blob: 5cfad140f8ee86a6584fc95bdc0adbf9bee60404 [file] [log] [blame]
/*
* 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.livecubes.cube3;
import com.android.livecubes.R;
import com.android.livecubes.RenderScriptScene;
import android.renderscript.Allocation;
import android.renderscript.Element;
import android.renderscript.Primitive;
import android.renderscript.ProgramRaster;
import android.renderscript.ProgramVertex;
import android.renderscript.ScriptC;
import android.renderscript.SimpleMesh;
import android.renderscript.Type;
import android.renderscript.Element.Builder;
import java.util.TimeZone;
/*
* This example draws a shape whose definition is read from resources (though
* it's not user selectable like in example #2), but does the drawing using
* RenderScript.
*/
class Cube3RS extends RenderScriptScene {
static class ThreeDPoint {
public float x;
public float y;
public float z;
}
static class ThreeDLine {
int startPoint;
int endPoint;
}
static class WorldState {
public float yRotation;
public float mCenterX;
public float mCenterY;
}
ThreeDPoint [] mOriginalPoints;
ThreeDLine [] mLines;
WorldState mWorldState = new WorldState();
private Type mStateType;
private Allocation mState;
private SimpleMesh mCubeMesh;
private Allocation mPointAlloc;
private float [] mPointData;
private Allocation mLineIdxAlloc;
private short [] mIndexData;
private ProgramVertex mPVBackground;
private ProgramVertex.MatrixAllocation mPVAlloc;
private int mWidth;
private int mHeight;
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;
Cube3RS(int width, int height) {
super(width, height);
mWidth = width;
mHeight = height;
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
mWidth = width;
mHeight = height;
}
@Override
protected ScriptC createScript() {
// Read the model in to our point/line objects
readModel();
// 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 = (-0.5f) * 2 * 180 / (float) Math.PI;
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);
// By specifying a prefix, even an empty one, the members will be accessible
// in the renderscript. If we just called addFloatXYZ(), the members would be
// unnamed in the renderscript struct definition.
elementBuilder.addFloatXYZ("");
final Element vertexElement = elementBuilder.create();
final int vertexSlot = meshBuilder.addVertexType(vertexElement, mOriginalPoints.length);
// Specify the type and number of indices we need. We'll allocate them later.
meshBuilder.setIndexType(Element.INDEX_16(mRS), mLines.length * 2);
// 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
*/
// one float each for x, y and z, and the 4th float will hold rgba
mPointData = new float[mOriginalPoints.length * 3];
for(int i = 0; i < mOriginalPoints.length; i ++) {
mPointData[i*3] = mOriginalPoints[i].x;
mPointData[i*3+1] = mOriginalPoints[i].y;
mPointData[i*3+2] = mOriginalPoints[i].z;
}
mIndexData = new short[mLines.length * 2];
for(int i = 0; i < mLines.length; i++) {
mIndexData[i * 2] = (short)(mLines[i].startPoint);
mIndexData[i * 2 + 1] = (short)(mLines[i].endPoint);
}
/*
* upload the vertex and index data
*/
mPointAlloc.data(mPointData);
mPointAlloc.uploadToBufferObject();
mLineIdxAlloc.data(mIndexData);
mLineIdxAlloc.uploadToBufferObject();
// 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);
// Set the render script that will make use of the objects we defined above
sb.setScript(mResources, R.raw.cube);
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, int xPixels, int yPixels) {
// update our state, then push it to the renderscript
mWorldState.yRotation = (xOffset - 0.5f) * 2 * 180 / (float) Math.PI;
mState.data(mWorldState);
}
/*
* Read the model definition from the resource.
*/
private void readModel() {
String [] p = mResources.getStringArray(R.array.cubepoints);
int numpoints = p.length;
mOriginalPoints = new ThreeDPoint[numpoints];
for (int i = 0; i < numpoints; i++) {
mOriginalPoints[i] = new ThreeDPoint();
String [] coord = p[i].split(" ");
mOriginalPoints[i].x = Float.valueOf(coord[0]);
mOriginalPoints[i].y = Float.valueOf(coord[1]);
mOriginalPoints[i].z = Float.valueOf(coord[2]);
}
String [] l = mResources.getStringArray(R.array.cubelines);
int numlines = l.length;
mLines = new ThreeDLine[numlines];
for (int i = 0; i < numlines; i++) {
mLines[i] = new ThreeDLine();
String [] idx = l[i].split(" ");
mLines[i].startPoint = Integer.valueOf(idx[0]);
mLines[i].endPoint = Integer.valueOf(idx[1]);
}
}
}