Home | History | Annotate | Download | only in hwui
      1 /*
      2  * Copyright (C) 2014 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.android.test.hwui;
     18 
     19 import android.app.Activity;
     20 import android.app.ActivityManager;
     21 import android.content.Context;
     22 import android.content.pm.ConfigurationInfo;
     23 import android.graphics.Bitmap;
     24 import android.graphics.BitmapFactory;
     25 import android.opengl.EGL14;
     26 import android.opengl.EGLDisplay;
     27 import android.opengl.GLES20;
     28 import android.opengl.GLSurfaceView;
     29 import android.opengl.GLUtils;
     30 import android.opengl.Matrix;
     31 import android.os.Bundle;
     32 import android.os.SystemClock;
     33 import android.util.Log;
     34 import android.view.MotionEvent;
     35 
     36 import java.io.IOException;
     37 import java.io.InputStream;
     38 import java.nio.ByteBuffer;
     39 import java.nio.ByteOrder;
     40 import java.nio.FloatBuffer;
     41 
     42 import javax.microedition.khronos.egl.EGLConfig;
     43 import javax.microedition.khronos.opengles.GL10;
     44 
     45 /**
     46  * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
     47  * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
     48  */
     49 public class GLDepthTestActivity extends Activity {
     50     @Override
     51     protected void onCreate(Bundle savedInstanceState) {
     52         super.onCreate(savedInstanceState);
     53         mGLSurfaceView = new GLSurfaceView(this);
     54         if (detectOpenGLES20()) {
     55             // Tell the surface view we want to create an OpenGL ES
     56             // 2.0-compatible
     57             // context, and set an OpenGL ES 2.0-compatible renderer.
     58             mGLSurfaceView.setEGLContextClientVersion(2);
     59             mRenderer = new GLES20TriangleRenderer(this);
     60             mGLSurfaceView.setRenderer(mRenderer);
     61         } else {
     62             throw new IllegalStateException("Can't find OGL ES2.0 context");
     63         }
     64         setContentView(mGLSurfaceView);
     65     }
     66 
     67     private boolean detectOpenGLES20() {
     68         ActivityManager am =
     69                 (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
     70         ConfigurationInfo info = am.getDeviceConfigurationInfo();
     71         return (info.reqGlEsVersion >= 0x20000);
     72     }
     73 
     74     @Override
     75     protected void onResume() {
     76         // Ideally a game should implement onResume() and onPause()
     77         // to take appropriate action when the activity looses focus
     78         super.onResume();
     79         mGLSurfaceView.onResume();
     80     }
     81 
     82     @Override
     83     protected void onPause() {
     84         // Ideally a game should implement onResume() and onPause()
     85         // to take appropriate action when the activity looses focus
     86         super.onPause();
     87         mGLSurfaceView.onPause();
     88     }
     89 
     90     @Override
     91     public boolean onTouchEvent(MotionEvent event) {
     92         Log.i("motion", event.toString());
     93         if (event.getActionMasked() ==  MotionEvent.ACTION_DOWN) {
     94             mRenderer.toggleDepthTest();
     95         }
     96         return true;
     97     }
     98 
     99     private GLSurfaceView mGLSurfaceView;
    100     private GLES20TriangleRenderer mRenderer;
    101 
    102     /*
    103      * Copyright (C) 2009 The Android Open Source Project Licensed under the
    104      * Apache License, Version 2.0 (the "License"); you may not use this file
    105      * except in compliance with the License. You may obtain a copy of the
    106      * License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
    107      * applicable law or agreed to in writing, software distributed under the
    108      * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
    109      * CONDITIONS OF ANY KIND, either express or implied. See the License for
    110      * the specific language governing permissions and limitations under the
    111      * License.
    112      */
    113 
    114     class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
    115         private final static int REPEAT_RECTANGLES = 10;
    116         private boolean mDepthTestEnabled = true;
    117         private final static int FRAME_REPEAT_TIMES = 1;
    118         public GLES20TriangleRenderer(Context context) {
    119             mContext = context;
    120             mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
    121                     * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
    122             mTriangleVertices.put(mTriangleVerticesData).position(0);
    123         }
    124 
    125 
    126         public void toggleDepthTest() {
    127             mDepthTestEnabled = !mDepthTestEnabled;
    128             Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
    129         }
    130 
    131         public void onDrawFrame(GL10 glUnused) {
    132             for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
    133                 // Ignore the passed-in GL10 interface, and use the GLES20
    134                 // class's static methods instead.
