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author | Joe Fernandez <joefernandez@google.com> | 2011-07-15 16:02:30 -0700 |
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committer | Joe Fernandez <joefernandez@google.com> | 2011-08-16 16:19:52 -0700 |
commit | 0664a8f661e15991e20cab1c0daa41f5e21977ab (patch) | |
tree | 676eea3cd13f332a85136c45b292a948c04e71b4 /docs | |
parent | d5a7fc0a3bb7c05aef3484c7bc57d3f2f3046e45 (diff) | |
download | frameworks_base-0664a8f661e15991e20cab1c0daa41f5e21977ab.zip frameworks_base-0664a8f661e15991e20cab1c0daa41f5e21977ab.tar.gz frameworks_base-0664a8f661e15991e20cab1c0daa41f5e21977ab.tar.bz2 |
docs: OpenGL ES 1.0 and 2.0 Tutorials
Change-Id: Id6dc8f8737c60406e96b9b8afac646b8a24fc304
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-rw-r--r-- | docs/html/guide/guide_toc.cs | 2 | ||||
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-rw-r--r-- | docs/html/resources/resources-data.js | 20 | ||||
-rw-r--r-- | docs/html/resources/tutorials/opengl/opengl-es10.jd | 532 | ||||
-rw-r--r-- | docs/html/resources/tutorials/opengl/opengl-es20.jd | 652 |
10 files changed, 1562 insertions, 55 deletions
diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs index f7dbe30..1097cef 100644 --- a/docs/html/guide/guide_toc.cs +++ b/docs/html/guide/guide_toc.cs @@ -244,7 +244,7 @@ </a></li> <li><a href="<?cs var:toroot ?>guide/topics/graphics/opengl.html"> <span class="en">3D with OpenGL</span> - </a></li> + </a><span class="new">updated</span></li> <li><a href="<?cs var:toroot ?>guide/topics/graphics/animation.html"> <span class="en">Property Animation</span> </a></li> diff --git a/docs/html/guide/topics/graphics/opengl.jd b/docs/html/guide/topics/graphics/opengl.jd index cc467f2..2edc63d 100644 --- a/docs/html/guide/topics/graphics/opengl.jd +++ b/docs/html/guide/topics/graphics/opengl.jd @@ -8,22 +8,37 @@ parent.link=index.html <h2>In this document</h2> <ol> - <li><a href="#basics">The Basics</a></li> + <li><a href="#basics">The Basics</a> + <ol> + <li><a href="#packages">OpenGL packages</a></li> + </ol> + <li><a href="#manifest">Declaring OpenGL Requirements</a></li> + </li> + <li><a href="#coordinate-mapping">Coordinate Mapping for Drawn Objects</a> + <ol> + <li><a href="#proj-es1">Projection and camera in ES 1.0</a></li> + <li><a href="#proj-es1">Projection and camera in ES 2.0</a></li> + </ol> + </li> <li><a href="#compatibility">OpenGL Versions and Device Compatibility</a> <ol> - <li><a href="#textures">Texture Compression Support</a></li> - <li><a href="#declare-compression">Declaring Use of Compressed Textures</a></li> + <li><a href="#textures">Texture compression support</a></li> + <li><a href="#gl-extension-query">Determining OpenGL Extensions</a></li> </ol> </li> + <li><a href="#choosing-version">Choosing an OpenGL API Version</a></li> </ol> <h2>Key classes</h2> <ol> <li>{@link android.opengl.GLSurfaceView}</li> <li>{@link android.opengl.GLSurfaceView.Renderer}</li> - <li>{@link javax.microedition.khronos.opengles}</li> - <li>{@link android.opengl}</li> </ol> - <h2>Related Samples</h2> + <h2>Related tutorials</h2> + <ol> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a></li> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a></li> + </ol> + <h2>Related samples</h2> <ol> <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ GLSurfaceViewActivity.html">GLSurfaceViewActivity</a></li> @@ -46,11 +61,11 @@ GLSurfaceView</a></li> </div> <p>Android includes support for high performance 2D and 3D graphics with the Open Graphics Library -(OpenGL) API—specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that -specifies a standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor -of the OpenGL specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API -specifications have been supported since Android 1.0. Beginning with Android 2.2 (API -Level 8), the framework supports the OpenGL ES 2.0 API specification.</p> +(OpenGL), specifically, the OpenGL ES API. OpenGL is a cross-platform graphics API that specifies a +standard software interface for 3D graphics processing hardware. OpenGL ES is a flavor of the OpenGL +specification intended for embedded devices. The OpenGL ES 1.0 and 1.1 API specifications have been +supported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the +OpenGL ES 2.0 API specification.</p> <p class="note"><b>Note:</b> The specific API provided by the Android framework is similar to the J2ME JSR239 OpenGL ES API, but is not identical. If you are familiar with J2ME JSR239 @@ -71,18 +86,19 @@ understanding how to implement these classes in an activity should be your first </p> <dl> - <dt>{@link android.opengl.GLSurfaceView}</dt> - <dd>This class is a container on which you can draw and manipulate objects using OpenGL API calls. - This class is similar in function to a {@link android.view.SurfaceView}, except that it is - specifically for use with OpenGL. You can use this class by simply creating an instance of - {@link android.opengl.GLSurfaceView} and adding your + <dt><strong>{@link android.opengl.GLSurfaceView}</strong></dt> + <dd>This class is a {@link android.view.View} where you can draw and manipulate objects using + OpenGL API calls and is similar in function to a {@link android.view.SurfaceView}. You can use + this class by creating an instance of {@link android.opengl.GLSurfaceView} and adding your {@link android.opengl.GLSurfaceView.Renderer Renderer} to it. However, if you want to capture touch screen events, you should extend the {@link android.opengl.GLSurfaceView} class to - implement the touch listeners, as shown in the <a + implement the touch listeners, as shown in OpenGL Tutorials for + <a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#touch">ES 1.0</a>, + <a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#touch">ES 2.0</a> and the <a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/TouchRotateActivity .html">TouchRotateActivity</a> sample.</dd> - <dt>{@link android.opengl.GLSurfaceView.Renderer}</dt> + <dt><strong>{@link android.opengl.GLSurfaceView.Renderer}</strong></dt> <dd>This interface defines the methods required for drawing graphics in an OpenGL {@link android.opengl.GLSurfaceView}. You must provide an implementation of this interface as a separate class and attach it to your {@link android.opengl.GLSurfaceView} instance using @@ -119,6 +135,7 @@ href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics </dd> </dl> +<h3 id="packages">OpenGL packages</h3> <p>Once you have established a container view for OpenGL using {@link android.opengl.GLSurfaceView} and {@link android.opengl.GLSurfaceView.Renderer}, you can begin calling OpenGL APIs using the following classes:</p> @@ -126,8 +143,17 @@ calling OpenGL APIs using the following classes:</p> <ul> <li>OpenGL ES 1.0/1.1 API Packages <ul> + <li>{@link android.opengl} - This package provides a static interface to the OpenGL ES +1.0/1.1 classes and better performance than the javax.microedition.khronos package interfaces. + <ul> + <li>{@link android.opengl.GLES10}</li> + <li>{@link android.opengl.GLES10Ext}</li> + <li>{@link android.opengl.GLES11}</li> + <li>{@link android.opengl.GLES10Ext}</li> + </ul> + </li> <li>{@link javax.microedition.khronos.opengles} - This package provides the standard -implementation of OpenGL ES 1.0 and 1.1. +implementation of OpenGL ES 1.0/1.1. <ul> <li>{@link javax.microedition.khronos.opengles.GL10}</li> <li>{@link javax.microedition.khronos.opengles.GL10Ext}</li> @@ -136,42 +162,243 @@ implementation of OpenGL ES 1.0 and 1.1. <li>{@link javax.microedition.khronos.opengles.GL11ExtensionPack}</li> </ul> </li> - <li>{@link android.opengl} - This package provides a static interface to the OpenGL classes - above. These interfaces were added with Android 1.6 (API Level 4). - <ul> - <li>{@link android.opengl.GLES10}</li> - <li>{@link android.opengl.GLES10Ext}</li> - <li>{@link android.opengl.GLES11}</li> - <li>{@link android.opengl.GLES10Ext}</li> - </ul> - </li> </ul> </li> <li>OpenGL ES 2.0 API Class <ul> - <li>{@link android.opengl.GLES20 android.opengl.GLES20}</li> + <li>{@link android.opengl.GLES20 android.opengl.GLES20} - This package provides the +interface to OpenGL ES 2.0 and is available starting with Android 2.2 (API Level 8).