[DEV] first java files for android liveWallpapers
This commit is contained in:
parent
bffa93d136
commit
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2
build
2
build
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Subproject commit 6465630a70c8e025f1bfa93cc5b40f16d4dc2e16
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Subproject commit d1fe3fe6c3a3e128dc5aa5515980f0367a8c5ab4
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2
external/etk
vendored
2
external/etk
vendored
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Subproject commit 2ad4975a4551f338b2020835c875390c33fc7f0e
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Subproject commit bb085be53d88d727686a5e23aa7c3e2cb2caf7f5
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2
external/exml
vendored
2
external/exml
vendored
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Subproject commit 0e6c60afb75423ad1450b145e631a4a457e1e7c3
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Subproject commit 75ef4d184ade2791d1db3b3d0f40b8ae46aa7f45
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@ -9,6 +9,8 @@
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package org.ewol;
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package org.ewol;
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import android.app.Activity;
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import android.app.Activity;
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import android.service.wallpaper.WallpaperService;
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import android.service.wallpaper.WallpaperService.Engine;
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public class Ewol {
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public class Ewol {
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public static final Ewol EWOL = getInstance();
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public static final Ewol EWOL = getInstance();
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@ -24,10 +26,10 @@ public class Ewol {
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}
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}
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public static native <T extends Activity & EwolCallback> void setJavaVirtualMachineStart(T activityInstance);
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public static native <T extends Activity & EwolCallback> void setJavaVirtualMachineStart(T activityInstance);
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public static native <T extends Engine & EwolCallback> void setJavaVirtualMachineStartWallpaperEngine(T serviceInstance);
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public static native void setJavaVirtualMachineStop();
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public static native void setJavaVirtualMachineStop();
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public static native void paramSetArchiveDir(int mode, String myString);
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public static native void paramSetArchiveDir(int mode, String myString);
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public native void touchEvent();
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public native void touchEvent();
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// activity status
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// activity status
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public native void onCreate();
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public native void onCreate();
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@ -9,8 +9,6 @@
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package org.ewol;
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package org.ewol;
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import android.app.Activity;
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import android.app.Activity;
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import android.content.Context;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLSurfaceView;
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@ -23,10 +23,9 @@ import static org.ewol.Ewol.EWOL;
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* @brief Class :
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* @brief Class :
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*
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*
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*/
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*/
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public class EwolRendererGL implements GLSurfaceView.Renderer {
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public class EwolRendererGL implements GLSurfaceView.Renderer
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{
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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EWOL.renderInit();
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EWOL.renderInit();
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}
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}
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231
sources/android/src/org/ewol/EwolWallpaper.java
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231
sources/android/src/org/ewol/EwolWallpaper.java
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/**
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* @author Edouard DUPIN, Kevin BILLONNEAU
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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package org.ewol;
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import android.service.wallpaper.WallpaperService;
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//import android.app.Activity;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.os.Bundle;
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import android.view.MotionEvent;
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import android.view.KeyEvent;
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// For No Title :
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import android.view.Window;
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// For the full screen :
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import android.view.WindowManager;
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// for the keyboard event :
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import android.view.inputmethod.InputMethodManager;
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import java.io.File;
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import android.content.Context;
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import android.content.res.Configuration;
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// For the getting apk name :
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import android.content.pm.ActivityInfo;
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import android.content.pm.ApplicationInfo;
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import android.content.pm.PackageManager;
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import android.content.pm.PackageManager.NameNotFoundException;
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import android.content.res.AssetFileDescriptor;
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import android.content.res.AssetManager;
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import android.util.DisplayMetrics;
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import android.view.SurfaceHolder;
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import java.io.IOException;
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import static org.ewol.Ewol.EWOL;
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/**
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* @brief Class :
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*
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*/
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public abstract class EwolWallpaper extends WallpaperService
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{
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private TestPatternEngine tmpEngine;
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static {
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System.loadLibrary("ewol");
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}
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@Override public void onCreate()
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{
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super.onCreate();
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}
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@Override public void onDestroy()
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{
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super.onDestroy();
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}
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@Override public Engine onCreateEngine()
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{
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tmpEngine = new TestPatternEngine();
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return tmpEngine;
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}
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protected void initApkPath(String org, String vendor, String project)
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{
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tmpEngine.initApkPath(org, vendor, project);
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}
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class TestPatternEngine extends Engine implements EwolCallback, EwolConstants // implements SharedPreferences.OnSharedPreferenceChangeListener
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{
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private EwolSurfaceViewGL mGLView;
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public void initApkPath(String org, String vendor, String project) {
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StringBuilder sb = new StringBuilder();
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sb.append(org).append(".");
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sb.append(vendor).append(".");
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sb.append(project);
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String apkFilePath = null;
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ApplicationInfo appInfo = null;
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PackageManager packMgmr = getPackageManager();
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try {
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appInfo = packMgmr.getApplicationInfo(sb.toString(), 0);
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} catch (NameNotFoundException e) {
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e.printStackTrace();
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throw new RuntimeException("Unable to locate assets, aborting...");
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}
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apkFilePath = appInfo.sourceDir;
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Ewol.paramSetArchiveDir(0, apkFilePath);
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}
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@Override public void onCreate(SurfaceHolder surfaceHolder)
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{
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super.onCreate(surfaceHolder);
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// set the java evironement in the C sources :
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Ewol.setJavaVirtualMachineStartWallpaperEngine(this);
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// Load the application directory
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Ewol.paramSetArchiveDir(1, getFilesDir().toString());
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Ewol.paramSetArchiveDir(2, getCacheDir().toString());
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// to enable extarnal storage: add in the manifest the restriction needed ...
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//packageManager.checkPermission("android.permission.READ_SMS", myPackage) == PERMISSION_GRANTED;
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//Ewol.paramSetArchiveDir(3, getExternalCacheDir().toString());
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DisplayMetrics metrics = new DisplayMetrics();
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//!getWindowManager().getDefaultDisplay().getMetrics(metrics);
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//!EWOL.displayPropertyMetrics(metrics.xdpi, metrics.ydpi);
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// call C init ...
