diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index 68c9a91619748..9c3a0bea18e89 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -244,7 +244,7 @@
Android includes support for high performance 2D and 3D graphics with the Open Graphics Library -(OpenGL) API—specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that -specifies a standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor -of the OpenGL specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API -specifications have been supported since Android 1.0. Beginning with Android 2.2 (API -Level 8), the framework supports the OpenGL ES 2.0 API specification.
+(OpenGL), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a +standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL +specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API specifications have been +supported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the +OpenGL ES 2.0 API specification.Note: The specific API provided by the Android framework is similar to the J2ME JSR239 OpenGL ES API, but is not identical. If you are familiar with J2ME JSR239 @@ -71,18 +86,19 @@ understanding how to implement these classes in an activity should be your first
Once you have established a container view for OpenGL using {@link android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin calling OpenGL APIs using the following classes:
@@ -126,8 +143,17 @@ calling OpenGL APIs using the following classes:If you'd like to start building an app with OpenGL right away, have a look at the tutorials for +OpenGL ES 1.0 or +OpenGL ES 2.0! +
+ +If your application uses OpenGL features that are not available on all devices, you must include +these requirements in your AndroidManifest.xml file. +Here are the most common OpenGL manifest declarations:
+ ++ <!-- Tell the system this app requires OpenGL ES 2.0. --> + <uses-feature android:glEsVersion="0x00020000" android:required="true" /> ++ +
Adding this declaration causes the Android Market to restrict your application from being + installed on devices that do not support OpenGL ES 2.0.
+Declaring texture compression requirements in your manifest hides your application from users +with devices that do not support at least one of your declared compression types. For more +information on how Android Market filtering works for texture compressions, see the +Android Market and texture compression filtering section of the {@code +<supports-gl-texture>} documentation.
+One of the basic problems in displaying graphics on Android devices is that their screens can +vary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily +draws those coordinates onto your typically non-square screen as if it is perfectly square.
+ +
++ Figure 1. Default OpenGL coordinate system (left) mapped to a typical Android +device screen (right). +
+ +The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the +left, and how these coordinates actually map to a typical device screen in landscape orientation +on the right. To solve this problem, you can apply OpenGL projection modes and camera views to +transform coordinates so your graphic objects have the correct proportions on any display.
+ +In order to apply projection and camera views, you create a projection matrix and a camera view +matrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the +coordinates of your graphics so that they map correctly to Android device screens. The camera view +matrix creates a transformation that renders objects from a specific eye position.
+ +In the ES 1.0 API, you apply projection and camera view by creating each matrix and then +adding them to the OpenGL environment.
+ +
+ public void onSurfaceChanged(GL10 gl, int width, int height) {
+ gl.glViewport(0, 0, width, height);
+
+ // make adjustments for screen ratio
+ float ratio = (float) width / height;
+ gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
+ gl.glLoadIdentity(); // reset the matrix to its default state
+ gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix
+ }
+
+
+ public void onDrawFrame(GL10 gl) {
+ ...
+ // Set GL_MODELVIEW transformation mode
+ gl.glMatrixMode(GL10.GL_MODELVIEW);
+ gl.glLoadIdentity(); // reset the matrix to its default state
+
+ // When using GL_MODELVIEW, you must set the camera view
+ GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+ ...
+ }
+
+For a complete example of how to apply projection and camera views with OpenGL ES 1.0, see the OpenGL ES 1.0 +tutorial.
+ + +In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to +the vertex shaders of your graphics objects. With this matrix member added, you can then +generate and apply projection and camera viewing matrices to your objects.
+ +
+ private final String vertexShaderCode =
+
+ // This matrix member variable provides a hook to manipulate
+ // the coordinates of objects that use this vertex shader
+ "uniform mat4 uMVPMatrix; \n" +
+
+ "attribute vec4 vPosition; \n" +
+ "void main(){ \n" +
+
+ // the matrix must be included as part of gl_Position
+ " gl_Position = uMVPMatrix * vPosition; \n" +
+
+ "} \n";
+
+ Note: The example above defines a single transformation matrix +member in the vertex shader into which you apply a combined projection matrix and camera view +matrix. Depending on your application requirements, you may want to define separate projection +matrix and camera viewing matrix members in your vertex shaders so you can change them +independently.
