Merge "Addressed feedbacks - Now they are in ndkHelper:: name space - Changed module name to ndk_helper - Changed some static members to class var or stand alone function - Added syncronization for JNIHelper.cpp - For a documentation, I will work with doc writer for future improvement"

This commit is contained in:
Andrew Hsieh
2013-11-05 00:10:30 +00:00
committed by Gerrit Code Review
46 changed files with 5589 additions and 4651 deletions

View File

@@ -11,10 +11,10 @@ LOCAL_C_INCLUDES :=
LOCAL_CFLAGS :=
LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv2
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue helper
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue ndk_helper
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/helper)
$(call import-module,android/ndk_helper)
$(call import-module,android/native_app_glue)
$(call import-module,android/cpufeatures)

View File

@@ -20,11 +20,6 @@
#include <jni.h>
#include <errno.h>
#include <vector>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
@@ -34,133 +29,140 @@
#include "TeapotRenderer.h"
#include "NDKHelper.h"
//-------------------------------------------------------------------------
//Preprocessor
//-------------------------------------------------------------------------
#define HELPER_CLASS_NAME "com/sample/helper/NDKHelper" //Class name of helper function
//-------------------------------------------------------------------------
//Shared state for our app.
//-------------------------------------------------------------------------
struct android_app;
class engine {
TeapotRenderer _renderer;
class Engine
{
TeapotRenderer renderer_;
GLContext* _glContext;
ndk_helper::GLContext* gl_context_;
bool _bInitializedResources;
bool _bHasFocus;
bool initialized_resources_;
bool has_focus_;
DoubletapDetector _doubletapDetector;
PinchDetector _pinchDetector;
DragDetector _dragDetector;
perfMonitor _monitor;
ndk_helper::DoubletapDetector doubletap_detector_;
ndk_helper::PinchDetector pinch_detector_;
ndk_helper::DragDetector drag_detector_;
ndk_helper::PerfMonitor monitor_;
tapCamera _tapCamera;
ndk_helper::TapCamera tap_camera_;
android_app* _app;
android_app* app_;
ASensorManager* _sensorManager;
const ASensor* _accelerometerSensor;
ASensorEventQueue* _sensorEventQueue;
ASensorManager* sensor_manager_;
const ASensor* accelerometer_sensor_;
ASensorEventQueue* sensor_event_queue_;
void updateFPS(float fFPS);
void showUI();
void transformPosition( vec2& vec );
void UpdateFPS( float fFPS );
void ShowUI();
void TransformPosition( ndk_helper::Vec2& vec );
public:
static void handleCmd(struct android_app* app, int32_t cmd);
static int32_t handleInput( android_app* app, AInputEvent* event );
static void HandleCmd( struct android_app* app,
int32_t cmd );
static int32_t HandleInput( android_app* app,
AInputEvent* event );
engine();
~engine();
void setState(android_app* state);
int initDisplay();
void loadResources();
void unloadResources();
void drawFrame();
void termDisplay();
void trimMemory();
bool isReady();
Engine();
~Engine();
void SetState( android_app* state );
int InitDisplay();
void LoadResources();
void UnloadResources();
void DrawFrame();
void TermDisplay();
void TrimMemory();
bool IsReady();
void updatePosition( AInputEvent* event, int32_t iIndex, float& fX, float& fY);
void UpdatePosition( AInputEvent* event,
int32_t iIndex,
float& fX,
float& fY );
void initSensors();
void processSensors( int32_t id );
void suspendSensors();
void resumeSensors();
void InitSensors();
void ProcessSensors( int32_t id );
void SuspendSensors();
void ResumeSensors();
};
//-------------------------------------------------------------------------
//Ctor
//-------------------------------------------------------------------------
engine::engine() :
_bInitializedResources( false ),
_bHasFocus( false ),
_app( NULL ),
_sensorManager( NULL ),
_accelerometerSensor( NULL ),
_sensorEventQueue( NULL )
Engine::Engine() :
initialized_resources_( false ),
has_focus_( false ),
app_( NULL ),
sensor_manager_( NULL ),
accelerometer_sensor_( NULL ),
sensor_event_queue_( NULL )
{
_glContext = GLContext::getInstance();
gl_context_ = ndk_helper::GLContext::GetInstance();
}
//-------------------------------------------------------------------------
//Dtor
//-------------------------------------------------------------------------
engine::~engine()
Engine::~Engine()
{
}
/**
* Load resources
*/
void engine::loadResources()
void Engine::LoadResources()
{
_renderer.init();
_renderer.bind(&_tapCamera);
renderer_.Init();
renderer_.Bind( &tap_camera_ );
}
/**
* Unload resources
*/
void engine::unloadResources()
void Engine::UnloadResources()
{
_renderer.unload();
renderer_.Unload();
}
/**
* Initialize an EGL context for the current display.
*/
int engine::initDisplay()
int Engine::InitDisplay()
{
if( !_bInitializedResources )
if( !initialized_resources_ )
{
_glContext->init( _app->window );
loadResources();
_bInitializedResources = true;
gl_context_->Init( app_->window );
LoadResources();
initialized_resources_ = true;
}
else
{
// initialize OpenGL ES and EGL
if( EGL_SUCCESS != _glContext->resume( _app->window ) )
if( EGL_SUCCESS != gl_context_->Resume( app_->window ) )
{
unloadResources();
loadResources();
UnloadResources();
LoadResources();
}
}
showUI();
ShowUI();
// Initialize GL state.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable( GL_CULL_FACE );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
//Note that screen size might have been changed
glViewport(0, 0,
_glContext->getScreenWidth(),
_glContext->getScreenHeight() );
_renderer.updateViewport();
glViewport( 0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() );
renderer_.UpdateViewport();
_tapCamera.setFlip(1.f, -1.f, -1.f);
_tapCamera.setPinchTransformFactor(2.f, 2.f, 8.f);
tap_camera_.SetFlip( 1.f, -1.f, -1.f );
tap_camera_.SetPinchTransformFactor( 2.f, 2.f, 8.f );
return 0;
}
@@ -168,108 +170,108 @@ int engine::initDisplay()
/**
* Just the current frame in the display.
*/
void engine::drawFrame()
void Engine::DrawFrame()
{
float fFPS;
if( _monitor.update(fFPS) )
if( monitor_.Update( fFPS ) )
{
updateFPS( fFPS );
UpdateFPS( fFPS );
}
double dTime = _monitor.getCurrentTime();
_renderer.update(dTime);
renderer_.Update( monitor_.GetCurrentTime() );
// Just fill the screen with a color.
glClearColor(0.5f, 0.5f, 0.5f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_renderer.render();
glClearColor( 0.5f, 0.5f, 0.5f, 1.f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
renderer_.Render();
// Swap
if( EGL_SUCCESS != _glContext->swap() )
if( EGL_SUCCESS != gl_context_->Swap() )
{
unloadResources();
loadResources();
UnloadResources();
LoadResources();
}
}
/**
* Tear down the EGL context currently associated with the display.
*/
void engine::termDisplay()
void Engine::TermDisplay()
{
_glContext->suspend();
gl_context_->Suspend();
}
void engine::trimMemory()
void Engine::TrimMemory()
{
LOGI( "Trimming memory" );
_glContext->invalidate();
gl_context_->Invalidate();
}
/**
* Process the next input event.
*/
int32_t engine::handleInput( android_app* app, AInputEvent* event )
int32_t Engine::HandleInput( android_app* app,
AInputEvent* event )
{
engine* eng = (engine*)app->userData;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
Engine* eng = (Engine*) app->userData;
if( AInputEvent_getType( event ) == AINPUT_EVENT_TYPE_MOTION )
{
GESTURE_STATE doubleTapState = eng->_doubletapDetector.detect(event);
GESTURE_STATE dragState = eng->_dragDetector.detect(event);
GESTURE_STATE pinchState = eng->_pinchDetector.detect(event);
ndk_helper::GESTURE_STATE doubleTapState = eng->doubletap_detector_.Detect( event );
ndk_helper::GESTURE_STATE dragState = eng->drag_detector_.Detect( event );
ndk_helper::GESTURE_STATE pinchState = eng->pinch_detector_.Detect( event );
//Double tap detector has a priority over other detectors
if( doubleTapState == GESTURE_STATE_ACTION )
{
//Detect double tap
eng->_tapCamera.reset(true);
}
else
{
//Handle drag state
if( dragState & GESTURE_STATE_START )
{
//Otherwise, start dragging
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.beginDrag( v );
}
else if( dragState & GESTURE_STATE_MOVE )
{
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.drag( v );
}
else if( dragState & GESTURE_STATE_END )
{
eng->_tapCamera.endDrag();
}
if( doubleTapState == ndk_helper::GESTURE_STATE_ACTION )
{
//Detect double tap
eng->tap_camera_.Reset( true );
}
else
{
//Handle drag state
if( dragState & ndk_helper::GESTURE_STATE_START )
{
//Otherwise, start dragging
ndk_helper::Vec2 v;
eng->drag_detector_.GetPointer( v );
eng->TransformPosition( v );
eng->tap_camera_.BeginDrag( v );
}
else if( dragState & ndk_helper::GESTURE_STATE_MOVE )
{
ndk_helper::Vec2 v;
eng->drag_detector_.GetPointer( v );
eng->TransformPosition( v );
eng->tap_camera_.Drag( v );
}
else if( dragState & ndk_helper::GESTURE_STATE_END )
{
eng->tap_camera_.EndDrag();
}
//Handle pinch state
if( pinchState & GESTURE_STATE_START )
{
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.beginPinch( v1, v2 );
}
else if( pinchState & GESTURE_STATE_MOVE )
{
//Multi touch
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.pinch( v1, v2 );
}
}
return 1;
//Handle pinch state
if( pinchState & ndk_helper::GESTURE_STATE_START )
{
//Start new pinch
ndk_helper::Vec2 v1;
ndk_helper::Vec2 v2;
eng->pinch_detector_.GetPointers( v1, v2 );
eng->TransformPosition( v1 );
eng->TransformPosition( v2 );
eng->tap_camera_.BeginPinch( v1, v2 );
}
else if( pinchState & ndk_helper::GESTURE_STATE_MOVE )
{
//Multi touch
//Start new pinch
ndk_helper::Vec2 v1;
ndk_helper::Vec2 v2;
eng->pinch_detector_.GetPointers( v1, v2 );
eng->TransformPosition( v1 );
eng->TransformPosition( v2 );
eng->tap_camera_.Pinch( v1, v2 );
}
}
return 1;
}
return 0;
}
@@ -277,176 +279,180 @@ int32_t engine::handleInput( android_app* app, AInputEvent* event )
/**
* Process the next main command.
*/
void engine::handleCmd(struct android_app* app, int32_t cmd)
void Engine::HandleCmd( struct android_app* app,
int32_t cmd )
{
engine* eng = (engine*)app->userData;
switch (cmd) {
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (app->window != NULL) {
eng->initDisplay();
eng->drawFrame();
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
eng->termDisplay();
eng->_bHasFocus = false;
break;
case APP_CMD_STOP:
break;
case APP_CMD_GAINED_FOCUS:
eng->resumeSensors();
//Start animation
eng->_bHasFocus = true;
break;
case APP_CMD_LOST_FOCUS:
eng->suspendSensors();
// Also stop animating.
eng->_bHasFocus = false;
eng->drawFrame();
break;
case APP_CMD_LOW_MEMORY:
//Free up GL resources
eng->trimMemory();
break;
Engine* eng = (Engine*) app->userData;
switch( cmd )
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if( app->window != NULL )
{
eng->InitDisplay();
eng->DrawFrame();
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
eng->TermDisplay();
eng->has_focus_ = false;
break;
case APP_CMD_STOP:
break;
case APP_CMD_GAINED_FOCUS:
eng->ResumeSensors();
//Start animation
eng->has_focus_ = true;
break;
case APP_CMD_LOST_FOCUS:
eng->SuspendSensors();
// Also stop animating.
eng->has_focus_ = false;
eng->DrawFrame();
break;
case APP_CMD_LOW_MEMORY:
//Free up GL resources
eng->TrimMemory();
break;
}
}
//-------------------------------------------------------------------------
//Sensor handlers
//-------------------------------------------------------------------------
void engine::initSensors()
void Engine::InitSensors()
{
_sensorManager = ASensorManager_getInstance();
_accelerometerSensor = ASensorManager_getDefaultSensor( _sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
_sensorEventQueue = ASensorManager_createEventQueue( _sensorManager,
_app->looper, LOOPER_ID_USER, NULL, NULL);
sensor_manager_ = ASensorManager_getInstance();
accelerometer_sensor_ = ASensorManager_getDefaultSensor( sensor_manager_,
ASENSOR_TYPE_ACCELEROMETER );
sensor_event_queue_ = ASensorManager_createEventQueue( sensor_manager_, app_->looper,
LOOPER_ID_USER, NULL, NULL );
}
void engine::processSensors( int32_t id )
void Engine::ProcessSensors( int32_t id )
{
// If a sensor has data, process it now.
if( id == LOOPER_ID_USER )
{
if (_accelerometerSensor != NULL)
if( accelerometer_sensor_ != NULL )
{
ASensorEvent event;
while (ASensorEventQueue_getEvents(_sensorEventQueue,
&event, 1) > 0)
while( ASensorEventQueue_getEvents( sensor_event_queue_, &event, 1 ) > 0 )
{
}
}
}
}
void engine::resumeSensors()
void Engine::ResumeSensors()
{
// When our app gains focus, we start monitoring the accelerometer.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(_sensorEventQueue,
_accelerometerSensor);
if( accelerometer_sensor_ != NULL )
{
ASensorEventQueue_enableSensor( sensor_event_queue_, accelerometer_sensor_ );
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(_sensorEventQueue,
_accelerometerSensor, (1000L/60)*1000);
ASensorEventQueue_setEventRate( sensor_event_queue_, accelerometer_sensor_,
(1000L / 60) * 1000 );
}
}
void engine::suspendSensors()
void Engine::SuspendSensors()
{
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(_sensorEventQueue,
_accelerometerSensor);
if( accelerometer_sensor_ != NULL )
{
ASensorEventQueue_disableSensor( sensor_event_queue_, accelerometer_sensor_ );
}
}
//-------------------------------------------------------------------------
//Misc
//-------------------------------------------------------------------------
void engine::setState(android_app* state)
void Engine::SetState( android_app* state )
{
_app = state;
_doubletapDetector.setConfiguration( _app->config );
_dragDetector.setConfiguration( _app->config );
_pinchDetector.setConfiguration( _app->config );
app_ = state;
doubletap_detector_.SetConfiguration( app_->config );
drag_detector_.SetConfiguration( app_->config );
pinch_detector_.SetConfiguration( app_->config );
}
bool engine::isReady()
bool Engine::IsReady()
{
if( _bHasFocus )
if( has_focus_ )
return true;
return false;
}
void engine::transformPosition( vec2& vec )
void Engine::TransformPosition( ndk_helper::Vec2& vec )
{
vec = vec2( 2.0f, 2.0f ) * vec / vec2( _glContext->getScreenWidth(), _glContext->getScreenHeight() ) - vec2( 1.f, 1.f );
vec = ndk_helper::Vec2( 2.0f, 2.0f ) * vec
/ ndk_helper::Vec2( gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() )
- ndk_helper::Vec2( 1.f, 1.f );
}
void engine::showUI()
void Engine::ShowUI()
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
app_->activity->vm->AttachCurrentThread( &jni, NULL );
//Default class retrieval
jclass clazz = jni->GetObjectClass( _app->activity->clazz );
jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V" );
jni->CallVoidMethod( _app->activity->clazz, methodID );
jclass clazz = jni->GetObjectClass( app_->activity->clazz );
jmethodID methodID = jni->GetMethodID( clazz, "showUI", "()V" );
jni->CallVoidMethod( app_->activity->clazz, methodID );
_app->activity->vm->DetachCurrentThread();
app_->activity->vm->DetachCurrentThread();
return;
}
void engine::updateFPS(float fFPS)
void Engine::UpdateFPS( float fFPS )
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
app_->activity->vm->AttachCurrentThread( &jni, NULL );
//Default class retrieval
jclass clazz = jni->GetObjectClass(_app->activity->clazz);
jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V");
jni->CallVoidMethod(_app->activity->clazz, methodID, fFPS);
jclass clazz = jni->GetObjectClass( app_->activity->clazz );
jmethodID methodID = jni->GetMethodID( clazz, "updateFPS", "(F)V" );
jni->CallVoidMethod( app_->activity->clazz, methodID, fFPS );
_app->activity->vm->DetachCurrentThread();
app_->activity->vm->DetachCurrentThread();
return;
}
engine g_engine;
Engine g_engine;
/**
* This is the main entry point of a native application that is using
* android_native_app_glue. It runs in its own thread, with its own
* event loop for receiving input events and doing other things.
*/
void android_main(android_app* state)
void android_main( android_app* state )
{
app_dummy();
g_engine.setState( state );
g_engine.SetState( state );
//Init helper functions
JNIHelper::init( state->activity );
ndk_helper::JNIHelper::Init( state->activity, HELPER_CLASS_NAME );
state->userData = &g_engine;
state->onAppCmd = engine::handleCmd;
state->onInputEvent = engine::handleInput;
state->onAppCmd = Engine::HandleCmd;
state->onInputEvent = Engine::HandleInput;
#ifdef USE_NDK_PROFILER
monstartup("libNativeActivity.so");
#endif
// Prepare to monitor accelerometer
g_engine.initSensors();
g_engine.InitSensors();
// loop waiting for stuff to do.
while (1) {
while( 1 )
{
// Read all pending events.
int id;
int events;
@@ -455,28 +461,28 @@ void android_main(android_app* state)
// If not animating, we will block forever waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((id = ALooper_pollAll( g_engine.isReady() ? 0 : -1, NULL, &events,
(void**)&source) ) >= 0)
while( (id = ALooper_pollAll( g_engine.IsReady() ? 0 : -1, NULL, &events, (void**) &source ))
>= 0 )
{
// Process this event.
if (source != NULL)
source->process(state, source);
if( source != NULL )
source->process( state, source );
g_engine.processSensors( id );
g_engine.ProcessSensors( id );
// Check if we are exiting.
if (state->destroyRequested != 0)
if( state->destroyRequested != 0 )
{
g_engine.termDisplay();
g_engine.TermDisplay();
return;
}
}
if( g_engine.isReady() )
if( g_engine.IsReady() )
{
// Drawing is throttled to the screen update rate, so there
// is no need to do timing here.
g_engine.drawFrame();
g_engine.DrawFrame();
}
}
}

