[DEV] first java files for android liveWallpapers
This commit is contained in:
parent
bffa93d136
commit
010586a0fa
2
build
2
build
@ -1 +1 @@
|
||||
Subproject commit 6465630a70c8e025f1bfa93cc5b40f16d4dc2e16
|
||||
Subproject commit d1fe3fe6c3a3e128dc5aa5515980f0367a8c5ab4
|
2
external/etk
vendored
2
external/etk
vendored
@ -1 +1 @@
|
||||
Subproject commit 2ad4975a4551f338b2020835c875390c33fc7f0e
|
||||
Subproject commit bb085be53d88d727686a5e23aa7c3e2cb2caf7f5
|
2
external/exml
vendored
2
external/exml
vendored
@ -1 +1 @@
|
||||
Subproject commit 0e6c60afb75423ad1450b145e631a4a457e1e7c3
|
||||
Subproject commit 75ef4d184ade2791d1db3b3d0f40b8ae46aa7f45
|
@ -9,6 +9,8 @@
|
||||
package org.ewol;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.service.wallpaper.WallpaperService;
|
||||
import android.service.wallpaper.WallpaperService.Engine;
|
||||
|
||||
public class Ewol {
|
||||
public static final Ewol EWOL = getInstance();
|
||||
@ -24,10 +26,10 @@ public class Ewol {
|
||||
}
|
||||
|
||||
public static native <T extends Activity & EwolCallback> void setJavaVirtualMachineStart(T activityInstance);
|
||||
public static native <T extends Engine & EwolCallback> void setJavaVirtualMachineStartWallpaperEngine(T serviceInstance);
|
||||
public static native void setJavaVirtualMachineStop();
|
||||
public static native void paramSetArchiveDir(int mode, String myString);
|
||||
|
||||
|
||||
public native void touchEvent();
|
||||
// activity status
|
||||
public native void onCreate();
|
||||
|
@ -9,8 +9,6 @@
|
||||
|
||||
package org.ewol;
|
||||
|
||||
|
||||
|
||||
import android.app.Activity;
|
||||
import android.content.Context;
|
||||
import android.opengl.GLSurfaceView;
|
||||
|
@ -23,10 +23,9 @@ import static org.ewol.Ewol.EWOL;
|
||||
* @brief Class :
|
||||
*
|
||||
*/
|
||||
public class EwolRendererGL implements GLSurfaceView.Renderer {
|
||||
|
||||
public class EwolRendererGL implements GLSurfaceView.Renderer
|
||||
{
|
||||
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
|
||||
|
||||
EWOL.renderInit();
|
||||
}
|
||||
|
||||
|
231
sources/android/src/org/ewol/EwolWallpaper.java
Normal file
231
sources/android/src/org/ewol/EwolWallpaper.java
Normal file
@ -0,0 +1,231 @@
|
||||
/**
|
||||
* @author Edouard DUPIN, Kevin BILLONNEAU
|
||||
*
|
||||
* @copyright 2011, Edouard DUPIN, all right reserved
|
||||
*
|
||||
* @license BSD v3 (see license file)
|
||||
*/
|
||||
|
||||
|
||||
package org.ewol;
|
||||
|
||||
import android.service.wallpaper.WallpaperService;
|
||||
//import android.app.Activity;
|
||||
import android.content.Context;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.os.Bundle;
|
||||
import android.view.MotionEvent;
|
||||
import android.view.KeyEvent;
|
||||
// For No Title :
|
||||
import android.view.Window;
|
||||
|
||||
// For the full screen :
|
||||
import android.view.WindowManager;
|
||||
// for the keyboard event :
|
||||
import android.view.inputmethod.InputMethodManager;
|
||||
|
||||
import java.io.File;
|
||||
import android.content.Context;
|
||||
import android.content.res.Configuration;
|
||||
|
||||
// For the getting apk name :
|
||||
import android.content.pm.ActivityInfo;
|
||||
import android.content.pm.ApplicationInfo;
|
||||
import android.content.pm.PackageManager;
|
||||
import android.content.pm.PackageManager.NameNotFoundException;
|
||||
import android.content.res.AssetFileDescriptor;
|
||||
import android.content.res.AssetManager;
|
||||
import android.util.DisplayMetrics;
|
||||
import android.view.SurfaceHolder;
|
||||
|
||||
|
||||
import java.io.IOException;
|
||||
|
||||
import static org.ewol.Ewol.EWOL;
|
||||
|
||||
/**
|
||||
* @brief Class :
|
||||
*
|
||||
*/
|
||||
public abstract class EwolWallpaper extends WallpaperService
|
||||
{
|
||||
private TestPatternEngine tmpEngine;
|
||||
|
||||
static {
|
||||
System.loadLibrary("ewol");
|
||||
}
|
||||
|
||||
@Override public void onCreate()
|
||||
{
|
||||
super.onCreate();
|
||||
}
|
||||
|
||||
@Override public void onDestroy()
|
||||
{
|
||||
super.onDestroy();
|
||||
}
|
||||
|
||||
@Override public Engine onCreateEngine()
|
||||
{
|
||||
tmpEngine = new TestPatternEngine();
|
||||
return tmpEngine;
|
||||
}
|
||||
|
||||
protected void initApkPath(String org, String vendor, String project)
