Show how to get started with OpenGL ES 2.0. Change-Id: I22e5e72114fd76bb7319c51e0a3b0d0e05c546fb
254 lines
9.6 KiB
Java
254 lines
9.6 KiB
Java
/*
|
|
* Copyright (C) 2011 The Android Open Source Project
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
package com.example.android.basicglsurfaceview;
|
|
|
|
import java.io.IOException;
|
|
import java.io.InputStream;
|
|
import java.nio.ByteBuffer;
|
|
import java.nio.ByteOrder;
|
|
import java.nio.FloatBuffer;
|
|
|
|
import javax.microedition.khronos.egl.EGLConfig;
|
|
import javax.microedition.khronos.opengles.GL10;
|
|
|
|
import android.content.Context;
|
|
import android.graphics.Bitmap;
|
|
import android.graphics.BitmapFactory;
|
|
import android.opengl.GLES20;
|
|
import android.opengl.GLSurfaceView;
|
|
import android.opengl.GLUtils;
|
|
import android.opengl.Matrix;
|
|
import android.os.SystemClock;
|
|
import android.util.Log;
|
|
|
|
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
|
|
|
|
public GLES20TriangleRenderer(Context context) {
|
|
mContext = context;
|
|
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
|
|
* FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
|
|
mTriangleVertices.put(mTriangleVerticesData).position(0);
|
|
}
|
|
|
|
public void onDrawFrame(GL10 glUnused) {
|
|
// Ignore the passed-in GL10 interface, and use the GLES20
|
|
// class's static methods instead.
|
|
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
|
|
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
|
|
GLES20.glUseProgram(mProgram);
|
|
checkGlError("glUseProgram");
|
|
|
|
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
|
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
|
|
|
|
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
|
|
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
|
|
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
|
|
checkGlError("glVertexAttribPointer maPosition");
|
|
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
|
|
GLES20.glEnableVertexAttribArray(maPositionHandle);
|
|
checkGlError("glEnableVertexAttribArray maPositionHandle");
|
|
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
|
|
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
|
|
checkGlError("glVertexAttribPointer maTextureHandle");
|
|
GLES20.glEnableVertexAttribArray(maTextureHandle);
|
|
checkGlError("glEnableVertexAttribArray maTextureHandle");
|
|
|
|
long time = SystemClock.uptimeMillis() % 4000L;
|
|
float angle = 0.090f * ((int) time);
|
|
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
|
|
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
|
|
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
|
|
|
|
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
|
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
|
|
checkGlError("glDrawArrays");
|
|
}
|
|
|
|
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
|
|
// Ignore the passed-in GL10 interface, and use the GLES20
|
|
// class's static methods instead.
|
|
GLES20.glViewport(0, 0, width, height);
|
|
float ratio = (float) width / height;
|
|
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
|
|
}
|
|
|
|
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
|
|
// Ignore the passed-in GL10 interface, and use the GLES20
|
|
// class's static methods instead.
|
|
mProgram = createProgram(mVertexShader, mFragmentShader);
|
|
if (mProgram == 0) {
|
|
return;
|
|
}
|
|
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
|
|
checkGlError("glGetAttribLocation aPosition");
|
|
if (maPositionHandle == -1) {
|
|
throw new RuntimeException("Could not get attrib location for aPosition");
|
|
}
|
|
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
|
|
checkGlError("glGetAttribLocation aTextureCoord");
|
|
if (maTextureHandle == -1) {
|
|
throw new RuntimeException("Could not get attrib location for aTextureCoord");
|
|
}
|
|
|
|
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
|
|
checkGlError("glGetUniformLocation uMVPMatrix");
|
|
if (muMVPMatrixHandle == -1) {
|
|
throw new RuntimeException("Could not get attrib location for uMVPMatrix");
|
|
}
|
|
|
|
/*
|
|
* Create our texture. This has to be done each time the
|
|
* surface is created.
