How to implement a Matrix Palette : Matrix « Game « Android






How to implement a Matrix Palette

 
/*
 * Copyright (C) 2009 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package app.test;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.CharBuffer;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL;
import javax.microedition.khronos.opengles.GL10;
import javax.microedition.khronos.opengles.GL11;
import javax.microedition.khronos.opengles.GL11Ext;

import android.app.Activity;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.opengl.GLUtils;
import android.os.Bundle;
import android.os.SystemClock;

class MatrixPaletteRenderer implements GLSurfaceView.Renderer {
  private Context mContext;
  private Grid mGrid;
  private int mTextureID;

  /**
   * A grid is a topologically rectangular array of vertices.
   * 
   * This grid class is customized for the vertex data required for this
   * example.
   * 
   * The vertex and index data are held in VBO objects because on most GPUs
   * VBO objects are the fastest way of rendering static vertex and index
   * data.
   * 
   */

  private static class Grid {
    // Size of vertex data elements in bytes:
    final static int FLOAT_SIZE = 4;
    final static int CHAR_SIZE = 2;

    // Vertex structure:
    // float x, y, z;
    // float u, v;
    // float weight0, weight1;
    // byte palette0, palette1, pad0, pad1;

    final static int VERTEX_SIZE = 8 * FLOAT_SIZE;
    final static int VERTEX_TEXTURE_BUFFER_INDEX_OFFSET = 3;
    final static int VERTEX_WEIGHT_BUFFER_INDEX_OFFSET = 5;
    final static int VERTEX_PALETTE_INDEX_OFFSET = 7 * FLOAT_SIZE;

    private int mVertexBufferObjectId;
    private int mElementBufferObjectId;

    // These buffers are used to hold the vertex and index data while
    // constructing the grid. Once createBufferObjects() is called
    // the buffers are nulled out to save memory.

    private ByteBuffer mVertexByteBuffer;
    private FloatBuffer mVertexBuffer;
    private CharBuffer mIndexBuffer;

    private int mW;
    private int mH;
    private int mIndexCount;

    public Grid(int w, int h) {
      if (w < 0 || w >= 65536) {
        throw new IllegalArgumentException("w");
      }
      if (h < 0 || h >= 65536) {
        throw new IllegalArgumentException("h");
      }
      if (w * h >= 65536) {
        throw new IllegalArgumentException("w * h >= 65536");
      }

      mW = w;
      mH = h;
      int size = w * h;

      mVertexByteBuffer = ByteBuffer.allocateDirect(VERTEX_SIZE * size)
          .order(ByteOrder.nativeOrder());
      mVertexBuffer = mVertexByteBuffer.asFloatBuffer();

      int quadW = mW - 1;
      int quadH = mH - 1;
      int quadCount = quadW * quadH;
      int indexCount = quadCount * 6;
      mIndexCount = indexCount;
      mIndexBuffer = ByteBuffer.allocateDirect(CHAR_SIZE * indexCount)
          .order(ByteOrder.nativeOrder()).asCharBuffer();

      /*
       * Initialize triangle list mesh.
       * 
       * [0]-----[ 1] ... | / | | / | | / | [w]-----[w+1] ... | |
       */

      {
        int i = 0;
        for (int y = 0; y < quadH; y++) {
          for (int x = 0; x < quadW; x++) {
            char a = (char) (y * mW + x);
            char b = (char) (y * mW + x + 1);
            char c = (char) ((y + 1) * mW + x);
            char d = (char) ((y + 1) * mW + x + 1);

            mIndexBuffer.put(i++, a);
            mIndexBuffer.put(i++, c);
            mIndexBuffer.put(i++, b);

            mIndexBuffer.put(i++, b);
            mIndexBuffer.put(i++, c);
            mIndexBuffer.put(i++, d);
          }
        }
      }

