| /* |
| * Copyright (C) 2016 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 android.vr.cts; |
| |
| import android.opengl.GLES20; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLSurfaceView.Renderer; |
| |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.FloatBuffer; |
| import java.util.concurrent.CountDownLatch; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL10; |
| |
| public class RendererBasicTest implements GLSurfaceView.Renderer { |
| private String vertexShaderCode = |
| "attribute vec4 vPosition; \n" |
| + "void main(){ \n" + |
| "gl_Position = vPosition; \n" |
| + "} \n"; |
| |
| private String fragmentShaderCode = "precision mediump float; \n" |
| + "void main(){ \n" |
| + " gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" |
| + "} \n"; |
| |
| |
| FloatBuffer floatBuffer; |
| int mProgram; |
| int maPositionHandle; |
| float[] mColorOne = new float[4]; |
| |
| int[] mShaderCount = null; |
| int mError; |
| |
| // child may need to manipulate them directly |
| protected CountDownLatch mLatch; |
| protected boolean mDrawn = false; |
| |
| public RendererBasicTest(CountDownLatch latch) { |
| mLatch = latch; |
| } |
| |
| @Override |
| public void onSurfaceChanged(GL10 gl, int width, int height) { |
| } |
| |
| public int loadShader(int type, String shaderCode) { |
| int shader = GLES20.glCreateShader(type); |
| GLES20.glShaderSource(shader, shaderCode); |
| GLES20.glCompileShader(shader); |
| return shader; |
| } |
| |
| @Override |
| public void onDrawFrame(GL10 gl) { |
| if (mDrawn) { |
| return; |
| } |
| mDrawn = true; |
| doOnDrawFrame(gl); |
| mLatch.countDown(); |
| } |
| |
| public void doOnDrawFrame(GL10 gl) { |
| GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); |
| GLES20.glUseProgram(mProgram); |
| |
| GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, |
| false, 12, floatBuffer); |
| GLES20.glEnableVertexAttribArray(maPositionHandle); |
| GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); |
| mShaderCount = new int[1]; |
| int[] shaders = new int[10]; |
| GLES20.glGetAttachedShaders(mProgram, 10, mShaderCount, 0, shaders, 0); |
| } |
| |
| @Override |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); |
| initShapes(); |
| int vertexShaderOne = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); |
| int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); |
| mProgram = GLES20.glCreateProgram(); |
| GLES20.glAttachShader(mProgram, vertexShaderOne); |
| GLES20.glAttachShader(mProgram, fragmentShader); |
| GLES20.glLinkProgram(mProgram); |
| int[] linkStatus = new int[1]; |
| GLES20.glGetProgramiv(mProgram, GLES20.GL_LINK_STATUS, linkStatus, 0); |
| if (linkStatus[0] != GLES20.GL_TRUE) { |
| //do nothing |
| } |
| |
| } |
| |
| public void initShapes(){ |
| float triangleCoords[] = { -0.5f, -0.25f, 0, |
| 0.5f, -0.25f, 0, |
| 0.0f, 0.559016994f, 0}; |
| ByteBuffer byteBuffer = ByteBuffer.allocateDirect(triangleCoords.length * 4); |
| byteBuffer.order(ByteOrder.nativeOrder()); |
| floatBuffer = byteBuffer.asFloatBuffer(); |
| floatBuffer.put(triangleCoords); |
| floatBuffer.position(0); |
| } |
| } |