Add NDK sample to demonstrate more OpenGL&Gaming related technologies.
Change-Id: I0fb56c1fd1aa82d5a7c4da5010e00e103146ba78
This commit is contained in:
committed by
Andrew Hsieh
parent
445765ebe5
commit
f39a078023
@@ -0,0 +1,535 @@
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/*
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* Copyright 2013 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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//--------------------------------------------------------------------------------
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// Include files
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//--------------------------------------------------------------------------------
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#include <jni.h>
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#include <errno.h>
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#include <vector>
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#include <EGL/egl.h>
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#include <GLES/gl.h>
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#include <android/sensor.h>
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#include <android/log.h>
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#include <android_native_app_glue.h>
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#include <android/native_window_jni.h>
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#include <cpu-features.h>
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#include "NDKSupport/NDKSupport.h"
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#include "TeapotRenderer.h"
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/**
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* Our saved state data.
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*/
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struct saved_state {
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float angle;
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int32_t x;
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int32_t y;
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};
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/**
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* Shared state for our app.
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*/
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class engine {
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public:
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struct android_app* app;
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ASensorManager* sensorManager;
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const ASensor* accelerometerSensor;
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ASensorEventQueue* sensorEventQueue;
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int animating;
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EGLDisplay display;
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EGLSurface surface;
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EGLContext context;
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int32_t width;
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int32_t height;
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struct saved_state state;
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std::vector<int32_t> _vecPointers;
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tapCamera _tapCamera;
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TeapotRenderer _renderer;
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DoubletapDetector _doubletapDetector;
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perfMonitor _monitor;
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};
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void showUI(android_app* app)
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{
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JNIEnv *jni;
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app->activity->vm->AttachCurrentThread(&jni, NULL);
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//Default class retrieval
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jclass clazz = jni->GetObjectClass(app->activity->clazz);
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jmethodID methodID = jni->GetMethodID(clazz, "showUI", "()V");
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jni->CallVoidMethod(app->activity->clazz, methodID);
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app->activity->vm->DetachCurrentThread();
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return;
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}
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void updateFPS(android_app* app, float fFPS)
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{
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JNIEnv *jni;
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app->activity->vm->AttachCurrentThread(&jni, NULL);
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//Default class retrieval
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jclass clazz = jni->GetObjectClass(app->activity->clazz);
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jmethodID methodID = jni->GetMethodID(clazz, "updateFPS", "(F)V");
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jni->CallVoidMethod(app->activity->clazz, methodID, fFPS);
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app->activity->vm->DetachCurrentThread();
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return;
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}
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/**
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* Initialize an EGL context for the current display.
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*/
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static int engine_init_display(struct engine* engine) {
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// initialize OpenGL ES and EGL
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showUI(engine->app);
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const EGLint contextAttribs[] = {
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EGL_CONTEXT_CLIENT_VERSION, 2, //Request opengl ES2.0
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EGL_NONE
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};
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EGLint w, h, dummy, format;
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EGLint numConfigs;
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EGLConfig config;
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EGLSurface surface;
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EGLContext context;
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EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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eglInitialize(display, 0, 0);
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/*
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* Here specify the attributes of the desired configuration.
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* Below, we select an EGLConfig with at least 8 bits per color
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* component compatible with on-screen windows
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*/
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const EGLint attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_DEPTH_SIZE, 24,
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EGL_NONE
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};
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eglChooseConfig(display, attribs, &config, 1, &numConfigs);
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if( !numConfigs )
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{
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//Fall back to 16bit depth buffer
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const EGLint attribs[] = {
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, //Request opengl ES2.0
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_BLUE_SIZE, 8,
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EGL_GREEN_SIZE, 8,
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EGL_RED_SIZE, 8,
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EGL_DEPTH_SIZE, 16,
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EGL_NONE
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};
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eglChooseConfig(display, attribs, &config, 1, &numConfigs);
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}
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if ( !numConfigs )
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{
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LOGW("Unable to retrieve EGL config");
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return -1;
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}
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/* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
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* guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
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* As soon as we picked a EGLConfig, we can safely reconfigure the
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* ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
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eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format);
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ANativeWindow_setBuffersGeometry(engine->app->window, 0, 0, format);
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surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
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context = eglCreateContext(display, config, NULL, contextAttribs);
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if (eglMakeCurrent(display, surface, surface, context) == EGL_FALSE) {
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LOGW("Unable to eglMakeCurrent");
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return -1;
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}
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eglQuerySurface(display, surface, EGL_WIDTH, &w);
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eglQuerySurface(display, surface, EGL_HEIGHT, &h);
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engine->display = display;
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engine->context = context;
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engine->surface = surface;
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engine->width = w;
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engine->height = h;
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engine->state.angle = 0;
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// Initialize GL state.