|
||||
{
|
||||
tmpEngine.initApkPath(org, vendor, project);
|
||||
}
|
||||
|
||||
class TestPatternEngine extends Engine implements EwolCallback, EwolConstants // implements SharedPreferences.OnSharedPreferenceChangeListener
|
||||
{
|
||||
private EwolSurfaceViewGL mGLView;
|
||||
|
||||
|
||||
public void initApkPath(String org, String vendor, String project) {
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.append(org).append(".");
|
||||
sb.append(vendor).append(".");
|
||||
sb.append(project);
|
||||
String apkFilePath = null;
|
||||
ApplicationInfo appInfo = null;
|
||||
PackageManager packMgmr = getPackageManager();
|
||||
try {
|
||||
appInfo = packMgmr.getApplicationInfo(sb.toString(), 0);
|
||||
} catch (NameNotFoundException e) {
|
||||
e.printStackTrace();
|
||||
throw new RuntimeException("Unable to locate assets, aborting...");
|
||||
}
|
||||
apkFilePath = appInfo.sourceDir;
|
||||
Ewol.paramSetArchiveDir(0, apkFilePath);
|
||||
}
|
||||
|
||||
@Override public void onCreate(SurfaceHolder surfaceHolder)
|
||||
{
|
||||
super.onCreate(surfaceHolder);
|
||||
|
||||
// set the java evironement in the C sources :
|
||||
Ewol.setJavaVirtualMachineStartWallpaperEngine(this);
|
||||
|
||||
// Load the application directory
|
||||
Ewol.paramSetArchiveDir(1, getFilesDir().toString());
|
||||
Ewol.paramSetArchiveDir(2, getCacheDir().toString());
|
||||
// to enable extarnal storage: add in the manifest the restriction needed ...
|
||||
//packageManager.checkPermission("android.permission.READ_SMS", myPackage) == PERMISSION_GRANTED;
|
||||
//Ewol.paramSetArchiveDir(3, getExternalCacheDir().toString());
|
||||
|
||||
DisplayMetrics metrics = new DisplayMetrics();
|
||||
//!getWindowManager().getDefaultDisplay().getMetrics(metrics);
|
||||
//!EWOL.displayPropertyMetrics(metrics.xdpi, metrics.ydpi);
|
||||
|
||||
// call C init ...
|
||||
EWOL.onCreate();
|
||||
|
||||
// Remove the title of the current display :
|
||||
//!requestWindowFeature(Window.FEATURE_NO_TITLE);
|
||||
// set full screen Mode :
|
||||
//!getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
|
||||
// display keyboard:
|
||||
//getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_VISIBLE);
|
||||
// hide keyboard :
|
||||
//!getWindow().setSoftInputMode(WindowManager.LayoutParams.SOFT_INPUT_STATE_ALWAYS_HIDDEN);
|
||||
|
||||
// create bsurface system
|
||||
mGLView = new EwolSurfaceViewGL(this, 2);
|
||||
|
||||
setContentView(mGLView);
|
||||
}
|
||||
|
||||
@Override public void onStart()
|
||||
{
|
||||
super.onStart();
|
||||
// call C
|
||||
EWOL.onStart();
|
||||
}
|
||||
|
||||
@Override public void onRestart()
|
||||
{
|
||||
super.onRestart();
|
||||
// call C
|
||||
EWOL.onReStart();
|
||||
}
|
||||
|
||||
@Override public void onResume()
|
||||
{
|
||||
super.onResume();
|
||||
mGLView.onResume();
|
||||
// call C
|
||||
EWOL.onResume();
|
||||
}
|
||||
|
||||
@Override public void onPause()
|
||||
{
|
||||
super.onPause();
|
||||
mGLView.onPause();
|
||||
// call C
|
||||
EWOL.onPause();
|
||||
}
|
||||
|
||||
@Override public void onStop()
|
||||
{
|
||||
super.onStop();
|
||||
// call C
|
||||
EWOL.onStop();
|
||||
}
|
||||
@Override public void onDestroy()
|
||||
{
|
||||
super.onDestroy();
|
||||
// call C
|
||||
EWOL.onDestroy();
|
||||
// Remove the java Virtual machine pointer form the C code
|
||||
Ewol.setJavaVirtualMachineStop();
|
||||
}
|
||||
|
||||
@Override protected void finalize() throws Throwable
|
||||
{
|
||||
super.finalize();
|
||||
// cleanup your object here
|
||||
}
|
||||
|
||||
public void onConfigurationChanged(Configuration newConfig)
|
||||
{
|
||||
super.onConfigurationChanged(newConfig);
|
||||
}
|
||||
|
||||
public void keyboardUpdate(boolean show)
|
||||
{
|
||||
final InputMethodManager imm = (InputMethodManager) getSystemService(Context.INPUT_METHOD_SERVICE);
|
||||
if(show) {
|
||||
//EWOL.touchEvent();
|
||||
imm.toggleSoftInput(InputMethodManager.SHOW_FORCED,0);
|
||||
} else {
|
||||
imm.toggleSoftInput(0 ,InputMethodManager.HIDE_IMPLICIT_ONLY + InputMethodManager.HIDE_NOT_ALWAYS);
|
||||
//imm.hideSoftInputFromWindow(view.getWindowToken(),0);
|
||||
}
|
||||
}
|
||||
|
||||
public void eventNotifier(String[] args)
|
||||
{
|
||||
// just for the test ...
