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/*
* 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.musicvis;
import static android.renderscript.Element.RGB_565;
import static android.renderscript.Sampler.Value.LINEAR;
import static android.renderscript.Sampler.Value.WRAP;
import android.os.Handler;
import android.os.SystemClock;
import android.renderscript.Allocation;
import android.renderscript.Element;
import android.renderscript.Primitive;
import android.renderscript.ProgramFragment;
import android.renderscript.ProgramVertex;
import android.renderscript.Sampler;
import android.renderscript.ScriptC;
import android.renderscript.SimpleMesh;
import android.renderscript.Type;
import android.renderscript.Element.Builder;
import android.util.Log;
import java.util.TimeZone;
public class GenericWaveRS extends RenderScriptScene {
private final Handler mHandler = new Handler();
private final Runnable mDrawCube = new Runnable() {
public void run() {
updateWave();
}
};
private boolean mVisible;
private int mTexId;
protected static class WorldState {
public float yRotation;
public int idle;
public int waveCounter;
public int width;
}
protected WorldState mWorldState = new WorldState();
private Type mStateType;
protected Allocation mState;
private SimpleMesh mCubeMesh;
protected Allocation mPointAlloc;
// 1024 lines, with 4 points per line (2 space, 2 texture) each consisting of x and y,
// so 8 floats per line.
protected float [] mPointData = new float[1024*8];
private Allocation mLineIdxAlloc;
// 2 indices per line
private short [] mIndexData = new short[1024*2];
private ProgramVertex mPVBackground;
private ProgramVertex.MatrixAllocation mPVAlloc;
protected AudioCapture mAudioCapture = null;
protected int [] mVizData = new int[1024];
private ProgramFragment mPfBackground;
private Sampler mSampler;
private Allocation mTexture;
private static final int RSID_STATE = 0;
private static final int RSID_POINTS = 1;
private static final int RSID_LINES = 2;
private static final int RSID_PROGRAMVERTEX = 3;
protected GenericWaveRS(int width, int height, int texid) {
super(width, height);
mTexId = texid;
mWidth = width;
mHeight = height;
// the x, s and t coordinates don't change, so set those now
int outlen = mPointData.length / 8;
int half = outlen / 2;
for(int i = 0; i < outlen; i++) {
mPointData[i*8] = i - half; // start point X (Y set later)
mPointData[i*8+2] = 0; // start point S
mPointData[i*8+3] = 0; // start point T
mPointData[i*8+4] = i - half; // end point X (Y set later)
mPointData[i*8+6] = 1.0f; // end point S
mPointData[i*8+7] = 0f; // end point T
}
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
mWorldState.width = width;
if (mPVAlloc != null) {
mPVAlloc.setupProjectionNormalized(mWidth, mHeight);
}
}
@Override
protected ScriptC createScript() {
// Create a renderscript type from a java class. The specified name doesn't
// really matter; the name by which we refer to the object in RenderScript
// will be specified later.
mStateType = Type.createFromClass(mRS, WorldState.class, 1, "WorldState");
// Create an allocation from the type we just created.
mState = Allocation.createTyped(mRS, mStateType);
// set our java object as the data for the renderscript allocation
mWorldState.yRotation = 0.0f;
mWorldState.width = mWidth;
mState.data(mWorldState);
/*
* Now put our model in to a form that renderscript can work with:
* - create a buffer of floats that are the coordinates for the points that define the cube
* - create a buffer of integers that are the indices of the points that form lines
* - combine the two in to a mesh
*/
// First set up the coordinate system and such
ProgramVertex.Builder pvb = new ProgramVertex.Builder(mRS, null, null);
mPVBackground = pvb.create();
mPVBackground.setName("PVBackground");
mPVAlloc = new ProgramVertex.MatrixAllocation(mRS);
mPVBackground.bindAllocation(mPVAlloc);
mPVAlloc.setupProjectionNormalized(mWidth, mHeight);
// Start creating the mesh
final SimpleMesh.Builder meshBuilder = new SimpleMesh.Builder(mRS);
// Create the Element for the points
Builder elementBuilder = new Builder(mRS);
elementBuilder.add(Element.ATTRIB_POSITION_2(mRS), "position");
elementBuilder.add(Element.ATTRIB_TEXTURE_2(mRS), "texture");
final Element vertexElement = elementBuilder.create();
final int vertexSlot = meshBuilder.addVertexType(vertexElement, mPointData.length / 4);
// Specify the type and number of indices we need. We'll allocate them later.
