am bdc87d50: Merge "Remove all public mention of RS graphics from docs." into jb-mr2-dev
* commit 'bdc87d50db42999fbfeb0d75a98d1cb0e3730bc0': Remove all public mention of RS graphics from docs.
This commit is contained in:
332
api/current.txt
332
api/current.txt
@@ -19923,29 +19923,6 @@ package android.renderscript {
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method public void skip(int);
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}
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public deprecated class FileA3D extends android.renderscript.BaseObj {
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method public static deprecated android.renderscript.FileA3D createFromAsset(android.renderscript.RenderScript, android.content.res.AssetManager, java.lang.String);
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method public static deprecated android.renderscript.FileA3D createFromFile(android.renderscript.RenderScript, java.lang.String);
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method public static deprecated android.renderscript.FileA3D createFromFile(android.renderscript.RenderScript, java.io.File);
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method public static deprecated android.renderscript.FileA3D createFromResource(android.renderscript.RenderScript, android.content.res.Resources, int);
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method public deprecated android.renderscript.FileA3D.IndexEntry getIndexEntry(int);
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method public deprecated int getIndexEntryCount();
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}
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public static final deprecated class FileA3D.EntryType extends java.lang.Enum {
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method public static android.renderscript.FileA3D.EntryType valueOf(java.lang.String);
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method public static final android.renderscript.FileA3D.EntryType[] values();
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enum_constant public static final deprecated android.renderscript.FileA3D.EntryType MESH;
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enum_constant public static final deprecated android.renderscript.FileA3D.EntryType UNKNOWN;
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}
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public static deprecated class FileA3D.IndexEntry {
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method public deprecated android.renderscript.FileA3D.EntryType getEntryType();
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method public deprecated android.renderscript.Mesh getMesh();
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method public deprecated java.lang.String getName();
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method public deprecated android.renderscript.BaseObj getObject();
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}
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public class Float2 {
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ctor public Float2();
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ctor public Float2(float, float);
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@@ -19970,23 +19947,6 @@ package android.renderscript {
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field public float z;
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}
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public deprecated class Font extends android.renderscript.BaseObj {
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method public static deprecated android.renderscript.Font create(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, android.renderscript.Font.Style, float);
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method public static deprecated android.renderscript.Font createFromAsset(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, float);
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method public static deprecated android.renderscript.Font createFromFile(android.renderscript.RenderScript, android.content.res.Resources, java.lang.String, float);
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method public static deprecated android.renderscript.Font createFromFile(android.renderscript.RenderScript, android.content.res.Resources, java.io.File, float);
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method public static deprecated android.renderscript.Font createFromResource(android.renderscript.RenderScript, android.content.res.Resources, int, float);
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}
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public static final deprecated class Font.Style extends java.lang.Enum {
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method public static android.renderscript.Font.Style valueOf(java.lang.String);
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method public static final android.renderscript.Font.Style[] values();
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enum_constant public static final deprecated android.renderscript.Font.Style BOLD;
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enum_constant public static final deprecated android.renderscript.Font.Style BOLD_ITALIC;
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enum_constant public static final deprecated android.renderscript.Font.Style ITALIC;
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enum_constant public static final deprecated android.renderscript.Font.Style NORMAL;
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}
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public class Int2 {
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ctor public Int2();
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ctor public Int2(int, int);
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@@ -20101,245 +20061,6 @@ package android.renderscript {
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method public void transpose();
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}
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public deprecated class Mesh extends android.renderscript.BaseObj {
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method public deprecated android.renderscript.Allocation getIndexSetAllocation(int);
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method public deprecated android.renderscript.Mesh.Primitive getPrimitive(int);
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method public deprecated int getPrimitiveCount();
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method public deprecated android.renderscript.Allocation getVertexAllocation(int);
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method public deprecated int getVertexAllocationCount();
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}
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public static deprecated class Mesh.AllocationBuilder {
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ctor public deprecated Mesh.AllocationBuilder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.Mesh.AllocationBuilder addIndexSetAllocation(android.renderscript.Allocation, android.renderscript.Mesh.Primitive);
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method public deprecated android.renderscript.Mesh.AllocationBuilder addIndexSetType(android.renderscript.Mesh.Primitive);
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method public deprecated android.renderscript.Mesh.AllocationBuilder addVertexAllocation(android.renderscript.Allocation) throws java.lang.IllegalStateException;
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method public deprecated android.renderscript.Mesh create();
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method public deprecated int getCurrentIndexSetIndex();
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method public deprecated int getCurrentVertexTypeIndex();
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}
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public static deprecated class Mesh.Builder {
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ctor public deprecated Mesh.Builder(android.renderscript.RenderScript, int);
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method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Type, android.renderscript.Mesh.Primitive);
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method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Mesh.Primitive);
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method public deprecated android.renderscript.Mesh.Builder addIndexSetType(android.renderscript.Element, int, android.renderscript.Mesh.Primitive);
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method public deprecated android.renderscript.Mesh.Builder addVertexType(android.renderscript.Type) throws java.lang.IllegalStateException;
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method public deprecated android.renderscript.Mesh.Builder addVertexType(android.renderscript.Element, int) throws java.lang.IllegalStateException;
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method public deprecated android.renderscript.Mesh create();
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method public deprecated int getCurrentIndexSetIndex();
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method public deprecated int getCurrentVertexTypeIndex();
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}
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public static final deprecated class Mesh.Primitive extends java.lang.Enum {
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method public static android.renderscript.Mesh.Primitive valueOf(java.lang.String);
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method public static final android.renderscript.Mesh.Primitive[] values();
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive LINE;
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive LINE_STRIP;
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive POINT;
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE;
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE_FAN;
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enum_constant public static final deprecated android.renderscript.Mesh.Primitive TRIANGLE_STRIP;
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}
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public static deprecated class Mesh.TriangleMeshBuilder {
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ctor public deprecated Mesh.TriangleMeshBuilder(android.renderscript.RenderScript, int, int);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addTriangle(int, int, int);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addVertex(float, float);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder addVertex(float, float, float);
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method public deprecated android.renderscript.Mesh create(boolean);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setColor(float, float, float, float);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setNormal(float, float, float);
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method public deprecated android.renderscript.Mesh.TriangleMeshBuilder setTexture(float, float);
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field public static final deprecated int COLOR = 1; // 0x1
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field public static final deprecated int NORMAL = 2; // 0x2
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field public static final deprecated int TEXTURE_0 = 256; // 0x100
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}
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public class Program extends android.renderscript.BaseObj {
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method public void bindConstants(android.renderscript.Allocation, int);
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method public void bindSampler(android.renderscript.Sampler, int) throws java.lang.IllegalArgumentException;
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method public void bindTexture(android.renderscript.Allocation, int) throws java.lang.IllegalArgumentException;
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method public android.renderscript.Type getConstant(int);
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method public int getConstantCount();
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method public int getTextureCount();
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method public java.lang.String getTextureName(int);
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method public android.renderscript.Program.TextureType getTextureType(int);
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}
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public static class Program.BaseProgramBuilder {
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ctor protected Program.BaseProgramBuilder(android.renderscript.RenderScript);
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method public android.renderscript.Program.BaseProgramBuilder addConstant(android.renderscript.Type) throws java.lang.IllegalStateException;
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method public android.renderscript.Program.BaseProgramBuilder addTexture(android.renderscript.Program.TextureType) throws java.lang.IllegalArgumentException;
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method public android.renderscript.Program.BaseProgramBuilder addTexture(android.renderscript.Program.TextureType, java.lang.String) throws java.lang.IllegalArgumentException;
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method public int getCurrentConstantIndex();
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method public int getCurrentTextureIndex();
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method protected void initProgram(android.renderscript.Program);
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method public android.renderscript.Program.BaseProgramBuilder setShader(java.lang.String);
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method public android.renderscript.Program.BaseProgramBuilder setShader(android.content.res.Resources, int);
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}
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public static final class Program.TextureType extends java.lang.Enum {
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method public static android.renderscript.Program.TextureType valueOf(java.lang.String);
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method public static final android.renderscript.Program.TextureType[] values();
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enum_constant public static final android.renderscript.Program.TextureType TEXTURE_2D;
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enum_constant public static final android.renderscript.Program.TextureType TEXTURE_CUBE;
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}
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public deprecated class ProgramFragment extends android.renderscript.Program {
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}
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public static deprecated class ProgramFragment.Builder extends android.renderscript.Program.BaseProgramBuilder {
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ctor public deprecated ProgramFragment.Builder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramFragment create();
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}
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public deprecated class ProgramFragmentFixedFunction extends android.renderscript.ProgramFragment {
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}
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public static deprecated class ProgramFragmentFixedFunction.Builder {
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ctor public deprecated ProgramFragmentFixedFunction.Builder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramFragmentFixedFunction create();
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method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setPointSpriteTexCoordinateReplacement(boolean);
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method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setTexture(android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode, android.renderscript.ProgramFragmentFixedFunction.Builder.Format, int) throws java.lang.IllegalArgumentException;
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method public deprecated android.renderscript.ProgramFragmentFixedFunction.Builder setVaryingColor(boolean);
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field public static final deprecated int MAX_TEXTURE = 2; // 0x2
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}
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public static final deprecated class ProgramFragmentFixedFunction.Builder.EnvMode extends java.lang.Enum {
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method public static android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode valueOf(java.lang.String);
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method public static final android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode[] values();
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode DECAL;
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode MODULATE;
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.EnvMode REPLACE;
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}
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public static final deprecated class ProgramFragmentFixedFunction.Builder.Format extends java.lang.Enum {
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method public static android.renderscript.ProgramFragmentFixedFunction.Builder.Format valueOf(java.lang.String);