</li> </ul> </li> </ul> +<p>If you'd like to start building an app with OpenGL right away, have a look at the tutorials for +<a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL ES 1.0</a> or +<a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL ES 2.0</a>! +</p> + +<h2 id="manifest">Declaring OpenGL Requirements</h2> +<p>If your application uses OpenGL features that are not available on all devices, you must include +these requirements in your <a +href="{@docRoot}guide/topics/manifest/manifest-intro.html">AndroidManifest.xml</a></code> file. +Here are the most common OpenGL manifest declarations:</p> + +<ul> + <li><strong>OpenGL ES version requirements</strong> - If your application only supports OpenGL ES +2.0, you must declare that requirement by adding the following settings to your manifest as +shown below. + +<pre> + <!-- Tell the system this app requires OpenGL ES 2.0. --> + <uses-feature android:glEsVersion="0x00020000" android:required="true" /> +</pre> + + <p>Adding this declaration causes the Android Market to restrict your application from being + installed on devices that do not support OpenGL ES 2.0.</p> + </li> + <li><strong>Texture compression requirements</strong> - If your application uses texture +compression formats that are not supported by all devices, you must declare them in your manifest +file using <a href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"> +{@code <supports-gl-texture>}</a>. For more information about available texture compression +formats, see <a href="#textures">Texture compression support</a>. + +<p>Declaring texture compression requirements in your manifest hides your application from users +with devices that do not support at least one of your declared compression types. For more +information on how Android Market filtering works for texture compressions, see the <a +href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering"> +Android Market and texture compression filtering</a> section of the {@code +<supports-gl-texture>} documentation.</p> + </li> +</ul> + + +<h2 id="coordinate-mapping">Coordinate Mapping for Drawn Objects</h2> + +<p>One of the basic problems in displaying graphics on Android devices is that their screens can +vary in size and shape. OpenGL assumes a square, uniform coordinate system and, by default, happily +draws those coordinates onto your typically non-square screen as if it is perfectly square.</p> + +<img src="{@docRoot}images/opengl/coordinates.png"> +<p class="img-caption"> + <strong>Figure 1.</strong> Default OpenGL coordinate system (left) mapped to a typical Android +device screen (right). +</p> + +<p>The illustration above shows the uniform coordinate system assumed for an OpenGL frame on the +left, and how these coordinates actually map to a typical device screen in landscape orientation +on the right. To solve this problem, you can apply OpenGL projection modes and camera views to +transform coordinates so your graphic objects have the correct proportions on any display.</p> + +<p>In order to apply projection and camera views, you create a projection matrix and a camera view +matrix and apply them to the OpenGL rendering pipeline. The projection matrix recalculates the +coordinates of your graphics so that they map correctly to Android device screens. The camera view +matrix creates a transformation that renders objects from a specific eye position.</p> + +<h3 id="proj-es1">Projection and camera view in OpenGL ES 1.0</h3> +<p>In the ES 1.0 API, you apply projection and camera view by creating each matrix and then +adding them to the OpenGL environment.</p> + +<ol> +<li><strong>Projection matrix</strong> - Create a projection matrix using the geometry of the +device screen in order to recalculate object coordinates so they are drawn with correct proportions. +The following example code demonstrates how to modify the {@code onSurfaceChanged()} method of a +{@link android.opengl.GLSurfaceView.Renderer} implementation to create a projection matrix based on +the screen's aspect ratio and apply it to the OpenGL rendering environment. + +<pre> + public void onSurfaceChanged(GL10 gl, int width, int height) { + gl.glViewport(0, 0, width, height); + + // make adjustments for screen ratio + float ratio = (float) width / height; + gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode + gl.glLoadIdentity(); // reset the matrix to its default state + gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix + } +</pre> +</li> + +<li><strong>Camera transformation matrix</strong> - Once you have adjusted the coordinate system +using a projection matrix, you must also apply a camera view. The following example code shows how +to modify the {@code onDrawFrame()} method of a {@link android.opengl.GLSurfaceView.Renderer} +implementation to apply a model view and use the {@link +android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, float, float, float, float, +float, float, float, float, float) GLU.gluLookAt()} utility to create a viewing tranformation which +simulates a camera position. + +<pre> + public void onDrawFrame(GL10 gl) { + ... + // Set GL_MODELVIEW transformation mode + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); // reset the matrix to its default state + + // When using GL_MODELVIEW, you must set the camera view + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + ... + } +</pre> +</li> +</ol> + +<p>For a complete example of how to apply projection and camera views with OpenGL ES 1.0, see the <a +href="{@docRoot}resources/tutorials/opengl/opengl-es10.html#projection-and-views">OpenGL ES 1.0 +tutorial</a>.</p> + + +<h3 id="proj-es2">Projection and camera view in OpenGL ES 2.0</h3> +<p>In the ES 2.0 API, you apply projection and camera view by first adding a matrix member to +the vertex shaders of your graphics objects. With this matrix member added, you can then +generate and apply projection and camera viewing matrices to your objects.</p> + +<ol> +<li><strong>Add matrix to vertex shaders</strong> - Create a variable for the view projection matrix +and include it as a multiplier of the shader's position. In the following example vertex shader +code, the included {@code uMVPMatrix} member allows you to apply projection and camera viewing +matrices to the coordinates of objects that use this shader. + +<pre> + private final String vertexShaderCode = + + // This matrix member variable provides a hook to manipulate + // the coordinates of objects that use this vertex shader + "uniform mat4 uMVPMatrix; \n" + + + "attribute vec4 vPosition; \n" + + "void main(){ \n" + + + // the matrix must be included as part of gl_Position + " gl_Position = uMVPMatrix * vPosition; \n" + + + "} \n"; +</pre> + <p class="note"><strong>Note:</strong> The example above defines a single transformation matrix +member in the vertex shader into which you apply a combined projection matrix and camera view +matrix. Depending on your application requirements, you may want to define separate projection +matrix and camera viewing matrix members in your vertex shaders so you can change them +independently.</p> +</li> +<li><strong>Access the shader matrix</strong> - After creating a hook in your vertex shaders to +apply projection and camera view, you can then access that variable to apply projection and +camera viewing matrices. The following code shows how to modify the {@code onSurfaceCreated()} +method of a {@link android.opengl.GLSurfaceView.Renderer} implementation to access the matrix +variable defined in the vertex shader above. + +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + ... + muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); + ... + } +</pre> +</li> +<li><strong>Create projection and camera viewing matrices</strong> - Generate the projection and +viewing matrices to be applied the graphic objects. The following example code shows how to modify +the {@code onSurfaceCreated()} and {@code onSurfaceChanged()} methods of a {@link +android.opengl.GLSurfaceView.Renderer} implementation to create camera view matrix and a projection +matrix based on the screen aspect ratio of the device. + +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + ... + // Create a camera view matrix + Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + } + + public void onSurfaceChanged(GL10 unused, int width, int height) { + GLES20.glViewport(0, 0, width, height); + + float ratio = (float) width / height; + + // create a projection matrix from device screen geometry + Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); + } +</pre> +</li> + +<li><strong>Apply projection and camera viewing matrices</strong> - To apply the projection and +camera view transformations, multiply the matrices together and then set them into the vertex +shader. The following example code shows how modify the {@code onDrawFrame()} method of a {@link +android.opengl.GLSurfaceView.Renderer} implementation to combine the projection matrix and camera +view created in the code above and then apply it to the graphic objects to be rendered by OpenGL. + +<pre> + public void onDrawFrame(GL10 unused) { + ... + // Combine the projection and camera view matrices + Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); + + // Apply the combined projection and camera view transformations + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + + // Draw objects + ... + } +</pre> +</li> +</ol> +<p>For a complete example of how to apply projection and camera view with OpenGL ES 2.0, see the <a +href="{@docRoot}resources/tutorials/opengl/opengl-es20.html#projection-and-views">OpenGL ES 2.0 +tutorial</a>.