+
+ public void onSurfaceCreated(GL10 unused, EGLConfig config) {
+ ...
+ muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
+ ...
+ }
+
+
+ public void onSurfaceCreated(GL10 unused, EGLConfig config) {
+ ...
+ // Create a camera view matrix
+ Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+ }
+
+ public void onSurfaceChanged(GL10 unused, int width, int height) {
+ GLES20.glViewport(0, 0, width, height);
+
+ float ratio = (float) width / height;
+
+ // create a projection matrix from device screen geometry
+ Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
+ }
+
+
+ public void onDrawFrame(GL10 unused) {
+ ...
+ // Combine the projection and camera view matrices
+ Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
+
+ // Apply the combined projection and camera view transformations
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+
+ // Draw objects
+ ...
+ }
+
+For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the OpenGL ES 2.0 +tutorial.
+ +- The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. +
The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the OpenGL ES 2.0 API specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new applications being developed with OpenGL. For information about the relative number of Android-powered devices that support a given version of OpenGL ES, see the OpenGL ES Versions Dashboard.
+Texture compression can significantly increase the performance of your OpenGL application by reducing memory requirements and making more efficient use of memory bandwidth. The Android framework provides support for the ETC1 compression format as a standard feature, including a {@link -android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in your -Android SDK at {@code <sdk>/tools/}).
- -For an example of an Android application that uses texture compression, see the CompressedTextureActivity code sample.
@@ -184,34 +411,110 @@ alpha channel. If your application requires textures with an alpha channel, you investigate other texture compression formats available on your target devices.Beyond the ETC1 format, Android devices have varied support for texture compression based on -their GPU chipsets. You should investigate texture compression support on the the devices you are -are targeting to determine what compression types your application should support.
+their GPU chipsets and OpenGL implementations. You should investigate texture compression support on +the the devices you are are targeting to determine what compression types your application should +support. In order to determine what texture formats are supported on a given device, you must query the device and review the OpenGL extension names, +which identify what texture compression formats (and other OpenGL features) are supported by the +device. Some commonly supported texture compression formats are as follows: -To determine if texture compression formats other than ETC1 are supported on a particular -device:
+Warning: These texture compression formats are not +supported on all devices. Support for these formats can vary by manufacturer and device. For +information on how to determine what texture compression formats are on a particular device, see +the next section. +
+ +Note: Once you decide which texture compression formats your +application will support, make sure you declare them in your manifest using <supports-gl-texture> +. Using this declaration enables filtering by external services such as Android Market, so that +your app is installed only on devices that support the formats your app requires. For details, see +OpenGL manifest declarations.
+ +Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API +that are supported. These extensions include texture compressions, but typically also include other +extensions to the OpenGL feature set.
+ +To determine what texture compression formats, and other OpenGL extensions, are supported on a +particular device:
String extensions = javax.microedition.khronos.opengles.GL10.glGetString(GL10.GL_EXTENSIONS);-
Warning: The results of this call vary by device! You must run this -call on several target devices to determine what compression types are commonly supported on -your target devices.
+Warning: The results of this call vary by device! You +must run this call on several target devices to determine what compression types are commonly +supported.
Once you have decided which texture compression types your application will support, you -must declare them in your manifest file using -<supports-gl-texture>. Declaring this information in your manifest file hides your -application from users with devices that do not support at least one of your declared -compression types. For more information on how Android Market filtering works for texture -compressions, see the -Android Market and texture compression filtering section of the {@code -<supports-gl-texture>} documentation. +
OpenGL ES API version 1.0 (and the 1.1 extensions) and version 2.0 both provide high +performance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics +programming for the OpenGL ES 1.0/1.1 API versus ES 2.0 differs significantly, and so developers +should carefully consider the following factors before starting development with either API:
+ +While performance, compatibility, convenience, control and other factors may influence your +decision, you should pick an OpenGL API version based on what you think provides the best experience +for your users.