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method public static final android.renderscript.ProgramFragmentFixedFunction.Builder.Format[] values();
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format ALPHA;
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format LUMINANCE_ALPHA;
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format RGB;
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enum_constant public static final deprecated android.renderscript.ProgramFragmentFixedFunction.Builder.Format RGBA;
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}
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public deprecated class ProgramRaster extends android.renderscript.BaseObj {
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method public static deprecated android.renderscript.ProgramRaster CULL_BACK(android.renderscript.RenderScript);
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method public static deprecated android.renderscript.ProgramRaster CULL_FRONT(android.renderscript.RenderScript);
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method public static deprecated android.renderscript.ProgramRaster CULL_NONE(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramRaster.CullMode getCullMode();
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method public deprecated boolean isPointSpriteEnabled();
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}
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public static deprecated class ProgramRaster.Builder {
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ctor public deprecated ProgramRaster.Builder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramRaster create();
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method public deprecated android.renderscript.ProgramRaster.Builder setCullMode(android.renderscript.ProgramRaster.CullMode);
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method public deprecated android.renderscript.ProgramRaster.Builder setPointSpriteEnabled(boolean);
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}
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public static final deprecated class ProgramRaster.CullMode extends java.lang.Enum {
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method public static android.renderscript.ProgramRaster.CullMode valueOf(java.lang.String);
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method public static final android.renderscript.ProgramRaster.CullMode[] values();
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enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode BACK;
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enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode FRONT;
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enum_constant public static final deprecated android.renderscript.ProgramRaster.CullMode NONE;
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}
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public class ProgramStore extends android.renderscript.BaseObj {
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method public static android.renderscript.ProgramStore BLEND_ALPHA_DEPTH_NONE(android.renderscript.RenderScript);
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method public static android.renderscript.ProgramStore BLEND_ALPHA_DEPTH_TEST(android.renderscript.RenderScript);
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method public static android.renderscript.ProgramStore BLEND_NONE_DEPTH_NONE(android.renderscript.RenderScript);
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method public static android.renderscript.ProgramStore BLEND_NONE_DEPTH_TEST(android.renderscript.RenderScript);
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method public android.renderscript.ProgramStore.BlendDstFunc getBlendDstFunc();
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method public android.renderscript.ProgramStore.BlendSrcFunc getBlendSrcFunc();
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method public android.renderscript.ProgramStore.DepthFunc getDepthFunc();
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method public boolean isColorMaskAlphaEnabled();
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method public boolean isColorMaskBlueEnabled();
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method public boolean isColorMaskGreenEnabled();
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method public boolean isColorMaskRedEnabled();
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method public boolean isDepthMaskEnabled();
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method public boolean isDitherEnabled();
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}
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public static final class ProgramStore.BlendDstFunc extends java.lang.Enum {
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method public static android.renderscript.ProgramStore.BlendDstFunc valueOf(java.lang.String);
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method public static final android.renderscript.ProgramStore.BlendDstFunc[] values();
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc DST_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_DST_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_SRC_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ONE_MINUS_SRC_COLOR;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc SRC_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc SRC_COLOR;
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enum_constant public static final android.renderscript.ProgramStore.BlendDstFunc ZERO;
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}
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public static final class ProgramStore.BlendSrcFunc extends java.lang.Enum {
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method public static android.renderscript.ProgramStore.BlendSrcFunc valueOf(java.lang.String);
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method public static final android.renderscript.ProgramStore.BlendSrcFunc[] values();
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc DST_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc DST_COLOR;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_DST_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_DST_COLOR;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ONE_MINUS_SRC_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc SRC_ALPHA;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc SRC_ALPHA_SATURATE;
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enum_constant public static final android.renderscript.ProgramStore.BlendSrcFunc ZERO;
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}
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public static class ProgramStore.Builder {
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ctor public ProgramStore.Builder(android.renderscript.RenderScript);
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method public android.renderscript.ProgramStore create();
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method public android.renderscript.ProgramStore.Builder setBlendFunc(android.renderscript.ProgramStore.BlendSrcFunc, android.renderscript.ProgramStore.BlendDstFunc);
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method public android.renderscript.ProgramStore.Builder setColorMaskEnabled(boolean, boolean, boolean, boolean);
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method public android.renderscript.ProgramStore.Builder setDepthFunc(android.renderscript.ProgramStore.DepthFunc);
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method public android.renderscript.ProgramStore.Builder setDepthMaskEnabled(boolean);
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method public android.renderscript.ProgramStore.Builder setDitherEnabled(boolean);
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}
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public static final class ProgramStore.DepthFunc extends java.lang.Enum {
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method public static android.renderscript.ProgramStore.DepthFunc valueOf(java.lang.String);
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method public static final android.renderscript.ProgramStore.DepthFunc[] values();
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc ALWAYS;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc EQUAL;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc GREATER;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc GREATER_OR_EQUAL;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc LESS;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc LESS_OR_EQUAL;
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enum_constant public static final android.renderscript.ProgramStore.DepthFunc NOT_EQUAL;
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}
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public deprecated class ProgramVertex extends android.renderscript.Program {
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method public deprecated android.renderscript.Element getInput(int);
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method public deprecated int getInputCount();
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}
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public static deprecated class ProgramVertex.Builder extends android.renderscript.Program.BaseProgramBuilder {
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ctor public deprecated ProgramVertex.Builder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramVertex.Builder addInput(android.renderscript.Element) throws java.lang.IllegalStateException;
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method public deprecated android.renderscript.ProgramVertex create();
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}
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||||
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public deprecated class ProgramVertexFixedFunction extends android.renderscript.ProgramVertex {
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method public deprecated void bindConstants(android.renderscript.ProgramVertexFixedFunction.Constants);
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}
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||||
public static deprecated class ProgramVertexFixedFunction.Builder {
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ctor public deprecated ProgramVertexFixedFunction.Builder(android.renderscript.RenderScript);
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method public deprecated android.renderscript.ProgramVertexFixedFunction create();
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method public deprecated android.renderscript.ProgramVertexFixedFunction.Builder setTextureMatrixEnable(boolean);
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}
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||||
public static deprecated class ProgramVertexFixedFunction.Constants {
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||||
ctor public deprecated ProgramVertexFixedFunction.Constants(android.renderscript.RenderScript);
|
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method public deprecated void destroy();
|
||||
method public deprecated void setModelview(android.renderscript.Matrix4f);
|
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method public deprecated void setProjection(android.renderscript.Matrix4f);
|
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method public deprecated void setTexture(android.renderscript.Matrix4f);
|
||||
}
|
||||
|
||||
public class RSDriverException extends android.renderscript.RSRuntimeException {
|
||||
ctor public RSDriverException(java.lang.String);
|
||||
}
|
||||
@@ -20356,35 +20077,6 @@ package android.renderscript {
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ctor public RSRuntimeException(java.lang.String);
|
||||
}
|
||||
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public deprecated class RSSurfaceView extends android.view.SurfaceView implements android.view.SurfaceHolder.Callback {
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ctor public deprecated RSSurfaceView(android.content.Context);
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ctor public deprecated RSSurfaceView(android.content.Context, android.util.AttributeSet);
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method public deprecated android.renderscript.RenderScriptGL createRenderScriptGL(android.renderscript.RenderScriptGL.SurfaceConfig);
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method public deprecated void destroyRenderScriptGL();
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method public deprecated android.renderscript.RenderScriptGL getRenderScriptGL();
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method public deprecated void pause();
|
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method public deprecated void resume();
|
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method public deprecated void setRenderScriptGL(android.renderscript.RenderScriptGL);
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method public deprecated void surfaceChanged(android.view.SurfaceHolder, int, int, int);
|
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method public deprecated void surfaceCreated(android.view.SurfaceHolder);
|
||||
method public deprecated void surfaceDestroyed(android.view.SurfaceHolder);
|
||||
}
|
||||
|
||||
public deprecated class RSTextureView extends android.view.TextureView implements android.view.TextureView.SurfaceTextureListener {
|
||||
ctor public deprecated RSTextureView(android.content.Context);
|
||||
ctor public deprecated RSTextureView(android.content.Context, android.util.AttributeSet);
|
||||
method public deprecated android.renderscript.RenderScriptGL createRenderScriptGL(android.renderscript.RenderScriptGL.SurfaceConfig);
|
||||
method public deprecated void destroyRenderScriptGL();
|
||||
method public deprecated android.renderscript.RenderScriptGL getRenderScriptGL();
|
||||
method public deprecated void onSurfaceTextureAvailable(android.graphics.SurfaceTexture, int, int);
|
||||
method public deprecated boolean onSurfaceTextureDestroyed(android.graphics.SurfaceTexture);
|
||||
method public deprecated void onSurfaceTextureSizeChanged(android.graphics.SurfaceTexture, int, int);
|
||||
method public deprecated void onSurfaceTextureUpdated(android.graphics.SurfaceTexture);
|
||||
method public deprecated void pause();
|
||||
method public deprecated void resume();
|
||||
method public deprecated void setRenderScriptGL(android.renderscript.RenderScriptGL);
|
||||
}
|
||||
|
||||
public class RenderScript {
|
||||
method public void contextDump();
|
||||
method public static android.renderscript.RenderScript create(android.content.Context);
|
||||
@@ -20428,30 +20120,6 @@ package android.renderscript {
|
||||
field protected int mLength;
|
||||
}
|
||||
|
||||
public deprecated class RenderScriptGL extends android.renderscript.RenderScript {
|
||||
ctor public deprecated RenderScriptGL(android.content.Context, android.renderscript.RenderScriptGL.SurfaceConfig);
|
||||
method public deprecated void bindProgramFragment(android.renderscript.ProgramFragment);
|
||||
method public deprecated void bindProgramRaster(android.renderscript.ProgramRaster);
|
||||
method public deprecated void bindProgramStore(android.renderscript.ProgramStore);
|
||||
method public deprecated void bindProgramVertex(android.renderscript.ProgramVertex);
|
||||
method public deprecated void bindRootScript(android.renderscript.Script);
|
||||
method public deprecated int getHeight();
|
||||
method public deprecated int getWidth();
|
||||
method public deprecated void pause();
|
||||
method public deprecated void resume();
|
||||
method public deprecated void setSurface(android.view.SurfaceHolder, int, int);
|
||||
method public deprecated void setSurfaceTexture(android.graphics.SurfaceTexture, int, int);
|
||||
}
|
||||
|
||||
public static deprecated class RenderScriptGL.SurfaceConfig {
|
||||
ctor public deprecated RenderScriptGL.SurfaceConfig();
|
||||
ctor public deprecated RenderScriptGL.SurfaceConfig(android.renderscript.RenderScriptGL.SurfaceConfig);
|
||||
method public deprecated void setAlpha(int, int);
|
||||
method public deprecated void setColor(int, int);
|
||||
method public deprecated void setDepth(int, int);
|
||||
method public deprecated void setSamples(int, int, float);
|
||||
}
|
||||
|
||||
public class Sampler extends android.renderscript.BaseObj {
|
||||
method public static android.renderscript.Sampler CLAMP_LINEAR(android.renderscript.RenderScript);
|
||||
method public static android.renderscript.Sampler CLAMP_LINEAR_MIP_LINEAR(android.renderscript.RenderScript);
|
||||
|
||||
@@ -122,7 +122,7 @@ to invoke an action that indicates the user wants to add a contact to a social n
|
||||
receiving the app uses it to invite the specified contact to that
|
||||
social network. Most apps will be on the receiving-end of this operation. For example, the
|
||||
built-in People app invokes the invite intent when the user selects "Add connection" for a specific
|
||||
social app that's listed in a person's contact details.</p>
|
||||
social app that's listed in a person's contact details.</p>
|
||||
|
||||
<p>To make your app visible as in the "Add connection" list, your app must provide a sync adapter to
|
||||
sync contact information from your social network. You must then indicate to the system that your
|
||||
@@ -327,7 +327,7 @@ image (usually done by calling the {@link android.opengl.GLES20#glTexImage2D glT
|
||||
function). You may provide multiple mipmap levels. If the output texture has not been bound to a
|
||||
texture image, it will be automatically bound by the effect as a {@link
|
||||
android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same
|
||||
size as the input.</p>
|
||||
size as the input.</p>
|
||||
|
||||
<p>All effects listed in {@link android.media.effect.EffectFactory} are guaranteed to be supported.