</p> + + <h2 id="compatibility">OpenGL Versions and Device Compatibility</h2> -<p> - The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. +<p>The OpenGL ES 1.0 and 1.1 API specifications have been supported since Android 1.0. Beginning with Android 2.2 (API Level 8), the framework supports the OpenGL ES 2.0 API specification. OpenGL ES 2.0 is supported by most Android devices and is recommended for new applications being developed with OpenGL. For information about the relative number of Android-powered devices that support a given version of OpenGL ES, see the <a href="{@docRoot}resources/dashboard/opengl.html">OpenGL ES Versions Dashboard</a>.</p> + <h3 id="textures">Texture compression support</h3> <p>Texture compression can significantly increase the performance of your OpenGL application by reducing memory requirements and making more efficient use of memory bandwidth. The Android framework provides support for the ETC1 compression format as a standard feature, including a {@link -android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in your -Android SDK at {@code <sdk>/tools/}).</p> - -<p>For an example of an Android application that uses texture compression, see the <a +android.opengl.ETC1Util} utility class and the {@code etc1tool} compression tool (located in the +Android SDK at {@code <sdk>/tools/}). For an example of an Android application that uses +texture compression, see the <a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ CompressedTextureActivity.html">CompressedTextureActivity</a> code sample. </p> @@ -184,34 +411,110 @@ alpha channel. If your application requires textures with an alpha channel, you investigate other texture compression formats available on your target devices.</p> <p>Beyond the ETC1 format, Android devices have varied support for texture compression based on -their GPU chipsets. You should investigate texture compression support on the the devices you are -are targeting to determine what compression types your application should support.</p> +their GPU chipsets and OpenGL implementations. You should investigate texture compression support on +the the devices you are are targeting to determine what compression types your application should +support. In order to determine what texture formats are supported on a given device, you must <a +href="#gl-extension-query">query the device</a> and review the <em>OpenGL extension names</em>, +which identify what texture compression formats (and other OpenGL features) are supported by the +device. Some commonly supported texture compression formats are as follows:</p> -<p>To determine if texture compression formats other than ETC1 are supported on a particular -device:</p> +<ul> + <li><strong>ATITC (ATC)</strong> - ATI texture compression (ATITC or ATC) is available on a +wide variety of devices and supports fixed rate compression for RGB textures with and without +an alpha channel. This format may be represented by several OpenGL extension names, for example: + <ul> + <li>{@code GL_AMD_compressed_ATC_texture}</li> + <li>{@code GL_ATI_texture_compression_atitc}</li> + </ul> + </li> + <li><strong>PVRTC</strong> - PowerVR texture compression (PVRTC) is available on a wide +variety of devices and supports 2-bit and 4-bit per pixel textures with or without an alpha channel. +This format is represented by the following OpenGL extension name: + <ul> + <li>{@code GL_IMG_texture_compression_pvrtc}</li> + </ul> + </li> + <li><strong>S3TC (DXT<em>n</em>/DXTC)</strong> - S3 texture compression (S3TC) has several +format variations (DXT1 to DXT5) and is less widely available. The format supports RGB textures with +4-bit alpha or 8-bit alpha channels. This format may be represented by several OpenGL extension +names, for example: + <ul> + <li>{@code GL_OES_texture_compression_S3TC}</li> + <li>{@code GL_EXT_texture_compression_s3tc}</li> + <li>{@code GL_EXT_texture_compression_dxt1}</li> + <li>{@code GL_EXT_texture_compression_dxt3}</li> + <li>{@code GL_EXT_texture_compression_dxt5}</li> + </ul> + </li> + <li><strong>3DC</strong> - 3DC texture compression (3DC) is a less widely available format that +supports RGB textures with an an alpha channel. This format is represented by the following OpenGL +extension name:</li> + <ul> + <li>{@code GL_AMD_compressed_3DC_texture}</li> + </ul> +</ul> + +<p class="warning"><strong>Warning:</strong> These texture compression formats are <em>not +supported</em> on all devices. Support for these formats can vary by manufacturer and device. For +information on how to determine what texture compression formats are on a particular device, see +the next section. +</p> + +<p class="note"><strong>Note:</strong> Once you decide which texture compression formats your +application will support, make sure you declare them in your manifest using <a +href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"><supports-gl-texture> +</a>. Using this declaration enables filtering by external services such as Android Market, so that +your app is installed only on devices that support the formats your app requires. For details, see +<a +href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a>.</p> + +<h3 id="gl-extension-query">Determining OpenGL extensions</h3> +<p>Implementations of OpenGL vary by Android device in terms of the extensions to the OpenGL ES API +that are supported. These extensions include texture compressions, but typically also include other +extensions to the OpenGL feature set.</p> + +<p>To determine what texture compression formats, and other OpenGL extensions, are supported on a +particular device:</p> <ol> <li>Run the following code on your target devices to determine what texture compression formats are supported: <pre> String extensions = javax.microedition.khronos.opengles.GL10.glGetString(GL10.GL_EXTENSIONS); </pre> - <p class="warning"><b>Warning:</b> The results of this call vary by device! You must run this -call on several target devices to determine what compression types are commonly supported on -your target devices.</p> + <p class="warning"><b>Warning:</b> The results of this call <em>vary by device!</em> You +must run this call on several target devices to determine what compression types are commonly +supported.</p> </li> - <li>Review the output of this method to determine what extensions are supported on the + <li>Review the output of this method to determine what OpenGL extensions are supported on the device.</li> </ol> -<h3 id="declare-compression">Declaring compressed textures</h3> -<p>Once you have decided which texture compression types your application will support, you -must declare them in your manifest file using <a -href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html"> -<supports-gl-texture></a>. Declaring this information in your manifest file hides your -application from users with devices that do not support at least one of your declared -compression types. For more information on how Android Market filtering works for texture -compressions, see the <a -href="{@docRoot}guide/topics/manifest/supports-gl-texture-element.html#market-texture-filtering"> -Android Market and texture compression filtering</a> section of the {@code -<supports-gl-texture>} documentation. +<h2 id="choosing-version">Choosing an OpenGL API Version</h2> + +<p>OpenGL ES API version 1.0 (and the 1.1 extensions) and version 2.0 both provide high +performance graphics interfaces for creating 3D games, visualizations and user interfaces. Graphics +programming for the OpenGL ES 1.0/1.1 API versus ES 2.0 differs significantly, and so developers +should carefully consider the following factors before starting development with either API:</p> + +<ul> + <li><strong>Performance</strong> - In general, OpenGL ES 2.0 provides faster graphics performance +than the ES 1.0/1.1 APIs. However, the performance difference can vary depending on the Android +device your OpenGL application is running on, due to differences in the implementation of the OpenGL +graphics pipeline.