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- package de.tudarmstadt.informatik.hostage.ui.fragment.opengl;
- import java.io.IOException;
- import java.io.InputStream;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import java.util.Scanner;
- import javax.microedition.khronos.egl.EGLConfig;
- import javax.microedition.khronos.opengles.GL10;
- import android.content.Context;
- 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;
- import de.tudarmstadt.informatik.hostage.R;
- import de.tudarmstadt.informatik.hostage.ui.activity.MainActivity;
- /**
- * @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;
- }
- public static void showSpeechBubble() {
- bubbleWait = 3.0f; // 3 seconds;
- }
- /**
- * 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];
- // OpenGL data
- private int mAnimatedProgram;
- private int mTexturedProgram;
- private float [] mModelview;
- private float [] mProjection;
- private float [] mMVP;
-
- private AnimatedMesh androidMesh = null;
- private AnimatedMesh beeMesh = null;
- private int androidTexture;
- private int beeTexture;
- private int speechBubbleTexture;
- private int mQuadVertexBuffer;
- private GLFont font = null;
- private static float bubbleAlpha = 0.0f;
- private static float bubbleWait = 0.0f;
-
- // 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);
- AssetManager assets = MainActivity.getInstance().getAssets();
- 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");
- speechBubbleTexture = loadTexture("textures/speech-bubble.png");
- int buffers[] = new int[1];
- GLES20.glGenBuffers(1, buffers, 0); // buffer names
- mQuadVertexBuffer = buffers[0];
- font = new GLFont("fonts/komika.png", "fonts/komika.bin");
-
- 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();
- }
- mAnimatedProgram = loadProgram(vertexSource, fragmentSource);
- mTexturedProgram = loadProgram(
- "uniform vec2 resolution;" // vertex
- + "uniform float scale;"
- + "attribute vec2 position;"
- + "attribute vec2 texCoord;"
- + "varying vec2 vertexTexCoord;"
- + "void main() {"
- + " vertexTexCoord = texCoord;"
- + " gl_Position = vec4(scale * (2.0 * (position / resolution) - 1.0), 0.0, 1.0);"
- + "}",
- "precision mediump float;"
- + "uniform sampler2D colormap;" // fragment
- + "uniform vec4 color;"
- + "varying vec2 vertexTexCoord;"
- + "void main() {"
- + " vec4 texel = texture2D(colormap, vertexTexCoord);"
- + " gl_FragColor = color * texel;"
- + "}");
- }
- private void updateAndroidAndBee() {
- // 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
- }
- private void drawAndroidAndBee(double animTime) {
- GLES20.glUseProgram(mAnimatedProgram);
- int colorUniformLoc = GLES20.glGetUniformLocation(mAnimatedProgram, "color");
- int textureUniformLoc = GLES20.glGetUniformLocation(mAnimatedProgram, "texture");
- int mvpUniformLoc = GLES20.glGetUniformLocation(mAnimatedProgram, "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(mAnimatedProgram);
- // 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(mAnimatedProgram);
- }
- }
- private float easeInOut(float alpha) {
- return 3.0f*alpha*alpha - 2.0f*alpha*alpha*alpha;
- }
- /**
- * Tries to render at 30 Hz (see bottom part)
- */
- public void onDrawFrame(GL10 arg0) {
- Context ctx = MainActivity.getInstance();
- long timeMillis = System.currentTimeMillis() - mStartTimeMillis;
- double animTime = 0.001 * (double)timeMillis; // in seconds
- float dt = 1.0f/30.0f;
-
- // OpenGL drawing
- GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
- updateAndroidAndBee();
- drawAndroidAndBee(animTime);
- if (bubbleWait > 0.0f) {
- bubbleAlpha += 4.0f * dt;
- if (bubbleAlpha >= 1.0f) {
- bubbleAlpha = 1.0f;
- bubbleWait -= dt;
- }
- } else if (bubbleAlpha > 0.0f) {
- bubbleAlpha -= 4.0f * dt;
- if (bubbleAlpha < 0.0f) {
- bubbleAlpha = 0.0f;
- }
- }
- if (bubbleAlpha > 0.0f) {
- GLES20.glDisable(GLES20.GL_DEPTH_TEST);
- GLES20.glEnable(GLES20.GL_BLEND);
- GLES20.glDisable(GLES20.GL_CULL_FACE);
- GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
