| /* |
| * Copyright (C) 2007 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.example.android.apis.graphics; |
| |
| import java.io.IOException; |
| import java.io.InputStream; |
| import java.nio.ByteBuffer; |
| import java.nio.ByteOrder; |
| import java.nio.CharBuffer; |
| import java.nio.FloatBuffer; |
| |
| import javax.microedition.khronos.egl.EGLConfig; |
| import javax.microedition.khronos.opengles.GL; |
| import javax.microedition.khronos.opengles.GL10; |
| import javax.microedition.khronos.opengles.GL11; |
| import javax.microedition.khronos.opengles.GL11Ext; |
| import javax.microedition.khronos.opengles.GL11ExtensionPack; |
| |
| import android.app.Activity; |
| import android.graphics.Bitmap; |
| import android.graphics.BitmapFactory; |
| import android.opengl.GLSurfaceView; |
| import android.opengl.GLU; |
| import android.opengl.GLUtils; |
| import android.os.Bundle; |
| import android.util.Log; |
| |
| import com.example.android.apis.R; |
| |
| /** |
| * Demonstrate how to use the OES_texture_cube_map extension, available on some |
| * high-end OpenGL ES 1.x GPUs. |
| */ |
| public class CubeMapActivity extends Activity { |
| private GLSurfaceView mGLSurfaceView; |
| private class Renderer implements GLSurfaceView.Renderer { |
| private boolean mContextSupportsCubeMap; |
| private Grid mGrid; |
| private int mCubeMapTextureID; |
| private boolean mUseTexGen = false; |
| private float mAngle; |
| |
| public void onDrawFrame(GL10 gl) { |
| checkGLError(gl); |
| if (mContextSupportsCubeMap) { |
| gl.glClearColor(0,0,1,0); |
| } else { |
| // Current context doesn't support cube maps. |
| // Indicate this by drawing a red background. |
| gl.glClearColor(1,0,0,0); |
| } |
| gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); |
| gl.glEnable(GL10.GL_DEPTH_TEST); |
| gl.glMatrixMode(GL10.GL_MODELVIEW); |
| gl.glLoadIdentity(); |
| |
| GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); |
| gl.glRotatef(mAngle, 0, 1, 0); |
| gl.glRotatef(mAngle*0.25f, 1, 0, 0); |
| |
| gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); |
| |
| checkGLError(gl); |
| |
| if (mContextSupportsCubeMap) { |
| gl.glActiveTexture(GL10.GL_TEXTURE0); |
| checkGLError(gl); |
| gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP); |
| checkGLError(gl); |
| gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID); |
| checkGLError(gl); |
| GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl; |
| gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR, |
| GL11ExtensionPack.GL_TEXTURE_GEN_MODE, |
| GL11ExtensionPack.GL_REFLECTION_MAP); |
| checkGLError(gl); |
| gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); |
| checkGLError(gl); |
| gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL); |
| } |
| |
| checkGLError(gl); |
| mGrid.draw(gl); |
| |
| if (mContextSupportsCubeMap) { |
| gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR); |
| } |
| checkGLError(gl); |
| |
| mAngle += 1.2f; |
| } |
| |
| public void onSurfaceChanged(GL10 gl, int width, int height) { |
| checkGLError(gl); |
| gl.glViewport(0, 0, width, height); |
| float ratio = (float) width / height; |
| gl.glMatrixMode(GL10.GL_PROJECTION); |
| gl.glLoadIdentity(); |
| gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10); |
| checkGLError(gl); |
| } |
| |
| public void onSurfaceCreated(GL10 gl, EGLConfig config) { |
| checkGLError(gl); |
| // This test needs to be done each time a context is created, |
| // because different contexts may support different extensions. |
| mContextSupportsCubeMap = checkIfContextSupportsCubeMap(gl); |
| |
| mGrid = generateTorusGrid(gl, 60, 60, 3.0f, 0.75f); |
| |
| if (mContextSupportsCubeMap) { |
| int[] cubeMapResourceIds = new int[]{ |
| R.raw.skycubemap0, R.raw.skycubemap1, R.raw.skycubemap2, |
| R.raw.skycubemap3, R.raw.skycubemap4, R.raw.skycubemap5}; |
| mCubeMapTextureID = generateCubeMap(gl, cubeMapResourceIds); |
| } |
| checkGLError(gl); |
| } |
| |
| private int generateCubeMap(GL10 gl, int[] resourceIds) { |
| checkGLError(gl); |
| int[] ids = new int[1]; |
| gl.glGenTextures(1, ids, 0); |
| int cubeMapTextureId = ids[0]; |
| gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, cubeMapTextureId); |
| gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, |
| GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR); |
| gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, |
| GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR); |
| |
| for (int face = 0; face < 6; face++) { |
