Add NDK sample to demonstrate more OpenGL&Gaming related technologies.

Change-Id: I0fb56c1fd1aa82d5a7c4da5010e00e103146ba78
This commit is contained in:
Hak Matsuda
2013-06-30 15:46:35 -07:00
committed by Andrew Hsieh
parent 445765ebe5
commit f39a078023
35 changed files with 5868 additions and 0 deletions

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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.sample.teapot"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="11"
android:targetSdkVersion="17" />
<uses-feature android:glEsVersion="0x00020000"></uses-feature>
<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE"></uses-permission>
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme"
android:hasCode="true"
android:name="com.sample.teapot.TeapotApplication"
>
<!-- Our activity is the built-in NativeActivity framework class.
This will take care of integrating with our NDK code. -->
<activity android:name="com.sample.teapot.TeapotNativeActivity"
android:label="@string/app_name"
android:configChanges="orientation|keyboardHidden">
<!-- Tell NativeActivity the name of or .so -->
<meta-data android:name="android.app.lib_name"
android:value="NativeActivity" />
<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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//
// ShaderPlain.fsh
//
#define USE_PHONG (1)
uniform lowp vec3 vMaterialAmbient;
uniform lowp vec4 vMaterialSpecular;
varying lowp vec4 colorDiffuse;
#if USE_PHONG
uniform highp vec3 vLight0;
varying mediump vec3 position;
varying mediump vec3 normal;
#else
varying lowp vec4 colorSpecular;
#endif
void main()
{
#if USE_PHONG
mediump vec3 halfVector = normalize(-vLight0 + position);
mediump float NdotH = max(dot(normal, halfVector), 0.0);
mediump float fPower = vMaterialSpecular.w;
mediump float specular = pow(NdotH, fPower);
lowp vec4 colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
gl_FragColor = colorDiffuse + colorSpecular;
#else
gl_FragColor = colorDiffuse + colorSpecular;
#endif
}

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//
// ShaderPlain.vsh
//
#define USE_PHONG (1)
attribute highp vec3 myVertex;
attribute highp vec3 myNormal;
attribute mediump vec2 myUV;
attribute mediump vec4 myBone;
varying mediump vec2 texCoord;
varying lowp vec4 colorDiffuse;
#if USE_PHONG
varying mediump vec3 position;
varying mediump vec3 normal;
#else
varying lowp vec4 colorSpecular;
#endif
uniform highp mat4 uMVMatrix;
uniform highp mat4 uPMatrix;
uniform highp vec3 vLight0;
uniform lowp vec4 vMaterialDiffuse;
uniform lowp vec3 vMaterialAmbient;
uniform lowp vec4 vMaterialSpecular;
void main(void)
{
highp vec4 p = vec4(myVertex,1);
gl_Position = uPMatrix * p;
texCoord = myUV;
highp vec3 worldNormal = vec3(mat3(uMVMatrix[0].xyz, uMVMatrix[1].xyz, uMVMatrix[2].xyz) * myNormal);
highp vec3 ecPosition = p.xyz;
colorDiffuse = dot( worldNormal, normalize(-vLight0+ecPosition) ) * vMaterialDiffuse + vec4( vMaterialAmbient, 1 );
#if USE_PHONG
normal = worldNormal;
position = ecPosition;
#else
highp vec3 halfVector = normalize(ecPosition - vLight0);
highp float NdotH = max(-dot(worldNormal, halfVector), 0.0);
float fPower = vMaterialSpecular.w;
highp float specular = min( pow(NdotH, fPower), 1.0);
colorSpecular = vec4( vMaterialSpecular.xyz * specular, 1 );
#endif
}

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LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := NativeActivity
LOCAL_SRC_FILES := TeapotNativeActivity.cpp \
TeapotRenderer.cpp \
NDKSupport/JNIHelper.cpp \
NDKSupport/shader.cpp \
NDKSupport/vecmath.cpp \
NDKSupport/gestureDetector.cpp \
NDKSupport/perfMonitor.cpp \
NDKSupport/tapCamera.cpp \
LOCAL_C_INCLUDES := $(LOCAL_PATH)/NDKSupport
LOCAL_CFLAGS :=
LOCAL_LDLIBS := -llog -landroid -lEGL -lGLESv2
LOCAL_STATIC_LIBRARIES := cpufeatures android_native_app_glue
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/native_app_glue)
$(call import-module,android/cpufeatures)

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APP_PLATFORM := android-9
APP_ABI := armeabi-v7a
APP_STL := stlport_static

