/* * Copyright (C) 2009 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.test; /* * Copyright (C) 2008 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. */ import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.CharBuffer; import java.nio.FloatBuffer; import android.content.Context; import android.opengl.GLSurfaceView; import android.util.AttributeSet; import android.util.Log; import android.view.KeyEvent; import android.view.MotionEvent; import javax.microedition.khronos.egl.EGL10; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL; import javax.microedition.khronos.opengles.GL10; import javax.microedition.khronos.opengles.GL11; /** * An implementation of SurfaceView that uses the dedicated surface for * displaying an OpenGL animation. This allows the animation to run in a * separate thread, without requiring that it be driven by the update mechanism * of the view hierarchy. * * The application-specific rendering code is delegated to a GLView.Renderer * instance. */ class TestView extends GLSurfaceView { TestView(Context context) { super(context); init(); } public TestView(Context context, AttributeSet attrs) { super(context, attrs); init(); } private void init() { setRenderer(new Renderer()); setRenderMode(RENDERMODE_WHEN_DIRTY); } /** A grid is a topologically rectangular array of vertices. * * The vertex and index data are held in VBO objects because on most * GPUs VBO objects are the fastest way of rendering static vertex * and index data. * */ private static class Grid { // Size of vertex data elements in bytes: final static int FLOAT_SIZE = 4; final static int CHAR_SIZE = 2; // Vertex structure: // float x, y, z; final static int VERTEX_SIZE = 3 * FLOAT_SIZE; private int mVertexBufferObjectId; private int mElementBufferObjectId; // These buffers are used to hold the vertex and index data while // constructing the grid. Once createBufferObjects() is called // the buffers are nulled out to save memory. private ByteBuffer mVertexByteBuffer; private FloatBuffer mVertexBuffer; private CharBuffer mIndexBuffer; private int mW; private int mH; private int mIndexCount; public Grid(int w, int h) { if (w < 0 || w >= 65536) { throw new IllegalArgumentException("w"); } if (h < 0 || h >= 65536) { throw new IllegalArgumentException("h"); } if (w * h >= 65536) { throw new IllegalArgumentException("w * h >= 65536"); } mW = w; mH = h; int size = w * h; mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size) .order(ByteOrder.nativeOrder()); mVertexBuffer = mVertexByteBuffer.asFloatBuffer(); int quadW = mW - 1; int quadH = mH - 1; int quadCount = quadW * quadH; int indexCount = quadCount * 6; mIndexCount = indexCount; mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount) .order(ByteOrder.nativeOrder()).asCharBuffer(); /* * Initialize triangle list mesh. * * [0]-----[ 1] ... * | / | * | / | * | / | * [w]-----[w+1] ... * | | * */ { int i = 0; for (int y = 0; y < quadH; y++) { for (int x = 0; x < quadW; x++) { char a = (char) (y * mW + x); char b = (char) (y * mW + x + 1); char c = (char) ((y + 1) * mW + x); char d = (char) ((y + 1) * mW + x + 1); mIndexBuffer.put(i++, a); mIndexBuffer.put(i++, c); mIndexBuffer.put(i++, b); mIndexBuffer.put(i++, b); mIndexBuffer.put(i++, c); mIndexBuffer.put(i++, d); } } } } public void set(int i, int j, float x, float y, float z) { if (i < 0 || i >= mW) { throw new IllegalArgumentException("i"); } if (j < 0 || j >= mH) { throw new IllegalArgumentException("j"); } int index = mW * j + i; mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE); mVertexBuffer.put(x); mVertexBuffer.put(y); mVertexBuffer.put(z); } public void createBufferObjects(GL gl) { // Generate a the vertex and element buffer IDs int[] vboIds = new int[2]; GL11 gl11 = (GL11) gl; gl11.glGenBuffers(2, vboIds, 0); mVertexBufferObjectId = vboIds[0]; mElementBufferObjectId = vboIds[1]; // Upload the vertex data gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); mVertexByteBuffer.position(0); gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); mIndexBuffer.position(0); gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW); // We don't need the in-memory data any more mVertexBuffer = null; mVertexByteBuffer = null; mIndexBuffer = null; } public void draw(GL10 gl) { GL11 gl11 = (GL11) gl; gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId); gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId); gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0); gl.glDisableClientState(GL10.GL_VERTEX_ARRAY); gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); } } private class Renderer implements GLSurfaceView.Renderer { private static final String TAG = "Renderer"; private Grid mGrid; public void onDrawFrame(GL10 gl) { gl.glClearColor(0,0,1,1); gl.glClear(GL10.GL_COLOR_BUFFER_BIT); mGrid.draw(gl); } public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL11.GL_PROJECTION); gl.glLoadIdentity(); gl.glOrthof(0, width, height, 0, -1, 1); gl.glMatrixMode(GL11.GL_MODELVIEW); createGrid(gl, width, height); } public void onSurfaceCreated(GL10 gl, EGLConfig config) { } private void createGrid(GL10 gl, float w, float h) { mGrid = new Grid(2, 2); for (int j = 0; j < 2; j++) { for (int i = 0; i < 2; i++) { float x = w * i; float y = h * j; float z = 0.0f; mGrid.set(i,j, x, y, z); } } mGrid.createBufferObjects(gl); } } }