|
|
*/
|
|
|
|
int[] textures = new int[1];
|
|
GLES20.glGenTextures(1, textures, 0);
|
|
|
|
mTextureID = textures[0];
|
|
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
|
|
|
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
|
|
GLES20.GL_NEAREST);
|
|
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
|
|
GLES20.GL_TEXTURE_MAG_FILTER,
|
|
GLES20.GL_LINEAR);
|
|
|
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
|
|
GLES20.GL_REPEAT);
|
|
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
|
|
GLES20.GL_REPEAT);
|
|
|
|
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(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
|
|
bitmap.recycle();
|
|
|
|
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
|
|
}
|
|
|
|
private int loadShader(int shaderType, String source) {
|
|
int shader = GLES20.glCreateShader(shaderType);
|
|
if (shader != 0) {
|
|
GLES20.glShaderSource(shader, source);
|
|
GLES20.glCompileShader(shader);
|
|
int[] compiled = new int[1];
|
|
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
|
|
if (compiled[0] == 0) {
|
|
Log.e(TAG, "Could not compile shader " + shaderType + ":");
|
|
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
|
|
GLES20.glDeleteShader(shader);
|
|
shader = 0;
|
|
}
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
private int createProgram(String vertexSource, String fragmentSource) {
|
|
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
|
|
if (vertexShader == 0) {
|
|
return 0;
|
|
}
|
|
|
|
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
|
|
if (pixelShader == 0) {
|
|
return 0;
|
|
}
|
|
|
|
int program = GLES20.glCreateProgram();
|
|
if (program != 0) {
|
|
GLES20.glAttachShader(program, vertexShader);
|
|
checkGlError("glAttachShader");
|
|
GLES20.glAttachShader(program, pixelShader);
|
|
checkGlError("glAttachShader");
|
|
GLES20.glLinkProgram(program);
|
|
int[] linkStatus = new int[1];
|
|
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
|
if (linkStatus[0] != GLES20.GL_TRUE) {
|
|
Log.e(TAG, "Could not link program: ");
|
|
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
|
|
GLES20.glDeleteProgram(program);
|
|
program = 0;
|
|
}
|
|
}
|
|
return program;
|
|
}
|
|
|
|
private void checkGlError(String op) {
|
|
int error;
|
|
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
|
|
Log.e(TAG, op + ": glError " + error);
|
|
throw new RuntimeException(op + ": glError " + error);
|
|
}
|
|
}
|
|
|
|
private static final int FLOAT_SIZE_BYTES = 4;
|
|
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
|
|
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
|
|
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
|
|
private final float[] mTriangleVerticesData = {
|
|
// X, Y, Z, U, V
|
|
-1.0f, -0.5f, 0, -0.5f, 0.0f,
|
|
1.0f, -0.5f, 0, 1.5f, -0.0f,
|
|
0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
|
|
|
|
private FloatBuffer mTriangleVertices;
|
|
|
|
private final String mVertexShader =
|
|
"uniform mat4 uMVPMatrix;\n" +
|
|
"attribute vec4 aPosition;\n" +
|
|
"attribute vec2 aTextureCoord;\n" +
|
|
"varying vec2 vTextureCoord;\n" +
|
|
"void main() {\n" +
|
|
" gl_Position = uMVPMatrix * aPosition;\n" +
|
|
" vTextureCoord = aTextureCoord;\n" +
|
|
"}\n";
|
|
|
|
private final String mFragmentShader =
|
|
"precision mediump float;\n" +
|
|
"varying vec2 vTextureCoord;\n" +
|
|
"uniform sampler2D sTexture;\n" +
|
|
"void main() {\n" +
|
|
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
|
|
"}\n";
|
|
|
|
private float[] mMVPMatrix = new float[16];
|
|
private float[] mProjMatrix = new float[16];
|
|
private float[] mMMatrix = new float[16];
|
|
private float[] mVMatrix = new float[16];
|
|
|
|
private int mProgram;
|
|
private int mTextureID;
|
|
private int muMVPMatrixHandle;
|
|
private int maPositionHandle;
|
|
private int maTextureHandle;
|
|
|
|
private Context mContext;
|
|
private static String TAG = "GLES20TriangleRenderer";
|
|
}
|