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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.
*/
#include "JNIHelper.h"
//---------------------------------------------------------------------------
//JNI Helper functions
//---------------------------------------------------------------------------
//Static variable
ANativeActivity* JNIHelper::_activity;
jobject JNIHelper::_objJNIHelper;
jclass JNIHelper::_clsJNIHelper;
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;
}
//---------------------------------------------------------------------------
//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("android/app/NativeActivity");
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);
}
/* Ask the PNG manager for a bitmap */
mid = env->GetMethodID(_clsJNIHelper, "openBitmap",
"(Ljava/lang/String;Z)Landroid/graphics/Bitmap;");
jstring name = env->NewStringUTF(fileName);
#if 0
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;
}

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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 <jni.h>
#include <errno.h>
#include <vector>
#include <map>
#include <fstream>
#include <iostream>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#define APP_NAME "native-activity"
#define CLASS_NAME "android/app/NativeActivity"
#define APPLICATION_CLASS_NAME "com/sample/mmdPlay/NDKSupport"
#define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, APP_NAME, __VA_ARGS__))
#define LOGW(...) ((void)__android_log_print(ANDROID_LOG_WARN, APP_NAME, __VA_ARGS__))
#define LOGE(...) ((void)__android_log_print(ANDROID_LOG_ERROR, APP_NAME, __VA_ARGS__))
jclass retrieveClass(JNIEnv *jni, ANativeActivity* activity, const char* className);
class JNIHelper
{
static ANativeActivity* _activity;
static jobject _objJNIHelper;
static jclass _clsJNIHelper;
static jstring getExternalFilesDir( JNIEnv *env );
public:
JNIHelper() {
};
~JNIHelper() {
JNIEnv *env;
_activity->vm->AttachCurrentThread(&env, NULL);
env->DeleteGlobalRef(_objJNIHelper);
env->DeleteGlobalRef(_clsJNIHelper);
_activity->vm->DetachCurrentThread();
};
static void init( ANativeActivity* activity )
{
_activity = activity;
};
static bool readFile( const char* fileName, std::vector<uint8_t>& buffer );
static uint32_t loadTexture(const char* fileName );
};

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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.
*/
#ifndef _NDKSUPPORT_H
#define _NDKSUPPORT_H
#include "shader.h" //Shader compiler support
#include "vecmath.h" //Vector math support, C++ implementation n current version
#include "tapCamera.h" //Tap/Pinch camera control
#include "JNIHelper.h" //JNI support
#include "gestureDetector.h" //Tap/Doubletap detector
#include "perfMonitor.h" //FPS counter
#endif

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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.
*/
//--------------------------------------------------------------------------------
// gestureDetector.cpp
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// includes
//--------------------------------------------------------------------------------
#include "gestureDetector.h"
//--------------------------------------------------------------------------------
// GestureDetector
//--------------------------------------------------------------------------------
GestureDetector::GestureDetector()
{
_fDpFactor = 1.f;
}
void GestureDetector::setConfiguration(AConfiguration* config)
{
_fDpFactor = 160.f / AConfiguration_getDensity(config);
}
//--------------------------------------------------------------------------------
// TapDetector
//--------------------------------------------------------------------------------
bool 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 true;
}
}
}
break;
}
}
return false;
}
//--------------------------------------------------------------------------------
// DoubletapDetector
//--------------------------------------------------------------------------------
bool DoubletapDetector::detect(const AInputEvent* motion_event)
{
if( AMotionEvent_getPointerCount(motion_event) > 1 )
{
//Only support single touch
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 true;
}
}
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 false;
}
void DoubletapDetector::setConfiguration(AConfiguration* config)
{
_fDpFactor = 160.f / AConfiguration_getDensity(config);
_tapDetector.setConfiguration(config);
}

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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.
*/
//--------------------------------------------------------------------------------
// gestureDetector.h
//--------------------------------------------------------------------------------
#ifndef GESTUREDETECTOR_H_
#define GESTUREDETECTOR_H_
#include <android/sensor.h>
#include <android/log.h>
#include <android_native_app_glue.h>
#include <android/native_window_jni.h>
#include "JNIHelper.h"
//--------------------------------------------------------------------------------
// Constants
//--------------------------------------------------------------------------------
const int32_t DOUBLE_TAP_TIMEOUT = 300 * 1000000;
const int32_t TAP_TIMEOUT = 180 * 1000000;
const int32_t DOUBLE_TAP_SLOP = 100;
const int32_t TOUCH_SLOP = 8;
class GestureDetector
{
protected:
float _fDpFactor;
public:
GestureDetector();
virtual ~GestureDetector() {}
virtual void setConfiguration(AConfiguration* config);
virtual bool detect(const AInputEvent* motion_event) = 0;
};
class TapDetector:public GestureDetector
{
int32_t _iDownPointerID;
float _fDownX;
float _fDownY;
public:
TapDetector() {}
virtual ~TapDetector() {}
virtual bool detect(const AInputEvent* motion_event);
};
class DoubletapDetector:public GestureDetector
{
TapDetector _tapDetector;
int64_t _lastTapTime;
float _fLastTapX;
float _fLastTapY;
public:
DoubletapDetector() {}
virtual ~DoubletapDetector() {}
virtual bool detect(const AInputEvent* motion_event);
virtual void setConfiguration(AConfiguration* config);
};
#endif /* GESTUREDETECTOR_H_ */

