiv) (GLuint index, GLenum pname, GLuint* params);
GL_APICALL void (* GL_APIENTRY glVertexAttribI4i) (GLuint index, GLint x, GLint y, GLint z, GLint w);
GL_APICALL void (* GL_APIENTRY glVertexAttribI4ui) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
GL_APICALL void (* GL_APIENTRY glVertexAttribI4iv) (GLuint index, const GLint* v);
GL_APICALL void (* GL_APIENTRY glVertexAttribI4uiv) (GLuint index, const GLuint* v);
GL_APICALL void (* GL_APIENTRY glGetUniformuiv) (GLuint program, GLint location, GLuint* params);
GL_APICALL GLint (* GL_APIENTRY glGetFragDataLocation) (GLuint program, const GLchar *name);
GL_APICALL void (* GL_APIENTRY glUniform1ui) (GLint location, GLuint v0);
GL_APICALL void (* GL_APIENTRY glUniform2ui) (GLint location, GLuint v0, GLuint v1);
GL_APICALL void (* GL_APIENTRY glUniform3ui) (GLint location, GLuint v0, GLuint v1, GLuint v2);
GL_APICALL void (* GL_APIENTRY glUniform4ui) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
GL_APICALL void (* GL_APIENTRY glUniform1uiv) (GLint location, GLsizei count, const GLuint* value);
GL_APICALL void (* GL_APIENTRY glUniform2uiv) (GLint location, GLsizei count, const GLuint* value);
GL_APICALL void (* GL_APIENTRY glUniform3uiv) (GLint location, GLsizei count, const GLuint* value);
GL_APICALL void (* GL_APIENTRY glUniform4uiv) (GLint location, GLsizei count, const GLuint* value);
GL_APICALL void (* GL_APIENTRY glClearBufferiv) (GLenum buffer, GLint drawbuffer, const GLint* value);
GL_APICALL void (* GL_APIENTRY glClearBufferuiv) (GLenum buffer, GLint drawbuffer, const GLuint* value);
GL_APICALL void (* GL_APIENTRY glClearBufferfv) (GLenum buffer, GLint drawbuffer, const GLfloat* value);
GL_APICALL void (* GL_APIENTRY glClearBufferfi) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
GL_APICALL const GLubyte* (* GL_APIENTRY glGetStringi) (GLenum name, GLuint index);
GL_APICALL void (* GL_APIENTRY glCopyBufferSubData) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
GL_APICALL void (* GL_APIENTRY glGetUniformIndices) (GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices);
GL_APICALL void (* GL_APIENTRY glGetActiveUniformsiv) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
GL_APICALL GLuint (* GL_APIENTRY glGetUniformBlockIndex) (GLuint program, const GLchar* uniformBlockName);
GL_APICALL void (* GL_APIENTRY glGetActiveUniformBlockiv) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
GL_APICALL void (* GL_APIENTRY glGetActiveUniformBlockName) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);
GL_APICALL void (* GL_APIENTRY glUniformBlockBinding) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
GL_APICALL void (* GL_APIENTRY glDrawArraysInstanced) (GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
GL_APICALL void (* GL_APIENTRY glDrawElementsInstanced) (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount);
GL_APICALL GLsync (* GL_APIENTRY glFenceSync) (GLenum condition, GLbitfield flags);
GL_APICALL GLboolean (* GL_APIENTRY glIsSync) (GLsync sync);
GL_APICALL void (* GL_APIENTRY glDeleteSync) (GLsync sync);
GL_APICALL GLenum (* GL_APIENTRY glClientWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
GL_APICALL void (* GL_APIENTRY glWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
GL_APICALL void (* GL_APIENTRY glGetInteger64v) (GLenum pname, GLint64* params);
GL_APICALL void (* GL_APIENTRY glGetSynciv) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values);
GL_APICALL void (* GL_APIENTRY glGetInteger64i_v) (GLenum target, GLuint index, GLint64* data);
GL_APICALL void (* GL_APIENTRY glGetBufferParameteri64v) (GLenum target, GLenum pname, GLint64* params);
GL_APICALL void (* GL_APIENTRY glGenSamplers) (GLsizei count, GLuint* samplers);
GL_APICALL void (* GL_APIENTRY glDeleteSamplers) (GLsizei count, const GLuint* samplers);
GL_APICALL GLboolean (* GL_APIENTRY glIsSampler) (GLuint sampler);
GL_APICALL void (* GL_APIENTRY glBindSampler) (GLuint unit, GLuint sampler);
GL_APICALL void (* GL_APIENTRY glSamplerParameteri) (GLuint sampler, GLenum pname, GLint param);
GL_APICALL void (* GL_APIENTRY glSamplerParameteriv) (GLuint sampler, GLenum pname, const GLint* param);
GL_APICALL void (* GL_APIENTRY glSamplerParameterf) (GLuint sampler, GLenum pname, GLfloat param);
GL_APICALL void (* GL_APIENTRY glSamplerParameterfv) (GLuint sampler, GLenum pname, const GLfloat* param);
GL_APICALL void (* GL_APIENTRY glGetSamplerParameteriv) (GLuint sampler, GLenum pname, GLint* params);
GL_APICALL void (* GL_APIENTRY glGetSamplerParameterfv) (GLuint sampler, GLenum pname, GLfloat* params);
GL_APICALL void (* GL_APIENTRY glVertexAttribDivisor) (GLuint index, GLuint divisor);
GL_APICALL void (* GL_APIENTRY glBindTransformFeedback) (GLenum target, GLuint id);
GL_APICALL void (* GL_APIENTRY glDeleteTransformFeedbacks) (GLsizei n, const GLuint* ids);
GL_APICALL void (* GL_APIENTRY glGenTransformFeedbacks) (GLsizei n, GLuint* ids);
GL_APICALL GLboolean (* GL_APIENTRY glIsTransformFeedback) (GLuint id);
GL_APICALL void (* GL_APIENTRY glPauseTransformFeedback) (void);
GL_APICALL void (* GL_APIENTRY glResumeTransformFeedback) (void);
GL_APICALL void (* GL_APIENTRY glGetProgramBinary) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
GL_APICALL void (* GL_APIENTRY glProgramBinary) (GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length);
GL_APICALL void (* GL_APIENTRY glProgramParameteri) (GLuint program, GLenum pname, GLint value);
GL_APICALL void (* GL_APIENTRY glInvalidateFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
GL_APICALL void (* GL_APIENTRY glInvalidateSubFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);
GL_APICALL void (* GL_APIENTRY glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
GL_APICALL void (* GL_APIENTRY glTexStorage3D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
GL_APICALL void (* GL_APIENTRY glGetInternalformativ) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);

