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      1 /*
      2  * Copyright (C) 2011 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 package com.example.android.opengl;
     17 
     18 import javax.microedition.khronos.egl.EGLConfig;
     19 import javax.microedition.khronos.opengles.GL10;
     20 
     21 import android.opengl.GLES20;
     22 import android.opengl.GLSurfaceView;
     23 import android.opengl.Matrix;
     24 import android.util.Log;
     25 
     26 /**
     27  * Provides drawing instructions for a GLSurfaceView object. This class
     28  * must override the OpenGL ES drawing lifecycle methods:
     29  * <ul>
     30  *   <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceCreated}</li>
     31  *   <li>{@link android.opengl.GLSurfaceView.Renderer#onDrawFrame}</li>
     32  *   <li>{@link android.opengl.GLSurfaceView.Renderer#onSurfaceChanged}</li>
     33  * </ul>
     34  */
     35 public class MyGLRenderer implements GLSurfaceView.Renderer {
     36 
     37     private static final String TAG = "MyGLRenderer";
     38     private Triangle mTriangle;
     39     private Square   mSquare;
     40 
     41     // mMVPMatrix is an abbreviation for "Model View Projection Matrix"
     42     private final float[] mMVPMatrix = new float[16];
     43     private final float[] mProjectionMatrix = new float[16];
     44     private final float[] mViewMatrix = new float[16];
     45     private final float[] mRotationMatrix = new float[16];
     46 
     47     private float mAngle;
     48 
     49     @Override
     50     public void onSurfaceCreated(GL10 unused, EGLConfig config) {
     51 
     52         // Set the background frame color
     53         GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
     54 
     55         mTriangle = new Triangle();
     56         mSquare   = new Square();
     57     }
     58 
     59     @Override
     60     public void onDrawFrame(GL10 unused) {
     61         float[] scratch = new float[16];
     62 
     63         // Draw background color
     64         GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
     65 
     66         // Set the camera position (View matrix)
     67         Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
     68 
     69         // Calculate the projection and view transformation
     70         Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
     71 
     72         // Draw square
     73         mSquare.draw(mMVPMatrix);
     74 
     75         // Create a rotation for the triangle
     76 
     77         // Use the following code to generate constant rotation.
     78         // Leave this code out when using TouchEvents.
     79         // long time = SystemClock.uptimeMillis() % 4000L;
     80         // float angle = 0.090f * ((int) time);
     81 
     82         Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f);
     83 
     84         // Combine the rotation matrix with the projection and camera view
     85         // Note that the mMVPMatrix factor *must be first* in order
     86         // for the matrix multiplication product to be correct.
     87         Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
     88 
     89         // Draw triangle
     90         mTriangle.draw(scratch);
     91     }
     92 
     93     @Override
     94     public void onSurfaceChanged(GL10 unused, int width, int height) {
     95         // Adjust the viewport based on geometry changes,
     96         // such as screen rotation
     97         GLES20.glViewport(0, 0, width, height);
     98 
     99         float ratio = (float) width / height;
    100 
    101         // this projection matrix is applied to object coordinates
    102         // in the onDrawFrame() method
    103         Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
    104 
    105     }
    106 
    107     /**
    108      * Utility method for compiling a OpenGL shader.
    109      *
    110      * <p><strong>Note:</strong> When developing shaders, use the checkGlError()
    111      * method to debug shader coding errors.</p>
    112      *
    113      * @param type - Vertex or fragment shader type.
    114      * @param shaderCode - String containing the shader code.
    115      * @return - Returns an id for the shader.
    116      */
    117     public static int loadShader(int type, String shaderCode){
    118 
    119         // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
    120         // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
    121         int shader = GLES20.glCreateShader(type);
    122 
    123         // add the source code to the shader and compile it
    124         GLES20.glShaderSource(shader, shaderCode);
    125         GLES20.glCompileShader(shader);
    126 
    127         return shader;
    128     }
    129 
    130     /**
    131     * Utility method for debugging OpenGL calls. Provide the name of the call
    132     * just after making it:
    133     *
    134     * <pre>
    135     * mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
    136     * MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
    137     *
    138     * If the operation is not successful, the check throws an error.
    139     *
    140     * @param glOperation - Name of the OpenGL call to check.
    141     */
    142     public static void checkGlError(String glOperation) {
    143         int error;
    144         while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
    145             Log.e(TAG, glOperation + ": glError " + error);
    146             throw new RuntimeException(glOperation + ": glError " + error);
    147         }
    148     }
    149 
    150     /**
    151      * Returns the rotation angle of the triangle shape (mTriangle).
    152      *
    153      * @return - A float representing the rotation angle.
    154      */
    155     public float getAngle() {
    156         return mAngle;
    157     }
    158 
    159     /**
    160      * Sets the rotation angle of the triangle shape (mTriangle).
    161      */
    162     public void setAngle(float angle) {
    163         mAngle = angle;
    164     }
    165 
    166 }