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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.
*/
#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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/*
* Copyright 2013 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef PERFMONITOR_H_
#define PERFMONITOR_H_
#include <jni.h>
#include <errno.h>
#include <time.h>
#include "JNIHelper.h"
const int32_t NUM_SAMPLES = 100;
class perfMonitor {
float _fCurrentFPS;
time_t _tvLastSec;
double _dLastTick;
int32_t _tickindex;
double _ticksum;
double _ticklist[ NUM_SAMPLES ];
double updateTick(double currentTick);
public:
perfMonitor();
virtual ~perfMonitor();
bool update(float &fFPS);
};
#endif /* PERFMONITOR_H_ */

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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.
*/
#include "shader.h"
#include "JNIHelper.h"
#define DEBUG (1)
bool shader::compileShader(GLuint *shader, const GLenum type,
const char *strFileName) {
GLint status;
const GLchar *source;
std::vector<uint8_t> data;
bool b = JNIHelper::readFile(strFileName, data);
if (!b)
{
LOGI("Can not open a file:%s", strFileName);
return false;
}
source = (GLchar *) &data[0];
if (!source) {
LOGI("Failed to load vertex shader:%s", strFileName);
return false;
}
int32_t iSize = data.size();
*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
glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(*shader);
return false;
}
data.clear();
return true;
}
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;
}

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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.
*/
#ifndef SHADER_H_
#define SHADER_H_
#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>
#include <android/native_window_jni.h>
#include <cpu-features.h>
#include "JNIHelper.h"
class shader {
public:
static bool compileShader(GLuint *shader, const GLenum type,
const char *strFileName);
static bool linkProgram(const GLuint prog);
static bool validateProgram(const GLuint prog);
};
#endif /* SHADER_H_ */

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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.
*/
//----------------------------------------------------------
// 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), _bMomentum(false), _fBallRadius( 0.75f )
{
//Init offset
initParameters();
_vFlip = vec2( 1.f, -1.f );
_fFlipZ = -1.f;
}
void tapCamera::initParameters()
{
//Init parameters
_vecOffset = vec3();
_vecOffsetNow = vec3();
_qBallNow = quaternion();
_qBallRot = quaternion();
_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;
_mTransform = mat4::translation(vec);
}
mat4& tapCamera::getRotationMatrix()
{
return _mRotation;
}
mat4& tapCamera::getTransformMatrix()
{
return _mTransform;
}
void tapCamera::reset(const bool bAnimate)
{
initParameters();
}
//----------------------------------------------------------
//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;
vec = (v1 + v2) / 2.f - _vecPinchStartCenter;
_vecOffsetNow = vec3( vec,
_fFlipZ * (_fPinchStartDistanceSQ / fDistanceSQ - 1.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);
}

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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.
*/
//----------------------------------------------------------
// tapCamera.h
// Camera control with tap
//----------------------------------------------------------
#pragma once
#include <vector>
#include <string>
#include <GLES2/gl2.h>
#include "JNIHelper.h"
#include "vecmath.h"
class tapCamera
{
//Trackball
vec2 _vBallCenter;
float _fBallRadius;
quaternion _qBallNow, _qBallDown;
vec2 _vBallNow, _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();
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 reset(const bool bAnimate);
};

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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.
*/
//--------------------------------------------------------------------------------
// 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;
}

