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Android example source code file (SimpleGLRenderer.java)

This example Android source code file (SimpleGLRenderer.java) is included in the DevDaily.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Android by Example" TM.

Java - Android tags/keywords

android, bitmap, context, drawing, eglconfig, filter_bilinear, filter_nearest_neighbor, filter_trilinear, gl10, graphics, inputstream, ioexception, landtilemap, load, object, opengl, paint, simpleglrenderer, ui, vector3

The SimpleGLRenderer.java Android example source code

/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.android.heightmapprofiler;

import java.io.IOException;
import java.io.InputStream;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.graphics.Color;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.opengl.GLUtils;
import android.util.Log;

/**
 * An OpenGL ES renderer based on the GLSurfaceView rendering framework.  This
 * class is responsible for drawing a list of renderables to the screen every
 * frame.  It also manages loading of textures and (when VBOs are used) the
 * allocation of vertex buffer objects.
 */
public class SimpleGLRenderer implements GLSurfaceView.Renderer {
	// Texture filtering modes.
	public final static int FILTER_NEAREST_NEIGHBOR = 0;
	public final static int FILTER_BILINEAR = 1;
	public final static int FILTER_TRILINEAR = 2;
	
    // Specifies the format our textures should be converted to upon load.
    private static BitmapFactory.Options sBitmapOptions
        = new BitmapFactory.Options();
    
    // Pre-allocated arrays to use at runtime so that allocation during the
    // test can be avoided.
    private int[] mTextureNameWorkspace;

    // A reference to the application context.
    private Context mContext;
    
    private LandTileMap mTiles;
    private int mTextureResource;
    private int mTextureResource2;

    private int mTextureId2;

    private Vector3 mCameraPosition = new Vector3();
    private Vector3 mLookAtPosition = new Vector3();
    private Object mCameraLock = new Object();
    private boolean mCameraDirty;
    
    private NativeRenderer mNativeRenderer;
    
    // Determines the use of vertex buffer objects.
    private boolean mUseHardwareBuffers;
    private boolean mUseTextureLods = false;
    private boolean mUseHardwareMips = false;
    boolean mColorTextureLods = false;
    private int mTextureFilter = FILTER_BILINEAR;
	private int mMaxTextureSize = 0; 
	



	public SimpleGLRenderer(Context context) {
        // Pre-allocate and store these objects so we can use them at runtime
        // without allocating memory mid-frame.
        mTextureNameWorkspace = new int[1];
        
        // Set our bitmaps to 16-bit, 565 format.
        sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
        
        mContext = context;
        
        mUseHardwareBuffers = true;
    }
    
    public void setTiles(LandTileMap tiles, int textureResource, int textureResource2) {
    	mTextureResource = textureResource;
    	mTextureResource2 = textureResource2;
    	mTiles = tiles;
    }

    /** Draws the landscape. */
	public void onDrawFrame(GL10 gl) {
		ProfileRecorder.sSingleton.stop(ProfileRecorder.PROFILE_FRAME);
		ProfileRecorder.sSingleton.start(ProfileRecorder.PROFILE_FRAME);
		
        if (mTiles != null) {
        	// Clear the screen.  Note that a real application probably would only clear the depth buffer
        	// (or maybe not even that).
        	if (mNativeRenderer == null) {
                gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        	}
        	        	
        	// If the camera has moved since the last frame, rebuild our projection matrix.
        	if (mCameraDirty){
        		synchronized (mCameraLock) {
        			if (mNativeRenderer != null) {
        				mNativeRenderer.setCamera(mCameraPosition, mLookAtPosition);
        			} else {
			        	gl.glMatrixMode(GL10.GL_MODELVIEW);
			            gl.glLoadIdentity();
			            GLU.gluLookAt(gl, mCameraPosition.x, mCameraPosition.y, mCameraPosition.z, 
			            		mLookAtPosition.x, mLookAtPosition.y, mLookAtPosition.z, 
			            		0.0f, 1.0f, 0.0f);
        			}
		            mCameraDirty = false;
        		}
        	}
            
            ProfileRecorder.sSingleton.start(ProfileRecorder.PROFILE_DRAW);
            // Draw the landscape.
        	mTiles.draw(gl, mCameraPosition);
            ProfileRecorder.sSingleton.stop(ProfileRecorder.PROFILE_DRAW);

        	
        }
        
        ProfileRecorder.sSingleton.endFrame();
    }

    /* Called when the size of the window changes. */
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        gl.glViewport(0, 0, width, height);