View File

@@ -18,7 +18,6 @@
// TeapotRenderer.cpp
// Render a teapot
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
@@ -40,257 +39,248 @@ TeapotRenderer::TeapotRenderer()
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
TeapotRenderer::~TeapotRenderer() {
unload();
TeapotRenderer::~TeapotRenderer()
{
Unload();
}
void TeapotRenderer::init()
void TeapotRenderer::Init()
{
//Settings
glFrontFace (GL_CCW);
glFrontFace( GL_CCW );
//Load shader
loadShaders( &_shaderParam, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
LoadShaders( &shader_param_, "Shaders/VS_ShaderPlain.vsh",
"Shaders/ShaderPlain.fsh" );
//Create Index buffer
_iNumIndices = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof( teapotIndices ) , teapotIndices,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
num_indices_ = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers( 1, &ibo_ );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(teapotIndices), teapotIndices,
GL_STATIC_DRAW );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
//Create VBO
_iNumVertices = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
num_vertices_ = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
int32_t iStride = sizeof(TEAPOT_VERTEX);
int32_t iIndex = 0;
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[_iNumVertices];
for( int32_t i = 0; i < _iNumVertices; ++i )
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[num_vertices_];
for( int32_t i = 0; i < num_vertices_; ++i )
{
p[i].fPos[0] = teapotPositions[iIndex];
p[i].fPos[1] = teapotPositions[iIndex+1];
p[i].fPos[2] = teapotPositions[iIndex+2];
p[i].pos[0] = teapotPositions[iIndex];
p[i].pos[1] = teapotPositions[iIndex + 1];
p[i].pos[2] = teapotPositions[iIndex + 2];
p[i].fNormal[0] = teapotNormals[iIndex];
p[i].fNormal[1] = teapotNormals[iIndex+1];
p[i].fNormal[2] = teapotNormals[iIndex+2];
p[i].normal[0] = teapotNormals[iIndex];
p[i].normal[1] = teapotNormals[iIndex + 1];
p[i].normal[2] = teapotNormals[iIndex + 2];
iIndex += 3;
}
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, iStride * _iNumVertices,
p, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers( 1, &vbo_ );
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
glBufferData( GL_ARRAY_BUFFER, iStride * num_vertices_, p, GL_STATIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
delete[] p;
updateViewport();
_mModel = mat4::translation(0, 0, -15.f);
UpdateViewport();
mat_model_ = ndk_helper::Mat4::Translation( 0, 0, -15.f );
mat4 mat = mat4::rotationX(M_PI / 3);
_mModel = mat * _mModel;
ndk_helper::Mat4 mat = ndk_helper::Mat4::RotationX( M_PI / 3 );
mat_model_ = mat * mat_model_;
}
void TeapotRenderer::updateViewport()
void TeapotRenderer::UpdateViewport()
{
//Init Projection matrices
int32_t viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
float fAspect = (float)viewport[2] / (float)viewport[3];
glGetIntegerv( GL_VIEWPORT, viewport );
float fAspect = (float) viewport[2] / (float) viewport[3];
const float CAM_NEAR = 5.f;
const float CAM_FAR = 10000.f;
bool bRotate = false;
_mProjection = mat4::perspective(fAspect, 1.f,
CAM_NEAR, CAM_FAR);
mat_projection_ = ndk_helper::Mat4::Perspective( fAspect, 1.f, CAM_NEAR, CAM_FAR );
}
void TeapotRenderer::unload()
void TeapotRenderer::Unload()
{
if (_vbo)
if( vbo_ )
{
glDeleteBuffers(1, &_vbo);
_vbo = 0;
glDeleteBuffers( 1, &vbo_ );
vbo_ = 0;
}
if (_ibo)
if( ibo_ )
{
glDeleteBuffers(1, &_ibo);
_ibo = 0;
glDeleteBuffers( 1, &ibo_ );
ibo_ = 0;
}
if (_shaderParam._program )
if( shader_param_.program_ )
{
glDeleteProgram(_shaderParam._program);
_shaderParam._program = 0;
glDeleteProgram( shader_param_.program_ );
shader_param_.program_ = 0;
}
}
void TeapotRenderer::update(float fTime)
void TeapotRenderer::Update( float fTime )
{
const float CAM_X = 0.f;
const float CAM_Y = 0.f;
const float CAM_Z = 700.f;
_mView = mat4::lookAt(vec3(CAM_X, CAM_Y, CAM_Z),
vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ),
ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
if( _camera )
if( camera_ )
{
_camera->update();
_mView = _camera->getTransformMatrix() * _mView * _camera->getRotationMatrix() * _mModel;
camera_->Update();
mat_view_ = camera_->GetTransformMatrix() * mat_view_
* camera_->GetRotationMatrix() * mat_model_;
}
else
{
_mView = _mView * _mModel;
mat_view_ = mat_view_ * mat_model_;
}
}
void TeapotRenderer::render()
void TeapotRenderer::Render()
{
//
// Feed Projection and Model View matrices to the shaders
mat4 mVP = _mProjection * _mView;
ndk_helper::Mat4 mat_vp = mat_projection_ * mat_view_;
// Bind the VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
int32_t iStride = sizeof(TEAPOT_VERTEX);
// Pass the vertex data
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 0 ));
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ));
glEnableVertexAttribArray(ATTRIB_NORMAL);
glVertexAttribPointer( ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 0 ) );
glEnableVertexAttribArray( ATTRIB_VERTEX );
glVertexAttribPointer( ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ) );
glEnableVertexAttribArray( ATTRIB_NORMAL );
// Bind the IB
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glUseProgram(_shaderParam._program);
glUseProgram( shader_param_.program_ );
TEAPOT_MATERIALS material = {
{1.0f, 0.5f, 0.5f},
{1.0f, 1.0f, 1.0f, 10.f},
{0.1f, 0.1f, 0.1f},
};
TEAPOT_MATERIALS material = { { 1.0f, 0.5f, 0.5f }, { 1.0f, 1.0f, 1.0f, 10.f }, {
0.1f, 0.1f, 0.1f }, };
//Update uniforms
glUniform4f(_shaderParam._uiMaterialDiffuse,
material.diffuse_color[0],
material.diffuse_color[1],
material.diffuse_color[2],
1.f);
glUniform4f( shader_param_.material_diffuse_, material.diffuse_color[0],
material.diffuse_color[1], material.diffuse_color[2], 1.f );
glUniform4f(_shaderParam._uiMaterialSpecular,
material.specular_color[0],
material.specular_color[1],
material.specular_color[2],
material.specular_color[3]);
glUniform4f( shader_param_.material_specular_, material.specular_color[0],
material.specular_color[1], material.specular_color[2],
material.specular_color[3] );
//
//using glUniform3fv here was troublesome
//
glUniform3f(_shaderParam._uiMaterialAmbient,
material.ambient_color[0],
material.ambient_color[1],
material.ambient_color[2]);
glUniform3f( shader_param_.material_ambient_, material.ambient_color[0],
material.ambient_color[1], material.ambient_color[2] );
glUniformMatrix4fv(_shaderParam._uiMatrixP, 1, GL_FALSE,
mVP.ptr());
glUniformMatrix4fv(_shaderParam._uiMatrixView, 1, GL_FALSE,
_mView.ptr());
glUniform3f(_shaderParam._uiLight0, 100.f, -200.f, -600.f);
glUniformMatrix4fv( shader_param_.matrix_projection_, 1, GL_FALSE, mat_vp.Ptr() );
glUniformMatrix4fv( shader_param_.matrix_view_, 1, GL_FALSE, mat_view_.Ptr() );
glUniform3f( shader_param_.light0_, 100.f, -200.f, -600.f );
glDrawElements(GL_TRIANGLES, _iNumIndices, GL_UNSIGNED_SHORT,
BUFFER_OFFSET(0));
glDrawElements( GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0) );
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
bool TeapotRenderer::loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh)
bool TeapotRenderer::LoadShaders( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh )
{
GLuint program;
GLuint vertShader, fragShader;
char *vertShaderPathname, *fragShaderPathname;
GLuint vert_shader, frag_shader;
char *vert_shader_pathname, *frag_shader_pathname;
// Create shader program
program = glCreateProgram();
LOGI("Created Shader %d", program);
LOGI( "Created Shader %d", program );
// Create and compile vertex shader
if (!shader::compileShader(&vertShader, GL_VERTEX_SHADER, strVsh)) {
LOGI("Failed to compile vertex shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &vert_shader, GL_VERTEX_SHADER, strVsh ) )
{
LOGI( "Failed to compile vertex shader" );
glDeleteProgram( program );
return false;
}
// Create and compile fragment shader
if (!shader::compileShader(&fragShader, GL_FRAGMENT_SHADER, strFsh)) {
LOGI("Failed to compile fragment shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &frag_shader, GL_FRAGMENT_SHADER, strFsh ) )
{
LOGI( "Failed to compile fragment shader" );
glDeleteProgram( program );
return false;
}
// Attach vertex shader to program
glAttachShader(program, vertShader);
glAttachShader( program, vert_shader );
// Attach fragment shader to program
glAttachShader(program, fragShader);
glAttachShader( program, frag_shader );
// Bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation(program, ATTRIB_VERTEX, "myVertex");
glBindAttribLocation(program, ATTRIB_NORMAL, "myNormal");
glBindAttribLocation(program, ATTRIB_UV, "myUV");
glBindAttribLocation( program, ATTRIB_VERTEX, "myVertex" );
glBindAttribLocation( program, ATTRIB_NORMAL, "myNormal" );
glBindAttribLocation( program, ATTRIB_UV, "myUV" );
// Link program
if (!shader::linkProgram(program)) {
LOGI("Failed to link program: %d", program);
if( !ndk_helper::shader::LinkProgram( program ) )
{
LOGI( "Failed to link program: %d", program );
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
if( vert_shader )
{
glDeleteShader( vert_shader );
vert_shader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
if( frag_shader )
{
glDeleteShader( frag_shader );
frag_shader = 0;
}
if (program) {
glDeleteProgram(program);
if( program )
{
glDeleteProgram( program );
}
return false;
}
// Get uniform locations
params->_uiMatrixP = glGetUniformLocation(program, "uPMatrix");
params->_uiMatrixView = glGetUniformLocation(program, "uMVMatrix");
params->matrix_projection_ = glGetUniformLocation( program, "uPMatrix" );
params->matrix_view_ = glGetUniformLocation( program, "uMVMatrix" );
params->_uiLight0 = glGetUniformLocation(program, "vLight0");
params->_uiMaterialDiffuse = glGetUniformLocation(program,
"vMaterialDiffuse");
params->_uiMaterialAmbient = glGetUniformLocation(program,
"vMaterialAmbient");
params->_uiMaterialSpecular = glGetUniformLocation(program,
"vMaterialSpecular");
params->light0_ = glGetUniformLocation( program, "vLight0" );
params->material_diffuse_ = glGetUniformLocation( program, "vMaterialDiffuse" );
params->material_ambient_ = glGetUniformLocation( program, "vMaterialAmbient" );
params->material_specular_ = glGetUniformLocation( program, "vMaterialSpecular" );
// Release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
if( vert_shader )
glDeleteShader( vert_shader );
if( frag_shader )
glDeleteShader( frag_shader );
params->_program = program;
params->program_ = program;
return true;
}
bool TeapotRenderer::bind(tapCamera* camera)
bool TeapotRenderer::Bind( ndk_helper::TapCamera* camera )
{
_camera = camera;
camera_ = camera;
return true;
}

View File

@@ -43,62 +43,62 @@
#include "NDKHelper.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct TEAPOT_VERTEX
{
float fPos[3];
float fNormal[3];
float pos[3];
float normal[3];
};
enum SHADER_ATTRIBUTES {
enum SHADER_ATTRIBUTES
{
ATTRIB_VERTEX, ATTRIB_NORMAL, ATTRIB_UV,
};
struct SHADER_PARAMS
{
GLuint _program;
GLuint _uiLight0;
GLuint _uiMaterialDiffuse;
GLuint _uiMaterialAmbient;
GLuint _uiMaterialSpecular;
GLuint program_;
GLuint light0_;
GLuint material_diffuse_;
GLuint material_ambient_;
GLuint material_specular_;
GLuint _uiMatrixP;
GLuint _uiMatrixView;
GLuint matrix_projection_;
GLuint matrix_view_;
};
struct TEAPOT_MATERIALS
{
float diffuse_color[ 3 ];
float specular_color[ 4 ];
float ambient_color[ 3 ];
float diffuse_color[3];
float specular_color[4];
float ambient_color[3];
};
class TeapotRenderer
{
int32_t _iNumIndices;
int32_t _iNumVertices;
GLuint _ibo;
GLuint _vbo;
int32_t num_indices_;
int32_t num_vertices_;
GLuint ibo_;
GLuint vbo_;
SHADER_PARAMS _shaderParam;
bool loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh);
SHADER_PARAMS shader_param_;
bool LoadShaders( SHADER_PARAMS* params, const char* strVsh, const char* strFsh );
mat4 _mProjection;
mat4 _mView;
mat4 _mModel;
ndk_helper::Mat4 mat_projection_;
ndk_helper::Mat4 mat_view_;
ndk_helper::Mat4 mat_model_;
tapCamera* _camera;
ndk_helper::TapCamera* camera_;
public:
TeapotRenderer();
virtual ~TeapotRenderer();
void init();
void render();
void update(float dTime);
bool bind(tapCamera* camera);
void unload();
void updateViewport();
void Init();
void Render();
void Update( float dTime );
bool Bind( ndk_helper::TapCamera* camera );
void Unload();
void UpdateViewport();
};
#endif

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.helper;
import java.io.File;
@@ -10,35 +26,39 @@ import android.content.pm.ApplicationInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Matrix;
import android.media.AudioManager;
import android.media.AudioTrack;
import android.opengl.GLUtils;
import android.util.Log;
public class NDKHelper {
public class NDKHelper
{
private static Context context;
public static void setCotext( Context c )
public static void setContext(Context c)
{
Log.i("NDKHelper", "set context:" + c);
Log.i("NDKHelper", "setContext:" + c);
context = c;
}
//
//Load Bitmap
//Java helper is useful decoding PNG, TIFF etc rather than linking libPng etc separately
// Load Bitmap
// Java helper is useful decoding PNG, TIFF etc rather than linking libPng
// etc separately
//
private int nextPOT(int i)
{
int pot = 1;
while( pot < i ) pot <<= 1;
while (pot < i)
pot <<= 1;
return pot;
}
private Bitmap scaleBitmap(Bitmap bitmapToScale, float newWidth, float newHeight)
{
if(bitmapToScale == null)
if (bitmapToScale == null)
return null;
//get the original width and height
// get the original width and height
int width = bitmapToScale.getWidth();
int height = bitmapToScale.getHeight();
// create a matrix for the manipulation
@@ -48,10 +68,11 @@ public class NDKHelper {
matrix.postScale(newWidth / width, newHeight / height);
// recreate the new Bitmap and set it back
return Bitmap.createBitmap(bitmapToScale, 0, 0, bitmapToScale.getWidth(), bitmapToScale.getHeight(), matrix, true);
return Bitmap.createBitmap(bitmapToScale, 0, 0, bitmapToScale.getWidth(),
bitmapToScale.getHeight(), matrix, true);
}
public void loadTexture(String path)
public boolean loadTexture(String path)
{
Bitmap bitmap = null;
try
@@ -63,31 +84,33 @@ public class NDKHelper {
}
File file = new File(context.getExternalFilesDir(null), str);
if( file.canRead() )
if (file.canRead())
{
bitmap = BitmapFactory.decodeStream(new FileInputStream(file));
}
else
} else
{
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets().open(path));
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets()
.open(path));
}
// Matrix matrix = new Matrix();
// // resize the bit map
// matrix.postScale(-1F, 1F);
// Matrix matrix = new Matrix();
// // resize the bit map
// matrix.postScale(-1F, 1F);
//
// // recreate the new Bitmap and set it back
// bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix, true);
// // recreate the new Bitmap and set it back
// bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(),
// bitmap.getHeight(), matrix, true);
}
catch (Exception e) {
} catch (Exception e)
{
Log.w("NDKHelper", "Coundn't load a file:" + path);
return false;
}
if( bitmap != null )
if (bitmap != null)
{
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
}
return;
return true;
}
@@ -96,30 +119,38 @@ public class NDKHelper {
Bitmap bitmap = null;
try
{
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets().open(path));
if( iScalePOT )
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets()
.open(path));
if (iScalePOT)
{
int originalWidth = getBitmapWidth(bitmap);
int originalHeight = getBitmapHeight(bitmap);
int width = nextPOT(originalWidth);
int height = nextPOT(originalHeight);
if( originalWidth != width || originalHeight != height )
if (originalWidth != width || originalHeight != height)
{
//Scale it
bitmap = scaleBitmap( bitmap, width, height );
// Scale it
bitmap = scaleBitmap(bitmap, width, height);
}
}
}
catch (Exception e) {
} catch (Exception e)
{
Log.w("NDKHelper", "Coundn't load a file:" + path);
}
return bitmap;
}
public int getBitmapWidth(Bitmap bmp) { return bmp.getWidth(); }
public int getBitmapHeight(Bitmap bmp) { return bmp.getHeight(); }
public int getBitmapWidth(Bitmap bmp)
{
return bmp.getWidth();
}
public int getBitmapHeight(Bitmap bmp)
{
return bmp.getHeight();
}
public void getBitmapPixels(Bitmap bmp, int[] pixels)
{
@@ -133,15 +164,40 @@ public class NDKHelper {
bmp.recycle();
}
public static String getNativeLibraryDirectory(Context appContext) {
public static String getNativeLibraryDirectory(Context appContext)
{
ApplicationInfo ai = context.getApplicationInfo();
Log.w("NDKHelper", "ai.nativeLibraryDir:" + ai.nativeLibraryDir );
Log.w("NDKHelper", "ai.nativeLibraryDir:" + ai.nativeLibraryDir);
if ((ai.flags & ApplicationInfo.FLAG_UPDATED_SYSTEM_APP) != 0 ||
(ai.flags & ApplicationInfo.FLAG_SYSTEM) == 0) {
if ((ai.flags & ApplicationInfo.FLAG_UPDATED_SYSTEM_APP) != 0
|| (ai.flags & ApplicationInfo.FLAG_SYSTEM) == 0)
{
return ai.nativeLibraryDir;
}
return "/system/lib/";
}
public int getNativeAudioBufferSize()
{
int SDK_INT = android.os.Build.VERSION.SDK_INT;
if (SDK_INT >= 17)
{
AudioManager am = (AudioManager) context
.getSystemService(Context.AUDIO_SERVICE);
String framesPerBuffer = am
.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
return Integer.parseInt(framesPerBuffer);
} else
{
return 0;
}
}
public int getNativeAudioSampleRate()
{
return AudioTrack.getNativeOutputSampleRate(AudioManager.STREAM_SYSTEM);
}
}