- GLES20.glUseProgram(mTexturedProgram);
- int resolutionUniformLoc = GLES20.glGetUniformLocation(mTexturedProgram, "resolution");
- int textureUniformLoc = GLES20.glGetUniformLocation(mTexturedProgram, "colormap");
- int colorUniformLoc = GLES20.glGetUniformLocation(mTexturedProgram, "color");
- int scaleUniformLoc = GLES20.glGetUniformLocation(mTexturedProgram, "scale");
- GLES20.glUniform2f(resolutionUniformLoc, 1024.0f, 1024.0f);
- GLES20.glUniform1i(textureUniformLoc, 0);
- GLES20.glUniform4f(colorUniformLoc, 1.0f, 1.0f, 1.0f, 0.8f);
- GLES20.glUniform1f(scaleUniformLoc, easeInOut(bubbleAlpha));
- String message = "???";
- switch (mNextThreatLevel) {
- case NOT_MONITORING:
- message = ctx.getString(R.string.honeypot_not_monitoring);
- break;
- case NO_THREAT:
- message = ctx.getString(R.string.honeypot_no_threat);
- break;
- case PAST_THREAT:
- message = ctx.getString(R.string.honeypot_past_threat);
- break;
- case LIVE_THREAT:
- message = ctx.getString(R.string.honeypot_live_threat);
- break;
- }
- float textWidth = font.getTextWidth(message);
- float textHeight = 40.0f;
- float bubbleDiameter = 256.0f;
- float bubbleWidth = textWidth + 0.75f*bubbleDiameter;
- float bubbleHeight = bubbleDiameter;
- float y = 0.8f * 1024.0f + 32.0f * (float) Math.sin(2.0 * animTime);
- float x = 0.5f * 1024.0f + 16.0f * (float) Math.cos(1.0 * animTime);
- drawSpeechBubble(speechBubbleTexture, x - 0.5f * bubbleWidth, y - 0.5f * bubbleHeight,
- bubbleWidth, bubbleHeight);
- GLES20.glUniform4f(colorUniformLoc, 0.0f, 0.0f, 0.0f, 1.0f);
- font.drawText(mTexturedProgram, message, x - 0.5f * textWidth,
- y - 0.5f * textHeight);
- GLES20.glUseProgram(0);
- GLES20.glEnable(GLES20.GL_DEPTH_TEST);
- GLES20.glDisable(GLES20.GL_BLEND);
- }
- 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 helper functions
- private void drawSpeechBubble(int texture, float x, float y, float w, float h) {
- float bubbleRadius = 128.0f;
- int vertexCount = 8;
- int vertexSize = (2+2)*4; // size in bytes
- FloatBuffer buffer = ByteBuffer.allocateDirect(vertexCount * vertexSize).order(ByteOrder.nativeOrder()).asFloatBuffer();
- buffer.put(x); buffer.put(y+h);
- buffer.put(0.0f); buffer.put(1.0f);
- buffer.put(x); buffer.put(y);
- buffer.put(0.0f); buffer.put(0.0f);
- buffer.put(x+bubbleRadius); buffer.put(y+h);
- buffer.put(0.5f); buffer.put(1.0f);
- buffer.put(x+bubbleRadius); buffer.put(y);
- buffer.put(0.5f); buffer.put(0.0f);
- buffer.put(x+w-bubbleRadius); buffer.put(y+h);
- buffer.put(0.5f); buffer.put(1.0f);
- buffer.put(x+w-bubbleRadius); buffer.put(y);
- buffer.put(0.5f); buffer.put(0.0f);
- buffer.put(x+w); buffer.put(y+h);
- buffer.put(1.0f); buffer.put(1.0f);
- buffer.put(x+w); buffer.put(y);
- buffer.put(1.0f); buffer.put(0.0f);
- buffer.position(0); // rewind
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture);
- GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mQuadVertexBuffer);
- GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertexSize * vertexCount, buffer, GLES20.GL_STREAM_DRAW);
- int positionIndex = GLES20.glGetAttribLocation(mTexturedProgram, "position");
- int texCoordIndex = GLES20.glGetAttribLocation(mTexturedProgram, "texCoord");
- GLES20.glEnableVertexAttribArray(positionIndex);
- GLES20.glEnableVertexAttribArray(texCoordIndex);
- GLES20.glVertexAttribPointer(positionIndex, 2, GLES20.GL_FLOAT, false, vertexSize, 0);
- GLES20.glVertexAttribPointer(texCoordIndex, 2, GLES20.GL_FLOAT, false, vertexSize, 8);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, vertexCount);
- GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
- GLES20.glDisableVertexAttribArray(positionIndex);
- GLES20.glDisableVertexAttribArray(texCoordIndex);
- }
-
- 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;
- }
-
- public static int loadTexture(String filePath) {
- AssetManager assets = MainActivity.getInstance().getAssets();
- 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;
- }
- }
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