--- /dev/null
+/*
+ * 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.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 android.content.Context;
+import android.graphics.Bitmap;
+import android.graphics.BitmapFactory;
+import android.opengl.GLSurfaceView;
+import android.opengl.GLU;
+import android.opengl.GLUtils;
+import android.os.SystemClock;
+
+import com.example.android.apis.R;
+
+public class MatrixPaletteRenderer implements GLSurfaceView.Renderer{
+ private Context mContext;
+ private Grid mGrid;
+ private int mTextureID;
+
+ /** 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 u, v;
+ // float weight0, weight1;
+ // byte palette0, palette1, pad0, pad1;
+
+ final static int VERTEX_SIZE = 8 * FLOAT_SIZE;
+ final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3;
+ final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5;
+ final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE;
+
+ 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 u, float v,
+ float w0, float w1,
+ int p0, int p1) {
+ if (i < 0 || i >= mW) {
+ throw new IllegalArgumentException("i");
+ }
+ if (j < 0 || j >= mH) {
+ throw new IllegalArgumentException("j");
+ }
+
+ if (w0 + w1 != 1.0f) {
+ throw new IllegalArgumentException("Weights must add up to 1.0f");
+ }
+
+ int index = mW * j + i;
+
+ mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE);
+ mVertexBuffer.put(x);
+ mVertexBuffer.put(y);
+ mVertexBuffer.put(z);
+ mVertexBuffer.put(u);
+ mVertexBuffer.put(v);
+ mVertexBuffer.put(w0);
+ mVertexBuffer.put(w1);
+
+ mVertexByteBuffer.position(index * VERTEX_SIZE + VERTEX_PALETTE_INDEX_OFFSET);
+ mVertexByteBuffer.put((byte) p0);
+ mVertexByteBuffer.put((byte) p1);
+ }
+
+ public void createBufferObjects(GL 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;
+ }
+
+ public void draw(GL10 gl) {
+ GL11 gl11 = (GL11) gl;
+ GL11Ext gl11Ext = (GL11Ext) gl;
+
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+
+ gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
+ gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
+ gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
+
+ gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
+ gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
+
+ gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
+ gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE, VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET );
+
+ 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(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
+ gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
+ gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
+ gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ }
+
+ public MatrixPaletteRenderer(Context context) {
+ mContext = context;
+ }
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+ /*
+ * By default, OpenGL enables features that improve quality
+ * but reduce performance. One might want to tweak that
+ * especially on software renderer.
+ */
+ gl.glDisable(GL10.GL_DITHER);
+
+ /*
+ * Some one-time OpenGL initialization can be made here
+ * probably based on features of this particular context
+ */
+ gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
+ GL10.GL_FASTEST);
+
+ gl.glClearColor(.5f, .5f, .5f, 1);
+ gl.glShadeModel(GL10.GL_SMOOTH);
+ gl.glEnable(GL10.GL_DEPTH_TEST);
+ gl.glEnable(GL10.GL_TEXTURE_2D);
+
+ /*
+ * Create our texture. This has to be done each time the
+ * surface is created.
+ */
+
+ int[] textures = new int[1];
+ gl.glGenTextures(1, textures, 0);
+
+ mTextureID = textures[0];
+ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
+
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
+ GL10.GL_NEAREST);
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D,
+ GL10.GL_TEXTURE_MAG_FILTER,
+ GL10.GL_LINEAR);
+
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
+ GL10.GL_CLAMP_TO_EDGE);
+ gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
+ GL10.GL_CLAMP_TO_EDGE);
+
+ gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
+ GL10.GL_REPLACE);
+
+ InputStream is = mContext.getResources()
+ .openRawResource(R.raw.robot);
+ Bitmap bitmap;
+ try {
+ bitmap = BitmapFactory.decodeStream(is);
+ } finally {
+ try {
+ is.close();
+ } catch(IOException e) {
+ // Ignore.
+ }
+ }
+
+ GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
+ bitmap.recycle();
+
+ mGrid = generateWeightedGrid(gl);
+ }
+
+ public void onDrawFrame(GL10 gl) {
+ /*
+ * By default, OpenGL enables features that improve quality
+ * but reduce performance. One might want to tweak that
+ * especially on software renderer.
+ */
+ gl.glDisable(GL10.GL_DITHER);
+
+ gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
+ GL10.GL_MODULATE);
+
+ /*
+ * Usually, the first thing one might want to do is to clear
+ * the screen. The most efficient way of doing this is to use
+ * glClear().
+ */
+
+ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+
+ gl.glEnable(GL10.GL_DEPTH_TEST);
+
+ gl.glEnable(GL10.GL_CULL_FACE);
+
+ /*
+ * Now we're ready to draw some 3D objects
+ */
+
+ gl.glMatrixMode(GL10.GL_MODELVIEW);
+ gl.glLoadIdentity();
+
+ GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+ gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
+ gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
+
+ gl.glActiveTexture(GL10.GL_TEXTURE0);
+ gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
+ gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
+ GL10.GL_REPEAT);
+ gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
+ GL10.GL_REPEAT);
+
+ long time = SystemClock.uptimeMillis() % 4000L;
+
+ // Rock back and forth
+ double animationUnit = ((double) time) / 4000;
+ float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI);
+ float angle = unitAngle * 135f;
+
+ gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES);
+ gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES);
+
+ GL11Ext gl11Ext = (GL11Ext) gl;
+
+ // matrix 0: no transformation
+ gl11Ext.glCurrentPaletteMatrixOES(0);
+ gl11Ext.glLoadPaletteFromModelViewMatrixOES();
+
+
+ // matrix 1: rotate by "angle"
+ gl.glRotatef(angle, 0, 0, 1.0f);
+
+ gl11Ext.glCurrentPaletteMatrixOES(1);
+ gl11Ext.glLoadPaletteFromModelViewMatrixOES();
+
+ mGrid.draw(gl);
+
+ gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES);
+ }
+
+ public void onSurfaceChanged(GL10 gl, int w, int h) {
+ gl.glViewport(0, 0, w, h);
+
+ /*
+ * Set our projection matrix. This doesn't have to be done
+ * each time we draw, but usually a new projection needs to
+ * be set when the viewport is resized.
+ */
+
+ float ratio = (float) w / h;
+ gl.glMatrixMode(GL10.GL_PROJECTION);
+ gl.glLoadIdentity();
+ gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
+ }
+
+ private Grid generateWeightedGrid(GL gl) {
+ final int uSteps = 20;
+ final int vSteps = 20;
+
+ float radius = 0.25f;
+ float height = 2.0f;
+ Grid grid = new Grid(uSteps + 1, vSteps + 1);
+
+ for (int j = 0; j <= vSteps; j++) {
+ for (int i = 0; i <= uSteps; i++) {
+ double angle = Math.PI * 2 * i / uSteps;
+ float x = radius * (float) Math.cos(angle);
+ float y = height * ((float) j / vSteps - 0.5f);
+ float z = radius * (float) Math.sin(angle);
+ float u = -4.0f * (float) i / uSteps;
+ float v = -4.0f * (float) j / vSteps;
+ float w0 = (float) j / vSteps;
+ float w1 = 1.0f - w0;
+ grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1);
+ }
+ }
+
+ grid.createBufferObjects(gl);
+ return grid;
+ }
+}