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.teapot;
import javax.microedition.khronos.opengles.GL10;

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.teapot;
import android.app.NativeActivity;
@@ -32,7 +48,6 @@ public class TeapotNativeActivity extends NativeActivity {
}
}
// Our popup window, you will call it from your C/C++ code later
TeapotNativeActivity _activity;
@@ -72,6 +87,15 @@ public class TeapotNativeActivity extends NativeActivity {
}});
}
protected void onPause()
{
super.onPause();
if (_popupWindow != null) {
_popupWindow.dismiss();
_popupWindow = null;
}
}
public void updateFPS(final float fFPS)
{
if( _label == null )

View File

@@ -10,10 +10,10 @@ LOCAL_C_INCLUDES :=
LOCAL_CFLAGS :=
LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv2
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue helper
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue ndk_helper
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/helper)
$(call import-module,android/ndk_helper)
$(call import-module,android/native_app_glue)
$(call import-module,android/cpufeatures)

View File

@@ -32,6 +32,13 @@
#include "MoreTeapotsRenderer.h"
//-------------------------------------------------------------------------
//Preprocessor
//-------------------------------------------------------------------------
#define HELPER_CLASS_NAME "com/sample/helper/NDKHelper" //Class name of helper function
//-------------------------------------------------------------------------
//Constants
//-------------------------------------------------------------------------
const int32_t NUM_TEAPOTS_X = 8;
const int32_t NUM_TEAPOTS_Y = 8;
const int32_t NUM_TEAPOTS_Z = 6;
@@ -40,128 +47,132 @@ const int32_t NUM_TEAPOTS_Z = 6;
//Shared state for our app.
//-------------------------------------------------------------------------
struct android_app;
class engine {
MoreTeapotsRenderer _renderer;
class Engine
{
MoreTeapotsRenderer renderer_;
GLContext* _glContext;
ndk_helper::GLContext* gl_context_;
bool _bInitializedResources;
bool _bHasFocus;
bool initialized_resources_;
bool has_focus_;
DoubletapDetector _doubletapDetector;
PinchDetector _pinchDetector;
DragDetector _dragDetector;
perfMonitor _monitor;
ndk_helper::DoubletapDetector doubletap_detector_;
ndk_helper::PinchDetector pinch_detector_;
ndk_helper::DragDetector drag_detector_;
ndk_helper::PerfMonitor monitor_;
tapCamera _tapCamera;
ndk_helper::TapCamera tap_camera_;
android_app* _app;
android_app* app_;
ASensorManager* _sensorManager;
const ASensor* _accelerometerSensor;
ASensorEventQueue* _sensorEventQueue;
ASensorManager* sensor_manager_;
const ASensor* accelerometer_sensor_;
ASensorEventQueue* sensor_event_queue_;
void updateFPS(float fFPS);
void showUI();
void transformPosition( vec2& vec );
void UpdateFPS( float fps );
void ShowUI();
void TransformPosition( ndk_helper::Vec2& vec );
public:
static void handleCmd(struct android_app* app, int32_t cmd);
static int32_t handleInput( android_app* app, AInputEvent* event );
static void HandleCmd( struct android_app* app,
int32_t cmd );
static int32_t HandleInput( android_app* app,
AInputEvent* event );
engine();
~engine();
void setState(android_app* state);
int initDisplay();
void loadResources();
void unloadResources();
void drawFrame();
void termDisplay();
void trimMemory();
bool isReady();
Engine();
~Engine();
void SetState( android_app* state );
int InitDisplay();
void LoadResources();
void UnloadResources();
void DrawFrame();
void TermDisplay();
void TrimMemory();
bool IsReady();
void updatePosition( AInputEvent* event, int32_t iIndex, float& fX, float& fY);
void UpdatePosition( AInputEvent* event,
int32_t index,
float& x,
float& y );
void initSensors();
void processSensors( int32_t id );
void suspendSensors();
void resumeSensors();
void InitSensors();
void ProcessSensors( int32_t id );
void SuspendSensors();
void ResumeSensors();
};
//-------------------------------------------------------------------------
//Ctor
//-------------------------------------------------------------------------
engine::engine() :
_bInitializedResources( false ),
_bHasFocus( false ),
_app( NULL ),
_sensorManager( NULL ),
_accelerometerSensor( NULL ),
_sensorEventQueue( NULL )
Engine::Engine() :
initialized_resources_( false ),
has_focus_( false ),
app_( NULL ),
sensor_manager_( NULL ),
accelerometer_sensor_( NULL ),
sensor_event_queue_( NULL )
{
_glContext = GLContext::getInstance();
gl_context_ = ndk_helper::GLContext::GetInstance();
}
//-------------------------------------------------------------------------
//Dtor
//-------------------------------------------------------------------------
engine::~engine()
Engine::~Engine()
{
}
/**
* Load resources
*/
void engine::loadResources()
void Engine::LoadResources()
{
_renderer.init(NUM_TEAPOTS_X, NUM_TEAPOTS_Y, NUM_TEAPOTS_Z);
_renderer.bind(&_tapCamera);
renderer_.Init( NUM_TEAPOTS_X, NUM_TEAPOTS_Y, NUM_TEAPOTS_Z );
renderer_.Bind( &tap_camera_ );
}
/**
* Unload resources
*/
void engine::unloadResources()
void Engine::UnloadResources()
{
_renderer.unload();
renderer_.Unload();
}
/**
* Initialize an EGL context for the current display.
*/
int engine::initDisplay()
int Engine::InitDisplay()
{
if( !_bInitializedResources )
if( !initialized_resources_ )
{
_glContext->init( _app->window );
loadResources();
_bInitializedResources = true;
gl_context_->Init( app_->window );
LoadResources();
initialized_resources_ = true;
}
else
{
// initialize OpenGL ES and EGL
if( EGL_SUCCESS != _glContext->resume( _app->window ) )
if( EGL_SUCCESS != gl_context_->Resume( app_->window ) )
{
unloadResources();
loadResources();
UnloadResources();
LoadResources();
}
}
showUI();
ShowUI();
// Initialize GL state.
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable( GL_CULL_FACE );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
//Note that screen size might have been changed
glViewport(0, 0,
_glContext->getScreenWidth(),
_glContext->getScreenHeight() );
_renderer.updateViewport();
glViewport( 0, 0, gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() );
renderer_.UpdateViewport();
_tapCamera.setFlip(1.f, -1.f, -1.f);
_tapCamera.setPinchTransformFactor(10.f, 10.f, 8.f);
tap_camera_.SetFlip( 1.f, -1.f, -1.f );
tap_camera_.SetPinchTransformFactor( 10.f, 10.f, 8.f );
return 0;
}
@@ -169,108 +180,109 @@ int engine::initDisplay()
/**
* Just the current frame in the display.
*/
void engine::drawFrame()
void Engine::DrawFrame()
{
float fFPS;
if( _monitor.update(fFPS) )
float fps;
if( monitor_.Update( fps ) )
{
updateFPS( fFPS );
UpdateFPS( fps );
}
double dTime = _monitor.getCurrentTime();
_renderer.update(dTime);
double dTime = monitor_.GetCurrentTime();
renderer_.Update( dTime );
// Just fill the screen with a color.
glClearColor(0.5f, 0.5f, 0.5f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_renderer.render();
glClearColor( 0.5f, 0.5f, 0.5f, 1.f );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
renderer_.Render();
// Swap
if( EGL_SUCCESS != _glContext->swap() )
if( EGL_SUCCESS != gl_context_->Swap() )
{
unloadResources();
loadResources();
UnloadResources();
LoadResources();
}
}
/**
* Tear down the EGL context currently associated with the display.
*/
void engine::termDisplay()
void Engine::TermDisplay()
{
_glContext->suspend();
gl_context_->Suspend();
}
void engine::trimMemory()
void Engine::TrimMemory()
{
LOGI( "Trimming memory" );
_glContext->invalidate();
gl_context_->Invalidate();
}
/**
* Process the next input event.
*/
int32_t engine::handleInput( android_app* app, AInputEvent* event )
int32_t Engine::HandleInput( android_app* app,
AInputEvent* event )
{
engine* eng = (engine*)app->userData;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION)
Engine* eng = (Engine*) app->userData;
if( AInputEvent_getType( event ) == AINPUT_EVENT_TYPE_MOTION )
{
GESTURE_STATE doubleTapState = eng->_doubletapDetector.detect(event);
GESTURE_STATE dragState = eng->_dragDetector.detect(event);
GESTURE_STATE pinchState = eng->_pinchDetector.detect(event);
ndk_helper::GESTURE_STATE doubleTapState = eng->doubletap_detector_.Detect( event );
ndk_helper::GESTURE_STATE dragState = eng->drag_detector_.Detect( event );
ndk_helper::GESTURE_STATE pinchState = eng->pinch_detector_.Detect( event );
//Double tap detector has a priority over other detectors
if( doubleTapState == GESTURE_STATE_ACTION )
{
//Detect double tap
eng->_tapCamera.reset(true);
}
else
{
//Handle drag state
if( dragState & GESTURE_STATE_START )
{
//Otherwise, start dragging
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.beginDrag( v );
}
else if( dragState & GESTURE_STATE_MOVE )
{
vec2 v;
eng->_dragDetector.getPointer( v );
eng->transformPosition( v );
eng->_tapCamera.drag( v );
}
else if( dragState & GESTURE_STATE_END )
{
eng->_tapCamera.endDrag();
}
if( doubleTapState == ndk_helper::GESTURE_STATE_ACTION )
{
//Detect double tap
eng->tap_camera_.Reset( true );
}
else
{
//Handle drag state
if( dragState & ndk_helper::GESTURE_STATE_START )
{
//Otherwise, start dragging
ndk_helper::Vec2 v;
eng->drag_detector_.GetPointer( v );
eng->TransformPosition( v );
eng->tap_camera_.BeginDrag( v );
}
else if( dragState & ndk_helper::GESTURE_STATE_MOVE )
{
ndk_helper::Vec2 v;
eng->drag_detector_.GetPointer( v );
eng->TransformPosition( v );
eng->tap_camera_.Drag( v );
}
else if( dragState & ndk_helper::GESTURE_STATE_END )
{
eng->tap_camera_.EndDrag();
}
//Handle pinch state
if( pinchState & GESTURE_STATE_START )
{
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.beginPinch( v1, v2 );
}
else if( pinchState & GESTURE_STATE_MOVE )
{
//Multi touch
//Start new pinch
vec2 v1;
vec2 v2;
eng->_pinchDetector.getPointers( v1, v2 );
eng->transformPosition( v1 );
eng->transformPosition( v2 );
eng->_tapCamera.pinch( v1, v2 );
}
}
return 1;
//Handle pinch state
if( pinchState & ndk_helper::GESTURE_STATE_START )
{
//Start new pinch
ndk_helper::Vec2 v1;
ndk_helper::Vec2 v2;
eng->pinch_detector_.GetPointers( v1, v2 );
eng->TransformPosition( v1 );
eng->TransformPosition( v2 );
eng->tap_camera_.BeginPinch( v1, v2 );
}
else if( pinchState & ndk_helper::GESTURE_STATE_MOVE )
{
//Multi touch
//Start new pinch
ndk_helper::Vec2 v1;
ndk_helper::Vec2 v2;
eng->pinch_detector_.GetPointers( v1, v2 );
eng->TransformPosition( v1 );
eng->TransformPosition( v2 );
eng->tap_camera_.Pinch( v1, v2 );
}
}
return 1;
}
return 0;
}
@@ -278,176 +290,180 @@ int32_t engine::handleInput( android_app* app, AInputEvent* event )
/**
* Process the next main command.
*/
void engine::handleCmd(struct android_app* app, int32_t cmd)
void Engine::HandleCmd( struct android_app* app,
int32_t cmd )
{
engine* eng = (engine*)app->userData;
switch (cmd) {
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (app->window != NULL) {
eng->initDisplay();
eng->drawFrame();
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
eng->termDisplay();
eng->_bHasFocus = false;
break;
case APP_CMD_STOP:
break;
case APP_CMD_GAINED_FOCUS:
eng->resumeSensors();
//Start animation
eng->_bHasFocus = true;
break;
case APP_CMD_LOST_FOCUS:
eng->suspendSensors();
// Also stop animating.
eng->_bHasFocus = false;
eng->drawFrame();
break;
case APP_CMD_LOW_MEMORY:
//Free up GL resources
eng->trimMemory();
break;
Engine* eng = (Engine*) app->userData;
switch( cmd )
{
case APP_CMD_SAVE_STATE:
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if( app->window != NULL )
{
eng->InitDisplay();
eng->DrawFrame();
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
eng->TermDisplay();
eng->has_focus_ = false;
break;
case APP_CMD_STOP:
break;
case APP_CMD_GAINED_FOCUS:
eng->ResumeSensors();
//Start animation
eng->has_focus_ = true;
break;
case APP_CMD_LOST_FOCUS:
eng->SuspendSensors();
// Also stop animating.
eng->has_focus_ = false;
eng->DrawFrame();
break;
case APP_CMD_LOW_MEMORY:
//Free up GL resources
eng->TrimMemory();
break;
}
}
//-------------------------------------------------------------------------
//Sensor handlers
//-------------------------------------------------------------------------
void engine::initSensors()
void Engine::InitSensors()
{
_sensorManager = ASensorManager_getInstance();
_accelerometerSensor = ASensorManager_getDefaultSensor( _sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
_sensorEventQueue = ASensorManager_createEventQueue( _sensorManager,
_app->looper, LOOPER_ID_USER, NULL, NULL);
sensor_manager_ = ASensorManager_getInstance();
accelerometer_sensor_ = ASensorManager_getDefaultSensor( sensor_manager_,
ASENSOR_TYPE_ACCELEROMETER );
sensor_event_queue_ = ASensorManager_createEventQueue( sensor_manager_, app_->looper,
LOOPER_ID_USER, NULL, NULL );
}
void engine::processSensors( int32_t id )
void Engine::ProcessSensors( int32_t id )
{
// If a sensor has data, process it now.
if( id == LOOPER_ID_USER )
{
if (_accelerometerSensor != NULL)
if( accelerometer_sensor_ != NULL )
{
ASensorEvent event;
while (ASensorEventQueue_getEvents(_sensorEventQueue,
&event, 1) > 0)
while( ASensorEventQueue_getEvents( sensor_event_queue_, &event, 1 ) > 0 )
{
}
}
}
}
void engine::resumeSensors()
void Engine::ResumeSensors()
{
// When our app gains focus, we start monitoring the accelerometer.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(_sensorEventQueue,
_accelerometerSensor);
if( accelerometer_sensor_ != NULL )
{
ASensorEventQueue_enableSensor( sensor_event_queue_, accelerometer_sensor_ );
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(_sensorEventQueue,
_accelerometerSensor, (1000L/60)*1000);
ASensorEventQueue_setEventRate( sensor_event_queue_, accelerometer_sensor_,
(1000L / 60) * 1000 );
}
}
void engine::suspendSensors()
void Engine::SuspendSensors()
{
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (_accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(_sensorEventQueue,
_accelerometerSensor);
if( accelerometer_sensor_ != NULL )
{
ASensorEventQueue_disableSensor( sensor_event_queue_, accelerometer_sensor_ );
}
}
//-------------------------------------------------------------------------
//Misc
//-------------------------------------------------------------------------
void engine::setState(android_app* state)
void Engine::SetState( android_app* state )
{
_app = state;
_doubletapDetector.setConfiguration( _app->config );
_dragDetector.setConfiguration( _app->config );
_pinchDetector.setConfiguration( _app->config );
app_ = state;
doubletap_detector_.SetConfiguration( app_->config );
drag_detector_.SetConfiguration( app_->config );
pinch_detector_.SetConfiguration( app_->config );
}
bool engine::isReady()
bool Engine::IsReady()
{
if( _bHasFocus )
if( has_focus_ )
return true;
return false;
}
void engine::transformPosition( vec2& vec )
void Engine::TransformPosition( ndk_helper::Vec2& vec )
{
vec = vec2( 2.0f, 2.0f ) * vec / vec2( _glContext->getScreenWidth(), _glContext->getScreenHeight() ) - vec2( 1.f, 1.f );
vec = ndk_helper::Vec2( 2.0f, 2.0f ) * vec
/ ndk_helper::Vec2( gl_context_->GetScreenWidth(), gl_context_->GetScreenHeight() )
- ndk_helper::Vec2( 1.f, 1.f );
}
void engine::showUI()
void Engine::ShowUI()
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
app_->activity->vm->AttachCurrentThread( &jni, NULL );
//Default class retrieval
jclass clazz = jni->GetObjectClass( _app->activity->clazz );
jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V" );
jni->CallVoidMethod( _app->activity->clazz, methodID );
jclass clazz = jni->GetObjectClass( app_->activity->clazz );
jmethodID methodID = jni->GetMethodID( clazz, "showUI", "()V" );
jni->CallVoidMethod( app_->activity->clazz, methodID );
_app->activity->vm->DetachCurrentThread();
app_->activity->vm->DetachCurrentThread();
return;
}
void engine::updateFPS(float fFPS)
void Engine::UpdateFPS( float fps )
{
JNIEnv *jni;
_app->activity->vm->AttachCurrentThread(&jni, NULL);
app_->activity->vm->AttachCurrentThread( &jni, NULL );
//Default class retrieval
jclass clazz = jni->GetObjectClass(_app->activity->clazz);
jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V");
jni->CallVoidMethod(_app->activity->clazz, methodID, fFPS);
jclass clazz = jni->GetObjectClass( app_->activity->clazz );
jmethodID methodID = jni->GetMethodID( clazz, "updateFPS", "(F)V" );
jni->CallVoidMethod( app_->activity->clazz, methodID, fps );
_app->activity->vm->DetachCurrentThread();
app_->activity->vm->DetachCurrentThread();
return;
}
engine g_engine;
Engine g_engine;
/**
* This is the main entry point of a native application that is using
* android_native_app_glue. It runs in its own thread, with its own
* event loop for receiving input events and doing other things.
*/
void android_main(android_app* state)
void android_main( android_app* state )
{
app_dummy();
g_engine.setState( state );
g_engine.SetState( state );
//Init helper functions
JNIHelper::init( state->activity );
ndk_helper::JNIHelper::GetInstance()->Init( state->activity, HELPER_CLASS_NAME );
state->userData = &g_engine;
state->onAppCmd = engine::handleCmd;
state->onInputEvent = engine::handleInput;
state->onAppCmd = Engine::HandleCmd;
state->onInputEvent = Engine::HandleInput;
#ifdef USE_NDK_PROFILER
monstartup("libNativeActivity.so");
#endif
// Prepare to monitor accelerometer
g_engine.initSensors();
g_engine.InitSensors();
// loop waiting for stuff to do.
while (1) {
while( 1 )
{
// Read all pending events.
int id;
int events;
@@ -456,28 +472,28 @@ void android_main(android_app* state)
// If not animating, we will block forever waiting for events.
// If animating, we loop until all events are read, then continue
// to draw the next frame of animation.
while ((id = ALooper_pollAll( g_engine.isReady() ? 0 : -1, NULL, &events,
(void**)&source) ) >= 0)
while( (id = ALooper_pollAll( g_engine.IsReady() ? 0 : -1, NULL, &events, (void**) &source ))
>= 0 )
{
// Process this event.
if (source != NULL)
source->process(state, source);
if( source != NULL )
source->process( state, source );
g_engine.processSensors( id );
g_engine.ProcessSensors( id );
// Check if we are exiting.
if (state->destroyRequested != 0)
if( state->destroyRequested != 0 )
{
g_engine.termDisplay();
g_engine.TermDisplay();
return;
}
}
if( g_engine.isReady() )
if( g_engine.IsReady() )
{
// Drawing is throttled to the screen update rate, so there
// is no need to do timing here.
g_engine.drawFrame();
g_engine.DrawFrame();
}
}
}