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EWOL.onCreate();
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// Remove the title of the current display :
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//!requestWindowFeature(Window.FEATURE_NO_TITLE);
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// set full screen Mode :
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//!getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
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// display keyboard:
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//getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_VISIBLE);
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// hide keyboard :
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//!getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_HIDDEN);
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// create bsurface system
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mGLView = new EwolSurfaceViewGL(this, 2);
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setContentView(mGLView);
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}
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@Override public void onStart()
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{
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super.onStart();
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// call C
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EWOL.onStart();
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}
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@Override public void onRestart()
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{
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super.onRestart();
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// call C
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EWOL.onReStart();
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}
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@Override public void onResume()
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{
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super.onResume();
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mGLView.onResume();
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// call C
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EWOL.onResume();
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}
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@Override public void onPause()
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{
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super.onPause();
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mGLView.onPause();
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// call C
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EWOL.onPause();
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}
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@Override public void onStop()
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{
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super.onStop();
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// call C
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EWOL.onStop();
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}
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@Override public void onDestroy()
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{
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super.onDestroy();
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// call C
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EWOL.onDestroy();
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// Remove the java Virtual machine pointer form the C code
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Ewol.setJavaVirtualMachineStop();
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}
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@Override protected void finalize() throws Throwable
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{
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super.finalize();
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// cleanup your object here
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}
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public void onConfigurationChanged(Configuration newConfig)
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{
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super.onConfigurationChanged(newConfig);
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}
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public void keyboardUpdate(boolean show)
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{
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final InputMethodManager imm = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE);
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if(show) {
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//EWOL.touchEvent();
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imm.toggleSoftInput(InputMethodManager.SHOW_FORCED,0);
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} else {
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imm.toggleSoftInput(0 ,InputMethodManager.HIDE_IMPLICIT_ONLY + InputMethodManager.HIDE_NOT_ALWAYS);
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//imm.hideSoftInputFromWindow(view.getWindowToken(),0);
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}
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}
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public void eventNotifier(String[] args)
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{
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// just for the test ...
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EWOL.touchEvent();
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}
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public void orientationUpdate(int screenMode)
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{
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/*
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if (screenMode == EWOL_ORIENTATION_LANDSCAPE) {
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//Force landscape
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setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
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} else if (screenMode == EWOL_ORIENTATION_PORTRAIT) {
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//Force portrait
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setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
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} else {
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//Force auto Rotation
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setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_SENSOR);
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}
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*/
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}
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}
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}
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123
sources/android/src/org/ewol/EwolWallpaperService.java
Normal file
123
sources/android/src/org/ewol/EwolWallpaperService.java
Normal file
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package org.ewol;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.opengl.GLSurfaceView.Renderer;
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import android.os.Build;
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import android.service.wallpaper.WallpaperService;
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import android.util.Log;
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import android.view.SurfaceHolder;
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//import com.learnopengles.android.util.LoggerConfig;
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public abstract class EwolWallpaperService extends WallpaperService
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{
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private EwolSurfaceViewGL mGLView;
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/*
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// moi ...
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@Override
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public abstract Engine onCreateEngine(Context context) {
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return new GLEngine(Context context);
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}
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*/
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/*
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static {
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System.loadLibrary("ewol");
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}
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protected void initApkPath(String org, String vendor, String project) {
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StringBuilder sb = new StringBuilder();
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sb.append(org).append(".");
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sb.append(vendor).append(".");
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sb.append(project);
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String apkFilePath = null;
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ApplicationInfo appInfo = null;
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PackageManager packMgmr = getPackageManager();
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try {
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appInfo = packMgmr.getApplicationInfo(sb.toString(), 0);
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} catch (NameNotFoundException e) {
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e.printStackTrace();
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throw new RuntimeException("Unable to locate assets, aborting...");
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}
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apkFilePath = appInfo.sourceDir;
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Ewol.paramSetArchiveDir(0, apkFilePath);
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}
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*/
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public class GLEngine extends Engine
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{
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class WallpaperGLSurfaceView extends GLSurfaceView
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{
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private static final String TAG = "WallpaperGLSurfaceView";
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WallpaperGLSurfaceView(Context context)
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{
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super(context);
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Log.d(TAG, "WallpaperGLSurfaceView(" + context + ")");
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}
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@Override
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public SurfaceHolder getHolder()
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{
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Log.d(TAG, "getHolder(): returning " + getSurfaceHolder());
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return getSurfaceHolder();
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}
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public void onDestroy()
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{
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Log.d(TAG, "onDestroy()");
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super.onDetachedFromWindow();
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}
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}
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private static final String TAG = "GLEngine";
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private WallpaperGLSurfaceView glSurfaceView;
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private boolean rendererHasBeenSet;
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@Override
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public void onCreate(SurfaceHolder surfaceHolder)
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{
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Log.d(TAG, "onCreate(" + surfaceHolder + ")");
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super.onCreate(surfaceHolder);
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glSurfaceView = new WallpaperGLSurfaceView(EwolWallpaperService.this);
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}
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@Override
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public void onVisibilityChanged(boolean visible)
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{
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Log.d(TAG, "onVisibilityChanged(" + visible + ")");
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super.onVisibilityChanged(visible);
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if (rendererHasBeenSet) {
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if (visible) {
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glSurfaceView.onResume();
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} else {
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glSurfaceView.onPause();
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}
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}
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}
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@Override
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public void onDestroy()
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{
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Log.d(TAG, "onDestroy()");
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super.onDestroy();
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glSurfaceView.onDestroy();
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}
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protected void setRenderer(Renderer renderer)
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{
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Log.d(TAG, "setRenderer(" + renderer + ")");
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glSurfaceView.setRenderer(renderer);
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rendererHasBeenSet = true;
|
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}
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protected void setPreserveEGLContextOnPause(boolean preserve)
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{
|
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if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
|
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Log.d(TAG, "setPreserveEGLContextOnPause(" + preserve + ")");
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glSurfaceView.setPreserveEGLContextOnPause(preserve);
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}
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}
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protected void setEGLContextClientVersion(int version)
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{
|
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Log.d(TAG, "setEGLContextClientVersion(" + version + ")");
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||||||
|
glSurfaceView.setEGLContextClientVersion(version);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
73
sources/android/src/org/ewol/LessonThreeRenderer.java
Normal file
73
sources/android/src/org/ewol/LessonThreeRenderer.java
Normal file
@ -0,0 +1,73 @@
|
|||||||
|
package org.ewol;
|
||||||
|
|
||||||
|
import org.ewol.LessonTwoRenderer;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This class implements our custom renderer. Note that the GL10 parameter passed in is unused for OpenGL ES 2.0
|
||||||
|
* renderers -- the static class GLES20 is used instead.
