1 /*
2  * Copyright (C) 2014 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package com.android.test.hwui;
18 
19 import android.app.Activity;
20 import android.app.ActivityManager;
21 import android.content.Context;
22 import android.content.pm.ConfigurationInfo;
23 import android.graphics.Bitmap;
24 import android.graphics.BitmapFactory;
25 import android.opengl.EGL14;
26 import android.opengl.EGLDisplay;
27 import android.opengl.GLES20;
28 import android.opengl.GLSurfaceView;
29 import android.opengl.GLUtils;
30 import android.opengl.Matrix;
31 import android.os.Bundle;
32 import android.os.SystemClock;
33 import android.util.Log;
34 import android.view.MotionEvent;
35 
36 import java.io.IOException;
37 import java.io.InputStream;
38 import java.nio.ByteBuffer;
39 import java.nio.ByteOrder;
40 import java.nio.FloatBuffer;
41 
42 import javax.microedition.khronos.egl.EGLConfig;
43 import javax.microedition.khronos.opengles.GL10;
44 
45 /**
46  * This sample shows how to check for OpenGL ES 2.0 support at runtime, and then
47  * use either OpenGL ES 1.0 or OpenGL ES 2.0, as appropriate.
48  */
49 public class GLDepthTestActivity extends Activity {
50     @Override
onCreate(Bundle savedInstanceState)51     protected void onCreate(Bundle savedInstanceState) {
52         super.onCreate(savedInstanceState);
53         mGLSurfaceView = new GLSurfaceView(this);
54         if (detectOpenGLES20()) {
55             // Tell the surface view we want to create an OpenGL ES
56             // 2.0-compatible
57             // context, and set an OpenGL ES 2.0-compatible renderer.
58             mGLSurfaceView.setEGLContextClientVersion(2);
59             mRenderer = new GLES20TriangleRenderer(this);
60             mGLSurfaceView.setRenderer(mRenderer);
61         } else {
62             throw new IllegalStateException("Can't find OGL ES2.0 context");
63         }
64         setContentView(mGLSurfaceView);
65     }
66 
detectOpenGLES20()67     private boolean detectOpenGLES20() {
68         ActivityManager am =
69                 (ActivityManager) getSystemService(Context.ACTIVITY_SERVICE);
70         ConfigurationInfo info = am.getDeviceConfigurationInfo();
71         return (info.reqGlEsVersion >= 0x20000);
72     }
73 
74     @Override
onResume()75     protected void onResume() {
76         // Ideally a game should implement onResume() and onPause()
77         // to take appropriate action when the activity looses focus
78         super.onResume();
79         mGLSurfaceView.onResume();
80     }
81 
82     @Override
onPause()83     protected void onPause() {
84         // Ideally a game should implement onResume() and onPause()
85         // to take appropriate action when the activity looses focus
86         super.onPause();
87         mGLSurfaceView.onPause();
88     }
89 
90     @Override
onTouchEvent(MotionEvent event)91     public boolean onTouchEvent(MotionEvent event) {
92         Log.i("motion", event.toString());
93         if (event.getActionMasked() ==  MotionEvent.ACTION_DOWN) {
94             mRenderer.toggleDepthTest();
95         }
96         return true;
97     }
98 
99     private GLSurfaceView mGLSurfaceView;
100     private GLES20TriangleRenderer mRenderer;
101 
102     /*
103      * Copyright (C) 2009 The Android Open Source Project Licensed under the
104      * Apache License, Version 2.0 (the "License"); you may not use this file
105      * except in compliance with the License. You may obtain a copy of the
106      * License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by
107      * applicable law or agreed to in writing, software distributed under the
108      * License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
109      * CONDITIONS OF ANY KIND, either express or implied. See the License for
110      * the specific language governing permissions and limitations under the
111      * License.