|
||||
However, some additional effects available from external libraries are not supported by all devices,
|
||||
@@ -452,7 +452,7 @@ android.hardware.Camera.Parameters#getMaxNumDetectedFaces()} and ensure the retu
|
||||
value is greater than zero. Also, some devices may not support identification of eyes and mouth,
|
||||
in which case, those fields in the {@link android.hardware.Camera.Face} object will be null.</p>
|
||||
|
||||
|
||||
|
||||
<h4>Focus and metering areas</h4>
|
||||
|
||||
<p>Camera apps can now control the areas that the camera uses for focus and for metering white
|
||||
@@ -495,7 +495,7 @@ added in API level 9.</p>
|
||||
|
||||
<h4>Other camera features</h4>
|
||||
|
||||
<ul>
|
||||
<ul>
|
||||
<li>While recording video, you can now call {@link android.hardware.Camera#takePicture
|
||||
takePicture()} to save a photo without interrupting the video session. Before doing so, you should
|
||||
call {@link android.hardware.Camera.Parameters#isVideoSnapshotSupported} to be sure the hardware
|
||||
@@ -775,7 +775,7 @@ methods that allow the view and its parents to add more contextual information t
|
||||
<li>When invoked, the {@link
|
||||
android.view.View#sendAccessibilityEvent sendAccessibilityEvent()} and {@link
|
||||
android.view.View#sendAccessibilityEventUnchecked sendAccessibilityEventUnchecked()} methods defer
|
||||
to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
|
||||
to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
|
||||
<p>Custom implementations of {@link android.view.View} might want to implement {@link
|
||||
android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()} to
|
||||
attach additional accessibility information to the {@link
|
||||
@@ -1022,46 +1022,6 @@ roaming or connected to Wi-Fi.</p>
|
||||
|
||||
|
||||
|
||||
<h3 id="RenderScript">RenderScript</h3>
|
||||
|
||||
<p>Three major features have been added to RenderScript:</p>
|
||||
|
||||
<ul>
|
||||
<li>Off-screen rendering to a framebuffer object</li>
|
||||
<li>Rendering inside a view</li>
|
||||
<li>RS for each from the framework APIs</li>
|
||||
</ul>
|
||||
|
||||
<p>The {@link android.renderscript.Allocation} class now supports a {@link
|
||||
android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} memory space, which allows you to
|
||||
render things directly into the {@link android.renderscript.Allocation} and use it as a framebuffer
|
||||
object.</p>
|
||||
|
||||
<p>{@link android.renderscript.RSTextureView} provides a means to display RenderScript graphics
|
||||
inside of a {@link android.view.View}, unlike {@link android.renderscript.RSSurfaceView}, which
|
||||
creates a separate window. This key difference allows you to do things such as move, transform, or
|
||||
animate an {@link android.renderscript.RSTextureView} as well as draw RenderScript graphics inside
|
||||
a view that lies within an activity layout.</p>
|
||||
|
||||
<p>The {@link android.renderscript.Script#forEach Script.forEach()} method allows you to call
|
||||
RenderScript compute scripts from the VM level and have them automatically delegated to available
|
||||
cores on the device. You do not use this method directly, but any compute RenderScript that you
|
||||
write will have a {@link android.renderscript.Script#forEach forEach()} method that you can call in
|
||||
the reflected RenderScript class. You can call the reflected {@link
|
||||
android.renderscript.Script#forEach forEach()} method by passing in an input {@link
|
||||
android.renderscript.Allocation} to process, an output {@link android.renderscript.Allocation} to
|
||||
write the result to, and a {@link android.renderscript.FieldPacker} data structure in case the
|
||||
RenderScript needs more information. Only one of the {@link android.renderscript.Allocation}s is
|
||||
necessary and the data structure is optional.</p>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
<h3 id="Enterprise">Enterprise</h3>
|
||||
|
||||
<p>Android 4.0 expands the capabilities for enterprise application with the following features.</p>
|
||||
@@ -1758,7 +1718,7 @@ href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code targe
|
||||
notes for more information.</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
<dt><a href="android-3.1.html">Android 3.1</a></dt>
|
||||
<dd>
|
||||
<ul>
|
||||
@@ -1781,7 +1741,7 @@ android.net.rtp} documentation.</li>
|
||||
notes for many more new APIs.</li>
|
||||
</ul>
|
||||
</dd>
|
||||
|
||||
|
||||
<dt><a href="android-3.2.html">Android 3.2</a></dt>
|
||||
<dd>
|
||||
<ul>
|
||||
|
||||
@@ -1,994 +0,0 @@
|
||||
page.title=Graphics
|
||||
parent.title=Renderscript
|
||||
parent.link=index.html
|
||||
|
||||
@jd:body
|
||||
|
||||
<div id="qv-wrapper">
|
||||
<div id="qv">
|
||||
<h2>In this document</h2>
|
||||
|
||||
<ol>
|
||||
<li>
|
||||
<a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
|
||||
<ol>
|
||||
<li><a href="#creating-native">Creating the Renderscript file</a></li>
|
||||
<li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
|
||||
<li><a href="#creating-view">Creating the view class</a></li>
|
||||
<li><a href="#creating-activity">Creating the activity class</a></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li>
|
||||
<a href="#drawing">Drawing</a>
|
||||
<ol>
|
||||
<li><a href="#drawing-rsg">Simple drawing</a></li>
|
||||
<li><a href="#drawing-mesh">Drawing with a mesh</a></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li>
|
||||
<a href="#shaders">Shaders</a>
|
||||
<ol>
|
||||
<li><a href="#shader-bindings">Shader bindings</a></li>
|
||||
<li><a href="#shader-sampler">Defining a sampler</a></li>
|
||||
</ol>
|
||||
</li>
|
||||
<li>
|
||||
<a href="#fbo">Rendering to a Framebuffer Object</a>
|
||||
</li>
|
||||
</ol>
|
||||
|
||||
<h2>Related Samples</h2>
|
||||
|
||||
<ol>
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li>
|
||||
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a></li>
|
||||
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/FountainFbo/index.html">FountainFbo</a></li>
|
||||
|
||||
<li><a href="{@docRoot}resources/samples/RenderScript/HelloWorld/index.html">Hello
|
||||
World</a></li>
|
||||
|
||||
<li><a
|
||||
href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samples</a></li>
|
||||
</ol>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<p>Renderscript provides a number of graphics APIs for rendering, both at the Android
|
||||
framework level as well as at the Renderscript runtime level. For instance, the Android framework APIs let you
|
||||
create meshes and define shaders to customize the graphical rendering pipeline. The native
|
||||
Renderscript graphics APIs let you draw the actual meshes to render your scene. You need to
|
||||
be familiar with both APIs to appropriately render graphics on an Android-powered device.</p>
|
||||
|
||||
<h2 id="creating-graphics-rs">Creating a Graphics Renderscript</h2>
|
||||
|
||||
<p>Renderscript applications require various layers of code, so it is useful to create the following
|
||||
files to help keep your application organized:</p>
|
||||
|
||||
<dl>
|
||||
<dt>The Renderscript <code>.rs</code> file</dt>
|
||||
|
||||
<dd>This file contains the logic to do the graphics rendering.</dd>
|
||||
|
||||
<dt>The Renderscript entry point <code>.java</code> class</dt>
|
||||
|
||||
<dd>This class allows the view class to interact with the code defined in the <code>.rs</code>
|
||||
file. This class contains a Renderscript object (instance of
|
||||
<code>ScriptC_<em>renderscript_file</em></code>), which allows your Android framework code to
|
||||
call the Renderscript code. In general, this class does much of the setup for Renderscript
|
||||
such as shader and mesh building and memory allocation and binding. The SDK samples follow the
|
||||
convention of naming this file ActivityRS.java,
|
||||
where Activity is the name of your main activity class.</dd>
|
||||
|
||||
<dt>The view <code>.java</code> class</dt>
|
||||
|
||||
<dd>This class extends {@link android.renderscript.RSSurfaceView} or {@link
|
||||
android.renderscript.RSTextureView} to provide a surface to render on. A {@link
|
||||
android.renderscript.RSSurfaceView} consumes a whole window, but a {@link
|
||||
android.renderscript.RSTextureView} allows you to draw Renderscript graphics inside of a
|
||||
view and add it to a {@link android.view.ViewGroup} alongside
|
||||
other views. In this class, you create a {@link android.renderscript.RenderScriptGL} context object
|
||||
with a call to {@link android.renderscript.RSSurfaceView#createRenderScriptGL
|
||||
RSSurfaceView.createRenderscriptGL()} or {@link android.renderscript.RSTextureView#createRenderScriptGL
|
||||
RSTextureView.createRenderscriptGL()}. The {@link android.renderscript.RenderScriptGL} context object
|
||||
contains information about the current rendering state of Renderscript such as the vertex and
|
||||
fragment shaders. You pass this context object to the Renderscript entry point class, so that
|
||||
class can modify the rendering context if needed and bind the Renderscript code to the context. Once bound,
|
||||
the view class can use the Renderscript code to display graphics.