View File

@@ -0,0 +1,500 @@
#ifndef __gl3_h_
#define __gl3_h_
/*
* stub gl3.h for dynamic loading, based on:
* gl3.h last updated on $Date: 2013-02-12 14:37:24 -0800 (Tue, 12 Feb 2013) $
*
* Changes:
* - Added #include <GLES2/gl2.h>
* - Removed duplicate OpenGL ES 2.0 declarations
* - Converted OpenGL ES 3.0 function prototypes to function pointer
* declarations
* - Added gl3stubInit() declaration
*/
#include <GLES2/gl2.h>
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright (c) 2007-2013 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/*
* This files is for apps that want to use ES3 if present,
* but continue to work on pre-API-18 devices. They can't just link to -lGLESv3 since
* that library doesn't exist on pre-API-18 devices.
* The function dynamically check if OpenGLES3.0 APIs are present and fill in if there are.
* Also the header defines some extra variables for OpenGLES3.0.
*
*/
/* Call this function before calling any OpenGL ES 3.0 functions. It will
* return GL_TRUE if the OpenGL ES 3.0 was successfully initialized, GL_FALSE
* otherwise. */
GLboolean gl3stubInit();
/*-------------------------------------------------------------------------
* Data type definitions
*-----------------------------------------------------------------------*/
/* OpenGL ES 3.0 */
typedef unsigned short GLhalf;
typedef khronos_int64_t GLint64;
typedef khronos_uint64_t GLuint64;
typedef struct __GLsync *GLsync;
/*-------------------------------------------------------------------------
* Token definitions
*-----------------------------------------------------------------------*/
/* OpenGL ES core versions */
#define GL_ES_VERSION_3_0 1
/* OpenGL ES 3.0 */
#define GL_READ_BUFFER 0x0C02
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_SKIP_ROWS 0x0CF3
#define GL_UNPACK_SKIP_PIXELS 0x0CF4
#define GL_PACK_ROW_LENGTH 0x0D02
#define GL_PACK_SKIP_ROWS 0x0D03
#define GL_PACK_SKIP_PIXELS 0x0D04
#define GL_COLOR 0x1800
#define GL_DEPTH 0x1801
#define GL_STENCIL 0x1802
#define GL_RED 0x1903
#define GL_RGB8 0x8051
#define GL_RGBA8 0x8058
#define GL_RGB10_A2 0x8059
#define GL_TEXTURE_BINDING_3D 0x806A
#define GL_UNPACK_SKIP_IMAGES 0x806D
#define GL_UNPACK_IMAGE_HEIGHT 0x806E
#define GL_TEXTURE_3D 0x806F
#define GL_TEXTURE_WRAP_R 0x8072
#define GL_MAX_3D_TEXTURE_SIZE 0x8073
#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368
#define GL_MAX_ELEMENTS_VERTICES 0x80E8
#define GL_MAX_ELEMENTS_INDICES 0x80E9
#define GL_TEXTURE_MIN_LOD 0x813A
#define GL_TEXTURE_MAX_LOD 0x813B
#define GL_TEXTURE_BASE_LEVEL 0x813C
#define GL_TEXTURE_MAX_LEVEL 0x813D
#define GL_MIN 0x8007
#define GL_MAX 0x8008
#define GL_DEPTH_COMPONENT24 0x81A6
#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD
#define GL_TEXTURE_COMPARE_MODE 0x884C
#define GL_TEXTURE_COMPARE_FUNC 0x884D
#define GL_CURRENT_QUERY 0x8865
#define GL_QUERY_RESULT 0x8866
#define GL_QUERY_RESULT_AVAILABLE 0x8867
#define GL_BUFFER_MAPPED 0x88BC
#define GL_BUFFER_MAP_POINTER 0x88BD
#define GL_STREAM_READ 0x88E1
#define GL_STREAM_COPY 0x88E2
#define GL_STATIC_READ 0x88E5
#define GL_STATIC_COPY 0x88E6
#define GL_DYNAMIC_READ 0x88E9
#define GL_DYNAMIC_COPY 0x88EA
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
#define GL_SRGB 0x8C40
#define GL_SRGB8 0x8C41
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_COMPARE_REF_TO_TEXTURE 0x884E
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_RGBA32F 0x8814
#define GL_RGB32F 0x8815
#define GL_RGBA16F 0x881A
#define GL_RGB16F 0x881B
#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD
#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF
#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905
#define GL_MAX_VARYING_COMPONENTS 0x8B4B
#define GL_TEXTURE_2D_ARRAY 0x8C1A
#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D
#define GL_R11F_G11F_B10F 0x8C3A
#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B
#define GL_RGB9_E5 0x8C3D
#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E
#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76
#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80
#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83
#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84
#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85
#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88
#define GL_RASTERIZER_DISCARD 0x8C89
#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A
#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B
#define GL_INTERLEAVED_ATTRIBS 0x8C8C
#define GL_SEPARATE_ATTRIBS 0x8C8D
#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E
#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F
#define GL_RGBA32UI 0x8D70
#define GL_RGB32UI 0x8D71
#define GL_RGBA16UI 0x8D76
#define GL_RGB16UI 0x8D77
#define GL_RGBA8UI 0x8D7C
#define GL_RGB8UI 0x8D7D
#define GL_RGBA32I 0x8D82
#define GL_RGB32I 0x8D83
#define GL_RGBA16I 0x8D88
#define GL_RGB16I 0x8D89
#define GL_RGBA8I 0x8D8E
#define GL_RGB8I 0x8D8F
#define GL_RED_INTEGER 0x8D94
#define GL_RGB_INTEGER 0x8D98
#define GL_RGBA_INTEGER 0x8D99
#define GL_SAMPLER_2D_ARRAY 0x8DC1
#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW 0x8DC5
#define GL_UNSIGNED_INT_VEC2 0x8DC6
#define GL_UNSIGNED_INT_VEC3 0x8DC7
#define GL_UNSIGNED_INT_VEC4 0x8DC8
#define GL_INT_SAMPLER_2D 0x8DCA
#define GL_INT_SAMPLER_3D 0x8DCB
#define GL_INT_SAMPLER_CUBE 0x8DCC
#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF
#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7
#define GL_BUFFER_ACCESS_FLAGS 0x911F
#define GL_BUFFER_MAP_LENGTH 0x9120
#define GL_BUFFER_MAP_OFFSET 0x9121
#define GL_DEPTH_COMPONENT32F 0x8CAC
#define GL_DEPTH32F_STENCIL8 0x8CAD
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD
#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210
#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211
#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212
#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213
#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214
#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215
#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216
#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217
#define GL_FRAMEBUFFER_DEFAULT 0x8218
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A
#define GL_DEPTH_STENCIL 0x84F9
#define GL_UNSIGNED_INT_24_8 0x84FA
#define GL_DEPTH24_STENCIL8 0x88F0
#define GL_UNSIGNED_NORMALIZED 0x8C17
#define GL_DRAW_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING
#define GL_READ_FRAMEBUFFER 0x8CA8
#define GL_DRAW_FRAMEBUFFER 0x8CA9
#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA
#define GL_RENDERBUFFER_SAMPLES 0x8CAB
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
#define GL_COLOR_ATTACHMENT1 0x8CE1
#define GL_COLOR_ATTACHMENT2 0x8CE2
#define GL_COLOR_ATTACHMENT3 0x8CE3
#define GL_COLOR_ATTACHMENT4 0x8CE4
#define GL_COLOR_ATTACHMENT5 0x8CE5
#define GL_COLOR_ATTACHMENT6 0x8CE6
#define GL_COLOR_ATTACHMENT7 0x8CE7
#define GL_COLOR_ATTACHMENT8 0x8CE8
#define GL_COLOR_ATTACHMENT9 0x8CE9
#define GL_COLOR_ATTACHMENT10 0x8CEA
#define GL_COLOR_ATTACHMENT11 0x8CEB
#define GL_COLOR_ATTACHMENT12 0x8CEC
#define GL_COLOR_ATTACHMENT13 0x8CED
#define GL_COLOR_ATTACHMENT14 0x8CEE
#define GL_COLOR_ATTACHMENT15 0x8CEF
#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56
#define GL_MAX_SAMPLES 0x8D57
#define GL_HALF_FLOAT 0x140B
#define GL_MAP_READ_BIT 0x0001
#define GL_MAP_WRITE_BIT 0x0002
#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
#define GL_RG 0x8227
#define GL_RG_INTEGER 0x8228
#define GL_R8 0x8229
#define GL_RG8 0x822B
#define GL_R16F 0x822D
#define GL_R32F 0x822E
#define GL_RG16F 0x822F
#define GL_RG32F 0x8230
#define GL_R8I 0x8231
#define GL_R8UI 0x8232
#define GL_R16I 0x8233
#define GL_R16UI 0x8234
#define GL_R32I 0x8235
#define GL_R32UI 0x8236
#define GL_RG8I 0x8237
#define GL_RG8UI 0x8238
#define GL_RG16I 0x8239
#define GL_RG16UI 0x823A
#define GL_RG32I 0x823B
#define GL_RG32UI 0x823C
#define GL_VERTEX_ARRAY_BINDING 0x85B5
#define GL_R8_SNORM 0x8F94
#define GL_RG8_SNORM 0x8F95
#define GL_RGB8_SNORM 0x8F96
#define GL_RGBA8_SNORM 0x8F97
#define GL_SIGNED_NORMALIZED 0x8F9C
#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69
#define GL_COPY_READ_BUFFER 0x8F36
#define GL_COPY_WRITE_BUFFER 0x8F37
#define GL_COPY_READ_BUFFER_BINDING GL_COPY_READ_BUFFER
#define GL_COPY_WRITE_BUFFER_BINDING GL_COPY_WRITE_BUFFER
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122
#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125
#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
#define GL_OBJECT_TYPE 0x9112
#define GL_SYNC_CONDITION 0x9113
#define GL_SYNC_STATUS 0x9114
#define GL_SYNC_FLAGS 0x9115
#define GL_SYNC_FENCE 0x9116
#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
#define GL_UNSIGNALED 0x9118
#define GL_SIGNALED 0x9119
#define GL_ALREADY_SIGNALED 0x911A
#define GL_TIMEOUT_EXPIRED 0x911B
#define GL_CONDITION_SATISFIED 0x911C
#define GL_WAIT_FAILED 0x911D
#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE
#define GL_ANY_SAMPLES_PASSED 0x8C2F
#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A
#define GL_SAMPLER_BINDING 0x8919
#define GL_RGB10_A2UI 0x906F
#define GL_TEXTURE_SWIZZLE_R 0x8E42
#define GL_TEXTURE_SWIZZLE_G 0x8E43
#define GL_TEXTURE_SWIZZLE_B 0x8E44
#define GL_TEXTURE_SWIZZLE_A 0x8E45
#define GL_GREEN 0x1904
#define GL_BLUE 0x1905
#define GL_INT_2_10_10_10_REV 0x8D9F
#define GL_TRANSFORM_FEEDBACK 0x8E22
#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23
#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24
#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25
#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257
#define GL_PROGRAM_BINARY_LENGTH 0x8741
#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE
#define GL_PROGRAM_BINARY_FORMATS 0x87FF
#define GL_COMPRESSED_R11_EAC 0x9270
#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271
#define GL_COMPRESSED_RG11_EAC 0x9272
#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273
#define GL_COMPRESSED_RGB8_ETC2 0x9274
#define GL_COMPRESSED_SRGB8_ETC2 0x9275
#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276
#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277
#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278
#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279
#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F
#define GL_MAX_ELEMENT_INDEX 0x8D6B
#define GL_NUM_SAMPLE_COUNTS 0x9380
#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF
/*-------------------------------------------------------------------------
* Entrypoint definitions
*-----------------------------------------------------------------------*/
/* OpenGL ES 3.0 */
extern GL_APICALL void (* GL_APIENTRY glReadBuffer) (GLenum mode);
extern GL_APICALL void (* GL_APIENTRY glDrawRangeElements) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices);
extern GL_APICALL void (* GL_APIENTRY glTexImage3D) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
extern GL_APICALL void (* GL_APIENTRY glTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels);
extern GL_APICALL void (* GL_APIENTRY glCopyTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
extern GL_APICALL void (* GL_APIENTRY glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data);
extern GL_APICALL void (* GL_APIENTRY glCompressedTexSubImage3D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data);
extern GL_APICALL void (* GL_APIENTRY glGenQueries) (GLsizei n, GLuint* ids);
extern GL_APICALL void (* GL_APIENTRY glDeleteQueries) (GLsizei n, const GLuint* ids);
extern GL_APICALL GLboolean (* GL_APIENTRY glIsQuery) (GLuint id);
extern GL_APICALL void (* GL_APIENTRY glBeginQuery) (GLenum target, GLuint id);
extern GL_APICALL void (* GL_APIENTRY glEndQuery) (GLenum target);
extern GL_APICALL void (* GL_APIENTRY glGetQueryiv) (GLenum target, GLenum pname, GLint* params);
extern GL_APICALL void (* GL_APIENTRY glGetQueryObjectuiv) (GLuint id, GLenum pname, GLuint* params);
extern GL_APICALL GLboolean (* GL_APIENTRY glUnmapBuffer) (GLenum target);
extern GL_APICALL void (* GL_APIENTRY glGetBufferPointerv) (GLenum target, GLenum pname, GLvoid** params);
extern GL_APICALL void (* GL_APIENTRY glDrawBuffers) (GLsizei n, const GLenum* bufs);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix2x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix3x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix2x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix4x2fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix3x4fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glUniformMatrix4x3fv) (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glBlitFramebuffer) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
extern GL_APICALL void (* GL_APIENTRY glRenderbufferStorageMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
extern GL_APICALL void (* GL_APIENTRY glFramebufferTextureLayer) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer);
extern GL_APICALL GLvoid* (* GL_APIENTRY glMapBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
extern GL_APICALL void (* GL_APIENTRY glFlushMappedBufferRange) (GLenum target, GLintptr offset, GLsizeiptr length);
extern GL_APICALL void (* GL_APIENTRY glBindVertexArray) (GLuint array);
extern GL_APICALL void (* GL_APIENTRY glDeleteVertexArrays) (GLsizei n, const GLuint* arrays);
extern GL_APICALL void (* GL_APIENTRY glGenVertexArrays) (GLsizei n, GLuint* arrays);
extern GL_APICALL GLboolean (* GL_APIENTRY glIsVertexArray) (GLuint array);
extern GL_APICALL void (* GL_APIENTRY glGetIntegeri_v) (GLenum target, GLuint index, GLint* data);
extern GL_APICALL void (* GL_APIENTRY glBeginTransformFeedback) (GLenum primitiveMode);
extern GL_APICALL void (* GL_APIENTRY glEndTransformFeedback) (void);
extern GL_APICALL void (* GL_APIENTRY glBindBufferRange) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
extern GL_APICALL void (* GL_APIENTRY glBindBufferBase) (GLenum target, GLuint index, GLuint buffer);
extern GL_APICALL void (* GL_APIENTRY glTransformFeedbackVaryings) (GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode);
extern GL_APICALL void (* GL_APIENTRY glGetTransformFeedbackVarying) (GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribIPointer) (GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer);
extern GL_APICALL void (* GL_APIENTRY glGetVertexAttribIiv) (GLuint index, GLenum pname, GLint* params);
extern GL_APICALL void (* GL_APIENTRY glGetVertexAttribIuiv) (GLuint index, GLenum pname, GLuint* params);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribI4i) (GLuint index, GLint x, GLint y, GLint z, GLint w);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribI4ui) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribI4iv) (GLuint index, const GLint* v);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribI4uiv) (GLuint index, const GLuint* v);
extern GL_APICALL void (* GL_APIENTRY glGetUniformuiv) (GLuint program, GLint location, GLuint* params);
extern GL_APICALL GLint (* GL_APIENTRY glGetFragDataLocation) (GLuint program, const GLchar *name);
extern GL_APICALL void (* GL_APIENTRY glUniform1ui) (GLint location, GLuint v0);
extern GL_APICALL void (* GL_APIENTRY glUniform2ui) (GLint location, GLuint v0, GLuint v1);
extern GL_APICALL void (* GL_APIENTRY glUniform3ui) (GLint location, GLuint v0, GLuint v1, GLuint v2);
extern GL_APICALL void (* GL_APIENTRY glUniform4ui) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
extern GL_APICALL void (* GL_APIENTRY glUniform1uiv) (GLint location, GLsizei count, const GLuint* value);
extern GL_APICALL void (* GL_APIENTRY glUniform2uiv) (GLint location, GLsizei count, const GLuint* value);
extern GL_APICALL void (* GL_APIENTRY glUniform3uiv) (GLint location, GLsizei count, const GLuint* value);
extern GL_APICALL void (* GL_APIENTRY glUniform4uiv) (GLint location, GLsizei count, const GLuint* value);
extern GL_APICALL void (* GL_APIENTRY glClearBufferiv) (GLenum buffer, GLint drawbuffer, const GLint* value);
extern GL_APICALL void (* GL_APIENTRY glClearBufferuiv) (GLenum buffer, GLint drawbuffer, const GLuint* value);
extern GL_APICALL void (* GL_APIENTRY glClearBufferfv) (GLenum buffer, GLint drawbuffer, const GLfloat* value);
extern GL_APICALL void (* GL_APIENTRY glClearBufferfi) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
extern GL_APICALL const GLubyte* (* GL_APIENTRY glGetStringi) (GLenum name, GLuint index);
extern GL_APICALL void (* GL_APIENTRY glCopyBufferSubData) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size);
extern GL_APICALL void (* GL_APIENTRY glGetUniformIndices) (GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices);
extern GL_APICALL void (* GL_APIENTRY glGetActiveUniformsiv) (GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params);
extern GL_APICALL GLuint (* GL_APIENTRY glGetUniformBlockIndex) (GLuint program, const GLchar* uniformBlockName);
extern GL_APICALL void (* GL_APIENTRY glGetActiveUniformBlockiv) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
extern GL_APICALL void (* GL_APIENTRY glGetActiveUniformBlockName) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName);
extern GL_APICALL void (* GL_APIENTRY glUniformBlockBinding) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
extern GL_APICALL void (* GL_APIENTRY glDrawArraysInstanced) (GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
extern GL_APICALL void (* GL_APIENTRY glDrawElementsInstanced) (GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instanceCount);
extern GL_APICALL GLsync (* GL_APIENTRY glFenceSync) (GLenum condition, GLbitfield flags);
extern GL_APICALL GLboolean (* GL_APIENTRY glIsSync) (GLsync sync);
extern GL_APICALL void (* GL_APIENTRY glDeleteSync) (GLsync sync);
extern GL_APICALL GLenum (* GL_APIENTRY glClientWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
extern GL_APICALL void (* GL_APIENTRY glWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
extern GL_APICALL void (* GL_APIENTRY glGetInteger64v) (GLenum pname, GLint64* params);
extern GL_APICALL void (* GL_APIENTRY glGetSynciv) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values);
extern GL_APICALL void (* GL_APIENTRY glGetInteger64i_v) (GLenum target, GLuint index, GLint64* data);
extern GL_APICALL void (* GL_APIENTRY glGetBufferParameteri64v) (GLenum target, GLenum pname, GLint64* params);
extern GL_APICALL void (* GL_APIENTRY glGenSamplers) (GLsizei count, GLuint* samplers);
extern GL_APICALL void (* GL_APIENTRY glDeleteSamplers) (GLsizei count, const GLuint* samplers);
extern GL_APICALL GLboolean (* GL_APIENTRY glIsSampler) (GLuint sampler);
extern GL_APICALL void (* GL_APIENTRY glBindSampler) (GLuint unit, GLuint sampler);
extern GL_APICALL void (* GL_APIENTRY glSamplerParameteri) (GLuint sampler, GLenum pname, GLint param);
extern GL_APICALL void (* GL_APIENTRY glSamplerParameteriv) (GLuint sampler, GLenum pname, const GLint* param);
extern GL_APICALL void (* GL_APIENTRY glSamplerParameterf) (GLuint sampler, GLenum pname, GLfloat param);
extern GL_APICALL void (* GL_APIENTRY glSamplerParameterfv) (GLuint sampler, GLenum pname, const GLfloat* param);
extern GL_APICALL void (* GL_APIENTRY glGetSamplerParameteriv) (GLuint sampler, GLenum pname, GLint* params);
extern GL_APICALL void (* GL_APIENTRY glGetSamplerParameterfv) (GLuint sampler, GLenum pname, GLfloat* params);
extern GL_APICALL void (* GL_APIENTRY glVertexAttribDivisor) (GLuint index, GLuint divisor);
extern GL_APICALL void (* GL_APIENTRY glBindTransformFeedback) (GLenum target, GLuint id);
extern GL_APICALL void (* GL_APIENTRY glDeleteTransformFeedbacks) (GLsizei n, const GLuint* ids);
extern GL_APICALL void (* GL_APIENTRY glGenTransformFeedbacks) (GLsizei n, GLuint* ids);
extern GL_APICALL GLboolean (* GL_APIENTRY glIsTransformFeedback) (GLuint id);
extern GL_APICALL void (* GL_APIENTRY glPauseTransformFeedback) (void);
extern GL_APICALL void (* GL_APIENTRY glResumeTransformFeedback) (void);
extern GL_APICALL void (* GL_APIENTRY glGetProgramBinary) (GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary);
extern GL_APICALL void (* GL_APIENTRY glProgramBinary) (GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length);
extern GL_APICALL void (* GL_APIENTRY glProgramParameteri) (GLuint program, GLenum pname, GLint value);
extern GL_APICALL void (* GL_APIENTRY glInvalidateFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum* attachments);
extern GL_APICALL void (* GL_APIENTRY glInvalidateSubFramebuffer) (GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height);
extern GL_APICALL void (* GL_APIENTRY glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
extern GL_APICALL void (* GL_APIENTRY glTexStorage3D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
extern GL_APICALL void (* GL_APIENTRY glGetInternalformativ) (GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params);
#ifdef __cplusplus
}
#endif
#endif