|
||||||
|
*/
|
||||||
|
public class LessonThreeRenderer extends LessonTwoRenderer
|
||||||
|
{
|
||||||
|
protected String getVertexShader()
|
||||||
|
{
|
||||||
|
// Define our per-pixel lighting shader.
|
||||||
|
final String perPixelVertexShader =
|
||||||
|
"uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix.
|
||||||
|
+ "uniform mat4 u_MVMatrix; \n" // A constant representing the combined model/view matrix.
|
||||||
|
|
||||||
|
+ "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in.
|
||||||
|
+ "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in.
|
||||||
|
+ "attribute vec3 a_Normal; \n" // Per-vertex normal information we will pass in.
|
||||||
|
|
||||||
|
+ "varying vec3 v_Position; \n" // This will be passed into the fragment shader.
|
||||||
|
+ "varying vec4 v_Color; \n" // This will be passed into the fragment shader.
|
||||||
|
+ "varying vec3 v_Normal; \n" // This will be passed into the fragment shader.
|
||||||
|
|
||||||
|
// The entry point for our vertex shader.
|
||||||
|
+ "void main() \n"
|
||||||
|
+ "{ \n"
|
||||||
|
// Transform the vertex into eye space.
|
||||||
|
+ " v_Position = vec3(u_MVMatrix * a_Position); \n"
|
||||||
|
// Pass through the color.
|
||||||
|
+ " v_Color = a_Color; \n"
|
||||||
|
// Transform the normal's orientation into eye space.
|
||||||
|
+ " v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); \n"
|
||||||
|
// gl_Position is a special variable used to store the final position.
|
||||||
|
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
|
||||||
|
+ " gl_Position = u_MVPMatrix * a_Position; \n"
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
return perPixelVertexShader;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected String getFragmentShader()
|
||||||
|
{
|
||||||
|
final String perPixelFragmentShader =
|
||||||
|
"precision mediump float; \n" // Set the default precision to medium. We don't need as high of a
|
||||||
|
// precision in the fragment shader.
|
||||||
|
+ "uniform vec3 u_LightPos; \n" // The position of the light in eye space.
|
||||||
|
|
||||||
|
+ "varying vec3 v_Position; \n" // Interpolated position for this fragment.
|
||||||
|
+ "varying vec4 v_Color; \n" // This is the color from the vertex shader interpolated across the
|
||||||
|
// triangle per fragment.
|
||||||
|
+ "varying vec3 v_Normal; \n" // Interpolated normal for this fragment.
|
||||||
|
|
||||||
|
// The entry point for our fragment shader.
|
||||||
|
+ "void main() \n"
|
||||||
|
+ "{ \n"
|
||||||
|
// Will be used for attenuation.
|
||||||
|
+ " float distance = length(u_LightPos - v_Position); \n"
|
||||||
|
// Get a lighting direction vector from the light to the vertex.
|
||||||
|
+ " vec3 lightVector = normalize(u_LightPos - v_Position); \n"
|
||||||
|
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
|
||||||
|
// pointing in the same direction then it will get max illumination.
|
||||||
|
+ " float diffuse = max(dot(v_Normal, lightVector), 0.1); \n"
|
||||||
|
// Add attenuation.
|
||||||
|
+ " diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance))); \n"
|
||||||
|
// Multiply the color by the diffuse illumination level to get final output color.
|
||||||
|
+ " gl_FragColor = v_Color * diffuse; \n"
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
return perPixelFragmentShader;
|
||||||
|
}
|
||||||
|
}
|
@ -0,0 +1,12 @@
|
|||||||
|
package com.learnopengles.android.livewallpaper;
|
||||||
|
|
||||||
|
import android.opengl.GLSurfaceView.Renderer;
|
||||||
|
|
||||||
|
import com.learnopengles.android.lesson3.LessonThreeRenderer;
|
||||||
|
|
||||||
|
public class LessonThreeWallpaperService extends OpenGLES2WallpaperService {
|
||||||
|
@Override
|
||||||
|
Renderer getNewRenderer() {
|
||||||
|
return new LessonThreeRenderer();
|
||||||
|
}
|
||||||
|
}
|
642
sources/android/src/org/ewol/LessonTwoRenderer.java
Normal file
642
sources/android/src/org/ewol/LessonTwoRenderer.java
Normal file
@ -0,0 +1,642 @@
|
|||||||
|
package org.ewol;
|
||||||
|
|
||||||
|
import java.nio.ByteBuffer;
|
||||||
|
import java.nio.ByteOrder;
|
||||||
|
import java.nio.FloatBuffer;
|
||||||
|
|
||||||
|
import javax.microedition.khronos.egl.EGLConfig;
|
||||||
|
import javax.microedition.khronos.opengles.GL10;
|
||||||
|
|
||||||
|
import android.opengl.GLES20;
|
||||||
|
import android.opengl.GLSurfaceView;
|
||||||
|
import android.opengl.Matrix;
|
||||||
|
import android.os.SystemClock;
|
||||||
|
import android.util.Log;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* This class implements our custom renderer. Note that the GL10 parameter passed in is unused for OpenGL ES 2.0
|
||||||
|
* renderers -- the static class GLES20 is used instead.
|
||||||
|
*/
|
||||||
|
public class LessonTwoRenderer implements GLSurfaceView.Renderer
|
||||||
|
{
|
||||||
|
/** Used for debug logs. */
|
||||||
|
private static final String TAG = "LessonTwoRenderer";
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Store the model matrix. This matrix is used to move models from object space (where each model can be thought
|
||||||
|
* of being located at the center of the universe) to world space.