</li> + <li><strong>Device Compatibility</strong> - Developers should consider the types of devices, +Android versions and the OpenGL ES versions available to their customers. For more information +on OpenGL compatibility across devices, see the <a href="#compatibility">OpenGL Versions and Device +Compatibility</a> section.</li> + <li><strong>Coding Convenience</strong> - The OpenGL ES 1.0/1.1 API provides a fixed function +pipeline and convenience functions which are not available in the ES 2.0 API. Developers who are new +to OpenGL may find coding for OpenGL ES 1.0/1.1 faster and more convenient.</li> + <li><strong>Graphics Control</strong> - The OpenGL ES 2.0 API provides a higher degree +of control by providing a fully programmable pipeline through the use of shaders. With more +direct control of the graphics processing pipeline, developers can create effects that would be +very difficult to generate using the 1.0/1.1 API.</li> +</ul> + +<p>While performance, compatibility, convenience, control and other factors may influence your +decision, you should pick an OpenGL API version based on what you think provides the best experience +for your users.</p> diff --git a/docs/html/images/opengl/coordinates.png b/docs/html/images/opengl/coordinates.png Binary files differnew file mode 100644 index 0000000..7180cd5 --- /dev/null +++ b/docs/html/images/opengl/coordinates.png diff --git a/docs/html/images/opengl/helloopengl-es10-1.png b/docs/html/images/opengl/helloopengl-es10-1.png Binary files differnew file mode 100644 index 0000000..9aa2376 --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es10-1.png diff --git a/docs/html/images/opengl/helloopengl-es10-2.png b/docs/html/images/opengl/helloopengl-es10-2.png Binary files differnew file mode 100644 index 0000000..cdfd9c7 --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es10-2.png diff --git a/docs/html/images/opengl/helloopengl-es20-1.png b/docs/html/images/opengl/helloopengl-es20-1.png Binary files differnew file mode 100644 index 0000000..1f76c22 --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es20-1.png diff --git a/docs/html/images/opengl/helloopengl-es20-2.png b/docs/html/images/opengl/helloopengl-es20-2.png Binary files differnew file mode 100644 index 0000000..0fbbe60 --- /dev/null +++ b/docs/html/images/opengl/helloopengl-es20-2.png diff --git a/docs/html/resources/resources-data.js b/docs/html/resources/resources-data.js index 0fc10bf..720e143 100644 --- a/docs/html/resources/resources-data.js +++ b/docs/html/resources/resources-data.js @@ -782,6 +782,26 @@ var ANDROID_RESOURCES = [ } }, { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es10.html', + title: { + en: 'OpenGL ES 1.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 1.0 APIs.' + } + }, + { + tags: ['tutorial', 'gl', 'new'], + path: 'tutorials/opengl/opengl-es20.html', + title: { + en: 'OpenGL ES 2.0' + }, + description: { + en: 'The basics of implementing an application using the OpenGL ES 2.0 APIs.' + } + }, + { tags: ['tutorial', 'testing'], path: 'tutorials/testing/helloandroid_test.html', title: { diff --git a/docs/html/resources/tutorials/opengl/opengl-es10.jd b/docs/html/resources/tutorials/opengl/opengl-es10.jd new file mode 100644 index 0000000..40304fd --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es10.jd @@ -0,0 +1,532 @@ +page.title=OpenGL ES 1.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +<div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#creating">Create an Activity with GLSurfaceView</a></li> + <li> + <a href="#drawing">Draw a Shape on GLSurfaceView</a> + <ol> + <li><a href="#define-triangle">Define a Triangle</a></li> + <li><a href="#draw-triangle">Draw the Triangle</a></li> + </ol> + </li> + <li><a href="#projection-and-views">Apply Projection and Camera Views</a></li> + <li><a href="#motion">Add Motion</a></li> + <li><a href="#touch">Respond to Touch Events</a></li> + </ol> + <h2 id="code-samples-list">Related Samples</h2> + <ol> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +index.html">API Demos - graphics</a></li> + <li><a + href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLSurfaceViewActivity.html">OpenGL ES 1.0 Sample</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +TouchRotateActivity.html">TouchRotateActivity</a></li> + </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es20.html">OpenGL +ES 2.0</a></li> + </ol> + </div> + </div> + +<p>This tutorial shows you how to create a simple Android application that uses the OpenGL ES 1.0 +API to perform some basic graphics operations. You'll learn how to:</p> + +<ul> + <li>Create an activity using {@link android.opengl.GLSurfaceView} and {@link +android.opengl.GLSurfaceView.Renderer}</li> + <li>Create and draw a graphic object</li> + <li>Define a projection to correct for screen geometry</li> + <li>Define a camera view</li> + <li>Rotate a graphic object</li> + <li>Make graphics touch-interactive</li> +</ul> + +<p>The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should +carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your +needs. For more information, see +<a href="{@docRoot}guide/topics/graphics/opengl.html#choosing-version">Choosing an OpenGL API +Version</a>. If you would prefer to use OpenGL ES 2.0, see the <a +href="{@docRoot}resources/tutorials/opengl/opengl-es20.jd">OpenGL ES 2.0 tutorial</a>.</p> + +<p>Before you start, you should understand how to create a basic Android application. If you do not +know how to create an app, follow the <a href="{@docRoot}resources/tutorials/hello-world.html">Hello +World Tutorial</a> to familiarize yourself with the process.</p> + +<h2 id="creating">Create an Activity with GLSurfaceView</h2> + +<p>To get started using OpenGL, you must implement both a {@link android.opengl.GLSurfaceView} and a +{@link android.opengl.GLSurfaceView.Renderer}. The {@link android.opengl.GLSurfaceView} is the main +view type for applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer} +controls what is drawn within that view. (For more information about these classes, see the <a +href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document.)</p> + +<p>To create an activity using {@code GLSurfaceView}:</p> + +<ol> + <li>Start a new Android project that targets Android 1.6 (API Level 4) or higher. + </li> + <li>Name the project <strong>HelloOpenGLES10</strong> and make sure it includes an activity called +{@code HelloOpenGLES10}. + </li> + <li>Modify the {@code HelloOpenGLES10} class as follows: +<pre> +package com.example.android.apis.graphics; + +import android.app.Activity; +import android.content.Context; +import android.opengl.GLSurfaceView; +import android.os.Bundle; + +public class HelloOpenGLES10 extends Activity { + + private GLSurfaceView mGLView; + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + + // Create a GLSurfaceView instance and set it + // as the ContentView for this Activity. + mGLView = new HelloOpenGLES10SurfaceView(this); + setContentView(mGLView); + } + + @Override + protected void onPause() { + super.onPause(); + // The following call pauses the rendering thread. + // If your OpenGL application is memory intensive, + // you should consider de-allocating objects that + // consume significant memory here. + mGLView.onPause(); + } + + @Override + protected void onResume() { + super.onResume(); + // The following call resumes a paused rendering thread. + // If you de-allocated graphic objects for onPause() + // this is a good place to re-allocate them. + mGLView.onResume(); + } +} + +class HelloOpenGLES10SurfaceView extends GLSurfaceView { + + public HelloOpenGLES10SurfaceView(Context context){ + super(context); + + // Set the Renderer for drawing on the GLSurfaceView + setRenderer(new HelloOpenGLES10Renderer()); + } +} +</pre> + <p class="note"><strong>Note:</strong> You will get a compile error for the {@code +HelloOpenGLES10Renderer} class reference. That's expected; you will fix this error in the next step. + </p> + + <p>As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its +view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its +work.