diff --git a/samples/ApiDemos/AndroidManifest.xml b/samples/ApiDemos/AndroidManifest.xml index 98db82c42..f44199a79 100644 --- a/samples/ApiDemos/AndroidManifest.xml +++ b/samples/ApiDemos/AndroidManifest.xml @@ -1407,6 +1407,15 @@ + + + + + + + = 65536) { + throw new IllegalArgumentException("w"); + } + if (h < 0 || h >= 65536) { + throw new IllegalArgumentException("h"); + } + if (w * h >= 65536) { + throw new IllegalArgumentException("w * h >= 65536"); + } + + mW = w; + mH = h; + int size = w * h; + + mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size) + .order(ByteOrder.nativeOrder()); + mVertexBuffer = mVertexByteBuffer.asFloatBuffer(); + + int quadW = mW - 1; + int quadH = mH - 1; + int quadCount = quadW * quadH; + int indexCount = quadCount * 6; + mIndexCount = indexCount; + mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount) + .order(ByteOrder.nativeOrder()).asCharBuffer(); + + /* + * Initialize triangle list mesh. + * + * [0]-----[ 1] ... + * | / | + * | / | + * | / | + * [w]-----[w+1] ... + * | | + * + */ + + { + int i = 0; + for (int y = 0; y < quadH; y++) { + for (int x = 0; x < quadW; x++) { + char a = (char) (y * mW + x); + char b = (char) (y * mW + x + 1); + char c = (char) ((y + 1) * mW + x); + char d = (char) ((y + 1) * mW + x + 1); + + mIndexBuffer.put(i++, a); + mIndexBuffer.put(i++, c); + mIndexBuffer.put(i++, b); + + mIndexBuffer.put(i++, b); + mIndexBuffer.put(i++, c); + mIndexBuffer.put(i++, d); + } + } + } + + } + + public void set(int i, int j, float x, float y, float z, + float u, float v, + float w0, float w1, + int p0, int p1) { + if (i < 0 || i >= mW) { + throw new IllegalArgumentException("i"); + } + if (j < 0 || j >= mH) { + throw new IllegalArgumentException("j"); + } + + if (w0 + w1 != 1.0f) { + throw new IllegalArgumentException("Weights must add up to 1.0f"); + } + + int index = mW * j + i; + + mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE); + mVertexBuffer.put(x); + mVertexBuffer.put(y); + mVertexBuffer.put(z); + mVertexBuffer.put(u); + mVertexBuffer.put(v); + mVertexBuffer.put(w0); + mVertexBuffer.put(w1); + + mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET); + mVertexByteBuffer.put((byte) p0); + mVertexByteBuffer.put((byte) p1); + } + + public void createBufferObjects(GL gl) { + // Generate a the vertex and element buffer IDs + int[] vboIds = new int[2]; + GL11 gl11 = (GL11) gl; + gl11.glGenBuffers(2, vboIds, 0); + mVertexBufferObjectId = vboIds[0]; + mElementBufferObjectId = vboIds[1]; + + // Upload the vertex data + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); + mVertexByteBuffer.position(0); + gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); + + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); + mIndexBuffer.position(0); + gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); + + // We don't need the in-memory data any more + mVertexBuffer = null; + mVertexByteBuffer = null; + mIndexBuffer = null; + } + + public void draw(GL10 gl) { + GL11 gl11 = (GL11) gl; + GL11Ext gl11Ext = (GL11Ext) gl; + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); + gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); + gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE); + + gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); + gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); + + gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE); + gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET ); + + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); + gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); + gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); + gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES); + gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES); + gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); + gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); + } + } + + public MatrixPaletteRenderer(Context context) { + mContext = context; + } + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + /* + * By default, OpenGL enables features that improve quality + * but reduce performance. One might want to tweak that + * especially on software renderer. + */ + gl.glDisable(GL10.GL_DITHER); + + /* + * Some one-time OpenGL initialization can be made here + * probably based on features of this particular context + */ + gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, + GL10.GL_FASTEST); + + gl.glClearColor(.5f, .5f, .5f, 1); + gl.glShadeModel(GL10.GL_SMOOTH); + gl.glEnable(GL10.GL_DEPTH_TEST); + gl.glEnable(GL10.GL_TEXTURE_2D); + + /* + * Create our texture. This has to be done each time the + * surface is created. + */ + + int[] textures = new int[1]; + gl.glGenTextures(1, textures, 0); + + mTextureID = textures[0]; + gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); + + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, + GL10.GL_NEAREST); + gl.glTexParameterf(GL10.GL_TEXTURE_2D, + GL10.GL_TEXTURE_MAG_FILTER, + GL10.GL_LINEAR); + + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, + GL10.GL_CLAMP_TO_EDGE); + gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, + GL10.GL_CLAMP_TO_EDGE); + + gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, + GL10.GL_REPLACE); + + InputStream is = mContext.getResources() + .openRawResource(R.raw.robot); + Bitmap bitmap; + try { + bitmap = BitmapFactory.decodeStream(is); + } finally { + try { + is.close(); + } catch(IOException e) { + // Ignore. + } + } + + GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0); + bitmap.recycle(); + + mGrid = generateWeightedGrid(gl); + } + + public void onDrawFrame(GL10 gl) { + /* + * By default, OpenGL enables features that improve quality + * but reduce performance. One might want to tweak that + * especially on software renderer. + */ + gl.glDisable(GL10.GL_DITHER); + + gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, + GL10.GL_MODULATE); + + /* + * Usually, the first thing one might want to do is to clear + * the screen. The most efficient way of doing this is to use + * glClear(). + */ + + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + gl.glEnable(GL10.GL_DEPTH_TEST); + + gl.glEnable(GL10.GL_CULL_FACE); + + /* + * Now we're ready to draw some 3D objects + */ + + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); + + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); + gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); + + gl.glActiveTexture(GL10.GL_TEXTURE0); + gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID); + gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, + GL10.GL_REPEAT); + gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, + GL10.GL_REPEAT); + + long time = SystemClock.uptimeMillis() % 4000L; + + // Rock back and forth + double animationUnit = ((double) time) / 4000; + float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI); + float angle = unitAngle * 135f; + + gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES); + gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES); + + GL11Ext gl11Ext = (GL11Ext) gl; + + // matrix 0: no transformation + gl11Ext.glCurrentPaletteMatrixOES(0); + gl11Ext.glLoadPaletteFromModelViewMatrixOES(); + + + // matrix 1: rotate by "angle" + gl.glRotatef(angle, 0, 0, 1.0f); + + gl11Ext.glCurrentPaletteMatrixOES(1); + gl11Ext.glLoadPaletteFromModelViewMatrixOES(); + + mGrid.draw(gl); + + gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES); + } + + public void onSurfaceChanged(GL10 gl, int w, int h) { + gl.glViewport(0, 0, w, h); + + /* + * Set our projection matrix. This doesn't have to be done + * each time we draw, but usually a new projection needs to + * be set when the viewport is resized. + */ + + float ratio = (float) w / h; + gl.glMatrixMode(GL10.GL_PROJECTION); + gl.glLoadIdentity(); + gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); + } + + private Grid generateWeightedGrid(GL gl) { + final int uSteps = 20; + final int vSteps = 20; + + float radius = 0.25f; + float height = 2.0f; + Grid grid = new Grid(uSteps + 1, vSteps + 1); + + for (int j = 0; j <= vSteps; j++) { + for (int i = 0; i <= uSteps; i++) { + double angle = Math.PI * 2 * i / uSteps; + float x = radius * (float) Math.cos(angle); + float y = height * ((float) j / vSteps - 0.5f); + float z = radius * (float) Math.sin(angle); + float u = -4.0f * (float) i / uSteps; + float v = -4.0f * (float) j / vSteps; + float w0 = (float) j / vSteps; + float w1 = 1.0f - w0; + grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1); + } + } + + grid.createBufferObjects(gl); + return grid; + } +}