GLDepthTestActivity.java revision 3994371aa3bec727ee8dc5643bb4212c0525467f
1/*
2 * Copyright (C) 2014 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.android.test.hwui;
18
19import android.app.Activity;
20import android.app.ActivityManager;
21import android.content.Context;
22import android.content.pm.ConfigurationInfo;
23import android.graphics.Bitmap;
24import android.graphics.BitmapFactory;
25import android.opengl.EGL14;
26import android.opengl.EGLDisplay;
27import android.opengl.GLES20;
28import android.opengl.GLSurfaceView;
29import android.opengl.GLUtils;
30import android.opengl.Matrix;
31import android.os.Bundle;
32import android.os.SystemClock;
33import android.util.Log;
34import android.view.MotionEvent;
35
36import java.io.IOException;
37import java.io.InputStream;
38import java.nio.ByteBuffer;
39import java.nio.ByteOrder;
40import java.nio.FloatBuffer;
41
42import javax.microedition.khronos.egl.EGLConfig;
43import javax.microedition.khronos.opengles.GL10;
44
45/**
46 * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
47 * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
48 */
49public class GLDepthTestActivity extends Activity {
50    @Override
51    protected void onCreate(Bundle savedInstanceState) {
52        super.onCreate(savedInstanceState);
53        mGLSurfaceView = new GLSurfaceView(this);
54        if (detectOpenGLES20()) {
55            // Tell the surface view we want to create an OpenGL ES
56            // 2.0-compatible
57            // context, and set an OpenGL ES 2.0-compatible renderer.
58            mGLSurfaceView.setEGLContextClientVersion(2);
59            mRenderer = new GLES20TriangleRenderer(this);
60            mGLSurfaceView.setRenderer(mRenderer);
61        } else {
62            throw new IllegalStateException("Can't find OGL ES2.0 context");
63        }
64        setContentView(mGLSurfaceView);
65    }
66
67    private boolean detectOpenGLES20() {
68        ActivityManager am =
69                (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
70        ConfigurationInfo info = am.getDeviceConfigurationInfo();
71        return (info.reqGlEsVersion >= 0x20000);
72    }
73
74    @Override
75    protected void onResume() {
76        // Ideally a game should implement onResume() and onPause()
77        // to take appropriate action when the activity looses focus
78        super.onResume();
79        mGLSurfaceView.onResume();
80    }
81
82    @Override
83    protected void onPause() {
84        // Ideally a game should implement onResume() and onPause()
85        // to take appropriate action when the activity looses focus
86        super.onPause();
87        mGLSurfaceView.onPause();
88    }
89
90    @Override
91    public boolean onTouchEvent(MotionEvent event) {
92        Log.i("motion", event.toString());
93        if (event.getActionMasked() ==  MotionEvent.ACTION_DOWN) {
94            mRenderer.toggleDepthTest();
95        }
96        return true;
97    }
98
99    private GLSurfaceView mGLSurfaceView;
100    private GLES20TriangleRenderer mRenderer;
101
102    /*
103     * Copyright (C) 2009 The Android Open Source Project Licensed under the
104     * Apache License, Version 2.0 (the "License"); you may not use this file
105     * except in compliance with the License. You may obtain a copy of the
106     * License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
107     * applicable law or agreed to in writing, software distributed under the
108     * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
109     * CONDITIONS OF ANY KIND, either express or implied. See the License for
110     * the specific language governing permissions and limitations under the
111     * License.
112     */
113
114    class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
115        private final static int REPEAT_RECTANGLES = 10;
116        private boolean mDepthTestEnabled = true;
117        private final static int FRAME_REPEAT_TIMES = 1;
118        public GLES20TriangleRenderer(Context context) {
119            mContext = context;
120            mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
121                    * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
122            mTriangleVertices.put(mTriangleVerticesData).position(0);
123        }
124
125
126        public void toggleDepthTest() {
127            mDepthTestEnabled = !mDepthTestEnabled;
128            Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
129        }
130
131        public void onDrawFrame(GL10 glUnused) {
132            for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
133                // Ignore the passed-in GL10 interface, and use the GLES20
134                // class's static methods instead.
135                GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
136                if (mDepthTestEnabled) {
137                    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
138                } else {
139                    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
140                }
141                GLES20.glUseProgram(mProgram);
142                if (mDepthTestEnabled) {
143                    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
144                } else {
145                    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
146                }
147                checkGlError("glUseProgram");
148
149                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
150                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
151
152                mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
153                GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
154                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
155                checkGlError("glVertexAttribPointer maPosition");
156                mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
157                GLES20.glEnableVertexAttribArray(maPositionHandle);
158                checkGlError("glEnableVertexAttribArray maPositionHandle");
159                GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
160                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
161                checkGlError("glVertexAttribPointer maTextureHandle");
162                GLES20.glEnableVertexAttribArray(maTextureHandle);
163                checkGlError("glEnableVertexAttribArray maTextureHandle");
164
165                for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
166                    float step = ((float)i) / REPEAT_RECTANGLES;
167                    Matrix.setIdentityM(mMMatrix, 0);
168                    Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
169                    Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
170                    Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
171                    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
172
173                    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
174                    GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
175                    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
176                    checkGlError("glDrawArrays");
177                }
178            }
179        }
180
181        public void onSurfaceChanged(GL10 glUnused, int width, int height) {
182            // Ignore the passed-in GL10 interface, and use the GLES20
183            // class's static methods instead.
184            GLES20.glViewport(0, 0, width, height);
185            float ratio = (float) width / height;
186            Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
187        }
188
189        public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
190            // Ignore the passed-in GL10 interface, and use the GLES20
191            // class's static methods instead.