View File

@@ -18,7 +18,6 @@
// MoreTeapotsRenderer.cpp
// Render teapots
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
@@ -32,7 +31,8 @@
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
MoreTeapotsRenderer::MoreTeapotsRenderer() : _bGeometryInstancingSupport( false )
MoreTeapotsRenderer::MoreTeapotsRenderer() :
geometry_instancing_support_( false )
{
}
@@ -40,21 +40,25 @@ MoreTeapotsRenderer::MoreTeapotsRenderer() : _bGeometryInstancingSupport( false
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
MoreTeapotsRenderer::~MoreTeapotsRenderer() {
unload();
MoreTeapotsRenderer::~MoreTeapotsRenderer()
{
Unload();
}
//--------------------------------------------------------------------------------
// Init
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::init( const int32_t numX, const int32_t numY, const int32_t numZ )
void MoreTeapotsRenderer::Init( const int32_t numX,
const int32_t numY,
const int32_t numZ )
{
if( GLContext::getInstance()->getGLVersion() >= 3.0 )
if( ndk_helper::GLContext::GetInstance()->GetGLVersion() >= 3.0 )
{
_bGeometryInstancingSupport = true;
geometry_instancing_support_ = true;
}
else if( GLContext::getInstance()->checkExtension("GL_NV_draw_instanced")
&& GLContext::getInstance()->checkExtension("GL_NV_uniform_buffer_object") )
else if( ndk_helper::GLContext::GetInstance()->CheckExtension( "GL_NV_draw_instanced" )
&& ndk_helper::GLContext::GetInstance()->CheckExtension(
"GL_NV_uniform_buffer_object" ) )
{
LOGI( "Supported via extension!" );
//_bGeometryInstancingSupport = true;
@@ -63,92 +67,87 @@ void MoreTeapotsRenderer::init( const int32_t numX, const int32_t numY, const in
}
//Settings
glFrontFace (GL_CCW);
glFrontFace( GL_CCW );
//Create Index buffer
_iNumIndices = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers(1, &_ibo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER,
sizeof( teapotIndices ) , teapotIndices,
GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
num_indices_ = sizeof(teapotIndices) / sizeof(teapotIndices[0]);
glGenBuffers( 1, &ibo_ );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glBufferData( GL_ELEMENT_ARRAY_BUFFER, sizeof(teapotIndices), teapotIndices, GL_STATIC_DRAW );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
//Create VBO
_iNumVertices = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
num_vertices_ = sizeof(teapotPositions) / sizeof(teapotPositions[0]) / 3;
int32_t iStride = sizeof(TEAPOT_VERTEX);
int32_t iIndex = 0;
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[_iNumVertices];
for( int32_t i = 0; i < _iNumVertices; ++i )
TEAPOT_VERTEX* p = new TEAPOT_VERTEX[num_vertices_];
for( int32_t i = 0; i < num_vertices_; ++i )
{
p[i].fPos[0] = teapotPositions[iIndex];
p[i].fPos[1] = teapotPositions[iIndex+1];
p[i].fPos[2] = teapotPositions[iIndex+2];
p[i].pos[0] = teapotPositions[iIndex];
p[i].pos[1] = teapotPositions[iIndex + 1];
p[i].pos[2] = teapotPositions[iIndex + 2];
p[i].fNormal[0] = teapotNormals[iIndex];
p[i].fNormal[1] = teapotNormals[iIndex+1];
p[i].fNormal[2] = teapotNormals[iIndex+2];
p[i].normal[0] = teapotNormals[iIndex];
p[i].normal[1] = teapotNormals[iIndex + 1];
p[i].normal[2] = teapotNormals[iIndex + 2];
iIndex += 3;
}
glGenBuffers(1, &_vbo);
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBufferData(GL_ARRAY_BUFFER, iStride * _iNumVertices,
p, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glGenBuffers( 1, &vbo_ );
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
glBufferData( GL_ARRAY_BUFFER, iStride * num_vertices_, p, GL_STATIC_DRAW );
glBindBuffer( GL_ARRAY_BUFFER, 0 );
delete[] p;
//Init Projection matrices
_iX = numX;
_iY = numY;
_iZ = numZ;
_mModels.reserve( _iX * _iY * _iZ );
teapot_x_ = numX;
teapot_y_ = numY;
teapot_z_ = numZ;
vec_mat_models_.reserve( teapot_x_ * teapot_y_ * teapot_z_ );
updateViewport();
UpdateViewport();
float fTotalWidth = 500.f;
float fGapX = fTotalWidth / (_iX - 1);
float fGapY = fTotalWidth / (_iY - 1);
float fGapZ = fTotalWidth / (_iZ - 1);
float fOffsetX = -fTotalWidth/ 2.f;
float fOffsetY = -fTotalWidth/ 2.f;
float fOffsetZ = -fTotalWidth/ 2.f;
const float total_width = 500.f;
float gap_x = total_width / (teapot_x_ - 1);
float gap_y = total_width / (teapot_y_ - 1);
float gap_z = total_width / (teapot_z_ - 1);
float offset_x = -total_width / 2.f;
float offset_y = -total_width / 2.f;
float offset_z = -total_width / 2.f;
for( int32_t iX = 0; iX < _iX; ++iX )
for( int32_t iY = 0; iY < _iY; ++iY )
for( int32_t iZ = 0; iZ < _iZ; ++iZ )
for( int32_t iX = 0; iX < teapot_x_; ++iX )
for( int32_t iY = 0; iY < teapot_y_; ++iY )
for( int32_t iZ = 0; iZ < teapot_z_; ++iZ )
{
_mModels.push_back( mat4::translation( iX * fGapX + fOffsetX,
iY * fGapY + fOffsetY,
iZ * fGapZ + fOffsetZ) );
_mColors.push_back(
vec3( random() / float(RAND_MAX * 1.1),
random() / float(RAND_MAX * 1.1),
random() / float(RAND_MAX * 1.1)
) );
vec_mat_models_.push_back(
ndk_helper::Mat4::Translation( iX * gap_x + offset_x, iY * gap_y + offset_y,
iZ * gap_z + offset_z ) );
vec_colors_.push_back(
ndk_helper::Vec3( random() / float( RAND_MAX * 1.1 ),
random() / float( RAND_MAX * 1.1 ),
random() / float( RAND_MAX * 1.1 ) ) );
float fX = random() / float(RAND_MAX) - 0.5f;
float fY = random() / float(RAND_MAX) - 0.5f;
_mVecRotation.push_back(
vec2( fX * 0.05f, fY * 0.05f ) );
_mCurrentRotation.push_back(
vec2( fX * M_PI, fY * M_PI ) );
float fX = random() / float( RAND_MAX ) - 0.5f;
float fY = random() / float( RAND_MAX ) - 0.5f;
vec_rotations_.push_back( ndk_helper::Vec2( fX * 0.05f, fY * 0.05f ) );
vec_current_rotations_.push_back( ndk_helper::Vec2( fX * M_PI, fY * M_PI ) );
}
if( _bGeometryInstancingSupport )
if( geometry_instancing_support_ )
{
//
//Create parameter dictionary for shader patch
std::map< std::string, std::string> param;
param[ std::string( "%NUM_TEAPOT%" ) ] = toString( _iX * _iY * _iZ );
param[ std::string( "%LOCATION_VERTEX%" ) ] = toString( ATTRIB_VERTEX );
param[ std::string( "%LOCATION_NORMAL%" ) ] = toString( ATTRIB_NORMAL );
if( _bARBSupport )
param[ std::string( "%ARB%" ) ] = std::string( "ARB" );
std::map<std::string, std::string> param;
param[std::string( "%NUM_TEAPOT%" )] = ToString( teapot_x_ * teapot_y_ * teapot_z_ );
param[std::string( "%LOCATION_VERTEX%" )] = ToString( ATTRIB_VERTEX );
param[std::string( "%LOCATION_NORMAL%" )] = ToString( ATTRIB_NORMAL );
if( arb_support_ )
param[std::string( "%ARB%" )] = std::string( "ARB" );
else
param[ std::string( "%ARB%" ) ] = std::string( "" );
param[std::string( "%ARB%" )] = std::string( "" );
//Load shader
bool b = loadShadersES3( &_shaderParam, "Shaders/VS_ShaderPlainES3.vsh", "Shaders/ShaderPlainES3.fsh", param );
bool b = LoadShadersES3( &shader_param_, "Shaders/VS_ShaderPlainES3.vsh",
"Shaders/ShaderPlainES3.fsh", param );
if( b )
{
//
@@ -156,235 +155,226 @@ void MoreTeapotsRenderer::init( const int32_t numX, const int32_t numY, const in
//
GLuint bindingPoint = 1;
GLuint blockIndex;
blockIndex = glGetUniformBlockIndex( _shaderParam._program, "ParamBlock" );
glUniformBlockBinding( _shaderParam._program, blockIndex, bindingPoint );
blockIndex = glGetUniformBlockIndex( shader_param_.program_, "ParamBlock" );
glUniformBlockBinding( shader_param_.program_, blockIndex, bindingPoint );
//Retrieve array stride value
int32_t iNumIndices;
glGetActiveUniformBlockiv( _shaderParam._program, blockIndex,
glGetActiveUniformBlockiv( shader_param_.program_, blockIndex,
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &iNumIndices );
GLint i[iNumIndices];
GLint stride[iNumIndices];
glGetActiveUniformBlockiv( _shaderParam._program, blockIndex,
glGetActiveUniformBlockiv( shader_param_.program_, blockIndex,
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, i );
glGetActiveUniformsiv( _shaderParam._program, iNumIndices, (GLuint*)i, GL_UNIFORM_ARRAY_STRIDE, stride );
glGetActiveUniformsiv( shader_param_.program_, iNumIndices, (GLuint*) i,
GL_UNIFORM_ARRAY_STRIDE, stride );
_uboMatrixStride = stride[ 0 ] / sizeof(float);
_uboVectorStride = stride[ 2 ] / sizeof(float);
ubo_matrix_stride_ = stride[0] / sizeof(float);
ubo_vector_stride_ = stride[2] / sizeof(float);
glGenBuffers(1, &_ubo);
glBindBuffer(GL_UNIFORM_BUFFER, _ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint, _ubo);
glGenBuffers( 1, &ubo_ );
glBindBuffer( GL_UNIFORM_BUFFER, ubo_ );
glBindBufferBase( GL_UNIFORM_BUFFER, bindingPoint, ubo_ );
//Store color value which wouldn't be updated every frame
int32_t iSize = _iX * _iY * _iZ *
(_uboMatrixStride+_uboMatrixStride+_uboVectorStride); //mat4 + mat4 + vec3 + 1 stride
int32_t iSize = teapot_x_ * teapot_y_ * teapot_z_
* (ubo_matrix_stride_ + ubo_matrix_stride_ + ubo_vector_stride_); //Mat4 + Mat4 + Vec3 + 1 stride
float* pBuffer = new float[iSize];
float* pColor = pBuffer + _iX * _iY * _iZ * _uboMatrixStride*2;
for( int32_t i = 0; i < _iX * _iY * _iZ; ++i )
float* pColor = pBuffer + teapot_x_ * teapot_y_ * teapot_z_ * ubo_matrix_stride_ * 2;
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
memcpy(pColor, &_mColors[ i ], 3 * sizeof(float));
pColor += _uboVectorStride; //Assuming std140 layout which is 4 DWORD stride for vectors
memcpy( pColor, &vec_colors_[i], 3 * sizeof(float) );
pColor += ubo_vector_stride_; //Assuming std140 layout which is 4 DWORD stride for vectors
}
glBufferData(GL_UNIFORM_BUFFER, iSize * sizeof(float), pBuffer, GL_DYNAMIC_DRAW);
glBufferData( GL_UNIFORM_BUFFER, iSize * sizeof(float), pBuffer, GL_DYNAMIC_DRAW );
delete[] pBuffer;
}
else
{
LOGI("Shader compilation failed!! Falls back to ES2.0 pass"); //This happens some devices.
_bGeometryInstancingSupport = false;
LOGI( "Shader compilation failed!! Falls back to ES2.0 pass" );
//This happens some devices.
geometry_instancing_support_ = false;
//Load shader for GLES2.0
loadShaders( &_shaderParam, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
LoadShaders( &shader_param_, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
}
}
else
{
//Load shader for GLES2.0
loadShaders( &_shaderParam, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
LoadShaders( &shader_param_, "Shaders/VS_ShaderPlain.vsh", "Shaders/ShaderPlain.fsh" );
}
}
void MoreTeapotsRenderer::updateViewport()
void MoreTeapotsRenderer::UpdateViewport()
{
int32_t viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
float fAspect = (float)viewport[2] / (float)viewport[3];
glGetIntegerv( GL_VIEWPORT, viewport );
float fAspect = (float) viewport[2] / (float) viewport[3];
const float CAM_NEAR = 5.f;
const float CAM_FAR = 10000.f;
bool bRotate = false;
_mProjection = mat4::perspective(fAspect, 1.f,
CAM_NEAR, CAM_FAR);
mat_projection_ = ndk_helper::Mat4::Perspective( fAspect, 1.f, CAM_NEAR, CAM_FAR );
}
//--------------------------------------------------------------------------------
// Unload
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::unload()
void MoreTeapotsRenderer::Unload()
{
if (_vbo)
if( vbo_ )
{
glDeleteBuffers(1, &_vbo);
_vbo = 0;
glDeleteBuffers( 1, &vbo_ );
vbo_ = 0;
}
if (_ubo)
if( ubo_ )
{
glDeleteBuffers(1, &_ubo);
_ubo = 0;
glDeleteBuffers( 1, &ubo_ );
ubo_ = 0;
}
if (_ibo)
if( ibo_ )
{
glDeleteBuffers(1, &_ibo);
_ibo = 0;
glDeleteBuffers( 1, &ibo_ );
ibo_ = 0;
}
if (_shaderParam._program )
if( shader_param_.program_ )
{
glDeleteProgram(_shaderParam._program);
_shaderParam._program = 0;
glDeleteProgram( shader_param_.program_ );
shader_param_.program_ = 0;
}
}
//--------------------------------------------------------------------------------
// Update
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::update(float fTime)
void MoreTeapotsRenderer::Update( float fTime )
{
const float CAM_X = 0.f;
const float CAM_Y = 0.f;
const float CAM_Z = 2000.f;
_mView = mat4::lookAt(vec3(CAM_X, CAM_Y, CAM_Z),
vec3(0.f, 0.f, 0.f), vec3(0.f, 1.f, 0.f));
mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ),
ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
if( _camera )
if( camera_ )
{
_camera->update();
_mView = _camera->getTransformMatrix() * _mView * _camera->getRotationMatrix();
camera_->Update();
mat_view_ = camera_->GetTransformMatrix() * mat_view_ * camera_->GetRotationMatrix();
}
}
//--------------------------------------------------------------------------------
// Render
//--------------------------------------------------------------------------------
void MoreTeapotsRenderer::render()
void MoreTeapotsRenderer::Render()
{
// Bind the VBO
glBindBuffer(GL_ARRAY_BUFFER, _vbo);
glBindBuffer( GL_ARRAY_BUFFER, vbo_ );
int32_t iStride = sizeof(TEAPOT_VERTEX);
// Pass the vertex data
glVertexAttribPointer(ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 0 ));
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer( ATTRIB_VERTEX, 3, GL_FLOAT, GL_FALSE, iStride, BUFFER_OFFSET( 0 ) );
glEnableVertexAttribArray( ATTRIB_VERTEX );
glVertexAttribPointer(ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ));
glEnableVertexAttribArray(ATTRIB_NORMAL);
glVertexAttribPointer( ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, iStride,
BUFFER_OFFSET( 3 * sizeof(GLfloat) ) );
glEnableVertexAttribArray( ATTRIB_NORMAL );
// Bind the IB
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, ibo_ );
glUseProgram(_shaderParam._program);
glUseProgram( shader_param_.program_ );
TEAPOT_MATERIALS material = {
{1.0f, 1.0f, 1.0f, 10.f},
{0.1f, 0.1f, 0.1f},
};
TEAPOT_MATERIALS material = { { 1.0f, 1.0f, 1.0f, 10.f }, { 0.1f, 0.1f, 0.1f }, };
//Update uniforms
//
//using glUniform3fv here was troublesome..
//
glUniform4f(_shaderParam._uiMaterialSpecular,
material.specular_color[0],
material.specular_color[1],
material.specular_color[2],
material.specular_color[3]);
glUniform3f(_shaderParam._uiMaterialAmbient,
material.ambient_color[0],
material.ambient_color[1],
material.ambient_color[2]);
glUniform4f( shader_param_.material_specular_, material.specular_color[0],
material.specular_color[1], material.specular_color[2], material.specular_color[3] );
glUniform3f( shader_param_.material_ambient_, material.ambient_color[0],
material.ambient_color[1], material.ambient_color[2] );
glUniform3f(_shaderParam._uiLight0, 100.f, -200.f, -600.f);
glUniform3f( shader_param_.light0_, 100.f, -200.f, -600.f );
if( _bGeometryInstancingSupport )
if( geometry_instancing_support_ )
{
//
//Geometry instancing, new feature in GLES3.0
//
//Update UBO
glBindBuffer(GL_UNIFORM_BUFFER, _ubo);
float* p = (float*)glMapBufferRange(GL_UNIFORM_BUFFER,
0, _iX * _iY * _iZ * (_uboMatrixStride * 2) * sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
glBindBuffer( GL_UNIFORM_BUFFER, ubo_ );
float* p = (float*) glMapBufferRange( GL_UNIFORM_BUFFER, 0,
teapot_x_ * teapot_y_ * teapot_z_ * (ubo_matrix_stride_ * 2) * sizeof(float),
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT );
float* pMVPMat = p;
float* pMVMat = p + _iX * _iY * _iZ * _uboMatrixStride;
for( int32_t i = 0; i < _iX * _iY * _iZ; ++i )
float* pMVMat = p + teapot_x_ * teapot_y_ * teapot_z_ * ubo_matrix_stride_;
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
//Rotation
float fX, fY;
_mCurrentRotation[ i ] += _mVecRotation[ i ];
_mCurrentRotation[ i ].value( fX, fY );
mat4 mRotation = mat4::rotationX( fX ) * mat4::rotationY( fY );
vec_current_rotations_[i] += vec_rotations_[i];
vec_current_rotations_[i].Value( fX, fY );
ndk_helper::Mat4 mat_rotation = ndk_helper::Mat4::RotationX( fX )
* ndk_helper::Mat4::RotationY( fY );
// Feed Projection and Model View matrices to the shaders
mat4 mV = _mView * _mModels[ i ] * mRotation;
mat4 mVP = _mProjection * mV;
ndk_helper::Mat4 mat_v = mat_view_ * vec_mat_models_[i] * mat_rotation;
ndk_helper::Mat4 mat_vp = mat_projection_ * mat_v;
memcpy(pMVPMat, mVP.ptr(), sizeof(mV) );
pMVPMat += _uboMatrixStride;
memcpy( pMVPMat, mat_vp.Ptr(), sizeof(mat_v) );
pMVPMat += ubo_matrix_stride_;
memcpy(pMVMat, mV.ptr(), sizeof(mV) );
pMVMat += _uboMatrixStride;
memcpy( pMVMat, mat_v.Ptr(), sizeof(mat_v) );
pMVMat += ubo_matrix_stride_;
}
glUnmapBuffer(GL_UNIFORM_BUFFER);
glUnmapBuffer( GL_UNIFORM_BUFFER );
//Instanced rendering
glDrawElementsInstanced(GL_TRIANGLES, _iNumIndices, GL_UNSIGNED_SHORT,
BUFFER_OFFSET(0), _iX * _iY * _iZ);
glDrawElementsInstanced( GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0),
teapot_x_ * teapot_y_ * teapot_z_ );
}
else
{
//Regular rendering pass
for( int32_t i = 0; i < _iX * _iY * _iZ; ++i )
for( int32_t i = 0; i < teapot_x_ * teapot_y_ * teapot_z_; ++i )
{
//Set diffuse
float fX, fY, fZ;
_mColors[ i ].value( fX, fY, fZ );
glUniform4f(_shaderParam._uiMaterialDiffuse, fX, fY, fZ,
1.f);
float x, y, z;
vec_colors_[i].Value( x, y, z );
glUniform4f( shader_param_.material_diffuse_, x, y, z, 1.f );
//Rotation
_mCurrentRotation[ i ] += _mVecRotation[ i ];
_mCurrentRotation[ i ].value( fX, fY );
mat4 mRotation = mat4::rotationX( fX ) * mat4::rotationY( fY );
vec_current_rotations_[i] += vec_rotations_[i];
vec_current_rotations_[i].Value( x, y );
ndk_helper::Mat4 mat_rotation = ndk_helper::Mat4::RotationX( x )
* ndk_helper::Mat4::RotationY( y );
// Feed Projection and Model View matrices to the shaders
mat4 mV = _mView * _mModels[ i ] * mRotation;
mat4 mVP = _mProjection * mV;
glUniformMatrix4fv(_shaderParam._uiMatrixP, 1, GL_FALSE,
mVP.ptr());
glUniformMatrix4fv(_shaderParam._uiMatrixView, 1, GL_FALSE,
mV.ptr());
ndk_helper::Mat4 mat_v = mat_view_ * vec_mat_models_[i] * mat_rotation;
ndk_helper::Mat4 mat_vp = mat_projection_ * mat_v;
glUniformMatrix4fv( shader_param_.matrix_projection_, 1, GL_FALSE, mat_vp.Ptr() );
glUniformMatrix4fv( shader_param_.matrix_view_, 1, GL_FALSE, mat_v.Ptr() );
glDrawElements(GL_TRIANGLES, _iNumIndices, GL_UNSIGNED_SHORT,
BUFFER_OFFSET(0));
glDrawElements( GL_TRIANGLES, num_indices_, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0) );
}
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer( GL_ARRAY_BUFFER, 0 );
glBindBuffer( GL_ELEMENT_ARRAY_BUFFER, 0 );
}
//--------------------------------------------------------------------------------
// LoadShaders
//--------------------------------------------------------------------------------
bool MoreTeapotsRenderer::loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh)
bool MoreTeapotsRenderer::LoadShaders( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh )
{
//
//Shader load for GLES2
@@ -396,75 +386,79 @@ bool MoreTeapotsRenderer::loadShaders(SHADER_PARAMS* params, const char* strVsh,
// Create shader program
program = glCreateProgram();
LOGI("Created Shader %d", program);
LOGI( "Created Shader %d", program );
// Create and compile vertex shader
if (!shader::compileShader(&vertShader, GL_VERTEX_SHADER, strVsh)) {
LOGI("Failed to compile vertex shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &vertShader, GL_VERTEX_SHADER, strVsh ) )
{
LOGI( "Failed to compile vertex shader" );
glDeleteProgram( program );
return false;
}
// Create and compile fragment shader
if (!shader::compileShader(&fragShader, GL_FRAGMENT_SHADER, strFsh)) {
LOGI("Failed to compile fragment shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &fragShader, GL_FRAGMENT_SHADER, strFsh ) )
{
LOGI( "Failed to compile fragment shader" );
glDeleteProgram( program );
return false;
}
// Attach vertex shader to program
glAttachShader(program, vertShader);
glAttachShader( program, vertShader );
// Attach fragment shader to program
glAttachShader(program, fragShader);
glAttachShader( program, fragShader );
// Bind attribute locations
// this needs to be done prior to linking
glBindAttribLocation(program, ATTRIB_VERTEX, "myVertex");
glBindAttribLocation(program, ATTRIB_NORMAL, "myNormal");
glBindAttribLocation( program, ATTRIB_VERTEX, "myVertex" );
glBindAttribLocation( program, ATTRIB_NORMAL, "myNormal" );
// Link program
if (!shader::linkProgram(program)) {
LOGI("Failed to link program: %d", program);
if( !ndk_helper::shader::LinkProgram( program ) )
{
LOGI( "Failed to link program: %d", program );
if (vertShader) {
glDeleteShader(vertShader);
if( vertShader )
{
glDeleteShader( vertShader );
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
if( fragShader )
{
glDeleteShader( fragShader );
fragShader = 0;
}
if (program) {
glDeleteProgram(program);
if( program )
{
glDeleteProgram( program );
}
return false;
}
// Get uniform locations
params->_uiMatrixP = glGetUniformLocation(program, "uPMatrix");
params->_uiMatrixView = glGetUniformLocation(program, "uMVMatrix");
params->matrix_projection_ = glGetUniformLocation( program, "uPMatrix" );
params->matrix_view_ = glGetUniformLocation( program, "uMVMatrix" );
params->_uiLight0 = glGetUniformLocation(program, "vLight0");
params->_uiMaterialDiffuse = glGetUniformLocation(program,
"vMaterialDiffuse");
params->_uiMaterialAmbient = glGetUniformLocation(program,
"vMaterialAmbient");
params->_uiMaterialSpecular = glGetUniformLocation(program,
"vMaterialSpecular");
params->light0_ = glGetUniformLocation( program, "vLight0" );
params->material_diffuse_ = glGetUniformLocation( program, "vMaterialDiffuse" );
params->material_ambient_ = glGetUniformLocation( program, "vMaterialAmbient" );
params->material_specular_ = glGetUniformLocation( program, "vMaterialSpecular" );
// Release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
if( vertShader )
glDeleteShader( vertShader );
if( fragShader )
glDeleteShader( fragShader );
params->_program = program;
params->program_ = program;
return true;
}
bool MoreTeapotsRenderer::loadShadersES3(SHADER_PARAMS* params,
const char* strVsh, const char* strFsh,
bool MoreTeapotsRenderer::LoadShadersES3( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh,
std::map<std::string, std::string>&shaderParams )
{
//
@@ -477,80 +471,85 @@ bool MoreTeapotsRenderer::loadShadersES3(SHADER_PARAMS* params,
// Create shader program
program = glCreateProgram();
LOGI("Created Shader %d", program);
LOGI( "Created Shader %d", program );
// Create and compile vertex shader
if (!shader::compileShader(&vertShader, GL_VERTEX_SHADER, strVsh, shaderParams)) {
LOGI("Failed to compile vertex shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &vertShader, GL_VERTEX_SHADER, strVsh, shaderParams ) )
{
LOGI( "Failed to compile vertex shader" );
glDeleteProgram( program );
return false;
}
// Create and compile fragment shader
if (!shader::compileShader(&fragShader, GL_FRAGMENT_SHADER, strFsh, shaderParams)) {
LOGI("Failed to compile fragment shader");
glDeleteProgram(program);
if( !ndk_helper::shader::CompileShader( &fragShader, GL_FRAGMENT_SHADER, strFsh,
shaderParams ) )
{
LOGI( "Failed to compile fragment shader" );
glDeleteProgram( program );
return false;
}
// Attach vertex shader to program
glAttachShader(program, vertShader);
glAttachShader( program, vertShader );
// Attach fragment shader to program
glAttachShader(program, fragShader);
glAttachShader( program, fragShader );
// Link program
if (!shader::linkProgram(program)) {
LOGI("Failed to link program: %d", program);
if( !ndk_helper::shader::LinkProgram( program ) )
{
LOGI( "Failed to link program: %d", program );
if (vertShader) {
glDeleteShader(vertShader);
if( vertShader )
{
glDeleteShader( vertShader );
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
if( fragShader )
{
glDeleteShader( fragShader );
fragShader = 0;
}
if (program) {
glDeleteProgram(program);
if( program )
{
glDeleteProgram( program );
}
return false;
}
// Get uniform locations
params->_uiLight0 = glGetUniformLocation(program, "vLight0");
params->_uiMaterialAmbient = glGetUniformLocation(program,
"vMaterialAmbient");
params->_uiMaterialSpecular = glGetUniformLocation(program,
"vMaterialSpecular");
params->light0_ = glGetUniformLocation( program, "vLight0" );
params->material_ambient_ = glGetUniformLocation( program, "vMaterialAmbient" );
params->material_specular_ = glGetUniformLocation( program, "vMaterialSpecular" );
// Release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
if( vertShader )
glDeleteShader( vertShader );
if( fragShader )
glDeleteShader( fragShader );
params->_program = program;
params->program_ = program;
return true;
}
//--------------------------------------------------------------------------------
// Bind
//--------------------------------------------------------------------------------
bool MoreTeapotsRenderer::bind(tapCamera* camera)
bool MoreTeapotsRenderer::Bind( ndk_helper::TapCamera* camera )
{
_camera = camera;
camera_ = camera;
return true;
}
//--------------------------------------------------------------------------------
// Helper functions
//--------------------------------------------------------------------------------
std::string MoreTeapotsRenderer::toString( const int32_t i )
std::string MoreTeapotsRenderer::ToString( const int32_t i )
{
char str[64];
snprintf( str, sizeof( str ), "%d", i );
snprintf( str, sizeof(str), "%d", i );
return std::string( str );
}

