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Android example source code file (SimpleGLRenderer.java)
The SimpleGLRenderer.java Android example source code
/*
* Copyright (C) 2008 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.spritemethodtest;
import java.io.IOException;
import java.io.InputStream;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import javax.microedition.khronos.opengles.GL11Ext;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
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 {
// Specifies the format our textures should be converted to upon load.
private static BitmapFactory.Options sBitmapOptions
= new BitmapFactory.Options();
// An array of things to draw every frame.
private GLSprite[] mSprites;
// Pre-allocated arrays to use at runtime so that allocation during the
// test can be avoided.
private int[] mTextureNameWorkspace;
private int[] mCropWorkspace;
// A reference to the application context.
private Context mContext;
// Determines the use of vertex arrays.
private boolean mUseVerts;
// Determines the use of vertex buffer objects.
private boolean mUseHardwareBuffers;
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];
mCropWorkspace = new int[4];
// Set our bitmaps to 16-bit, 565 format.
sBitmapOptions.inPreferredConfig = Bitmap.Config.RGB_565;
mContext = context;
}
public int[] getConfigSpec() {
// We don't need a depth buffer, and don't care about our
// color depth.
int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 0, EGL10.EGL_NONE };
return configSpec;
}
public void setSprites(GLSprite[] sprites) {
mSprites = sprites;
}
/**
* Changes the vertex mode used for drawing.
* @param useVerts Specifies whether to use a vertex array. If false, the
* DrawTexture extension is used.
* @param useHardwareBuffers Specifies whether to store vertex arrays in
* main memory or on the graphics card. Ignored if useVerts is false.
*/
public void setVertMode(boolean useVerts, boolean useHardwareBuffers) {
mUseVerts = useVerts;
mUseHardwareBuffers = useVerts ? useHardwareBuffers : false;
}
/** Draws the sprites. */
public void drawFrame(GL10 gl) {
if (mSprites != null) {
gl.glMatrixMode(GL10.GL_MODELVIEW);
if (mUseVerts) {
Grid.beginDrawing(gl, true, false);
}
for (int x = 0; x < mSprites.length; x++) {
mSprites[x].draw(gl);
}
if (mUseVerts) {
Grid.endDrawing(gl);
}
}
}
/* Called when the size of the window changes. */
public void sizeChanged(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.
*/
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
gl.glShadeModel(GL10.GL_FLAT);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4x(0x10000, 0x10000, 0x10000, 0x10000);
gl.glEnable(GL10.GL_TEXTURE_2D);
}
/**
* 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 surfaceCreated(GL10 gl) {
/*
* 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.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
/*
* By default, OpenGL enables features that improve quality but reduce
* performance. One might want to tweak that especially on software
* renderer.
*/
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
if (mSprites != null) {
// If we are using hardware buffers and the screen lost context
// then the buffer indexes that we recorded previously are now
// invalid. Forget them here and recreate them below.
if (mUseHardwareBuffers) {
for (int x = 0; x < mSprites.length; x++) {
// Ditch old buffer indexes.
mSprites[x].getGrid().invalidateHardwareBuffers();
}
}
// Load our texture and set its texture name on all sprites.
// To keep this sample simple we will assume that sprites that share
// the same texture are grouped together in our sprite list. A real
// app would probably have another level of texture management,
// like a texture hash.
int lastLoadedResource = -1;
int lastTextureId = -1;
for (int x = 0; x < mSprites.length; x++) {
int resource = mSprites[x].getResourceId();
if (resource != lastLoadedResource) {
lastTextureId = loadBitmap(mContext, gl, resource);
lastLoadedResource = resource;
}
mSprites[x].setTextureName(lastTextureId);
if (mUseHardwareBuffers) {
Grid currentGrid = mSprites[x].getGrid();
if (!currentGrid.usingHardwareBuffers()) {
currentGrid.generateHardwareBuffers(gl);
}
//mSprites[x].getGrid().generateHardwareBuffers(gl);
}
}
}
}
/**
* Called when the rendering thread shuts down. This is a good place to
* release OpenGL ES resources.
* @param gl
*/
public void shutdown(GL10 gl) {
if (mSprites != null) {
int lastFreedResource = -1;
int[] textureToDelete = new int[1];
for (int x = 0; x < mSprites.length; x++) {
int resource = mSprites[x].getResourceId();
if (resource != lastFreedResource) {
textureToDelete[0] = mSprites[x].getTextureName();
gl.glDeleteTextures(1, textureToDelete, 0);
mSprites[x].setTextureName(0);
}
if (mUseHardwareBuffers) {
mSprites[x].getGrid().releaseHardwareBuffers(gl);
}
}
}
}
/**
* 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;
if (context != null && gl != null) {
gl.glGenTextures(1, mTextureNameWorkspace, 0);
textureName = mTextureNameWorkspace[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureName);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
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_REPLACE);
InputStream is = context.getResources().openRawResource(resourceId);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is, null, sBitmapOptions);
} finally {
try {
is.close();
} catch (IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
mCropWorkspace[0] = 0;
mCropWorkspace[1] = bitmap.getHeight();
mCropWorkspace[2] = bitmap.getWidth();
mCropWorkspace[3] = -bitmap.getHeight();
bitmap.recycle();
((GL11) gl).glTexParameteriv(GL10.GL_TEXTURE_2D,
GL11Ext.GL_TEXTURE_CROP_RECT_OES, mCropWorkspace, 0);
int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR) {
Log.e("SpriteMethodTest", "Texture Load GLError: " + error);
}
}
return textureName;
}
}
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