GLDepthTestActivity.java revision b4dabadd89f8a6928b51e809eec6425a3df9b593
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.GLES20;
26import android.opengl.GLSurfaceView;
27import android.opengl.GLUtils;
28import android.opengl.Matrix;
29import android.os.Bundle;
30import android.os.SystemClock;
31import android.util.Log;
32
33
34import java.io.IOException;
35import java.io.InputStream;
36import java.nio.ByteBuffer;
37import java.nio.ByteOrder;
38import java.nio.FloatBuffer;
39
40import javax.microedition.khronos.egl.EGLConfig;
41import javax.microedition.khronos.opengles.GL10;
42
43/**
44 * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
45 * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
46 */
47public class GLDepthTestActivity extends Activity {
48    @Override
49    protected void onCreate(Bundle savedInstanceState) {
50        super.onCreate(savedInstanceState);
51        mGLSurfaceView = new GLSurfaceView(this);
52        if (detectOpenGLES20()) {
53            // Tell the surface view we want to create an OpenGL ES
54            // 2.0-compatible
55            // context, and set an OpenGL ES 2.0-compatible renderer.
56            mGLSurfaceView.setEGLContextClientVersion(2);
57            mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this));
58        } else {
59            throw new IllegalStateException("Can't find OGL ES2.0 context");
60        }
61        setContentView(mGLSurfaceView);
62    }
63
64    private boolean detectOpenGLES20() {
65        ActivityManager am =
66                (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
67        ConfigurationInfo info = am.getDeviceConfigurationInfo();
68        return (info.reqGlEsVersion >= 0x20000);
69    }
70
71    @Override
72    protected void onResume() {
73        // Ideally a game should implement onResume() and onPause()
74        // to take appropriate action when the activity looses focus
75        super.onResume();
76        mGLSurfaceView.onResume();
77    }
78
79    @Override
80    protected void onPause() {
81        // Ideally a game should implement onResume() and onPause()
82        // to take appropriate action when the activity looses focus
83        super.onPause();
84        mGLSurfaceView.onPause();
85    }
86
87    private GLSurfaceView mGLSurfaceView;
88
89    /*
90     * Copyright (C) 2009 The Android Open Source Project Licensed under the
91     * Apache License, Version 2.0 (the "License"); you may not use this file
92     * except in compliance with the License. You may obtain a copy of the
93     * License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
94     * applicable law or agreed to in writing, software distributed under the
95     * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
96     * CONDITIONS OF ANY KIND, either express or implied. See the License for
97     * the specific language governing permissions and limitations under the
98     * License.
99     */
100
101    class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
102
103        public GLES20TriangleRenderer(Context context) {
104            mContext = context;
105            mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
106                    * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
107            mTriangleVertices.put(mTriangleVerticesData).position(0);
108        }
109
110        public void onDrawFrame(GL10 glUnused) {
111            // Ignore the passed-in GL10 interface, and use the GLES20
112            // class's static methods instead.
113            GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
114            GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
115            GLES20.glUseProgram(mProgram);
116            checkGlError("glUseProgram");
117
118            GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
119            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
120
121            mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
122            GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
123                    TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
124            checkGlError("glVertexAttribPointer maPosition");
125            mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
126            GLES20.glEnableVertexAttribArray(maPositionHandle);
127            checkGlError("glEnableVertexAttribArray maPositionHandle");
128            GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
129                    TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
130            checkGlError("glVertexAttribPointer maTextureHandle");
131            GLES20.glEnableVertexAttribArray(maTextureHandle);
132            checkGlError("glEnableVertexAttribArray maTextureHandle");
133
134            long time = SystemClock.uptimeMillis() % 4000L;
135            float angle = 0.090f * ((int) time);
136            Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
137            Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
138            Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
139
140            GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
141            GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
142            checkGlError("glDrawArrays");
143        }
144
145        public void onSurfaceChanged(GL10 glUnused, int width, int height) {
146            // Ignore the passed-in GL10 interface, and use the GLES20
147            // class's static methods instead.
148            GLES20.glViewport(0, 0, width, height);
149            float ratio = (float) width / height;
150            Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
151        }
152
153        public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
154            // Ignore the passed-in GL10 interface, and use the GLES20
155            // class's static methods instead.