diff --git a/docs/html/images/opengl/coordinates.png b/docs/html/images/opengl/coordinates.png new file mode 100644 index 0000000000000..7180cd5cecf3d Binary files /dev/null and b/docs/html/images/opengl/coordinates.png differ diff --git a/docs/html/images/opengl/helloopengl-es10-1.png b/docs/html/images/opengl/helloopengl-es10-1.png new file mode 100644 index 0000000000000..9aa2376ed720f Binary files /dev/null and b/docs/html/images/opengl/helloopengl-es10-1.png differ diff --git a/docs/html/images/opengl/helloopengl-es10-2.png b/docs/html/images/opengl/helloopengl-es10-2.png new file mode 100644 index 0000000000000..cdfd9c70539a4 Binary files /dev/null and b/docs/html/images/opengl/helloopengl-es10-2.png differ diff --git a/docs/html/images/opengl/helloopengl-es20-1.png b/docs/html/images/opengl/helloopengl-es20-1.png new file mode 100644 index 0000000000000..1f76c22cb23b3 Binary files /dev/null and b/docs/html/images/opengl/helloopengl-es20-1.png differ diff --git a/docs/html/images/opengl/helloopengl-es20-2.png b/docs/html/images/opengl/helloopengl-es20-2.png new file mode 100644 index 0000000000000..0fbbe60010e3b Binary files /dev/null and b/docs/html/images/opengl/helloopengl-es20-2.png differ diff --git a/docs/html/resources/resources-data.js b/docs/html/resources/resources-data.js index 0fc10bf746ce6..720e14314c2ac 100644 --- a/docs/html/resources/resources-data.js +++ b/docs/html/resources/resources-data.js @@ -781,6 +781,26 @@ var ANDROID_RESOURCES = [ en: 'A multi-part tutorial discussing intermediate-level concepts such as data access.' } }, + { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es10.html', + title: { + en: 'OpenGL ES 1.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 1.0 APIs.' + } + }, + { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es20.html', + title: { + en: 'OpenGL ES 2.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 2.0 APIs.' + } + }, { tags: ['tutorial', 'testing'], path: 'tutorials/testing/helloandroid_test.html', diff --git a/docs/html/resources/tutorials/opengl/opengl-es10.jd b/docs/html/resources/tutorials/opengl/opengl-es10.jd new file mode 100644 index 0000000000000..40304fd415213 --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es10.jd @@ -0,0 +1,532 @@ +page.title=OpenGL ES 1.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +This tutorial shows you how to create a simple Android application that uses the OpenGL ES 1.0 +API to perform some basic graphics operations. You'll learn how to:
+ +The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should +carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your +needs. For more information, see +Choosing an OpenGL API +Version. If you would prefer to use OpenGL ES 2.0, see the OpenGL ES 2.0 tutorial.
+ +Before you start, you should understand how to create a basic Android application. If you do not +know how to create an app, follow the Hello +World Tutorial to familiarize yourself with the process.
+ +To get started using OpenGL, you must implement both a {@link android.opengl.GLSurfaceView} and a +{@link android.opengl.GLSurfaceView.Renderer}. The {@link android.opengl.GLSurfaceView} is the main +view type for applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer} +controls what is drawn within that view. (For more information about these classes, see the 3D with OpenGL document.)
+ +To create an activity using {@code GLSurfaceView}:
+ +
+package com.example.android.apis.graphics;
+
+import android.app.Activity;
+import android.content.Context;
+import android.opengl.GLSurfaceView;
+import android.os.Bundle;
+
+public class HelloOpenGLES10 extends Activity {
+
+ private GLSurfaceView mGLView;
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+
+ // Create a GLSurfaceView instance and set it
+ // as the ContentView for this Activity.
+ mGLView = new HelloOpenGLES10SurfaceView(this);
+ setContentView(mGLView);
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ // The following call pauses the rendering thread.
+ // If your OpenGL application is memory intensive,
+ // you should consider de-allocating objects that
+ // consume significant memory here.
+ mGLView.onPause();
+ }
+
+ @Override
+ protected void onResume() {
+ super.onResume();
+ // The following call resumes a paused rendering thread.
+ // If you de-allocated graphic objects for onPause()
+ // this is a good place to re-allocate them.
+ mGLView.onResume();
+ }
+}
+
+class HelloOpenGLES10SurfaceView extends GLSurfaceView {
+
+ public HelloOpenGLES10SurfaceView(Context context){
+ super(context);
+
+ // Set the Renderer for drawing on the GLSurfaceView
+ setRenderer(new HelloOpenGLES10Renderer());
+ }
+}
+
+ Note: You will get a compile error for the {@code +HelloOpenGLES10Renderer} class reference. That's expected; you will fix this error in the next step. +
+ +As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its +view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its +work.