        /*
         * Set our projection matrix. This doesn't have to be done each time we
         * draw, but usually a new projection needs to be set when the viewport
         * is resized.
         */
        float ratio = (float)width / height;
        gl.glMatrixMode(GL10.GL_PROJECTION);
        gl.glLoadIdentity();

        GLU.gluPerspective(gl, 60.0f, ratio, 2.0f, 3000.0f);

        mCameraDirty = true;  
    }
    
    public void setCameraPosition(float x, float y, float z) {
    	synchronized (mCameraLock) {
    		mCameraPosition.set(x, y, z);
    		mCameraDirty = true;
    	}
    }
    
    public void setCameraLookAtPosition(float x, float y, float z) {
    	synchronized (mCameraLock) {
    		mLookAtPosition.set(x, y, z);
    		mCameraDirty = true;
    	}
    }
    
    public void setUseHardwareBuffers(boolean vbos) {
    	mUseHardwareBuffers = vbos;
    }
    
    /**
     *  Called to turn on Levels of Detail option for rendering textures 
     *  
     * @param mUseTextureLods
     */
    public void setUseTextureLods(boolean useTextureLods, boolean useHardwareMips) {
		mUseTextureLods = useTextureLods;
		mUseHardwareMips = useHardwareMips;
	}
    
	/**
	 *  Turns on/off color the LOD bitmap textures based on their distance from view.
	 *  This feature is useful since it helps visualize the LOD being used while viewing the scene.
	 * 
	 * @param colorTextureLods
	 */
	public void setColorTextureLods(boolean colorTextureLods) {
		this.mColorTextureLods = colorTextureLods;
	}
	
    public void setNativeRenderer(NativeRenderer render) {
    	mNativeRenderer = render;
    }
    
    public void setMaxTextureSize(int maxTextureSize) {
		mMaxTextureSize = maxTextureSize;
	}
    
    public void setTextureFilter(int filter) {
    	mTextureFilter = filter;
    }

    /**
     * Called whenever the surface is created.  This happens at startup, and
     * may be called again at runtime if the device context is lost (the screen
     * goes to sleep, etc).  This function must fill the contents of vram with
     * texture data and (when using VBOs) hardware vertex arrays.
     */
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    	int[] textureNames = null;
    	/*
         * Some one-time OpenGL initialization can be made here probably based
         * on features of this particular context
         */
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

        gl.glClearColor(0.5f, 0.5f, 0.5f, 1);
        gl.glDisable(GL10.GL_DITHER);
        gl.glDisable(GL10.GL_CULL_FACE);
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);
        gl.glEnable(GL10.GL_TEXTURE_2D);
         
        // set up some fog.
        gl.glEnable(GL10.GL_FOG);
        gl.glFogf(GL10.GL_FOG_MODE, GL10.GL_LINEAR);
        float fogColor[] = { 0.5f, 0.5f, 0.5f, 1.0f };

        gl.glFogfv(GL10.GL_FOG_COLOR, fogColor, 0);
        gl.glFogf(GL10.GL_FOG_DENSITY, 0.15f);
        
        gl.glFogf(GL10.GL_FOG_START, 800.0f);
        gl.glFogf(GL10.GL_FOG_END, 2048.0f);

        gl.glHint(GL10.GL_FOG_HINT, GL10.GL_FASTEST);

        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        
        // load textures and buffers here
        if (mUseHardwareBuffers && mTiles != null) {
        	mTiles.generateHardwareBuffers(gl);
        }
        
        if (mTextureResource != 0) {
        	textureNames =  loadBitmap( mContext, gl, mTextureResource, mUseTextureLods, mUseHardwareMips  );
        }
        
        if (mTextureResource2 != 0) {
        	mTextureId2 = loadBitmap(mContext, gl, mTextureResource2);
        }
        
        
        mTiles.setTextures(textureNames, mTextureId2);
    }
    
 
    /** 
     * Loads a bitmap into OpenGL and sets up the common parameters for 
     * 2D texture maps. 
     */
	protected int loadBitmap(Context context, GL10 gl, int resourceId) {
		int textureName = -1;

		InputStream is = context.getResources().openRawResource(resourceId);
		Bitmap bitmap;
		try {
			bitmap = BitmapFactory.decodeStream(is, null, sBitmapOptions);
		} finally {
			try {
				is.close();
			} catch (IOException e) {
				// Ignore.
			}
		}
		
		if (mMaxTextureSize > 0 && Math.max(bitmap.getWidth(), bitmap.getHeight()) != mMaxTextureSize) {
			// we're assuming all our textures are square.  sue me.
			Bitmap tempBitmap = Bitmap.createScaledBitmap( bitmap, mMaxTextureSize, mMaxTextureSize, false );
			bitmap.recycle();
			bitmap = tempBitmap;
		}

		textureName = loadBitmapIntoOpenGL(context, gl, bitmap, false);
		bitmap.recycle();
		return textureName;
	}