| InputStream is = getResources().openRawResource(resourceIds[face]); |
| Bitmap bitmap; |
| try { |
| bitmap = BitmapFactory.decodeStream(is); |
| } finally { |
| try { |
| is.close(); |
| } catch(IOException e) { |
| Log.e("CubeMap", "Could not decode texture for face " + Integer.toString(face)); |
| } |
| } |
| GLUtils.texImage2D(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, |
| bitmap, 0); |
| bitmap.recycle(); |
| } |
| checkGLError(gl); |
| return cubeMapTextureId; |
| } |
| |
| private Grid generateTorusGrid(GL gl, int uSteps, int vSteps, float majorRadius, float minorRadius) { |
| Grid grid = new Grid(uSteps + 1, vSteps + 1); |
| for (int j = 0; j <= vSteps; j++) { |
| double angleV = Math.PI * 2 * j / vSteps; |
| float cosV = (float) Math.cos(angleV); |
| float sinV = (float) Math.sin(angleV); |
| for (int i = 0; i <= uSteps; i++) { |
| double angleU = Math.PI * 2 * i / uSteps; |
| float cosU = (float) Math.cos(angleU); |
| float sinU = (float) Math.sin(angleU); |
| float d = majorRadius+minorRadius*cosU; |
| float x = d*cosV; |
| float y = d*(-sinV); |
| float z = minorRadius * sinU; |
| |
| float nx = cosV * cosU; |
| float ny = -sinV * cosU; |
| float nz = sinU; |
| |
| float length = (float) Math.sqrt(nx*nx + ny*ny + nz*nz); |
| nx /= length; |
| ny /= length; |
| nz /= length; |
| |
| grid.set(i, j, x, y, z, nx, ny, nz); |
| } |
| } |
| grid.createBufferObjects(gl); |
| return grid; |
| } |
| |
| private boolean checkIfContextSupportsCubeMap(GL10 gl) { |
| return checkIfContextSupportsExtension(gl, "GL_OES_texture_cube_map"); |
| } |
| |
| /** |
| * This is not the fastest way to check for an extension, but fine if |
| * we are only checking for a few extensions each time a context is created. |
| * @param gl |
| * @param extension |
| * @return true if the extension is present in the current context. |
| */ |
| private boolean checkIfContextSupportsExtension(GL10 gl, String extension) { |
| String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " "; |
| // The extensions string is padded with spaces between extensions, but not |
| // necessarily at the beginning or end. For simplicity, add spaces at the |
| // beginning and end of the extensions string to make it easy to find an |
| // extension. |
| return extensions.indexOf(" " + extension + " ") >= 0; |
| } |
| } |
| |
| /** A grid is a topologically rectangular array of vertices. |
| * |
| * This grid class is customized for the vertex data required for this |
| * example. |
| * |
| * 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; |
| // float nx, ny, nx; |
| |
| final static int VERTEX_SIZE = 6 * FLOAT_SIZE; |
| final static int VERTEX_NORMAL_BUFFER_INDEX_OFFSET = 3; |
| |
| 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, float nx, float ny, float nz) { |
| 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); |
| mVertexBuffer.put(nx); |
| mVertexBuffer.put(ny); |
| mVertexBuffer.put(nz); |
| } |
| |
| public void createBufferObjects(GL gl) { |
| checkGLError(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; |
| checkGLError(gl); |
| } |
| |
| public void draw(GL10 gl) { |
| checkGLError(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); |
| |
| gl.glEnableClientState(GL10.GL_NORMAL_ARRAY); |
| gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE); |
| |
| 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); |
| gl.glDisableClientState(GL10.GL_NORMAL_ARRAY); |
| gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0); |
| gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0); |
| checkGLError(gl); |
| } |
| } |
| |
| static void checkGLError(GL gl) { |
| int error = ((GL10) gl).glGetError(); |
| if (error != GL10.GL_NO_ERROR) { |
| throw new RuntimeException("GLError 0x" + Integer.toHexString(error)); |
| } |
| } |
| |
| @Override |
| protected void onCreate(Bundle savedInstanceState) { |
| super.onCreate(savedInstanceState); |
| |
| // Create our surface view and set it as the content of our |
| // Activity |
| mGLSurfaceView = new GLSurfaceView(this); |
| mGLSurfaceView.setRenderer(new Renderer()); |
| setContentView(mGLSurfaceView); |
| } |
| |
| @Override |
| protected void onResume() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onResume(); |
| mGLSurfaceView.onResume(); |
| } |
| |
| @Override |
| protected void onPause() { |
| // Ideally a game should implement onResume() and onPause() |
| // to take appropriate action when the activity looses focus |
| super.onPause(); |
| mGLSurfaceView.onPause(); |
| } |
| } |