2013년 8월 21일 수요일

Applying Projection and Camera Views












import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.app.Activity;
import android.view.Menu;

public class MainActivity extends Activity {

private GLSurfaceView mGLView;

    @Override
    protected void onCreate(Bundle savedInstanceState) {
   
        super.onCreate(savedInstanceState);
       
        //setContentView(R.layout.activity_main);
       
       
       
        // Create a GLSurfaceView instance and set it
        // as the ContentView for this Activity.      
        mGLView = new MyGLSurfaceView(this);
        setContentView( mGLView);
       
   
       
    }
   

    @Override
    protected void onPause() {
   
        super.onPause();
       
        // The following call pauses the rendering thread.
        // If your OpenGL application is memory intensive,
        // you should consider de-allocating objects that
        // consume significant memory here.
        mGLView.onPause();
    }
   
    @Override
    protected void onResume() {
   
        super.onResume();
       
        // The following call resumes a paused rendering thread.
        // If you de-allocated graphic objects for onPause()
        // this is a good place to re-allocate them.
        mGLView.onResume();
    }  


    @Override
    public boolean onCreateOptionsMenu(Menu menu) {
        // Inflate the menu; this adds items to the action bar if it is present.
        // getMenuInflater().inflate(R.menu.main, menu);
        return true;
    }
   
}




-------------------------------------------------------------------



import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;

public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "MyRenerer";
private Triangle mTriangle;
private Square mSquare;
private final float[] mMVPMatrix      = new float[16];
private final float[] mProjMatrix     = new float[16];
private final float[] mVMatrix        = new float[16];
private final float[] mRotationMatrix = new float[16];
// Declare as volatile because we are updating it from another thread
public volatile float mAngle;


@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor( 1.0f, 0.0f, 0.0f, 1.0f);
// GLES20.glClearColor( 0.5f, 0.5f, 0.5f, 1.0f);
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
GLES20.glDepthFunc(GLES20.GL_LEQUAL);

// set the camera position ( View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0, 0, 0, 0, 1, 0);
mTriangle = new Triangle();
mSquare = new Square();
}
@Override
public void onDrawFrame(GL10 gl) {
// Redraw background color
GLES20.glClear( GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// set the camera position ( View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0, 0, 0, 0, 1, 0);
// Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the projection and camera view matices
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Create a rotation for the triangle
//long time = SystemClock.uptimeMillis() % 4000L;
//float angle = 0.090f * ((int) time);
// mAngle = angle;
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
        Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
mTriangle.draw(mMVPMatrix);
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {

// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport( 0, 0, width, height);
float ratio = (float) width / height;
// float FIXED_RATIO = 2;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM( mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
// Matrix.frustumM( mProjMatrix, 0, -FIXED_RATIO, FIXED_RATIO, -FIXED_RATIO, FIXED_RATIO, 1, 10);
Log.e(TAG, "onSurfaceChanged");
}
    public static int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        return shader;
    }

    
    public static void checkGlError(String glOperation) {
    int error;
    while((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
    Log.e(TAG, glOperation + ": glError " + error);
    throw new RuntimeException(glOperation + ": glError " + error);
    }
    }

}


-------------------------------------------------------------------



import android.content.Context;
import android.opengl.GLSurfaceView;
import android.util.Log;
import android.view.MotionEvent;


public class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer mRenderer;

public MyGLSurfaceView(Context context) {

super(context);
// Create an OpenGL ES 2.0 context
setEGLContextClientVersion(2);
// Set the Renderer for drawing on the GLSurfaceView
        mRenderer = new MyGLRenderer();
setRenderer( mRenderer);
// Render the view only when there is a change in the drawing data
setRenderMode( GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
    private float mPreviousX;
    private float mPreviousY;
public boolean onTouchEvent(MotionEvent e) {
float x = e.getX();
float y = e.getY();
switch( e.getAction()) {
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > getHeight() / 2) {
dx = dx * -1;
}
// reverse direction of rotation to left of the mid-line
if(x < getWidth() / 2) {
dy = dy * -1;
}
mRenderer.mAngle += (dx + dy)*TOUCH_SCALE_FACTOR; // 180.0F / 320
requestRender();
}
mPreviousX = x;
    mPreviousY = y;
    
    
    Log.e( "MyGLSurfaceView", "onTouchEvent");
return true;
}


}


-------------------------------------------------------------------



import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import android.opengl.GLES20;

public class Triangle {
    private final String vertexShaderCode =
   
    // This matrix member variable provides a hook to manipulate
    // the coordinates of objects that use this vertex shader.
    "uniform mat4 uMVPMatrix; " +    
            "attribute vec4 vPosition;" +
            "void main() {" +
            "  gl_Position = uMVPMatrix * vPosition;" +
            "}";

        private final String fragmentShaderCode =
            "precision mediump float;" +
            "uniform vec4 vColor;" +
            "void main() {" +
            "  gl_FragColor = vColor;" +
            "}";
private FloatBuffer vertexBuffer;
    private final int mProgram;
    private int mPositionHandle;
    private int mColorHandle;
    private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;

static float triangleCoords[] = {
0.0f,  0.622008459f, 0.0f,
  -0.5f, -0.311004243f, 0.0f,
0.5f, -0.311004243f, 0.0f
};
    private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
    private final int vertexStride = COORDS_PER_VERTEX * 4; // bytes per vertex
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
public Triangle() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4

);
// use the device hardware's native byte order
bb.order( ByteOrder.nativeOrder() );
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);

        // prepare shaders and OpenGL program
        int vertexShader   = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
        vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
                                                      fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables
}
    public void draw(float[] mvpMatrix) {
        // Add program to OpenGL environment
        GLES20.glUseProgram(mProgram);

        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
                                     GLES20.GL_FLOAT, false,
                                     vertexStride, vertexBuffer);

        // get handle to fragment shader's vColor member
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");

        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);
        
        
        // get handle to shape's transformation matrix
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        MyGLRenderer.checkGlError("glGetUniformLocation");
        
        // Apply the projection and view transformation
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle,  1, false, mvpMatrix, 0);
        MyGLRenderer.checkGlError("glUniformMatrix4fv");
        
        
        
        

        // Draw the triangle
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);

        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }

}









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