|
||||
EWOL.touchEvent();
|
||||
}
|
||||
|
||||
public void orientationUpdate(int screenMode)
|
||||
{
|
||||
/*
|
||||
if (screenMode == EWOL_ORIENTATION_LANDSCAPE) {
|
||||
//Force landscape
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_LANDSCAPE);
|
||||
} else if (screenMode == EWOL_ORIENTATION_PORTRAIT) {
|
||||
//Force portrait
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_PORTRAIT);
|
||||
} else {
|
||||
//Force auto Rotation
|
||||
setRequestedOrientation(ActivityInfo.SCREEN_ORIENTATION_SENSOR);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
123
sources/android/src/org/ewol/EwolWallpaperService.java
Normal file
123
sources/android/src/org/ewol/EwolWallpaperService.java
Normal file
@ -0,0 +1,123 @@
|
||||
|
||||
|
||||
package org.ewol;
|
||||
|
||||
import android.content.Context;
|
||||
import android.opengl.GLSurfaceView;
|
||||
import android.opengl.GLSurfaceView.Renderer;
|
||||
import android.os.Build;
|
||||
import android.service.wallpaper.WallpaperService;
|
||||
import android.util.Log;
|
||||
import android.view.SurfaceHolder;
|
||||
|
||||
//import com.learnopengles.android.util.LoggerConfig;
|
||||
|
||||
public abstract class EwolWallpaperService extends WallpaperService
|
||||
{
|
||||
private EwolSurfaceViewGL mGLView;
|
||||
/*
|
||||
// moi ...
|
||||
@Override
|
||||
public abstract Engine onCreateEngine(Context context) {
|
||||
return new GLEngine(Context context);
|
||||
}
|
||||
*/
|
||||
/*
|
||||
static {
|
||||
System.loadLibrary("ewol");
|
||||
}
|
||||
|
||||
protected void initApkPath(String org, String vendor, String project) {
|
||||
StringBuilder sb = new StringBuilder();
|
||||
sb.append(org).append(".");
|
||||
sb.append(vendor).append(".");
|
||||
sb.append(project);
|
||||
String apkFilePath = null;
|
||||
ApplicationInfo appInfo = null;
|
||||
PackageManager packMgmr = getPackageManager();
|
||||
try {
|
||||
appInfo = packMgmr.getApplicationInfo(sb.toString(), 0);
|
||||
} catch (NameNotFoundException e) {
|
||||
e.printStackTrace();
|
||||
throw new RuntimeException("Unable to locate assets, aborting...");
|
||||
}
|
||||
apkFilePath = appInfo.sourceDir;
|
||||
Ewol.paramSetArchiveDir(0, apkFilePath);
|
||||
}
|
||||
*/
|
||||
|
||||
public class GLEngine extends Engine
|
||||
{
|
||||
class WallpaperGLSurfaceView extends GLSurfaceView
|
||||
{
|
||||
private static final String TAG = "WallpaperGLSurfaceView";
|
||||
WallpaperGLSurfaceView(Context context)
|
||||
{
|
||||
super(context);
|
||||
Log.d(TAG, "WallpaperGLSurfaceView(" + context + ")");
|
||||
}
|
||||
@Override
|
||||
public SurfaceHolder getHolder()
|
||||
{
|
||||
Log.d(TAG, "getHolder(): returning " + getSurfaceHolder());
|
||||
return getSurfaceHolder();
|
||||
}
|
||||
public void onDestroy()
|
||||
{
|
||||
Log.d(TAG, "onDestroy()");
|
||||
super.onDetachedFromWindow();
|
||||
}
|
||||
}
|
||||
|
||||
private static final String TAG = "GLEngine";
|
||||
private WallpaperGLSurfaceView glSurfaceView;
|
||||
private boolean rendererHasBeenSet;
|
||||
|
||||
@Override
|
||||
public void onCreate(SurfaceHolder surfaceHolder)
|
||||
{
|
||||
Log.d(TAG, "onCreate(" + surfaceHolder + ")");
|
||||
super.onCreate(surfaceHolder);
|
||||