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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.
*/
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#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>
#include <android/native_window_jni.h>
#include <cpu-features.h>
#include "NDKSupport/NDKSupport.h"
#include "TeapotRenderer.h"
/**
* Our saved state data.
*/
struct saved_state {
float angle;
int32_t x;
int32_t y;
};
/**
* Shared state for our app.
*/
class engine {
public:
struct android_app* app;
ASensorManager* sensorManager;
const ASensor* accelerometerSensor;
ASensorEventQueue* sensorEventQueue;
int animating;
EGLDisplay display;
EGLSurface surface;
EGLContext context;
int32_t width;
int32_t height;
struct saved_state state;
std::vector<int32_t> _vecPointers;
tapCamera _tapCamera;
TeapotRenderer _renderer;
DoubletapDetector _doubletapDetector;
perfMonitor _monitor;
};
void showUI(android_app* app)
{
JNIEnv *jni;
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);
app->activity->vm->DetachCurrentThread();
return;
}
void updateFPS(android_app* app, float fFPS)
{
JNIEnv *jni;
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);
app->activity->vm->DetachCurrentThread();
return;
}
/**
* Initialize an EGL context for the current display.
*/
static int engine_init_display(struct engine* engine) {
// initialize OpenGL ES and EGL
showUI(engine->app);
const EGLint contextAttribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
EGL_NONE
};
EGLint w, h, dummy, format;
EGLint numConfigs;
EGLConfig config;
EGLSurface surface;
EGLContext context;
EGLDisplay 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
};
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);
}
if ( !numConfigs )
{
LOGW("Unable to retrieve EGL config");
return -1;
}
/* 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. */
eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, contextAttribs);
if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
LOGW("Unable to eglMakeCurrent");
return -1;
}
eglQuerySurface(display, surface, EGL_WIDTH, &w);
eglQuerySurface(display, surface, EGL_HEIGHT, &h);
engine->display = display;
engine->context = context;
engine->surface = surface;
engine->width = w;
engine->height = h;
engine->state.angle = 0;
// Initialize GL state.
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CW);
glViewport(0, 0, engine->width, engine->height);
engine->_tapCamera.setFlip(1.f, -1.f, -8.f);
engine->_renderer.init();
engine->_renderer.bind(&engine->_tapCamera);
return 0;
}
/**
* Just the current frame in the display.
*/
static void engine_draw_frame(struct engine* engine) {
if (engine->display == NULL) {
// No display.
return;
}
float fFPS;
bool b = engine->_monitor.update(fFPS);
if( b )
{
updateFPS( engine->app, fFPS );
}
struct timeval Time;
gettimeofday( &Time, NULL );
double dTime = Time.tv_sec + Time.tv_usec * 1.0/1000000.0 ;
engine->_renderer.update(dTime);
// Just fill the screen with a color.
glViewport(0, 0, engine->width, engine->height);
glClearColor(0.5f, 0.5f, 0.5f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
engine->_renderer.render();
eglSwapBuffers(engine->display, engine->surface);
}
/**
* Tear down the EGL context currently associated with the display.
*/
static void engine_term_display(struct engine* engine) {
engine->_renderer.unload();
if (engine->display != EGL_NO_DISPLAY) {
eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (engine->context != EGL_NO_CONTEXT) {
eglDestroyContext(engine->display, engine->context);
}
if (engine->surface != EGL_NO_SURFACE) {
eglDestroySurface(engine->display, engine->surface);
}
eglTerminate(engine->display);
}
engine->animating = 0;
engine->display = EGL_NO_DISPLAY;
engine->context = EGL_NO_CONTEXT;
engine->surface = EGL_NO_SURFACE;
}
int32_t findIndex( AInputEvent* event, int32_t iID )
{
int32_t iCount = AMotionEvent_getPointerCount(event);
for( int32_t i = 0; i < iCount; ++i )
{
if( iID == AMotionEvent_getPointerId(event, i) )
return i;
}
return -1;
}
void updatePosition( engine* engine, AInputEvent* event, int32_t iIndex, float& fX, float& fY)
{
engine->state.x = AMotionEvent_getX(event, iIndex);
engine->state.y = AMotionEvent_getY(event, iIndex);
fX = 2.0f * engine->state.x / engine->width -1.f;
fY = 2.0f * engine->state.y / engine->height -1.f;
}
/**
* Process the next input event.
*/
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
struct engine* engine = (struct engine*)app->userData;
if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
engine->animating = 1;
int32_t iCount = AMotionEvent_getPointerCount(event);
int32_t iAction = AMotionEvent_getAction(event);
unsigned int flags = iAction & AMOTION_EVENT_ACTION_MASK;
float fX;
float fY;
float fX2;
float fY2;
switch( flags )
{
case AMOTION_EVENT_ACTION_DOWN:
engine->_vecPointers.push_back(AMotionEvent_getPointerId(event, 0));
//Single touch
if( engine->_doubletapDetector.detect(event) )
{
//Detect double tap
engine->_tapCamera.reset(true);
}
else
{
//Otherwise, start dragging
updatePosition(engine, event, 0, fX, fY);
engine->_tapCamera.beginDrag( vec2( fX, fY ) );
}
break;
case AMOTION_EVENT_ACTION_POINTER_DOWN:
{
int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
engine->_vecPointers.push_back(AMotionEvent_getPointerId(event, iIndex));
