Add API Demos showing how to use cube maps and frame buffer objects.
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/*
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* Copyright (C) 2007 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 javax.microedition.khronos.opengles.GL11ExtensionPack;
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import android.app.Activity;
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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.Bundle;
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import android.util.Log;
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import com.example.android.apis.R;
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/**
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* Demonstrate how to use the OES_texture_cube_map extension, available on some
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* high-end OpenGL ES 1.x GPUs.
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*/
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public class CubeMapActivity extends Activity {
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private GLSurfaceView mGLSurfaceView;
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private class Renderer implements GLSurfaceView.Renderer {
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private boolean mContextSupportsCubeMap;
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private Grid mGrid;
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private int mCubeMapTextureID;
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private boolean mUseTexGen = false;
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private float mAngle;
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public void onDrawFrame(GL10 gl) {
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checkGLError(gl);
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if (mContextSupportsCubeMap) {
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gl.glClearColor(0,0,1,0);
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} else {
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// Current context doesn't support cube maps.
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// Indicate this by drawing a red background.
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gl.glClearColor(1,0,0,0);
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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.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.glRotatef(mAngle, 0, 1, 0);
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gl.glRotatef(mAngle*0.25f, 1, 0, 0);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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checkGLError(gl);
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if (mContextSupportsCubeMap) {
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gl.glActiveTexture(GL10.GL_TEXTURE0);
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checkGLError(gl);
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gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP);
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checkGLError(gl);
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gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID);
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checkGLError(gl);
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GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
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gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR,
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GL11ExtensionPack.GL_TEXTURE_GEN_MODE,
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GL11ExtensionPack.GL_REFLECTION_MAP);
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checkGLError(gl);
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gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR);
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checkGLError(gl);
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gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL);
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}
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checkGLError(gl);
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mGrid.draw(gl);
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if (mContextSupportsCubeMap) {
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gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR);
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}
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checkGLError(gl);
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mAngle += 1.2f;
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}
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public void onSurfaceChanged(GL10 gl, int width, int height) {
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checkGLError(gl);
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gl.glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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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, 1, 10);
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checkGLError(gl);
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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checkGLError(gl);
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// This test needs to be done each time a context is created,
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// because different contexts may support different extensions.
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mContextSupportsCubeMap = checkIfContextSupportsCubeMap(gl);
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mGrid = generateTorusGrid(gl, 60, 60, 3.0f, 0.75f);
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if (mContextSupportsCubeMap) {
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int[] cubeMapResourceIds = new int[]{
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R.raw.skycubemap0, R.raw.skycubemap1, R.raw.skycubemap2,
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R.raw.skycubemap3, R.raw.skycubemap4, R.raw.skycubemap5};
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mCubeMapTextureID = generateCubeMap(gl, cubeMapResourceIds);
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}
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checkGLError(gl);
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}
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private int generateCubeMap(GL10 gl, int[] resourceIds) {
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checkGLError(gl);
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int[] ids = new int[1];
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gl.glGenTextures(1, ids, 0);
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int cubeMapTextureId = ids[0];
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gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, cubeMapTextureId);
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gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP,
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GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
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gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP,
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GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
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for (int face = 0; face < 6; face++) {
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InputStream is = getResources().openRawResource(resourceIds[face]);
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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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Log.e("CubeMap", "Could not decode texture for face " + Integer.toString(face));
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}
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}
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GLUtils.texImage2D(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0,
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bitmap, 0);
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bitmap.recycle();
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}
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checkGLError(gl);
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return cubeMapTextureId;
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}
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private Grid generateTorusGrid(GL gl, int uSteps, int vSteps, float majorRadius, float minorRadius) {
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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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double angleV = Math.PI * 2 * j / vSteps;
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float cosV = (float) Math.cos(angleV);
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float sinV = (float) Math.sin(angleV);
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for (int i = 0; i <= uSteps; i++) {
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double angleU = Math.PI * 2 * i / uSteps;
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float cosU = (float) Math.cos(angleU);
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float sinU = (float) Math.sin(angleU);
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float d = majorRadius+minorRadius*cosU;
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float x = d*cosV;
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float y = d*(-sinV);
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float z = minorRadius * sinU;
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float nx = cosV * cosU;
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float ny = -sinV * cosU;
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float nz = sinU;
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float length = (float) Math.sqrt(nx*nx + ny*ny + nz*nz);
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nx /= length;
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ny /= length;
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nz /= length;
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grid.set(i, j, x, y, z, nx, ny, nz);
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}
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}
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grid.createBufferObjects(gl);
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return grid;
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}
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private boolean checkIfContextSupportsCubeMap(GL10 gl) {
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return checkIfContextSupportsExtension(gl, "GL_OES_texture_cube_map");
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}
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/**
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* This is not the fastest way to check for an extension, but fine if
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* we are only checking for a few extensions each time a context is created.