|
||||
The view class should also implement callbacks for events inherited from {@link
|
||||
android.view.View}, such as {@link android.view.View#onTouchEvent onTouchEvent()} and {@link
|
||||
android.view.View#onKeyDown onKeyDown()} if you want to detect these types of user interactions.
|
||||
The SDK samples follow the convention of naming this file ActivityView.java,
|
||||
where Activity is the name of your main activity class</dd>
|
||||
|
||||
<dt>The activity <code>.java</code> class</dt>
|
||||
|
||||
<dd>This class is the main activity class and sets your {@link android.renderscript.RSSurfaceView} as the main content
|
||||
view for this activity or uses the {@link android.renderscript.RSTextureView} alongside other views.</dd>
|
||||
</dl>
|
||||
<p>Figure 1 describes how these classes interact with one another in a graphics Renderscript:</p>
|
||||
|
||||
<img src="{@docRoot}images/rs_graphics.png">
|
||||
<p class="img-caption"><strong>Figure 1.</strong> Graphics Renderscript overview</p>
|
||||
|
||||
|
||||
<p>The following sections describe how to create an application that uses a graphics Renderscript by using
|
||||
the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Renderscript Fountain
|
||||
sample</a> that is provided in the SDK as a guide (some code has been modified from its original
|
||||
form for simplicity).</p>
|
||||
|
||||
<h3 id="creating-native">Creating the Renderscript file</h3>
|
||||
|
||||
<p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> (headers) files in the
|
||||
<code><project_root>/src/</code> directory. This code contains the logic to render your
|
||||
graphics and declares all other necessary items such as variables, structs,
|
||||
and pointers. Every graphics <code>.rs</code> file generally contains the following items:</p>
|
||||
|
||||
<ul>
|
||||
<li>A pragma declaration (<code>#pragma rs java_package_name(<em>package.name</em>)</code>) that declares
|
||||
the package name of the <code>.java</code> reflection of this Renderscript.</li>
|
||||
|
||||
<li>A pragma declaration (<code>#pragma version(1)</code>) that declares the version of Renderscript that
|
||||
you are using (1 is the only value for now).</li>
|
||||
|
||||
<li>A <code>#include "rs_graphics.rsh"</code> declaration.</li>
|
||||
|
||||
<li>A <code>root()</code> function. This is the main worker function for your Renderscript and
|
||||
calls Renderscript graphics functions to render scenes. This function is called every time a
|
||||
frame refresh occurs, which is specified as its return value. A <code>0</code> (zero) specified for
|
||||
the return value says to only render the frame when a property of the scene that you are
|
||||
rendering changes. A non-zero positive integer specifies the refresh rate of the frame in
|
||||
milliseconds.
|
||||
|
||||
<p class="note"><strong>Note:</strong> The Renderscript runtime makes its best effort to
|
||||
refresh the frame at the specified rate. For example, if you are creating a live wallpaper
|
||||
and set the return value to 20, the Renderscript runtime renders the wallpaper at 50fps if it has just
|
||||
enough or more resources to do so. It renders as fast as it can if not enough resources
|
||||
are available.</p>
|
||||
|
||||
<p>For more information on using the Renderscript graphics functions, see the <a href=
|
||||
"#drawing">Drawing</a> section.</p>
|
||||
</li>
|
||||
|
||||
<li>An <code>init()</code> function. This allows you to do initialization of your
|
||||
Renderscript before the <code>root()</code> function runs, such as assigning values to variables. This
|
||||
function runs once and is called automatically when the Renderscript starts, before anything
|
||||
else in your Renderscript. Creating this function is optional.</li>
|
||||
|
||||
<li>Any variables, pointers, and structures that you wish to use in your Renderscript code (can
|
||||
be declared in <code>.rsh</code> files if desired)</li>
|
||||
</ul>
|
||||
|
||||
<p>The following code shows how the <code>fountain.rs</code> file is implemented:</p>
|
||||
<pre>
|
||||
#pragma version(1)
|
||||
|
||||
// Tell which java package name the reflected files should belong to
|
||||
#pragma rs java_package_name(com.example.android.rs.fountain)
|
||||
|
||||
//declare shader binding
|
||||
#pragma stateFragment(parent)
|
||||
|
||||
// header with graphics APIs, must include explicitly
|
||||
#include "rs_graphics.rsh"
|
||||
|
||||
static int newPart = 0;
|
||||
|
||||
// the mesh to render
|
||||
rs_mesh partMesh;
|
||||
|
||||
// the point representing where a particle is rendered
|
||||
typedef struct __attribute__((packed, aligned(4))) Point {
|
||||
float2 delta;
|
||||
float2 position;
|
||||
uchar4 color;
|
||||
} Point_t;
|
||||
Point_t *point;
|
||||
|
||||
// main worker function that renders particles onto the screen
|
||||
int root() {
|
||||
float dt = min(rsGetDt(), 0.1f);
|
||||
rsgClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
const float height = rsgGetHeight();
|
||||
const int size = rsAllocationGetDimX(rsGetAllocation(point));
|
||||
float dy2 = dt * (10.f);
|
||||
Point_t * p = point;
|
||||
for (int ct=0; ct < size; ct++) {
|
||||
p->delta.y += dy2;
|
||||
p->position += p->delta;
|
||||
if ((p->position.y > height) && (p->delta.y > 0)) {
|
||||
p->delta.y *= -0.3f;
|
||||
}
|
||||
p++;
|
||||
}
|
||||
|
||||
rsgDrawMesh(partMesh);
|
||||
return 1;
|
||||
}
|
||||
|
||||
// adds particles to the screen to render
|
||||
static float4 partColor[10];
|
||||
void addParticles(int rate, float x, float y, int index, bool newColor)
|
||||
{
|
||||
if (newColor) {
|
||||
partColor[index].x = rsRand(0.5f, 1.0f);
|
||||
partColor[index].y = rsRand(1.0f);
|
||||
partColor[index].z = rsRand(1.0f);
|
||||
}
|
||||
float rMax = ((float)rate) * 0.02f;
|
||||
int size = rsAllocationGetDimX(rsGetAllocation(point));
|
||||
uchar4 c = rsPackColorTo8888(partColor[index]);
|
||||
|
||||
Point_t * np = &point[newPart];
|
||||
float2 p = {x, y};
|
||||
while (rate--) {
|
||||
float angle = rsRand(3.14f * 2.f);
|
||||
float len = rsRand(rMax);
|
||||
np->delta.x = len * sin(angle);
|
||||
np->delta.y = len * cos(angle);
|
||||
np->position = p;
|
||||
np->color = c;
|
||||
newPart++;
|
||||
np++;
|
||||
if (newPart >= size) {
|
||||
newPart = 0;
|
||||
np = &point[newPart];
|
||||
}
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
|
||||
<h3 id="creating-entry">Creating the Renderscript entry point class</h3>
|
||||
|
||||
<p>When you create a Renderscript (<code>.rs</code>) file, it is helpful to create a
|
||||
corresponding Android framework class that is an entry point into the <code>.rs</code> file.
|
||||
The most important thing this class does is receive a {@link android.renderscript.RenderScriptGL} rendering context
|
||||
object from the <a href="#creating-view">view class</a> and binds the actual Renderscript
|
||||
code to the rendering context. This notifies your view class of the code that it needs
|
||||
to render graphics.
|
||||
</p>
|
||||
|
||||
<p>In addition, this class should contain all of the things needed to set up Renderscript.
|
||||
Some important things that you need to do in this class are:</p>
|
||||
|
||||
<ul>
|
||||
<li>Create a Renderscript object
|
||||
<code>ScriptC_<em>rs_filename</em></code>. The Renderscript object is attached to the Renderscript bytecode, which is platform-independent and
|
||||
gets compiled on the device when the Renderscript application runs. The bytecode is referenced
|
||||
as a raw resource and is passed into the constructor for the Renderscript object.
|
||||
For example, this is how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
|
||||
sample creates the Renderscript object:
|
||||
<pre>
|
||||
RenderScriptGL rs; //obtained from the view class
|
||||
Resources res; //obtained from the view class
|
||||
...