View File

@@ -47,74 +47,79 @@
struct TEAPOT_VERTEX
{
float fPos[3];
float fNormal[3];
float pos[3];
float normal[3];
};
enum SHADER_ATTRIBUTES {
enum SHADER_ATTRIBUTES
{
ATTRIB_VERTEX, ATTRIB_NORMAL, ATTRIB_COLOR, ATTRIB_UV
};
struct SHADER_PARAMS
{
GLuint _program;
GLuint _uiLight0;
GLuint _uiMaterialDiffuse;
GLuint _uiMaterialAmbient;
GLuint _uiMaterialSpecular;
GLuint program_;
GLuint light0_;
GLuint material_diffuse_;
GLuint material_ambient_;
GLuint material_specular_;
GLuint _uiMatrixP;
GLuint _uiMatrixView;
GLuint matrix_projection_;
GLuint matrix_view_;
};
struct TEAPOT_MATERIALS
{
float specular_color[ 4 ];
float ambient_color[ 3 ];
float specular_color[4];
float ambient_color[3];
};
class MoreTeapotsRenderer
{
int32_t _iNumIndices;
int32_t _iNumVertices;
GLuint _ibo;
GLuint _vbo;
GLuint _ubo;
int32_t num_indices_;
int32_t num_vertices_;
GLuint ibo_;
GLuint vbo_;
GLuint ubo_;
SHADER_PARAMS _shaderParam;
bool loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh);
bool loadShadersES3(SHADER_PARAMS* params,
const char* strVsh, const char* strFsh,
SHADER_PARAMS shader_param_;
bool LoadShaders( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh );
bool LoadShadersES3( SHADER_PARAMS* params,
const char* strVsh,
const char* strFsh,
std::map<std::string, std::string>&shaderParameters );
ndk_helper::Mat4 mat_projection_;
ndk_helper::Mat4 mat_view_;
std::vector<ndk_helper::Mat4> vec_mat_models_;
std::vector<ndk_helper::Vec3> vec_colors_;
std::vector<ndk_helper::Vec2> vec_rotations_;
std::vector<ndk_helper::Vec2> vec_current_rotations_;
mat4 _mProjection;
mat4 _mView;
std::vector<mat4> _mModels;
std::vector<vec3> _mColors;
std::vector<vec2> _mVecRotation;
std::vector<vec2> _mCurrentRotation;
ndk_helper::TapCamera* camera_;
tapCamera* _camera;
int32_t teapot_x_;
int32_t teapot_y_;
int32_t teapot_z_;
int32_t ubo_matrix_stride_;
int32_t ubo_vector_stride_;
bool geometry_instancing_support_;
bool arb_support_;
int32_t _iX;
int32_t _iY;
int32_t _iZ;
int32_t _uboMatrixStride;
int32_t _uboVectorStride;
bool _bGeometryInstancingSupport;
bool _bARBSupport;
std::string toString( const int32_t i );
std::string ToString( const int32_t i );
public:
MoreTeapotsRenderer();
virtual ~MoreTeapotsRenderer();
void init( const int32_t numX, const int32_t numY, const int32_t numZ );
void render();
void update(float dTime);
bool bind(tapCamera* camera);
void unload();
void updateViewport();
void Init( const int32_t numX,
const int32_t numY,
const int32_t numZ );
void Render();
void Update( float dTime );
bool Bind( ndk_helper::TapCamera* camera );
void Unload();
void UpdateViewport();
};
#endif

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.helper;
import java.io.File;
@@ -10,35 +26,39 @@ import android.content.pm.ApplicationInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Matrix;
import android.media.AudioManager;
import android.media.AudioTrack;
import android.opengl.GLUtils;
import android.util.Log;
public class NDKHelper {
public class NDKHelper
{
private static Context context;
public static void setCotext( Context c )
public static void setContext(Context c)
{
Log.i("NDKHelper", "set context:" + c);
Log.i("NDKHelper", "setContext:" + c);
context = c;
}
//
//Load Bitmap
//Java helper is useful decoding PNG, TIFF etc rather than linking libPng etc separately
// Load Bitmap
// Java helper is useful decoding PNG, TIFF etc rather than linking libPng
// etc separately
//
private int nextPOT(int i)
{
int pot = 1;
while( pot < i ) pot <<= 1;
while (pot < i)
pot <<= 1;
return pot;
}
private Bitmap scaleBitmap(Bitmap bitmapToScale, float newWidth, float newHeight)
{
if(bitmapToScale == null)
if (bitmapToScale == null)
return null;
//get the original width and height
// get the original width and height
int width = bitmapToScale.getWidth();
int height = bitmapToScale.getHeight();
// create a matrix for the manipulation
@@ -48,10 +68,11 @@ public class NDKHelper {
matrix.postScale(newWidth / width, newHeight / height);
// recreate the new Bitmap and set it back
return Bitmap.createBitmap(bitmapToScale, 0, 0, bitmapToScale.getWidth(), bitmapToScale.getHeight(), matrix, true);
return Bitmap.createBitmap(bitmapToScale, 0, 0, bitmapToScale.getWidth(),
bitmapToScale.getHeight(), matrix, true);
}
public void loadTexture(String path)
public boolean loadTexture(String path)
{
Bitmap bitmap = null;
try
@@ -63,31 +84,33 @@ public class NDKHelper {
}
File file = new File(context.getExternalFilesDir(null), str);
if( file.canRead() )
if (file.canRead())
{
bitmap = BitmapFactory.decodeStream(new FileInputStream(file));
}
else
} else
{
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets().open(path));
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets()
.open(path));
}
// Matrix matrix = new Matrix();
// // resize the bit map
// matrix.postScale(-1F, 1F);
// Matrix matrix = new Matrix();
// // resize the bit map
// matrix.postScale(-1F, 1F);
//
// // recreate the new Bitmap and set it back
// bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(), bitmap.getHeight(), matrix, true);
// // recreate the new Bitmap and set it back
// bitmap = Bitmap.createBitmap(bitmap, 0, 0, bitmap.getWidth(),
// bitmap.getHeight(), matrix, true);
}
catch (Exception e) {
} catch (Exception e)
{
Log.w("NDKHelper", "Coundn't load a file:" + path);
return false;
}
if( bitmap != null )
if (bitmap != null)
{
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
}
return;
return true;
}
@@ -96,30 +119,38 @@ public class NDKHelper {
Bitmap bitmap = null;
try
{
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets().open(path));
if( iScalePOT )
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets()
.open(path));
if (iScalePOT)
{
int originalWidth = getBitmapWidth(bitmap);
int originalHeight = getBitmapHeight(bitmap);
int width = nextPOT(originalWidth);
int height = nextPOT(originalHeight);
if( originalWidth != width || originalHeight != height )
if (originalWidth != width || originalHeight != height)
{
//Scale it
bitmap = scaleBitmap( bitmap, width, height );
// Scale it
bitmap = scaleBitmap(bitmap, width, height);
}
}
}
catch (Exception e) {
} catch (Exception e)
{
Log.w("NDKHelper", "Coundn't load a file:" + path);
}
return bitmap;
}
public int getBitmapWidth(Bitmap bmp) { return bmp.getWidth(); }
public int getBitmapHeight(Bitmap bmp) { return bmp.getHeight(); }
public int getBitmapWidth(Bitmap bmp)
{
return bmp.getWidth();
}
public int getBitmapHeight(Bitmap bmp)
{
return bmp.getHeight();
}
public void getBitmapPixels(Bitmap bmp, int[] pixels)
{
@@ -133,15 +164,39 @@ public class NDKHelper {
bmp.recycle();
}
public static String getNativeLibraryDirectory(Context appContext) {
public static String getNativeLibraryDirectory(Context appContext)
{
ApplicationInfo ai = context.getApplicationInfo();
Log.w("NDKHelper", "ai.nativeLibraryDir:" + ai.nativeLibraryDir );
Log.w("NDKHelper", "ai.nativeLibraryDir:" + ai.nativeLibraryDir);
if ((ai.flags & ApplicationInfo.FLAG_UPDATED_SYSTEM_APP) != 0 ||
(ai.flags & ApplicationInfo.FLAG_SYSTEM) == 0) {
if ((ai.flags & ApplicationInfo.FLAG_UPDATED_SYSTEM_APP) != 0
|| (ai.flags & ApplicationInfo.FLAG_SYSTEM) == 0)
{
return ai.nativeLibraryDir;
}
return "/system/lib/";
}
public int getNativeAudioBufferSize()
{
int SDK_INT = android.os.Build.VERSION.SDK_INT;
if (SDK_INT >= 17)
{
AudioManager am = (AudioManager) context
.getSystemService(Context.AUDIO_SERVICE);
String framesPerBuffer = am
.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
return Integer.parseInt(framesPerBuffer);
} else
{
return 0;
}
}
public int getNativeAudioSampleRate()
{
return AudioTrack.getNativeOutputSampleRate(AudioManager.STREAM_SYSTEM);
}
}