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* @param gl
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* @param extension
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* @return true if the extension is present in the current context.
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*/
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private boolean checkIfContextSupportsExtension(GL10 gl, String extension) {
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String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " ";
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// The extensions string is padded with spaces between extensions, but not
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// necessarily at the beginning or end. For simplicity, add spaces at the
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// beginning and end of the extensions string to make it easy to find an
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// extension.
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return extensions.indexOf(" " + extension + " ") >= 0;
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}
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}
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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 nx, ny, nx;
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final static int VERTEX_SIZE = 6 * FLOAT_SIZE;
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final static int VERTEX_NORMAL_BUFFER_INDEX_OFFSET = 3;
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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, float nx, float ny, float nz) {
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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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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(nx);
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mVertexBuffer.put(ny);
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mVertexBuffer.put(nz);
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}
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public void createBufferObjects(GL gl) {
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checkGLError(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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checkGLError(gl);
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}
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public void draw(GL10 gl) {
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checkGLError(gl);
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GL11 gl11 = (GL11) 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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gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
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gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
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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(GL10.GL_NORMAL_ARRAY);
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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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checkGLError(gl);
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}
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}
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static void checkGLError(GL gl) {
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int error = ((GL10) gl).glGetError();
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if (error != GL10.GL_NO_ERROR) {
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throw new RuntimeException("GLError 0x" + Integer.toHexString(error));
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}
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}
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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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// Create our surface view and set it as the content of our
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// Activity
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mGLSurfaceView = new GLSurfaceView(this);
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mGLSurfaceView.setRenderer(new Renderer());
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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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}
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@@ -0,0 +1,273 @@
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/*
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* Copyright (C) 2007 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 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.GL11ExtensionPack;
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import android.app.Activity;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLU;
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import android.os.Bundle;
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import android.os.SystemClock;
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/**
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* Demonstrate the Frame Buffer Object OpenGL ES extension.
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* <p>
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* This sample renders a scene into an offscreen frame buffer, and then
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* uses the resulting image as a texture to render an onscreen scene.
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*/
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public class FrameBufferObjectActivity extends Activity {
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private GLSurfaceView mGLSurfaceView;
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private class Renderer implements GLSurfaceView.Renderer {
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private boolean mContextSupportsFrameBufferObject;
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private int mTargetTexture;
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private int mFramebuffer;
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private int mFramebufferWidth = 256;
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private int mFramebufferHeight = 256;
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private int mSurfaceWidth;
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private int mSurfaceHeight;
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|
||||
private Triangle mTriangle;
|
||||
private Cube mCube;
|
||||
private float mAngle;
|
||||
private boolean mDebugOffscreenRenderer = false;
|
||||
|
||||
public void onDrawFrame(GL10 gl) {
|
||||
checkGLError(gl);
|
||||
if (mContextSupportsFrameBufferObject) {
|
||||
GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
|
||||
if (mDebugOffscreenRenderer) {
|
||||
drawOffscreenImage(gl, mSurfaceWidth, mSurfaceHeight);
|
||||
} else {
|
||||
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, mFramebuffer);
|
||||
drawOffscreenImage(gl, mFramebufferWidth, mFramebufferHeight);
|
||||
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
|
||||
drawOnscreen(gl, mSurfaceWidth, mSurfaceHeight);
|
||||
}
|
||||
} else {
|
||||
// Current context doesn't support frame buffer objects.
