1/* 2 * Copyright (C) 2009 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17package com.example.android.apis.graphics; 18 19import java.io.IOException; 20import java.io.InputStream; 21import java.nio.ByteBuffer; 22import java.nio.ByteOrder; 23import java.nio.FloatBuffer; 24 25import javax.microedition.khronos.egl.EGLConfig; 26import javax.microedition.khronos.opengles.GL10; 27 28import android.content.Context; 29import android.graphics.Bitmap; 30import android.graphics.BitmapFactory; 31import android.opengl.GLES20; 32import android.opengl.GLSurfaceView; 33import android.opengl.GLUtils; 34import android.opengl.Matrix; 35import android.os.SystemClock; 36import android.util.Log; 37 38import com.example.android.apis.R; 39 40class GLES20TriangleRenderer implements GLSurfaceView.Renderer { 41 42 public GLES20TriangleRenderer(Context context) { 43 mContext = context; 44 mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length 45 * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); 46 mTriangleVertices.put(mTriangleVerticesData).position(0); 47 } 48 49 public void onDrawFrame(GL10 glUnused) { 50 // Ignore the passed-in GL10 interface, and use the GLES20 51 // class's static methods instead. 52 GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f); 53 GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); 54 GLES20.glUseProgram(mProgram); 55 checkGlError("glUseProgram"); 56 57 GLES20.glActiveTexture(GLES20.GL_TEXTURE0); 58 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); 59 60 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); 61 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 62 TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); 63 checkGlError("glVertexAttribPointer maPosition"); 64 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); 65 GLES20.glEnableVertexAttribArray(maPositionHandle); 66 checkGlError("glEnableVertexAttribArray maPositionHandle"); 67 GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 68 TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); 69 checkGlError("glVertexAttribPointer maTextureHandle"); 70 GLES20.glEnableVertexAttribArray(maTextureHandle); 71 checkGlError("glEnableVertexAttribArray maTextureHandle"); 72 73 long time = SystemClock.uptimeMillis() % 4000L; 74 float angle = 0.090f * ((int) time); 75 Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f); 76 Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); 77 Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); 78 79 GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); 80 GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); 81 checkGlError("glDrawArrays"); 82 } 83 84 public void onSurfaceChanged(GL10 glUnused, int width, int height) { 85 // Ignore the passed-in GL10 interface, and use the GLES20 86 // class's static methods instead. 87 GLES20.glViewport(0, 0, width, height); 88 float ratio = (float) width / height; 89 Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); 90 } 91 92 public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { 93 // Ignore the passed-in GL10 interface, and use the GLES20 94 // class's static methods instead. 95 mProgram = createProgram(mVertexShader, mFragmentShader); 96 if (mProgram == 0) { 97 return; 98 } 99 maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); 100 checkGlError("glGetAttribLocation aPosition"); 101 if (maPositionHandle == -1) { 102 throw new RuntimeException("Could not get attrib location for aPosition"); 103 } 104 maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); 105 checkGlError("glGetAttribLocation aTextureCoord"); 106 if (maTextureHandle == -1) { 107 throw new RuntimeException("Could not get attrib location for aTextureCoord"); 108 } 109 110 muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); 111 checkGlError("glGetUniformLocation uMVPMatrix"); 112 if (muMVPMatrixHandle == -1) { 113 throw new RuntimeException("Could not get attrib location for uMVPMatrix"); 114 } 115 116 /* 117 * Create our texture. This has to be done each time the 118 * surface is created. 119 */ 120 121 int[] textures = new int[1]; 122 GLES20.glGenTextures(1, textures, 0); 123 124 mTextureID = textures[0]; 125 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); 126 127 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, 128 GLES20.GL_NEAREST); 129 GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, 130 GLES20.GL_TEXTURE_MAG_FILTER, 131 GLES20.GL_LINEAR); 132 133 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, 134 GLES20.GL_REPEAT); 135 GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, 136 GLES20.GL_REPEAT); 137 138 InputStream is = mContext.getResources() 139 .openRawResource(R.raw.robot); 140 Bitmap bitmap; 141 try { 142 bitmap = BitmapFactory.decodeStream(is); 143 } finally { 144 try { 145 is.close(); 146 } catch(IOException e) { 147 // Ignore. 148 } 149 } 150 151 GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); 152 bitmap.recycle(); 153 154 Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); 155 } 156 157 private int loadShader(int shaderType, String source) { 158 int shader = GLES20.glCreateShader(shaderType); 159 if (shader != 0) { 160 GLES20.glShaderSource(shader, source); 161 GLES20.glCompileShader(shader); 162 int[] compiled = new int[1]; 163 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 164 if (compiled[0] == 0) { 165 Log.e(TAG, "Could not compile shader " + shaderType + ":"); 166 Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); 167 GLES20.glDeleteShader(shader); 168 shader = 0; 169 } 170 } 171 return shader; 172 } 173 174 private int createProgram(String vertexSource, String fragmentSource) { 175 int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); 176 if (vertexShader == 0) { 177 return 0; 178 } 179 180 int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); 181 if (pixelShader == 0) { 182 return 0; 183 } 184 185 int program = GLES20.glCreateProgram(); 186 if (program != 0) { 187 GLES20.glAttachShader(program, vertexShader); 188 checkGlError("glAttachShader"); 189 GLES20.glAttachShader(program, pixelShader); 190 checkGlError("glAttachShader"); 191 GLES20.glLinkProgram(program); 192 int[] linkStatus = new int[1]; 193 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); 194 if (linkStatus[0] != GLES20.GL_TRUE) { 195 Log.e(TAG, "Could not link program: "); 196 Log.e(TAG, GLES20.glGetProgramInfoLog(program)); 197 GLES20.glDeleteProgram(program); 198 program = 0; 199 } 200 } 201 return program; 202 } 203 204 private void checkGlError(String op) { 205 int error; 206 while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { 207 Log.e(TAG, op + ": glError " + error); 208 throw new RuntimeException(op + ": glError " + error); 209 } 210 } 211 212 private static final int FLOAT_SIZE_BYTES = 4; 213 private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; 214 private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; 215 private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; 216 private final float[] mTriangleVerticesData = { 217 // X, Y, Z, U, V 218 -1.0f, -0.5f, 0, -0.5f, 0.0f, 219 1.0f, -0.5f, 0, 1.5f, -0.0f, 220 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f }; 221 222 private FloatBuffer mTriangleVertices; 223 224 private final String mVertexShader = 225 "uniform mat4 uMVPMatrix;\n" + 226 "attribute vec4 aPosition;\n" + 227 "attribute vec2 aTextureCoord;\n" + 228 "varying vec2 vTextureCoord;\n" + 229 "void main() {\n" + 230 " gl_Position = uMVPMatrix * aPosition;\n" + 231 " vTextureCoord = aTextureCoord;\n" + 232 "}\n"; 233 234 private final String mFragmentShader = 235 "precision mediump float;\n" + 236 "varying vec2 vTextureCoord;\n" + 237 "uniform sampler2D sTexture;\n" + 238 "void main() {\n" + 239 " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + 240 "}\n"; 241 242 private float[] mMVPMatrix = new float[16]; 243 private float[] mProjMatrix = new float[16]; 244 private float[] mMMatrix = new float[16]; 245 private float[] mVMatrix = new float[16]; 246 247 private int mProgram; 248 private int mTextureID; 249 private int muMVPMatrixHandle; 250 private int maPositionHandle; 251 private int maTextureHandle; 252 253 private Context mContext; 254 private static String TAG = "GLES20TriangleRenderer"; 255} 256