package de.tudarmstadt.informatik.hostage.ui2.fragment.opengl; import java.io.IOException; import java.io.InputStream; import java.util.Scanner; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.res.AssetManager; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.graphics.Color; import android.opengl.GLES20; import android.opengl.GLSurfaceView.Renderer; import android.opengl.GLUtils; import android.opengl.Matrix; import android.util.Log; /** * @author Fabio Arnold * * ThreatIndicatorGLRenderer * This class is responsible for drawing an animation representing the current threat level. * Use the method setThreatLevel to set the state (0 to 3). */ public class ThreatIndicatorGLRenderer implements Renderer { public enum ThreatLevel { NOT_MONITORING, NO_THREAT, PAST_THREAT, LIVE_THREAT } /** * Set the threat level which should be indicated * @param threatLevel */ public static void setThreatLevel(ThreatLevel threatLevel) { mNextThreatLevel = threatLevel; } /** * Match the background color of the view holding this renderer * @param color 32 bit integer encoding the color */ public static void setBackgroundColor(int color) { mBackgroundColor[0] = (float)Color.red(color) / 255.0f; mBackgroundColor[1] = (float)Color.green(color) / 255.0f; mBackgroundColor[2] = (float)Color.blue(color) / 255.0f; } private static float[] mBackgroundColor = new float[3]; public static AssetManager assets = null; // needs to be set by the Activity using this class // OpenGL data private int mProgram; private float [] mModelview; private float [] mProjection; private float [] mMVP; private AnimatedMesh androidMesh = null; private AnimatedMesh beeMesh = null; private int androidTexture; private int beeTexture; // threat state private static ThreatLevel mNextThreatLevel = ThreatLevel.NO_THREAT; private ThreatLevel mCurrentThreatLevel = ThreatLevel.NO_THREAT; private ThreatLevel mTargetThreatLevel = ThreatLevel.NO_THREAT; private float mThreatLevelTransition = 1.0f; // 1.0 means transition is complete private static boolean sPlayGreetingAnimation = true; // greet the first time private long mStartTimeMillis; // for animation public ThreatIndicatorGLRenderer() { mStartTimeMillis = System.currentTimeMillis(); } /** * Initialization will be called after GL context is created and is current */ public void onSurfaceCreated(GL10 arg0, EGLConfig arg1) { GLES20.glClearColor(mBackgroundColor[0], mBackgroundColor[1], mBackgroundColor[2], 1.0f); GLES20.glEnable(GLES20.GL_DEPTH_TEST); GLES20.glEnable(GLES20.GL_CULL_FACE); GLES20.glEnable(GLES20.GL_TEXTURE_2D); try { InputStream is = assets.open("meshes/android.amh"); androidMesh = new AnimatedMesh(is); /* play the greeting animation the first time the gets opened not each time the threatindicator gets created */ if (sPlayGreetingAnimation) { androidMesh.startAction("greet", false, false); sPlayGreetingAnimation = false; } else if (mCurrentThreatLevel == ThreatLevel.NO_THREAT) { // default state androidMesh.startAction("happy", true, false); // play NO_THREAT animation } } catch (IOException e) { Log.e("gl", "Couldn't open android mesh"); } androidTexture = loadTexture("textures/android-tex.png"); try { InputStream is = assets.open("meshes/bee.amh"); beeMesh = new AnimatedMesh(is); beeMesh.startAction("bee_armatureAct", true, false); } catch (IOException e) { Log.e("gl", "Couldn't open bee mesh"); } beeTexture = loadTexture("textures/bee-tex.png"); mModelview = new float[16]; Matrix.setIdentityM(mModelview, 0); mProjection = new float[16]; mMVP = new float[16]; // default shader String vertexSource = "attribute vec3 position; void main() {gl_Position = vec4(position, 1.0);}"; String fragmentSource = "void main() {gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);}"; try { vertexSource = inputStreamToString(assets.open("shaders/skinned.vert")); } catch (IOException e) { e.printStackTrace(); } try {fragmentSource = inputStreamToString(assets.open("shaders/skinned.frag")); } catch (IOException e) { e.printStackTrace(); } mProgram = loadProgram(vertexSource, fragmentSource); } /** * Tries to render at 30 Hz (see bottom part) */ public void onDrawFrame(GL10 arg0) { long timeMillis = System.currentTimeMillis() - mStartTimeMillis; double animTime = 0.001 * (double)timeMillis; // in seconds // threat level state machine if (mTargetThreatLevel != mCurrentThreatLevel) { boolean blocked = false; // block until current action is completed if (mThreatLevelTransition == 0.0f) { if (androidMesh.isActionDone()) { switch (mTargetThreatLevel) { case NOT_MONITORING: androidMesh.startAction("sleep", false, false); break; case NO_THREAT: androidMesh.startAction("happy", true, false); break; case PAST_THREAT: androidMesh.startAction("fear", true, false); break; case LIVE_THREAT: androidMesh.startAction("panic", true, false); break; } } else blocked = true; } if (!blocked) { mThreatLevelTransition += 0.016f; if (mThreatLevelTransition >= 1.0f) { mCurrentThreatLevel = mTargetThreatLevel; mThreatLevelTransition = 1.0f; } } } else { if (mNextThreatLevel != mTargetThreatLevel) { mTargetThreatLevel = mNextThreatLevel; mThreatLevelTransition = 0.0f; // HACK!!! reverses the sleep animation to create smooth transition into other states if (mCurrentThreatLevel == ThreatLevel.NOT_MONITORING) androidMesh.startAction("sleep", false, true); } } androidMesh.tick(); // animate android // OpenGL drawing GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); GLES20.glUseProgram(mProgram); int colorUniformLoc = GLES20.glGetUniformLocation(mProgram, "color"); int textureUniformLoc = GLES20.glGetUniformLocation(mProgram, "texture"); int mvpUniformLoc = GLES20.glGetUniformLocation(mProgram, "mvp"); // animate color final float[] whiteColor = {1.0f, 1.0f, 1.0f, 1.0f}; final float[] greyColor = {0.5f, 0.5f, 0.5f, 1.0f}; final float[] redColor = {2.0f, 0.4f, 0.2f, 1.0f}; final float[] yellowColor = {1.1f * 255.0f / 166.0f, 1.2f * 255.0f / 200.0f, 0.0f, 1.0f}; float[] currentColor = whiteColor; float blink = 0.5f + 0.5f * (float)Math.sin(12.0 * animTime); switch (mCurrentThreatLevel) { case NOT_MONITORING: currentColor = greyColor; break; case PAST_THREAT: currentColor = mixColor(blink, whiteColor, yellowColor); break; case LIVE_THREAT: currentColor = mixColor(blink, whiteColor, redColor); break; } if (mTargetThreatLevel != mCurrentThreatLevel) { float[] targetColor = whiteColor; switch (mTargetThreatLevel) { case NOT_MONITORING: targetColor = greyColor; break; case PAST_THREAT: targetColor = mixColor(blink, whiteColor, yellowColor); break; case LIVE_THREAT: targetColor = mixColor(blink, whiteColor, redColor); break; } currentColor = mixColor(mThreatLevelTransition, currentColor, targetColor); } GLES20.glUniform4fv(colorUniformLoc, 1, currentColor, 0); GLES20.glUniform1i(textureUniformLoc, 0); // animate camera Matrix.setIdentityM(mModelview, 0); if (mCurrentThreatLevel == ThreatLevel.LIVE_THREAT || mTargetThreatLevel == ThreatLevel.LIVE_THREAT) { float delta = 1.0f; if (mThreatLevelTransition < 0.4f) { // animate only during the first 40% of the transition delta = mThreatLevelTransition / 0.4f; delta = -2.0f * delta * delta * delta + 3.0f * delta * delta; // ease in/out } if (mTargetThreatLevel != ThreatLevel.LIVE_THREAT) delta = 1.0f - delta; Matrix.translateM(mModelview, 0, 0.0f, -0.6f - 0.2f * delta, -1.6f - 0.4f * delta); // 0.0f, -0.8f, -2.0f Matrix.rotateM(mModelview, 0, -85.0f + 5.0f * delta, 1.0f, 0.0f, 0.0f); // -80.0f } else { Matrix.translateM(mModelview, 0, 0.0f, -0.6f, -1.6f); Matrix.rotateM(mModelview, 