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      1 /*
      2  * Copyright (C) 2007 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.CharBuffer;
     24 import java.nio.FloatBuffer;
     25 
     26 import javax.microedition.khronos.egl.EGLConfig;
     27 import javax.microedition.khronos.opengles.GL;
     28 import javax.microedition.khronos.opengles.GL10;
     29 import javax.microedition.khronos.opengles.GL11;
     30 import javax.microedition.khronos.opengles.GL11Ext;
     31 import javax.microedition.khronos.opengles.GL11ExtensionPack;
     32 
     33 import android.app.Activity;
     34 import android.graphics.Bitmap;
     35 import android.graphics.BitmapFactory;
     36 import android.opengl.GLSurfaceView;
     37 import android.opengl.GLU;
     38 import android.opengl.GLUtils;
     39 import android.os.Bundle;
     40 import android.util.Log;
     41 
     42 import com.example.android.apis.R;
     43 
     44 /**
     45  * Demonstrate how to use the OES_texture_cube_map extension, available on some
     46  * high-end OpenGL ES 1.x GPUs.
     47  */
     48 public class CubeMapActivity extends Activity {
     49     private GLSurfaceView mGLSurfaceView;
     50     private class Renderer implements GLSurfaceView.Renderer {
     51         private boolean mContextSupportsCubeMap;
     52         private Grid mGrid;
     53         private int mCubeMapTextureID;
     54         private boolean mUseTexGen = false;
     55         private float mAngle;
     56 
     57         public void onDrawFrame(GL10 gl) {
     58             checkGLError(gl);
     59             if (mContextSupportsCubeMap) {
     60                 gl.glClearColor(0,0,1,0);
     61             } else {
     62                 // Current context doesn't support cube maps.
     63                 // Indicate this by drawing a red background.
     64                 gl.glClearColor(1,0,0,0);
     65             }
     66             gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
     67             gl.glEnable(GL10.GL_DEPTH_TEST);
     68             gl.glMatrixMode(GL10.GL_MODELVIEW);
     69             gl.glLoadIdentity();
     70 
     71             GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
     72             gl.glRotatef(mAngle,        0, 1, 0);
     73             gl.glRotatef(mAngle*0.25f,  1, 0, 0);
     74 
     75             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
     76 
     77             checkGLError(gl);
     78 
     79             if (mContextSupportsCubeMap) {
     80                 gl.glActiveTexture(GL10.GL_TEXTURE0);
     81                 checkGLError(gl);
     82                 gl.glEnable(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP);
     83                 checkGLError(gl);
     84                 gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, mCubeMapTextureID);
     85                 checkGLError(gl);
     86                 GL11ExtensionPack gl11ep = (GL11ExtensionPack) gl;
     87                 gl11ep.glTexGeni(GL11ExtensionPack.GL_TEXTURE_GEN_STR,
     88                         GL11ExtensionPack.GL_TEXTURE_GEN_MODE,
     89                         GL11ExtensionPack.GL_REFLECTION_MAP);
     90                 checkGLError(gl);
     91                 gl.glEnable(GL11ExtensionPack.GL_TEXTURE_GEN_STR);
     92                 checkGLError(gl);
     93                 gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_DECAL);
     94             }
     95 
     96             checkGLError(gl);
     97             mGrid.draw(gl);
     98 
     99             if (mContextSupportsCubeMap) {
    100                 gl.glDisable(GL11ExtensionPack.GL_TEXTURE_GEN_STR);
    101             }
    102             checkGLError(gl);
    103 
    104             mAngle += 1.2f;
    105         }
    106 
    107         public void onSurfaceChanged(GL10 gl, int width, int height) {
    108             checkGLError(gl);
    109             gl.glViewport(0, 0, width, height);
    110             float ratio = (float) width / height;
    111             gl.glMatrixMode(GL10.GL_PROJECTION);
    112             gl.glLoadIdentity();
    113             gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    114             checkGLError(gl);
    115         }
    116 
    117         public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    118             checkGLError(gl);
    119             // This test needs to be done each time a context is created,
    120             // because different contexts may support different extensions.