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.moreteapots;
import javax.microedition.khronos.opengles.GL10;
@@ -20,7 +36,7 @@ public class MoreTeapotsApplication extends Application {
private static Context context;
public void onCreate(){
context=getApplicationContext();
NDKHelper.setCotext(context);
NDKHelper.setContext(context);
Log.w("native-activity", "onCreate");
final PackageManager pm = getApplicationContext().getPackageManager();

View File

@@ -1,3 +1,19 @@
/*
* 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.
*/
package com.sample.moreteapots;
import android.app.NativeActivity;
@@ -39,7 +55,6 @@ public class MoreTeapotsNativeActivity extends NativeActivity {
_popupWindow = null;
}
}
// Our popup window, you will call it from your C/C++ code later
MoreTeapotsNativeActivity _activity;

View File

@@ -1,302 +0,0 @@
/*
* 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

@@ -1,270 +0,0 @@
/*
* 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

@@ -1,80 +0,0 @@
/*
* 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

@@ -1,345 +0,0 @@
/*
* 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

@@ -1,343 +0,0 @@
/*
* 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

@@ -1,65 +0,0 @@
/*
* 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;
}
}

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@@ -1,151 +0,0 @@
/*
* 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

@@ -1,63 +0,0 @@
/*
* 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

@@ -1,313 +0,0 @@
/*
* 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

@@ -1,108 +0,0 @@
/*
* 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

@@ -1,265 +0,0 @@
/*
* 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

View File

@@ -2,7 +2,7 @@ LOCAL_PATH:= $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE:= helper
LOCAL_MODULE:= ndk_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)

View File

@@ -0,0 +1,294 @@
/*
* 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"
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// eGLContext
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
GLContext::GLContext() :
display_( EGL_NO_DISPLAY ),
surface_( EGL_NO_SURFACE ),
context_( EGL_NO_CONTEXT ),
screen_width_( 0 ),
screen_height_( 0 ),
es3_supported_( false ),
egl_context_initialized_( false ),
gles_initialized_( false )
{
}
void GLContext::InitGLES()
{
if( gles_initialized_ )
return;
//
//Initialize OpenGL ES 3 if available
//
const char* versionStr = (const char*) glGetString( GL_VERSION );
if( strstr( versionStr, "OpenGL ES 3." ) && gl3stubInit() )
{
es3_supported_ = true;
gl_version_ = 3.0f;
}
else
{
gl_version_ = 2.0f;
}
gles_initialized_ = true;
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
GLContext::~GLContext()
{
Terminate();
}
bool GLContext::Init( ANativeWindow* window )
{
if( egl_context_initialized_ )
return true;
//
//Initialize EGL
//
window_ = window;
InitEGLSurface();
InitEGLContext();
InitGLES();
egl_context_initialized_ = 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 };
color_size_ = 8;
depth_size_ = 24;
EGLint num_configs;
eglChooseConfig( display_, attribs, &config_, 1, &num_configs );
if( !num_configs )
{
//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, &num_configs );
depth_size_ = 16;
}
if( !num_configs )
{
LOGW( "Unable to retrieve EGL config" );
return false;
}
surface_ = eglCreateWindowSurface( display_, config_, window_, NULL );
eglQuerySurface( display_, surface_, EGL_WIDTH, &screen_width_ );
eglQuerySurface( display_, surface_, EGL_HEIGHT, &screen_height_ );
/* 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 context_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
EGL_NONE };
context_ = eglCreateContext( display_, config_, NULL, context_attribs );
if( eglMakeCurrent( display_, surface_, surface_, context_ ) == EGL_FALSE )
{
LOGW( "Unable to eglMakeCurrent" );
return false;
}
context_valid_ = true;
return true;
}
EGLint GLContext::Swap()
{
bool b = eglSwapBuffers( display_, surface_ );
if( !b )
{
EGLint err = eglGetError();
if( err == EGL_BAD_SURFACE )
{
//Recreate surface
InitEGLSurface();
return EGL_SUCCESS; //Still consider glContext is valid
}
else if( err == EGL_CONTEXT_LOST || err == EGL_BAD_CONTEXT )
{
//Context has been lost!!
context_valid_ = 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;
context_valid_ = false;
}
EGLint GLContext::Resume( ANativeWindow* window )
{
if( egl_context_initialized_ == false )
{
Init( window );
return EGL_SUCCESS;
}
int32_t original_widhth = screen_width_;
int32_t original_height = screen_height_;
//Create surface
window_ = window;
surface_ = eglCreateWindowSurface( display_, config_, window_, NULL );
eglQuerySurface( display_, surface_, EGL_WIDTH, &screen_width_ );
eglQuerySurface( display_, surface_, EGL_HEIGHT, &screen_height_ );
if( screen_width_ != original_widhth || screen_height_ != original_height )
{
//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();
egl_context_initialized_ = 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;
}
} //namespace ndkHelper

View File

@@ -17,16 +17,18 @@
//--------------------------------------------------------------------------------
// glContext.h
//--------------------------------------------------------------------------------
#ifndef GLCONTEXT_H_
#define GLCONTEXT_H_
#include <android/sensor.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include "JNIHelper.h"
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------------------
@@ -42,36 +44,44 @@
*
* 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
*
* Thread safety: OpenGL context is expecting used within dedicated single thread,
* thus GLContext class is not designed as a thread-safe
*/
class GLContext
{
private:
//ELG configurations
ANativeWindow* _window;
EGLDisplay _display;
EGLSurface _surface;
EGLContext _context;
EGLConfig _config;
//EGL 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;
int32_t screen_width_;
int32_t screen_height_;
int32_t color_size_;
int32_t depth_size_;
//Flags
bool _bGLESInitialized;
bool _bEGLContextInitialized;
bool _bES3Support;
float _fGLVersion;
bool gles_initialized_;
bool egl_context_initialized_;
bool es3_supported_;
float gl_version_;
bool context_valid_;
void initGLES();
bool _bContextValid;
void terminate();
bool initEGLSurface();
bool initEGLContext();
void InitGLES();
void Terminate();
bool InitEGLSurface();
bool InitEGLContext();
GLContext( GLContext const& );
void operator=( GLContext const& );
GLContext();
virtual ~GLContext();
public:
static GLContext* getInstance()
static GLContext* GetInstance()
{
//Singleton
static GLContext instance;
@@ -79,26 +89,37 @@ public:
return &instance;
}
GLContext( GLContext const& );
void operator=( GLContext const& );
bool Init( ANativeWindow* window );
EGLint Swap();
bool Invalidate();
GLContext();
virtual ~GLContext();
void Suspend();
EGLint Resume( ANativeWindow* window );
bool init( ANativeWindow* window );
EGLint swap();
bool invalidate();
int32_t GetScreenWidth()
{
return screen_width_;
}
int32_t GetScreenHeight()
{
return screen_height_;
}
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 );
int32_t GetBufferColorSize()
{
return color_size_;
}
int32_t GetBufferDepthSize()
{
return depth_size_;
}
float GetGLVersion()
{
return gl_version_;
}
bool CheckExtension( const char* extension );
};
} //namespace ndkHelper
#endif /* GLCONTEXT_H_ */

View File

@@ -0,0 +1,376 @@
/*
* 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 <GLES2/gl2.h>
#include <fstream>
#include <iostream>
#include "JNIHelper.h"
namespace ndk_helper
{
#define CLASS_NAME "android/app/NativeActivity"
//---------------------------------------------------------------------------
//JNI Helper functions
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
//Singleton
//---------------------------------------------------------------------------
JNIHelper* JNIHelper::GetInstance()
{
static JNIHelper helper;
return &helper;
}
//---------------------------------------------------------------------------
//Ctor
//---------------------------------------------------------------------------
JNIHelper::JNIHelper()
{
pthread_mutex_init( &mutex_, NULL );
}
//---------------------------------------------------------------------------
//Dtor
//---------------------------------------------------------------------------
JNIHelper::~JNIHelper()
{
pthread_mutex_lock( &mutex_ );
JNIEnv *env;
activity_->vm->AttachCurrentThread( &env, NULL );
env->DeleteGlobalRef( jni_helper_java_ref_ );
env->DeleteGlobalRef( jni_helper_java_class_ );
activity_->vm->DetachCurrentThread();
pthread_mutex_destroy( &mutex_ );
}
//---------------------------------------------------------------------------
//Init
//---------------------------------------------------------------------------
void JNIHelper::Init( ANativeActivity* activity,
const char* helper_class_name )
{
JNIHelper& helper = *GetInstance();
pthread_mutex_lock( &helper.mutex_ );
helper.activity_ = activity;
JNIEnv *env;
helper.activity_->vm->AttachCurrentThread( &env, NULL );
//Retrieve app name
jclass android_content_Context = env->GetObjectClass( helper.activity_->clazz );
jmethodID midGetPackageName = env->GetMethodID( android_content_Context, "getPackageName",
"()Ljava/lang/String;" );
jstring packageName = (jstring) env->CallObjectMethod( helper.activity_->clazz,
midGetPackageName );
const char* appname = env->GetStringUTFChars( packageName, NULL );
helper.app_name_ = std::string( appname );
jclass cls = helper.RetrieveClass( env, helper_class_name );
helper.jni_helper_java_class_ = (jclass) env->NewGlobalRef( cls );
jmethodID constructor = env->GetMethodID( helper.jni_helper_java_class_, "<init>", "()V" );
helper.jni_helper_java_ref_ = env->NewObject( helper.jni_helper_java_class_, constructor );
helper.jni_helper_java_ref_ = env->NewGlobalRef( helper.jni_helper_java_ref_ );
env->ReleaseStringUTFChars( packageName, appname );
helper.activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &helper.mutex_ );
}
//---------------------------------------------------------------------------
//readFile
//---------------------------------------------------------------------------
bool JNIHelper::ReadFile( const char* fileName,
std::vector<uint8_t>* buffer_ref )
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized.Call init() to initialize the helper" );
return false;
}
//First, try reading from externalFileDir;
JNIEnv *env;
jmethodID mid;
pthread_mutex_lock( &mutex_ );
activity_->vm->AttachCurrentThread( &env, NULL );
jstring str_path = GetExternalFilesDirJString( env );
const char* path = env->GetStringUTFChars( str_path, NULL );
std::string s( path );
if( fileName[0] != '/' )
{
s.append( "/" );
}
s.append( fileName );
std::ifstream f( s.c_str(), std::ios::binary );
env->DeleteLocalRef( str_path );
env->ReleaseStringUTFChars( str_path, 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_ref->reserve( fileSize );
buffer_ref->assign( std::istreambuf_iterator<char>( f ), std::istreambuf_iterator<char>() );
f.close();
pthread_mutex_unlock( &mutex_ );
return true;
}
else
{
//Fallback to assetManager
AAssetManager* assetManager = activity_->assetManager;
AAsset* assetFile = AAssetManager_open( assetManager, fileName, AASSET_MODE_BUFFER );
if( !assetFile )
{
pthread_mutex_unlock( &mutex_ );
return false;
}
uint8_t* data = (uint8_t*) AAsset_getBuffer( assetFile );
int32_t size = AAsset_getLength( assetFile );
if( data == NULL )
{
AAsset_close( assetFile );
LOGI( "Failed to load:%s", fileName );
pthread_mutex_unlock( &mutex_ );
return false;
}
buffer_ref->reserve( size );
buffer_ref->assign( data, data + size );
AAsset_close( assetFile );
pthread_mutex_unlock( &mutex_ );
return true;
}
}
std::string JNIHelper::GetExternalFilesDir()
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return std::string( "" );
}
pthread_mutex_lock( &mutex_ );
//First, try reading from externalFileDir;
JNIEnv *env;
jmethodID mid;
activity_->vm->AttachCurrentThread( &env, NULL );
jstring strPath = GetExternalFilesDirJString( env );
const char* path = env->GetStringUTFChars( strPath, NULL );
std::string s( path );
env->DeleteLocalRef( strPath );
env->ReleaseStringUTFChars( strPath, path );
activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &mutex_ );
return s;
}
uint32_t JNIHelper::LoadTexture( const char* file_name )
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return 0;
}
JNIEnv *env;
jmethodID mid;
pthread_mutex_lock( &mutex_ );
activity_->vm->AttachCurrentThread( &env, NULL );
jstring name = env->NewStringUTF( file_name );
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( jni_helper_java_class_, "loadTexture", "(Ljava/lang/String;)Z" );
jboolean ret = env->CallBooleanMethod( jni_helper_java_ref_, mid, name );
if( !ret )
{
glDeleteTextures( 1, &tex );
tex = -1;
LOGI( "Texture load failed %s", file_name );
}
//Generate mipmap
glGenerateMipmap( GL_TEXTURE_2D );
env->DeleteLocalRef( name );
activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &mutex_ );
return tex;
}
std::string JNIHelper::ConvertString( const char* str,
const char* encode )
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return std::string( "" );
}
JNIEnv *env;
pthread_mutex_lock( &mutex_ );
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->DeleteLocalRef( strEncode );
env->DeleteLocalRef( object );
env->ReleaseStringUTFChars( object, cparam );
activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &mutex_ );
return s;
}
//---------------------------------------------------------------------------
//Audio helpers
//---------------------------------------------------------------------------
int32_t JNIHelper::GetNativeAudioBufferSize()
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return 0;
}
JNIEnv *env;
jmethodID mid;
pthread_mutex_lock( &mutex_ );
activity_->vm->AttachCurrentThread( &env, NULL );
mid = env->GetMethodID( jni_helper_java_class_, "getNativeAudioBufferSize", "()I" );
int32_t i = env->CallIntMethod( jni_helper_java_ref_, mid );
activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &mutex_ );
return i;
}
int32_t JNIHelper::GetNativeAudioSampleRate()
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return 0;
}
JNIEnv *env;
jmethodID mid;
pthread_mutex_lock( &mutex_ );
activity_->vm->AttachCurrentThread( &env, NULL );
mid = env->GetMethodID( jni_helper_java_class_, "getNativeAudioSampleRate", "()I" );
int32_t i = env->CallIntMethod( jni_helper_java_ref_, mid );
activity_->vm->DetachCurrentThread();
pthread_mutex_unlock( &mutex_ );
return i;
}
//---------------------------------------------------------------------------
//Misc implementations
//---------------------------------------------------------------------------
jclass JNIHelper::RetrieveClass( JNIEnv *jni,
const char* class_name )
{
jclass activity_class = jni->FindClass( CLASS_NAME );
jmethodID get_class_loader = jni->GetMethodID( activity_class, "getClassLoader",
"()Ljava/lang/ClassLoader;" );
jobject cls = jni->CallObjectMethod( activity_->clazz, get_class_loader );
jclass class_loader = jni->FindClass( "java/lang/ClassLoader" );
jmethodID find_class = jni->GetMethodID( class_loader, "loadClass",
"(Ljava/lang/String;)Ljava/lang/Class;" );
jstring str_class_name = jni->NewStringUTF( class_name );
jclass class_retrieved = (jclass) jni->CallObjectMethod( cls, find_class, str_class_name );
jni->DeleteLocalRef( str_class_name );
return class_retrieved;
}
jstring JNIHelper::GetExternalFilesDirJString( JNIEnv *env )
{
if( activity_ == NULL )
{
LOGI( "JNIHelper has not been initialized. Call init() to initialize the helper" );
return NULL;
}
// Invoking getExternalFilesDir() java API
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;
}
} //namespace ndkHelper

