1 /*
2  * Copyright (C) 2009 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.example.android.apis.graphics;
18 
19 import java.io.IOException;
20 import java.io.InputStream;
21 import java.nio.ByteBuffer;
22 import java.nio.ByteOrder;
23 import java.nio.FloatBuffer;
24 
25 import javax.microedition.khronos.egl.EGLConfig;
26 import javax.microedition.khronos.opengles.GL10;
27 
28 import android.content.Context;
29 import android.graphics.Bitmap;
30 import android.graphics.BitmapFactory;
31 import android.opengl.GLES20;
32 import android.opengl.GLSurfaceView;
33 import android.opengl.GLUtils;
34 import android.opengl.Matrix;
35 import android.os.SystemClock;
36 import android.util.Log;
37 
38 import com.example.android.apis.R;
39 
40 class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
41 
GLES20TriangleRenderer(Context context)42     public GLES20TriangleRenderer(Context context) {
43         mContext = context;
44         mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
45                 * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
46         mTriangleVertices.put(mTriangleVerticesData).position(0);
47     }
48 
onDrawFrame(GL10 glUnused)49     public void onDrawFrame(GL10 glUnused) {
50         // Ignore the passed-in GL10 interface, and use the GLES20
51         // class's static methods instead.
52         GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
53         GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
54         GLES20.glUseProgram(mProgram);
55         checkGlError("glUseProgram");
56 
57         GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
58         GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
59 
60         mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
61         GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
62                 TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
63         checkGlError("glVertexAttribPointer maPosition");
64         mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
65         GLES20.glEnableVertexAttribArray(maPositionHandle);
66         checkGlError("glEnableVertexAttribArray maPositionHandle");
67         GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
68                 TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
69         checkGlError("glVertexAttribPointer maTextureHandle");
70         GLES20.glEnableVertexAttribArray(maTextureHandle);
71         checkGlError("glEnableVertexAttribArray maTextureHandle");
72 
73         long time = SystemClock.uptimeMillis() % 4000L;
74         float angle = 0.090f * ((int) time);
75         Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
76         Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
77         Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
78 
79         GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
80         GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
81         checkGlError("glDrawArrays");
82     }
83 
onSurfaceChanged(GL10 glUnused, int width, int height)84     public void onSurfaceChanged(GL10 glUnused, int width, int height) {
85         // Ignore the passed-in GL10 interface, and use the GLES20
86         // class's static methods instead.
87         GLES20.glViewport(0, 0, width, height);
88         float ratio = (float) width / height;
89         Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
90     }
91 
onSurfaceCreated(GL10 glUnused, EGLConfig config)92     public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
93         // Ignore the passed-in GL10 interface, and use the GLES20
94         // class's static methods instead.
95         mProgram = createProgram(mVertexShader, mFragmentShader);
96         if (mProgram == 0) {
97             return;
98         }
99         maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
100         checkGlError("glGetAttribLocation aPosition");
101         if (maPositionHandle == -1) {
102             throw new RuntimeException("Could not get attrib location for aPosition");
103         }
104         maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
105         checkGlError("glGetAttribLocation aTextureCoord");
106         if (maTextureHandle == -1) {
107             throw new RuntimeException("Could not get attrib location for aTextureCoord");
108         }
109 
110         muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
111         checkGlError("glGetUniformLocation uMVPMatrix");
112         if (muMVPMatrixHandle == -1) {
113             throw new RuntimeException("Could not get attrib location for uMVPMatrix");
114         }
115 
116         /*
117          * Create our texture. This has to be done each time the
118          * surface is created.
119          */
120 
121         int[] textures = new int[1];
122         GLES20.glGenTextures(1, textures, 0);
123 
124         mTextureID = textures[0];
125         GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
126 
127         GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
128                 GLES20.GL_NEAREST);
129         GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
130                 GLES20.GL_TEXTURE_MAG_FILTER,
131                 GLES20.GL_LINEAR);
132 
133         GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
134                 GLES20.GL_REPEAT);
135         GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
136                 GLES20.GL_REPEAT);
137 
138         InputStream is = mContext.getResources()
139             .openRawResource(R.raw.robot);
140         Bitmap bitmap;
141         try {
142             bitmap = BitmapFactory.decodeStream(is);
143         } finally {
144             try {
145                 is.close();
146             } catch(IOException e) {
147                 // Ignore.
