Simple Matrix Palette skinning sample.
This commit is contained in:
@@ -1426,6 +1426,15 @@
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</intent-filter>
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</activity>
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<activity android:name=".graphics.MatrixPaletteActivity"
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android:label="Graphics/OpenGL ES/Matrix Palette Skinning"
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android:configChanges="orientation|keyboardHidden">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.SAMPLE_CODE" />
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</intent-filter>
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</activity>
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<activity android:name=".graphics.TranslucentGLSurfaceViewActivity"
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android:label="Graphics/OpenGL ES/Translucent GLSurfaceView"
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android:theme="@style/Theme.Translucent"
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@@ -0,0 +1,52 @@
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.apis.graphics;
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import android.app.Activity;
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import android.opengl.GLSurfaceView;
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import android.os.Bundle;
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/**
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* This sample shows how to implement a Matrix Palette
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*/
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public class MatrixPaletteActivity extends Activity {
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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mGLSurfaceView = new GLSurfaceView(this);
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mGLSurfaceView.setRenderer(new MatrixPaletteRenderer(this));
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setContentView(mGLSurfaceView);
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}
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@Override
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protected void onResume() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity looses focus
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super.onResume();
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mGLSurfaceView.onResume();
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}
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@Override
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protected void onPause() {
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// Ideally a game should implement onResume() and onPause()
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// to take appropriate action when the activity looses focus
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super.onPause();
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mGLSurfaceView.onPause();
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}
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private GLSurfaceView mGLSurfaceView;
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}
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@@ -0,0 +1,408 @@
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/*
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* Copyright (C) 2009 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.example.android.apis.graphics;
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import java.io.IOException;
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import java.io.InputStream;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.CharBuffer;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL;
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import javax.microedition.khronos.opengles.GL10;
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import javax.microedition.khronos.opengles.GL11;
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import javax.microedition.khronos.opengles.GL11Ext;
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import android.content.Context;
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import android.graphics.Bitmap;
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import android.graphics.BitmapFactory;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLU;
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import android.opengl.GLUtils;
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import android.os.SystemClock;
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import com.example.android.apis.R;
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public class MatrixPaletteRenderer implements GLSurfaceView.Renderer{
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private Context mContext;
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private Grid mGrid;
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private int mTextureID;
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/** A grid is a topologically rectangular array of vertices.
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*
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* This grid class is customized for the vertex data required for this
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* example.
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*
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* The vertex and index data are held in VBO objects because on most
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* GPUs VBO objects are the fastest way of rendering static vertex
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* and index data.
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*
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*/
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private static class Grid {
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// Size of vertex data elements in bytes:
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final static int FLOAT_SIZE = 4;
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final static int CHAR_SIZE = 2;
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// Vertex structure:
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// float x, y, z;
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// float u, v;
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// float weight0, weight1;
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// byte palette0, palette1, pad0, pad1;
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final static int VERTEX_SIZE = 8 * FLOAT_SIZE;
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final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3;
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final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5;
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final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE;
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private int mVertexBufferObjectId;
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private int mElementBufferObjectId;
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// These buffers are used to hold the vertex and index data while
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// constructing the grid. Once createBufferObjects() is called
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// the buffers are nulled out to save memory.
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private ByteBuffer mVertexByteBuffer;
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private FloatBuffer mVertexBuffer;
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private CharBuffer mIndexBuffer;
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private int mW;
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private int mH;
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private int mIndexCount;
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public Grid(int w, int h) {
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if (w < 0 || w >= 65536) {
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throw new IllegalArgumentException("w");
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}
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if (h < 0 || h >= 65536) {
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throw new IllegalArgumentException("h");
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}
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if (w * h >= 65536) {
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throw new IllegalArgumentException("w * h >= 65536");
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}
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mW = w;
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mH = h;
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int size = w * h;
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mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size)
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.order(ByteOrder.nativeOrder());
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mVertexBuffer = mVertexByteBuffer.asFloatBuffer();
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int quadW = mW - 1;
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int quadH = mH - 1;
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int quadCount = quadW * quadH;
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int indexCount = quadCount * 6;
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mIndexCount = indexCount;
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mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
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.order(ByteOrder.nativeOrder()).asCharBuffer();
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/*
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* Initialize triangle list mesh.
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*
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* [0]-----[ 1] ...
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* | / |
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* | / |
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* | / |
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* [w]-----[w+1] ...