0, -85.0f, 1.0f, 0.0f, 0.0f); } Matrix.multiplyMM(mMVP, 0, mProjection, 0, mModelview, 0); GLES20.glUniformMatrix4fv(mvpUniformLoc, 1, false, mMVP, 0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, androidTexture); androidMesh.draw(mProgram); // restore color GLES20.glUniform4fv(colorUniformLoc, 1, whiteColor, 0); if (mCurrentThreatLevel == ThreatLevel.LIVE_THREAT || mTargetThreatLevel == ThreatLevel.LIVE_THREAT) { // draw a bee rotating around the android float fadeIn = mThreatLevelTransition; if (mTargetThreatLevel != ThreatLevel.LIVE_THREAT) fadeIn = 1.0f - fadeIn; // fade out float beePositionZ = 2.0f * (1.0f - fadeIn) * (1.0f - fadeIn); // animate the bee going in/out final float beeSize = 0.2f; Matrix.rotateM(mModelview, 0, (float)((-240.0 * animTime) % 360.0), 0.0f, 0.0f, 1.0f); // rotate around android Matrix.translateM(mModelview, 0, 0.6f, 0.0f, 0.7f + 0.1f * (float)Math.sin(12.0 * animTime) + beePositionZ); // go up and down Matrix.rotateM(mModelview, 0, 20.0f * (float)Math.cos(12.0 * animTime), 1.0f, 0.0f, 0.0f); // rock back and forth Matrix.scaleM(mModelview, 0, beeSize, beeSize, beeSize); Matrix.multiplyMM(mMVP, 0, mProjection, 0, mModelview, 0); GLES20.glUniformMatrix4fv(mvpUniformLoc, 1, false, mMVP, 0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, beeTexture); beeMesh.tick(); beeMesh.draw(mProgram); } long deltaTime = System.currentTimeMillis() - mStartTimeMillis - timeMillis; // time for one frame if (deltaTime < 33) { try { Thread.sleep(33 - deltaTime); // sleep remaining time for 30 Hz } catch (InterruptedException e) { e.printStackTrace(); } } } /** * Informs renderer of changed surface dimensions */ public void onSurfaceChanged(GL10 arg0, int w, int h) { int width = w; int height = h; float aspectRatio = (float) w / (float) h; //Matrix.orthoM(mProjection, 0, -aspectRatio, aspectRatio, -1.0f, 1.0f, -1.0f, 1.0f); float near = 0.1f; float fov = 2.0f; Matrix.frustumM(mProjection, 0, near * -aspectRatio, near * aspectRatio, -near, near, fov * near, 100.0f); GLES20.glViewport(0, 0, width, height); } // some private helper methods private float[] mixColor(float alpha, float[] color1, float[] color2) { float[] color3 = new float[4]; color3[0] = (1.0f - alpha) * color1[0] + alpha * color2[0]; color3[1] = (1.0f - alpha) * color1[1] + alpha * color2[1]; color3[2] = (1.0f - alpha) * color1[2] + alpha * color2[2]; color3[3] = (1.0f - alpha) * color1[3] + alpha * color2[3]; return color3; } private int loadTexture(String filePath) { Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(assets.open(filePath)); } catch (IOException e) { e.printStackTrace(); return 0; } int[] names = {0}; GLES20.glGenTextures(1, names, 0); int tex = names[0]; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); // memory is now gpu -> free it GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, tex); return tex; } // see http://stackoverflow.com/questions/309424/read-convert-an-inputstream-to-a-string private static String inputStreamToString(InputStream is) { Scanner scanner = new Scanner(is); Scanner s = scanner.useDelimiter("\\A"); String result = s.hasNext() ? s.next() : ""; scanner.close(); return result; } private static int loadShader(int type, String source) { int shader = GLES20.glCreateShader(type); GLES20.glShaderSource(shader, source); GLES20.glCompileShader(shader); Log.i("gl", GLES20.glGetShaderInfoLog(shader)); return shader; } private static int loadProgram(String vertexSource, String fragmentSource) { int program = GLES20.glCreateProgram(); GLES20.glAttachShader(program, loadShader(GLES20.GL_VERTEX_SHADER, vertexSource)); GLES20.glAttachShader(program, loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource)); GLES20.glLinkProgram(program); return program; } }