Android Open Source - Bubble-wrapper Unpopped






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Back to project page Bubble-wrapper.

License

The source code is released under:

Apache License

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Java Source Code

/*The following code was borrowed from
 * http://developer.android.com/training/graphics/opengl/index.html
 * and modified to suit the needs of the application.
 * /*from w w w .java2 s . c o  m*/
 * 
 * Copyright (C) 2011 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 com.awhittle.bubblewrapper;

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

import android.opengl.GLES20;

public class Unpopped {

     private final String vertexShaderCode =
              // This matrix member variable provides a hook to manipulate
              // the coordinates of the objects that use this vertex shader
              "uniform mat4 uMVPMatrix;" +
              "attribute vec4 vPosition;" +
              "void main() {" +
              // The matrix must be included as a modifier of gl_Position.
              // Note that the uMVPMatrix factor *must be first* in order
              // for the matrix multiplication product to be correct.
              "  gl_Position = uMVPMatrix * vPosition;" +
              "}";

      private final String fragmentShaderCode =
              "precision mediump float;" +
              "uniform vec4 vColor;" +
              "void main() {" +
              "  gl_FragColor = vColor;" +
              "}";

      private final FloatBuffer vertexBuffer;
      private final ShortBuffer drawListBuffer;
      private final int mProgram;
      private int mPositionHandle;
      private int mColorHandle;
      private int mMVPMatrixHandle;
      public static float[] unpoppedCoords;

      // number of coordinates per vertex in this array
      static final int COORDS_PER_VERTEX = 3;
      private static final float unpoppedTemplate[] = {
          0.0f, 0.0f, 0.0f,  //0
          0.1f, 0.6f, 0.0f,  //1
          0.3f, 0.5f, 0.0f,//2
          0.5f, 0.3f, 0.0f,//3
          0.6f, 0.1f, 0.0f,//4
          
          0.1f, -0.6f, 0.0f,//5
          0.3f, -0.5f, 0.0f,//6
          0.5f, -0.3f, 0.0f,//7
          0.6f, -0.1f, 0.0f,//8
          
          -0.1f, 0.6f, 0.0f,//9
          -0.3f, 0.5f, 0.0f,//10
          -0.5f, 0.3f, 0.0f,//11
          -0.6f, 0.1f, 0.0f,//12
          
          -0.1f, -0.6f, 0.0f,//13
          -0.3f, -0.5f, 0.0f,//14
          -0.5f, -0.3f, 0.0f,//15
          -0.6f, -0.1f, 0.0f,};  //16
      
      public static final float initUnpoppedCoords[] = ShapeTools.scaleMatrix(unpoppedTemplate, 0.25f);
      
      private static final short drawOrder[] =  { 0,1,2, 0,2,3, 0,3,4, 0,4,8, 
                            0,8,7, 0,7,6, 0,6,5, 0,5,13,
                            0,13,14, 0,14,15, 0,15,16, 0,16,12,
                            0,12,11, 0,11,10, 0,10,9, 0,9,1}; // order to draw vertices

      private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

      float color[] = { 0.8f, 0.8f, 0.8f, 1.0f };

      /**
       * Sets up the drawing object data for use in an OpenGL ES context.
       */
      public Unpopped(float[] unpoppedLocation) {
        unpoppedCoords = ShapeTools.translateMatrix(initUnpoppedCoords, unpoppedLocation[0], unpoppedLocation[1]);
        
          // initialize vertex byte buffer for shape coordinates
          ByteBuffer bb = ByteBuffer.allocateDirect(
          // (# of coordinate values * 4 bytes per float)
                  unpoppedCoords.length * 4);
          bb.order(ByteOrder.nativeOrder());
          vertexBuffer = bb.asFloatBuffer();
          vertexBuffer.put(unpoppedCoords);
          vertexBuffer.position(0);

          // initialize byte buffer for the draw list
          ByteBuffer dlb = ByteBuffer.allocateDirect(
                  // (# of coordinate values * 2 bytes per short)
                  drawOrder.length * 2);
          dlb.order(ByteOrder.nativeOrder());
          drawListBuffer = dlb.asShortBuffer();
          drawListBuffer.put(drawOrder);
          drawListBuffer.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
      }

      /**
       * Encapsulates the OpenGL ES instructions for drawing this shape.
       *
       * @param mvpMatrix - The Model View Project matrix in which to draw
       * this shape.
       */
      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 square
          GLES20.glDrawElements(
                  GLES20.GL_TRIANGLES, drawOrder.length,
                  GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

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




Java Source Code List

com.awhittle.bubblewrapper.MainActivity.java
com.awhittle.bubblewrapper.MyGLRenderer.java
com.awhittle.bubblewrapper.MyGLSurfaceView.java
com.awhittle.bubblewrapper.Popped.java
com.awhittle.bubblewrapper.ShapeTools.java
com.awhittle.bubblewrapper.Unpopped.java