+ +The {@code HelloOpenGLES10SurfaceView} class in this example code above is just a thin wrapper +for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this +example. However, if you want your application to monitor and respond to touch screen +events—and we are guessing you do—you must extend {@link android.opengl.GLSurfaceView} +to add touch event listeners, which you will learn how to do in the Reponding to +Touch Events section.
+ +In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an +implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create +a renderer class to complete this OpenGL application.
+
+package com.example.android.apis.graphics;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.opengl.GLSurfaceView;
+
+public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer {
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+ // Set the background frame color
+ gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
+ }
+
+ public void onDrawFrame(GL10 gl) {
+ // Redraw background color
+ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+ }
+
+ public void onSurfaceChanged(GL10 gl, int width, int height) {
+ gl.glViewport(0, 0, width, height);
+ }
+
+}
+
+ This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the +code structure needed to use OpenGL drawing methods: +
For more information about these methods, see the 3D with OpenGL document. +
+The code example above creates a simple Android application that displays a grey screen using +OpenGL ES 1.0 calls. While this application does not do anything very interesting, by creating these +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +1.0.
+ +If you are familiar with the OpenGL ES APIs, these classes should give you enough information +to use the OpenGL ES 1.0 API and create graphics. However, if you need a bit more help getting +started with OpenGL, head on to the next sections for a few more hints.
+ +Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something with it. This section shows you how to define and draw a triangle.
+ +OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.
+ +By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top right corner of the frame and +[-1,-1,0] is bottom left corner of the frame.
+ +To define a vertex array for a triangle:
+ ++ private FloatBuffer triangleVB; ++
+ private void initShapes(){
+
+ float triangleCoords[] = {
+ // X, Y, Z
+ -0.5f, -0.25f, 0,
+ 0.5f, -0.25f, 0,
+ 0.0f, 0.559016994f, 0
+ };
+
+ // initialize vertex Buffer for triangle
+ ByteBuffer vbb = ByteBuffer.allocateDirect(
+ // (# of coordinate values * 4 bytes per float)
+ triangleCoords.length * 4);
+ vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order
+ triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer
+ triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer
+ triangleVB.position(0); // set the buffer to read the first coordinate
+
+ }
+
+ This method defines a two-dimensional triangle with three equal sides.
+
+ public void onSurfaceCreated(GL10 gl, EGLConfig config) {
+
+ // Set the background frame color
+ gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
+
+ // initialize the triangle vertex array
+ initShapes();
+ }
+
+ Caution: Shapes and other static objects should be initialized + once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the + new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects + for every frame redraw and slows down your application. +
+You have now defined a triangle shape, but if you run the application, nothing appears. What?! +You also have to tell OpenGL to draw the triangle, which you'll do in the next section. +
+ + +Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays. After +that setup step, you can call the drawing APIs to display the triangle.
+ +To draw the triangle:
+ ++ // Enable use of vertex arrays + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); ++
At this point, you are ready to draw the triangle object in the OpenGL view.
++ // Draw the triangle + gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f); + gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB); + gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); ++
++ Figure 1. Triangle drawn without a projection or camera view. +
+ +There are a few problems with this example. First of all, it is not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. You'll fix that problem using a projection +and camera view in the next section.
+ +Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in +exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the +Add Motion section, you'll make this shape rotate and justify +this use of processing power.
+ +One of the basic problems in displaying graphics is that Android device displays are typically +not square and, by default, OpenGL happily maps a perfectly square, uniform coordinate +system onto your typically non-square screen. To solve this problem, you can apply an OpenGL +projection mode and camera view (eye point) to transform the coordinates of your graphic objects +so they have the correct proportions on any display. For more information about OpenGL coordinate +mapping, see Coordinate +Mapping for Drawn Objects.
+ +To apply projection and camera view transformations to your triangle: +
+
+ public void onSurfaceChanged(GL10 gl, int width, int height) {
+ gl.glViewport(0, 0, width, height);
+
+ // make adjustments for screen ratio
+ float ratio = (float) width / height;
+ gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
+ gl.glLoadIdentity(); // reset the matrix to its default state
+ gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix
+ }
+
+
+ public void onDrawFrame(GL10 gl) {
+ // Redraw background color
+ gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
+
+ // Set GL_MODELVIEW transformation mode
+ gl.glMatrixMode(GL10.GL_MODELVIEW);
+ gl.glLoadIdentity(); // reset the matrix to its default state
+
+ // When using GL_MODELVIEW, you must set the view point
+ GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+ // Draw the triangle
+ ...