|
||||
ScriptC_fountain mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
|
||||
</pre>
|
||||
</li>
|
||||
<li>Allocate any necessary memory and bind it to your Renderscript code via the Renderscript object.</li>
|
||||
<li>Build any necessary meshes and bind them to the Renderscript code via the Renderscript object.</li>
|
||||
<li>Create any necessary programs and bind them to the Renderscript code via the Renderscript object.</li>
|
||||
</ul>
|
||||
|
||||
<p>The following code shows how the <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/Fountain/src/com/example/android/rs/fountain/FountainRS.html">
|
||||
FountainRS</a> class is implemented:</p>
|
||||
<pre>
|
||||
package com.example.android.rs.fountain;
|
||||
|
||||
import android.content.res.Resources;
|
||||
import android.renderscript.*;
|
||||
import android.util.Log;
|
||||
|
||||
public class FountainRS {
|
||||
public static final int PART_COUNT = 50000;
|
||||
|
||||
public FountainRS() {
|
||||
}
|
||||
|
||||
/**
|
||||
* This provides us with the Renderscript context and resources
|
||||
* that allow us to create the Renderscript object
|
||||
*/
|
||||
private Resources mRes;
|
||||
private RenderScriptGL mRS;
|
||||
|
||||
// Renderscript object
|
||||
private ScriptC_fountain mScript;
|
||||
|
||||
// Called by the view class to initialize the Renderscript context and renderer
|
||||
public void init(RenderScriptGL rs, Resources res) {
|
||||
mRS = rs;
|
||||
mRes = res;
|
||||
|
||||
/**
|
||||
* Create a shader and bind to the Renderscript context
|
||||
*/
|
||||
ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
|
||||
pfb.setVaryingColor(true);
|
||||
rs.bindProgramFragment(pfb.create());
|
||||
|
||||
/**
|
||||
* Allocate memory for the particles to render and create the mesh to draw
|
||||
*/
|
||||
ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
|
||||
Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
|
||||
smb.addVertexAllocation(points.getAllocation());
|
||||
smb.addIndexSetType(Mesh.Primitive.POINT);
|
||||
Mesh sm = smb.create();
|
||||
|
||||
/**
|
||||
* Create and bind the Renderscript object to the Renderscript context
|
||||
*/
|
||||
mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
|
||||
mScript.set_partMesh(sm);
|
||||
mScript.bind_point(points);
|
||||
mRS.bindRootScript(mScript);
|
||||
}
|
||||
|
||||
boolean holdingColor[] = new boolean[10];
|
||||
|
||||
/**
|
||||
* Calls Renderscript functions (invoke_addParticles)
|
||||
* via the Renderscript object to add particles to render
|
||||
* based on where a user touches the screen.
|
||||
*/
|
||||
public void newTouchPosition(float x, float y, float pressure, int id) {
|
||||
if (id >= holdingColor.length) {
|
||||
return;
|
||||
}
|
||||
int rate = (int)(pressure * pressure * 500.f);
|
||||
if (rate > 500) {
|
||||
rate = 500;
|
||||
}
|
||||
if (rate > 0) {
|
||||
mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
|
||||
holdingColor[id] = true;
|
||||
} else {
|
||||
holdingColor[id] = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
|
||||
|
||||
<h3 id="creating-view">Creating the view class</h3>
|
||||
|
||||
|
||||
<p>To display graphics, you need a view to render on. Create a class that extends {@link
|
||||
android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. This class
|
||||
allows you to create a {@link android.renderscript.RenderScriptGL} context object by calling and
|
||||
pass it to the Rendscript entry point class to bind the two. Once bound, the content is aware
|
||||
of the code that it needs to use to render graphics with. If your Renderscript code
|
||||
depends on any type of information that the view is aware of, such as touches from the user,
|
||||
you can also use this class to relay that information to the Renderscript entry point class.
|
||||
The following code shows how the <code>FountainView</code> class is implemented:</p>
|
||||
<pre>
|
||||
package com.example.android.rs.fountain;
|
||||
|
||||
import android.renderscript.RSTextureView;
|
||||
import android.renderscript.RenderScriptGL;
|
||||
import android.content.Context;
|
||||
import android.view.MotionEvent;
|
||||
|
||||
public class FountainView extends RSTextureView {
|
||||
|
||||
public FountainView(Context context) {
|
||||
super(context);
|
||||
}
|
||||
// Renderscript context
|
||||
private RenderScriptGL mRS;
|
||||
// Renderscript entry point object that calls Renderscript code
|
||||
private FountainRS mRender;
|
||||
|
||||
/**
|
||||
* Create Renderscript context and initialize Renderscript entry point
|
||||
*/
|
||||
@Override
|
||||
protected void onAttachedToWindow() {
|
||||
super.onAttachedToWindow();
|
||||
android.util.Log.e("rs", "onAttachedToWindow");
|
||||
if (mRS == null) {
|
||||
RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
|
||||
mRS = createRenderScriptGL(sc);
|
||||
mRender = new FountainRS();
|
||||
mRender.init(mRS, getResources());
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onDetachedFromWindow() {
|
||||
super.onDetachedFromWindow();
|
||||
android.util.Log.e("rs", "onDetachedFromWindow");
|
||||
if (mRS != null) {
|
||||
mRS = null;
|
||||
destroyRenderScriptGL();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Use callbacks to relay data to Renderscript entry point class
|
||||
*/
|
||||
@Override
|
||||
public boolean onTouchEvent(MotionEvent ev)
|
||||
{
|
||||
int act = ev.getActionMasked();
|
||||
if (act == ev.ACTION_UP) {
|
||||
mRender.newTouchPosition(0, 0, 0, ev.getPointerId(0));
|
||||
return false;
|
||||
} else if (act == MotionEvent.ACTION_POINTER_UP) {
|
||||
// only one pointer going up, we can get the index like this
|
||||
int pointerIndex = ev.getActionIndex();
|
||||
int pointerId = ev.getPointerId(pointerIndex);
|
||||
mRender.newTouchPosition(0, 0, 0, pointerId);
|
||||
}
|
||||
int count = ev.getHistorySize();
|
||||
int pcount = ev.getPointerCount();
|
||||
|
||||
for (int p=0; p < pcount; p++) {
|
||||
int id = ev.getPointerId(p);
|
||||
mRender.newTouchPosition(ev.getX(p),
|
||||
ev.getY(p),
|
||||
ev.getPressure(p),
|
||||
id);
|
||||
|
||||
for (int i=0; i < count; i++) {
|
||||
mRender.newTouchPosition(ev.getHistoricalX(p, i),
|
||||
ev.getHistoricalY(p, i),
|
||||
ev.getHistoricalPressure(p, i),
|
||||
id);
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
|
||||
<h3 id="creating-activity">Creating the activity class</h3>
|
||||
|
||||
<p>Applications that use Renderscript still behave like normal Android applications, so you
|
||||
need an activity class that handles activity lifecycle callback events appropriately. The activity class
|
||||
also sets your {@link android.renderscript.RSSurfaceView} view class to be the main content view of the
|
||||
activity or uses your {@link android.renderscript.RSTextureView}
|
||||
in a {@link android.view.ViewGroup} alongside other views.</p>
|
||||
|
||||
<p>The following code shows how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
|
||||
sample declares its activity class:</p>
|
||||
<pre>
|
||||
package com.example.android.rs.fountain;
|
||||
|
||||
import android.app.Activity;
|
||||
import android.os.Bundle;
|
||||
import android.util.Log;
|
||||
|
||||
public class Fountain extends Activity {
|
||||
|
||||
private static final String LOG_TAG = "libRS_jni";
|
||||
private static final boolean DEBUG = false;
|
||||
private static final boolean LOG_ENABLED = false;
|
||||
|
||||
private FountainView mView;
|
||||
|
||||
@Override
|
||||
public void onCreate(Bundle icicle) {
|
||||
super.onCreate(icicle);
|
||||
|
||||
// Create our Preview view and set it as
|
||||
// the content of our activity
|
||||
mView = new FountainView(this);
|
||||
setContentView(mView);
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onResume() {
|
||||
Log.e("rs", "onResume");
|
||||
|
||||
// Ideally a game should implement onResume() and onPause()
|
||||
// to take appropriate action when the activity looses focus
|
||||
super.onResume();
|
||||
mView.resume();
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void onPause() {
|
||||
Log.e("rs", "onPause");
|
||||
|
||||
// Ideally a game should implement onResume() and onPause()
|
||||
// to take appropriate action when the activity looses focus
|
||||
super.onPause();
|
||||
mView.pause();
|
||||
|
||||
}
|
||||
|
||||
static void log(String message) {
|
||||
if (LOG_ENABLED) {
|
||||
Log.v(LOG_TAG, message);
|
||||
}
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
|
||||
<p>Now that you have an idea of what is involved in a Renderscript graphics application, you can
|
||||
start building your own. It might be easiest to begin with one of the
|
||||
<a href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript samples</a> as a starting
|
||||
point if this is your first time using Renderscript.</p>
|
||||
|
||||
<h2 id="drawing">Drawing</h2>
|
||||
<p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
|
||||
|
||||
<h3 id="drawing-rsg">Simple drawing</h3>
|
||||
|
||||
<p>The native Renderscript APIs provide a few convenient functions to easily draw a polygon or text to
|
||||
the screen. You call these in your <code>root()</code> function to have them render to the {@link
|
||||
android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. These functions are
|
||||
available for simple drawing and should not be used for complex graphics rendering:</p>
|
||||
|
||||
<ul>
|
||||
<li><code>rsgDrawRect()</code>: Sets up a mesh and draws a rectangle to the screen. It uses the
|
||||
top left vertex and bottom right vertex of the rectangle to draw.</li>
|
||||
|
||||
<li><code>rsgDrawQuad()</code>: Sets up a mesh and draws a quadrilateral to the screen.</li>
|
||||
|
||||
<li><code>rsgDrawQuadTexCoords()</code>: Sets up a mesh and draws a quadrilateral to the screen
|
||||
using the provided coordinates of a texture.</li>
|
||||
|
||||
<li><code>rsgDrawText()</code>: Draws specified text to the screen. Use <code>rsgFontColor()</code>
|
||||
to set the color of the text.</li>
|
||||
</ul>
|
||||
|
||||
<h3 id="drawing-mesh">Drawing with a mesh</h3>
|
||||
|
||||
<p>When you want to render complex scenes to the screen, instantiate a {@link
|
||||
android.renderscript.Mesh} and draw it with <code>rsgDrawMesh()</code>. A {@link
|
||||
android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
|
||||
normals, texture coordinates) and index data that provides information on how to draw triangles
|
||||
and lines with the provided vertex data. You can build a Mesh in three different ways:</p>
|
||||
|
||||
<ul>
|
||||
<li>Build the mesh with the {@link android.renderscript.Mesh.TriangleMeshBuilder} class, which
|
||||
allows you to specify a set of vertices and indices for each triangle that you want to draw.</li>
|
||||
|
||||
<li>Build the mesh using an {@link android.renderscript.Allocation} or a set of {@link
|
||||
android.renderscript.Allocation}s with the {@link android.renderscript.Mesh.AllocationBuilder}
|
||||
class. This approach allows you to build a mesh with vertices already stored in memory, which allows you
|
||||
to specify the vertices in Renderscript or Android framework code.</li>
|
||||
|
||||
<li>Build the mesh with the {@link android.renderscript.Mesh.Builder} class. You should use
|
||||
this convenience method when you know the data types you want to use to build your mesh, but
|
||||
don't want to make separate memory allocations like with {@link
|
||||
android.renderscript.Mesh.AllocationBuilder}. You can specify the types that you want and this
|
||||
mesh builder automatically creates the memory allocations for you.</li>
|
||||
</ul>
|
||||
|
||||
<p>To create a mesh using the {@link android.renderscript.Mesh.TriangleMeshBuilder}, you need to
|
||||
supply it with a set of vertices and the indices for the vertices that comprise the triangle. For
|
||||
example, the following code specifies three vertices, which are added to an internal array,
|
||||
indexed in the order they were added. The call to {@link
|
||||
android.renderscript.Mesh.TriangleMeshBuilder#addTriangle addTriangle()} draws the triangle with
|
||||
vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p>
|
||||
<pre>
|
||||
int float2VtxSize = 2;
|
||||
Mesh.TriangleMeshBuilder triangles = new Mesh.TriangleMeshBuilder(renderscriptGL,
|
||||
float2VtxSize, Mesh.TriangleMeshBuilder.COLOR);
|
||||
triangles.addVertex(300.f, 300.f);
|
||||
triangles.addVertex(150.f, 450.f);
|
||||
triangles.addVertex(450.f, 450.f);
|
||||
triangles.addTriangle(0 , 1, 2);
|
||||
Mesh smP = triangle.create(true);
|
||||
script.set_mesh(smP);
|
||||
</pre>
|
||||
|
||||
<p>To draw a mesh using the {@link android.renderscript.Mesh.AllocationBuilder}, you need to
|
||||
supply it with one or more allocations that contain the vertex data:</p>
|
||||
<pre>
|
||||
Allocation vertices;
|
||||
|
||||
...