|
||||
// Indicate this by drawing a red background.
|
||||
gl.glClearColor(1,0,0,0);
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
}
|
||||
|
||||
public void onSurfaceChanged(GL10 gl, int width, int height) {
|
||||
checkGLError(gl);
|
||||
mSurfaceWidth = width;
|
||||
mSurfaceHeight = height;
|
||||
gl.glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
mContextSupportsFrameBufferObject = checkIfContextSupportsFrameBufferObject(gl);
|
||||
if (mContextSupportsFrameBufferObject) {
|
||||
mTargetTexture = createTargetTexture(gl, mFramebufferWidth, mFramebufferHeight);
|
||||
mFramebuffer = createFrameBuffer(gl, mFramebufferWidth, mFramebufferHeight, mTargetTexture);
|
||||
|
||||
mCube = new Cube();
|
||||
mTriangle = new Triangle();
|
||||
}
|
||||
}
|
||||
|
||||
private void drawOnscreen(GL10 gl, int width, int height) {
|
||||
gl.glViewport(0, 0, width, height);
|
||||
float ratio = (float) width / height;
|
||||
gl.glMatrixMode(GL10.GL_PROJECTION);
|
||||
gl.glLoadIdentity();
|
||||
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
|
||||
|
||||
gl.glClearColor(0,0,1,0);
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
gl.glBindTexture(GL10.GL_TEXTURE_2D, mTargetTexture);
|
||||
|
||||
gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
|
||||
GL10.GL_REPLACE);
|
||||
|
||||
gl.glMatrixMode(GL10.GL_MODELVIEW);
|
||||
gl.glLoadIdentity();
|
||||
|
||||
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
||||
|
||||
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
|
||||
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
gl.glActiveTexture(GL10.GL_TEXTURE0);
|
||||
|
||||
long time = SystemClock.uptimeMillis() % 4000L;
|
||||
float angle = 0.090f * ((int) time);
|
||||
|
||||
gl.glRotatef(angle, 0, 0, 1.0f);
|
||||
|
||||
mTriangle.draw(gl);
|
||||
|
||||
// Restore default state so the other renderer is not affected.
|
||||
|
||||
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
|
||||
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
|
||||
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
|
||||
private void drawOffscreenImage(GL10 gl, int width, int height) {
|
||||
gl.glViewport(0, 0, width, height);
|
||||
float ratio = (float) width / height;
|
||||
gl.glMatrixMode(GL10.GL_PROJECTION);
|
||||
gl.glLoadIdentity();
|
||||
gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
|
||||
|
||||
gl.glEnable(GL10.GL_CULL_FACE);
|
||||
gl.glEnable(GL10.GL_DEPTH_TEST);
|
||||
|
||||
gl.glClearColor(0,0.5f,1,0);
|
||||
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
|
||||
gl.glMatrixMode(GL10.GL_MODELVIEW);
|
||||
gl.glLoadIdentity();
|
||||
gl.glTranslatef(0, 0, -3.0f);
|
||||
gl.glRotatef(mAngle, 0, 1, 0);
|
||||
gl.glRotatef(mAngle*0.25f, 1, 0, 0);
|
||||
|
||||
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
|
||||
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
|
||||
|
||||
mCube.draw(gl);
|
||||
|
||||
gl.glRotatef(mAngle*2.0f, 0, 1, 1);
|
||||
gl.glTranslatef(0.5f, 0.5f, 0.5f);
|
||||
|
||||
mCube.draw(gl);
|
||||
|
||||
mAngle += 1.2f;
|
||||
|
||||
// Restore default state so the other renderer is not affected.
