109 lines
3.3 KiB
C++
109 lines
3.3 KiB
C++
/*
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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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#ifndef GLES3JNI_H
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#define GLES3JNI_H 1
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#include <android/log.h>
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#include <math.h>
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#if DYNAMIC_ES3
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#include "gl3stub.h"
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#else
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#include <GLES3/gl3.h>
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#endif
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#define DEBUG 1
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#define LOG_TAG "GLES3JNI"
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#define ALOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
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#if DEBUG
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#define ALOGV(...) __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__)
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#else
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#define ALOGV(...)
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#endif
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// ----------------------------------------------------------------------------
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// Types, functions, and data used by both ES2 and ES3 renderers.
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// Defined in gles3jni.cpp.
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#define MAX_INSTANCES_PER_SIDE 16
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#define MAX_INSTANCES (MAX_INSTANCES_PER_SIDE * MAX_INSTANCES_PER_SIDE)
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#define TWO_PI (2.0 * M_PI)
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#define MAX_ROT_SPEED (0.3 * TWO_PI)
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// This demo uses three coordinate spaces:
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// - The model (a quad) is in a [-1 .. 1]^2 space
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// - Scene space is either
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// landscape: [-1 .. 1] x [-1/(2*w/h) .. 1/(2*w/h)]
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// portrait: [-1/(2*h/w) .. 1/(2*h/w)] x [-1 .. 1]
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// - Clip space in OpenGL is [-1 .. 1]^2
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//
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// Conceptually, the quads are rotated in model space, then scaled (uniformly)
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// and translated to place them in scene space. Scene space is then
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// non-uniformly scaled to clip space. In practice the transforms are combined
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// so vertices go directly from model to clip space.
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struct Vertex {
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GLfloat pos[2];
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GLubyte rgba[4];
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};
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extern const Vertex QUAD[4];
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// returns true if a GL error occurred
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extern bool checkGlError(const char* funcName);
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extern GLuint createShader(GLenum shaderType, const char* src);
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extern GLuint createProgram(const char* vtxSrc, const char* fragSrc);
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// ----------------------------------------------------------------------------
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// Interface to the ES2 and ES3 renderers, used by JNI code.
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class Renderer {
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public:
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virtual ~Renderer();
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void resize(int w, int h);
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void render();
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protected:
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Renderer();
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// return a pointer to a buffer of MAX_INSTANCES * sizeof(vec2).
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// the buffer is filled with per-instance offsets, then unmapped.
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virtual float* mapOffsetBuf() = 0;
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virtual void unmapOffsetBuf() = 0;
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// return a pointer to a buffer of MAX_INSTANCES * sizeof(vec4).
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// the buffer is filled with per-instance scale and rotation transforms.
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virtual float* mapTransformBuf() = 0;
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virtual void unmapTransformBuf() = 0;
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virtual void draw(unsigned int numInstances) = 0;
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private:
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void calcSceneParams(unsigned int w, unsigned int h, float* offsets);
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void step();
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unsigned int mNumInstances;
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float mScale[2];
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float mAngularVelocity[MAX_INSTANCES];
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uint64_t mLastFrameNs;
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float mAngles[MAX_INSTANCES];
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};
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extern Renderer* createES2Renderer();
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extern Renderer* createES3Renderer();
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#endif // GLES3JNI_H
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