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      1 // Copyright (C) 2011 The Android Open Source Project
      2 //
      3 // Licensed under the Apache License, Version 2.0 (the "License");
      4 // you may not use this file except in compliance with the License.
      5 // You may obtain a copy of the License at
      6 //
      7 //      http://www.apache.org/licenses/LICENSE-2.0
      8 //
      9 // Unless required by applicable law or agreed to in writing, software
     10 // distributed under the License is distributed on an "AS IS" BASIS,
     11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     12 // See the License for the specific language governing permissions and
     13 // limitations under the License.
     14 
     15 #pragma version(1)
     16 
     17 #pragma rs java_package_name(com.android.fbotest)
     18 
     19 #include "rs_graphics.rsh"
     20 
     21 rs_program_vertex gPVBackground;
     22 rs_program_fragment gPFBackground;
     23 
     24 rs_allocation gTGrid;
     25 
     26 rs_program_store gPFSBackground;
     27 
     28 rs_font gItalic;
     29 rs_allocation gTextAlloc;
     30 
     31 rs_allocation gOffscreen;
     32 rs_allocation gOffscreenDepth;
     33 
     34 typedef struct MeshInfo {
     35     rs_mesh mMesh;
     36     int mNumIndexSets;
     37     float3 bBoxMin;
     38     float3 bBoxMax;
     39 } MeshInfo_t;
     40 
     41 MeshInfo_t *gMeshes;
     42 
     43 static float3 gLookAt;
     44 
     45 static float gRotateX;
     46 static float gRotateY;
     47 static float gZoom;
     48 
     49 static float gLastX;
     50 static float gLastY;
     51 
     52 void onActionDown(float x, float y) {
     53     gLastX = x;
     54     gLastY = y;
     55 }
     56 
     57 void onActionScale(float scale) {
     58 
     59     gZoom *= 1.0f / scale;
     60     gZoom = max(0.1f, min(gZoom, 500.0f));
     61 }
     62 
     63 void onActionMove(float x, float y) {
     64     float dx = gLastX - x;
     65     float dy = gLastY - y;
     66 
     67     if (fabs(dy) <= 2.0f) {
     68         dy = 0.0f;
     69     }
     70     if (fabs(dx) <= 2.0f) {
     71         dx = 0.0f;
     72     }
     73 
     74     gRotateY -= dx;
     75     if (gRotateY > 360) {
     76         gRotateY -= 360;
     77     }
     78     if (gRotateY < 0) {
     79         gRotateY += 360;
     80     }
     81 
     82     gRotateX -= dy;
     83     gRotateX = min(gRotateX, 80.0f);
     84     gRotateX = max(gRotateX, -80.0f);
     85 
     86     gLastX = x;
     87     gLastY = y;
     88 }
     89 
     90 void init() {
     91     gRotateX = 0.0f;
     92     gRotateY = 0.0f;
     93     gZoom = 50.0f;
     94     gLookAt = 0.0f;
     95 }
     96 
     97 void updateMeshInfo() {
     98     rs_allocation allMeshes = rsGetAllocation(gMeshes);
     99     int size = rsAllocationGetDimX(allMeshes);
    100     gLookAt = 0.0f;
    101     float minX, minY, minZ, maxX, maxY, maxZ;
    102     for (int i = 0; i < size; i++) {
    103         MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i);
    104         rsgMeshComputeBoundingBox(info->mMesh,
    105                                   &minX, &minY, &minZ,
    106                                   &maxX, &maxY, &maxZ);
    107         info->bBoxMin = (float3){minX, minY, minZ};
    108         info->bBoxMax = (float3){maxX, maxY, maxZ};
    109         gLookAt += (info->bBoxMin + info->bBoxMax)*0.5f;
    110     }
    111     gLookAt = gLookAt / (float)size;
    112 }
    113 
    114 static void renderAllMeshes() {
    115     rs_allocation allMeshes = rsGetAllocation(gMeshes);
    116     int size = rsAllocationGetDimX(allMeshes);
    117     gLookAt = 0.0f;
    118     float minX, minY, minZ, maxX, maxY, maxZ;
    119     for (int i = 0; i < size; i++) {
    120         MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i);