112      */
113 
114     class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
115         private final static int REPEAT_RECTANGLES = 10;
116         private boolean mDepthTestEnabled = true;
117         private final static int FRAME_REPEAT_TIMES = 1;
GLES20TriangleRenderer(Context context)118         public GLES20TriangleRenderer(Context context) {
119             mContext = context;
120             mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
121                     * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
122             mTriangleVertices.put(mTriangleVerticesData).position(0);
123         }
124 
125 
toggleDepthTest()126         public void toggleDepthTest() {
127             mDepthTestEnabled = !mDepthTestEnabled;
128             Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
129         }
130 
onDrawFrame(GL10 glUnused)131         public void onDrawFrame(GL10 glUnused) {
132             for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
133                 // Ignore the passed-in GL10 interface, and use the GLES20
134                 // class's static methods instead.
135                 GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
136                 if (mDepthTestEnabled) {
137                     GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
138                 } else {
139                     GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
140                 }
141                 GLES20.glUseProgram(mProgram);
142                 if (mDepthTestEnabled) {
143                     GLES20.glEnable(GLES20.GL_DEPTH_TEST);
144                 } else {
145                     GLES20.glDisable(GLES20.GL_DEPTH_TEST);
146                 }
147                 checkGlError("glUseProgram");
148 
149                 GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
150                 GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
151 
152                 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
153                 GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
154                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
155                 checkGlError("glVertexAttribPointer maPosition");
156                 mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
157                 GLES20.glEnableVertexAttribArray(maPositionHandle);
158                 checkGlError("glEnableVertexAttribArray maPositionHandle");
159                 GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
160                         TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
161                 checkGlError("glVertexAttribPointer maTextureHandle");
162                 GLES20.glEnableVertexAttribArray(maTextureHandle);
163                 checkGlError("glEnableVertexAttribArray maTextureHandle");
164 
165                 for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
166                     float step = ((float)i) / REPEAT_RECTANGLES;
167                     Matrix.setIdentityM(mMMatrix, 0);
168                     Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
169                     Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
170                     Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
171                     Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
172 
173                     GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
174                     GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
175                     GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
176                     checkGlError("glDrawArrays");
177                 }
178             }
179         }
180 
onSurfaceChanged(GL10 glUnused, int width, int height)181         public void onSurfaceChanged(GL10 glUnused, int width, int height) {
182             // Ignore the passed-in GL10 interface, and use the GLES20
183             // class's static methods instead.
184             GLES20.glViewport(0, 0, width, height);
185             float ratio = (float) width / height;
186             Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
187         }
188 
onSurfaceCreated(GL10 glUnused, EGLConfig config)189         public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
190             // Ignore the passed-in GL10 interface, and use the GLES20
191             // class's static methods instead.
192             mProgram = createProgram(mVertexShader, mFragmentShader);
193             if (mProgram == 0) {
194                 return;
195             }
196             maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
197             checkGlError("glGetAttribLocation aPosition");
198             if (maPositionHandle == -1) {
199                 throw new RuntimeException("Could not get attrib location for aPosition");
200             }
201             maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
202             checkGlError("glGetAttribLocation aTextureCoord");
203             if (maTextureHandle == -1) {
204                 throw new RuntimeException("Could not get attrib location for aTextureCoord");
205             }
206 
207             muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
208             checkGlError("glGetUniformLocation uMVPMatrix");
209             if (muMVPMatrixHandle == -1) {
210                 throw new RuntimeException("Could not get attrib location for uMVPMatrix");
211             }
212 
213             muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
214             checkGlError("glGetUniformLocation uOverlay");
215             if (muOverlayHandle == -1) {
216                 throw new RuntimeException("Could not get attrib location for muOverlayHandle");
217             }
218 
219             /*
220              * Create our texture. This has to be done each time the surface is
221              * created.
222              */
223 
224             int[] textures = new int[1];
225             GLES20.glGenTextures(1, textures, 0);
226 
227             mTextureID = textures[0];
228             GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
229 
230             GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
231                     GLES20.GL_NEAREST);
232             GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
233                     GLES20.GL_TEXTURE_MAG_FILTER,
234                     GLES20.GL_LINEAR);
235 
236             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
237                     GLES20.GL_REPEAT);
238             GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
239                     GLES20.GL_REPEAT);
240 
241             InputStream is = mContext.getResources()
242                     .openRawResource(R.drawable.robot);
243             Bitmap bitmap;
244             try {
245                 bitmap = BitmapFactory.decodeStream(is);
246             } finally {
247                 try {
248                     is.close();
249                 } catch (IOException e) {
250                     // Ignore.