</p> + + <p>The {@code HelloOpenGLES10SurfaceView} class in this example code above is just a thin wrapper +for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this +example. However, if you want your application to monitor and respond to touch screen +events—and we are guessing you do—you must extend {@link android.opengl.GLSurfaceView} +to add touch event listeners, which you will learn how to do in the <a href="#touch">Reponding to +Touch Events</a> section.</p> + + <p>In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an +implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create +a renderer class to complete this OpenGL application.</p> + </li> + + <li>Create a new file for the following class {@code HelloOpenGLES10Renderer}, which implements +the {@link android.opengl.GLSurfaceView.Renderer} interface: + +<pre> +package com.example.android.apis.graphics; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL10; + +import android.opengl.GLSurfaceView; + +public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer { + + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + // Set the background frame color + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + } + + public void onDrawFrame(GL10 gl) { + // Redraw background color + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + } + + public void onSurfaceChanged(GL10 gl, int width, int height) { + gl.glViewport(0, 0, width, height); + } + +} +</pre> + <p>This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the +code structure needed to use OpenGL drawing methods: +<ul> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, + javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} is called once to set up the +{@link android.opengl.GLSurfaceView} +environment.</li> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) + onDrawFrame()} is called for each redraw of the {@link +android.opengl.GLSurfaceView}.</li> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, + int, int) onSurfaceChanged()} is called if the geometry of the {@link +android.opengl.GLSurfaceView} changes, for example when the device's screen orientation +changes.</li> +</ul> + </p> + <p>For more information about these methods, see the <a +href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document. +</p> + </li> +</ol> + +<p>The code example above creates a simple Android application that displays a grey screen using +OpenGL ES 1.0 calls. While this application does not do anything very interesting, by creating these +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +1.0.</p> + +<p>If you are familiar with the OpenGL ES APIs, these classes should give you enough information +to use the OpenGL ES 1.0 API and create graphics. However, if you need a bit more help getting +started with OpenGL, head on to the next sections for a few more hints.</p> + +<h2 id="drawing">Draw a Shape on GLSurfaceView</h2> + +<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something with it. This section shows you how to define and draw a triangle.</p> + +<h3 id="define-triangle">Define a Triangle</h3> + +<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.</p> + +<p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top right corner of the frame and +[-1,-1,0] is bottom left corner of the frame.</p> + +<p>To define a vertex array for a triangle:</p> + +<ol> + <li>In your {@code HelloOpenGLES10Renderer} class, add new member variable to contain the +vertices of a triangle shape: +<pre> + private FloatBuffer triangleVB; +</pre> + </li> + + <li>Create a method, {@code initShapes()} which populates this member variable: +<pre> + private void initShapes(){ + + float triangleCoords[] = { + // X, Y, Z + -0.5f, -0.25f, 0, + 0.5f, -0.25f, 0, + 0.0f, 0.559016994f, 0 + }; + + // initialize vertex Buffer for triangle + ByteBuffer vbb = ByteBuffer.allocateDirect( + // (# of coordinate values * 4 bytes per float) + triangleCoords.length * 4); + vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order + triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer + triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer + triangleVB.position(0); // set the buffer to read the first coordinate + + } +</pre> + <p>This method defines a two-dimensional triangle with three equal sides.</p> + </li> + <li>Modify your {@code onSurfaceCreated()} method to initialize your triangle: + <pre> + public void onSurfaceCreated(GL10 gl, EGLConfig config) { + + // Set the background frame color + gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + } +</pre> + <p class="caution"><strong>Caution:</strong> Shapes and other static objects should be initialized + once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the + new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects + for every frame redraw and slows down your application. + </p> + </li> + +</ol> + +<p>You have now defined a triangle shape, but if you run the application, nothing appears. What?! +You also have to tell OpenGL to draw the triangle, which you'll do in the next section. +</p> + + +<h3 id="draw-triangle">Draw the Triangle</h3> + +<p>Before you can draw your triangle, you must tell OpenGL that you are using vertex arrays. After +that setup step, you can call the drawing APIs to display the triangle.</p> + +<p>To draw the triangle:</p> + +<ol> + <li>Add the {@code glEnableClientState()} method to the end of {@code onSurfaceCreated()} to +enable vertex arrays. +<pre> + // Enable use of vertex arrays + gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); +</pre> + <p>At this point, you are ready to draw the triangle object in the OpenGL view.</p> + </li> + + <li>Add the following code to the end of your {@code onDrawFrame()} method to draw the triangle. +<pre> + // Draw the triangle + gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f); + gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB); + gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3); +</pre> + </li> + <li id="squashed-triangle">Run the app! Your application should look something like this: + </li> +</ol> + +<img src="{@docRoot}images/opengl/helloopengl-es10-1.png"> +<p class="img-caption"> + <strong>Figure 1.</strong> Triangle drawn without a projection or camera view. +</p> + +<p>There are a few problems with this example. First of all, it is not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. You'll fix that problem using a projection +and camera view in the next section.</p> + +<p>Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in +exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the +<a href="#motion">Add Motion</a> section, you'll make this shape rotate and justify +this use of processing power.</p> + +<h2 id="projection-and-views">Apply Projection and Camera View</h2> + +<p>One of the basic problems in displaying graphics is that Android device displays are typically +not square and, by default, OpenGL happily maps a perfectly square, uniform coordinate +system onto your typically non-square screen. To solve this problem, you can apply an OpenGL +projection mode and camera view (eye point) to transform the coordinates of your graphic objects +so they have the correct proportions on any display. For more information about OpenGL coordinate +mapping, see <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Coordinate +Mapping for Drawn Objects</a>.</p> + +<p>To apply projection and camera view transformations to your triangle: +</p> +<ol> + <li>Modify your {@code onSurfaceChanged()} method to enable {@link + javax.microedition.khronos.opengles.GL10#GL_PROJECTION GL10.GL_PROJECTION} mode, calculate the + screen ratio and apply the ratio as a transformation of the object coordinates. +<pre> + public void onSurfaceChanged(GL10 gl, int width, int height) { + gl.glViewport(0, 0, width, height); + + // make adjustments for screen ratio + float ratio = (float) width / height; + gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode + gl.glLoadIdentity(); // reset the matrix to its default state + gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection matrix + } +</pre> + </li> + + <li>Next, modify your {@code onDrawFrame()} method to apply the {@link +javax.microedition.khronos.opengles.GL10#GL_MODELVIEW GL_MODELVIEW} mode and set +a view point using {@link android.opengl.GLU#gluLookAt(javax.microedition.khronos.opengles.GL10, +float, float, float, float, float, float, float, float, float) GLU.gluLookAt()}. +<pre> + public void onDrawFrame(GL10 gl) { + // Redraw background color + gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); + + // Set GL_MODELVIEW transformation mode + gl.glMatrixMode(GL10.GL_MODELVIEW); + gl.glLoadIdentity(); // reset the matrix to its default state + + // When using GL_MODELVIEW, you must set the view point + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + // Draw the triangle + ... + } +</pre> + </li> + <li>Run the updated application and you should see something like this:</li> +</ol> + +<img src="{@docRoot}images/opengl/helloopengl-es10-2.png"> +<p class="img-caption"> + <strong>Figure 2.