/* * Copyright (C) 2012 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.android.testapp; import java.util.ArrayList; import java.util.HashMap; import java.util.Map; import java.util.Vector; import com.android.scenegraph.*; import com.android.scenegraph.SceneManager.SceneLoadedCallback; import android.content.res.Resources; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.os.AsyncTask; import android.renderscript.*; import android.renderscript.Program.TextureType; import android.util.Log; // This is where the scenegraph and the rendered objects are initialized and used public class SimpleAppRS { SceneManager mSceneManager; RenderScriptGL mRS; Resources mRes; Scene mScene; Mesh mSimpleMesh; Mesh mSphereMesh; Mesh mCubeMesh; public void init(RenderScriptGL rs, Resources res, int width, int height) { mRS = rs; mRes = res; mSceneManager = SceneManager.getInstance(); mSceneManager.initRS(mRS, mRes, width, height); mScene = new Scene(); setupGeometry(); setupColoredQuad(); setupTexturedQuad(); setupShadedGeometry(); setupCamera(); setupRenderPass(); mSceneManager.setActiveScene(mScene); mScene.initRS(); mRS.bindRootScript(mSceneManager.getRenderLoop()); } private void setupGeometry() { Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS, 3, Mesh.TriangleMeshBuilder.TEXTURE_0); // Create four vertices with texture coordinates tmb.setTexture(0.0f, 1.0f).addVertex(-1.0f, 1.0f, 0.0f); tmb.setTexture(0.0f, 0.0f).addVertex(-1.0f, -1.0f, 0.0f); tmb.setTexture(1.0f, 0.0f).addVertex(1.0f, -1.0f, 0.0f); tmb.setTexture(1.0f, 1.0f).addVertex(1.0f, 1.0f, 0.0f); tmb.addTriangle(0, 1, 2); tmb.addTriangle(2, 3, 0); mSimpleMesh = tmb.create(true); // Load a file that constains two pieces of geometry, a sphere and a cube FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.unit_obj); for (int i = 0; i < model.getIndexEntryCount(); i ++) { FileA3D.IndexEntry entry = model.getIndexEntry(i); if (entry != null && entry.getName().equals("CubeMesh")) { mCubeMesh = entry.getMesh(); } else if (entry != null && entry.getName().equals("SphereMesh")) { mSphereMesh = entry.getMesh(); } } } private void setupColoredQuad() { // Built-in shader that provides position, texcoord and normal VertexShader genericV = SceneManager.getDefaultVS(); // Built-in shader that displays a color FragmentShader colorF = SceneManager.getColorFS(); RenderState colorRS = new RenderState(genericV, colorF, null, null); // Draw a simple colored quad Renderable quad = mScene.appendNewRenderable(); quad.setMesh(mSimpleMesh); // Our shader has a constant input called "color" // This tells the scenegraph to assign the following float3 to that input quad.appendSourceParams(new Float4Param("color", 0.2f, 0.3f, 0.4f)); quad.setRenderState(colorRS); } private void setupTexturedQuad() { // Built-in shader that provides position, texcoord and normal VertexShader genericV = SceneManager.getDefaultVS(); // Built-in shader that displays a texture FragmentShader textureF = SceneManager.getTextureFS(); // We want to use transparency based on the alpha channel of the texture ProgramStore alphaBlend = ProgramStore.BLEND_ALPHA_DEPTH_TEST(mRS); RenderState texRS = new RenderState(genericV, textureF, alphaBlend, null); // Draw a textured quad Renderable quad = mScene.appendNewRenderable(); quad.setMesh(mSimpleMesh); // Make a transform to position the quad CompoundTransform t = mScene.appendNewCompoundTransform(); t.addTranslate("position", new Float3(2, 2, 0)); quad.setTransform(t); // Our fragment shader has a constant texture input called "color" // This will assign an icon from drawables to that input quad.appendSourceParams(new TextureParam("color", new Texture2D(R.drawable.icon))); quad.setRenderState(texRS); } private FragmentShader createLambertShader() { // Describe what constant inputs our shader wants Element.Builder b = new Element.Builder(mRS); b.add(Element.F32_4(mRS), "cameraPos"); // Create a shader from a text file in resources FragmentShader.Builder fb = new FragmentShader.Builder(mRS); // Tell the shader what constants we want fb.setShaderConst(new Type.Builder(mRS, b.create()).setX(1).create()); // Shader code location fb.setShader(mRes, R.raw.diffuse); // We want a texture called diffuse on our shader fb.addTexture(TextureType.TEXTURE_2D, "diffuse"); FragmentShader shader = fb.create(); mScene.appendShader(shader); return shader; } private void setupShadedGeometry() { // Built-in shader that provides position, texcoord and normal VertexShader genericV = SceneManager.getDefaultVS(); // Custom shader FragmentShader diffuseF = createLambertShader(); RenderState diffuseRS = new RenderState(genericV, diffuseF, null, null); // Draw a sphere Renderable sphere = mScene.appendNewRenderable(); // Use the sphere geometry loaded earlier sphere.setMesh(mSphereMesh); // Make a transform to position the sphere CompoundTransform t = mScene.appendNewCompoundTransform(); t.addTranslate("position", new Float3(-1, 2, 3)); t.addScale("scale", new Float3(1.4f, 1.4f, 1.4f)); sphere.setTransform(t); // Tell the renderable which texture to use when we draw // This will mean a texture param in the shader called "diffuse" // will be assigned a texture called red.jpg sphere.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "red.jpg"))); sphere.setRenderState(diffuseRS); // Draw a cube Renderable cube = mScene.appendNewRenderable(); cube.setMesh(mCubeMesh); t = mScene.appendNewCompoundTransform(); t.addTranslate("position", new Float3(-2, -2.1f, 0)); t.addRotate("rotateX", new Float3(1, 0, 0), 30); t.addRotate("rotateY", new Float3(0, 1, 0), 30); t.addScale("scale", new Float3(2, 2, 2)); cube.setTransform(t); cube.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "orange.jpg"))); cube.setRenderState(diffuseRS); } private void setupCamera() { Camera camera = mScene.appendNewCamera(); camera.setFar(200); camera.setNear(0.1f); camera.setFOV(60); CompoundTransform cameraTransform = mScene.appendNewCompoundTransform(); cameraTransform.addTranslate("camera", new Float3(0, 0, 10)); camera.setTransform(cameraTransform); } private void setupRenderPass() { RenderPass mainPass = mScene.appendNewRenderPass(); mainPass.setClearColor(new Float4(1.0f, 1.0f, 1.0f, 1.0f)); mainPass.setShouldClearColor(true); mainPass.setClearDepth(1.0f); mainPass.setShouldClearDepth(true); mainPass.setCamera(mScene.getCameras().get(0)); ArrayList allRender = mScene.getRenderables(); for (RenderableBase renderable : allRender) { mainPass.appendRenderable((Renderable)renderable); } } }