|
||||||
|
*/
|
||||||
|
private float[] mModelMatrix = new float[16];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
|
||||||
|
* it positions things relative to our eye.
|
||||||
|
*/
|
||||||
|
private float[] mViewMatrix = new float[16];
|
||||||
|
|
||||||
|
/** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
|
||||||
|
private float[] mProjectionMatrix = new float[16];
|
||||||
|
|
||||||
|
/** Allocate storage for the final combined matrix. This will be passed into the shader program. */
|
||||||
|
private float[] mMVPMatrix = new float[16];
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Stores a copy of the model matrix specifically for the light position.
|
||||||
|
*/
|
||||||
|
private float[] mLightModelMatrix = new float[16];
|
||||||
|
|
||||||
|
/** Store our model data in a float buffer. */
|
||||||
|
private final FloatBuffer mCubePositions;
|
||||||
|
private final FloatBuffer mCubeColors;
|
||||||
|
private final FloatBuffer mCubeNormals;
|
||||||
|
|
||||||
|
/** This will be used to pass in the transformation matrix. */
|
||||||
|
private int mMVPMatrixHandle;
|
||||||
|
|
||||||
|
/** This will be used to pass in the modelview matrix. */
|
||||||
|
private int mMVMatrixHandle;
|
||||||
|
|
||||||
|
/** This will be used to pass in the light position. */
|
||||||
|
private int mLightPosHandle;
|
||||||
|
|
||||||
|
/** This will be used to pass in model position information. */
|
||||||
|
private int mPositionHandle;
|
||||||
|
|
||||||
|
/** This will be used to pass in model color information. */
|
||||||
|
private int mColorHandle;
|
||||||
|
|
||||||
|
/** This will be used to pass in model normal information. */
|
||||||
|
private int mNormalHandle;
|
||||||
|
|
||||||
|
/** How many bytes per float. */
|
||||||
|
private final int mBytesPerFloat = 4;
|
||||||
|
|
||||||
|
/** Size of the position data in elements. */
|
||||||
|
private final int mPositionDataSize = 3;
|
||||||
|
|
||||||
|
/** Size of the color data in elements. */
|
||||||
|
private final int mColorDataSize = 4;
|
||||||
|
|
||||||
|
/** Size of the normal data in elements. */
|
||||||
|
private final int mNormalDataSize = 3;
|
||||||
|
|
||||||
|
/** Used to hold a light centered on the origin in model space. We need a 4th coordinate so we can get translations to work when
|
||||||
|
* we multiply this by our transformation matrices. */
|
||||||
|
private final float[] mLightPosInModelSpace = new float[] {0.0f, 0.0f, 0.0f, 1.0f};
|
||||||
|
|
||||||
|
/** Used to hold the current position of the light in world space (after transformation via model matrix). */
|
||||||
|
private final float[] mLightPosInWorldSpace = new float[4];
|
||||||
|
|
||||||
|
/** Used to hold the transformed position of the light in eye space (after transformation via modelview matrix) */
|
||||||
|
private final float[] mLightPosInEyeSpace = new float[4];
|
||||||
|
|
||||||
|
/** This is a handle to our per-vertex cube shading program. */
|
||||||
|
private int mPerVertexProgramHandle;
|
||||||
|
|
||||||
|
/** This is a handle to our light point program. */
|
||||||
|
private int mPointProgramHandle;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initialize the model data.
|
||||||
|
*/
|
||||||
|
public LessonTwoRenderer()
|
||||||
|
{
|
||||||
|
// Define points for a cube.
|
||||||
|
|
||||||
|
// X, Y, Z
|
||||||
|
final float[] cubePositionData =
|
||||||
|
{
|
||||||
|
// In OpenGL counter-clockwise winding is default. This means that when we look at a triangle,
|
||||||
|
// if the points are counter-clockwise we are looking at the "front". If not we are looking at
|
||||||
|
// the back. OpenGL has an optimization where all back-facing triangles are culled, since they
|
||||||
|
// usually represent the backside of an object and aren't visible anyways.
|
||||||
|
|
||||||
|
// Front face
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
|
||||||
|
// Right face
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
// Back face
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
// Left face
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
|
||||||
|
// Top face
|
||||||
|
-1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
-1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, -1.0f,
|
||||||
|
|
||||||
|
// Bottom face
|
||||||
|
1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, 1.0f,
|
||||||
|
-1.0f, -1.0f, -1.0f,
|
||||||
|
};
|
||||||
|
|
||||||
|
// R, G, B, A
|
||||||
|
final float[] cubeColorData =
|
||||||
|
{
|
||||||
|
// Front face (red)
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
// Right face (green)
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
// Back face (blue)
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
|
||||||
|
// Left face (yellow)
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
1.0f, 1.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
// Top face (cyan)
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
0.0f, 1.0f, 1.0f, 1.0f,
|
||||||
|
|
||||||
|
// Bottom face (magenta)
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f,
|
||||||
|
1.0f, 0.0f, 1.0f, 1.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
// X, Y, Z
|
||||||
|
// The normal is used in light calculations and is a vector which points
|
||||||
|
// orthogonal to the plane of the surface. For a cube model, the normals
|
||||||
|
// should be orthogonal to the points of each face.
|
||||||
|
final float[] cubeNormalData =
|
||||||
|
{
|
||||||
|
// Front face
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
0.0f, 0.0f, 1.0f,
|
||||||
|
|
||||||
|
// Right face
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
// Back face
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
0.0f, 0.0f, -1.0f,
|
||||||
|
|
||||||
|
// Left face
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
-1.0f, 0.0f, 0.0f,
|
||||||
|
|
||||||
|
// Top face
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
0.0f, 1.0f, 0.0f,
|
||||||
|
|
||||||
|
// Bottom face
|
||||||
|
0.0f, -1.0f, 0.0f,
|
||||||
|
0.0f, -1.0f, 0.0f,
|
||||||
|
0.0f, -1.0f, 0.0f,
|
||||||
|
0.0f, -1.0f, 0.0f,
|
||||||
|
0.0f, -1.0f, 0.0f,
|
||||||
|
0.0f, -1.0f, 0.0f
|
||||||
|
};
|
||||||
|
|
||||||
|
// Initialize the buffers.
