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examples / src / main / java / org / distorted / examples / aroundtheworld / AroundTheWorldRendererPicker.java @ 80508ef5

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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2016 Leszek Koltunski                                                               //
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//                                                                                               //
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// This file is part of Distorted.                                                               //
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//                                                                                               //
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// Distorted is free software: you can redistribute it and/or modify                             //
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// it under the terms of the GNU General Public License as published by                          //
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// the Free Software Foundation, either version 2 of the License, or                             //
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// (at your option) any later version.                                                           //
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//                                                                                               //
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// Distorted is distributed in the hope that it will be useful,                                  //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
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// GNU General Public License for more details.                                                  //
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//                                                                                               //
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// You should have received a copy of the GNU General Public License                             //
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// along with Distorted.  If not, see <http://www.gnu.org/licenses/>.                            //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.examples.aroundtheworld;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView;
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import android.opengl.Matrix;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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class AroundTheWorldRendererPicker implements GLSurfaceView.Renderer
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  {
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	private float[] mViewMatrix       = new float[16];
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	private float[] mProjectionMatrix = new float[16];
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	private float[] mMVPMatrix        = new float[16];
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	private final FloatBuffer mTriangleVertices;
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  private int mMVPMatrixH;
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  private int mPositionH;
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	private int mColorH;
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	private final int mBytesPerFloat    = 4;
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	private final int mStrideBytes      = 7 * mBytesPerFloat;
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	private final int mPositionOffset   = 0;
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	private final int mPositionDataSize = 3;
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	private final int mColorOffset      = 3;
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	private final int mColorDataSize    = 4;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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	AroundTheWorldRendererPicker()
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	  {
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		final float[] triangle1VerticesData = {
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				      -0.865f, 1.5f, 0.0f,      // x,y,z
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	            1.0f, 1.0f, 1.0f, 1.0f,   // r,g,b
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	            -0.865f,-1.5f, 0.0f,
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	            0.0f, 0.0f, 0.0f, 1.0f,
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	            1.73f, 0.0f, 0.0f,
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	            0.5f, 0.5f, 0.0f, 1.0f };
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		mTriangleVertices = ByteBuffer.allocateDirect(triangle1VerticesData.length * mBytesPerFloat).order(ByteOrder.nativeOrder()).asFloatBuffer();
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    mTriangleVertices.put(triangle1VerticesData).position(0);
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	  }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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	@Override public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
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	  {
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		GLES20.glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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		final float eyeX = 0.0f;
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		final float eyeY = 0.0f;
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		final float eyeZ = 1.5f;
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		final float lookX = 0.0f;
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		final float lookY = 0.0f;
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		final float lookZ = 0.0f;
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		final float upX = 0.0f;
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		final float upY = 1.0f;
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		final float upZ = 0.0f;
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		Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
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		final String vertexShader =
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			  "uniform mat4 u_MVPMatrix;                \n"
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		  + "attribute vec4 a_Position;               \n"
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		  + "attribute vec4 a_Color;                  \n"
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		  + "varying vec4 v_Color;                    \n"
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		  + "void main()                              \n"
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		  + "  {                                      \n"
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		  + "  v_Color = a_Color;                     \n"
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		  + "  gl_Position = u_MVPMatrix* a_Position; \n"
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		  + "  }                                      \n";
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		final String fragmentShader =
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			  "precision mediump float;     \n"
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		  + "varying vec4 v_Color;        \n"
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		  + "void main()                  \n"
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		  + "  {                          \n"
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		  + "  gl_FragColor = v_Color;    \n"
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		  + "  }                          \n";
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		int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
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		if (vertexShaderHandle != 0)
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		  {
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			GLES20.glShaderSource(vertexShaderHandle, vertexShader);
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      GLES20.glCompileShader(vertexShaderHandle);
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      final int[] compileStatus = new int[1];
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			GLES20.glGetShaderiv(vertexShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
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			if (compileStatus[0] == 0)
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  			{
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				GLES20.glDeleteShader(vertexShaderHandle);
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				vertexShaderHandle = 0;
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	  		}
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		  }
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		if (vertexShaderHandle == 0)
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		  {
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			throw new RuntimeException("Error creating vertex shader.");
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		  }
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		int fragmentShaderHandle = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
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		if (fragmentShaderHandle != 0)
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		  {
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			GLES20.glShaderSource(fragmentShaderHandle, fragmentShader);
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      GLES20.glCompileShader(fragmentShaderHandle);
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			final int[] compileStatus = new int[1];
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			GLES20.glGetShaderiv(fragmentShaderHandle, GLES20.GL_COMPILE_STATUS, compileStatus, 0);
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			if (compileStatus[0] == 0)
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			  {
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				GLES20.glDeleteShader(fragmentShaderHandle);
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				fragmentShaderHandle = 0;
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			  }
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		  }
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		if (fragmentShaderHandle == 0)
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		  {
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			throw new RuntimeException("Error creating fragment shader.");
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		  }
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		int programHandle = GLES20.glCreateProgram();
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		if (programHandle != 0)
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		  {
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			GLES20.glAttachShader(programHandle, vertexShaderHandle);
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      GLES20.glAttachShader(programHandle, fragmentShaderHandle);
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			GLES20.glBindAttribLocation(programHandle, 0, "a_Position");
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			GLES20.glBindAttribLocation(programHandle, 1, "a_Color");
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			GLES20.glLinkProgram(programHandle);
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			final int[] linkStatus = new int[1];
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			GLES20.glGetProgramiv(programHandle, GLES20.GL_LINK_STATUS, linkStatus, 0);
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			if (linkStatus[0] == 0)
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			  {
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				GLES20.glDeleteProgram(programHandle);
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				programHandle = 0;
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			  }
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		  }
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		if (programHandle == 0)
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		  {
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			throw new RuntimeException("Error creating program.");
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		  }
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    mMVPMatrixH = GLES20.glGetUniformLocation(programHandle, "u_MVPMatrix");
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    mPositionH  = GLES20.glGetAttribLocation(programHandle, "a_Position");
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    mColorH     = GLES20.glGetAttribLocation(programHandle, "a_Color");
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    GLES20.glUseProgram(programHandle);
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	  }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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	@Override public void onSurfaceChanged(GL10 glUnused, int width, int height)
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	  {
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		GLES20.glViewport(0, 0, width, height);
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		final float ratio  = (float) width / height;
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		final float left   =-ratio;
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		final float right  = ratio;
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		final float bottom =-1.0f;
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		final float top    = 1.0f;
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		final float near   = 1.0f;
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		final float far    = 2.0f;
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		Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
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		Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
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	  }
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///////////////////////////////////////////////////////////////////////////////////////////////////
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	@Override public void onDrawFrame(GL10 glUnused)
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	  {
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		GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
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    mTriangleVertices.position(mPositionOffset);
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    GLES20.glVertexAttribPointer(mPositionH, mPositionDataSize, GLES20.GL_FLOAT, false, mStrideBytes, mTriangleVertices);
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    GLES20.glEnableVertexAttribArray(mPositionH);
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    mTriangleVertices.position(mColorOffset);
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    GLES20.glVertexAttribPointer(mColorH, mColorDataSize, GLES20.GL_FLOAT, false, mStrideBytes, mTriangleVertices);
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    GLES20.glEnableVertexAttribArray(mColorH);
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		GLES20.glUniformMatrix4fv(mMVPMatrixH, 1, false, mMVPMatrix, 0);
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    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
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	  }
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  }
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