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GLDepthTestActivity.javaAPI DocAndroid 5.1 API15283Thu Mar 12 22:22:44 GMT 2015com.android.test.hwui

GLDepthTestActivity.java

/*
 * Copyright (C) 2014 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.test.hwui;

import android.app.Activity;
import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.EGL14;
import android.opengl.EGLDisplay;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.Bundle;
import android.os.SystemClock;
import android.util.Log;
import android.view.MotionEvent;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

/**
 * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
 * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
 */
public class GLDepthTestActivity extends Activity {
    @Override
    protected void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        mGLSurfaceView = new GLSurfaceView(this);
        if (detectOpenGLES20()) {
            // Tell the surface view we want to create an OpenGL ES
            // 2.0-compatible
            // context, and set an OpenGL ES 2.0-compatible renderer.
            mGLSurfaceView.setEGLContextClientVersion(2);
            mRenderer = new GLES20TriangleRenderer(this);
            mGLSurfaceView.setRenderer(mRenderer);
        } else {
            throw new IllegalStateException("Can't find OGL ES2.0 context");
        }
        setContentView(mGLSurfaceView);
    }

    private boolean detectOpenGLES20() {
        ActivityManager am =
                (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
        ConfigurationInfo info = am.getDeviceConfigurationInfo();
        return (info.reqGlEsVersion >= 0x20000);
    }

    @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();
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        Log.i("motion", event.toString());
        if (event.getActionMasked() ==  MotionEvent.ACTION_DOWN) {
            mRenderer.toggleDepthTest();
        }
        return true;
    }

    private GLSurfaceView mGLSurfaceView;
    private GLES20TriangleRenderer mRenderer;

    /*
     * 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.
     */

    class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
        private final static int REPEAT_RECTANGLES = 10;
        private boolean mDepthTestEnabled = true;
        private final static int FRAME_REPEAT_TIMES = 1;
        public GLES20TriangleRenderer(Context context) {
            mContext = context;
            mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
                    * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
            mTriangleVertices.put(mTriangleVerticesData).position(0);
        }


        public void toggleDepthTest() {
            mDepthTestEnabled = !mDepthTestEnabled;
            Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
        }

        public void onDrawFrame(GL10 glUnused) {
            for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
                // Ignore the passed-in GL10 interface, and use the GLES20
                // class's static methods instead.
                GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
                if (mDepthTestEnabled) {
                    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
                } else {
                    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
                }
                GLES20.glUseProgram(mProgram);
                if (mDepthTestEnabled) {
                    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
                } else {
                    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
                }
                checkGlError("glUseProgram");

                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
                GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);

                mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
                GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
                checkGlError("glVertexAttribPointer maPosition");
                mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
                GLES20.glEnableVertexAttribArray(maPositionHandle);
                checkGlError("glEnableVertexAttribArray maPositionHandle");
                GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
                        TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
                checkGlError("glVertexAttribPointer maTextureHandle");
                GLES20.glEnableVertexAttribArray(maTextureHandle);
                checkGlError("glEnableVertexAttribArray maTextureHandle");

                for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
                    float step = ((float)i) / REPEAT_RECTANGLES;
                    Matrix.setIdentityM(mMMatrix, 0);
                    Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
                    Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
                    Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
                    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

                    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
                    GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
                    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
                    checkGlError("glDrawArrays");
                }
            }
        }

        public void onSurfaceChanged(GL10 glUnused, int width, int height) {
            // Ignore the passed-in GL10 interface, and use the GLES20
            // class's static methods instead.
            GLES20.glViewport(0, 0, width, height);
            float ratio = (float) width / height;
            Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
        }

        public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
            // Ignore the passed-in GL10 interface, and use the GLES20
            // class's static methods instead.
            mProgram = createProgram(mVertexShader, mFragmentShader);
            if (mProgram == 0) {
                return;
            }
            maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
            checkGlError("glGetAttribLocation aPosition");
            if (maPositionHandle == -1) {
                throw new RuntimeException("Could not get attrib location for aPosition");
            }
            maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
            checkGlError("glGetAttribLocation aTextureCoord");
            if (maTextureHandle == -1) {
                throw new RuntimeException("Could not get attrib location for aTextureCoord");
            }

            muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
            checkGlError("glGetUniformLocation uMVPMatrix");
            if (muMVPMatrixHandle == -1) {
                throw new RuntimeException("Could not get attrib location for uMVPMatrix");
            }

            muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
            checkGlError("glGetUniformLocation uOverlay");
            if (muOverlayHandle == -1) {
                throw new RuntimeException("Could not get attrib location for muOverlayHandle");
            }