|
||||||
|
mCubePositions = ByteBuffer.allocateDirect(cubePositionData.length * mBytesPerFloat)
|
||||||
|
.order(ByteOrder.nativeOrder()).asFloatBuffer();
|
||||||
|
mCubePositions.put(cubePositionData).position(0);
|
||||||
|
|
||||||
|
mCubeColors = ByteBuffer.allocateDirect(cubeColorData.length * mBytesPerFloat)
|
||||||
|
.order(ByteOrder.nativeOrder()).asFloatBuffer();
|
||||||
|
mCubeColors.put(cubeColorData).position(0);
|
||||||
|
|
||||||
|
mCubeNormals = ByteBuffer.allocateDirect(cubeNormalData.length * mBytesPerFloat)
|
||||||
|
.order(ByteOrder.nativeOrder()).asFloatBuffer();
|
||||||
|
mCubeNormals.put(cubeNormalData).position(0);
|
||||||
|
}
|
||||||
|
|
||||||
|
protected String getVertexShader()
|
||||||
|
{
|
||||||
|
// TODO: Explain why we normalize the vectors, explain some of the vector math behind it all. Explain what is eye space.
|
||||||
|
final String vertexShader =
|
||||||
|
"uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix.
|
||||||
|
+ "uniform mat4 u_MVMatrix; \n" // A constant representing the combined model/view matrix.
|
||||||
|
+ "uniform vec3 u_LightPos; \n" // The position of the light in eye space.
|
||||||
|
|
||||||
|
+ "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in.
|
||||||
|
+ "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in.
|
||||||
|
+ "attribute vec3 a_Normal; \n" // Per-vertex normal information we will pass in.
|
||||||
|
|
||||||
|
+ "varying vec4 v_Color; \n" // This will be passed into the fragment shader.
|
||||||
|
|
||||||
|
+ "void main() \n" // The entry point for our vertex shader.
|
||||||
|
+ "{ \n"
|
||||||
|
// Transform the vertex into eye space.
|
||||||
|
+ " vec3 modelViewVertex = vec3(u_MVMatrix * a_Position); \n"
|
||||||
|
// Transform the normal's orientation into eye space.
|
||||||
|
+ " vec3 modelViewNormal = vec3(u_MVMatrix * vec4(a_Normal, 0.0)); \n"
|
||||||
|
// Will be used for attenuation.
|
||||||
|
+ " float distance = length(u_LightPos - modelViewVertex); \n"
|
||||||
|
// Get a lighting direction vector from the light to the vertex.
|
||||||
|
+ " vec3 lightVector = normalize(u_LightPos - modelViewVertex); \n"
|
||||||
|
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
|
||||||
|
// pointing in the same direction then it will get max illumination.
|
||||||
|
+ " float diffuse = max(dot(modelViewNormal, lightVector), 0.1); \n"
|
||||||
|
// Attenuate the light based on distance.
|
||||||
|
+ " diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance))); \n"
|
||||||
|
// Multiply the color by the illumination level. It will be interpolated across the triangle.
|
||||||
|
+ " v_Color = a_Color * diffuse; \n"
|
||||||
|
// gl_Position is a special variable used to store the final position.
|
||||||
|
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
|
||||||
|
+ " gl_Position = u_MVPMatrix * a_Position; \n"
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
return vertexShader;
|
||||||
|
}
|
||||||
|
|
||||||
|
protected String getFragmentShader()
|
||||||
|
{
|
||||||
|
final String fragmentShader =
|
||||||
|
"precision mediump float; \n" // Set the default precision to medium. We don't need as high of a
|
||||||
|
// precision in the fragment shader.
|
||||||
|
+ "varying vec4 v_Color; \n" // This is the color from the vertex shader interpolated across the
|
||||||
|
// triangle per fragment.
|
||||||
|
+ "void main() \n" // The entry point for our fragment shader.
|
||||||
|
+ "{ \n"
|
||||||
|
+ " gl_FragColor = v_Color; \n" // Pass the color directly through the pipeline.
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
return fragmentShader;
|
||||||
|
}
|
||||||
|
|
||||||
|
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
|
||||||
|
{
|
||||||
|
// Set the background clear color to black.
|
||||||
|
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// Use culling to remove back faces.
|
||||||
|
GLES20.glEnable(GLES20.GL_CULL_FACE);
|
||||||
|
|
||||||
|
// Enable depth testing
|
||||||
|
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
// Position the eye in front of the origin.
|
||||||
|
final float eyeX = 0.0f;
|
||||||
|
final float eyeY = 0.0f;
|
||||||
|
final float eyeZ = -0.5f;
|
||||||
|
|
||||||
|
// We are looking toward the distance
|
||||||
|
final float lookX = 0.0f;
|
||||||
|
final float lookY = 0.0f;
|
||||||
|
final float lookZ = -5.0f;
|
||||||
|
|
||||||
|
// Set our up vector. This is where our head would be pointing were we holding the camera.
|
||||||
|
final float upX = 0.0f;
|
||||||
|
final float upY = 1.0f;
|
||||||
|
final float upZ = 0.0f;
|
||||||
|
|
||||||
|
// Set the view matrix. This matrix can be said to represent the camera position.
|
||||||
|
// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
|
||||||
|
// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
|
||||||
|
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
|
||||||
|
|
||||||
|
final String vertexShader = getVertexShader();
|
||||||
|
final String fragmentShader = getFragmentShader();
|
||||||
|
|
||||||
|
final int vertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
|
||||||
|
final int fragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
|
||||||
|
|
||||||
|
mPerVertexProgramHandle = createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
|
||||||
|
new String[] {"a_Position", "a_Color", "a_Normal"});
|
||||||
|
|
||||||
|
// Define a simple shader program for our point.