+ }
+
+
++ Figure 2. Triangle drawn with a projection and camera view applied. +
+ +Now that you have applied this transformation, the triangle has three equal sides, instead of the +squashed triangle in the earlier version.
+ +While it may be an interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least some of your objects to move. In this section, you'll add motion to +your triangle by rotating it.
+ +To add rotation to your triangle:
+
+ public void onDrawFrame(GL10 gl) {
+ ...
+ // When using GL_MODELVIEW, you must set the view point
+ GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
+
+ // Create a rotation for the triangle
+ long time = SystemClock.uptimeMillis() % 4000L;
+ float angle = 0.090f * ((int) time);
+ gl.glRotatef(angle, 0.0f, 0.0f, 1.0f);
+
+ // Draw the triangle
+ ...
+ }
+
+ Making objects move according to a preset program like the rotating triangle is useful for +getting some attention, but what if you want to have users interact with your OpenGL graphics? In +this section, you'll learn how listen for touch events to let users interact with objects in your +{@code HelloOpenGLES10SurfaceView}.
+ +The key to making your OpenGL application touch interactive is expanding your implementation of +{@link android.opengl.GLSurfaceView} to override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events. +Before you do that, however, you'll modify the renderer class to expose the rotation angle of the +triangle. Afterwards, you'll modify the {@code HelloOpenGLES10SurfaceView} to process touch events +and pass that data to your renderer.
+ +To make your triangle rotate in response to touch events:
+ ++ public float mAngle; ++
+ // Create a rotation for the triangle (Boring! Comment this out:) + // long time = SystemClock.uptimeMillis() % 4000L; + // float angle = 0.090f * ((int) time); + + // Use the mAngle member as the rotation value + gl.glRotatef(mAngle, 0.0f, 0.0f, 1.0f); ++
+ private final float TOUCH_SCALE_FACTOR = 180.0f / 320; + private HelloOpenGLES10Renderer mRenderer; + private float mPreviousX; + private float mPreviousY; ++
+ public HelloOpenGLES10SurfaceView(Context context){
+ super(context);
+ // set the mRenderer member
+ mRenderer = new HelloOpenGLES10Renderer();
+ setRenderer(mRenderer);
+
+ // Render the view only when there is a change
+ setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
+ }
+
+
+ @Override
+ public boolean onTouchEvent(MotionEvent e) {
+ // MotionEvent reports input details from the touch screen
+ // and other input controls. In this case, you are only
+ // interested in events where the touch position changed.
+
+ float x = e.getX();
+ float y = e.getY();
+
+ switch (e.getAction()) {
+ case MotionEvent.ACTION_MOVE:
+
+ float dx = x - mPreviousX;
+ float dy = y - mPreviousY;
+
+ // reverse direction of rotation above the mid-line
+ if (y > getHeight() / 2) {
+ dx = dx * -1 ;
+ }
+
+ // reverse direction of rotation to left of the mid-line
+ if (x < getWidth() / 2) {
+ dy = dy * -1 ;
+ }
+
+ mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR;
+ requestRender();
+ }
+
+ mPreviousX = x;
+ mPreviousY = y;
+ return true;
+ }
+
+ Note: Touch events return pixel coordinates which are not the +same as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the +highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL +graphic objects, you must translate touch coordinates into OpenGL coordinates.
+For another example of OpenGL touch event functionality, see TouchRotateActivity.
\ No newline at end of file diff --git a/docs/html/resources/tutorials/opengl/opengl-es20.jd b/docs/html/resources/tutorials/opengl/opengl-es20.jd new file mode 100644 index 0000000000000..439f7d5b86310 --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es20.jd @@ -0,0 +1,652 @@ +page.title=OpenGL ES 2.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +This tutorial shows you how to create a simple Android application that uses the OpenGL ES 2.0 +API to perform some basic graphics operations. You'll learn how to:
+ +The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should +carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your +needs. For more information, see +Choosing an OpenGL API +Version. If you would prefer to use OpenGL ES 1.0, see the OpenGL ES 1.0 tutorial.