if( iCount == 2 )
{
//Start pinch
//Start new pinch
int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
updatePosition(engine, event, iIndex, fX, fY);
iIndex = findIndex( event, engine->_vecPointers[1] );
updatePosition(engine, event, iIndex, fX2, fY2);
engine->_tapCamera.beginPinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
}
}
break;
case AMOTION_EVENT_ACTION_UP:
//Update doubletap detector
engine->_doubletapDetector.detect(event);
engine->_vecPointers.pop_back();
engine->_tapCamera.endDrag();
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 = engine->_vecPointers.begin();
std::vector<int32_t>::iterator itEnd = engine->_vecPointers.end();
int32_t i = 0;
for(;it!=itEnd;++it, ++i)
{
if( *it == iReleasedPointerID )
{
engine->_vecPointers.erase(it);
break;
}
}
if( i <= 1 )
{
//Reset pinch or drag
if( iCount == 2 )
{
//Start new drag
int32_t iIndex = findIndex( event, engine->_vecPointers.front() );
updatePosition(engine, event, iIndex, fX, fY);
engine->_tapCamera.beginDrag( vec2( fX, fY ) );
}
else
{
//Start new pinch
int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
updatePosition(engine, event, iIndex, fX, fY);
iIndex = findIndex( event, engine->_vecPointers[1] );
updatePosition(engine, event, iIndex, fX2, fY2);
engine->_tapCamera.beginPinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
}
}
}
break;
case AMOTION_EVENT_ACTION_MOVE:
{
switch(iCount)
{
case 1:
{
//Single touch
int32_t iIndex = findIndex( event, engine->_vecPointers.front() );
updatePosition(engine, event, iIndex, fX, fY);
engine->_tapCamera.drag( vec2( fX, fY ) );
}
break;
default:
{
//Multi touch
int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
updatePosition(engine, event, iIndex, fX, fY);
iIndex = findIndex( event, engine->_vecPointers[1] );
updatePosition(engine, event, iIndex, fX2, fY2);
engine->_tapCamera.pinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
}
break;
}
break;
}
case AMOTION_EVENT_ACTION_CANCEL:
break;
}
return 1;
}
return 0;
}
/**
* Process the next main command.
*/
static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
struct engine* engine = (struct engine*)app->userData;
switch (cmd) {
case APP_CMD_SAVE_STATE:
// The system has asked us to save our current state. Do so.
engine->app->savedState = malloc(sizeof(struct saved_state));
*((struct saved_state*)engine->app->savedState) = engine->state;
engine->app->savedStateSize = sizeof(struct saved_state);
break;
case APP_CMD_INIT_WINDOW:
// The window is being shown, get it ready.
if (engine->app->window != NULL) {
engine_init_display(engine);
engine_draw_frame(engine);
engine->animating = 1;
}
break;
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
engine_term_display(engine);
break;
case APP_CMD_GAINED_FOCUS:
// When our app gains focus, we start monitoring the accelerometer.
if (engine->accelerometerSensor != NULL) {
ASensorEventQueue_enableSensor(engine->sensorEventQueue,
engine->accelerometerSensor);
// We'd like to get 60 events per second (in us).
ASensorEventQueue_setEventRate(engine->sensorEventQueue,
engine->accelerometerSensor, (1000L/60)*1000);
}
break;
case APP_CMD_LOST_FOCUS:
// When our app loses focus, we stop monitoring the accelerometer.
// This is to avoid consuming battery while not being used.
if (engine->accelerometerSensor != NULL) {
ASensorEventQueue_disableSensor(engine->sensorEventQueue,
engine->accelerometerSensor);
}
// Also stop animating.
engine->animating = 0;
engine_draw_frame(engine);
break;
}
}
/**
* 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(struct android_app* state) {
engine engine;
// Make sure glue isn't stripped.
app_dummy();
state->userData = &engine;
state->onAppCmd = engine_handle_cmd;
state->onInputEvent = engine_handle_input;
engine.app = state;
engine._doubletapDetector.setConfiguration(state->config);
//Init helper functions
JNIHelper::init( state->activity );
// Prepare to monitor accelerometer
engine.sensorManager = ASensorManager_getInstance();
engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,
ASENSOR_TYPE_ACCELEROMETER);
engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
state->looper, LOOPER_ID_USER, NULL, NULL);
if (state->savedState != NULL) {
// We are starting with a previous saved state; restore from it.
engine.state = *(struct saved_state*)state->savedState;
}
// loop waiting for stuff to do.
while (1) {
// Read all pending events.
int ident;
int events;
struct android_poll_source* source;
// 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 ((ident=ALooper_pollAll(engine.animating ? 0 : -1, NULL, &events,
(void**)&source)) >= 0) {
// Process this event.
if (source != NULL) {
source->process(state, source);
}
// If a sensor has data, process it now.
if (ident == LOOPER_ID_USER) {
if (engine.accelerometerSensor != NULL) {
ASensorEvent event;
while (ASensorEventQueue_getEvents(engine.sensorEventQueue,
&event, 1) > 0) {
}
}
}
// Check if we are exiting.
if (state->destroyRequested != 0) {
engine_term_display(&engine);
return;
}
}
if (engine.animating) {
// Done with events; draw next animation frame.
engine.state.angle += .01f;
if (engine.state.angle > 1) {
engine.state.angle = 0;
}
// Drawing is throttled to the screen update rate, so there
// is no need to do timing here.
engine_draw_frame(&engine);
}
}
}