            /*
             * Create our texture. This has to be done each time the surface is
             * created.
             */

            int[] textures = new int[1];
            GLES20.glGenTextures(1, textures, 0);

            mTextureID = textures[0];
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);

            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
                    GLES20.GL_NEAREST);
            GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                    GLES20.GL_TEXTURE_MAG_FILTER,
                    GLES20.GL_LINEAR);

            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
                    GLES20.GL_REPEAT);
            GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
                    GLES20.GL_REPEAT);

            InputStream is = mContext.getResources()
                    .openRawResource(R.drawable.robot);
            Bitmap bitmap;
            try {
                bitmap = BitmapFactory.decodeStream(is);
            } finally {
                try {
                    is.close();
                } catch (IOException e) {
                    // Ignore.
                }
            }

            GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
            bitmap.recycle();

            Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

            EGLDisplay display = EGL14.eglGetCurrentDisplay();
            EGL14.eglSwapInterval(display, 0);

        }

        private int loadShader(int shaderType, String source) {
            int shader = GLES20.glCreateShader(shaderType);
            if (shader != 0) {
                GLES20.glShaderSource(shader, source);
                GLES20.glCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
                if (compiled[0] == 0) {
                    Log.e(TAG, "Could not compile shader " + shaderType + ":");
                    Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
                    GLES20.glDeleteShader(shader);
                    shader = 0;
                }
            }
            return shader;
        }

        private int createProgram(String vertexSource, String fragmentSource) {
            int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
            if (vertexShader == 0) {
                return 0;
            }

            int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
            if (pixelShader == 0) {
                return 0;
            }

            int program = GLES20.glCreateProgram();
            if (program != 0) {
                GLES20.glAttachShader(program, vertexShader);
                checkGlError("glAttachShader");
                GLES20.glAttachShader(program, pixelShader);
                checkGlError("glAttachShader");
                GLES20.glLinkProgram(program);
                int[] linkStatus = new int[1];
                GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
                if (linkStatus[0] != GLES20.GL_TRUE) {
                    Log.e(TAG, "Could not link program: ");
                    Log.e(TAG, GLES20.glGetProgramInfoLog(program));
                    GLES20.glDeleteProgram(program);
                    program = 0;
                }
            }
            return program;
        }

        private void checkGlError(String op) {
            int error;
            while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
                Log.e(TAG, op + ": glError " + error);
                throw new RuntimeException(op + ": glError " + error);
            }
        }

        private static final int FLOAT_SIZE_BYTES = 4;
        private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
        private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
        private final float[] mTriangleVerticesData = {
                                // X, Y, Z, U, V
                -1.0f, -1.0f, 0, 0.0f, 0.0f,
                -1.0f, 1.0f, 0, 0.0f, 1.0f,
                1.0f, -1.0f, 0, 1.0f, 0.0f,
                1.0f, 1.0f, 0, 1.0f, 1.0f, };

        private FloatBuffer mTriangleVertices;

        private final String mVertexShader =
                "uniform mat4 uMVPMatrix;\n" +
                        "attribute vec4 aPosition;\n" +
                        "attribute vec2 aTextureCoord;\n" +
                        "varying vec2 vTextureCoord;\n" +
                        "void main() {\n" +
                        "  gl_Position = uMVPMatrix * aPosition;\n" +
                        "  vTextureCoord = aTextureCoord;\n" +
                        "}\n";

        private final String mFragmentShader =
                "precision mediump float;\n" +
                        "varying vec2 vTextureCoord;\n" +
                        "uniform sampler2D sTexture;\n" +
                        "uniform vec4 uOverlay;\n" +
                        "void main() {\n" +
                        "  gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
                        "}\n";

        private float[] mMVPMatrix = new float[16];
        private float[] mProjMatrix = new float[16];
        private float[] mMMatrix = new float[16];
        private float[] mVMatrix = new float[16];

        private int mProgram;
        private int mTextureID;
        private int muMVPMatrixHandle;
        private int maPositionHandle;
        private int maTextureHandle;
        private int muOverlayHandle;

        private Context mContext;
        private static final String TAG = "GLES20TriangleRenderer";
    }

}