+ +Before you start, you should understand how to create a basic Android application. If you do not +know how to create an app, follow the Hello +World Tutorial to familiarize yourself with the process.
+ +Caution: OpenGL ES 2.0 is currently not supported by +the Android Emulator. You must have a physical test device running Android 2.2 (API Level 8) or +higher in order to run and test the example code in this tutorial.
+ +To get started using OpenGL, you must implement both a {@link android.opengl.GLSurfaceView} and a +{@link android.opengl.GLSurfaceView.Renderer}. The {@link android.opengl.GLSurfaceView} is the main +view type for applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer} +controls what is drawn within that view. (For more information about these classes, see the 3D with OpenGL document.)
+ +To create an activity using {@code GLSurfaceView}:
+ +
+package com.example.android.apis.graphics;
+
+import android.app.Activity;
+import android.content.Context;
+import android.opengl.GLSurfaceView;
+import android.os.Bundle;
+
+public class HelloOpenGLES20 extends Activity {
+
+ private GLSurfaceView mGLView;
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+
+ // Create a GLSurfaceView instance and set it
+ // as the ContentView for this Activity
+ mGLView = new HelloOpenGLES20SurfaceView(this);
+ setContentView(mGLView);
+ }
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ // The following call pauses the rendering thread.
+ // If your OpenGL application is memory intensive,
+ // you should consider de-allocating objects that
+ // consume significant memory here.
+ mGLView.onPause();
+ }
+
+ @Override
+ protected void onResume() {
+ super.onResume();
+ // The following call resumes a paused rendering thread.
+ // If you de-allocated graphic objects for onPause()
+ // this is a good place to re-allocate them.
+ mGLView.onResume();
+ }
+}
+
+class HelloOpenGLES20SurfaceView extends GLSurfaceView {
+
+ public HelloOpenGLES20SurfaceView(Context context){
+ super(context);
+
+ // Create an OpenGL ES 2.0 context.
+ setEGLContextClientVersion(2);
+ // Set the Renderer for drawing on the GLSurfaceView
+ setRenderer(new HelloOpenGLES20Renderer());
+ }
+}
+
+ Note: You will get a compile error for the {@code +HelloOpenGLES20Renderer} class reference. That's expected; you will fix this error in the next step. +
+ +As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its +view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its +work.
+ +The {@code HelloOpenGLES20SurfaceView} class in this example code above is just a thin wrapper +for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this +example. However, if you want your application to monitor and respond to touch screen +events—and we are guessing you do—you must extend {@link android.opengl.GLSurfaceView} +to add touch event listeners, which you will learn how to do in the Reponding to +Touch Events section.
+ +In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an +implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create +a renderer class to complete this OpenGL application.
+
+package com.example.android.apis.graphics;
+
+import javax.microedition.khronos.egl.EGLConfig;
+import javax.microedition.khronos.opengles.GL10;
+
+import android.opengl.GLES20;
+import android.opengl.GLSurfaceView;
+
+public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer {
+
+ public void onSurfaceCreated(GL10 unused, EGLConfig config) {
+
+ // Set the background frame color
+ GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
+ }
+
+ public void onDrawFrame(GL10 unused) {
+
+ // Redraw background color
+ GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
+ }
+
+ public void onSurfaceChanged(GL10 unused, int width, int height) {
+ GLES20.glViewport(0, 0, width, height);
+ }
+
+}
+
+ This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the +code structure needed to use OpenGL drawing methods: +
For more information about these methods, see the 3D with OpenGL document. +
+The code example above creates a simple Android application that displays a grey screen using +OpenGL ES 2.0 calls. While this application does not do anything very interesting, by creating these +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +2.0.
+ +If you are familiar with the OpenGL ES APIs, these classes should give you enough information +to use the OpenGL ES 2.0 API and create graphics. However, if you need a bit more help getting +started with OpenGL, head on to the next sections for a few more hints.
+ +Note: If your application requires OpenGL 2.0, make sure you +declare this in your manifest:
++ <!-- Tell the system this app requires OpenGL ES 2.0. --> + <uses-feature android:glEsVersion="0x00020000" android:required="true" /> ++
For more information, see OpenGL manifest declarations in the +3D with OpenGL document.