View File

@@ -0,0 +1,291 @@
/*
* 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.
*/
//--------------------------------------------------------------------------------
// TeapotRenderer.cpp
// Render a teapot
//--------------------------------------------------------------------------------
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#include "TeapotRenderer.h"
//--------------------------------------------------------------------------------
// Teapot model data
//--------------------------------------------------------------------------------
#include "teapot.inl"
//--------------------------------------------------------------------------------
// Ctor
//--------------------------------------------------------------------------------
TeapotRenderer::TeapotRenderer()
{
}
//--------------------------------------------------------------------------------
// Dtor
//--------------------------------------------------------------------------------
TeapotRenderer::~TeapotRenderer() {
unload();
}
void TeapotRenderer::init()
{
//Settings
glFrontFace (GL_CCW);
//Load shader
loadShaders( &_shaderParam, "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);
//Create VBO
_iNumVertices = sizeof(teapotPositions) / sizeof(teapotPositions[0]);
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 )
{
p[i].fPos[0] = teapotPositions[iIndex];
p[i].fPos[1] = teapotPositions[iIndex+1];
p[i].fPos[2] = teapotPositions[iIndex+2];
p[i].fNormal[0] = teapotNormals[iIndex];
p[i].fNormal[1] = teapotNormals[iIndex+1];
p[i].fNormal[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);
delete[] p;
//Init Projection matrices
int32_t viewport[4];
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);
_mModel = mat4::translation(0, 0, -15.f);
mat4 mat = mat4::rotationX(M_PI / 3);
_mModel = mat * _mModel;
}
void TeapotRenderer::unload()
{
if (_vbo)
{
glDeleteBuffers(1, &_vbo);
_vbo = 0;
}
if (_ibo)
{
glDeleteBuffers(1, &_ibo);
_ibo = 0;
}
if (_shaderParam._program )
{
glDeleteProgram(_shaderParam._program);
_shaderParam._program = 0;
}
}
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));
if( _camera )
{
_camera->update();
_mView = _camera->getTransformMatrix() * _mView * _camera->getRotationMatrix() * _mModel;
}
else
{
_mView = _mView * _mModel;
}
}
void TeapotRenderer::render()
{
//
// Feed Projection and Model View matrices to the shaders
mat4 mVP = _mProjection * _mView;
// Bind the 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);
// Bind the IB
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _ibo);
glUseProgram(_shaderParam._program);
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(_shaderParam._uiMaterialSpecular,
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]);
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);
glDrawElements(GL_TRIANGLES, _iNumIndices, GL_UNSIGNED_SHORT,
BUFFER_OFFSET(0));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
bool TeapotRenderer::loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh)
{
GLuint program;
GLuint vertShader, fragShader;
char *vertShaderPathname, *fragShaderPathname;
// Create shader program
program = glCreateProgram();
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);
return false;
}
// Create and compile fragment shader
if (!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);
// Attach fragment shader to program
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_UV, "myUV");
// Link program
if (!shader::linkProgram(program)) {
LOGI("Failed to link program: %d", program);
if (vertShader) {
glDeleteShader(vertShader);
vertShader = 0;
}
if (fragShader) {
glDeleteShader(fragShader);
fragShader = 0;
}
if (program) {
glDeleteProgram(program);
}
return false;
}
// Get uniform locations
params->_uiMatrixP = glGetUniformLocation(program, "uPMatrix");
params->_uiMatrixView = glGetUniformLocation(program, "uMVMatrix");
params->_uiLight0 = glGetUniformLocation(program, "vLight0");
params->_uiMaterialDiffuse = glGetUniformLocation(program,
"vMaterialDiffuse");
params->_uiMaterialAmbient = glGetUniformLocation(program,
"vMaterialAmbient");
params->_uiMaterialSpecular = glGetUniformLocation(program,
"vMaterialSpecular");
// Release vertex and fragment shaders
if (vertShader)
glDeleteShader(vertShader);
if (fragShader)
glDeleteShader(fragShader);
params->_program = program;
return true;
}
bool TeapotRenderer::bind(tapCamera* camera)
{
_camera = camera;
return true;
}