|
||||
|
||||
gl.glDisable(GL10.GL_CULL_FACE);
|
||||
gl.glDisable(GL10.GL_DEPTH_TEST);
|
||||
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
|
||||
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
|
||||
}
|
||||
|
||||
private int createTargetTexture(GL10 gl, int width, int height) {
|
||||
int texture;
|
||||
int[] textures = new int[1];
|
||||
gl.glGenTextures(1, textures, 0);
|
||||
texture = textures[0];
|
||||
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
|
||||
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, width, height, 0,
|
||||
GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
|
||||
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
|
||||
GL10.GL_NEAREST);
|
||||
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
|
||||
GL10.GL_TEXTURE_MAG_FILTER,
|
||||
GL10.GL_LINEAR);
|
||||
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
|
||||
GL10.GL_REPEAT);
|
||||
gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
|
||||
GL10.GL_REPEAT);
|
||||
; return texture;
|
||||
}
|
||||
|
||||
private int createFrameBuffer(GL10 gl, int width, int height, int targetTextureId) {
|
||||
GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
|
||||
int framebuffer;
|
||||
int[] framebuffers = new int[1];
|
||||
gl11ep.glGenFramebuffersOES(1, framebuffers, 0);
|
||||
framebuffer = framebuffers[0];
|
||||
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, framebuffer);
|
||||
|
||||
int depthbuffer;
|
||||
int[] renderbuffers = new int[1];
|
||||
gl11ep.glGenRenderbuffersOES(1, renderbuffers, 0);
|
||||
depthbuffer = renderbuffers[0];
|
||||
|
||||
gl11ep.glBindRenderbufferOES(GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);
|
||||
gl11ep.glRenderbufferStorageOES(GL11ExtensionPack.GL_RENDERBUFFER_OES,
|
||||
GL11ExtensionPack.GL_DEPTH_COMPONENT16, width, height);
|
||||
gl11ep.glFramebufferRenderbufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
|
||||
GL11ExtensionPack.GL_DEPTH_ATTACHMENT_OES,
|
||||
GL11ExtensionPack.GL_RENDERBUFFER_OES, depthbuffer);
|
||||
|
||||
gl11ep.glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES,
|
||||
GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D,
|
||||
targetTextureId, 0);
|
||||
int status = gl11ep.glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
|
||||
if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES) {
|
||||
throw new RuntimeException("Framebuffer is not complete: " +
|
||||
Integer.toHexString(status));
|
||||
}
|
||||
gl11ep.glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);
|
||||
return framebuffer;
|
||||
}
|
||||
|
||||
private boolean checkIfContextSupportsFrameBufferObject(GL10 gl) {
|
||||
return checkIfContextSupportsExtension(gl, "GL_OES_framebuffer_object");
|
||||
}
|
||||
|
||||
/**
|
||||
* This is not the fastest way to check for an extension, but fine if
|
||||
* we are only checking for a few extensions each time a context is created.
|
||||
* @param gl
|
||||
* @param extension
|
||||
* @return true if the extension is present in the current context.
|
||||
*/
|
||||
private boolean checkIfContextSupportsExtension(GL10 gl, String extension) {
|
||||
String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " ";
|
||||
// The extensions string is padded with spaces between extensions, but not
|
||||
// necessarily at the beginning or end. For simplicity, add spaces at the
|
||||
// beginning and end of the extensions string to make it easy to find an
|
||||
// extension.
|
||||
return extensions.indexOf(" " + extension + " ") >= 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void checkGLError(GL gl) {
|
||||
int error = ((GL10) gl).glGetError();
|
||||
if (error != GL10.GL_NO_ERROR) {
|
||||
throw new RuntimeException("GLError 0x" + Integer.toHexString(error));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onCreate(Bundle savedInstanceState) {
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
// Create our surface view and set it as the content of our
|
||||
// Activity
|
||||
mGLSurfaceView = new GLSurfaceView(this);
|
||||
mGLSurfaceView.setRenderer(new Renderer());
|
||||
setContentView(mGLSurfaceView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
// Ideally a game should implement onResume() and onPause()
|
||||
// to take appropriate action when the activity looses focus
|
||||
super.onResume();
|
||||
mGLSurfaceView.onResume();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
// Ideally a game should implement onResume() and onPause()
|
||||
// to take appropriate action when the activity looses focus
|
||||
super.onPause();
|
||||
mGLSurfaceView.onPause();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user