+ + +Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something with it. This section shows you how to define and draw a triangle.
+ +OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.
+ +By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top-right corner of the frame and +[-1,-1,0] is bottom-left corner of the frame.
+ +To define a vertex array for a triangle:
+ ++ private FloatBuffer triangleVB; ++
+ private void initShapes(){
+
+ float triangleCoords[] = {
+ // X, Y, Z
+ -0.5f, -0.25f, 0,
+ 0.5f, -0.25f, 0,
+ 0.0f, 0.559016994f, 0
+ };
+
+ // initialize vertex Buffer for triangle
+ ByteBuffer vbb = ByteBuffer.allocateDirect(
+ // (# of coordinate values * 4 bytes per float)
+ triangleCoords.length * 4);
+ vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order
+ triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer
+ triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer
+ triangleVB.position(0); // set the buffer to read the first coordinate
+
+ }
+
+ This method defines a two-dimensional triangle shape with three equal sides.
+
+ public void onSurfaceCreated(GL10 unused, EGLConfig config) {
+
+ // Set the background frame color
+ GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
+
+ // initialize the triangle vertex array
+ initShapes();
+ }
+
+ Caution: Shapes and other static objects should be initialized + once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the + new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects + for every frame redraw and slows down your application. +
+You have now defined a triangle shape, but if you run the application, nothing appears. What?! +You also have to tell OpenGL to draw the triangle, which you'll do in the next section. +
+ + +The OpenGL ES 2.0 requires a bit more code than OpenGL ES 1.0/1.1 in order to draw objects. In +this section, you'll create vertex and fragment shaders, a shader loader, apply the shaders, enable +the use of vertex arrays for your triangle and, finally, draw it on screen.
+ +To draw the triangle:
+ +
+ private final String vertexShaderCode =
+ "attribute vec4 vPosition; \n" +
+ "void main(){ \n" +
+ " gl_Position = vPosition; \n" +
+ "} \n";
+
+ private final String fragmentShaderCode =
+ "precision mediump float; \n" +
+ "void main(){ \n" +
+ " gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" +
+ "} \n";
+
+ The vertex shader controls how OpenGL positions and draws the vertices of shapes in space. +The fragment shader controls what OpenGL draws between the vertices of shapes.
+
+ private int loadShader(int type, String shaderCode){
+
+ // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
+ // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
+ int shader = GLES20.glCreateShader(type);
+
+ // add the source code to the shader and compile it
+ GLES20.glShaderSource(shader, shaderCode);
+ GLES20.glCompileShader(shader);
+
+ return shader;
+ }
+
+ + private int mProgram; + private int maPositionHandle; ++
In OpenGL ES 2.0, you attach vertex and fragment shaders to a Program and then +apply the program to the OpenGL graphics pipeline.
++ int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); + int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); + + mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program + GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program + GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program + GLES20.glLinkProgram(mProgram); // creates OpenGL program executables + + // get handle to the vertex shader's vPosition member + maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); ++
At this point, you are ready to draw the triangle object in the OpenGL view.
++ // Add program to OpenGL environment + GLES20.glUseProgram(mProgram); + + // Prepare the triangle data + GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, triangleVB); + GLES20.glEnableVertexAttribArray(maPositionHandle); + + // Draw the triangle + GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); ++
++ Figure 1. Triangle drawn without a projection or camera view. +
+ +There are a few problems with this example. First of all, it is not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. You'll fix that problem using a projection +and camera view in the next section.
+ +Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in +exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the +Add Motion section, you'll make this shape rotate and justify +this use of processing power.
+ +One of the basic problems in displaying graphics is that Android device displays are typically +not square and, by default, OpenGL happily maps a perfectly square, uniform coordinate +system onto your typically non-square screen. To solve this problem, you can apply an OpenGL +projection mode and camera view (eye point) to transform the coordinates of your graphic objects +so they have the correct proportions on any display. For more information about OpenGL coordinate +mapping, see Coordinate +Mapping for Drawn Objects.