View File

@@ -0,0 +1,169 @@
/*
* Copyright 2013 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.
*/
#include "interpolator.h"
#include <math.h>
#include "interpolator.h"
//-------------------------------------------------
//Ctor
//-------------------------------------------------
interpolator::interpolator()
{
m_listParams.clear();
}
//-------------------------------------------------
//Dtor
//-------------------------------------------------
interpolator::~interpolator()
{
m_listParams.clear();
}
void interpolator::clear()
{
m_listParams.clear();
}
interpolator& interpolator::set(float start,float dest, INTERPOLATOR_TYPE type, double duration)
{
//init the parameters for the interpolation process
_dStartTime = perfMonitor::getCurrentTime();
_dDestTime = _dStartTime + duration;
_type = type;
_fStartValue = start;
_fDestValue = dest;
return *this;
}
interpolator& interpolator::add(const float dest,
INTERPOLATOR_TYPE type, double duration)
{
interpolatorParam param;
param.fDestValue = dest;
param.type = type;
param.dDuration = duration;
m_listParams.push_back( param );
return *this;
}
bool interpolator::update( const double currentTime, float& p )
{
bool bContinue;
if( currentTime >= _dDestTime )
{
p = _fDestValue;
if( m_listParams.size () )
{
interpolatorParam& item = m_listParams.front();
set(_fDestValue, item.fDestValue, item.type, item.dDuration );
m_listParams.pop_front();
bContinue = true;
}
else
{
bContinue = false;
}
}
else
{
float t = (float)(currentTime - _dStartTime);
float d = (float)(_dDestTime - _dStartTime);
float b = _fStartValue;
float c = _fDestValue - _fStartValue;
p = getFormula(_type, t, b, d, c);
bContinue = true;
}
return bContinue;
}
float interpolator::getFormula(INTERPOLATOR_TYPE type, float t, float b, float d, float c)
{
float t1;
switch( type )
{
case INTERPOLATOR_TYPE_LINEAR:
// simple linear interpolation - no easing
return (c * t / d + b);
case INTERPOLATOR_TYPE_EASEINQUAD:
// quadratic (t^2) easing in - accelerating from zero velocity
t1 = t / d;
return (c * t1 * t1 + b);
case INTERPOLATOR_TYPE_EASEOUTQUAD:
// quadratic (t^2) easing out - decelerating to zero velocity
t1 = t / d;
return (-c * t1 * (t1-2) + b);
case INTERPOLATOR_TYPE_EASEINOUTQUAD:
// quadratic easing in/out - acceleration until halfway, then deceleration
t1 = t / d / 2;
if (t1 < 1)
return ( c/2 * t1 * t1 + b);
else
{
t1 = t1 -1;
return (-c/2 * (t1 * (t1-2) - 1) + b);
}
case INTERPOLATOR_TYPE_EASEINCUBIC:
// cubic easing in - accelerating from zero velocity
t1 = t / d;
return (c * t1 * t1 * t1 + b);
case INTERPOLATOR_TYPE_EASEOUTCUBIC:
// cubic easing in - accelerating from zero velocity
t1 = t / d - 1;
return (c * (t1 * t1 * t1 + 1) + b);
case INTERPOLATOR_TYPE_EASEINOUTCUBIC:
// cubic easing in - accelerating from zero velocity
t1 = t / d / 2;
if ( t1 < 1)
return (c/2 * t1 * t1 * t1 + b);
else
{
t1 -= 2;
return (c/2 * (t1 * t1 * t1 + 2 ) + b);
}
case INTERPOLATOR_TYPE_EASEINQUART:
// quartic easing in - accelerating from zero velocity
t1 = t / d;
return (c * t1 * t1 * t1 * t1 + b);
case INTERPOLATOR_TYPE_EASEINEXPO:
// exponential (2^t) easing in - accelerating from zero velocity
if (t==0)
return b;
else
return (c*powf(2,(10*(t/d-1)))+b);
case INTERPOLATOR_TYPE_EASEOUTEXPO:
// exponential (2^t) easing out - decelerating to zero velocity
if (t==d)
return (b+c);
else
return (c * (-powf(2,-10*t/d)+1)+b);
default:
return 0;
}
}