    121             mContextSupportsCubeMap = checkIfContextSupportsCubeMap(gl);
    122 
    123             mGrid = generateTorusGrid(gl, 60, 60, 3.0f, 0.75f);
    124 
    125             if (mContextSupportsCubeMap) {
    126                 int[] cubeMapResourceIds = new int[]{
    127                         R.raw.skycubemap0, R.raw.skycubemap1, R.raw.skycubemap2,
    128                         R.raw.skycubemap3, R.raw.skycubemap4, R.raw.skycubemap5};
    129                 mCubeMapTextureID = generateCubeMap(gl, cubeMapResourceIds);
    130             }
    131             checkGLError(gl);
    132         }
    133 
    134         private int generateCubeMap(GL10 gl, int[] resourceIds) {
    135             checkGLError(gl);
    136             int[] ids = new int[1];
    137             gl.glGenTextures(1, ids, 0);
    138             int cubeMapTextureId = ids[0];
    139             gl.glBindTexture(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP, cubeMapTextureId);
    140             gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP,
    141                     GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
    142             gl.glTexParameterf(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP,
    143                     GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
    144 
    145             for (int face = 0; face < 6; face++) {
    146                 InputStream is = getResources().openRawResource(resourceIds[face]);
    147                 Bitmap bitmap;
    148                 try {
    149                     bitmap = BitmapFactory.decodeStream(is);
    150                 } finally {
    151                     try {
    152                         is.close();
    153                     } catch(IOException e) {
    154                         Log.e("CubeMap", "Could not decode texture for face " + Integer.toString(face));
    155                     }
    156                 }
    157                 GLUtils.texImage2D(GL11ExtensionPack.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0,
    158                         bitmap, 0);
    159                 bitmap.recycle();
    160             }
    161             checkGLError(gl);
    162             return cubeMapTextureId;
    163         }
    164 
    165         private Grid generateTorusGrid(GL gl, int uSteps, int vSteps, float majorRadius, float minorRadius) {
    166             Grid grid = new Grid(uSteps + 1, vSteps + 1);
    167             for (int j = 0; j <= vSteps; j++) {
    168                 double angleV = Math.PI * 2 * j / vSteps;
    169                 float cosV = (float) Math.cos(angleV);
    170                 float sinV = (float) Math.sin(angleV);
    171                 for (int i = 0; i <= uSteps; i++) {
    172                     double angleU = Math.PI * 2 * i / uSteps;
    173                     float cosU = (float) Math.cos(angleU);
    174                     float sinU = (float) Math.sin(angleU);
    175                     float d = majorRadius+minorRadius*cosU;
    176                     float x = d*cosV;
    177                     float y = d*(-sinV);
    178                     float z = minorRadius * sinU;
    179 
    180                     float nx = cosV * cosU;
    181                     float ny = -sinV * cosU;
    182                     float nz = sinU;
    183 
    184                     float length = (float) Math.sqrt(nx*nx + ny*ny + nz*nz);
    185                     nx /= length;
    186                     ny /= length;
    187                     nz /= length;
    188 
    189                     grid.set(i, j, x, y, z, nx, ny, nz);
    190                 }
    191             }
    192             grid.createBufferObjects(gl);
    193             return grid;
    194         }
    195 
    196         private boolean checkIfContextSupportsCubeMap(GL10 gl) {
    197             return checkIfContextSupportsExtension(gl, "GL_OES_texture_cube_map");
    198         }
    199 
    200         /**
    201          * This is not the fastest way to check for an extension, but fine if
    202          * we are only checking for a few extensions each time a context is created.
    203          * @param gl
    204          * @param extension
    205          * @return true if the extension is present in the current context.
    206          */
    207         private boolean checkIfContextSupportsExtension(GL10 gl, String extension) {
    208             String extensions = " " + gl.glGetString(GL10.GL_EXTENSIONS) + " ";
    209             // The extensions string is padded with spaces between extensions, but not
    210             // necessarily at the beginning or end. For simplicity, add spaces at the
    211             // beginning and end of the extensions string and the extension string.
    212             // This means we can avoid special-case checks for the first or last
    213             // extension, as well as avoid special-case checks when an extension name
    214             // is the same as the first part of another extension name.
    215             return extensions.indexOf(" " + extension + " ") >= 0;
    216         }
    217     }
    218 
    219     /** A grid is a topologically rectangular array of vertices.
    220      *
    221      * This grid class is customized for the vertex data required for this
    222      * example.
    223      *
    224      * The vertex and index data are held in VBO objects because on most
    225      * GPUs VBO objects are the fastest way of rendering static vertex
    226      * and index data.
    227      *
    228      */
    229 
    230     private static class Grid {
    231         // Size of vertex data elements in bytes:
    232         final static int FLOAT_SIZE = 4;
    233         final static int CHAR_SIZE = 2;
    234 
    235         // Vertex structure:
    236         // float x, y, z;
    237         // float nx, ny, nx;
    238 
    239         final static int VERTEX_SIZE = 6 * FLOAT_SIZE;
    240         final static int VERTEX_NORMAL_BUFFER_INDEX_OFFSET = 3;
    241 
    242         private int mVertexBufferObjectId;
    243         private int mElementBufferObjectId;
    244 
    245         // These buffers are used to hold the vertex and index data while
    246         // constructing the grid. Once createBufferObjects() is called
    247         // the buffers are nulled out to save memory.
    248 
    249         private ByteBuffer mVertexByteBuffer;
    250         private FloatBuffer mVertexBuffer;
    251         private CharBuffer mIndexBuffer;
    252 
    253         private int mW;
    254         private int mH;
    255         private int mIndexCount;
    256 
    257         public Grid(int w, int h) {
    258             if (w < 0 || w >= 65536) {
    259                 throw new IllegalArgumentException("w");
    260             }
    261             if (h < 0 || h >= 65536) {
    262                 throw new IllegalArgumentException("h");
    263             }
    264             if (w * h >= 65536) {
    265                 throw new IllegalArgumentException("w * h >= 65536");
    266             }
    267 
    268             mW = w;
    269             mH = h;
    270             int size = w * h;
    271 
    272             mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size)
    273             .order(ByteOrder.nativeOrder());
    274             mVertexBuffer = mVertexByteBuffer.asFloatBuffer();
    275 
    276             int quadW = mW - 1;
    277             int quadH = mH - 1;
    278             int quadCount = quadW * quadH;
    279             int indexCount = quadCount * 6;
    280             mIndexCount = indexCount;
    281             mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
    282             .order(ByteOrder.nativeOrder()).asCharBuffer();
    283 
    284             /*
    285              * Initialize triangle list mesh.