156            mProgram = createProgram(mVertexShader, mFragmentShader);
157            if (mProgram == 0) {
158                return;
159            }
160            maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
161            checkGlError("glGetAttribLocation aPosition");
162            if (maPositionHandle == -1) {
163                throw new RuntimeException("Could not get attrib location for aPosition");
164            }
165            maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
166            checkGlError("glGetAttribLocation aTextureCoord");
167            if (maTextureHandle == -1) {
168                throw new RuntimeException("Could not get attrib location for aTextureCoord");
169            }
170
171            muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
172            checkGlError("glGetUniformLocation uMVPMatrix");
173            if (muMVPMatrixHandle == -1) {
174                throw new RuntimeException("Could not get attrib location for uMVPMatrix");
175            }
176
177            /*
178             * Create our texture. This has to be done each time the surface is
179             * created.
180             */
181
182            int[] textures = new int[1];
183            GLES20.glGenTextures(1, textures, 0);
184
185            mTextureID = textures[0];
186            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
187
188            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
189                    GLES20.GL_NEAREST);
190            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
191                    GLES20.GL_TEXTURE_MAG_FILTER,
192                    GLES20.GL_LINEAR);
193
194            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
195                    GLES20.GL_REPEAT);
196            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
197                    GLES20.GL_REPEAT);
198
199            InputStream is = mContext.getResources()
200                    .openRawResource(R.drawable.robot);
201            Bitmap bitmap;
202            try {
203                bitmap = BitmapFactory.decodeStream(is);
204            } finally {
205                try {
206                    is.close();
207                } catch (IOException e) {
208                    // Ignore.
209                }
210            }
211
212            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
213            bitmap.recycle();
214
215            Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
216        }
217
218        private int loadShader(int shaderType, String source) {
219            int shader = GLES20.glCreateShader(shaderType);
220            if (shader != 0) {
221                GLES20.glShaderSource(shader, source);
222                GLES20.glCompileShader(shader);
223                int[] compiled = new int[1];
224                GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
225                if (compiled[0] == 0) {
226                    Log.e(TAG, "Could not compile shader " + shaderType + ":");
227                    Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
228                    GLES20.glDeleteShader(shader);
229                    shader = 0;
230                }
231            }
232            return shader;
233        }
234
235        private int createProgram(String vertexSource, String fragmentSource) {
236            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
237            if (vertexShader == 0) {
238                return 0;
239            }
240
241            int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
242            if (pixelShader == 0) {
243                return 0;
244            }
245
246            int program = GLES20.glCreateProgram();
247            if (program != 0) {
248                GLES20.glAttachShader(program, vertexShader);
249                checkGlError("glAttachShader");
250                GLES20.glAttachShader(program, pixelShader);
251                checkGlError("glAttachShader");
252                GLES20.glLinkProgram(program);
253                int[] linkStatus = new int[1];
254                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
255                if (linkStatus[0] != GLES20.GL_TRUE) {
256                    Log.e(TAG, "Could not link program: ");
257                    Log.e(TAG, GLES20.glGetProgramInfoLog(program));
258                    GLES20.glDeleteProgram(program);
259                    program = 0;
260                }
261            }
262            return program;
263        }
264
265        private void checkGlError(String op) {
266            int error;
267            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
268                Log.e(TAG, op + ": glError " + error);
269                throw new RuntimeException(op + ": glError " + error);
270            }
271        }
272
273        private static final int FLOAT_SIZE_BYTES = 4;
274        private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
275        private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
276        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
277        private final float[] mTriangleVerticesData = {
278                                // X, Y, Z, U, V
279                -1.0f, -0.5f, 0, -0.5f, 0.0f,
280                1.0f, -0.5f, 0, 1.5f, -0.0f,
281                0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
282
283        private FloatBuffer mTriangleVertices;
284
285        private final String mVertexShader =
286                "uniform mat4 uMVPMatrix;\n" +
287                        "attribute vec4 aPosition;\n" +
288                        "attribute vec2 aTextureCoord;\n" +
289                        "varying vec2 vTextureCoord;\n" +
290                        "void main() {\n" +
291                        "  gl_Position = uMVPMatrix * aPosition;\n" +
292                        "  vTextureCoord = aTextureCoord;\n" +
293                        "}\n";
294
295        private final String mFragmentShader =
296                "precision mediump float;\n" +
297                        "varying vec2 vTextureCoord;\n" +
298                        "uniform sampler2D sTexture;\n" +
299                        "void main() {\n" +
300                        "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
301                        "}\n";
302
303        private float[] mMVPMatrix = new float[16];
304        private float[] mProjMatrix = new float[16];
305        private float[] mMMatrix = new float[16];
306        private float[] mVMatrix = new float[16];
307
308        private int mProgram;
309        private int mTextureID;
310        private int muMVPMatrixHandle;
311        private int maPositionHandle;
312        private int maTextureHandle;
313
314        private Context mContext;
315        private static final String TAG = "GLES20TriangleRenderer";
316    }
317
318}
319