</strong> Triangle drawn with a projection and camera view applied. +</p> + +<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the +<a href="#squashed-triangle">squashed triangle</a> in the earlier version.</p> + +<h2 id="motion">Add Motion</h2> + +<p>While it may be an interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least <em>some</em> of your objects to move. In this section, you'll add motion to +your triangle by rotating it.</p> + +<p>To add rotation to your triangle:</p> +<ol> + <li>Modify your {@code onDrawFrame()} method to rotate the triangle object: +<pre> + public void onDrawFrame(GL10 gl) { + ... + // When using GL_MODELVIEW, you must set the view point + GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); + + // Create a rotation for the triangle + long time = SystemClock.uptimeMillis() % 4000L; + float angle = 0.090f * ((int) time); + gl.glRotatef(angle, 0.0f, 0.0f, 1.0f); + + // Draw the triangle + ... + } +</pre> + </li> + <li>Run the application and your triangle should rotate around its center.</li> +</ol> + + +<h2 id="touch">Respond to Touch Events</h2> +<p>Making objects move according to a preset program like the rotating triangle is useful for +getting some attention, but what if you want to have users interact with your OpenGL graphics? In +this section, you'll learn how listen for touch events to let users interact with objects in your +{@code HelloOpenGLES10SurfaceView}.</p> + +<p>The key to making your OpenGL application touch interactive is expanding your implementation of +{@link android.opengl.GLSurfaceView} to override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events. +Before you do that, however, you'll modify the renderer class to expose the rotation angle of the +triangle. Afterwards, you'll modify the {@code HelloOpenGLES10SurfaceView} to process touch events +and pass that data to your renderer.</p> + +<p>To make your triangle rotate in response to touch events:</p> + +<ol> + <li>Modify your {@code HelloOpenGLES10Renderer} class to include a new, public member so that +your {@code HelloOpenGLES10SurfaceView} class is able to pass new rotation values your renderer: +<pre> + public float mAngle; +</pre> + </li> + <li>In your {@code onDrawFrame()} method, comment out the code that generates an angle and +replace the {@code angle} variable with {@code mAngle}. +<pre> + // Create a rotation for the triangle (Boring! Comment this out:) + // long time = SystemClock.uptimeMillis() % 4000L; + // float angle = 0.090f * ((int) time); + + // Use the mAngle member as the rotation value + gl.glRotatef(mAngle, 0.0f, 0.0f, 1.0f); +</pre> + </li> + <li>In your {@code HelloOpenGLES10SurfaceView} class, add the following member variables. +<pre> + private final float TOUCH_SCALE_FACTOR = 180.0f / 320; + private HelloOpenGLES10Renderer mRenderer; + private float mPreviousX; + private float mPreviousY; +</pre> + </li> + <li>In the constructor method for {@code HelloOpenGLES10SurfaceView}, set the {@code mRenderer} +member so you have a handle to pass in rotation input and set the render mode to {@link +android.opengl.GLSurfaceView#RENDERMODE_WHEN_DIRTY}. +<pre> + public HelloOpenGLES10SurfaceView(Context context){ + super(context); + // set the mRenderer member + mRenderer = new HelloOpenGLES10Renderer(); + setRenderer(mRenderer); + + // Render the view only when there is a change + setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); + } +</pre> + </li> + <li>In your {@code HelloOpenGLES10SurfaceView} class, override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} method to listen for touch +events and pass them to your renderer. +<pre> + @Override + public boolean onTouchEvent(MotionEvent e) { + // MotionEvent reports input details from the touch screen + // and other input controls. In this case, you are only + // interested in events where the touch position changed. + + float x = e.getX(); + float y = e.getY(); + + switch (e.getAction()) { + case MotionEvent.ACTION_MOVE: + + float dx = x - mPreviousX; + float dy = y - mPreviousY; + + // reverse direction of rotation above the mid-line + if (y > getHeight() / 2) { + dx = dx * -1 ; + } + + // reverse direction of rotation to left of the mid-line + if (x < getWidth() / 2) { + dy = dy * -1 ; + } + + mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR; + requestRender(); + } + + mPreviousX = x; + mPreviousY = y; + return true; + } +</pre> + <p class="note"><strong>Note:</strong> Touch events return pixel coordinates which <em>are not the +same</em> as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the +highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL +graphic objects, you must translate touch coordinates into OpenGL coordinates.</p> + </li> + <li>Run the application and drag your finger or cursor around the screen to rotate the +triangle.</li> +</ol> +<p>For another example of OpenGL touch event functionality, see <a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +TouchRotateActivity.html">TouchRotateActivity</a>.</p>
\ No newline at end of file diff --git a/docs/html/resources/tutorials/opengl/opengl-es20.jd b/docs/html/resources/tutorials/opengl/opengl-es20.jd new file mode 100644 index 0000000..439f7d5 --- /dev/null +++ b/docs/html/resources/tutorials/opengl/opengl-es20.jd @@ -0,0 +1,652 @@ +page.title=OpenGL ES 2.0 +parent.title=Tutorials +parent.link=../../browser.html?tag=tutorial +@jd:body + + +<div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#creating">Create an Activity with GLSurfaceView</a></li> + <li> + <a href="#drawing">Draw a Shape on GLSurfaceView</a> + <ol> + <li><a href="#define-triangle">Define a Triangle</a></li> + <li><a href="#draw-triangle">Draw the Triangle</a></li> + </ol> + </li> + <li><a href="#projection-and-views">Apply Projection and Camera Views</a></li> + <li><a href="#motion">Add Motion</a></li> + <li><a href="#touch">Respond to Touch Events</a></li> + </ol> + <h2 id="code-samples-list">Related Samples</h2> + <ol> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +index.html">API Demos - graphics</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +GLES20Activity.html">OpenGL ES 2.0 Sample</a></li> + <li><a href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +TouchRotateActivity.html">TouchRotateActivity</a></li> + </ol> + <h2>See also</h2> + <ol> + <li><a href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a></li> + <li><a href="{@docRoot}resources/tutorials/opengl/opengl-es10.html">OpenGL +ES 1.0</a></li> + </ol> + </div> + </div> + +<p>This tutorial shows you how to create a simple Android application that uses the OpenGL ES 2.0 +API to perform some basic graphics operations. You'll learn how to:</p> + +<ul> + <li>Create an activity using {@link android.opengl.GLSurfaceView} and {@link +android.opengl.GLSurfaceView.Renderer}</li> + <li>Create and draw a graphic object</li> + <li>Define a projection to correct for screen geometry</li> + <li>Define a camera view</li> + <li>Rotate a graphic object</li> + <li>Make graphics touch interactive</li> +</ul> + +<p>The Android framework supports both the OpenGL ES 1.0/1.1 and OpenGL ES 2.0 APIs. You should +carefully consider which version of the OpenGL ES API (1.0/1.1 or 2.0) is most appropriate for your +needs. For more information, see +<a href="{@docRoot}guide/topics/graphics/opengl.html#choosing-version">Choosing an OpenGL API +Version</a>. If you would prefer to use OpenGL ES 1.0, see the <a +href="{@docRoot}resources/tutorials/opengl/opengl-es10.jd">OpenGL ES 1.0 tutorial</a>.</p> + +<p>Before you start, you should understand how to create a basic Android application. If you do not +know how to create an app, follow the <a href="{@docRoot}resources/tutorials/hello-world.html">Hello +World Tutorial</a> to familiarize yourself with the process.</p> + +<p class="caution"><strong>Caution:</strong> OpenGL ES 2.0 <em>is currently not supported</em> by +the Android Emulator. You must have a physical test device running Android 2.2 (API Level 8) or +higher in order to run and test the example code in this tutorial.