    }

    public void set(int i, int j, float x, float y, float z, float u,
        float v, float w0, float w1, int p0, int p1) {
      if (i < 0 || i >= mW) {
        throw new IllegalArgumentException("i");
      }
      if (j < 0 || j >= mH) {
        throw new IllegalArgumentException("j");
      }

      if (w0 + w1 != 1.0f) {
        throw new IllegalArgumentException(
            "Weights must add up to 1.0f");
      }

      int index = mW * j + i;

      mVertexBuffer.position(index * VERTEX_SIZE / FLOAT_SIZE);
      mVertexBuffer.put(x);
      mVertexBuffer.put(y);
      mVertexBuffer.put(z);
      mVertexBuffer.put(u);
      mVertexBuffer.put(v);
      mVertexBuffer.put(w0);
      mVertexBuffer.put(w1);

      mVertexByteBuffer.position(index * VERTEX_SIZE
          + VERTEX_PALETTE_INDEX_OFFSET);
      mVertexByteBuffer.put((byte) p0);
      mVertexByteBuffer.put((byte) p1);
    }

    public void createBufferObjects(GL gl) {
      // Generate a the vertex and element buffer IDs
      int[] vboIds = new int[2];
      GL11 gl11 = (GL11) gl;
      gl11.glGenBuffers(2, vboIds, 0);
      mVertexBufferObjectId = vboIds[0];
      mElementBufferObjectId = vboIds[1];

      // Upload the vertex data
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
      mVertexByteBuffer.position(0);
      gl11.glBufferData(GL11.GL_ARRAY_BUFFER,
          mVertexByteBuffer.capacity(), mVertexByteBuffer,
          GL11.GL_STATIC_DRAW);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER,
          mElementBufferObjectId);
      mIndexBuffer.position(0);
      gl11.glBufferData(GL11.GL_ELEMENT_ARRAY_BUFFER,
          mIndexBuffer.capacity() * CHAR_SIZE, mIndexBuffer,
          GL11.GL_STATIC_DRAW);

      // We don't need the in-memory data any more
      mVertexBuffer = null;
      mVertexByteBuffer = null;
      mIndexBuffer = null;
    }

    public void draw(GL10 gl) {
      GL11 gl11 = (GL11) gl;
      GL11Ext gl11Ext = (GL11Ext) gl;

      gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, mVertexBufferObjectId);
      gl11.glVertexPointer(3, GL10.GL_FLOAT, VERTEX_SIZE, 0);
      gl11.glTexCoordPointer(2, GL10.GL_FLOAT, VERTEX_SIZE,
          VERTEX_TEXTURE_BUFFER_INDEX_OFFSET * FLOAT_SIZE);

      gl.glEnableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
      gl.glEnableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);

      gl11Ext.glWeightPointerOES(2, GL10.GL_FLOAT, VERTEX_SIZE,
          VERTEX_WEIGHT_BUFFER_INDEX_OFFSET * FLOAT_SIZE);
      gl11Ext.glMatrixIndexPointerOES(2, GL10.GL_UNSIGNED_BYTE,
          VERTEX_SIZE, VERTEX_PALETTE_INDEX_OFFSET);

      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER,
          mElementBufferObjectId);
      gl11.glDrawElements(GL10.GL_TRIANGLES, mIndexCount,
          GL10.GL_UNSIGNED_SHORT, 0);
      gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
      gl.glDisableClientState(GL11Ext.GL_MATRIX_INDEX_ARRAY_OES);
      gl.glDisableClientState(GL11Ext.GL_WEIGHT_ARRAY_OES);
      gl11.glBindBuffer(GL11.GL_ARRAY_BUFFER, 0);
      gl11.glBindBuffer(GL11.GL_ELEMENT_ARRAY_BUFFER, 0);
    }
  }

  public MatrixPaletteRenderer(Context context) {
    mContext = context;
  }

  public void onSurfaceCreated(GL10 gl, EGLConfig config) {
    /*
     * By default, OpenGL enables features that improve quality but reduce
     * performance. One might want to tweak that especially on software
     * renderer.
     */
    gl.glDisable(GL10.GL_DITHER);

    /*
     * Some one-time OpenGL initialization can be made here probably based
     * on features of this particular context
     */
    gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);

    gl.glClearColor(.5f, .5f, .5f, 1);
    gl.glShadeModel(GL10.GL_SMOOTH);
    gl.glEnable(GL10.GL_DEPTH_TEST);
    gl.glEnable(GL10.GL_TEXTURE_2D);

    /*
     * Create our texture. This has to be done each time the surface is
     * created.
     */

    int[] textures = new int[1];
    gl.glGenTextures(1, textures, 0);

    mTextureID = textures[0];
    gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
        GL10.GL_NEAREST);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
        GL10.GL_LINEAR);

    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
        GL10.GL_CLAMP_TO_EDGE);
    gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
        GL10.GL_CLAMP_TO_EDGE);

    gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
        GL10.GL_REPLACE);