|
||||
Mesh.AllocationBuilder triangle = new Mesh.AllocationBuilder(mRS);
|
||||
smb.addVertexAllocation(vertices.getAllocation());
|
||||
smb.addIndexSetType(Mesh.Primitive.TRIANGLE);
|
||||
Mesh smP = smb.create();
|
||||
script.set_mesh(smP);
|
||||
</pre>
|
||||
|
||||
<p>In your Renderscript code, draw the built mesh to the screen:</p>
|
||||
<pre>
|
||||
rs_mesh mesh;
|
||||
...
|
||||
|
||||
int root(){
|
||||
...
|
||||
rsgDrawMesh(mesh);
|
||||
...
|
||||
return 0; //specify a non zero, positive integer to specify the frame refresh.
|
||||
//0 refreshes the frame only when the mesh changes.
|
||||
}
|
||||
</pre>
|
||||
|
||||
<h2 id="shader">Programs</h2>
|
||||
|
||||
<p>You can attach four program objects to the {@link android.renderscript.RenderScriptGL} context
|
||||
to customize the rendering pipeline. For example, you can create vertex and fragment shaders in
|
||||
GLSL or build a raster program object that controls culling. The four programs mirror a
|
||||
traditional graphical rendering pipeline:</p>
|
||||
|
||||
<table>
|
||||
<tr>
|
||||
<th>Android Object Type</th>
|
||||
|
||||
<th>Renderscript Native Type</th>
|
||||
|
||||
<th>Description</th>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>{@link android.renderscript.ProgramVertex}</td>
|
||||
|
||||
<td>rs_program_vertex</td>
|
||||
|
||||
<td>
|
||||
<p>The Renderscript vertex program, also known as a vertex shader, describes the stage in
|
||||
the graphics pipeline responsible for manipulating geometric data in a user-defined way.
|
||||
The object is constructed by providing Renderscript with the following data:</p>
|
||||
|
||||
<ul>
|
||||
<li>An {@link android.renderscript.Element} describing its varying inputs or attributes</li>
|
||||
|
||||
<li>GLSL shader string that defines the body of the program</li>
|
||||
|
||||
<li>a {@link android.renderscript.Type} that describes the layout of an
|
||||
Allocation containing constant or uniform inputs</li>
|
||||
</ul>
|
||||
|
||||
<p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL}
|
||||
graphics context by calling {@link android.renderscript.RenderScriptGL#bindProgramVertex
|
||||
bindProgramVertex()}. It is then used for all subsequent draw calls until you bind a new
|
||||
program. If the program has constant inputs, the user needs to bind an allocation
|
||||
containing those inputs. The allocation's type must match the one provided during creation.
|
||||
</p>
|
||||
|
||||
<p>The Renderscript runtime then does all the necessary plumbing to send those constants to
|
||||
the graphics hardware. Varying inputs to the shader, such as position, normal, and texture
|
||||
coordinates are matched by name between the input {@link android.renderscript.Element}
|
||||
and the mesh object that is being drawn. The signatures don't have to be exact or in any
|
||||
strict order. As long as the input name in the shader matches a channel name and size
|
||||
available on the mesh, the Renderscript runtime handles connecting the two. Unlike OpenGL
|
||||
there is no need to link the vertex and fragment programs.</p>
|
||||
|
||||
<p>To bind shader constants to the program, declare a <code>struct</code> that contains the necessary
|
||||
shader constants in your Renderscript code. This <code>struct</code> is generated into a
|
||||
reflected class that you can use as a constant input element during the program's creation.
|
||||
It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
|
||||
bind this {@link android.renderscript.Allocation} to the program and the
|
||||
Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
|
||||
when necessary. To update shader constants, you change the values in the
|
||||
{@link android.renderscript.Allocation} and notify the Renderscript
|
||||
code of the change.</p>
|
||||
|
||||
<p>The {@link android.renderscript.ProgramVertexFixedFunction.Builder} class also
|
||||
lets you build a simple vertex shader without writing GLSL code.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>{@link android.renderscript.ProgramFragment}</td>
|
||||
|
||||
<td>rs_program_fragment</td>
|
||||
|
||||
<td>
|
||||
<p>The Renderscript fragment program, also known as a fragment shader, is responsible for
|
||||
manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string
|
||||
containing the program body, texture inputs, and a {@link android.renderscript.Type}
|
||||
object that describes the constants
|
||||
used by the program. Like the vertex programs, when an {@link android.renderscript.Allocation}
|
||||
with constant input
|
||||
values is bound to the shader, its values are sent to the graphics program automatically.
|
||||
Note that the values inside the {@link android.renderscript.Allocation} are not explicitly tracked.
|
||||
If they change between two draw calls using the same program object, notify the runtime of that change by
|
||||
calling <code>rsgAllocationSyncAll()</code>, so it can send the new values to hardware. Communication
|
||||
between the vertex and fragment programs is handled internally in the GLSL code. For
|
||||
example, if the fragment program is expecting a varying input called <code>varTex0</code>, the GLSL code
|
||||
inside the program vertex must provide it.</p>
|
||||
|
||||
<p>To bind shader constructs to the program, declare a <code>struct</code> that contains the necessary
|
||||
shader constants in your Renderscript code. This <code>struct</code> is generated into a
|
||||
reflected class that you can use as a constant input element during the program's creation.
|
||||
It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
|
||||
bind this {@link android.renderscript.Allocation} to the program and the
|
||||
Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
|
||||
when necessary. To update shader constants, you change the values in the
|
||||
{@link android.renderscript.Allocation} and notify the Renderscript
|
||||
code of the change.</p>
|
||||
|
||||
<p>The {@link android.renderscript.ProgramFragmentFixedFunction.Builder} class also
|
||||
lets you build a simple fragment shader without writing GLSL code.
|
||||
</p>
|
||||
</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>{@link android.renderscript.ProgramStore}</td>
|
||||
|
||||
<td>rs_program_store</td>
|
||||
|
||||
<td>The Renderscript store program contains a set of parameters that control how the graphics
|
||||
hardware writes to the framebuffer. It could be used to enable and disable depth writes and
|
||||
testing, setup various blending modes for effects like transparency and define write masks
|
||||
for color components.</td>
|
||||
</tr>
|
||||
|
||||
<tr>
|
||||
<td>{@link android.renderscript.ProgramRaster}</td>
|
||||
|
||||
<td>rs_program_raster</td>
|
||||
|
||||
<td>The Renderscript raster program is primarily used to specify whether point sprites are enabled and to
|
||||
control the culling mode. By default back faces are culled.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<p>The following example defines a vertex shader in GLSL and binds it to a Renderscript context object:</p>
|
||||
<pre>
|
||||
private RenderScriptGL glRenderer; //rendering context
|
||||
private ScriptField_Point mPoints; //vertices
|
||||
private ScriptField_VpConsts mVpConsts; //shader constants
|
||||
|
||||
...