View File

@@ -0,0 +1,171 @@
/*
* 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 <vector>
#include <string>
#include <android/log.h>
#include <android_native_app_glue.h>
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, ndk_helper::JNIHelper::GetInstance()->GetAppName(), __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, ndk_helper::JNIHelper::GetInstance()->GetAppName(), __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, ndk_helper::JNIHelper::GetInstance()->GetAppName(), __VA_ARGS__))
namespace ndk_helper
{
/******************************************************************
* Helper functions for JNI calls
* This class wraps JNI calls and provides handy interface calling commonly used features
* in Java SDK.
* Such as
* - loading graphics files (e.g. PNG, JPG)
* - character code conversion
* - retrieving system properties which only supported in Java SDK
*
* NOTE: To use this class, add NDKHelper.java as a corresponding helpers in Java code
*/
class JNIHelper
{
private:
std::string app_name_;
ANativeActivity* activity_;
jobject jni_helper_java_ref_;
jclass jni_helper_java_class_;
//mutex for synchronization
//This class uses singleton pattern and can be invoked from multiple threads,
//each methods locks the mutex for a thread safety
mutable pthread_mutex_t mutex_;
jstring GetExternalFilesDirJString( JNIEnv *env );
jclass RetrieveClass( JNIEnv *jni,
const char* class_name );
JNIHelper();
~JNIHelper();
JNIHelper( const JNIHelper& rhs );
JNIHelper& operator=( const JNIHelper& rhs );
public:
/*
* To load your own Java classes, JNIHelper requires to be initialized with a ANativeActivity handle.
* This methods need to be called before any call to the helper class.
* Static member of the class
*
* arguments:
* in: activity, pointer to ANativeActivity. Used internally to set up JNI environment
* in: helper_class_name, pointer to Java side helper class name. (e.g. "com/sample/helper/NDKHelper" in samples )
*/
static void Init( ANativeActivity* activity,
const char* helper_class_name );
/*
* Retrieve the singleton object of the helper.
* Static member of the class
* Methods in the class are designed as thread safe.
*/
static JNIHelper* GetInstance();
/*
* Read a file from a strorage.
* First, the method tries to read the file from an external storage.
* If it fails to read, it falls back to use assset manager and try to read the file from APK asset.
*
* arguments:
* in: file_name, file name to read
* out: buffer_ref, pointer to a vector buffer to read a file.
* when the call succeeded, the buffer includes contents of specified file
* when the call failed, contents of the buffer remains same
* return:
* true when file read succeeded
* false when it failed to read the file
*/
bool ReadFile( const char* file_name,
std::vector<uint8_t>* buffer_ref );
/*
* Load and create OpenGL texture from given file name.
* The method invokes BitmapFactory in Java so it can read jpeg/png formatted files
*
* The methods creates mip-map and set texture parameters like this,
* glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
* glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
* glGenerateMipmap( GL_TEXTURE_2D );
*
* arguments:
* in: file_name, file name to read, PNG&JPG is supported
* return:
* OpenGL texture name when the call succeeded
* When it failed to load the texture, it returns -1
*/
uint32_t LoadTexture( const char* file_name );
/*
* Convert string from character code other than UTF-8
*
* arguments:
* in: str, pointer to a string which is encoded other than UTF-8
* in: encoding, pointer to a character encoding string.
* The encoding string can be any valid java.nio.charset.Charset name
* e.g. "UTF-16", "Shift_JIS"
* return: converted input string as an UTF-8 std::string
*/
std::string ConvertString( const char* str,
const char* encode );
/*
* Retrieve external file directory through JNI call
*
* return: std::string containing external file diretory
*/
std::string GetExternalFilesDir();
/*
* Audio helper
* Retrieves native audio buffer size which is required to achieve low latency audio
*
* return: Native audio buffer size which is a hint to achieve low latency audio
* If the API is not supported (API level < 17), it returns 0
*/
int32_t GetNativeAudioBufferSize();
/*
* Audio helper
* Retrieves native audio sample rate which is required to achieve low latency audio
*
* return: Native audio sample rate which is a hint to achieve low latency audio
*/
int32_t GetNativeAudioSampleRate();
/*
* Retrieves application bundle name
*
* return: pointer to an app name string
*
*/
const char* GetAppName()
{
return app_name_.c_str();
}
};
} //namespace ndkHelper

View File

@@ -19,7 +19,13 @@
/******************************************************************
* NDK support helpers
* Utility module to provide misc functionalities that is used widely in native applications,
* such as gesture detection, jni bridge, openGL context etc.
*
* The purpose of this module is,
* - Provide best practices using NDK
* - Provide handy utility functions for NDK development
* - Make NDK samples more simpler and readable
*/
#include "gl3stub.h" //GLES3 stubs
#include "GLContext.h" //EGL & OpenGL manager
@@ -30,5 +36,4 @@
#include "gestureDetector.h" //Tap/Doubletap/Pinch detector
#include "perfMonitor.h" //FPS counter
#include "interpolator.h" //Interpolator
#endif

View File

@@ -0,0 +1,350 @@
/*
* 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 "gestureDetector.h"
//--------------------------------------------------------------------------------
// gestureDetector.cpp
//--------------------------------------------------------------------------------
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// includes
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// GestureDetector
//--------------------------------------------------------------------------------
GestureDetector::GestureDetector()
{
dp_factor_ = 1.f;
}
void GestureDetector::SetConfiguration( AConfiguration* config )
{
dp_factor_ = 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 action = AMotionEvent_getAction( motion_event );
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
down_pointer_id_ = AMotionEvent_getPointerId( motion_event, 0 );
down_x_ = AMotionEvent_getX( motion_event, 0 );
down_y_ = 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( down_pointer_id_ == AMotionEvent_getPointerId( motion_event, 0 ) )
{
float x = AMotionEvent_getX( motion_event, 0 ) - down_x_;
float y = AMotionEvent_getY( motion_event, 0 ) - down_y_;
if( x * x + y * y < TOUCH_SLOP * TOUCH_SLOP * dp_factor_ )
{
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 tap_detected = tap_detector_.Detect( motion_event );
int32_t action = AMotionEvent_getAction( motion_event );
unsigned int flags = action & AMOTION_EVENT_ACTION_MASK;
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
{
int64_t eventTime = AMotionEvent_getEventTime( motion_event );
if( eventTime - last_tap_time_ <= DOUBLE_TAP_TIMEOUT )
{
float x = AMotionEvent_getX( motion_event, 0 ) - last_tap_x_;
float y = AMotionEvent_getY( motion_event, 0 ) - last_tap_y_;
if( x * x + y * y < DOUBLE_TAP_SLOP * DOUBLE_TAP_SLOP * dp_factor_ )
{
LOGI( "DoubletapDetector: Doubletap detected" );
return GESTURE_STATE_ACTION;
}
}
break;
}
case AMOTION_EVENT_ACTION_UP:
if( tap_detected )
{
last_tap_time_ = AMotionEvent_getEventTime( motion_event );
last_tap_x_ = AMotionEvent_getX( motion_event, 0 );
last_tap_y_ = AMotionEvent_getY( motion_event, 0 );
}
break;
}
return GESTURE_STATE_NONE;
}
void DoubletapDetector::SetConfiguration( AConfiguration* config )
{
dp_factor_ = 160.f / AConfiguration_getDensity( config );
tap_detector_.SetConfiguration( config );
}
//--------------------------------------------------------------------------------
// PinchDetector
//--------------------------------------------------------------------------------
int32_t PinchDetector::FindIndex( const AInputEvent* event, int32_t id )
{
int32_t count = AMotionEvent_getPointerCount( event );
for( uint32_t i = 0; i < count; ++i )
{
if( id == AMotionEvent_getPointerId( event, i ) )
return i;
}
return -1;
}
GESTURE_STATE PinchDetector::Detect( const AInputEvent* event )
{
GESTURE_STATE ret = GESTURE_STATE_NONE;
int32_t action = AMotionEvent_getAction( event );
uint32_t flags = action & AMOTION_EVENT_ACTION_MASK;
event_ = event;
int32_t count = AMotionEvent_getPointerCount( event );
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
vec_pointers_.push_back( AMotionEvent_getPointerId( event, 0 ) );
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
{
int32_t iIndex = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
vec_pointers_.push_back( AMotionEvent_getPointerId( event, iIndex ) );
if( count == 2 )
{
//Start new pinch
ret = GESTURE_STATE_START;
}
}
break;
case AMOTION_EVENT_ACTION_UP:
vec_pointers_.pop_back();
break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
int32_t index = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
int32_t released_pointer_id = AMotionEvent_getPointerId( event, index );
std::vector<int32_t>::iterator it = vec_pointers_.begin();
std::vector<int32_t>::iterator it_end = vec_pointers_.end();
int32_t i = 0;
for( ; it != it_end; ++it, ++i )
{
if( *it == released_pointer_id )
{
vec_pointers_.erase( it );
break;
}
}
if( i <= 1 )
{
//Reset pinch or drag
if( count != 2 )
{
//Start new pinch
ret = GESTURE_STATE_START | GESTURE_STATE_END;
}
}
}
break;
case AMOTION_EVENT_ACTION_MOVE:
switch( count )
{
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( vec_pointers_.size() < 2 )
return false;
int32_t index = FindIndex( event_, vec_pointers_[0] );
if( index == -1 )
return false;
float x = AMotionEvent_getX( event_, index );
float y = AMotionEvent_getY( event_, index );
index = FindIndex( event_, vec_pointers_[1] );
if( index == -1 )
return false;
float x2 = AMotionEvent_getX( event_, index );
float y2 = AMotionEvent_getY( event_, index );
v1 = Vec2( x, y );
v2 = Vec2( x2, y2 );
return true;
}
//--------------------------------------------------------------------------------
// DragDetector
//--------------------------------------------------------------------------------
int32_t DragDetector::FindIndex( const AInputEvent* event, int32_t id )
{
int32_t count = AMotionEvent_getPointerCount( event );
for( uint32_t i = 0; i < count; ++i )
{
if( id == AMotionEvent_getPointerId( event, i ) )
return i;
}
return -1;
}
GESTURE_STATE DragDetector::Detect( const AInputEvent* event )
{
GESTURE_STATE ret = GESTURE_STATE_NONE;
int32_t action = AMotionEvent_getAction( event );
int32_t index = (action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK)
>> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
uint32_t flags = action & AMOTION_EVENT_ACTION_MASK;
event_ = event;
int32_t count = AMotionEvent_getPointerCount( event );
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
vec_pointers_.push_back( AMotionEvent_getPointerId( event, 0 ) );
ret = GESTURE_STATE_START;
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
vec_pointers_.push_back( AMotionEvent_getPointerId( event, index ) );
break;
case AMOTION_EVENT_ACTION_UP:
vec_pointers_.pop_back();
ret = GESTURE_STATE_END;
break;
case AMOTION_EVENT_ACTION_POINTER_UP:
{
int32_t released_pointer_id = AMotionEvent_getPointerId( event, index );
std::vector<int32_t>::iterator it = vec_pointers_.begin();
std::vector<int32_t>::iterator it_end = vec_pointers_.end();
int32_t i = 0;
for( ; it != it_end; ++it, ++i )
{
if( *it == released_pointer_id )
{
vec_pointers_.erase( it );
break;
}
}
if( i <= 1 )
{
//Reset pinch or drag
if( count == 2 )
{
ret = GESTURE_STATE_START;
}
}
break;
}
case AMOTION_EVENT_ACTION_MOVE:
switch( count )
{
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( vec_pointers_.size() < 1 )
return false;
int32_t iIndex = FindIndex( event_, vec_pointers_[0] );
if( iIndex == -1 )
return false;
float x = AMotionEvent_getX( event_, iIndex );
float y = AMotionEvent_getY( event_, iIndex );
v = Vec2( x, y );
return true;
}
} //namespace ndkHelper

View File

@@ -17,7 +17,6 @@
//--------------------------------------------------------------------------------
// gestureDetector.h
//--------------------------------------------------------------------------------
#ifndef GESTUREDETECTOR_H_
#define GESTUREDETECTOR_H_
@@ -30,6 +29,8 @@
#include "JNIHelper.h"
#include "vecmath.h"
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------------------
@@ -38,11 +39,14 @@ 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)
enum
{
GESTURE_STATE_NONE = 0,
GESTURE_STATE_START = 1,
GESTURE_STATE_MOVE = 2,
GESTURE_STATE_END = 4,
GESTURE_STATE_ACTION = (GESTURE_STATE_START | GESTURE_STATE_END),
};
typedef int32_t GESTURE_STATE;
/******************************************************************
@@ -55,13 +59,15 @@ typedef int32_t GESTURE_STATE;
class GestureDetector
{
protected:
float _fDpFactor;
float dp_factor_;
public:
GestureDetector();
virtual ~GestureDetector() {}
virtual void setConfiguration(AConfiguration* config);
virtual ~GestureDetector()
{
}
virtual void SetConfiguration( AConfiguration* config );
virtual GESTURE_STATE detect(const AInputEvent* motion_event) = 0;
virtual GESTURE_STATE Detect( const AInputEvent* motion_event ) = 0;
};
/******************************************************************
@@ -69,16 +75,20 @@ public:
* Returns GESTURE_STATE_ACTION when a tap gesture is detected
*
*/
class TapDetector : public GestureDetector
class TapDetector: public GestureDetector
{
private:
int32_t _iDownPointerID;
float _fDownX;
float _fDownY;
int32_t down_pointer_id_;
float down_x_;
float down_y_;
public:
TapDetector() {}
virtual ~TapDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* motion_event);
TapDetector()
{
}
virtual ~TapDetector()
{
}
virtual GESTURE_STATE Detect( const AInputEvent* motion_event );
};
/******************************************************************
@@ -86,19 +96,23 @@ public:
* Returns GESTURE_STATE_ACTION when a double-tap gesture is detected
*
*/
class DoubletapDetector : public GestureDetector
class DoubletapDetector: public GestureDetector
{
private:
TapDetector _tapDetector;
int64_t _lastTapTime;
float _fLastTapX;
float _fLastTapY;
TapDetector tap_detector_;
int64_t last_tap_time_;
float last_tap_x_;
float last_tap_y_;
public:
DoubletapDetector() {}
virtual ~DoubletapDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* motion_event);
virtual void setConfiguration(AConfiguration* config);
DoubletapDetector()
{
}
virtual ~DoubletapDetector()
{
}
virtual GESTURE_STATE Detect( const AInputEvent* motion_event );
virtual void SetConfiguration( AConfiguration* config );
};
/******************************************************************
@@ -108,18 +122,22 @@ public:
* 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
class PinchDetector: public GestureDetector
{
private:
int32_t findIndex( const AInputEvent* event, int32_t iID );
const AInputEvent* _event;
std::vector<int32_t> _vecPointers;
int32_t FindIndex( const AInputEvent* event, int32_t id );
const AInputEvent* event_;
std::vector<int32_t> vec_pointers_;
public:
PinchDetector() {}
virtual ~PinchDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* event);
bool getPointers( vec2& v1, vec2& v2 );
PinchDetector()
{
}
virtual ~PinchDetector()
{
}
virtual GESTURE_STATE Detect( const AInputEvent* event );
bool GetPointers( Vec2& v1, Vec2& v2 );
};
/******************************************************************
@@ -127,17 +145,22 @@ public:
* Returns drag gesture state when a drag-tap gesture is detected
*
*/
class DragDetector : public GestureDetector
class DragDetector: public GestureDetector
{
private:
int32_t findIndex( const AInputEvent* event, int32_t iID );
const AInputEvent* _event;
std::vector<int32_t> _vecPointers;
int32_t FindIndex( const AInputEvent* event, int32_t id );
const AInputEvent* event_;
std::vector<int32_t> vec_pointers_;
public:
DragDetector() {}
virtual ~DragDetector() {}
virtual GESTURE_STATE detect(const AInputEvent* event);
bool getPointer( vec2& v );
DragDetector()
{
}
virtual ~DragDetector()
{
}
virtual GESTURE_STATE Detect( const AInputEvent* event );
bool GetPointer( Vec2& v );
};
} //namespace ndkHelper
#endif /* GESTUREDETECTOR_H_ */

View File

@@ -0,0 +1,512 @@
/*
* 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

@@ -16,31 +16,32 @@
#include <GLES2/gl2.h>
#ifdef __cplusplus
extern "C" {
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.
*/
** 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,
@@ -62,8 +63,8 @@ GLboolean gl3stubInit();
/* OpenGL ES 3.0 */
typedef unsigned short GLhalf;
typedef khronos_int64_t GLint64;
typedef unsigned short GLhalf;
typedef khronos_int64_t GLint64;
typedef khronos_uint64_t GLuint64;
typedef struct __GLsync *GLsync;
@@ -388,110 +389,110 @@ typedef struct __GLsync *GLsync;
/* 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 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);
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
}

View File

@@ -18,62 +18,68 @@
#include <math.h>
#include "interpolator.h"
namespace ndk_helper
{
//-------------------------------------------------
//Ctor
//-------------------------------------------------
interpolator::interpolator()
Interpolator::Interpolator()
{
m_listParams.clear();
list_params_.clear();
}
//-------------------------------------------------
//Dtor
//-------------------------------------------------
interpolator::~interpolator()
Interpolator::~Interpolator()
{
m_listParams.clear();
list_params_.clear();
}
void interpolator::clear()
void Interpolator::Clear()
{
m_listParams.clear();
list_params_.clear();
}
interpolator& interpolator::set(float start,float dest, INTERPOLATOR_TYPE type, double duration)
Interpolator& Interpolator::Set( const float start,
const float dest,
const INTERPOLATOR_TYPE type,
const double duration )
{
//init the parameters for the interpolation process
_dStartTime = perfMonitor::getCurrentTime();
_dDestTime = _dStartTime + duration;
_type = type;
start_time_ = PerfMonitor::GetCurrentTime();
dest_time_ = start_time_ + duration;
type_ = type;
_fStartValue = start;
_fDestValue = dest;
start_value_ = start;
dest_value_ = dest;
return *this;
}
interpolator& interpolator::add(const float dest,
INTERPOLATOR_TYPE type, double duration)
Interpolator& Interpolator::Add( const float dest,
const INTERPOLATOR_TYPE type,
const double duration )
{
interpolatorParam param;
param.fDestValue = dest;
param.type = type;
param.dDuration = duration;
m_listParams.push_back( param );
InterpolatorParams param;
param.dest_value_ = dest;
param.type_ = type;
param.duration_ = duration;
list_params_.push_back( param );
return *this;
}
bool interpolator::update( const double currentTime, float& p )
bool Interpolator::Update( const double current_time, float& p )
{
bool bContinue;
if( currentTime >= _dDestTime )
if( current_time >= dest_time_ )
{
p = _fDestValue;
if( m_listParams.size () )
p = dest_value_;
if( list_params_.size() )
{
interpolatorParam& item = m_listParams.front();
set(_fDestValue, item.fDestValue, item.type, item.dDuration );
m_listParams.pop_front();
InterpolatorParams& item = list_params_.front();
Set( dest_value_, item.dest_value_, item.type_, item.duration_ );
list_params_.pop_front();
bContinue = true;
}
@@ -84,18 +90,22 @@ bool interpolator::update( const double currentTime, float& p )
}
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);
float t = (float) (current_time - start_time_);
float d = (float) (dest_time_ - start_time_);
float b = start_value_;
float c = dest_value_ - start_value_;
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 Interpolator::GetFormula( const INTERPOLATOR_TYPE type,
const float t,
const float b,
const float d,
const float c )
{
float t1;
switch( type )
@@ -112,17 +122,17 @@ float interpolator::getFormula(INTERPOLATOR_TYPE type, float t, float b, float
case INTERPOLATOR_TYPE_EASEOUTQUAD:
// quadratic (t^2) easing out - decelerating to zero velocity
t1 = t / d;
return (-c * t1 * (t1-2) + b);
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);
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);
t1 = t1 - 1;
return (-c / 2 * (t1 * (t1 - 2) - 1) + b);
}
case INTERPOLATOR_TYPE_EASEINCUBIC:
// cubic easing in - accelerating from zero velocity
@@ -138,12 +148,12 @@ float interpolator::getFormula(INTERPOLATOR_TYPE type, float t, float b, float
// cubic easing in - accelerating from zero velocity
t1 = t / d / 2;
if ( t1 < 1)
return (c/2 * t1 * t1 * t1 + b);
if( t1 < 1 )
return (c / 2 * t1 * t1 * t1 + b);
else
{
t1 -= 2;
return (c/2 * (t1 * t1 * t1 + 2 ) + b);
return (c / 2 * (t1 * t1 * t1 + 2) + b);
}
case INTERPOLATOR_TYPE_EASEINQUART:
// quartic easing in - accelerating from zero velocity
@@ -152,18 +162,20 @@ float interpolator::getFormula(INTERPOLATOR_TYPE type, float t, float b, float
case INTERPOLATOR_TYPE_EASEINEXPO:
// exponential (2^t) easing in - accelerating from zero velocity
if (t==0)
if( t == 0 )
return b;
else
return (c*powf(2,(10*(t/d-1)))+b);
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);
if( t == d )
return (b + c);
else
return (c * (-powf(2,-10*t/d)+1)+b);
return (c * (-powf( 2, -10 * t / d ) + 1) + b);
default:
return 0;
}
}
} //namespace ndkHelper

