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@@ -2,36 +2,26 @@ package de.tudarmstadt.informatik.hostage.ui2.fragment.opengl;
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import java.io.IOException;
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import java.io.InputStream;
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-import java.nio.ByteBuffer;
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-import java.nio.ByteOrder;
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-import java.nio.FloatBuffer;
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import java.util.Scanner;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.content.res.AssetManager;
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+import android.graphics.Bitmap;
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+import android.graphics.BitmapFactory;
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import android.opengl.GLES20;
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import android.opengl.GLSurfaceView.Renderer;
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+import android.opengl.GLUtils;
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import android.opengl.Matrix;
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import android.util.Log;
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public class ThreatIndicatorGLRenderer implements Renderer {
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- public static int loadShader(int type, String source) {
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- int shader = GLES20.glCreateShader(type);
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- GLES20.glShaderSource(shader, source);
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- GLES20.glCompileShader(shader);
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- Log.i("gl", GLES20.glGetShaderInfoLog(shader));
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- return shader;
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- }
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+ private static int threatLevel = 0;
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- public static int loadProgram(String vertexSource, String fragmentSource) {
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- int program = GLES20.glCreateProgram();
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- GLES20.glAttachShader(program, loadShader(GLES20.GL_VERTEX_SHADER, vertexSource));
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- GLES20.glAttachShader(program, loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource));
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- GLES20.glLinkProgram(program);
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- return program;
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+ public static void setThreatLevel(int level) {
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+ threatLevel = level;
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}
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public static AssetManager assets;
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@@ -41,37 +31,61 @@ public class ThreatIndicatorGLRenderer implements Renderer {
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private float aspectRatio;
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private int program;
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- private FloatBuffer vertexBuffer;
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private float [] modelview;
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private float [] projection;
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private float [] mvp;
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private AnimatedMesh androidMesh = null;
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+ private AnimatedMesh beeMesh = null;
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+ private int androidTexture;
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+ private int beeTexture;
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public ThreatIndicatorGLRenderer() {}
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+ public int loadTexture(String filePath) {
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+ Bitmap bitmap = null;
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+ try {
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+ bitmap = BitmapFactory.decodeStream(assets.open(filePath));
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+ } catch (IOException e) {
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+ e.printStackTrace();
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+ return 0;
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+ }
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+
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+ int[] names = {0};
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+ GLES20.glGenTextures(1, names, 0);
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+ int tex = names[0];
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+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex);
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+
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+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
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+ GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
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+ GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
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+ bitmap.recycle(); // memory is now gpu -> free it
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+
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+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex);
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+
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+ return tex;
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+ }
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+
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public void onSurfaceCreated(GL10 arg0, EGLConfig arg1) {
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GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
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GLES20.glEnable(GLES20.GL_DEPTH_TEST);
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GLES20.glEnable(GLES20.GL_CULL_FACE);
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+ GLES20.glEnable(GLES20.GL_TEXTURE_2D);
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try {
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InputStream is = assets.open("meshes/android.amh");
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androidMesh = new AnimatedMesh(is);
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} catch (IOException e) {
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- Log.e("gl", "Couldn't open mesh");
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+ Log.e("gl", "Couldn't open android mesh");
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}
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-
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- final float [] positions = {
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- 0.0f, 0.5f, 0.0f, 1.0f,
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- 0.5f, -0.5f, 0.0f, 1.0f,
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- -0.5f, -0.5f, 0.0f, 1.0f,
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- };
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- ByteBuffer bb = ByteBuffer.allocateDirect(4 * positions.length);
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- bb.order(ByteOrder.nativeOrder());
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- vertexBuffer = bb.asFloatBuffer();
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- vertexBuffer.put(positions);
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- vertexBuffer.position(0);
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+ androidTexture = loadTexture("textures/android-tex.png");
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+ try {
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+ InputStream is = assets.open("meshes/bee.amh");
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+ beeMesh = new AnimatedMesh(is);
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+ } catch (IOException e) {
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+ Log.e("gl", "Couldn't open bee mesh");
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+ }
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+ beeTexture = loadTexture("textures/bee-tex.png");
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modelview = new float[16];
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Matrix.setIdentityM(modelview, 0);
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@@ -91,42 +105,62 @@ public class ThreatIndicatorGLRenderer implements Renderer {
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}
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program = loadProgram(vertexSource, fragmentSource);
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}
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+
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+ static float beeAnimation = 0.0f;
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- // see http://stackoverflow.com/questions/309424/read-convert-an-inputstream-to-a-string
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- private static String inputStreamToString(InputStream is) {
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- Scanner scanner = new Scanner(is);