192            mProgram = createProgram(mVertexShader, mFragmentShader);
193            if (mProgram == 0) {
194                return;
195            }
196            maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
197            checkGlError("glGetAttribLocation aPosition");
198            if (maPositionHandle == -1) {
199                throw new RuntimeException("Could not get attrib location for aPosition");
200            }
201            maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
202            checkGlError("glGetAttribLocation aTextureCoord");
203            if (maTextureHandle == -1) {
204                throw new RuntimeException("Could not get attrib location for aTextureCoord");
205            }
206
207            muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
208            checkGlError("glGetUniformLocation uMVPMatrix");
209            if (muMVPMatrixHandle == -1) {
210                throw new RuntimeException("Could not get attrib location for uMVPMatrix");
211            }
212
213            muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
214            checkGlError("glGetUniformLocation uOverlay");
215            if (muOverlayHandle == -1) {
216                throw new RuntimeException("Could not get attrib location for muOverlayHandle");
217            }
218
219            /*
220             * Create our texture. This has to be done each time the surface is
221             * created.
222             */
223
224            int[] textures = new int[1];
225            GLES20.glGenTextures(1, textures, 0);
226
227            mTextureID = textures[0];
228            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
229
230            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
231                    GLES20.GL_NEAREST);
232            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
233                    GLES20.GL_TEXTURE_MAG_FILTER,
234                    GLES20.GL_LINEAR);
235
236            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
237                    GLES20.GL_REPEAT);
238            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
239                    GLES20.GL_REPEAT);
240
241            InputStream is = mContext.getResources()
242                    .openRawResource(R.drawable.robot);
243            Bitmap bitmap;
244            try {
245                bitmap = BitmapFactory.decodeStream(is);
246            } finally {
247                try {
248                    is.close();
249                } catch (IOException e) {
250                    // Ignore.
251                }
252            }
253
254            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
255            bitmap.recycle();
256
257            Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
258
259            EGLDisplay display = EGL14.eglGetCurrentDisplay();
260            EGL14.eglSwapInterval(display, 0);
261
262        }
263
264        private int loadShader(int shaderType, String source) {
265            int shader = GLES20.glCreateShader(shaderType);
266            if (shader != 0) {
267                GLES20.glShaderSource(shader, source);
268                GLES20.glCompileShader(shader);
269                int[] compiled = new int[1];
270                GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
271                if (compiled[0] == 0) {
272                    Log.e(TAG, "Could not compile shader " + shaderType + ":");
273                    Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
274                    GLES20.glDeleteShader(shader);
275                    shader = 0;
276                }
277            }
278            return shader;
279        }
280
281        private int createProgram(String vertexSource, String fragmentSource) {
282            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
283            if (vertexShader == 0) {
284                return 0;
285            }
286
287            int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
288            if (pixelShader == 0) {
289                return 0;
290            }
291
292            int program = GLES20.glCreateProgram();
293            if (program != 0) {
294                GLES20.glAttachShader(program, vertexShader);
295                checkGlError("glAttachShader");
296                GLES20.glAttachShader(program, pixelShader);
297                checkGlError("glAttachShader");
298                GLES20.glLinkProgram(program);
299                int[] linkStatus = new int[1];
300                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
301                if (linkStatus[0] != GLES20.GL_TRUE) {
302                    Log.e(TAG, "Could not link program: ");
303                    Log.e(TAG, GLES20.glGetProgramInfoLog(program));
304                    GLES20.glDeleteProgram(program);
305                    program = 0;
306                }
307            }
308            return program;
309        }
310
311        private void checkGlError(String op) {
312            int error;
313            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
314                Log.e(TAG, op + ": glError " + error);
315                throw new RuntimeException(op + ": glError " + error);
316            }
317        }
318
319        private static final int FLOAT_SIZE_BYTES = 4;
320        private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
321        private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
322        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
323        private final float[] mTriangleVerticesData = {
324                                // X, Y, Z, U, V
325                -1.0f, -1.0f, 0, 0.0f, 0.0f,
326                -1.0f, 1.0f, 0, 0.0f, 1.0f,
327                1.0f, -1.0f, 0, 1.0f, 0.0f,
328                1.0f, 1.0f, 0, 1.0f, 1.0f, };
329
330        private FloatBuffer mTriangleVertices;
331
332        private final String mVertexShader =
333                "uniform mat4 uMVPMatrix;\n" +
334                        "attribute vec4 aPosition;\n" +
335                        "attribute vec2 aTextureCoord;\n" +
336                        "varying vec2 vTextureCoord;\n" +
337                        "void main() {\n" +
338                        "  gl_Position = uMVPMatrix * aPosition;\n" +
339                        "  vTextureCoord = aTextureCoord;\n" +
340                        "}\n";
341
342        private final String mFragmentShader =
343                "precision mediump float;\n" +
344                        "varying vec2 vTextureCoord;\n" +
345                        "uniform sampler2D sTexture;\n" +
346                        "uniform vec4 uOverlay;\n" +
347                        "void main() {\n" +
348                        "  gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
349                        "}\n";
350
351        private float[] mMVPMatrix = new float[16];
352        private float[] mProjMatrix = new float[16];
353        private float[] mMMatrix = new float[16];
354        private float[] mVMatrix = new float[16];
355
356        private int mProgram;
357        private int mTextureID;
358        private int muMVPMatrixHandle;
359        private int maPositionHandle;
360        private int maTextureHandle;
361        private int muOverlayHandle;
362
363        private Context mContext;
364        private static final String TAG = "GLES20TriangleRenderer";
365    }
366
367}
368