View File

@@ -0,0 +1,78 @@
/*
* Copyright 2013 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.
*/
#ifndef INTERPOLATOR_H_
#define INTERPOLATOR_H_
#include <jni.h>
#include <errno.h>
#include <time.h>
#include "JNIHelper.h"
#include "perfMonitor.h"
#include <list>
enum INTERPOLATOR_TYPE
{
INTERPOLATOR_TYPE_LINEAR,
INTERPOLATOR_TYPE_EASEINQUAD,
INTERPOLATOR_TYPE_EASEOUTQUAD,
INTERPOLATOR_TYPE_EASEINOUTQUAD,
INTERPOLATOR_TYPE_EASEINCUBIC,
INTERPOLATOR_TYPE_EASEOUTCUBIC,
INTERPOLATOR_TYPE_EASEINOUTCUBIC,
INTERPOLATOR_TYPE_EASEINQUART,
INTERPOLATOR_TYPE_EASEINEXPO,
INTERPOLATOR_TYPE_EASEOUTEXPO,
};
struct interpolatorParam {
float fDestValue;
INTERPOLATOR_TYPE type;
double dDuration;
};
/******************************************************************
* Interpolates values with several interpolation methods
*/
class interpolator {
private:
double _dStartTime;
double _dDestTime;
INTERPOLATOR_TYPE _type;
float _fStartValue;
float _fDestValue;
std::list< interpolatorParam > m_listParams;
float getFormula(INTERPOLATOR_TYPE type, float t, float b, float d, float c);
public:
interpolator();
~interpolator();
interpolator& set(const float start,
const float dest,
INTERPOLATOR_TYPE type, double duration);
interpolator& add(const float dest,
INTERPOLATOR_TYPE type, double duration);
bool update( const double currentTime, float& p );
void clear();
};
#endif /* INTERPOLATOR_H_ */

View File

@@ -0,0 +1,65 @@
/*
* Copyright 2013 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.
*/
#include "perfMonitor.h"
perfMonitor::perfMonitor():
_dLastTick(0.f),
_tvLastSec(0),
_tickindex(0),
_ticksum(0)
{
for(int32_t i = 0; i < NUM_SAMPLES; ++i )
_ticklist[i] = 0;
}
perfMonitor::~perfMonitor() {
}
double perfMonitor::updateTick(double currentTick)
{
_ticksum -= _ticklist[_tickindex];
_ticksum += currentTick;
_ticklist[_tickindex] = currentTick;
_tickindex = (_tickindex+1)%NUM_SAMPLES;
return((double)_ticksum/NUM_SAMPLES);
}
bool perfMonitor::update(float &fFPS)
{
struct timeval Time;
gettimeofday( &Time, NULL );
double time = Time.tv_sec + Time.tv_usec * 1.0/1000000.0;
double dTick = time - _dLastTick;
double d = updateTick( dTick );
_dLastTick = time;
if( Time.tv_sec - _tvLastSec >= 1 )
{
double time = Time.tv_sec + Time.tv_usec * 1.0/1000000.0;
_fCurrentFPS = 1.f / d;
_tvLastSec = Time.tv_sec;
fFPS = _fCurrentFPS;
return true;
}
else
{
fFPS = _fCurrentFPS;
return false;
}
}

View File

@@ -0,0 +1,56 @@
/*
* Copyright 2013 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.
*/
#ifndef PERFMONITOR_H_
#define PERFMONITOR_H_
#include <jni.h>
#include <errno.h>
#include <time.h>
#include "JNIHelper.h"
const int32_t NUM_SAMPLES = 100;
/******************************************************************
* Helper class for a performance monitoring and get current tick time
*/
class perfMonitor {
private:
float _fCurrentFPS;
time_t _tvLastSec;
double _dLastTick;
int32_t _tickindex;
double _ticksum;
double _ticklist[ NUM_SAMPLES ];
double updateTick(double currentTick);
public:
perfMonitor();
virtual ~perfMonitor();
bool update(float &fFPS);
static double getCurrentTime()
{
struct timeval Time;
gettimeofday( &Time, NULL );
double dTime = Time.tv_sec + Time.tv_usec * 1.0/1000000.0;
return dTime;
}
};
#endif /* PERFMONITOR_H_ */

View File

@@ -0,0 +1,151 @@
/*
* Copyright 2013 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.
*/
#include "shader.h"
#include "JNIHelper.h"
#define DEBUG (1)
bool shader::compileShader(GLuint *shader, const GLenum type,
const char *strFileName, const std::map<std::string, std::string>& mapParameters)
{
std::vector<uint8_t> data;
bool b = JNIHelper::readFile(strFileName, data);
if (!b)
{
LOGI("Can not open a file:%s", strFileName);
return false;
}
//Fill-in parameters
std::string str(data.begin(), data.end());
std::map<std::string, std::string>::const_iterator it = mapParameters.begin();
std::map<std::string, std::string>::const_iterator itEnd = mapParameters.end();
while( it != itEnd )
{
size_t pos = 0;
while( (pos = str.find( it->first, pos )) != std::string::npos )
{
str.replace( pos, it->first.length(), it->second );
pos += it->second.length();
}
it++;
}
std::vector<uint8_t> v( str.begin(), str.end() );
str.clear();
return shader::compileShader( shader, type, v );
}
bool shader::compileShader(GLuint *shader, const GLenum type,
const GLchar *source, const int32_t iSize)
{
if( source == NULL || iSize <= 0 )
return false;
*shader = glCreateShader(type);
glShaderSource(*shader, 1, &source, &iSize); //Not specifying 3rd parameter (size) could be troublesome..
glCompileShader(*shader);
#if defined(DEBUG)
GLint logLength;
glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *) malloc(logLength);
glGetShaderInfoLog(*shader, logLength, &logLength, log);
LOGI("Shader compile log:\n%s", log);
free(log);
}
#endif
GLint status;
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return false;
}
return true;
}
bool shader::compileShader(GLuint *shader, const GLenum type,
std::vector<uint8_t>& data)
{
if( !data.size() )
return false;
const GLchar *source = (GLchar *) &data[0];
int32_t iSize = data.size();
return shader::compileShader( shader, type, source, iSize );
}
bool shader::compileShader(GLuint *shader, const GLenum type,
const char *strFileName) {
std::vector<uint8_t> data;
bool b = JNIHelper::readFile(strFileName, data);
if (!b)
{
LOGI("Can not open a file:%s", strFileName);
return false;
}
return shader::compileShader( shader, type, data );
}
bool shader::linkProgram(const GLuint prog) {
GLint status;
glLinkProgram(prog);
#if defined(DEBUG)
GLint logLength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *) malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
LOGI("Program link log:\n%s", log);
free(log);
}
#endif
glGetProgramiv(prog, GL_LINK_STATUS, &status);
if (status == 0) {
LOGI("Program link failed\n");
return false;
}
return true;
}
bool shader::validateProgram(const GLuint prog) {
GLint logLength, status;
glValidateProgram(prog);
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
GLchar *log = (GLchar *) malloc(logLength);
glGetProgramInfoLog(prog, logLength, &logLength, log);
LOGI("Program validate log:\n%s", log);
free(log);
}
glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
if (status == 0)
return false;
return true;
}