+ +To apply projection and camera view transformations to your triangle: +
++ private int muMVPMatrixHandle; + private float[] mMVPMatrix = new float[16]; + private float[] mMMatrix = new float[16]; + private float[] mVMatrix = new float[16]; + private float[] mProjMatrix = new float[16]; ++
+ private final String vertexShaderCode =
+ // This matrix member variable provides a hook to manipulate
+ // the coordinates of the objects that use this vertex shader
+ "uniform mat4 uMVPMatrix; \n" +
+
+ "attribute vec4 vPosition; \n" +
+ "void main(){ \n" +
+
+ // the matrix must be included as a modifier of gl_Position
+ " gl_Position = uMVPMatrix * vPosition; \n" +
+
+ "} \n";
+
+
+ public void onSurfaceChanged(GL10 unused, int width, int height) {
+ GLES20.glViewport(0, 0, width, height);
+
+ float ratio = (float) width / height;
+
+ // this projection matrix is applied to object coodinates
+ // in the onDrawFrame() method
+ Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
+ }
+
+ + muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); ++
+ Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); ++
+ public void onDrawFrame(GL10 unused) {
+ ...
+ // Apply a ModelView Projection transformation
+ Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+
+ // Draw the triangle
+ ...
+ }
+
+
++ Figure 2. Triangle drawn with a projection and camera view applied. +
+ +Now that you have applied this transformation, the triangle has three equal sides, instead of the +squashed triangle in the earlier version.
+ +While it may be an interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least some of your objects to move. In this section, you'll add motion to +your triangle by rotating it.
+ +To add rotation to your triangle:
++ private float[] mMMatrix = new float[16]; ++
+ public void onDrawFrame(GL10 gl) {
+ ...
+
+ // Create a rotation for the triangle
+ 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);
+
+ // Apply a ModelView Projection transformation
+ GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
+
+ // Draw the triangle
+ ...
+ }
+
+ Making objects move according to a preset program like the rotating triangle is useful for +getting some attention, but what if you want to have users interact with your OpenGL graphics? In +this section, you'll learn how listen for touch events to let users interact with objects in your +{@code HelloOpenGLES20SurfaceView}.
+ +The key to making your OpenGL application touch interactive is expanding your implementation of +{@link android.opengl.GLSurfaceView} to override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events. +Before you do that, however, you'll modify the renderer class to expose the rotation angle of the +triangle. Afterwards, you'll modify the {@code HelloOpenGLES20SurfaceView} to process touch events +and pass that data to your renderer.
+ +To make your triangle rotate in response to touch events:
+ ++ public float mAngle; ++
+ // Create a rotation for the triangle (Boring! Comment this out:) + // long time = SystemClock.uptimeMillis() % 4000L; + // float angle = 0.090f * ((int) time); + + // Use the mAngle member as the rotation value + Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f); ++
+ private final float TOUCH_SCALE_FACTOR = 180.0f / 320; + private HelloOpenGLES20Renderer mRenderer; + private float mPreviousX; + private float mPreviousY; ++
+ public HelloOpenGLES20SurfaceView(Context context){
+ super(context);
+ // Create an OpenGL ES 2.0 context.
+ setEGLContextClientVersion(2);
+
+ // set the mRenderer member
+ mRenderer = new HelloOpenGLES20Renderer();
+ setRenderer(mRenderer);
+
+ // Render the view only when there is a change
+ setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
+ }
+
+
+ @Override
+ public boolean onTouchEvent(MotionEvent e) {
+ // MotionEvent reports input details from the touch screen
+ // and other input controls. In this case, you are only
+ // interested in events where the touch position changed.
+
+ float x = e.getX();
+ float y = e.getY();
+
+ switch (e.getAction()) {
+ case MotionEvent.ACTION_MOVE:
+
+ float dx = x - mPreviousX;
+ float dy = y - mPreviousY;
+
+ // reverse direction of rotation above the mid-line
+ if (y > getHeight() / 2) {
+ dx = dx * -1 ;
+ }
+
+ // reverse direction of rotation to left of the mid-line
+ if (x < getWidth() / 2) {
+ dy = dy * -1 ;
+ }
+
+ mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR;
+ requestRender();
+ }
+
+ mPreviousX = x;
+ mPreviousY = y;
+ return true;
+ }
+
+ Note: Touch events return pixel coordinates which are not the +same as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the +highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL +graphic objects, you must translate touch coordinates into OpenGL coordinates.
+For another example of OpenGL touch event functionality, see TouchRotateActivity.
\ No newline at end of file