|
||||
|
||||
ProgramVertex.Builder sb = new ProgramVertex.Builder(glRenderer);
|
||||
String t = "varying vec4 varColor;\n" +
|
||||
"void main() {\n" +
|
||||
" vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" +
|
||||
" pos.xy = ATTRIB_position;\n" +
|
||||
" gl_Position = UNI_MVP * pos;\n" +
|
||||
" varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
|
||||
" gl_PointSize = ATTRIB_size;\n" +
|
||||
"}\n";
|
||||
sb.setShader(t);
|
||||
sb.addConstant(mVpConsts.getType());
|
||||
sb.addInput(mPoints.getElement());
|
||||
ProgramVertex pvs = sb.create();
|
||||
pvs.bindConstants(mVpConsts.getAllocation(), 0);
|
||||
glRenderer.bindProgramVertex(pvs);
|
||||
</pre>
|
||||
|
||||
|
||||
<p>The <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
|
||||
RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
|
||||
|
||||
<h3 id="shader-bindings">Program bindings</h3>
|
||||
|
||||
<p>You can also declare four pragmas that control default program bindings to the {@link
|
||||
android.renderscript.RenderScriptGL} context when the script is executing:</p>
|
||||
|
||||
<ul>
|
||||
<li><code>stateVertex</code></li>
|
||||
|
||||
<li><code>stateFragment</code></li>
|
||||
|
||||
<li><code>stateRaster</code></li>
|
||||
|
||||
<li><code>stateStore</code></li>
|
||||
</ul>
|
||||
|
||||
<p>The possible values for each pragma are <code>parent</code> or <code>default</code>. Using
|
||||
<code>default</code> binds the shaders to the graphical context with the system defaults.</p>
|
||||
|
||||
<p>Using <code>parent</code> binds the shaders in the same manner as it is bound in the calling
|
||||
script. If this is the root script, the parent state is taken from the bind points that are set
|
||||
by the {@link android.renderscript.RenderScriptGL} bind methods.</p>
|
||||
|
||||
<p>For example, you can define this at the top of your graphics Renderscript code to have
|
||||
the vertex and store programs inherent the bind properties from their parent scripts:</p>
|
||||
<pre>
|
||||
#pragma stateVertex(parent)
|
||||
#pragma stateStore(parent)
|
||||
</pre>
|
||||
|
||||
<h3 id="shader-sampler">Defining a sampler</h3>
|
||||
|
||||
<p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
|
||||
Samplers are bound to a {@link android.renderscript.ProgramFragment} alongside the texture
|
||||
whose sampling they control. These
|
||||
objects are used to specify such things as edge clamping behavior, whether mip-maps are used, and
|
||||
the amount of anisotropy required. There might be situations where hardware does not support the
|
||||
desired behavior of the sampler. In these cases, the Renderscript runtime attempts to provide the
|
||||
closest possible approximation. For example, the user requested 16x anisotropy, but only 8x was
|
||||
set because it's the best available on the hardware.</p>
|
||||
|
||||
<p>The <a href=
|
||||
"{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
|
||||
RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a
|
||||
Fragment program.</p>
|
||||
|
||||
|
||||
|
||||
<h2 id="fbo">Rendering to a Framebuffer Object</h2>
|
||||
|
||||
<p>Framebuffer objects allow you to render offscreen instead of in the default onscreen
|
||||
framebuffer. This approach might be useful for situations where you need to post-process a texture before
|
||||
rendering it to the screen, or when you want to composite two scenes in one such as rendering a rear-view
|
||||
mirror of a car. There are two buffers associated with a framebuffer object: a color buffer
|
||||
and a depth buffer. The color buffer (required) contains the actual pixel data of the scene
|
||||
that you are rendering, and the depth buffer (optional) contains the values necessary to figure
|
||||
out what vertices are drawn depending on their z-values.</p>
|
||||
|
||||
<p>In general, you need to do the following to render to a framebuffer object:</p>
|
||||
|
||||
<ul>
|
||||
<li>Create {@link android.renderscript.Allocation} objects for the color buffer and
|
||||
depth buffer (if needed). Specify the {@link
|
||||
android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} usage attribute for these
|
||||
allocations to notify the Renderscript runtime to use these allocations for the framebuffer
|
||||
object. For the color buffer allocation, you most likely need to declare the {@link
|
||||
android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE} usage attribute
|
||||
to use the color buffer as a texture, which is the most common use of the framebuffer object.</li>
|
||||
|
||||
<li>Tell the Renderscript runtime to render to the framebuffer object instead of the default
|
||||
framebuffer by calling <code>rsgBindColorTarget()</code> and passing it the color buffer
|
||||
allocation. If applicable, call <code>rsgBindDepthTarget()</code> passing in the depth buffer
|
||||
allocation as well.</li>
|
||||
|
||||
<li>Render your scene normally with the <code>rsgDraw</code> functions. The scene will be
|
||||
rendered into the color buffer instead of the default onscreen framebuffer.</li>
|
||||
|
||||
<li>When done, tell the Renderscript runtime stop rendering to the color buffer and back
|
||||
to the default framebuffer by calling <code>rsgClearAllRenderTargets()</code>.</li>
|
||||
|
||||
<li>Create a fragment shader and bind a the color buffer to it as a texture.</li>
|
||||
|
||||
<li>Render your scene to the default framebuffer. The texture will be used according
|
||||
to the way you setup your fragment shader.</li>
|
||||
</ul>
|
||||
|
||||
<p>The following example shows you how to render to a framebuffer object by modifying the
|
||||
<a href="{@docRoot}guide/resources/renderscript/Fountain/">Fountain</a> Renderscript sample. The end
|
||||
result is the <a href="{@docRoot}guide/resources/renderscript/FountainFBO/">FountainFBO</a> sample.
|
||||
The modifications render the exact same scene into a framebuffer object as it does the default
|
||||
framebuffer. The framebuffer object is then rendered into the default framebuffer in a small
|
||||
area at the top left corner of the screen.</p>
|
||||
|
||||
<ol>
|
||||
<li>Modify <code>fountain.rs</code> and add the following global variables. This creates setter
|
||||
methods when this file is reflected into a <code>.java</code> file, allowing you to allocate
|
||||
memory in your Android framework code and binding it to the Renderscript runtime.
|
||||
<pre>
|
||||
//allocation for color buffer
|
||||
rs_allocation gColorBuffer;
|
||||
//fragment shader for rendering without a texture (used for rendering to framebuffer object)
|
||||
rs_program_fragment gProgramFragment;
|
||||
//fragment shader for rendering with a texture (used for rendering to default framebuffer)
|
||||
rs_program_fragment gTextureProgramFragment;
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>Modify the root function of <code>fountain.rs</code> to look like the following code. The
|
||||
modifications are commented:
|
||||
<pre>
|
||||
int root() {
|
||||
float dt = min(rsGetDt(), 0.1f);
|
||||
rsgClearColor(0.f, 0.f, 0.f, 1.f);
|
||||
const float height = rsgGetHeight();
|
||||
const int size = rsAllocationGetDimX(rsGetAllocation(point));
|
||||
float dy2 = dt * (10.f);
|
||||
Point_t * p = point;
|
||||
for (int ct=0; ct < size; ct++) {
|
||||
p->delta.y += dy2;
|
||||
p->position += p->delta;
|
||||
if ((p->position.y > height) && (p->delta.y > 0)) {
|
||||
p->delta.y *= -0.3f;
|
||||
}
|
||||
p++;
|
||||
}
|
||||
//Tell Renderscript runtime to render to the frame buffer object
|
||||
rsgBindColorTarget(gColorBuffer, 0);
|
||||
//Begin rendering on a white background
|
||||
rsgClearColor(1.f, 1.f, 1.f, 1.f);
|
||||
rsgDrawMesh(partMesh);
|
||||
|
||||
//When done, tell Renderscript runtime to stop rendering to framebuffer object
|
||||
rsgClearAllRenderTargets();
|
||||
|
||||
//Bind a new fragment shader that declares the framebuffer object to be used as a texture
|
||||
rsgBindProgramFragment(gTextureProgramFragment);
|
||||
|
||||
//Bind the framebuffer object to the fragment shader at slot 0 as a texture
|
||||
rsgBindTexture(gTextureProgramFragment, 0, gColorBuffer);
|
||||
//Draw a quad using the framebuffer object as the texture
|
||||
float startX = 10, startY = 10;
|
||||
float s = 256;
|
||||
rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
|
||||
startX, startY + s, 0, 0, 0,
|
||||
startX + s, startY + s, 0, 1, 0,
|
||||
startX + s, startY, 0, 1, 1);
|
||||
|
||||
//Rebind the original fragment shader to render as normal
|
||||
rsgBindProgramFragment(gProgramFragment);
|
||||
|
||||
//Render the main scene
|
||||
rsgDrawMesh(partMesh);
|
||||
|
||||
return 1;
|
||||
}
|
||||
</pre>
|
||||
</li>
|
||||
|
||||
<li>In the <code>FountainRS.java</code> file, modify the <code>init()</code> method to look
|
||||
like the following code. The modifications are commented:
|
||||
|
||||
<pre>
|
||||
/* Add necessary members */
|
||||
private ScriptC_fountainfbo mScript;
|
||||
private Allocation mColorBuffer;
|
||||
private ProgramFragment mProgramFragment;
|
||||
private ProgramFragment mTextureProgramFragment;
|
||||
|
||||
public void init(RenderScriptGL rs, Resources res) {
|
||||
mRS = rs;
|
||||
mRes = res;
|
||||
|
||||
ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
|
||||
|
||||
Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
|
||||
smb.addVertexAllocation(points.getAllocation());
|
||||
smb.addIndexSetType(Mesh.Primitive.POINT);
|
||||
Mesh sm = smb.create();
|
||||
|
||||
mScript = new ScriptC_fountainfbo(mRS, mRes, R.raw.fountainfbo);
|
||||
mScript.set_partMesh(sm);
|
||||
mScript.bind_point(points);
|
||||
|
||||
ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
|
||||
pfb.setVaryingColor(true);
|
||||
mProgramFragment = pfb.create();
|
||||
mScript.set_gProgramFragment(mProgramFragment);
|
||||
|
||||
/* Second fragment shader to use a texture (framebuffer object) to draw with */
|
||||
pfb.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
|
||||
ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
|
||||
|
||||
/* Set the fragment shader in the Renderscript runtime */
|
||||
mTextureProgramFragment = pfb.create();
|
||||
mScript.set_gTextureProgramFragment(mTextureProgramFragment);
|
||||
|
||||
/* Create the allocation for the color buffer */
|
||||
Type.Builder colorBuilder = new Type.Builder(mRS, Element.RGBA_8888(mRS));
|
||||
colorBuilder.setX(256).setY(256);
|
||||
mColorBuffer = Allocation.createTyped(mRS, colorBuilder.create(),
|
||||
Allocation.USAGE_GRAPHICS_TEXTURE |
|
||||
Allocation.USAGE_GRAPHICS_RENDER_TARGET);
|
||||
|
||||
/* Set the allocation in the Renderscript runtime */
|
||||
mScript.set_gColorBuffer(mColorBuffer);
|
||||
|
||||
mRS.bindRootScript(mScript);
|
||||
}
|
||||
</pre>
|
||||
|
||||
<p class="note"><strong>Note:</strong> This sample doesn't use a depth buffer, but the following code
|
||||
shows you how to declare an example depth buffer if you need to use
|
||||
one for your application. The depth buffer must have the same dimensions as the color buffer:
|
||||
|
||||
<pre>
|
||||
Allocation mDepthBuffer;
|
||||
|
||||
...