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glFrontFace(GL_CW);
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glViewport(0, 0, engine->width, engine->height);
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engine->_tapCamera.setFlip(1.f, -1.f, -8.f);
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engine->_renderer.init();
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engine->_renderer.bind(&engine->_tapCamera);
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return 0;
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}
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/**
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* Just the current frame in the display.
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*/
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static void engine_draw_frame(struct engine* engine) {
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if (engine->display == NULL) {
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// No display.
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return;
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}
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float fFPS;
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bool b = engine->_monitor.update(fFPS);
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if( b )
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{
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updateFPS( engine->app, fFPS );
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}
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struct timeval Time;
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gettimeofday( &Time, NULL );
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double dTime = Time.tv_sec + Time.tv_usec * 1.0/1000000.0 ;
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engine->_renderer.update(dTime);
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// Just fill the screen with a color.
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glViewport(0, 0, engine->width, engine->height);
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glClearColor(0.5f, 0.5f, 0.5f, 1.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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engine->_renderer.render();
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eglSwapBuffers(engine->display, engine->surface);
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}
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/**
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* Tear down the EGL context currently associated with the display.
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*/
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static void engine_term_display(struct engine* engine) {
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engine->_renderer.unload();
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if (engine->display != EGL_NO_DISPLAY) {
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eglMakeCurrent(engine->display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (engine->context != EGL_NO_CONTEXT) {
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eglDestroyContext(engine->display, engine->context);
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}
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if (engine->surface != EGL_NO_SURFACE) {
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eglDestroySurface(engine->display, engine->surface);
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}
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eglTerminate(engine->display);
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}
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engine->animating = 0;
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engine->display = EGL_NO_DISPLAY;
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engine->context = EGL_NO_CONTEXT;
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engine->surface = EGL_NO_SURFACE;
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}
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int32_t findIndex( AInputEvent* event, int32_t iID )
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{
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int32_t iCount = AMotionEvent_getPointerCount(event);
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for( int32_t i = 0; i < iCount; ++i )
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{
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if( iID == AMotionEvent_getPointerId(event, i) )
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return i;
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}
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return -1;
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}
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void updatePosition( engine* engine, AInputEvent* event, int32_t iIndex, float& fX, float& fY)
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{
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engine->state.x = AMotionEvent_getX(event, iIndex);
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engine->state.y = AMotionEvent_getY(event, iIndex);
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fX = 2.0f * engine->state.x / engine->width -1.f;
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fY = 2.0f * engine->state.y / engine->height -1.f;
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}
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/**
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* Process the next input event.
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*/
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static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) {
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struct engine* engine = (struct engine*)app->userData;
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if (AInputEvent_getType(event) == AINPUT_EVENT_TYPE_MOTION) {
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engine->animating = 1;
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int32_t iCount = AMotionEvent_getPointerCount(event);
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int32_t iAction = AMotionEvent_getAction(event);
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unsigned int flags = iAction & AMOTION_EVENT_ACTION_MASK;
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float fX;
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float fY;
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float fX2;
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float fY2;
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switch( flags )
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{
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case AMOTION_EVENT_ACTION_DOWN:
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engine->_vecPointers.push_back(AMotionEvent_getPointerId(event, 0));
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//Single touch
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if( engine->_doubletapDetector.detect(event) )
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{
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//Detect double tap
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engine->_tapCamera.reset(true);
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}
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else
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{
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//Otherwise, start dragging
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updatePosition(engine, event, 0, fX, fY);
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engine->_tapCamera.beginDrag( vec2( fX, fY ) );
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}
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break;
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case AMOTION_EVENT_ACTION_POINTER_DOWN:
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{
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int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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engine->_vecPointers.push_back(AMotionEvent_getPointerId(event, iIndex));
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if( iCount == 2 )
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{
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//Start pinch
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//Start new pinch
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int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
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updatePosition(engine, event, iIndex, fX, fY);
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iIndex = findIndex( event, engine->_vecPointers[1] );
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updatePosition(engine, event, iIndex, fX2, fY2);
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engine->_tapCamera.beginPinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
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}
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}
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break;
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case AMOTION_EVENT_ACTION_UP:
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//Update doubletap detector
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engine->_doubletapDetector.detect(event);
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engine->_vecPointers.pop_back();
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engine->_tapCamera.endDrag();
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break;
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case AMOTION_EVENT_ACTION_POINTER_UP:
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{
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int32_t iIndex = (iAction & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT;
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int32_t iReleasedPointerID = AMotionEvent_getPointerId(event, iIndex);
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std::vector<int32_t>::iterator it = engine->_vecPointers.begin();
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std::vector<int32_t>::iterator itEnd = engine->_vecPointers.end();
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int32_t i = 0;