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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.
*/
//--------------------------------------------------------------------------------
// Teapot Renderer.h
// Renderer for teapots
//--------------------------------------------------------------------------------
#ifndef _TEAPOTRENDERER_H
#define _TEAPOTRENDERER_H
//--------------------------------------------------------------------------------
// Include files
//--------------------------------------------------------------------------------
#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>
#include <android/native_window_jni.h>
#include <cpu-features.h>
#include "NDKSupport/NDKSupport.h"
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
struct TEAPOT_VERTEX
{
float fPos[3];
float fNormal[3];
};
enum SHADER_ATTRIBUTES {
ATTRIB_VERTEX, ATTRIB_NORMAL, ATTRIB_UV,
};
struct SHADER_PARAMS
{
GLuint _program;
GLuint _uiLight0;
GLuint _uiMaterialDiffuse;
GLuint _uiMaterialAmbient;
GLuint _uiMaterialSpecular;
GLuint _uiMatrixP;
GLuint _uiMatrixView;
};
struct TEAPOT_MATERIALS
{
float diffuse_color[ 3 ];
float specular_color[ 4 ];
float ambient_color[ 3 ];
};
class TeapotRenderer
{
int32_t _iNumIndices;
int32_t _iNumVertices;
GLuint _ibo;
GLuint _vbo;
SHADER_PARAMS _shaderParam;
bool loadShaders(SHADER_PARAMS* params, const char* strVsh, const char* strFsh);
mat4 _mProjection;
mat4 _mView;
mat4 _mModel;
tapCamera* _camera;
public:
TeapotRenderer();
virtual ~TeapotRenderer();
void init();
void render();
void update(float dTime);
bool bind(tapCamera* camera);
void unload();
};
#endif

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<?xml version="1.0" encoding="UTF-8"?>
<lint>
</lint>

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# This file is automatically generated by Android Tools.
# Do not modify this file -- YOUR CHANGES WILL BE ERASED!
#
# This file must be checked in Version Control Systems.
#
# To customize properties used by the Ant build system edit
# "ant.properties", and override values to adapt the script to your
# project structure.
#
# To enable ProGuard to shrink and obfuscate your code, uncomment this (available properties: sdk.dir, user.home):
#proguard.config=${sdk.dir}/tools/proguard/proguard-android.txt:proguard-project.txt
# Project target.
target=Google Inc.:Google APIs:17

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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:gravity="top"
android:orientation="vertical" >
<TextView
android:id="@+id/textViewFPS"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:gravity="right"
android:text="0.0 FPS"
android:textAppearance="?android:attr/textAppearanceMedium"
android:textColor="@android:color/white" />
</LinearLayout>

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<resources>
<!--
Base application theme for API 11+. This theme completely replaces
AppBaseTheme from res/values/styles.xml on API 11+ devices.
-->
<style name="AppBaseTheme" parent="android:Theme.Holo.Light">
<!-- API 11 theme customizations can go here. -->
</style>
</resources>

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<resources>
<!--
Base application theme for API 14+. This theme completely replaces
AppBaseTheme from BOTH res/values/styles.xml and
res/values-v11/styles.xml on API 14+ devices.
-->
<style name="AppBaseTheme" parent="android:Theme.Holo.Light.DarkActionBar">
<!-- API 14 theme customizations can go here. -->
</style>
</resources>

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<resources>
<string name="app_name">Teapot</string>
</resources>

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<resources>
<!--
Base application theme, dependent on API level. This theme is replaced
by AppBaseTheme from res/values-vXX/styles.xml on newer devices.
-->
<style name="AppBaseTheme" parent="android:Theme.Light">
<!--
Theme customizations available in newer API levels can go in
res/values-vXX/styles.xml, while customizations related to
backward-compatibility can go here.
-->
</style>
<!-- Application theme. -->
<style name="AppTheme" parent="AppBaseTheme">
<!-- All customizations that are NOT specific to a particular API-level can go here. -->
</style>
</resources>