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* | |
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*
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*/
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{
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int i = 0;
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for (int y = 0; y < quadH; y++) {
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for (int x = 0; x < quadW; x++) {
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char a = (char) (y * mW + x);
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char b = (char) (y * mW + x + 1);
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char c = (char) ((y + 1) * mW + x);
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char d = (char) ((y + 1) * mW + x + 1);
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mIndexBuffer.put(i++, a);
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mIndexBuffer.put(i++, c);
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mIndexBuffer.put(i++, b);
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mIndexBuffer.put(i++, b);
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mIndexBuffer.put(i++, c);
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mIndexBuffer.put(i++, d);
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}
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}
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}
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}
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public void set(int i, int j, float x, float y, float z,
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float u, float v,
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float w0, float w1,
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int p0, int p1) {
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if (i < 0 || i >= mW) {
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throw new IllegalArgumentException("i");
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}
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if (j < 0 || j >= mH) {
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throw new IllegalArgumentException("j");
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}
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if (w0 + w1 != 1.0f) {
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throw new IllegalArgumentException("Weights must add up to 1.0f");
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}
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int index = mW * j + i;
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mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE);
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mVertexBuffer.put(x);
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mVertexBuffer.put(y);
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mVertexBuffer.put(z);
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mVertexBuffer.put(u);
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mVertexBuffer.put(v);
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mVertexBuffer.put(w0);
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mVertexBuffer.put(w1);
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mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET);
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mVertexByteBuffer.put((byte) p0);
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mVertexByteBuffer.put((byte) p1);
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}
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public void createBufferObjects(GL gl) {
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// Generate a the vertex and element buffer IDs
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int[] vboIds = new int[2];
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GL11 gl11 = (GL11) gl;
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gl11.glGenBuffers(2, vboIds, 0);
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mVertexBufferObjectId = vboIds[0];
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mElementBufferObjectId = vboIds[1];
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// Upload the vertex data
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gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
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mVertexByteBuffer.position(0);
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gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW);
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gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
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mIndexBuffer.position(0);
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gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW);
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// We don't need the in-memory data any more
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mVertexBuffer = null;
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mVertexByteBuffer = null;
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mIndexBuffer = null;
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}
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public void draw(GL10 gl) {
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GL11 gl11 = (GL11) gl;
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GL11Ext gl11Ext = (GL11Ext) gl;
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
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gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
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gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
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gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
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gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
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gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
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gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET );
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gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
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gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0);
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gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
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gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
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gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
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gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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}
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public MatrixPaletteRenderer(Context context) {
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mContext = context;
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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/*
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* By default, OpenGL enables features that improve quality
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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/*
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* Some one-time OpenGL initialization can be made here
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* probably based on features of this particular context
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*/
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gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
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GL10.GL_FASTEST);
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gl.glClearColor(.5f, .5f, .5f, 1);
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gl.glShadeModel(GL10.GL_SMOOTH);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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gl.glEnable(GL10.GL_TEXTURE_2D);
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/*
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* Create our texture. This has to be done each time the
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* surface is created.
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*/
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int[] textures = new int[1];
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gl.glGenTextures(1, textures, 0);
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mTextureID = textures[0];
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gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
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gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
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GL10.GL_NEAREST);
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gl.glTexParameterf(GL10.GL_TEXTURE_2D,
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GL10.GL_TEXTURE_MAG_FILTER,
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GL10.GL_LINEAR);
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gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
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GL10.GL_CLAMP_TO_EDGE);
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gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
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GL10.GL_CLAMP_TO_EDGE);
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gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
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GL10.GL_REPLACE);
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InputStream is = mContext.getResources()
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.openRawResource(R.raw.robot);
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Bitmap bitmap;
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try {
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bitmap = BitmapFactory.decodeStream(is);
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} finally {
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try {
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is.close();
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} catch(IOException e) {
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// Ignore.
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}
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}
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GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
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bitmap.recycle();
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mGrid = generateWeightedGrid(gl);
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}
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public void onDrawFrame(GL10 gl) {
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/*
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* By default, OpenGL enables features that improve quality
|
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* but reduce performance. One might want to tweak that
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* especially on software renderer.
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*/
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gl.glDisable(GL10.GL_DITHER);
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gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
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GL10.GL_MODULATE);
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/*
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* Usually, the first thing one might want to do is to clear
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* the screen. The most efficient way of doing this is to use
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* glClear().
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*/
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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gl.glEnable(GL10.GL_DEPTH_TEST);
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gl.glEnable(GL10.GL_CULL_FACE);
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/*
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* Now we're ready to draw some 3D objects
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*/
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
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gl.glActiveTexture(GL10.GL_TEXTURE0);
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gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
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gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
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GL10.GL_REPEAT);
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gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
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GL10.GL_REPEAT);
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long time = SystemClock.uptimeMillis() % 4000L;
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// Rock back and forth
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double animationUnit = ((double) time) / 4000;
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float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI);
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float angle = unitAngle * 135f;
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gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES);
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gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES);
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GL11Ext gl11Ext = (GL11Ext) gl;
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// matrix 0: no transformation
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gl11Ext.glCurrentPaletteMatrixOES(0);
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gl11Ext.glLoadPaletteFromModelViewMatrixOES();
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// matrix 1: rotate by "angle"
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gl.glRotatef(angle, 0, 0, 1.0f);
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gl11Ext.glCurrentPaletteMatrixOES(1);
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gl11Ext.glLoadPaletteFromModelViewMatrixOES();
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mGrid.draw(gl);
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gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES);
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}
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public void onSurfaceChanged(GL10 gl, int w, int h) {
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gl.glViewport(0, 0, w, h);
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/*
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* Set our projection matrix. This doesn't have to be done
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* each time we draw, but usually a new projection needs to
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* be set when the viewport is resized.
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*/
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float ratio = (float) w / h;
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
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}
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private Grid generateWeightedGrid(GL gl) {
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final int uSteps = 20;
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final int vSteps = 20;
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float radius = 0.25f;
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float height = 2.0f;
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Grid grid = new Grid(uSteps + 1, vSteps + 1);
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for (int j = 0; j <= vSteps; j++) {
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for (int i = 0; i <= uSteps; i++) {
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double angle = Math.PI * 2 * i / uSteps;
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float x = radius * (float) Math.cos(angle);
|
||||
float y = height * ((float) j / vSteps - 0.5f);
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float z = radius * (float) Math.sin(angle);
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||||
float u = -4.0f * (float) i / uSteps;
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||||
float v = -4.0f * (float) j / vSteps;
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||||
float w0 = (float) j / vSteps;
|
||||
float w1 = 1.0f - w0;
|
||||
grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
grid.createBufferObjects(gl);
|
||||
return grid;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user