|
||||||
|
final String pointVertexShader =
|
||||||
|
"uniform mat4 u_MVPMatrix; \n"
|
||||||
|
+ "attribute vec4 a_Position; \n"
|
||||||
|
+ "void main() \n"
|
||||||
|
+ "{ \n"
|
||||||
|
+ " gl_Position = u_MVPMatrix \n"
|
||||||
|
+ " * a_Position; \n"
|
||||||
|
+ " gl_PointSize = 5.0; \n"
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
final String pointFragmentShader =
|
||||||
|
"precision mediump float; \n"
|
||||||
|
+ "void main() \n"
|
||||||
|
+ "{ \n"
|
||||||
|
+ " gl_FragColor = vec4(1.0, \n"
|
||||||
|
+ " 1.0, 1.0, 1.0); \n"
|
||||||
|
+ "} \n";
|
||||||
|
|
||||||
|
final int pointVertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER, pointVertexShader);
|
||||||
|
final int pointFragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, pointFragmentShader);
|
||||||
|
mPointProgramHandle = createAndLinkProgram(pointVertexShaderHandle, pointFragmentShaderHandle,
|
||||||
|
new String[] {"a_Position"});
|
||||||
|
}
|
||||||
|
|
||||||
|
public void onSurfaceChanged(GL10 glUnused, int width, int height)
|
||||||
|
{
|
||||||
|
// Set the OpenGL viewport to the same size as the surface.
|
||||||
|
GLES20.glViewport(0, 0, width, height);
|
||||||
|
|
||||||
|
// Create a new perspective projection matrix. The height will stay the same
|
||||||
|
// while the width will vary as per aspect ratio.
|
||||||
|
final float ratio = (float) width / height;
|
||||||
|
final float left = -ratio;
|
||||||
|
final float right = ratio;
|
||||||
|
final float bottom = -1.0f;
|
||||||
|
final float top = 1.0f;
|
||||||
|
final float near = 1.0f;
|
||||||
|
final float far = 10.0f;
|
||||||
|
|
||||||
|
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void onDrawFrame(GL10 glUnused)
|
||||||
|
{
|
||||||
|
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
|
||||||
|
|
||||||
|
// Do a complete rotation every 10 seconds.
|
||||||
|
long time = SystemClock.uptimeMillis() % 10000L;
|
||||||
|
float angleInDegrees = (360.0f / 10000.0f) * ((int) time);
|
||||||
|
|
||||||
|
// Set our per-vertex lighting program.
|
||||||
|
GLES20.glUseProgram(mPerVertexProgramHandle);
|
||||||
|
|
||||||
|
// Set program handles for cube drawing.
|
||||||
|
mMVPMatrixHandle = GLES20.glGetUniformLocation(mPerVertexProgramHandle, "u_MVPMatrix");
|
||||||
|
mMVMatrixHandle = GLES20.glGetUniformLocation(mPerVertexProgramHandle, "u_MVMatrix");
|
||||||
|
mLightPosHandle = GLES20.glGetUniformLocation(mPerVertexProgramHandle, "u_LightPos");
|
||||||
|
mPositionHandle = GLES20.glGetAttribLocation(mPerVertexProgramHandle, "a_Position");
|
||||||
|
mColorHandle = GLES20.glGetAttribLocation(mPerVertexProgramHandle, "a_Color");
|
||||||
|
mNormalHandle = GLES20.glGetAttribLocation(mPerVertexProgramHandle, "a_Normal");
|
||||||
|
|
||||||
|
// Calculate position of the light. Rotate and then push into the distance.
|
||||||
|
Matrix.setIdentityM(mLightModelMatrix, 0);
|
||||||
|
Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -5.0f);
|
||||||
|
Matrix.rotateM(mLightModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
|
||||||
|
Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 2.0f);
|
||||||
|
|
||||||
|
Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
|
||||||
|
Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);
|
||||||
|
|
||||||
|
// Draw some cubes.
|
||||||
|
Matrix.setIdentityM(mModelMatrix, 0);
|
||||||
|
Matrix.translateM(mModelMatrix, 0, 4.0f, 0.0f, -7.0f);
|
||||||
|
Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 1.0f, 0.0f, 0.0f);
|
||||||
|
drawCube();
|
||||||
|
|
||||||
|
Matrix.setIdentityM(mModelMatrix, 0);
|
||||||
|
Matrix.translateM(mModelMatrix, 0, -4.0f, 0.0f, -7.0f);
|
||||||
|
Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
|
||||||
|
drawCube();
|
||||||
|
|
||||||
|
Matrix.setIdentityM(mModelMatrix, 0);
|
||||||
|
Matrix.translateM(mModelMatrix, 0, 0.0f, 4.0f, -7.0f);
|
||||||
|
Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
|
||||||
|
drawCube();
|
||||||
|
|
||||||
|
Matrix.setIdentityM(mModelMatrix, 0);
|
||||||
|
Matrix.translateM(mModelMatrix, 0, 0.0f, -4.0f, -7.0f);
|
||||||
|
drawCube();
|
||||||
|
|
||||||
|
Matrix.setIdentityM(mModelMatrix, 0);
|
||||||
|
Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -5.0f);
|
||||||
|
Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 1.0f, 1.0f, 0.0f);
|
||||||
|
drawCube();
|
||||||
|
|
||||||
|
// Draw a point to indicate the light.
|
||||||
|
GLES20.glUseProgram(mPointProgramHandle);
|
||||||
|
drawLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws a cube.
|
||||||
|
*/
|
||||||
|
private void drawCube()
|
||||||
|
{
|
||||||
|
// Pass in the position information
|
||||||
|
mCubePositions.position(0);
|
||||||
|
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
|
||||||
|
0, mCubePositions);
|
||||||
|
|
||||||
|
GLES20.glEnableVertexAttribArray(mPositionHandle);
|
||||||
|
|
||||||
|
// Pass in the color information
|
||||||
|
mCubeColors.position(0);
|
||||||
|
GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
|
||||||
|
0, mCubeColors);
|
||||||
|
|
||||||
|
GLES20.glEnableVertexAttribArray(mColorHandle);
|
||||||
|
|
||||||
|
// Pass in the normal information
|
||||||
|
mCubeNormals.position(0);
|
||||||
|
GLES20.glVertexAttribPointer(mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false,
|
||||||
|
0, mCubeNormals);
|
||||||
|
|
||||||
|
GLES20.glEnableVertexAttribArray(mNormalHandle);
|
||||||
|
|
||||||
|
// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
|
||||||
|
// (which currently contains model * view).