    135                 GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
    136                 if (mDepthTestEnabled) {
    137                     GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
    138                 } else {
    139                     GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
    140                 }
    141                 GLES20.glUseProgram(mProgram);
    142                 if (mDepthTestEnabled) {
    143                     GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    144                 } else {
    145                     GLES20.glDisable(GLES20.GL_DEPTH_TEST);
    146                 }
    147                 checkGlError("glUseProgram");
    148 
    149                 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    150                 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
    151 
    152                 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
    153                 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
    154                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
    155                 checkGlError("glVertexAttribPointer maPosition");
    156                 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
    157                 GLES20.glEnableVertexAttribArray(maPositionHandle);
    158                 checkGlError("glEnableVertexAttribArray maPositionHandle");
    159                 GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
    160                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
    161                 checkGlError("glVertexAttribPointer maTextureHandle");
    162                 GLES20.glEnableVertexAttribArray(maTextureHandle);
    163                 checkGlError("glEnableVertexAttribArray maTextureHandle");
    164 
    165                 for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
    166                     float step = ((float)i) / REPEAT_RECTANGLES;
    167                     Matrix.setIdentityM(mMMatrix, 0);
    168                     Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
    169                     Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
    170                     Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
    171                     Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
    172 
    173                     GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    174                     GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
    175                     GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
    176                     checkGlError("glDrawArrays");
    177                 }
    178             }
    179         }
    180 
    181         public void onSurfaceChanged(GL10 glUnused, int width, int height) {
    182             // Ignore the passed-in GL10 interface, and use the GLES20
    183             // class's static methods instead.
    184             GLES20.glViewport(0, 0, width, height);
    185             float ratio = (float) width / height;
    186             Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
    187         }
    188 
    189         public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    190             // Ignore the passed-in GL10 interface, and use the GLES20
    191             // class's static methods instead.
    192             mProgram = createProgram(mVertexShader, mFragmentShader);
    193             if (mProgram == 0) {
    194                 return;
    195             }
    196             maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
    197             checkGlError("glGetAttribLocation aPosition");
    198             if (maPositionHandle == -1) {
    199                 throw new RuntimeException("Could not get attrib location for aPosition");
    200             }
    201             maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
    202             checkGlError("glGetAttribLocation aTextureCoord");
    203             if (maTextureHandle == -1) {
    204                 throw new RuntimeException("Could not get attrib location for aTextureCoord");
    205             }
    206 
    207             muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    208             checkGlError("glGetUniformLocation uMVPMatrix");
    209             if (muMVPMatrixHandle == -1) {
    210                 throw new RuntimeException("Could not get attrib location for uMVPMatrix");
    211             }
    212 
    213             muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
    214             checkGlError("glGetUniformLocation uOverlay");
    215             if (muOverlayHandle == -1) {
    216                 throw new RuntimeException("Could not get attrib location for muOverlayHandle");
    217             }
    218 
    219             /*
    220              * Create our texture. This has to be done each time the surface is
    221              * created.
    222              */
    223 
    224             int[] textures = new int[1];
    225             GLES20.glGenTextures(1, textures, 0);
    226 
    227             mTextureID = textures[0];
    228             GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
    229 
    230             GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
    231                     GLES20.GL_NEAREST);
    232             GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
    233                     GLES20.GL_TEXTURE_MAG_FILTER,
    234                     GLES20.GL_LINEAR);
    235 
    236             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
    237                     GLES20.GL_REPEAT);
    238             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
    239                     GLES20.GL_REPEAT);
    240 
    241             InputStream is = mContext.getResources()
    242                     .openRawResource(R.drawable.robot);
    243             Bitmap bitmap;
    244             try {
    245                 bitmap = BitmapFactory.decodeStream(is);
    246             } finally {
    247                 try {
    248                     is.close();
    249                 } catch (IOException e) {
    250                     // Ignore.