View File

@@ -0,0 +1,63 @@
/*
* Copyright 2013 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.
*/
#ifndef SHADER_H_
#define SHADER_H_
#include <jni.h>
#include <errno.h>
#include <vector>
#include <map>
#include <string>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include <cpu-features.h>
#include "JNIHelper.h"
/******************************************************************
* Shader compiler helper
*
* compileShader() with std::map helps patching on a shader on the fly.
* For a example,
* map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader code to %VALUE"
*
*/
class shader {
public:
static bool compileShader(GLuint *shader, const GLenum type,
std::vector<uint8_t>& data);
static bool compileShader(GLuint *shader, const GLenum type,
const GLchar *source, const int32_t iSize);
static bool compileShader(GLuint *shader, const GLenum type,
const char *strFileName);
static bool compileShader(GLuint *shader, const GLenum type,
const char *strFileName, const std::map<std::string, std::string>& mapParameters);
static bool linkProgram(const GLuint prog);
static bool validateProgram(const GLuint prog);
};
#endif /* SHADER_H_ */

View File

@@ -0,0 +1,313 @@
/*
* Copyright 2013 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.
*/
//----------------------------------------------------------
// tapCamera.cpp
// Camera control with tap
//
//----------------------------------------------------------
#include <fstream>
#include "tapCamera.h"
const float TRANSFORM_FACTOR = 15.f;
const float TRANSFORM_FACTORZ = 10.f;
const float MOMENTUM_FACTOR_DECREASE = 0.85f;
const float MOMENTUM_FACTOR_DECREASE_SHIFT = 0.9f;
const float MOMENTUM_FACTOR = 0.8f;
const float MOMENTUM_FACTOR_THRESHOLD = 0.001f;
//----------------------------------------------------------
// Ctor
//----------------------------------------------------------
tapCamera::tapCamera():
_bDragging(false),
_bPinching( false ),
_bMomentum(false),
_fBallRadius( 0.75f ),
_fPinchStartDistanceSQ( 0.f ),
_fRotation( 0.f ),
_fRotationStart( 0.f ),
_fRotationNow( 0.f ),
_fMomentumSteps( 0.f ),
_fFlipZ( 0.f )
{
//Init offset
initParameters();
_vFlip = vec2( 1.f, -1.f );
_fFlipZ = -1.f;
_vPinchTransformFactor = vec3( 1.f, 1.f, 1.f );
_vBallCenter = vec2( 0, 0 );
_vBallNow = vec2( 0, 0 );
_vBallDown = vec2( 0, 0 );
_vecPinchStart = vec2( 0, 0 );
_vecPinchStartCenter = vec2( 0, 0 );
_vFlip = vec2( 0, 0 );
}
void tapCamera::initParameters()
{
//Init parameters
_vecOffset = vec3();
_vecOffsetNow = vec3();
_qBallRot = quaternion();
_qBallNow = quaternion();
_qBallNow.toMatrix(_mRotation);
_fRotation = 0.f;
_vDragDelta = vec2();
_vecOffsetDelta = vec3();
_bMomentum = false;
}
//----------------------------------------------------------
// Dtor
//----------------------------------------------------------
tapCamera::~tapCamera()
{
}
void tapCamera::update()
{
if( _bMomentum )
{
float fMomenttumSteps = _fMomentumSteps;
//Momentum rotation
vec2 v = _vDragDelta;
beginDrag(vec2() ); //NOTE:This call reset _VDragDelta
drag(v * _vFlip);
//Momentum shift
_vecOffset += _vecOffsetDelta;
ballUpdate();
endDrag();
//Decrease deltas
_vDragDelta = v * MOMENTUM_FACTOR_DECREASE;
_vecOffsetDelta = _vecOffsetDelta * MOMENTUM_FACTOR_DECREASE_SHIFT;
//Count steps
_fMomentumSteps = fMomenttumSteps * MOMENTUM_FACTOR_DECREASE;
if( _fMomentumSteps < MOMENTUM_FACTOR_THRESHOLD )
{
_bMomentum = false;
}
}
else
{
_vDragDelta *= MOMENTUM_FACTOR;
_vecOffsetDelta = _vecOffsetDelta * MOMENTUM_FACTOR;
ballUpdate();
}
vec3 vec = _vecOffset + _vecOffsetNow;
vec3 vecTmp(TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ);
vec *= vecTmp * _vPinchTransformFactor;
_mTransform = mat4::translation(vec);
}
mat4& tapCamera::getRotationMatrix()
{
return _mRotation;
}
mat4& tapCamera::getTransformMatrix()
{
return _mTransform;
}
void tapCamera::reset(const bool bAnimate)
{
initParameters();
update();
}
//----------------------------------------------------------
//Drag control
//----------------------------------------------------------
void tapCamera::beginDrag(const vec2& v)
{
if( _bDragging )
endDrag();
if( _bPinching )
endPinch();
vec2 vec = v * _vFlip;
_vBallNow = vec;
_vBallDown = _vBallNow;
_bDragging = true;
_bMomentum = false;
_vLastInput = vec;
_vDragDelta = vec2();
}
void tapCamera::endDrag()
{
int i;
_qBallDown = _qBallNow;
_qBallRot = quaternion();
_bDragging = false;
_bMomentum = true;
_fMomentumSteps = 1.0f;
}
void tapCamera::drag(const vec2& v )
{
if( !_bDragging )
return;
vec2 vec = v * _vFlip;
_vBallNow = vec;
_vDragDelta = _vDragDelta * MOMENTUM_FACTOR + (vec - _vLastInput);
_vLastInput = vec;
}
//----------------------------------------------------------
//Pinch controll
//----------------------------------------------------------
void tapCamera::beginPinch(const vec2& v1, const vec2& v2)
{
if( _bDragging )
endDrag();
if( _bPinching )
endPinch();
beginDrag( vec2() );
_vecPinchStartCenter = (v1 + v2) / 2.f;
vec2 vec = v1 - v2;
float fXDiff;
float fYDiff;
vec.value( fXDiff, fYDiff );
_fPinchStartDistanceSQ = fXDiff*fXDiff + fYDiff*fYDiff;
_fRotationStart = atan2f( fYDiff, fXDiff );
_fRotationNow = 0;
_bPinching = true;
_bMomentum = false;
//Init momentum factors
_vecOffsetDelta = vec3();
}
void tapCamera::endPinch()
{
_bPinching = false;
_bMomentum = true;
_fMomentumSteps = 1.f;
_vecOffset += _vecOffsetNow;
_fRotation += _fRotationNow;
_vecOffsetNow = vec3();
_fRotationNow = 0;
endDrag();
}
void tapCamera::pinch(const vec2& v1, const vec2& v2)
{
if( !_bPinching )
return;
//Update momentum factor
_vecOffsetLast = _vecOffsetNow;
float fXDiff, fYDiff;
vec2 vec = v1 - v2;
vec.value(fXDiff, fYDiff);
float fDistanceSQ = fXDiff * fXDiff + fYDiff * fYDiff;
float f = _fPinchStartDistanceSQ / fDistanceSQ;
if( f < 1.f)
f = -1.f / f + 1.0f;
else
f = f - 1.f;
if( isnan(f) ) f = 0.f;
vec = (v1 + v2) / 2.f - _vecPinchStartCenter;
_vecOffsetNow = vec3( vec,
_fFlipZ * f );
//Update momentum factor
_vecOffsetDelta = _vecOffsetDelta * MOMENTUM_FACTOR + (_vecOffsetNow - _vecOffsetLast);
//
//Update ration quaternion
float fRotation = atan2f( fYDiff, fXDiff );
_fRotationNow = fRotation - _fRotationStart;
//Trackball rotation
_qBallRot = quaternion( 0.f, 0.f, sinf(-_fRotationNow*0.5f), cosf(-_fRotationNow*0.5f) );
}
//----------------------------------------------------------
//Trackball controll
//----------------------------------------------------------
void tapCamera::ballUpdate()
{
if (_bDragging) {
vec3 vFrom = pointOnSphere(_vBallDown);
vec3 vTo = pointOnSphere(_vBallNow);
vec3 vec = vFrom.cross(vTo);
float w = vFrom.dot( vTo );
quaternion qDrag = quaternion(vec, w);
qDrag = qDrag * _qBallDown;
_qBallNow = _qBallRot * qDrag;
}
_qBallNow.toMatrix(_mRotation);
}
vec3 tapCamera::pointOnSphere(vec2& point)
{
vec3 ballMouse;
float mag;
vec2 vec = (point - _vBallCenter) / _fBallRadius;
mag = vec.dot( vec );
if (mag > 1.f)
{
float scale = 1.f / sqrtf(mag);
vec *= scale;
ballMouse = vec3( vec, 0.f );
} else {
ballMouse = vec3( vec, sqrtf(1.f - mag) );
}
return (ballMouse);
}