    InputStream is = mContext.getResources().openRawResource(R.raw.robot);
    Bitmap bitmap;
    try {
      bitmap = BitmapFactory.decodeStream(is);
    } finally {
      try {
        is.close();
      } catch (IOException e) {
        // Ignore.
      }
    }

    GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
    bitmap.recycle();

    mGrid = generateWeightedGrid(gl);
  }

  public void onDrawFrame(GL10 gl) {
    /*
     * By default, OpenGL enables features that improve quality but reduce
     * performance. One might want to tweak that especially on software
     * renderer.
     */
    gl.glDisable(GL10.GL_DITHER);

    gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,
        GL10.GL_MODULATE);

    /*
     * Usually, the first thing one might want to do is to clear the screen.
     * The most efficient way of doing this is to use glClear().
     */

    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

    gl.glEnable(GL10.GL_DEPTH_TEST);

    gl.glEnable(GL10.GL_CULL_FACE);

    /*
     * Now we're ready to draw some 3D objects
     */

    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();

    GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    gl.glActiveTexture(GL10.GL_TEXTURE0);
    gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);
    gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
        GL10.GL_REPEAT);
    gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
        GL10.GL_REPEAT);

    long time = SystemClock.uptimeMillis() % 4000L;

    // Rock back and forth
    double animationUnit = ((double) time) / 4000;
    float unitAngle = (float) Math.cos(animationUnit * 2 * Math.PI);
    float angle = unitAngle * 135f;

    gl.glEnable(GL11Ext.GL_MATRIX_PALETTE_OES);
    gl.glMatrixMode(GL11Ext.GL_MATRIX_PALETTE_OES);

    GL11Ext gl11Ext = (GL11Ext) gl;

    // matrix 0: no transformation
    gl11Ext.glCurrentPaletteMatrixOES(0);
    gl11Ext.glLoadPaletteFromModelViewMatrixOES();

    // matrix 1: rotate by "angle"
    gl.glRotatef(angle, 0, 0, 1.0f);

    gl11Ext.glCurrentPaletteMatrixOES(1);
    gl11Ext.glLoadPaletteFromModelViewMatrixOES();

    mGrid.draw(gl);

    gl.glDisable(GL11Ext.GL_MATRIX_PALETTE_OES);
  }

  public void onSurfaceChanged(GL10 gl, int w, int h) {
    gl.glViewport(0, 0, w, h);

    /*
     * Set our projection matrix. This doesn't have to be done each time we
     * draw, but usually a new projection needs to be set when the viewport
     * is resized.
     */

    float ratio = (float) w / h;
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7);
  }

  private Grid generateWeightedGrid(GL gl) {
    final int uSteps = 20;
    final int vSteps = 20;

    float radius = 0.25f;
    float height = 2.0f;
    Grid grid = new Grid(uSteps + 1, vSteps + 1);

    for (int j = 0; j <= vSteps; j++) {
      for (int i = 0; i <= uSteps; i++) {
        double angle = Math.PI * 2 * i / uSteps;
        float x = radius * (float) Math.cos(angle);
        float y = height * ((float) j / vSteps - 0.5f);
        float z = radius * (float) Math.sin(angle);
        float u = -4.0f * (float) i / uSteps;
        float v = -4.0f * (float) j / vSteps;
        float w0 = (float) j / vSteps;
        float w1 = 1.0f - w0;
        grid.set(i, j, x, y, z, u, v, w0, w1, 0, 1);
      }
    }

    grid.createBufferObjects(gl);
    return grid;
  }
}

/**
 * This sample shows how to implement a Matrix Palette
 */
public class MatrixPaletteActivity extends Activity {
  @Override
  protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    mGLSurfaceView = new GLSurfaceView(this);
    mGLSurfaceView.setRenderer(new MatrixPaletteRenderer(this));
    setContentView(mGLSurfaceView);
  }

  @Override
  protected void onResume() {
    // Ideally a game should implement onResume() and onPause()
    // to take appropriate action when the activity looses focus
    super.onResume();
    mGLSurfaceView.onResume();
  }

  @Override
  protected void onPause() {
    // Ideally a game should implement onResume() and onPause()
    // to take appropriate action when the activity looses focus
    super.onPause();
    mGLSurfaceView.onPause();
  }

  private GLSurfaceView mGLSurfaceView;
}

   
  








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