am 8e3c1951: Merge "adding fountain framebuffer object sdk sample" into ics-mr0

* commit '8e3c1951915010985db2abee212e8c4c37cacc53':
  adding fountain framebuffer object sdk sample
This commit is contained in:
Robert Ly
2011-11-03 19:56:00 +00:00
committed by Android Git Automerger
9 changed files with 414 additions and 0 deletions

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@@ -195,6 +195,7 @@ development/samples/WiktionarySimple samples/${PLATFORM_NAME}/Wiktiona
development/samples/XmlAdapters samples/${PLATFORM_NAME}/XmlAdapters
development/samples/RenderScript/Balls samples/${PLATFORM_NAME}/RenderScript/Balls
development/samples/RenderScript/Fountain samples/${PLATFORM_NAME}/RenderScript/Fountain
development/samples/RenderScript/FountainFbo samples/${PLATFORM_NAME}/RenderScript/FountainFbo
development/samples/RenderScript/HelloCompute samples/${PLATFORM_NAME}/RenderScript/HelloCompute
development/samples/RenderScript/HelloWorld samples/${PLATFORM_NAME}/RenderScript/HelloWorld
development/samples/RenderScript/MiscSamples samples/${PLATFORM_NAME}/RenderScript/MiscSamples

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@@ -0,0 +1,29 @@
#
# Copyright (C) 2008 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.
#
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE_TAGS := optional
LOCAL_SRC_FILES := $(call all-java-files-under, src) $(call all-renderscript-files-under, src)
# TODO: build fails with this set
# LOCAL_SDK_VERSION := current
LOCAL_PACKAGE_NAME := RsFountainFbo
include $(BUILD_PACKAGE)

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@@ -0,0 +1,16 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example.android.rs.fountainfbo">
<uses-sdk android:minSdkVersion="14" />
<application
android:label="RsFountainFbo"
android:hardwareAccelerated="true"
android:icon="@drawable/test_pattern">
<activity android:name="FountainFbo">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>

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@@ -0,0 +1,7 @@
<p>An example that renders many dots on the screen that follow a user's touch. The dots fall
to the bottom of the screen when no touch is detected. This example modifies
the <a href="../Fountain/index.html">Fountain</a> sample to include rendering to a
a framebuffer object as well as the default framebuffer.</p>

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@@ -0,0 +1,65 @@
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.rs.fountainfbo;
import android.app.Activity;
import android.os.Bundle;
import android.util.Log;
public class FountainFbo extends Activity {
private static final String LOG_TAG = "libRS_jni";
private static final boolean DEBUG = false;
private static final boolean LOG_ENABLED = false;
private FountainFboView mView;
@Override
public void onCreate(Bundle icicle) {
super.onCreate(icicle);
/* Create our Preview view and set it as the content of our Activity */
mView = new FountainFboView(this);
setContentView(mView);
}
@Override
protected void onResume() {
Log.e("rs", "onResume");
/* Ideally a game should implement onResume() and onPause()
to take appropriate action when the activity loses focus */
super.onResume();
mView.resume();
}
@Override
protected void onPause() {
Log.e("rs", "onPause");
/* Ideally a game should implement onResume() and onPause()
to take appropriate action when the activity loses focus */
super.onPause();
mView.pause();
}
static void log(String message) {
if (LOG_ENABLED) {
Log.v(LOG_TAG, message);
}
}
}

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@@ -0,0 +1,99 @@
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.rs.fountainfbo;
import android.content.res.Resources;
import android.renderscript.Allocation;
import android.renderscript.Element;
import android.renderscript.Mesh;
import android.renderscript.ProgramFragment;
import android.renderscript.ProgramFragmentFixedFunction;
import android.renderscript.RenderScriptGL;
import android.renderscript.Type;
public class FountainFboRS {
public static final int PART_COUNT = 50000;
public FountainFboRS() {
}
private Resources mRes;
private RenderScriptGL mRS;
private ScriptC_fountainfbo mScript;
private Allocation mColorBuffer;
private ProgramFragment mProgramFragment;
private ProgramFragment mTextureProgramFragment;
public void init(RenderScriptGL rs, Resources res) {
mRS = rs;
mRes = res;
ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
smb.addVertexAllocation(points.getAllocation());
smb.addIndexSetType(Mesh.Primitive.POINT);
Mesh sm = smb.create();
mScript = new ScriptC_fountainfbo(mRS, mRes, R.raw.fountainfbo);
mScript.set_partMesh(sm);
mScript.bind_point(points);
ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
pfb.setVaryingColor(true);
mProgramFragment = pfb.create();
mScript.set_gProgramFragment(mProgramFragment);
/* Second fragment shader to use a texture (framebuffer object) to draw with */
pfb.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
/* Set the fragment shader in the Renderscript runtime */
mTextureProgramFragment = pfb.create();
mScript.set_gTextureProgramFragment(mTextureProgramFragment);
/* Create the allocation for the color buffer */
Type.Builder colorBuilder = new Type.Builder(mRS, Element.RGBA_8888(mRS));
colorBuilder.setX(256).setY(256);
mColorBuffer = Allocation.createTyped(mRS, colorBuilder.create(),
Allocation.USAGE_GRAPHICS_TEXTURE |
Allocation.USAGE_GRAPHICS_RENDER_TARGET);
/* Set the allocation in the Renderscript runtime */
mScript.set_gColorBuffer(mColorBuffer);
mRS.bindRootScript(mScript);
}
boolean holdingColor[] = new boolean[10];
public void newTouchPosition(float x, float y, float pressure, int id) {
if (id >= holdingColor.length) {
return;
}
int rate = (int)(pressure * pressure * 500.f);
if (rate > 500) {
rate = 500;
}
if (rate > 0) {
mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
holdingColor[id] = true;
} else {
holdingColor[id] = false;
}
}
}