|
||||||
|
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
|
||||||
|
|
||||||
|
// Pass in the modelview matrix.
|
||||||
|
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);
|
||||||
|
|
||||||
|
// This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
|
||||||
|
// (which now contains model * view * projection).
|
||||||
|
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
|
||||||
|
|
||||||
|
// Pass in the combined matrix.
|
||||||
|
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
||||||
|
|
||||||
|
// Pass in the light position in eye space.
|
||||||
|
GLES20.glUniform3f(mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);
|
||||||
|
|
||||||
|
// Draw the cube.
|
||||||
|
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws a point representing the position of the light.
|
||||||
|
*/
|
||||||
|
private void drawLight()
|
||||||
|
{
|
||||||
|
final int pointMVPMatrixHandle = GLES20.glGetUniformLocation(mPointProgramHandle, "u_MVPMatrix");
|
||||||
|
final int pointPositionHandle = GLES20.glGetAttribLocation(mPointProgramHandle, "a_Position");
|
||||||
|
|
||||||
|
// Pass in the position.
|
||||||
|
GLES20.glVertexAttrib3f(pointPositionHandle, mLightPosInModelSpace[0], mLightPosInModelSpace[1], mLightPosInModelSpace[2]);
|
||||||
|
|
||||||
|
// Since we are not using a buffer object, disable vertex arrays for this attribute.
|
||||||
|
GLES20.glDisableVertexAttribArray(pointPositionHandle);
|
||||||
|
|
||||||
|
// Pass in the transformation matrix.
|
||||||
|
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mLightModelMatrix, 0);
|
||||||
|
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
|
||||||
|
GLES20.glUniformMatrix4fv(pointMVPMatrixHandle, 1, false, mMVPMatrix, 0);
|
||||||
|
|
||||||
|
// Draw the point.
|
||||||
|
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper function to compile a shader.
|
||||||
|
*
|
||||||
|
* @param shaderType The shader type.
|
||||||
|
* @param shaderSource The shader source code.
|
||||||
|
* @return An OpenGL handle to the shader.
|
||||||
|
*/
|
||||||
|
private int compileShader(final int shaderType, final String shaderSource)
|
||||||
|
{
|
||||||
|
int shaderHandle = GLES20.glCreateShader(shaderType);
|
||||||
|
|
||||||
|
if (shaderHandle != 0)
|
||||||
|
{
|
||||||
|
// Pass in the shader source.
|
||||||
|
GLES20.glShaderSource(shaderHandle, shaderSource);
|
||||||
|
|
||||||
|
// Compile the shader.
|
||||||
|
GLES20.glCompileShader(shaderHandle);
|
||||||
|
|
||||||
|
// Get the compilation status.
|
||||||
|
final int[] compileStatus = new int[1];
|
||||||
|
GLES20.glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
|
||||||
|
|
||||||
|
// If the compilation failed, delete the shader.
|
||||||
|
if (compileStatus[0] == 0)
|
||||||
|
{
|
||||||
|
Log.e(TAG, "Error compiling shader: " + GLES20.glGetShaderInfoLog(shaderHandle));
|
||||||
|
GLES20.glDeleteShader(shaderHandle);
|
||||||
|
shaderHandle = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (shaderHandle == 0)
|
||||||
|
{
|
||||||
|
throw new RuntimeException("Error creating shader.");
|
||||||
|
}
|
||||||
|
|
||||||
|
return shaderHandle;
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Helper function to compile and link a program.
|
||||||
|
*
|
||||||
|
* @param vertexShaderHandle An OpenGL handle to an already-compiled vertex shader.
|
||||||
|
* @param fragmentShaderHandle An OpenGL handle to an already-compiled fragment shader.
|
||||||
|
* @param attributes Attributes that need to be bound to the program.
|
||||||
|
* @return An OpenGL handle to the program.
|
||||||
|
*/
|
||||||
|
private int createAndLinkProgram(final int vertexShaderHandle, final int fragmentShaderHandle, final String[] attributes)
|
||||||
|
{
|
||||||
|
int programHandle = GLES20.glCreateProgram();
|
||||||
|
|
||||||
|
if (programHandle != 0)
|
||||||
|
{
|
||||||
|
// Bind the vertex shader to the program.
|
||||||
|
GLES20.glAttachShader(programHandle, vertexShaderHandle);
|
||||||
|
|
||||||
|
// Bind the fragment shader to the program.
|
||||||
|
GLES20.glAttachShader(programHandle, fragmentShaderHandle);
|
||||||
|
|
||||||
|
// Bind attributes
|
||||||
|
if (attributes != null)
|
||||||
|
{
|
||||||
|
final int size = attributes.length;
|
||||||
|
for (int i = 0; i < size; i++)
|
||||||
|
{
|
||||||
|
GLES20.glBindAttribLocation(programHandle, i, attributes[i]);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Link the two shaders together into a program.
|
||||||
|
GLES20.glLinkProgram(programHandle);
|
||||||
|
|
||||||
|
// Get the link status.
|
||||||
|
final int[] linkStatus = new int[1];
|
||||||
|
GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);
|
||||||
|
|
||||||
|
// If the link failed, delete the program.
|
||||||
|
if (linkStatus[0] == 0)
|
||||||
|
{
|
||||||
|
Log.e(TAG, "Error compiling program: " + GLES20.glGetProgramInfoLog(programHandle));
|
||||||
|
GLES20.glDeleteProgram(programHandle);
|
||||||
|
programHandle = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (programHandle == 0)
|
||||||
|
{
|
||||||
|
throw new RuntimeException("Error creating program.");
|
||||||
|
}
|
||||||
|
|
||||||
|
return programHandle;
|
||||||
|
}
|
||||||
|
}
|
@ -83,6 +83,7 @@ static bool java_attach_current_thread(int *rstatus) {
|
|||||||
}
|
}
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
static void java_detach_current_thread(int status) {
|
static void java_detach_current_thread(int status) {
|
||||||
if(status == JNI_EDETACHED) g_JavaVM->DetachCurrentThread();
|
if(status == JNI_EDETACHED) g_JavaVM->DetachCurrentThread();
|
||||||
}
|
}
|
||||||
@ -108,7 +109,9 @@ void SendJavaOrientationUpdate(int32_t mode)
|
|||||||
return;
|
return;
|
||||||
#else
|
#else
|
||||||
int status;
|
int status;
|
||||||
if(!java_attach_current_thread(&status)) return;
|
if(!java_attach_current_thread(&status)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
jint param = mode;
|
jint param = mode;
|
||||||
|
|
||||||
//Call java ...