    121         rsgDrawMesh(info->mMesh);
    122     }
    123 }
    124 
    125 static void drawDescription() {
    126     uint width = rsgGetWidth();
    127     uint height = rsgGetHeight();
    128     int left = 0, right = 0, top = 0, bottom = 0;
    129 
    130     rsgBindFont(gItalic);
    131 
    132     rsgMeasureText(gTextAlloc, &left, &right, &top, &bottom);
    133     rsgDrawText(gTextAlloc, 2 -left, height - 2 + bottom);
    134 }
    135 
    136 static void renderOffscreen(bool useDepth) {
    137 
    138     rsgBindColorTarget(gOffscreen, 0);
    139     if (useDepth) {
    140         rsgBindDepthTarget(gOffscreenDepth);
    141         rsgClearDepth(1.0f);
    142     } else {
    143         rsgClearDepthTarget();
    144     }
    145     rsgClearColor(0.8f, 0.8f, 0.8f, 1.0f);
    146 
    147     rsgBindProgramVertex(gPVBackground);
    148     rs_matrix4x4 proj;
    149     float aspect = (float)rsAllocationGetDimX(gOffscreen) / (float)rsAllocationGetDimY(gOffscreen);
    150     rsMatrixLoadPerspective(&proj, 30.0f, aspect, 1.0f, 100.0f);
    151     rsgProgramVertexLoadProjectionMatrix(&proj);
    152 
    153     rsgBindProgramFragment(gPFBackground);
    154     rsgBindProgramStore(gPFSBackground);
    155     rsgBindTexture(gPFBackground, 0, gTGrid);
    156 
    157     rs_matrix4x4 matrix;
    158     rsMatrixLoadIdentity(&matrix);
    159     // Position our models on the screen
    160     rsMatrixTranslate(&matrix, gLookAt.x, gLookAt.y, gLookAt.z - gZoom);
    161     rsMatrixRotate(&matrix, gRotateX, 1.0f, 0.0f, 0.0f);
    162     rsMatrixRotate(&matrix, gRotateY, 0.0f, 1.0f, 0.0f);
    163     rsgProgramVertexLoadModelMatrix(&matrix);
    164 
    165     renderAllMeshes();
    166 
    167     // Render into the frambuffer
    168     rsgClearAllRenderTargets();
    169 }
    170 
    171 static void drawOffscreenResult(int posX, int posY) {
    172     // display the result
    173     rs_matrix4x4 proj, matrix;
    174     rsMatrixLoadOrtho(&proj, 0, rsgGetWidth(), rsgGetHeight(), 0, -500, 500);
    175     rsgProgramVertexLoadProjectionMatrix(&proj);
    176     rsMatrixLoadIdentity(&matrix);
    177     rsgProgramVertexLoadModelMatrix(&matrix);
    178     rsgBindTexture(gPFBackground, 0, gOffscreen);
    179     float startX = posX, startY = posY;
    180     float width = 256, height = 256;
    181     rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
    182                          startX, startY + height, 0, 0, 0,
    183                          startX + width, startY + height, 0, 1, 0,
    184                          startX + width, startY, 0, 1, 1);
    185 }
    186 
    187 int root(void) {
    188 
    189     rsgClearColor(1.0f, 1.0f, 1.0f, 1.0f);
    190     rsgClearDepth(1.0f);
    191 
    192     renderOffscreen(true);
    193     drawOffscreenResult(0, 0);
    194 
    195     renderOffscreen(false);
    196     drawOffscreenResult(0, 256);
    197 
    198     rsgBindProgramVertex(gPVBackground);
    199     rs_matrix4x4 proj;
    200     float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
    201     rsMatrixLoadPerspective(&proj, 30.0f, aspect, 1.0f, 100.0f);
    202     rsgProgramVertexLoadProjectionMatrix(&proj);
    203 
    204     rsgBindProgramFragment(gPFBackground);
    205     rsgBindProgramStore(gPFSBackground);
    206     rsgBindTexture(gPFBackground, 0, gTGrid);
    207 
    208     rs_matrix4x4 matrix;
    209     rsMatrixLoadIdentity(&matrix);
    210     // Position our models on the screen
    211     rsMatrixTranslate(&matrix, gLookAt.x, gLookAt.y, gLookAt.z - gZoom);
    212     rsMatrixRotate(&matrix, gRotateX, 1.0f, 0.0f, 0.0f);
    213     rsMatrixRotate(&matrix, gRotateY, 0.0f, 1.0f, 0.0f);
    214     rsgProgramVertexLoadModelMatrix(&matrix);
    215 
    216     renderAllMeshes();
    217 
    218     drawDescription();
    219 
    220     return 0;
    221 }
    222