View File

@@ -24,6 +24,9 @@
#include "perfMonitor.h"
#include <list>
namespace ndk_helper
{
enum INTERPOLATOR_TYPE
{
INTERPOLATOR_TYPE_LINEAR,
@@ -38,41 +41,49 @@ enum INTERPOLATOR_TYPE
INTERPOLATOR_TYPE_EASEOUTEXPO,
};
struct interpolatorParam {
float fDestValue;
INTERPOLATOR_TYPE type;
double dDuration;
struct InterpolatorParams
{
float dest_value_;
INTERPOLATOR_TYPE type_;
double duration_;
};
/******************************************************************
* Interpolates values with several interpolation methods
*/
class interpolator {
class Interpolator
{
private:
double _dStartTime;
double _dDestTime;
INTERPOLATOR_TYPE _type;
double start_time_;
double dest_time_;
INTERPOLATOR_TYPE type_;
float _fStartValue;
float _fDestValue;
std::list< interpolatorParam > m_listParams;
float start_value_;
float dest_value_;
std::list<InterpolatorParams> list_params_;
float getFormula(INTERPOLATOR_TYPE type, float t, float b, float d, float c);
float GetFormula( const INTERPOLATOR_TYPE type,
const float t,
const float b,
const float d,
const float c );
public:
interpolator();
~interpolator();
Interpolator();
~Interpolator();
interpolator& set(const float start,
Interpolator& Set( const float start,
const float dest,
INTERPOLATOR_TYPE type, double duration);
const INTERPOLATOR_TYPE type,
double duration );
interpolator& add(const float dest,
INTERPOLATOR_TYPE type, double duration);
Interpolator& Add( const float dest,
const INTERPOLATOR_TYPE type,
const double duration );
bool update( const double currentTime, float& p );
bool Update( const double currentTime, float& p );
void clear();
void Clear();
};
} //namespace ndkHelper
#endif /* INTERPOLATOR_H_ */

View File

@@ -0,0 +1,72 @@
/*
* 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"
namespace ndk_helper
{
PerfMonitor::PerfMonitor() :
last_tick_( 0.f ),
tv_last_sec_( 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 tick = time - last_tick_;
double d = UpdateTick( tick );
last_tick_ = time;
if( Time.tv_sec - tv_last_sec_ >= 1 )
{
double time = Time.tv_sec + Time.tv_usec * 1.0 / 1000000.0;
current_FPS_ = 1.f / d;
tv_last_sec_ = Time.tv_sec;
fFPS = current_FPS_;
return true;
}
else
{
fFPS = current_FPS_;
return false;
}
}
} //namespace ndkHelper

View File

@@ -22,35 +22,40 @@
#include <time.h>
#include "JNIHelper.h"
namespace ndk_helper
{
const int32_t NUM_SAMPLES = 100;
/******************************************************************
* Helper class for a performance monitoring and get current tick time
*/
class perfMonitor {
class PerfMonitor
{
private:
float _fCurrentFPS;
time_t _tvLastSec;
float current_FPS_;
time_t tv_last_sec_;
double _dLastTick;
int32_t _tickindex;
double _ticksum;
double _ticklist[ NUM_SAMPLES ];
double last_tick_;
int32_t tickindex_;
double ticksum_;
double ticklist_[NUM_SAMPLES];
double updateTick(double currentTick);
double UpdateTick( double current_tick );
public:
perfMonitor();
virtual ~perfMonitor();
PerfMonitor();
virtual ~PerfMonitor();
bool update(float &fFPS);
bool Update( float &fFPS );
static double getCurrentTime()
static double GetCurrentTime()
{
struct timeval Time;
gettimeofday( &Time, NULL );
double dTime = Time.tv_sec + Time.tv_usec * 1.0/1000000.0;
return dTime;
struct timeval time;
gettimeofday( &time, NULL );
double ret = time.tv_sec + time.tv_usec * 1.0 / 1000000.0;
return ret;
}
};
} //namespace ndkHelper
#endif /* PERFMONITOR_H_ */

View File

@@ -0,0 +1,192 @@
/*
* 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 <GLES2/gl2.h>
#include "shader.h"
#include "JNIHelper.h"
namespace ndk_helper
{
#define DEBUG (1)
bool shader::CompileShader( GLuint *shader,
const GLenum type,
const char *str_file_name,
const std::map<std::string, std::string>& map_parameters )
{
std::vector<uint8_t> data;
if( !JNIHelper::GetInstance()->ReadFile( str_file_name, &data ) )
{
LOGI( "Can not open a file:%s", str_file_name );
return false;
}
const char REPLACEMENT_TAG = '*';
//Fill-in parameters
std::string str( data.begin(), data.end() );
std::string str_replacement_map( data.size(), ' ' );
std::map<std::string, std::string>::const_iterator it = map_parameters.begin();
std::map<std::string, std::string>::const_iterator itEnd = map_parameters.end();
while( it != itEnd )
{
size_t pos = 0;
while( (pos = str.find( it->first, pos )) != std::string::npos )
{
//Check if the sub string is already touched
size_t replaced_pos = str_replacement_map.find( REPLACEMENT_TAG, pos );
if( replaced_pos == std::string::npos || replaced_pos > pos )
{
str.replace( pos, it->first.length(), it->second );
str_replacement_map.replace( pos, it->first.length(), it->first.length(),
REPLACEMENT_TAG );
pos += it->second.length();
}
else
{
//The replacement target has been touched by other tag, skipping them
pos += it->second.length();
}
}
it++;
}
LOGI( "Patched Shdader:\n%s", str.c_str() );
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::GetInstance()->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;
}
} //namespace ndkHelper

View File

@@ -0,0 +1,124 @@
/*
* 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 <vector>
#include <map>
#include <string>
#include <EGL/egl.h>
#include <GLES/gl.h>
#include <android/log.h>
#include "JNIHelper.h"
namespace ndk_helper
{
namespace shader
{
/******************************************************************
* Shader compiler helper
* namespace: ndkHelper::shader
*
*/
/******************************************************************
* CompileShader() with vector
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: data, source vector
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader( GLuint *shader, const GLenum type, std::vector<uint8_t>& data );
/******************************************************************
* CompileShader() with buffer
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: source, source buffer
* in: iSize, buffer size
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader( GLuint *shader,
const GLenum type,
const GLchar *source,
const int32_t iSize );
/******************************************************************
* CompileShader() with filename
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: strFilename, filename
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader( GLuint *shader, const GLenum type, const char *strFileName );
/******************************************************************
* CompileShader() with std::map helps patching on a shader on the fly.
*
* arguments:
* out: shader, shader variable
* in: type, shader type (i.e. GL_VERTEX_SHADER/GL_FRAGMENT_SHADER)
* in: mapParameters
* For a example,
* map : %KEY% -> %VALUE% replaces all %KEY% entries in the given shader code to %VALUE"
* return: true if a shader compilation succeeded, false if it failed
*
*/
bool CompileShader( GLuint *shader,
const GLenum type,
const char *str_file_name,
const std::map<std::string, std::string>& map_parameters );
/******************************************************************
* LinkProgram()
*
* arguments:
* in: program, program
* return: true if a shader linkage succeeded, false if it failed
*
*/
bool LinkProgram( const GLuint prog );
/******************************************************************
* validateProgram()
*
* arguments:
* in: program, program
* return: true if a shader validation succeeded, false if it failed
*
*/
bool ValidateProgram( const GLuint prog );
} //namespace shader
} //namespace ndkHelper
#endif /* SHADER_H_ */

View File

@@ -0,0 +1,320 @@
/*
* 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"
namespace ndk_helper
{
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() :
dragging_( false ),
pinching_( false ),
momentum_( false ),
ball_radius_( 0.75f ),
pinch_start_distance_SQ_( 0.f ),
camera_rotation_( 0.f ),
camera_rotation_start_( 0.f ),
camera_rotation_now_( 0.f ),
momemtum_steps_( 0.f ),
flip_z_( 0.f )
{
//Init offset
InitParameters();
vec_flip_ = Vec2( 1.f, -1.f );
flip_z_ = -1.f;
vec_pinch_transform_factor_ = Vec3( 1.f, 1.f, 1.f );
vec_ball_center_ = Vec2( 0, 0 );
vec_ball_now_ = Vec2( 0, 0 );
vec_ball_down_ = Vec2( 0, 0 );
vec_pinch_start_ = Vec2( 0, 0 );
vec_pinch_start_center_ = Vec2( 0, 0 );
vec_flip_ = Vec2( 0, 0 );
}
void TapCamera::InitParameters()
{
//Init parameters
vec_offset_ = Vec3();
vec_offset_now_ = Vec3();
quat_ball_rot_ = Quaternion();
quat_ball_now_ = Quaternion();
quat_ball_now_.ToMatrix( mat_rotation_ );
camera_rotation_ = 0.f;
vec_drag_delta_ = Vec2();
vec_offset_delta_ = Vec3();
momentum_ = false;
}
//----------------------------------------------------------
// Dtor
//----------------------------------------------------------
TapCamera::~TapCamera()
{
}
void TapCamera::Update()
{
if( momentum_ )
{
float momenttum_steps = momemtum_steps_;
//Momentum rotation
Vec2 v = vec_drag_delta_;
BeginDrag( Vec2() ); //NOTE:This call reset _VDragDelta
Drag( v * vec_flip_ );
//Momentum shift
vec_offset_ += vec_offset_delta_;
BallUpdate();
EndDrag();
//Decrease deltas
vec_drag_delta_ = v * MOMENTUM_FACTOR_DECREASE;
vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR_DECREASE_SHIFT;
//Count steps
momemtum_steps_ = momenttum_steps * MOMENTUM_FACTOR_DECREASE;
if( momemtum_steps_ < MOMENTUM_FACTOR_THRESHOLD )
{
momentum_ = false;
}
}
else
{
vec_drag_delta_ *= MOMENTUM_FACTOR;
vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR;
BallUpdate();
}
Vec3 vec = vec_offset_ + vec_offset_now_;
Vec3 vec_tmp( TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ );
vec *= vec_tmp * vec_pinch_transform_factor_;
mat_transform_ = Mat4::Translation( vec );
}
Mat4& TapCamera::GetRotationMatrix()
{
return mat_rotation_;
}
Mat4& TapCamera::GetTransformMatrix()
{
return mat_transform_;
}
void TapCamera::Reset( const bool bAnimate )
{
InitParameters();
Update();
}
//----------------------------------------------------------
//Drag control
//----------------------------------------------------------
void TapCamera::BeginDrag( const Vec2& v )
{
if( dragging_ )
EndDrag();
if( pinching_ )
EndPinch();
Vec2 vec = v * vec_flip_;
vec_ball_now_ = vec;
vec_ball_down_ = vec_ball_now_;
dragging_ = true;
momentum_ = false;
vec_last_input_ = vec;
vec_drag_delta_ = Vec2();
}
void TapCamera::EndDrag()
{
quat_ball_down_ = quat_ball_now_;
quat_ball_rot_ = Quaternion();
dragging_ = false;
momentum_ = true;
momemtum_steps_ = 1.0f;
}
void TapCamera::Drag( const Vec2& v )
{
if( !dragging_ )
return;
Vec2 vec = v * vec_flip_;
vec_ball_now_ = vec;
vec_drag_delta_ = vec_drag_delta_ * MOMENTUM_FACTOR + (vec - vec_last_input_);
vec_last_input_ = vec;
}
//----------------------------------------------------------
//Pinch controll
//----------------------------------------------------------
void TapCamera::BeginPinch( const Vec2& v1, const Vec2& v2 )
{
if( dragging_ )
EndDrag();
if( pinching_ )
EndPinch();
BeginDrag( Vec2() );
vec_pinch_start_center_ = (v1 + v2) / 2.f;
Vec2 vec = v1 - v2;
float x_diff;
float y_diff;
vec.Value( x_diff, y_diff );
pinch_start_distance_SQ_ = x_diff * x_diff + y_diff * y_diff;
camera_rotation_start_ = atan2f( y_diff, x_diff );
camera_rotation_now_ = 0;
pinching_ = true;
momentum_ = false;
//Init momentum factors
vec_offset_delta_ = Vec3();
}
void TapCamera::EndPinch()
{
pinching_ = false;
momentum_ = true;
momemtum_steps_ = 1.f;
vec_offset_ += vec_offset_now_;
camera_rotation_ += camera_rotation_now_;
vec_offset_now_ = Vec3();
camera_rotation_now_ = 0;
EndDrag();
}
void TapCamera::Pinch( const Vec2& v1, const Vec2& v2 )
{
if( !pinching_ )
return;
//Update momentum factor
vec_offset_last_ = vec_offset_now_;
float x_diff, y_diff;
Vec2 vec = v1 - v2;
vec.Value( x_diff, y_diff );
float fDistanceSQ = x_diff * x_diff + y_diff * y_diff;
float f = pinch_start_distance_SQ_ / 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 - vec_pinch_start_center_;
vec_offset_now_ = Vec3( vec, flip_z_ * f );
//Update momentum factor
vec_offset_delta_ = vec_offset_delta_ * MOMENTUM_FACTOR
+ (vec_offset_now_ - vec_offset_last_);
//
//Update ration quaternion
float fRotation = atan2f( y_diff, x_diff );
camera_rotation_now_ = fRotation - camera_rotation_start_;
//Trackball rotation
quat_ball_rot_ = Quaternion( 0.f, 0.f, sinf( -camera_rotation_now_ * 0.5f ),
cosf( -camera_rotation_now_ * 0.5f ) );
}
//----------------------------------------------------------
//Trackball controll
//----------------------------------------------------------
void TapCamera::BallUpdate()
{
if( dragging_ )
{
Vec3 vec_from = PointOnSphere( vec_ball_down_ );
Vec3 vec_to = PointOnSphere( vec_ball_now_ );
Vec3 vec = vec_from.Cross( vec_to );
float w = vec_from.Dot( vec_to );
Quaternion qDrag = Quaternion( vec, w );
qDrag = qDrag * quat_ball_down_;
quat_ball_now_ = quat_ball_rot_ * qDrag;
}
quat_ball_now_.ToMatrix( mat_rotation_ );
}
Vec3 TapCamera::PointOnSphere( Vec2& point )
{
Vec3 ball_mouse;
float mag;
Vec2 vec = (point - vec_ball_center_) / ball_radius_;
mag = vec.Dot( vec );
if( mag > 1.f )
{
float scale = 1.f / sqrtf( mag );
vec *= scale;
ball_mouse = Vec3( vec, 0.f );
}
else
{
ball_mouse = Vec3( vec, sqrtf( 1.f - mag ) );
}
return ball_mouse;
}
} //namespace ndkHelper

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/*
* 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"
namespace ndk_helper
{
/******************************************************************
* 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 vec_ball_center_;
float ball_radius_;
Quaternion quat_ball_now_;
Quaternion quat_ball_down_;
Vec2 vec_ball_now_;
Vec2 vec_ball_down_;
Quaternion quat_ball_rot_;
bool dragging_;
bool pinching_;
//Pinch related info
Vec2 vec_pinch_start_;
Vec2 vec_pinch_start_center_;
float pinch_start_distance_SQ_;
//Camera shift
Vec3 vec_offset_;
Vec3 vec_offset_now_;
//Camera Rotation
float camera_rotation_;
float camera_rotation_start_;
float camera_rotation_now_;
//Momentum support
bool momentum_;
Vec2 vec_drag_delta_;
Vec2 vec_last_input_;
Vec3 vec_offset_last_;
Vec3 vec_offset_delta_;
float momemtum_steps_;
Vec2 vec_flip_;
float flip_z_;
Mat4 mat_rotation_;
Mat4 mat_transform_;
Vec3 vec_pinch_transform_factor_;
Vec3 PointOnSphere( Vec2& point );
void BallUpdate();
void InitParameters();
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 x, const float y, const float z )
{
vec_flip_ = Vec2( x, y );
flip_z_ = z;
}
void SetPinchTransformFactor( const float x, const float y, const float z )
{
vec_pinch_transform_factor_ = Vec3( x, y, z );
}
void Reset( const bool bAnimate );
};
} //namespace ndkHelper

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/*
* Copy_right 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* y_ou may_ not use this file ex_cept 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 ex_press or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
//--------------------------------------------------------------------------------
// vecmath.cpp
//--------------------------------------------------------------------------------
#include "vecmath.h"
namespace ndk_helper
{
//--------------------------------------------------------------------------------
// 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& vec_eye, const Vec3& vec_at, const Vec3& vec_up )
{
Vec3 vec_forward, vec_up_norm, vec_side;
Mat4 result;
vec_forward.x_ = vec_eye.x_ - vec_at.x_;
vec_forward.y_ = vec_eye.y_ - vec_at.y_;
vec_forward.z_ = vec_eye.z_ - vec_at.z_;
vec_forward.Normalize();
vec_up_norm = vec_up;
vec_up_norm.Normalize();
vec_side = vec_up_norm.Cross( vec_forward );
vec_up_norm = vec_forward.Cross( vec_side );
result.f_[0] = vec_side.x_;
result.f_[4] = vec_side.y_;
result.f_[8] = vec_side.z_;
result.f_[12] = 0;
result.f_[1] = vec_up_norm.x_;
result.f_[5] = vec_up_norm.y_;
result.f_[9] = vec_up_norm.z_;
result.f_[13] = 0;
result.f_[2] = vec_forward.x_;
result.f_[6] = vec_forward.y_;
result.f_[10] = vec_forward.z_;
result.f_[14] = 0;
result.f_[3] = 0;
result.f_[7] = 0;
result.f_[11] = 0;
result.f_[15] = 1.0;
result.PostTranslate( -vec_eye.x_, -vec_eye.y_, -vec_eye.z_ );
return result;
}
} //namespace ndkHelper

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