meshBuilder.setIndexType(Element.INDEX_16(mRS), mIndexData.length);
// This will be a line mesh
meshBuilder.setPrimitive(Primitive.LINE);
// Create the Allocation for the vertices
mCubeMesh = meshBuilder.create();
mCubeMesh.setName("CubeMesh");
mPointAlloc = mCubeMesh.createVertexAllocation(vertexSlot);
mPointAlloc.setName("PointBuffer");
// Create the Allocation for the indices
mLineIdxAlloc = mCubeMesh.createIndexAllocation();
// Bind the allocations to the mesh
mCubeMesh.bindVertexAllocation(mPointAlloc, 0);
mCubeMesh.bindIndexAllocation(mLineIdxAlloc);
/*
* put the vertex and index data in their respective buffers
*/
updateWave();
for(int i = 0; i < mIndexData.length; i ++) {
mIndexData[i] = (short) i;
}
/*
* upload the vertex and index data
*/
mPointAlloc.data(mPointData);
mPointAlloc.uploadToBufferObject();
mLineIdxAlloc.data(mIndexData);
mLineIdxAlloc.uploadToBufferObject();
/*
* load the texture
*/
mTexture = Allocation.createFromBitmapResourceBoxed(mRS, mResources, mTexId, RGB_565(mRS), false);
mTexture.setName("Tlinetexture");
mTexture.uploadToTexture(0);
/*
* create a program fragment to use the texture
*/
Sampler.Builder samplerBuilder = new Sampler.Builder(mRS);
samplerBuilder.setMin(LINEAR);
samplerBuilder.setMag(LINEAR);
samplerBuilder.setWrapS(WRAP);
samplerBuilder.setWrapT(WRAP);
mSampler = samplerBuilder.create();
ProgramFragment.Builder builder = new ProgramFragment.Builder(mRS);
builder.setTexture(ProgramFragment.Builder.EnvMode.REPLACE,
ProgramFragment.Builder.Format.RGBA, 0);
mPfBackground = builder.create();
mPfBackground.setName("PFBackground");
mPfBackground.bindSampler(mSampler, 0);
// Time to create the script
ScriptC.Builder sb = new ScriptC.Builder(mRS);
// Specify the name by which to refer to the WorldState object in the
// renderscript.
sb.setType(mStateType, "State", RSID_STATE);
sb.setType(mCubeMesh.getVertexType(0), "Points", RSID_POINTS);
// this crashes when uncommented
//sb.setType(mCubeMesh.getIndexType(), "Lines", RSID_LINES);
sb.setScript(mResources, R.raw.waveform);
sb.setRoot(true);
ScriptC script = sb.create();
script.setClearColor(0.0f, 0.0f, 0.0f, 1.0f);
script.setTimeZone(TimeZone.getDefault().getID());
script.bindAllocation(mState, RSID_STATE);
script.bindAllocation(mPointAlloc, RSID_POINTS);
script.bindAllocation(mLineIdxAlloc, RSID_LINES);
script.bindAllocation(mPVAlloc.mAlloc, RSID_PROGRAMVERTEX);
return script;
}
@Override
public void setOffset(float xOffset, float yOffset,
float xStep, float yStep, int xPixels, int yPixels) {
// update our state, then push it to the renderscript
if (xStep <= 0.0f) {
xStep = xOffset / 2; // originator didn't set step size, assume we're halfway
}
// rotate 180 degrees per screen
mWorldState.yRotation = xStep == 0.f ? 0.f : (xOffset / xStep) * 180;
mState.data(mWorldState);
}
@Override
public void start() {
super.start();
mVisible = true;
if (mAudioCapture != null) {
mAudioCapture.start();
}
SystemClock.sleep(200);
updateWave();
}
@Override
public void stop() {
super.stop();
mVisible = false;
if (mAudioCapture != null) {
mAudioCapture.stop();
}
updateWave();
}
public void update() {
}
void updateWave() {
mHandler.removeCallbacks(mDrawCube);
if (!mVisible) {
return;
}
mHandler.postDelayed(mDrawCube, 20);
update();
mWorldState.waveCounter++;
mState.data(mWorldState);
}
}