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- Scanner s = scanner.useDelimiter("\\A");
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- String result = s.hasNext() ? s.next() : "";
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- scanner.close();
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- return result;
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+ private float[] mixColor(float alpha, float[] color1, float[] color2) {
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+ float[] color3 = new float[4];
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+ color3[0] = (1.0f - alpha) * color1[0] + alpha * color2[0];
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+ color3[1] = (1.0f - alpha) * color1[1] + alpha * color2[1];
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+ color3[2] = (1.0f - alpha) * color1[2] + alpha * color2[2];
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+ color3[3] = (1.0f - alpha) * color1[3] + alpha * color2[3];
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+ return color3;
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}
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-
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+
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public void onDrawFrame(GL10 arg0) {
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GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
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GLES20.glUseProgram(program);
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int colorUniformLoc = GLES20.glGetUniformLocation(program, "color");
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+ int textureUniformLoc = GLES20.glGetUniformLocation(program, "texture");
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int mvpUniformLoc = GLES20.glGetUniformLocation(program, "mvp");
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- float [] color = {0.6f, 1.0f, 0.0f, 1.0f};
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+ //final float[] androidColor = {165.0f / 255.0f, 202.0f / 255.0f, 57.0f / 255.0f, 1.0f}; // ok
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+ final float[] whiteColor = {1.0f, 1.0f, 1.0f, 1.0f};
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+ final float[] redColor = {2.0f, 0.4f, 0.2f, 1.0f};
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+ final float[] yellowColor = {1.0f, 1.0f, 0.0f, 1.0f};
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+
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+ float[] color = mixColor(0.5f + 0.5f * (float)Math.sin(0.2f * beeAnimation), whiteColor, redColor);
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GLES20.glUniform4fv(colorUniformLoc, 1, color, 0);
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- //Matrix.rotateM(mvp, 0, 4.0f, 0.0f, 0.0f, 1.0f);
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+ Log.i("gl", color[0]+" "+color[1]+" "+color[2]+" "+color[3]);
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+
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+ GLES20.glUniform1i(textureUniformLoc, 0);
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+
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Matrix.setIdentityM(modelview, 0);
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- Matrix.translateM(modelview, 0, 0.0f, -0.5f, 0.0f);
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- Matrix.rotateM(modelview, 0, -90.0f, 1.0f, 0.0f, 0.0f);
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+ Matrix.translateM(modelview, 0, 0.0f, -0.5f, -2.0f);
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+ Matrix.rotateM(modelview, 0, -80.0f, 1.0f, 0.0f, 0.0f);
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Matrix.multiplyMM(mvp, 0, projection, 0, modelview, 0);
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GLES20.glUniformMatrix4fv(mvpUniformLoc, 1, false, mvp, 0);
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- /*
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- GLES20.glEnableVertexAttribArray(positionAttribLoc);
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- GLES20.glVertexAttribPointer(positionAttribLoc, 4, GLES20.GL_FLOAT, false, 0, vertexBuffer);
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- GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
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- GLES20.glDisableVertexAttribArray(positionAttribLoc);
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- */
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-
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+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, androidTexture);
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androidMesh.tick();
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androidMesh.draw(program);
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+
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+ GLES20.glUniform4fv(colorUniformLoc, 1, whiteColor, 0);
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+
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+ beeAnimation += 1.0f;
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+ float beeSize = 0.2f;
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+ Matrix.rotateM(modelview, 0, -4.0f * beeAnimation, 0.0f, 0.0f, 1.0f);
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+ Matrix.translateM(modelview, 0, 0.6f, 0.0f, 0.7f + 0.1f * (float)Math.sin(0.2f * beeAnimation));
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+ Matrix.rotateM(modelview, 0, 20.0f * (float)Math.cos(0.2f * beeAnimation), 1.0f, 0.0f, 0.0f);
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+ Matrix.scaleM(modelview, 0, beeSize, beeSize, beeSize);
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+ Matrix.multiplyMM(mvp, 0, projection, 0, modelview, 0);
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+ GLES20.glUniformMatrix4fv(mvpUniformLoc, 1, false, mvp, 0);
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+
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+ GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, beeTexture);
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+ beeMesh.tick();
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+ beeMesh.draw(program);
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}
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public void onSurfaceChanged(GL10 arg0, int w, int h) {
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@@ -134,6 +168,34 @@ public class ThreatIndicatorGLRenderer implements Renderer {
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height = h;
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aspectRatio = (float)w / (float)h;
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Matrix.orthoM(projection, 0, -aspectRatio, aspectRatio, -1.0f, 1.0f, -1.0f, 1.0f);
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+ float near = 0.1f;
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+ float fov = 2.0f;
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+ Matrix.frustumM(projection, 0, near * -aspectRatio, near * aspectRatio, -near, near, fov * near, 100.0f);
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GLES20.glViewport(0, 0, width, height);
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}
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+
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+ // see http://stackoverflow.com/questions/309424/read-convert-an-inputstream-to-a-string
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+ private static String inputStreamToString(InputStream is) {
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+ Scanner scanner = new Scanner(is);
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+ Scanner s = scanner.useDelimiter("\\A");
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+ String result = s.hasNext() ? s.next() : "";
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+ scanner.close();
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+ return result;
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+ }
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+
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+ public static int loadShader(int type, String source) {
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+ int shader = GLES20.glCreateShader(type);
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+ GLES20.glShaderSource(shader, source);
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+ GLES20.glCompileShader(shader);
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+ Log.i("gl", GLES20.glGetShaderInfoLog(shader));
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+ return shader;
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+ }
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+
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+ public static int loadProgram(String vertexSource, String fragmentSource) {
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+ int program = GLES20.glCreateProgram();
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+ GLES20.glAttachShader(program, loadShader(GLES20.GL_VERTEX_SHADER, vertexSource));
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+ GLES20.glAttachShader(program, loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource));
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+ GLES20.glLinkProgram(program);
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+ return program;
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+ }
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}
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