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@@ -0,0 +1,91 @@
/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package com.example.android.rs.fountainfbo;
import android.renderscript.RSTextureView;
import android.renderscript.RenderScriptGL;
import android.content.Context;
import android.view.MotionEvent;
public class FountainFboView extends RSTextureView {
public FountainFboView(Context context) {
super(context);
}
private RenderScriptGL mRS;
private FountainFboRS mRender;
@Override
protected void onAttachedToWindow() {
super.onAttachedToWindow();
android.util.Log.e("rs", "onAttachedToWindow");
if (mRS == null) {
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
mRS = createRenderScriptGL(sc);
mRender = new FountainFboRS();
mRender.init(mRS, getResources());
}
}
@Override
protected void onDetachedFromWindow() {
super.onDetachedFromWindow();
android.util.Log.e("rs", "onDetachedFromWindow");
if (mRS != null) {
mRS = null;
destroyRenderScriptGL();
}
}
@Override
public boolean onTouchEvent(MotionEvent ev)
{
int act = ev.getActionMasked();
if (act == ev.ACTION_UP) {
mRender.newTouchPosition(0, 0, 0, ev.getPointerId(0));
return false;
} else if (act == MotionEvent.ACTION_POINTER_UP) {
// only one pointer going up, we can get the index like this
int pointerIndex = ev.getActionIndex();
int pointerId = ev.getPointerId(pointerIndex);
mRender.newTouchPosition(0, 0, 0, pointerId);
}
int count = ev.getHistorySize();
int pcount = ev.getPointerCount();
for (int p=0; p < pcount; p++) {
int id = ev.getPointerId(p);
mRender.newTouchPosition(ev.getX(p),
ev.getY(p),
ev.getPressure(p),
id);
for (int i=0; i < count; i++) {
mRender.newTouchPosition(ev.getHistoricalX(p, i),
ev.getHistoricalY(p, i),
ev.getHistoricalPressure(p, i),
id);
}
}
return true;
}
}

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@@ -0,0 +1,106 @@
// Fountain test script
#pragma version(1)
#pragma rs java_package_name(com.example.android.rs.fountainfbo)
#pragma stateFragment(parent)
#include "rs_graphics.rsh"
static int newPart = 0;
rs_mesh partMesh;
rs_program_vertex gProgramVertex;
//allocation for color buffer
rs_allocation gColorBuffer;
//fragment shader for rendering without a texture (used for rendering to framebuffer object)
rs_program_fragment gProgramFragment;
//fragment shader for rendering with a texture (used for rendering to default framebuffer)
rs_program_fragment gTextureProgramFragment;
typedef struct __attribute__((packed, aligned(4))) Point {
float2 delta;
float2 position;
uchar4 color;
} Point_t;
Point_t *point;
int root() {
float dt = min(rsGetDt(), 0.1f);
rsgClearColor(0.f, 0.f, 0.f, 1.f);
const float height = rsgGetHeight();
const int size = rsAllocationGetDimX(rsGetAllocation(point));
float dy2 = dt * (10.f);
Point_t * p = point;
for (int ct=0; ct < size; ct++) {
p->delta.y += dy2;
p->position += p->delta;
if ((p->position.y > height) && (p->delta.y > 0)) {
p->delta.y *= -0.3f;
}
p++;
}
//Tell Renderscript runtime to render to the frame buffer object
rsgBindColorTarget(gColorBuffer, 0);
//Begin rendering on a white background
rsgClearColor(1.f, 1.f, 1.f, 1.f);
rsgDrawMesh(partMesh);
//When done, tell Renderscript runtime to stop rendering to framebuffer object
rsgClearAllRenderTargets();
//Bind a new fragment shader that declares the framebuffer object to be used as a texture
rsgBindProgramFragment(gTextureProgramFragment);
//Bind the framebuffer object to the fragment shader at slot 0 as a texture
rsgBindTexture(gTextureProgramFragment, 0, gColorBuffer);
//Draw a quad using the framebuffer object as the texture
float startX = 10, startY = 10;
float s = 256;
rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
startX, startY + s, 0, 0, 0,
startX + s, startY + s, 0, 1, 0,
startX + s, startY, 0, 1, 1);
//Rebind the original fragment shader to render as normal
rsgBindProgramFragment(gProgramFragment);
//Render the main scene
rsgDrawMesh(partMesh);
return 1;
}
static float4 partColor[10];
void addParticles(int rate, float x, float y, int index, bool newColor)
{
if (newColor) {
partColor[index].x = rsRand(0.5f, 1.0f);
partColor[index].y = rsRand(1.0f);
partColor[index].z = rsRand(1.0f);
}
float rMax = ((float)rate) * 0.02f;
int size = rsAllocationGetDimX(rsGetAllocation(point));
uchar4 c = rsPackColorTo8888(partColor[index]);
Point_t * np = &point[newPart];
float2 p = {x, y};
while (rate--) {
float angle = rsRand(3.14f * 2.f);
float len = rsRand(rMax);
np->delta.x = len * sin(angle);
np->delta.y = len * cos(angle);
np->position = p;
np->color = c;
newPart++;
np++;
if (newPart >= size) {
newPart = 0;
np = &point[newPart];
}
}
}