</p> + +<h2 id="creating">Create an Activity with GLSurfaceView</h2> + +<p>To get started using OpenGL, you must implement both a {@link android.opengl.GLSurfaceView} and a +{@link android.opengl.GLSurfaceView.Renderer}. The {@link android.opengl.GLSurfaceView} is the main +view type for applications that use OpenGL and the {@link android.opengl.GLSurfaceView.Renderer} +controls what is drawn within that view. (For more information about these classes, see the <a +href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document.)</p> + +<p>To create an activity using {@code GLSurfaceView}:</p> + +<ol> + <li>Start a new Android project that targets Android 2.2 (API Level 8) or higher. + </li> + <li>Name the project <strong>HelloOpenGLES20</strong> and make sure it includes an activity called +{@code HelloOpenGLES20}. + </li> + <li>Modify the {@code HelloOpenGLES20} class as follows: +<pre> +package com.example.android.apis.graphics; + +import android.app.Activity; +import android.content.Context; +import android.opengl.GLSurfaceView; +import android.os.Bundle; + +public class HelloOpenGLES20 extends Activity { + + private GLSurfaceView mGLView; + + @Override + public void onCreate(Bundle savedInstanceState) { + super.onCreate(savedInstanceState); + + // Create a GLSurfaceView instance and set it + // as the ContentView for this Activity + mGLView = new HelloOpenGLES20SurfaceView(this); + setContentView(mGLView); + } + + @Override + protected void onPause() { + super.onPause(); + // The following call pauses the rendering thread. + // If your OpenGL application is memory intensive, + // you should consider de-allocating objects that + // consume significant memory here. + mGLView.onPause(); + } + + @Override + protected void onResume() { + super.onResume(); + // The following call resumes a paused rendering thread. + // If you de-allocated graphic objects for onPause() + // this is a good place to re-allocate them. + mGLView.onResume(); + } +} + +class HelloOpenGLES20SurfaceView extends GLSurfaceView { + + public HelloOpenGLES20SurfaceView(Context context){ + super(context); + + // Create an OpenGL ES 2.0 context. + setEGLContextClientVersion(2); + // Set the Renderer for drawing on the GLSurfaceView + setRenderer(new HelloOpenGLES20Renderer()); + } +} +</pre> + <p class="note"><strong>Note:</strong> You will get a compile error for the {@code +HelloOpenGLES20Renderer} class reference. That's expected; you will fix this error in the next step. + </p> + + <p>As shown above, this activity uses a single {@link android.opengl.GLSurfaceView} for its +view. Notice that this activity implements crucial lifecycle callbacks for pausing and resuming its +work.</p> + + <p>The {@code HelloOpenGLES20SurfaceView} class in this example code above is just a thin wrapper +for an instance of {@link android.opengl.GLSurfaceView} and is not strictly necessary for this +example. However, if you want your application to monitor and respond to touch screen +events—and we are guessing you do—you must extend {@link android.opengl.GLSurfaceView} +to add touch event listeners, which you will learn how to do in the <a href="#touch">Reponding to +Touch Events</a> section.</p> + + <p>In order to draw graphics in the {@link android.opengl.GLSurfaceView}, you must define an +implementation of {@link android.opengl.GLSurfaceView.Renderer}. In the next step, you create +a renderer class to complete this OpenGL application.</p> + </li> + + <li>Create a new file for the following class {@code HelloOpenGLES20Renderer}, which implements +the {@link android.opengl.GLSurfaceView.Renderer} interface: + +<pre> +package com.example.android.apis.graphics; + +import javax.microedition.khronos.egl.EGLConfig; +import javax.microedition.khronos.opengles.GL10; + +import android.opengl.GLES20; +import android.opengl.GLSurfaceView; + +public class HelloOpenGLES20Renderer implements GLSurfaceView.Renderer { + + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + + // Set the background frame color + GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + } + + public void onDrawFrame(GL10 unused) { + + // Redraw background color + GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); + } + + public void onSurfaceChanged(GL10 unused, int width, int height) { + GLES20.glViewport(0, 0, width, height); + } + +} +</pre> + <p>This minimal implementation of {@link android.opengl.GLSurfaceView.Renderer} provides the +code structure needed to use OpenGL drawing methods: +<ul> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onSurfaceCreated(javax.microedition.khronos.opengles.GL10, + javax.microedition.khronos.egl.EGLConfig) onSurfaceCreated()} is called once to set up the +{@link android.opengl.GLSurfaceView} +environment.</li> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onDrawFrame(javax.microedition.khronos.opengles.GL10) + onDrawFrame()} is called for each redraw of the {@link +android.opengl.GLSurfaceView}.</li> + <li>{@link + android.opengl.GLSurfaceView.Renderer#onSurfaceChanged(javax.microedition.khronos.opengles.GL10, + int, int) onSurfaceChanged()} is called if the geometry of the {@link +android.opengl.GLSurfaceView} changes, for example when the device's screen orientation +changes.</li> +</ul> + </p> + <p>For more information about these methods, see the <a +href="{@docRoot}guide/topics/graphics/opengl.html">3D with OpenGL</a> document. +</p> + </li> +</ol> + +<p>The code example above creates a simple Android application that displays a grey screen using +OpenGL ES 2.0 calls. While this application does not do anything very interesting, by creating these +classes, you have layed the foundation needed to start drawing graphic elements with OpenGL ES +2.0.</p> + +<p>If you are familiar with the OpenGL ES APIs, these classes should give you enough information +to use the OpenGL ES 2.0 API and create graphics. However, if you need a bit more help getting +started with OpenGL, head on to the next sections for a few more hints.</p> + +<p class="note"><strong>Note:</strong> If your application requires OpenGL 2.0, make sure you +declare this in your manifest:</p> +<pre> + <!-- Tell the system this app requires OpenGL ES 2.0. --> + <uses-feature android:glEsVersion="0x00020000" android:required="true" /> +</pre> +<p>For more information, see <a +href="{@docRoot}guide/topics/graphics/opengl.html#manifest">OpenGL manifest declarations</a> in the +<em>3D with OpenGL</em> document.</p> + + +<h2 id="drawing">Draw a Shape on GLSurfaceView</h2> + +<p>Once you have implemented a {@link android.opengl.GLSurfaceView.Renderer}, the next step is to +draw something with it. This section shows you how to define and draw a triangle.</p> + +<h3 id="define-triangle">Define a Triangle</h3> + +<p>OpenGL allows you to define objects using coordinates in three-dimensional space. So, before you + can draw a triangle, you must define its coordinates. In OpenGL, the typical way to do this is to + define a vertex array for the coordinates.</p> + +<p>By default, OpenGL ES assumes a coordinate system where [0,0,0] (X,Y,Z) specifies the center of + the {@link android.opengl.GLSurfaceView} frame, [1,1,0] is the top-right corner of the frame and +[-1,-1,0] is bottom-left corner of the frame.</p> + +<p>To define a vertex array for a triangle:</p> + +<ol> + <li>In your {@code HelloOpenGLES20Renderer} class, add new member variable to contain the +vertices of a triangle shape: +<pre> + private FloatBuffer triangleVB; +</pre> + </li> + + <li>Create a method, {@code initShapes()} which populates this member variable: +<pre> + private void initShapes(){ + + float triangleCoords[] = { + // X, Y, Z + -0.5f, -0.25f, 0, + 0.5f, -0.25f, 0, + 0.0f, 0.559016994f, 0 + }; + + // initialize vertex Buffer for triangle + ByteBuffer vbb = ByteBuffer.allocateDirect( + // (# of coordinate values * 4 bytes per float) + triangleCoords.length * 4); + vbb.order(ByteOrder.nativeOrder());// use the device hardware's native byte order + triangleVB = vbb.asFloatBuffer(); // create a floating point buffer from the ByteBuffer + triangleVB.put(triangleCoords); // add the coordinates to the FloatBuffer + triangleVB.position(0); // set the buffer to read the first coordinate + + } +</pre> + <p>This method defines a two-dimensional triangle shape with three equal sides.