    251                 }
    252             }
    253 
    254             GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
    255             bitmap.recycle();
    256 
    257             Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    258 
    259             EGLDisplay display = EGL14.eglGetCurrentDisplay();
    260             EGL14.eglSwapInterval(display, 0);
    261 
    262         }
    263 
    264         private int loadShader(int shaderType, String source) {
    265             int shader = GLES20.glCreateShader(shaderType);
    266             if (shader != 0) {
    267                 GLES20.glShaderSource(shader, source);
    268                 GLES20.glCompileShader(shader);
    269                 int[] compiled = new int[1];
    270                 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
    271                 if (compiled[0] == 0) {
    272                     Log.e(TAG, "Could not compile shader " + shaderType + ":");
    273                     Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
    274                     GLES20.glDeleteShader(shader);
    275                     shader = 0;
    276                 }
    277             }
    278             return shader;
    279         }
    280 
    281         private int createProgram(String vertexSource, String fragmentSource) {
    282             int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
    283             if (vertexShader == 0) {
    284                 return 0;
    285             }
    286 
    287             int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
    288             if (pixelShader == 0) {
    289                 return 0;
    290             }
    291 
    292             int program = GLES20.glCreateProgram();
    293             if (program != 0) {
    294                 GLES20.glAttachShader(program, vertexShader);
    295                 checkGlError("glAttachShader");
    296                 GLES20.glAttachShader(program, pixelShader);
    297                 checkGlError("glAttachShader");
    298                 GLES20.glLinkProgram(program);
    299                 int[] linkStatus = new int[1];
    300                 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
    301                 if (linkStatus[0] != GLES20.GL_TRUE) {
    302                     Log.e(TAG, "Could not link program: ");
    303                     Log.e(TAG, GLES20.glGetProgramInfoLog(program));
    304                     GLES20.glDeleteProgram(program);
    305                     program = 0;
    306                 }
    307             }
    308             return program;
    309         }
    310 
    311         private void checkGlError(String op) {
    312             int error;
    313             while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
    314                 Log.e(TAG, op + ": glError " + error);
    315                 throw new RuntimeException(op + ": glError " + error);
    316             }
    317         }
    318 
    319         private static final int FLOAT_SIZE_BYTES = 4;
    320         private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
    321         private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
    322         private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
    323         private final float[] mTriangleVerticesData = {
    324                                 // X, Y, Z, U, V
    325                 -1.0f, -1.0f, 0, 0.0f, 0.0f,
    326                 -1.0f, 1.0f, 0, 0.0f, 1.0f,
    327                 1.0f, -1.0f, 0, 1.0f, 0.0f,
    328                 1.0f, 1.0f, 0, 1.0f, 1.0f, };
    329 
    330         private FloatBuffer mTriangleVertices;
    331 
    332         private final String mVertexShader =
    333                 "uniform mat4 uMVPMatrix;\n" +
    334                         "attribute vec4 aPosition;\n" +
    335                         "attribute vec2 aTextureCoord;\n" +
    336                         "varying vec2 vTextureCoord;\n" +
    337                         "void main() {\n" +
    338                         "  gl_Position = uMVPMatrix * aPosition;\n" +
    339                         "  vTextureCoord = aTextureCoord;\n" +
    340                         "}\n";
    341 
    342         private final String mFragmentShader =
    343                 "precision mediump float;\n" +
    344                         "varying vec2 vTextureCoord;\n" +
    345                         "uniform sampler2D sTexture;\n" +
    346                         "uniform vec4 uOverlay;\n" +
    347                         "void main() {\n" +
    348                         "  gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
    349                         "}\n";
    350 
    351         private float[] mMVPMatrix = new float[16];
    352         private float[] mProjMatrix = new float[16];
    353         private float[] mMMatrix = new float[16];
    354         private float[] mVMatrix = new float[16];
    355 
    356         private int mProgram;
    357         private int mTextureID;
    358         private int muMVPMatrixHandle;
    359         private int maPositionHandle;
    360         private int maTextureHandle;
    361         private int muOverlayHandle;
    362 
    363         private Context mContext;
    364         private static final String TAG = "GLES20TriangleRenderer";
    365     }
    366 
    367 }
    368