148             }
149         }
150 
151         GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
152         bitmap.recycle();
153 
154         Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
155     }
156 
loadShader(int shaderType, String source)157     private int loadShader(int shaderType, String source) {
158         int shader = GLES20.glCreateShader(shaderType);
159         if (shader != 0) {
160             GLES20.glShaderSource(shader, source);
161             GLES20.glCompileShader(shader);
162             int[] compiled = new int[1];
163             GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
164             if (compiled[0] == 0) {
165                 Log.e(TAG, "Could not compile shader " + shaderType + ":");
166                 Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
167                 GLES20.glDeleteShader(shader);
168                 shader = 0;
169             }
170         }
171         return shader;
172     }
173 
createProgram(String vertexSource, String fragmentSource)174     private int createProgram(String vertexSource, String fragmentSource) {
175         int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
176         if (vertexShader == 0) {
177             return 0;
178         }
179 
180         int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
181         if (pixelShader == 0) {
182             return 0;
183         }
184 
185         int program = GLES20.glCreateProgram();
186         if (program != 0) {
187             GLES20.glAttachShader(program, vertexShader);
188             checkGlError("glAttachShader");
189             GLES20.glAttachShader(program, pixelShader);
190             checkGlError("glAttachShader");
191             GLES20.glLinkProgram(program);
192             int[] linkStatus = new int[1];
193             GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
194             if (linkStatus[0] != GLES20.GL_TRUE) {
195                 Log.e(TAG, "Could not link program: ");
196                 Log.e(TAG, GLES20.glGetProgramInfoLog(program));
197                 GLES20.glDeleteProgram(program);
198                 program = 0;
199             }
200         }
201         return program;
202     }
203 
checkGlError(String op)204     private void checkGlError(String op) {
205         int error;
206         while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
207             Log.e(TAG, op + ": glError " + error);
208             throw new RuntimeException(op + ": glError " + error);
209         }
210     }
211 
212     private static final int FLOAT_SIZE_BYTES = 4;
213     private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
214     private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
215     private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
216     private final float[] mTriangleVerticesData = {
217             // X, Y, Z, U, V
218             -1.0f, -0.5f, 0, -0.5f, 0.0f,
219             1.0f, -0.5f, 0, 1.5f, -0.0f,
220             0.0f,  1.11803399f, 0, 0.5f,  1.61803399f };
221 
222     private FloatBuffer mTriangleVertices;
223 
224     private final String mVertexShader =
225         "uniform mat4 uMVPMatrix;\n" +
226         "attribute vec4 aPosition;\n" +
227         "attribute vec2 aTextureCoord;\n" +
228         "varying vec2 vTextureCoord;\n" +
229         "void main() {\n" +
230         "  gl_Position = uMVPMatrix * aPosition;\n" +
231         "  vTextureCoord = aTextureCoord;\n" +
232         "}\n";
233 
234     private final String mFragmentShader =
235         "precision mediump float;\n" +
236         "varying vec2 vTextureCoord;\n" +
237         "uniform sampler2D sTexture;\n" +
238         "void main() {\n" +
239         "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
240         "}\n";
241 
242     private float[] mMVPMatrix = new float[16];
243     private float[] mProjMatrix = new float[16];
244     private float[] mMMatrix = new float[16];
245     private float[] mVMatrix = new float[16];
246 
247     private int mProgram;
248     private int mTextureID;
249     private int muMVPMatrixHandle;
250     private int maPositionHandle;
251     private int maTextureHandle;
252 
253     private Context mContext;
254     private static String TAG = "GLES20TriangleRenderer";
255 }
256