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for(;it!=itEnd;++it, ++i)
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{
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if( *it == iReleasedPointerID )
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{
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engine->_vecPointers.erase(it);
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break;
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}
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}
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if( i <= 1 )
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{
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//Reset pinch or drag
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if( iCount == 2 )
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{
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//Start new drag
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int32_t iIndex = findIndex( event, engine->_vecPointers.front() );
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updatePosition(engine, event, iIndex, fX, fY);
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engine->_tapCamera.beginDrag( vec2( fX, fY ) );
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}
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else
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{
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//Start new pinch
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int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
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updatePosition(engine, event, iIndex, fX, fY);
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iIndex = findIndex( event, engine->_vecPointers[1] );
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updatePosition(engine, event, iIndex, fX2, fY2);
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engine->_tapCamera.beginPinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
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}
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}
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}
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break;
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case AMOTION_EVENT_ACTION_MOVE:
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{
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switch(iCount)
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{
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case 1:
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{
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//Single touch
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int32_t iIndex = findIndex( event, engine->_vecPointers.front() );
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updatePosition(engine, event, iIndex, fX, fY);
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engine->_tapCamera.drag( vec2( fX, fY ) );
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}
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break;
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default:
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{
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//Multi touch
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int32_t iIndex = findIndex( event, engine->_vecPointers[0] );
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updatePosition(engine, event, iIndex, fX, fY);
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iIndex = findIndex( event, engine->_vecPointers[1] );
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updatePosition(engine, event, iIndex, fX2, fY2);
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engine->_tapCamera.pinch( vec2( fX, fY ), vec2( fX2, fY2 ) );
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}
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break;
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}
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break;
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}
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case AMOTION_EVENT_ACTION_CANCEL:
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break;
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}
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return 1;
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}
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return 0;
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}
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/**
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* Process the next main command.
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*/
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static void engine_handle_cmd(struct android_app* app, int32_t cmd) {
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struct engine* engine = (struct engine*)app->userData;
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switch (cmd) {
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case APP_CMD_SAVE_STATE:
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// The system has asked us to save our current state. Do so.
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engine->app->savedState = malloc(sizeof(struct saved_state));
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*((struct saved_state*)engine->app->savedState) = engine->state;
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engine->app->savedStateSize = sizeof(struct saved_state);
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break;
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case APP_CMD_INIT_WINDOW:
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// The window is being shown, get it ready.
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if (engine->app->window != NULL) {
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engine_init_display(engine);
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engine_draw_frame(engine);
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engine->animating = 1;
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}
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break;
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case APP_CMD_TERM_WINDOW:
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// The window is being hidden or closed, clean it up.
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engine_term_display(engine);
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break;
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case APP_CMD_GAINED_FOCUS:
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// When our app gains focus, we start monitoring the accelerometer.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_enableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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// We'd like to get 60 events per second (in us).
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ASensorEventQueue_setEventRate(engine->sensorEventQueue,
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engine->accelerometerSensor, (1000L/60)*1000);
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}
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break;
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case APP_CMD_LOST_FOCUS:
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// When our app loses focus, we stop monitoring the accelerometer.
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// This is to avoid consuming battery while not being used.
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if (engine->accelerometerSensor != NULL) {
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ASensorEventQueue_disableSensor(engine->sensorEventQueue,
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engine->accelerometerSensor);
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}
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// Also stop animating.
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engine->animating = 0;
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engine_draw_frame(engine);
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break;
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}
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}
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/**
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* This is the main entry point of a native application that is using
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* android_native_app_glue. It runs in its own thread, with its own
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* event loop for receiving input events and doing other things.
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*/
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void android_main(struct android_app* state) {
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engine engine;
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// Make sure glue isn't stripped.
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app_dummy();
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state->userData = &engine;
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state->onAppCmd = engine_handle_cmd;
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state->onInputEvent = engine_handle_input;
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engine.app = state;
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engine._doubletapDetector.setConfiguration(state->config);
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//Init helper functions
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JNIHelper::init( state->activity );
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// Prepare to monitor accelerometer
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engine.sensorManager = ASensorManager_getInstance();
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engine.accelerometerSensor = ASensorManager_getDefaultSensor(engine.sensorManager,
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ASENSOR_TYPE_ACCELEROMETER);
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engine.sensorEventQueue = ASensorManager_createEventQueue(engine.sensorManager,
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state->looper, LOOPER_ID_USER, NULL, NULL);
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|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user