|
||||
|
||||
Type.Builder b = new Type.Builder(mRS, Element.createPixel(mRS, DataType.UNSIGNED_16,
|
||||
DataKind.PIXEL_DEPTH));
|
||||
b.setX(256).setY(256);
|
||||
mDepthBuffer = Allocation.createTyped(mRS, b.create(),
|
||||
Allocation.USAGE_GRAPHICS_RENDER_TARGET);
|
||||
|
||||
</pre>
|
||||
</p>
|
||||
</li>
|
||||
|
||||
<li>Run and use the sample. The smaller, white quad on the top-left corner is using the
|
||||
framebuffer object as a texture, which renders the same scene as the main rendering.</li>
|
||||
</ol>
|
||||
@@ -28,6 +28,7 @@ import android.util.Log;
|
||||
import android.util.TypedValue;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* FileA3D allows users to load Renderscript objects from files
|
||||
* or resources stored on disk. It could be used to load items
|
||||
|
||||
@@ -30,8 +30,9 @@ import android.util.Log;
|
||||
import android.util.TypedValue;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* <p>This class gives users a simple way to draw hardware accelerated text.
|
||||
* <p>This class gives users a simple way to draw hardware accelerated text.
|
||||
* Internally, the glyphs are rendered using the Freetype library and an internal cache of
|
||||
* rendered glyph bitmaps is maintained. Each font object represents a combination of a typeface,
|
||||
* and point size. You can create multiple font objects to represent styles such as bold or italic text,
|
||||
@@ -43,7 +44,7 @@ import android.util.TypedValue;
|
||||
* render large batches of text in sequence. It is also more efficient to render multiple
|
||||
* characters at once instead of one by one to improve draw call batching.</p>
|
||||
* <p>Font color and transparency are not part of the font object and you can freely modify
|
||||
* them in the script to suit the user's rendering needs. Font colors work as a state machine.
|
||||
* them in the script to suit the user's rendering needs. Font colors work as a state machine.
|
||||
* Every new call to draw text uses the last color set in the script.</p>
|
||||
**/
|
||||
public class Font extends BaseObj {
|
||||
|
||||
@@ -21,6 +21,7 @@ import java.util.Vector;
|
||||
import android.util.Log;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* <p>This class is a container for geometric data displayed with
|
||||
* Renderscript. Internally, a mesh is a collection of allocations that
|
||||
|
||||
@@ -26,6 +26,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
*
|
||||
* Program is a base class for all the objects that modify
|
||||
* various stages of the graphics pipeline
|
||||
|
||||
@@ -21,6 +21,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* <p>The Renderscript fragment program, also known as fragment shader is responsible
|
||||
* for manipulating pixel data in a user defined way. It's constructed from a GLSL
|
||||
|
||||
@@ -21,6 +21,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* <p>ProgramFragmentFixedFunction is a helper class that provides
|
||||
* a way to make a simple fragment shader without writing any
|
||||
|
||||
@@ -21,6 +21,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* Program raster is primarily used to specify whether point sprites are enabled and to control
|
||||
* the culling mode. By default, back faces are culled.
|
||||
|
||||
@@ -21,6 +21,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* <p>ProgramStore contains a set of parameters that control how
|
||||
* the graphics hardware handles writes to the framebuffer.
|
||||
* It could be used to:</p>
|
||||
|
||||
@@ -14,7 +14,8 @@
|
||||
* limitations under the License.
|
||||
*/
|
||||
|
||||
/**
|
||||
/**
|
||||
* @hide
|
||||
* <p>The Renderscript vertex program, also known as a vertex shader, describes a stage in
|
||||
* the graphics pipeline responsible for manipulating geometric data in a user-defined way.
|
||||
* The object is constructed by providing the Renderscript system with the following data:</p>
|
||||
@@ -43,6 +44,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* ProgramVertex, also know as a vertex shader, describes a
|
||||
* stage in the graphics pipeline responsible for manipulating
|
||||
@@ -76,14 +78,15 @@ public class ProgramVertex extends Program {
|
||||
}
|
||||
|
||||
/**
|
||||
* @deprecated in API 16
|
||||
* Builder class for creating ProgramVertex objects.
|
||||
* The builder starts empty and the user must minimally provide
|
||||
* the GLSL shader code, and the varying inputs. Constant, or
|
||||
* uniform parameters to the shader may optionally be provided as
|
||||
* well.
|
||||
*
|
||||
**/
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* Builder class for creating ProgramVertex objects.
|
||||
* The builder starts empty and the user must minimally provide
|
||||
* the GLSL shader code, and the varying inputs. Constant, or
|
||||
* uniform parameters to the shader may optionally be provided as
|
||||
* well.
|
||||
*
|
||||
**/
|
||||
public static class Builder extends BaseProgramBuilder {
|
||||
/**
|
||||
* @deprecated in API 16
|
||||
|
||||
@@ -22,6 +22,7 @@ import android.util.Log;
|
||||
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* ProgramVertexFixedFunction is a helper class that provides a
|
||||
* simple way to create a fixed function emulation vertex shader
|
||||
|
||||
@@ -30,6 +30,7 @@ import android.view.SurfaceHolder;
|
||||
import android.view.SurfaceView;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* The Surface View for a graphics renderscript (RenderScriptGL) to draw on.
|
||||
*
|
||||
|
||||
@@ -29,6 +29,7 @@ import android.util.Log;
|
||||
import android.view.TextureView;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* The Texture View for a graphics renderscript (RenderScriptGL)
|
||||
* to draw on.
|
||||
|
||||
@@ -29,6 +29,7 @@ import android.view.SurfaceHolder;
|
||||
import android.view.SurfaceView;
|
||||
|
||||
/**
|
||||
* @hide
|
||||
* @deprecated in API 16
|
||||
* The Graphics derivitive of Renderscript. Extends the basic context to add a
|
||||
* root script which is the display window for graphical output. When the
|
||||
|
||||
@@ -1,86 +1,10 @@
|
||||
<HTML>
|
||||
<BODY>
|
||||
<p>The Renderscript rendering and computational APIs offer a low-level, high performance means of
|
||||
carrying out mathematical calculations and 3D graphics rendering.</p>
|
||||
<p>RenderScript provides support for high-performance computation across heterogeneous processors.</p>
|
||||
|
||||
<p>For more information, see the
|
||||
<a href="{@docRoot}guide/topics/renderscript/index.html">Renderscript</a> developer guide.</p>
|
||||
<a href="{@docRoot}guide/topics/renderscript/index.html">RenderScript</a> developer guide.</p>
|
||||
{@more}
|
||||
|
||||
<p>An example of Renderscript in applications include the 3D carousel view that is present in
|
||||
Android 3.0 applications such as the Books and YouTube applications. This API is intended for
|
||||
developers who are comfortable working with native code and want to maximize their performance
|
||||
critical applications.</p>
|
||||
|
||||
<p>Renderscript adopts a control and slave architecture where the low-level native code is controlled by the
|
||||
higher level Android system that runs in the virtual machine (VM). The VM code handles resource
|
||||
allocation and lifecycle management of the Renderscript enabled application and calls the Renderscript
|
||||
code through high level entry points. The Android build tools generate these entry points through reflection on
|
||||
the native Renderscript code, which you write in C (C99 standard). The Renderscript code
|
||||
does the intensive computation and returns the result back to the Android VM.</p>
|
||||
|
||||
<p>You can find the Renderscript native
|
||||
APIs in the <code><sdk_root>/platforms/android-11/renderscript</code> directory.
|
||||
The Android system APIs are broken into a few main groups:</p>
|
||||
|
||||
<h4>Core</h4>
|
||||
<p>These classes are used internally by the system for memory allocation. They are used by the classes that
|
||||
are generated by the build tools:</p>
|
||||
<ul>
|
||||
<li>Allocation</li>
|
||||
<li>Element</li>
|
||||
<li>Type</li>
|
||||
<li>Script</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h4>Data Types</h4>
|
||||
<p>These data types are used by the classes that are generated
|
||||
by the build tools. They are the reflected counterparts of the native data types that
|
||||
are defined by the native Renderscript APIs and used by your Renderscript code. The
|
||||
classes include:</p>
|
||||
<ul>
|
||||
<li>Byte2, Byte3, and Byte4</li>
|
||||
<li>Float2, Float3, Float4</li>
|
||||
<li>Int2, Int3, Int4</li>
|
||||
<li>Long2, Long3, Long4</li>
|
||||
<li>Matrix2f, Matrix3f, Matrix4f</li>
|
||||
<li>Short2, Short3, Short4</li>
|
||||
</ul>
|
||||
|
||||
<p>For example, if you declared the following struct in your .rs Renderscript file:</p>
|
||||
|
||||
<pre>struct Hello { float3 position; rs_matrix4x4 transform; }</pre>
|
||||
|
||||
<p>The build tools generate a class through reflection that looks like the following:</p>
|
||||
<pre>
|
||||
class Hello {
|
||||
static public class Item {
|
||||
Float4 position;
|
||||
Matrix4f transform;
|
||||
}
|
||||
Element createElement(RenderScript rs) {
|
||||
Element.Builder eb = new Element.Builder(rs);
|
||||
eb.add(Element.F32_3(rs), "position");
|
||||
eb.add(Element.MATRIX_4X4(rs), "transform");
|
||||
return eb.create();
|
||||
}
|
||||
}
|
||||
</pre>
|
||||
|
||||
<h4>Graphics</h4>
|
||||
<p>These classes are specific to graphics Renderscripts and support a typical rendering
|
||||
pipeline.</p>
|
||||
<ul>
|
||||
<li>Mesh</li>
|
||||
<li>ProgramFragment</li>
|
||||
<li>ProgramRaster</li>
|
||||
<li>ProgramStore</li>
|
||||
<li>ProgramVertex</li>
|
||||
<li>RSSurfaceView</li>
|
||||
<li>Sampler</li>
|
||||
</ul>
|
||||
|
||||
</p>
|
||||
</BODY>
|
||||
</HTML>
|
||||
|
||||
Reference in New Issue
Block a user