251                 }
252             }
253 
254             GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
255             bitmap.recycle();
256 
257             Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
258 
259             EGLDisplay display = EGL14.eglGetCurrentDisplay();
260             EGL14.eglSwapInterval(display, 0);
261 
262         }
263 
loadShader(int shaderType, String source)264         private int loadShader(int shaderType, String source) {
265             int shader = GLES20.glCreateShader(shaderType);
266             if (shader != 0) {
267                 GLES20.glShaderSource(shader, source);
268                 GLES20.glCompileShader(shader);
269                 int[] compiled = new int[1];
270                 GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
271                 if (compiled[0] == 0) {
272                     Log.e(TAG, "Could not compile shader " + shaderType + ":");
273                     Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
274                     GLES20.glDeleteShader(shader);
275                     shader = 0;
276                 }
277             }
278             return shader;
279         }
280 
createProgram(String vertexSource, String fragmentSource)281         private int createProgram(String vertexSource, String fragmentSource) {
282             int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
283             if (vertexShader == 0) {
284                 return 0;
285             }
286 
287             int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
288             if (pixelShader == 0) {
289                 return 0;
290             }
291 
292             int program = GLES20.glCreateProgram();
293             if (program != 0) {
294                 GLES20.glAttachShader(program, vertexShader);
295                 checkGlError("glAttachShader");
296                 GLES20.glAttachShader(program, pixelShader);
297                 checkGlError("glAttachShader");
298                 GLES20.glLinkProgram(program);
299                 int[] linkStatus = new int[1];
300                 GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
301                 if (linkStatus[0] != GLES20.GL_TRUE) {
302                     Log.e(TAG, "Could not link program: ");
303                     Log.e(TAG, GLES20.glGetProgramInfoLog(program));
304                     GLES20.glDeleteProgram(program);
305                     program = 0;
306                 }
307             }
308             return program;
309         }
310 
checkGlError(String op)311         private void checkGlError(String op) {
312             int error;
313             while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
314                 Log.e(TAG, op + ": glError " + error);
315                 throw new RuntimeException(op + ": glError " + error);
316             }
317         }
318 
319         private static final int FLOAT_SIZE_BYTES = 4;
320         private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
321         private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
322         private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
323         private final float[] mTriangleVerticesData = {
324                                 // X, Y, Z, U, V
325                 -1.0f, -1.0f, 0, 0.0f, 0.0f,
326                 -1.0f, 1.0f, 0, 0.0f, 1.0f,
327                 1.0f, -1.0f, 0, 1.0f, 0.0f,
328                 1.0f, 1.0f, 0, 1.0f, 1.0f, };
329 
330         private FloatBuffer mTriangleVertices;
331 
332         private final String mVertexShader =
333                 "uniform mat4 uMVPMatrix;\n" +
334                         "attribute vec4 aPosition;\n" +
335                         "attribute vec2 aTextureCoord;\n" +
336                         "varying vec2 vTextureCoord;\n" +
337                         "void main() {\n" +
338                         "  gl_Position = uMVPMatrix * aPosition;\n" +
339                         "  vTextureCoord = aTextureCoord;\n" +
340                         "}\n";
341 
342         private final String mFragmentShader =
343                 "precision mediump float;\n" +
344                         "varying vec2 vTextureCoord;\n" +
345                         "uniform sampler2D sTexture;\n" +
346                         "uniform vec4 uOverlay;\n" +
347                         "void main() {\n" +
348                         "  gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
349                         "}\n";
350 
351         private float[] mMVPMatrix = new float[16];
352         private float[] mProjMatrix = new float[16];
353         private float[] mMMatrix = new float[16];
354         private float[] mVMatrix = new float[16];
355 
356         private int mProgram;
357         private int mTextureID;
358         private int muMVPMatrixHandle;
359         private int maPositionHandle;
360         private int maTextureHandle;
361         private int muOverlayHandle;
362 
363         private Context mContext;
364         private static final String TAG = "GLES20TriangleRenderer";
365     }
366 
367 }
368