glSurfaceView = new WallpaperGLSurfaceView(EwolWallpaperService.this);
|
||||
}
|
||||
@Override
|
||||
public void onVisibilityChanged(boolean visible)
|
||||
{
|
||||
Log.d(TAG, "onVisibilityChanged(" + visible + ")");
|
||||
super.onVisibilityChanged(visible);
|
||||
if (rendererHasBeenSet) {
|
||||
if (visible) {
|
||||
glSurfaceView.onResume();
|
||||
} else {
|
||||
glSurfaceView.onPause();
|
||||
}
|
||||
}
|
||||
}
|
||||
@Override
|
||||
public void onDestroy()
|
||||
{
|
||||
Log.d(TAG, "onDestroy()");
|
||||
super.onDestroy();
|
||||
glSurfaceView.onDestroy();
|
||||
}
|
||||
protected void setRenderer(Renderer renderer)
|
||||
{
|
||||
Log.d(TAG, "setRenderer(" + renderer + ")");
|
||||
glSurfaceView.setRenderer(renderer);
|
||||
rendererHasBeenSet = true;
|
||||
}
|
||||
protected void setPreserveEGLContextOnPause(boolean preserve)
|
||||
{
|
||||
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) {
|
||||
Log.d(TAG, "setPreserveEGLContextOnPause(" + preserve + ")");
|
||||
glSurfaceView.setPreserveEGLContextOnPause(preserve);
|
||||
}
|
||||
}
|
||||
protected void setEGLContextClientVersion(int version)
|
||||
{
|
||||
Log.d(TAG, "setEGLContextClientVersion(" + version + ")");
|
||||
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;
|
||||
}
|
||||
|
||||
static void java_detach_current_thread(int status) {
|
||||
if(status == JNI_EDETACHED) g_JavaVM->DetachCurrentThread();
|
||||
}
|
||||
@ -108,7 +109,9 @@ void SendJavaOrientationUpdate(int32_t mode)
|
||||
return;
|
||||
#else
|
||||
int status;
|
||||
if(!java_attach_current_thread(&status)) return;
|
||||
if(!java_attach_current_thread(&status)) {
|
||||
return;
|
||||
}
|
||||
jint param = mode;
|
||||
|
||||
//Call java ...
|
||||
@ -125,7 +128,9 @@ void SendJavaSetTitle(const char * dataString)
|
||||
{
|
||||
EWOL_DEBUG("C->java : send message to the java : \"" << dataString << "\"");
|
||||
int status;
|
||||
if(!java_attach_current_thread(&status)) return;
|
||||
if(!java_attach_current_thread(&status)) {
|
||||
return;
|
||||
}
|
||||
EWOL_DEBUG("C->java : 222");
|
||||
if (NULL == dataString) {
|
||||
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 << "\"");
|
||||
int status;
|
||||
if(!java_attach_current_thread(&status)) return;
|
||||
if(!java_attach_current_thread(&status)) {
|
||||
return;
|
||||
}
|
||||
EWOL_DEBUG("C->java : 222");
|
||||
if (NULL == dataString) {
|
||||
EWOL_ERROR("C->java : No data to send ...");
|
||||
@ -199,7 +206,6 @@ extern "C"
|
||||
EWOL_DEBUG("JNI-> Un-load the jvm ..." );
|
||||
}
|
||||
|
||||
|
||||
/* Call to initialize the graphics state */
|
||||
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("** Set JVM Pointer **");
|
||||
@ -259,7 +265,6 @@ extern "C"
|
||||
javaClassEwolCallbackAndActivity,
|
||||
"orientationUpdate", "(I)V");
|
||||
|
||||
|
||||
javaObjectEwolCallbackAndActivity = env->NewGlobalRef(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) {
|
||||
EWOL_DEBUG("*******************************************");
|
||||
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 ...
|
||||
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:
|
||||
EWOL_DEBUG("IO keyboard Key System \"VOLUME_UP\" is down=" << isdown);
|
||||
break;
|
||||
|
Loading…
x
Reference in New Issue
Block a user