    /** 
     * Loads a bitmap into OpenGL and sets up the common parameters for 
     * 2D texture maps.   
     * 
     * @param context
     * @param resourceId
     * @param numLevelsOfDetail number of detail textures to generate 
     * 
     *  @return a array of OpenGL texture names corresponding to the different levels of detail textures
     */
	protected int[] loadBitmap(Context context, GL10 gl, int resourceId, boolean generateMips, boolean useHardwareMips ) {
		InputStream is = context.getResources().openRawResource(resourceId);
		Bitmap bitmap;
		try {
			bitmap = BitmapFactory.decodeStream(is, null, sBitmapOptions);
		} finally {
			try {
				is.close();
			} catch (IOException e) {
				// Ignore.
			}
		}
		
		if (mMaxTextureSize > 0 && Math.max(bitmap.getWidth(), bitmap.getHeight()) != mMaxTextureSize) {
			// we're assuming all our textures are square.  sue me.
			Bitmap tempBitmap = Bitmap.createScaledBitmap( bitmap, mMaxTextureSize, mMaxTextureSize, false );
			bitmap.recycle();
			bitmap = tempBitmap;
		}
		
		final int minSide = Math.min(bitmap.getWidth(), bitmap.getHeight());
		int numLevelsOfDetail = 1;
		if (generateMips) {
			for (int side = minSide / 2; side > 0; side /= 2) {
				numLevelsOfDetail++;
			}
		}
		
		int textureNames[];
		if (generateMips && !useHardwareMips) {
			textureNames = new int[numLevelsOfDetail];
		} else {
			textureNames = new int[1];
		}

		textureNames[0] = loadBitmapIntoOpenGL(context, gl, bitmap, useHardwareMips);
		// Scale down base bitmap by powers of two to create lower resolution textures 
		for( int i = 1; i <  numLevelsOfDetail; ++i ) {
			int scale =  (int)Math.pow(2, i);
			int dstWidth = bitmap.getWidth()  / scale;
			int dstHeight = bitmap.getHeight() / scale;
			Bitmap tempBitmap = Bitmap.createScaledBitmap( bitmap, dstWidth, dstHeight, false );
			// Set each LOD level to a different color to help visualization 
			if(  mColorTextureLods  ) {
				int color = 0;
				switch( (int)(i % 4) ) {
				case 1:
					color = Color.RED;
					break;
				case 2:
					color = Color.YELLOW;
					break;
				case 3:
					color = Color.BLUE;
					break;
				}

				tempBitmap.eraseColor( color );
			}
			
			if (!useHardwareMips) {
				textureNames[i] = loadBitmapIntoOpenGL( context, gl, tempBitmap, false);
			} else {
				addHardwareMipmap(gl, textureNames[0], tempBitmap, i );
			}
			tempBitmap.recycle();
		}
		
		bitmap.recycle();
		return textureNames;
	}
	

	protected void addHardwareMipmap(GL10 gl, int textureName, Bitmap bitmap, int level) {
		gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);
		GLUtils.texImage2D(GL10.GL_TEXTURE_2D, level, bitmap, 0);
	}
	
	
    /** 
     * Loads a bitmap into OpenGL and sets up the common parameters for 
     * 2D texture maps. 
     * 
     * @return OpenGL texture entry id
     */
    protected int loadBitmapIntoOpenGL(Context context, GL10 gl,  Bitmap bitmap, boolean useMipmaps) {
        int textureName = -1;
        if (context != null && gl != null) {
            gl.glGenTextures(1, mTextureNameWorkspace, 0);

            textureName = mTextureNameWorkspace[0];
            gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);
            
            if (useMipmaps) {
            	if (mTextureFilter == FILTER_TRILINEAR) {
            		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_LINEAR);
            	} else {
            		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST);
            	}
            } else {
            	if (mTextureFilter == FILTER_NEAREST_NEIGHBOR) {
            		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
            	} else {
            		gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
            	}
            }
            
            if (mTextureFilter == FILTER_NEAREST_NEIGHBOR) {
            	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
            } else {
            	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
            }

            gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
            gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);

            gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_MODULATE);

            GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

            int error = gl.glGetError();
            if (error != GL10.GL_NO_ERROR) {
                Log.e("SimpleGLRenderer", "Texture Load GLError: " + error);
            }
        
        }

        return textureName;
    }

	

}

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