Merge "Draw overlapping rectangles with color modulated."

This commit is contained in:
ztenghui
2014-07-01 16:45:19 +00:00
committed by Android (Google) Code Review

View File

@@ -22,6 +22,8 @@ import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.EGL14;
import android.opengl.EGLDisplay;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
@@ -29,7 +31,7 @@ import android.opengl.Matrix;
import android.os.Bundle;
import android.os.SystemClock;
import android.util.Log;
import android.view.MotionEvent;
import java.io.IOException;
import java.io.InputStream;
@@ -54,7 +56,8 @@ public class GLDepthTestActivity extends Activity {
// 2.0-compatible
// context, and set an OpenGL ES 2.0-compatible renderer.
mGLSurfaceView.setEGLContextClientVersion(2);
mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this));
mRenderer = new GLES20TriangleRenderer(this);
mGLSurfaceView.setRenderer(mRenderer);
} else {
throw new IllegalStateException("Can't find OGL ES2.0 context");
}
@@ -84,7 +87,17 @@ public class GLDepthTestActivity extends Activity {
mGLSurfaceView.onPause();
}
@Override
public boolean onTouchEvent(MotionEvent event) {
Log.i("motion", event.toString());
if (event.getActionMasked() == MotionEvent.ACTION_DOWN) {
mRenderer.toggleDepthTest();
}
return true;
}
private GLSurfaceView mGLSurfaceView;
private GLES20TriangleRenderer mRenderer;
/*
* Copyright (C) 2009 The Android Open Source Project Licensed under the
@@ -99,7 +112,9 @@ public class GLDepthTestActivity extends Activity {
*/
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
private final static int REPEAT_RECTANGLES = 10;
private boolean mDepthTestEnabled = true;
private final static int FRAME_REPEAT_TIMES = 1;
public GLES20TriangleRenderer(Context context) {
mContext = context;
mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
@@ -107,39 +122,60 @@ public class GLDepthTestActivity extends Activity {
mTriangleVertices.put(mTriangleVerticesData).position(0);
}
public void toggleDepthTest() {
mDepthTestEnabled = !mDepthTestEnabled;
Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
}
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
if (mDepthTestEnabled) {
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
} else {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
}
GLES20.glUseProgram(mProgram);
if (mDepthTestEnabled) {
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
} else {
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
}
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maPosition");
mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
GLES20.glEnableVertexAttribArray(maPositionHandle);
checkGlError("glEnableVertexAttribArray maPositionHandle");
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
checkGlError("glVertexAttribPointer maTextureHandle");
GLES20.glEnableVertexAttribArray(maTextureHandle);
checkGlError("glEnableVertexAttribArray maTextureHandle");
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
float step = ((float)i) / REPEAT_RECTANGLES;
Matrix.setIdentityM(mMMatrix, 0);
Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
checkGlError("glDrawArrays");
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
checkGlError("glDrawArrays");
}
}
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
@@ -174,6 +210,12 @@ public class GLDepthTestActivity extends Activity {
throw new RuntimeException("Could not get attrib location for uMVPMatrix");
}
muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
checkGlError("glGetUniformLocation uOverlay");
if (muOverlayHandle == -1) {
throw new RuntimeException("Could not get attrib location for muOverlayHandle");
}
/*
* Create our texture. This has to be done each time the surface is
* created.
@@ -213,6 +255,10 @@ public class GLDepthTestActivity extends Activity {
bitmap.recycle();
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
EGLDisplay display = EGL14.eglGetCurrentDisplay();
EGL14.eglSwapInterval(display, 0);
}
private int loadShader(int shaderType, String source) {
@@ -276,9 +322,10 @@ public class GLDepthTestActivity extends Activity {
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private final float[] mTriangleVerticesData = {
// X, Y, Z, U, V
-1.0f, -0.5f, 0, -0.5f, 0.0f,
1.0f, -0.5f, 0, 1.5f, -0.0f,
0.0f, 1.11803399f, 0, 0.5f, 1.61803399f };
-1.0f, -1.0f, 0, 0.0f, 0.0f,
-1.0f, 1.0f, 0, 0.0f, 1.0f,
1.0f, -1.0f, 0, 1.0f, 0.0f,
1.0f, 1.0f, 0, 1.0f, 1.0f, };
private FloatBuffer mTriangleVertices;
@@ -296,8 +343,9 @@ public class GLDepthTestActivity extends Activity {
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform sampler2D sTexture;\n" +
"uniform vec4 uOverlay;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
" gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
"}\n";
private float[] mMVPMatrix = new float[16];
@@ -310,6 +358,7 @@ public class GLDepthTestActivity extends Activity {
private int muMVPMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private int muOverlayHandle;
private Context mContext;
private static final String TAG = "GLES20TriangleRenderer";