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.modelviewer) 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_matrix4x4 gPostureMatrix; 32 33 typedef struct MeshInfo { 34 rs_mesh mMesh; 35 int mNumIndexSets; 36 float3 bBoxMin; 37 float3 bBoxMax; 38 } MeshInfo_t; 39 40 MeshInfo_t *gMeshes; 41 42 static float3 gLookAt; 43 44 static float gRotateX; 45 static float gRotateY; 46 static float gZoom; 47 48 static float gLastX; 49 static float gLastY; 50 51 static float3 toFloat3(float x, float y, float z) { 52 float3 f; 53 f.x = x; 54 f.y = y; 55 f.z = z; 56 return f; 57 } 58 59 void onActionDown(float x, float y) { 60 gLastX = x; 61 gLastY = y; 62 } 63 64 void onActionScale(float scale) { 65 66 gZoom *= 1.0f / scale; 67 gZoom = max(0.1f, min(gZoom, 500.0f)); 68 } 69 70 void onActionMove(float x, float y) { 71 float dx = gLastX - x; 72 float dy = gLastY - y; 73 74 if (fabs(dy) <= 2.0f) { 75 dy = 0.0f; 76 } 77 if (fabs(dx) <= 2.0f) { 78 dx = 0.0f; 79 } 80 81 gRotateY -= dx; 82 if (gRotateY > 360) { 83 gRotateY -= 360; 84 } 85 if (gRotateY < 0) { 86 gRotateY += 360; 87 } 88 89 gRotateX -= dy; 90 gRotateX = min(gRotateX, 80.0f); 91 gRotateX = max(gRotateX, -80.0f); 92 93 gLastX = x; 94 gLastY = y; 95 } 96 97 void init() { 98 gRotateX = 0.0f; 99 gRotateY = 0.0f; 100 gZoom = 50.0f; 101 gLookAt = 0.0f; 102 rsMatrixLoadIdentity(&gPostureMatrix); 103 } 104 105 void updateMeshInfo() { 106 rs_allocation allMeshes = rsGetAllocation(gMeshes); 107 int size = rsAllocationGetDimX(allMeshes); 108 gLookAt = 0.0f; 109 float minX, minY, minZ, maxX, maxY, maxZ; 110 for (int i = 0; i < size; i++) { 111 MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i); 112 rsgMeshComputeBoundingBox(info->mMesh, 113 &minX, &minY, &minZ, 114 &maxX, &maxY, &maxZ); 115 info->bBoxMin = toFloat3(minX, minY, minZ); 116 info->bBoxMax = toFloat3(maxX, maxY, maxZ); 117 gLookAt += (info->bBoxMin + info->bBoxMax)*0.5f; 118 } 119 gLookAt = gLookAt / (float)size; 120 } 121 122 static void renderAllMeshes() { 123 rs_allocation allMeshes = rsGetAllocation(gMeshes); 124 int size = rsAllocationGetDimX(allMeshes); 125 gLookAt = 0.0f; 126 float minX, minY, minZ, maxX, maxY, maxZ; 127 for (int i = 0; i < size; i++) { 128 MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i); 129 rsgDrawMesh(info->mMesh); 130 } 131 } 132 133 void drawDescription() { 134 uint width = rsgGetWidth(); 135 uint height = rsgGetHeight(); 136 int left = 0, right = 0, top = 0, bottom = 0; 137 138 rsgBindFont(gItalic); 139 140 rsgMeasureText(gTextAlloc, &left, &right, &top, &bottom); 141 rsgDrawText(gTextAlloc, 2 -left, height - 2 + bottom); 142 } 143 144 int root(void) { 145 146 rsgClearColor(1.0f, 1.0f, 1.0f, 1.0f); 147 rsgClearDepth(1.0f); 148 149 rsgBindProgramVertex(gPVBackground); 150 rs_matrix4x4 proj; 151 float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); 152 rsMatrixLoadPerspective(&proj, 30.0f, aspect, 1.0f, 100.0f); 153 rsgProgramVertexLoadProjectionMatrix(&proj); 154 155 rsgBindProgramFragment(gPFBackground); 156 rsgBindProgramStore(gPFSBackground); 157 rsgBindTexture(gPFBackground, 0, gTGrid); 158 159 rs_matrix4x4 matrix; 160 rsMatrixLoadIdentity(&matrix); 161 // Position our models on the screen 162 rsMatrixTranslate(&matrix, gLookAt.x, gLookAt.y, gLookAt.z - gZoom); 163 rsMatrixMultiply(&matrix, &gPostureMatrix); 164 rsMatrixRotate(&matrix, gRotateX, 1.0f, 0.0f, 0.0f); 165 rsMatrixRotate(&matrix, gRotateY, 0.0f, 1.0f, 0.0f); 166 167 rsgProgramVertexLoadModelMatrix(&matrix); 168 169 renderAllMeshes(); 170 171 drawDescription(); 172 173 return 0; 174 } 175