View File

@@ -0,0 +1,108 @@
/*
* Copyright 2013 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.
*/
#pragma once
#include <vector>
#include <string>
#include <GLES2/gl2.h>
#include "JNIHelper.h"
#include "vecmath.h"
#include "interpolator.h"
/******************************************************************
* Camera control helper class with a tap gesture
* This class is mainly used for 3D space camera control in samples.
*
*/
class tapCamera
{
private:
//Trackball
vec2 _vBallCenter;
float _fBallRadius;
quaternion _qBallNow;
quaternion _qBallDown;
vec2 _vBallNow;
vec2 _vBallDown;
quaternion _qBallRot;
bool _bDragging;
bool _bPinching;
//Pinch related info
vec2 _vecPinchStart;
vec2 _vecPinchStartCenter;
float _fPinchStartDistanceSQ;
//Camera shift
vec3 _vecOffset;
vec3 _vecOffsetNow;
//Camera Rotation
float _fRotation;
float _fRotationStart;
float _fRotationNow;
//Momentum support
bool _bMomentum;
vec2 _vDragDelta;
vec2 _vLastInput;
vec3 _vecOffsetLast;
vec3 _vecOffsetDelta;
float _fMomentumSteps;
vec2 _vFlip;
float _fFlipZ;
mat4 _mRotation;
mat4 _mTransform;
vec3 pointOnSphere(vec2& point);
void ballUpdate();
void initParameters();
vec3 _vPinchTransformFactor;
public:
tapCamera();
virtual ~tapCamera();
void beginDrag(const vec2& vec);
void endDrag();
void drag(const vec2& vec);
void update();
mat4& getRotationMatrix();
mat4& getTransformMatrix();
void beginPinch(const vec2& v1, const vec2& v2);
void endPinch();
void pinch(const vec2& v1, const vec2& v2);
void setFlip(const float fX, const float fY, const float fZ)
{
_vFlip = vec2( fX, fY );
_fFlipZ = fZ;
}
void setPinchTransformFactor(const float fX, const float fY, const float fZ)
{
_vPinchTransformFactor = vec3( fX, fY, fZ);
}
void reset(const bool bAnimate);
};