    286              *
    287              *     [0]-----[  1] ...
    288              *      |    /   |
    289              *      |   /    |
    290              *      |  /     |
    291              *     [w]-----[w+1] ...
    292              *      |       |
    293              *
    294              */
    295 
    296             {
    297                 int i = 0;
    298                 for (int y = 0; y < quadH; y++) {
    299                     for (int x = 0; x < quadW; x++) {
    300                         char a = (char) (y * mW + x);
    301                         char b = (char) (y * mW + x + 1);
    302                         char c = (char) ((y + 1) * mW + x);
    303                         char d = (char) ((y + 1) * mW + x + 1);
    304 
    305                         mIndexBuffer.put(i++, a);
    306                         mIndexBuffer.put(i++, c);
    307                         mIndexBuffer.put(i++, b);
    308 
    309                         mIndexBuffer.put(i++, b);
    310                         mIndexBuffer.put(i++, c);
    311                         mIndexBuffer.put(i++, d);
    312                     }
    313                 }
    314             }
    315         }
    316 
    317         public void set(int i, int j, float x, float y, float z, float nx, float ny, float nz) {
    318             if (i < 0 || i >= mW) {
    319                 throw new IllegalArgumentException("i");
    320             }
    321             if (j < 0 || j >= mH) {
    322                 throw new IllegalArgumentException("j");
    323             }
    324 
    325             int index = mW * j + i;
    326 
    327             mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE);
    328             mVertexBuffer.put(x);
    329             mVertexBuffer.put(y);
    330             mVertexBuffer.put(z);
    331             mVertexBuffer.put(nx);
    332             mVertexBuffer.put(ny);
    333             mVertexBuffer.put(nz);
    334         }
    335 
    336         public void createBufferObjects(GL gl) {
    337             checkGLError(gl);
    338             // Generate a the vertex and element buffer IDs
    339             int[] vboIds = new int[2];
    340             GL11 gl11 = (GL11) gl;
    341             gl11.glGenBuffers(2, vboIds, 0);
    342             mVertexBufferObjectId = vboIds[0];
    343             mElementBufferObjectId = vboIds[1];
    344 
    345             // Upload the vertex data
    346             gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
    347             mVertexByteBuffer.position(0);
    348             gl11.glBufferData(GL11.GL_ARRAY_BUFFER, mVertexByteBuffer.capacity(), mVertexByteBuffer, GL11.GL_STATIC_DRAW);
    349 
    350             gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
    351             mIndexBuffer.position(0);
    352             gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER, mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer, GL11.GL_STATIC_DRAW);
    353 
    354             // We don't need the in-memory data any more
    355             mVertexBuffer = null;
    356             mVertexByteBuffer = null;
    357             mIndexBuffer = null;
    358             checkGLError(gl);
    359         }
    360 
    361         public void draw(GL10 gl) {
    362             checkGLError(gl);
    363             GL11 gl11 = (GL11) gl;
    364 
    365             gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    366 
    367             gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
    368             gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
    369 
    370             gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
    371             gl11.glNormalPointer(GL10.GL_FLOAT, VERTEX_SIZE, VERTEX_NORMAL_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
    372 
    373             gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, mElementBufferObjectId);
    374             gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount, GL10.GL_UNSIGNED_SHORT, 0);
    375             gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    376             gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
    377             gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
    378             gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    379             checkGLError(gl);
    380         }
    381     }
    382 
    383     static void checkGLError(GL gl) {
    384         int error = ((GL10) gl).glGetError();
    385         if (error != GL10.GL_NO_ERROR) {
    386             throw new RuntimeException("GLError 0x" + Integer.toHexString(error));
    387         }
    388     }
    389 
    390     @Override
    391     protected void onCreate(Bundle savedInstanceState) {
    392         super.onCreate(savedInstanceState);
    393 
    394         // Create our surface view and set it as the content of our
    395         // Activity
    396         mGLSurfaceView = new GLSurfaceView(this);
    397         mGLSurfaceView.setRenderer(new Renderer());
    398         setContentView(mGLSurfaceView);
    399     }
    400 
    401     @Override
    402     protected void onResume() {
    403         // Ideally a game should implement onResume() and onPause()
    404         // to take appropriate action when the activity looses focus
    405         super.onResume();
    406         mGLSurfaceView.onResume();
    407     }
    408 
    409     @Override
    410     protected void onPause() {
    411         // Ideally a game should implement onResume() and onPause()
    412         // to take appropriate action when the activity looses focus
    413         super.onPause();
    414         mGLSurfaceView.onPause();
    415     }
    416 }
    417