package com.macrocheng.cubeopengl;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGL11;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import javax.microedition.khronos.opengles.GL10;
import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.opengl.GLU;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
public abstract class GLTutorialBase extends SurfaceView implements SurfaceHolder.Callback, Runnable {
protected EGLContext glContext;
protected ViewAnimator animator;
protected SurfaceHolder sHolder;
protected Thread t;
protected boolean running;
int width;
int height;
boolean resize;
int fps;
/**
* Make a direct NIO FloatBuffer from an array of floats
* @param arr The array
* @return The newly created FloatBuffer
*/
protected static FloatBuffer makeFloatBuffer(float[] arr) {
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length*4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(arr);
fb.position(0);
return fb;
}
/**
* Make a direct NIO IntBuffer from an array of ints
* @param arr The array
* @return The newly created IntBuffer
*/
protected static IntBuffer makeFloatBuffer(int[] arr) {
ByteBuffer bb = ByteBuffer.allocateDirect(arr.length*4);
bb.order(ByteOrder.nativeOrder());
IntBuffer ib = bb.asIntBuffer();
ib.put(arr);
ib.position(0);
return ib;
}
/**
* Create a texture and send it to the graphics system
* @param gl The GL object
* @param bmp The bitmap of the texture
* @param reverseRGB Should the RGB values be reversed? (necessary workaround for loading .pngs...)
* @return The newly created identifier for the texture.
*/
protected static int loadTexture(GL10 gl, Bitmap bmp) {
return loadTexture(gl, bmp, false);
}
/**
* Create a texture and send it to the graphics system
* @param gl The GL object
* @param bmp The bitmap of the texture
* @param reverseRGB Should the RGB values be reversed? (necessary workaround for loading .pngs...)
* @return The newly created identifier for the texture.
*/
protected static int loadTexture(GL10 gl, Bitmap bmp, boolean reverseRGB) {
ByteBuffer bb = ByteBuffer.allocateDirect(bmp.getHeight()*bmp.getWidth()*4);
bb.order(ByteOrder.BIG_ENDIAN);
IntBuffer ib = bb.asIntBuffer();
for (int y=bmp.getHeight()-1;y>-1;y--)
for (int x=0;x<bmp.getWidth();x++) {
int pix = bmp.getPixel(x,bmp.getHeight()-y-1);
// Convert ARGB -> RGBA
@SuppressWarnings("unused")
byte alpha = (byte)((pix >> 24)&0xFF);
byte red = (byte)((pix >> 16)&0xFF);
byte green = (byte)((pix >> 8)&0xFF);
byte blue = (byte)((pix)&0xFF);
// It seems like alpha is currently broken in Android...
ib.put(red << 24 | green << 16 | blue << 8 | 0xFF);//255-alpha);
}
ib.position(0);
bb.position(0);
int[] tmp_tex = new int[1];
gl.glGenTextures(1, tmp_tex, 0);
int tex = tmp_tex[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, bmp.getWidth(), bmp.getHeight(), 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, bb);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
return tex;
}
/**
* Constructor
* @param c The View's context.
*/
public GLTutorialBase(Context c) {
this(c, -1);
}
/**
* Constructor for animated views
* @param c The View's context
* @param fps The frames per second for the animation.
*/
public GLTutorialBase(Context c, int fps) {
super(c);
sHolder = getHolder();
sHolder.addCallback(this);
sHolder.setType(SurfaceHolder.SURFACE_TYPE_GPU);
this.fps = fps;
}
@Override
protected void onAttachedToWindow() {
if (animator != null) {
// If we're animated, start the animation
animator.start();
}
super.onAttachedToWindow();
}
@Override
protected void onDetachedFromWindow() {
if (animator != null) {
// If we're animated, stop the animation
animator.stop();
}
super.onDetachedFromWindow();
}
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
synchronized (this) {
this.width = width;
this.height = height;
this.resize = true;
}
}
public void surfaceCreated(SurfaceHolder holder) {
t = new Thread(this);
t.start();
}
public void surfaceDestroyed(SurfaceHolder arg0) {
running = false;
try {
t.join();
}
catch (InterruptedException ex) {}
t = null;
}
public void run() {
// Much of this code is from GLSurfaceView in the Google API Demos.
// I encourage those interested to look there for documentation.
EGL10 egl = (EGL10)EGLContext.getEGL();
EGLDisplay dpy = egl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
int[] version = new int[2];
egl.eglInitialize(dpy, version);
int[] configSpec = {
EGL10.EGL_RED_SIZE, 5,
EGL10.EGL_GREEN_SIZE, 6,
EGL10.EGL_BLUE_SIZE, 5,
EGL10.EGL_DEPTH_SIZE, 16,
EGL10.EGL_NONE
};
EGLConfig[] configs = new EGLConfig[1];
int[] num_config = new int[1];
egl.eglChooseConfig(dpy, configSpec, configs, 1, num_config);
EGLConfig config = configs[0];
EGLContext context = egl.eglCreateContext(dpy, config,
EGL10.EGL_NO_CONTEXT, null);
EGLSurface surface = egl.eglCreateWindowSurface(dpy, config, sHolder, null);
egl.eglMakeCurrent(dpy, surface, surface, context);
GL10 gl = (GL10)context.getGL();
init(gl);
int delta = -1;
if (fps > 0) {
delta = 1000/fps;
}
long time = System.currentTimeMillis();
running = true;
while (running) {
int w, h;
synchronized(this) {
w = width;
h = height;
}
if (System.currentTimeMillis()-time < delta) {
try {
Thread.sleep(System.currentTimeMillis()-time);
}
catch (InterruptedException ex) {}
}
drawFrame(gl, w, h);
egl.eglSwapBuffers(dpy, surface);
if (egl.eglGetError() == EGL11.EGL_CONTEXT_LOST) {
Context c = getContext();
if (c instanceof Activity) {
((Activity)c).finish();
}
}
time = System.currentTimeMillis();
}
egl.eglMakeCurrent(dpy, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
egl.eglDestroySurface(dpy, surface);
egl.eglDestroyContext(dpy, context);
egl.eglTerminate(dpy);
}
private void drawFrame(GL10 gl, int w, int h) {
if (resize) {
resize(gl, w, h);
resize = false;
}
drawFrame(gl);
}
protected void resize(GL10 gl, int w, int h) {
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(0,0,w,h);
GLU.gluPerspective(gl, 45.0f, ((float)w)/h, 1f, 100f);
}
protected void init(GL10 gl) {}
protected abstract void drawFrame(GL10 gl);
}
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