|
//Call java ...
|
||||||
@ -125,7 +128,9 @@ void SendJavaSetTitle(const char * dataString)
|
|||||||
{
|
{
|
||||||
EWOL_DEBUG("C->java : send message to the java : \"" << dataString << "\"");
|
EWOL_DEBUG("C->java : send message to the java : \"" << dataString << "\"");
|
||||||
int status;
|
int status;
|
||||||
if(!java_attach_current_thread(&status)) return;
|
if(!java_attach_current_thread(&status)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
EWOL_DEBUG("C->java : 222");
|
EWOL_DEBUG("C->java : 222");
|
||||||
if (NULL == dataString) {
|
if (NULL == dataString) {
|
||||||
EWOL_ERROR("C->java : No data to send ...");
|
EWOL_ERROR("C->java : No data to send ...");
|
||||||
@ -147,7 +152,9 @@ void SendSystemMessage(const char * dataString)
|
|||||||
{
|
{
|
||||||
EWOL_DEBUG("C->java : send message to the java : \"" << dataString << "\"");
|
EWOL_DEBUG("C->java : send message to the java : \"" << dataString << "\"");
|
||||||
int status;
|
int status;
|
||||||
if(!java_attach_current_thread(&status)) return;
|
if(!java_attach_current_thread(&status)) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
EWOL_DEBUG("C->java : 222");
|
EWOL_DEBUG("C->java : 222");
|
||||||
if (NULL == dataString) {
|
if (NULL == dataString) {
|
||||||
EWOL_ERROR("C->java : No data to send ...");
|
EWOL_ERROR("C->java : No data to send ...");
|
||||||
@ -199,7 +206,6 @@ extern "C"
|
|||||||
EWOL_DEBUG("JNI-> Un-load the jvm ..." );
|
EWOL_DEBUG("JNI-> Un-load the jvm ..." );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/* Call to initialize the graphics state */
|
/* Call to initialize the graphics state */
|
||||||
void Java_org_ewol_Ewol_paramSetArchiveDir(JNIEnv* env, jclass cls, jint mode, jstring myString)
|
void Java_org_ewol_Ewol_paramSetArchiveDir(JNIEnv* env, jclass cls, jint mode, jstring myString)
|
||||||
{
|
{
|
||||||
@ -214,7 +220,7 @@ extern "C"
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Java_org_ewol_Ewol_setJavaVirtualMachineStart(JNIEnv* env, jclass classBase, jobject objCallback)
|
static void setJavaVirtualMachineStart(JNIEnv* env, jclass classBase, jobject objCallback)
|
||||||
{
|
{
|
||||||
EWOL_DEBUG("*******************************************");
|
EWOL_DEBUG("*******************************************");
|
||||||
EWOL_DEBUG("** Set JVM Pointer **");
|
EWOL_DEBUG("** Set JVM Pointer **");
|
||||||
@ -259,7 +265,6 @@ extern "C"
|
|||||||
javaClassEwolCallbackAndActivity,
|
javaClassEwolCallbackAndActivity,
|
||||||
"orientationUpdate", "(I)V");
|
"orientationUpdate", "(I)V");
|
||||||
|
|
||||||
|
|
||||||
javaObjectEwolCallbackAndActivity = env->NewGlobalRef(objCallback);
|
javaObjectEwolCallbackAndActivity = env->NewGlobalRef(objCallback);
|
||||||
//javaObjectEwolCallbackAndActivity = objCallback;
|
//javaObjectEwolCallbackAndActivity = objCallback;
|
||||||
|
|
||||||
@ -272,6 +277,18 @@ extern "C"
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Java_org_ewol_Ewol_setJavaVirtualMachineStart(JNIEnv* _env, jclass _classBase, jobject _objCallback)
|
||||||
|
{
|
||||||
|
setJavaVirtualMachineStart(_env, _classBase, _objCallback);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Java_org_ewol_Ewol_setJavaVirtualMachineStartWallpaperEngine(JNIEnv* _env, jclass _classBase, jobject _objCallback)
|
||||||
|
{
|
||||||
|
setJavaVirtualMachineStart(_env, _classBase, _objCallback);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void Java_org_ewol_Ewol_setJavaVirtualMachineStop(JNIEnv* env, jclass cls) {
|
void Java_org_ewol_Ewol_setJavaVirtualMachineStop(JNIEnv* env, jclass cls) {
|
||||||
EWOL_DEBUG("*******************************************");
|
EWOL_DEBUG("*******************************************");
|
||||||
EWOL_DEBUG("** Remove JVM Pointer **");
|
EWOL_DEBUG("** Remove JVM Pointer **");
|
||||||
@ -384,8 +401,7 @@ extern "C"
|
|||||||
// TODO : Set a return true or false if we want to grep this event ...
|
// TODO : Set a return true or false if we want to grep this event ...
|
||||||
void Java_org_ewol_Ewol_keyboardEventKeySystem( JNIEnv* env, jobject thiz, jint keyVal, jboolean isdown)
|
void Java_org_ewol_Ewol_keyboardEventKeySystem( JNIEnv* env, jobject thiz, jint keyVal, jboolean isdown)
|
||||||
{
|
{
|
||||||
switch (keyVal)
|
switch (keyVal) {
|
||||||
{
|
|
||||||
case org_ewol_EwolConstants_EWOL_SYSTEM_KEY_VOLUME_UP:
|
case org_ewol_EwolConstants_EWOL_SYSTEM_KEY_VOLUME_UP:
|
||||||
EWOL_DEBUG("IO keyboard Key System \"VOLUME_UP\" is down=" << isdown);
|
EWOL_DEBUG("IO keyboard Key System \"VOLUME_UP\" is down=" << isdown);
|
||||||
break;
|
break;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user