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package com.sample.teapot;
import javax.microedition.khronos.opengles.GL10;
import android.app.Application;
import android.content.Context;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Matrix;
import android.opengl.GLUtils;
import android.util.Log;
import android.widget.Toast;
public class TeapotApplication extends Application {
private static Context context;
public void onCreate(){
context=getApplicationContext();
Log.w("native-activity", "onCreate");
final PackageManager pm = getApplicationContext().getPackageManager();
ApplicationInfo ai;
try {
ai = pm.getApplicationInfo( this.getPackageName(), 0);
} catch (final NameNotFoundException e) {
ai = null;
}
final String applicationName = (String) (ai != null ? pm.getApplicationLabel(ai) : "(unknown)");
Toast.makeText(this, applicationName, Toast.LENGTH_SHORT).show();
}
//Load Bitmap
private int nextPOT(int i)
{
int pot = 1;
while( pot < i ) pot <<= 1;
return pot;
}
private Bitmap scaleBitmap(Bitmap bitmapToScale, float newWidth, float newHeight)
{
if(bitmapToScale == null)
return null;
//get the original width and height
int width = bitmapToScale.getWidth();
int height = bitmapToScale.getHeight();
// create a matrix for the manipulation
Matrix matrix = new Matrix();
// resize the bit map
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);
}
public void loadTexture(String path)
{
Bitmap bitmap = null;
try
{
bitmap = BitmapFactory.decodeStream(context.getResources().getAssets().open(path));
}
catch (Exception e) {
Log.w("native-activity", "Coundn't load a file:" + path);
}
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
return;
}
public Bitmap openBitmap(String path, boolean iScalePOT)
{
Bitmap bitmap = null;
try
{
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 )
{
//Scale it
bitmap = scaleBitmap( bitmap, width, height );
}
}
}
catch (Exception e) {
Log.w("native-activity", "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 void getBitmapPixels(Bitmap bmp, int[] pixels)
{
int w = bmp.getWidth();
int h = bmp.getHeight();
bmp.getPixels(pixels, 0, w, 0, 0, w, h);
}
public void closeBitmap(Bitmap bmp)
{
bmp.recycle();
}
}

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package com.sample.teapot;
import android.app.NativeActivity;
import android.os.Bundle;
import android.view.Gravity;
import android.view.LayoutInflater;
import android.view.View;
import android.view.ViewGroup.MarginLayoutParams;
import android.view.WindowManager.LayoutParams;
import android.widget.LinearLayout;
import android.widget.PopupWindow;
import android.widget.TextView;
public class TeapotNativeActivity extends NativeActivity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
}
protected void onResume() {
super.onResume();
//Hide toolbar
int SDK_INT = android.os.Build.VERSION.SDK_INT;
if(SDK_INT >= 11 && SDK_INT < 14) {
getWindow().getDecorView().setSystemUiVisibility(View.STATUS_BAR_HIDDEN);
}else if(SDK_INT >= 14){
getWindow().getDecorView().setSystemUiVisibility(View.SYSTEM_UI_FLAG_FULLSCREEN | View.SYSTEM_UI_FLAG_LOW_PROFILE);
}
}
// Our popup window, you will call it from your C/C++ code later
TeapotNativeActivity _activity;
PopupWindow _popupWindow;
TextView _label;
public void showUI()
{
if( _popupWindow != null )
return;
_activity = this;
this.runOnUiThread(new Runnable() {
@Override
public void run() {
LayoutInflater layoutInflater
= (LayoutInflater)getBaseContext()
.getSystemService(LAYOUT_INFLATER_SERVICE);
View popupView = layoutInflater.inflate(R.layout.widgets, null);
_popupWindow = new PopupWindow(
popupView,
LayoutParams.WRAP_CONTENT,
LayoutParams.WRAP_CONTENT);
LinearLayout mainLayout = new LinearLayout(_activity);
MarginLayoutParams params = new MarginLayoutParams(LayoutParams.WRAP_CONTENT, LayoutParams.WRAP_CONTENT);
params.setMargins(0, 0, 0, 0);
_activity.setContentView(mainLayout, params);
// Show our UI over NativeActivity window
_popupWindow.showAtLocation(mainLayout, Gravity.TOP | Gravity.LEFT, 10, 10);
_popupWindow.update();
_label = (TextView)popupView.findViewById(R.id.textViewFPS);
}});
}
public void updateFPS(final float fFPS)
{
if( _label == null )
return;
_activity = this;
this.runOnUiThread(new Runnable() {
@Override
public void run() {
_label.setText(String.format("%2.2f FPS", fFPS));
}});
}
}