View File

@@ -0,0 +1,265 @@
/*
* Copyright 2013 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.
*/
//--------------------------------------------------------------------------------
// vecmath.cpp
//--------------------------------------------------------------------------------
#include "vecmath.h"
//--------------------------------------------------------------------------------
// vec3
//--------------------------------------------------------------------------------
vec3::vec3(const vec4& vec)
{
x = vec.x; y = vec.y; z = vec.z;
}
//--------------------------------------------------------------------------------
// vec4
//--------------------------------------------------------------------------------
vec4 vec4::operator*(const mat4& rhs) const
{
vec4 out;
out.x = x * rhs.f[0] + y * rhs.f[1] + z * rhs.f[2] + w * rhs.f[3];
out.y = x * rhs.f[4] + y * rhs.f[5] + z * rhs.f[6] + w * rhs.f[7];
out.z = x * rhs.f[8] + y * rhs.f[9] + z * rhs.f[10] + w * rhs.f[11];
out.w = x * rhs.f[12] + y * rhs.f[13] + z * rhs.f[14] + w * rhs.f[15];
return out;
}
//--------------------------------------------------------------------------------
// mat4
//--------------------------------------------------------------------------------
mat4::mat4()
{
for(int32_t i = 0; i < 16; ++i)
f[i] = 0.f;
}
mat4::mat4(const float* mIn )
{
for(int32_t i = 0; i < 16; ++i)
f[i] = mIn[i];
}
mat4 mat4::operator*(const mat4& rhs) const
{
mat4 ret;
ret.f[0] = f[0]*rhs.f[0] + f[4]*rhs.f[1] + f[8]*rhs.f[2] + f[12]*rhs.f[3];
ret.f[1] = f[1]*rhs.f[0] + f[5]*rhs.f[1] + f[9]*rhs.f[2] + f[13]*rhs.f[3];
ret.f[2] = f[2]*rhs.f[0] + f[6]*rhs.f[1] + f[10]*rhs.f[2] + f[14]*rhs.f[3];
ret.f[3] = f[3]*rhs.f[0] + f[7]*rhs.f[1] + f[11]*rhs.f[2] + f[15]*rhs.f[3];
ret.f[4] = f[0]*rhs.f[4] + f[4]*rhs.f[5] + f[8]*rhs.f[6] + f[12]*rhs.f[7];
ret.f[5] = f[1]*rhs.f[4] + f[5]*rhs.f[5] + f[9]*rhs.f[6] + f[13]*rhs.f[7];
ret.f[6] = f[2]*rhs.f[4] + f[6]*rhs.f[5] + f[10]*rhs.f[6] + f[14]*rhs.f[7];
ret.f[7] = f[3]*rhs.f[4] + f[7]*rhs.f[5] + f[11]*rhs.f[6] + f[15]*rhs.f[7];
ret.f[8] = f[0]*rhs.f[8] + f[4]*rhs.f[9] + f[8]*rhs.f[10] + f[12]*rhs.f[11];
ret.f[9] = f[1]*rhs.f[8] + f[5]*rhs.f[9] + f[9]*rhs.f[10] + f[13]*rhs.f[11];
ret.f[10] = f[2]*rhs.f[8] + f[6]*rhs.f[9] + f[10]*rhs.f[10] + f[14]*rhs.f[11];
ret.f[11] = f[3]*rhs.f[8] + f[7]*rhs.f[9] + f[11]*rhs.f[10] + f[15]*rhs.f[11];
ret.f[12] = f[0]*rhs.f[12] + f[4]*rhs.f[13] + f[8]*rhs.f[14] + f[12]*rhs.f[15];
ret.f[13] = f[1]*rhs.f[12] + f[5]*rhs.f[13] + f[9]*rhs.f[14] + f[13]*rhs.f[15];
ret.f[14] = f[2]*rhs.f[12] + f[6]*rhs.f[13] + f[10]*rhs.f[14] + f[14]*rhs.f[15];
ret.f[15] = f[3]*rhs.f[12] + f[7]*rhs.f[13] + f[11]*rhs.f[14] + f[15]*rhs.f[15];
return ret;
}
vec4 mat4::operator*(const vec4& rhs) const
{
vec4 ret;
ret.x = rhs.x*f[0] + rhs.y*f[4] + rhs.z*f[8] + rhs.w*f[12];
ret.y = rhs.x*f[1] + rhs.y*f[5] + rhs.z*f[9] + rhs.w*f[13];
ret.z = rhs.x*f[2] + rhs.y*f[6] + rhs.z*f[10] + rhs.w*f[14];
ret.w = rhs.x*f[3] + rhs.y*f[7] + rhs.z*f[11] + rhs.w*f[15];
return ret;
}
mat4 mat4::inverse()
{
mat4 ret;
float det_1;
float pos = 0;
float neg = 0;
float temp;
temp = f[0] * f[5] * f[10];
if (temp >= 0) pos += temp; else neg += temp;
temp = f[4] * f[9] * f[2];
if (temp >= 0) pos += temp; else neg += temp;
temp = f[8] * f[1] * f[6];
if (temp >= 0) pos += temp; else neg += temp;
temp = -f[8] * f[5] * f[2];
if (temp >= 0) pos += temp; else neg += temp;
temp = -f[4] * f[1] * f[10];
if (temp >= 0) pos += temp; else neg += temp;
temp = -f[0] * f[9] * f[6];
if (temp >= 0) pos += temp; else neg += temp;
det_1 = pos + neg;
if (det_1 == 0.0)
{
//Error
}
else
{
det_1 = 1.0f / det_1;
ret.f[0] = ( f[ 5] * f[10] - f[ 9] * f[ 6] ) * det_1;
ret.f[1] = -( f[ 1] * f[10] - f[ 9] * f[ 2] ) * det_1;
ret.f[2] = ( f[ 1] * f[ 6] - f[ 5] * f[ 2] ) * det_1;
ret.f[4] = -( f[ 4] * f[10] - f[ 8] * f[ 6] ) * det_1;
ret.f[5] = ( f[ 0] * f[10] - f[ 8] * f[ 2] ) * det_1;
ret.f[6] = -( f[ 0] * f[ 6] - f[ 4] * f[ 2] ) * det_1;
ret.f[8] = ( f[ 4] * f[ 9] - f[ 8] * f[ 5] ) * det_1;
ret.f[9] = -( f[ 0] * f[ 9] - f[ 8] * f[ 1] ) * det_1;
ret.f[10] = ( f[ 0] * f[ 5] - f[ 4] * f[ 1] ) * det_1;
/* Calculate -C * inverse(A) */
ret.f[12] = - ( f[12] *ret.f[0] + f[13] * ret.f[4] + f[14] *ret.f[8] );
ret.f[13] = - ( f[12] * ret.f[1] + f[13] * ret.f[5] + f[14] * ret.f[9] );
ret.f[14] = - ( f[12] * ret.f[2] + f[13] * ret.f[6] + f[14] * ret.f[10] );
ret.f[ 3] = 0.0f;
ret.f[ 7] = 0.0f;
ret.f[11] = 0.0f;
ret.f[15] = 1.0f;
}
*this = ret;
return *this;
}
//--------------------------------------------------------------------------------
// Misc
//--------------------------------------------------------------------------------
mat4 mat4::rotationX(
const float fAngle)
{
mat4 ret;
float fCosine, fSine;
fCosine = cosf(fAngle);
fSine = sinf(fAngle);
ret.f[ 0]=1.0f; ret.f[ 4]=0.0f; ret.f[ 8]=0.0f; ret.f[12]=0.0f;
ret.f[ 1]=0.0f; ret.f[ 5]=fCosine; ret.f[ 9]=fSine; ret.f[13]=0.0f;
ret.f[ 2]=0.0f; ret.f[ 6]=-fSine; ret.f[10]=fCosine; ret.f[14]=0.0f;
ret.f[ 3]=0.0f; ret.f[ 7]=0.0f; ret.f[11]=0.0f; ret.f[15]=1.0f;
return ret;
}
mat4 mat4::rotationY(
const float fAngle)
{
mat4 ret;
float fCosine, fSine;
fCosine = cosf(fAngle);
fSine = sinf(fAngle);
ret.f[ 0]=fCosine; ret.f[ 4]=0.0f; ret.f[ 8]=-fSine; ret.f[12]=0.0f;
ret.f[ 1]=0.0f; ret.f[ 5]=1.0f; ret.f[ 9]=0.0f; ret.f[13]=0.0f;
ret.f[ 2]=fSine; ret.f[ 6]=0.0f; ret.f[10]=fCosine; ret.f[14]=0.0f;
ret.f[ 3]=0.0f; ret.f[ 7]=0.0f; ret.f[11]=0.0f; ret.f[15]=1.0f;
return ret;
}
mat4 mat4::rotationZ(
const float fAngle)
{
mat4 ret;
float fCosine, fSine;
fCosine = cosf(fAngle);
fSine = sinf(fAngle);
ret.f[ 0]=fCosine; ret.f[ 4]=fSine; ret.f[ 8]=0.0f; ret.f[12]=0.0f;
ret.f[ 1]=-fSine; ret.f[ 5]=fCosine; ret.f[ 9]=0.0f; ret.f[13]=0.0f;
ret.f[ 2]=0.0f; ret.f[ 6]=0.0f; ret.f[10]=1.0f; ret.f[14]=0.0f;
ret.f[ 3]=0.0f; ret.f[ 7]=0.0f; ret.f[11]=0.0f; ret.f[15]=1.0f;
return ret;
}
mat4 mat4::translation(
const float fX,
const float fY,
const float fZ)
{
mat4 ret;
ret.f[ 0]=1.0f; ret.f[ 4]=0.0f; ret.f[ 8]=0.0f; ret.f[12]=fX;
ret.f[ 1]=0.0f; ret.f[ 5]=1.0f; ret.f[ 9]=0.0f; ret.f[13]=fY;
ret.f[ 2]=0.0f; ret.f[ 6]=0.0f; ret.f[10]=1.0f; ret.f[14]=fZ;
ret.f[ 3]=0.0f; ret.f[ 7]=0.0f; ret.f[11]=0.0f; ret.f[15]=1.0f;
return ret;
}
mat4 mat4::translation(
const vec3 vec)
{
mat4 ret;
ret.f[ 0]=1.0f; ret.f[ 4]=0.0f; ret.f[ 8]=0.0f; ret.f[12]=vec.x;
ret.f[ 1]=0.0f; ret.f[ 5]=1.0f; ret.f[ 9]=0.0f; ret.f[13]=vec.y;
ret.f[ 2]=0.0f; ret.f[ 6]=0.0f; ret.f[10]=1.0f; ret.f[14]=vec.z;
ret.f[ 3]=0.0f; ret.f[ 7]=0.0f; ret.f[11]=0.0f; ret.f[15]=1.0f;
return ret;
}
mat4 mat4::perspective(
float width,
float height,
float nearPlane, float farPlane)
{
float n2 = 2.0f * nearPlane;
float rcpnmf = 1.f/(nearPlane - farPlane);
mat4 result;
result.f[0] = n2 / width; result.f[4] = 0; result.f[8] = 0; result.f[12] = 0;
result.f[1] = 0; result.f[5] = n2 / height; result.f[9] = 0; result.f[13] = 0;
result.f[2] = 0; result.f[6] = 0; result.f[10] = (farPlane+nearPlane)*rcpnmf; result.f[14] = farPlane*rcpnmf*n2;
result.f[3] = 0; result.f[7] = 0; result.f[11] = -1.0; result.f[15]=0;
return result;
}
mat4 mat4::lookAt(const vec3& vEye, const vec3& vAt, const vec3& vUp)
{
vec3 vForward, vUpNorm, vSide;
mat4 result;
vForward.x = vEye.x - vAt.x;
vForward.y = vEye.y - vAt.y;
vForward.z = vEye.z - vAt.z;
vForward.normalize();
vUpNorm = vUp;
vUpNorm.normalize();
vSide = vUpNorm.cross( vForward);
vUpNorm = vForward.cross(vSide);
result.f[0]=vSide.x; result.f[4]=vSide.y; result.f[8]=vSide.z; result.f[12]=0;
result.f[1]=vUpNorm.x; result.f[5]=vUpNorm.y; result.f[9]=vUpNorm.z; result.f[13]=0;
result.f[2]=vForward.x; result.f[6]=vForward.y; result.f[10]=vForward.z; result.f[14]=0;
result.f[3]=0; result.f[7]=0; result.f[11]=0; result.f[15]=1.0;
result.postTranslate(-vEye.x, -vEye.y, -vEye.z);
return result;
}

File diff suppressed because it is too large Load Diff