</p> + </li> + <li>Modify your {@code onSurfaceCreated()} method to initialize your triangle: +<pre> + public void onSurfaceCreated(GL10 unused, EGLConfig config) { + + // Set the background frame color + GLES20.glClearColor(0.5f, 0.5f, 0.5f, 1.0f); + + // initialize the triangle vertex array + initShapes(); + } +</pre> + <p class="caution"><strong>Caution:</strong> Shapes and other static objects should be initialized + once in your {@code onSurfaceCreated()} method for best performance. Avoid initializing the + new objects in {@code onDrawFrame()}, as this causes the system to re-create the objects + for every frame redraw and slows down your application. + </p> + </li> + +</ol> + +<p>You have now defined a triangle shape, but if you run the application, nothing appears. What?! +You also have to tell OpenGL to draw the triangle, which you'll do in the next section. +</p> + + +<h3 id="draw-triangle">Draw the Triangle</h3> + +<p>The OpenGL ES 2.0 requires a bit more code than OpenGL ES 1.0/1.1 in order to draw objects. In +this section, you'll create vertex and fragment shaders, a shader loader, apply the shaders, enable +the use of vertex arrays for your triangle and, finally, draw it on screen.</p> + +<p>To draw the triangle:</p> + +<ol> + <li>In your {@code HelloOpenGLES20Renderer} class, define a vertex shader and a fragment +shader. Shader code is defined as a string which is compiled and run by the OpenGL ES 2.0 rendering +engine. +<pre> + private final String vertexShaderCode = + "attribute vec4 vPosition; \n" + + "void main(){ \n" + + " gl_Position = vPosition; \n" + + "} \n"; + + private final String fragmentShaderCode = + "precision mediump float; \n" + + "void main(){ \n" + + " gl_FragColor = vec4 (0.63671875, 0.76953125, 0.22265625, 1.0); \n" + + "} \n"; +</pre> + <p>The vertex shader controls how OpenGL positions and draws the vertices of shapes in space. +The fragment shader controls what OpenGL draws <em>between</em> the vertices of shapes.</p> + </li> + <li>In your {@code HelloOpenGLES20Renderer} class, create a method for loading the shaders. +<pre> + private int loadShader(int type, String shaderCode){ + + // create a vertex shader type (GLES20.GL_VERTEX_SHADER) + // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) + int shader = GLES20.glCreateShader(type); + + // add the source code to the shader and compile it + GLES20.glShaderSource(shader, shaderCode); + GLES20.glCompileShader(shader); + + return shader; + } +</pre> + </li> + + <li>Add the following members to your {@code HelloOpenGLES20Renderer} class for an OpenGL +Program and the positioning control for your triangle. +<pre> + private int mProgram; + private int maPositionHandle; +</pre> + <p>In OpenGL ES 2.0, you attach vertex and fragment shaders to a <em>Program</em> and then +apply the program to the OpenGL graphics pipeline.</p> + </li> + + <li>Add the following code to the end of your {@code onSurfaceCreated()} method to load the +shaders and attach them to an OpenGL Program. +<pre> + int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); + int fragmentShader = 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); // creates OpenGL program executables + + // get handle to the vertex shader's vPosition member + maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); +</pre> + <p>At this point, you are ready to draw the triangle object in the OpenGL view.</p> + </li> + + <li>Add the following code to the end of your {@code onDrawFrame()} method apply the OpenGL +program you created, load the triangle object and draw the triangle. +<pre> + // Add program to OpenGL environment + GLES20.glUseProgram(mProgram); + + // Prepare the triangle data + GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, triangleVB); + GLES20.glEnableVertexAttribArray(maPositionHandle); + + // Draw the triangle + GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); +</pre> + </li> + <li id="squashed-triangle">Run the app! Your application should look something like this: + </li> +</ol> + +<img src="{@docRoot}images/opengl/helloopengl-es20-1.png"> +<p class="img-caption"> + <strong>Figure 1.</strong> Triangle drawn without a projection or camera view. +</p> + +<p>There are a few problems with this example. First of all, it is not going to impress your +friends. Secondly, the triangle is a bit squashed and changes shape when you change the screen +orientation of the device. The reason the shape is skewed is due to the fact that the object is +being rendered in a frame which is not perfectly square. You'll fix that problem using a projection +and camera view in the next section.</p> + +<p>Lastly, because the triangle is stationary, the system is redrawing the object repeatedly in +exactly the same place, which is not the most efficient use of the OpenGL graphics pipeline. In the +<a href="#motion">Add Motion</a> section, you'll make this shape rotate and justify +this use of processing power.</p> + +<h2 id="projection-and-views">Apply Projection and Camera View</h2> + +<p>One of the basic problems in displaying graphics is that Android device displays are typically +not square and, by default, OpenGL happily maps a perfectly square, uniform coordinate +system onto your typically non-square screen. To solve this problem, you can apply an OpenGL +projection mode and camera view (eye point) to transform the coordinates of your graphic objects +so they have the correct proportions on any display. For more information about OpenGL coordinate +mapping, see <a href="{@docRoot}guide/topics/graphics/opengl.html#coordinate-mapping">Coordinate +Mapping for Drawn Objects</a>.</p> + +<p>To apply projection and camera view transformations to your triangle: +</p> +<ol> + <li>Add the following members to your {@code HelloOpenGLES20Renderer} class. +<pre> + private int muMVPMatrixHandle; + private float[] mMVPMatrix = new float[16]; + private float[] mMMatrix = new float[16]; + private float[] mVMatrix = new float[16]; + private float[] mProjMatrix = new float[16]; +</pre> + </li> + <li>Modify your {@code vertexShaderCode} string to add a variable for a model view +projection matrix. +<pre> + 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; \n" + + + "attribute vec4 vPosition; \n" + + "void main(){ \n" + + + // the matrix must be included as a modifier of gl_Position + " gl_Position = uMVPMatrix * vPosition; \n" + + + "} \n"; +</pre> + </li> + <li>Modify the {@code onSurfaceChanged()} method to calculate the device screen ratio and +create a projection matrix. +<pre> + public void onSurfaceChanged(GL10 unused, int width, int height) { + GLES20.glViewport(0, 0, width, height); + + float ratio = (float) width / height; + + // this projection matrix is applied to object coodinates + // in the onDrawFrame() method + Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); + } +</pre> + </li> + <li>Add the following code to the end of your {@code onSurfaceChanged()} method to +reference the {@code uMVPMatrix} shader matrix variable you added in step 2. +<pre> + muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); +</pre> + </li> + <li>Add the following code to the end of your {@code onSurfaceChanged()} method to define +a camera view matrix. +<pre> + Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); +</pre> + </li> + <li>Finally, modify your {@code onDrawFrame()} method to combine the projection and +camera view matrices and then apply the combined transformation to the OpenGL rendering pipeline. +<pre> + public void onDrawFrame(GL10 unused) { + ... + // Apply a ModelView Projection transformation + Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0); + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + + // Draw the triangle + ... + } +</pre> + </li> + <li>Run the updated application and you should see something like this:</li> +</ol> + +<img src="{@docRoot}images/opengl/helloopengl-es20-2.png"> +<p class="img-caption"> + <strong>Figure 2.</strong> Triangle drawn with a projection and camera view applied. +</p> + +<p>Now that you have applied this transformation, the triangle has three equal sides, instead of the +<a href="#squashed-triangle">squashed triangle</a> in the earlier version.</p> + +<h2 id="motion">Add Motion</h2> + +<p>While it may be an interesting exercise to create static graphic objects with OpenGL ES, chances +are you want at least <em>some</em> of your objects to move. In this section, you'll add motion to +your triangle by rotating it.</p> + +<p>To add rotation to your triangle:</p> +<ol> + <li>Add an additional tranformation matrix member to your {@code HelloOpenGLES20Renderer} +class. + <pre> + private float[] mMMatrix = new float[16]; + </pre> + </li> + <li>Modify your {@code onDrawFrame()} method to rotate the triangle object. +<pre> + public void onDrawFrame(GL10 gl) { + ... + + // Create a rotation for the triangle + long time = SystemClock.uptimeMillis() % 4000L; + float angle = 0.090f * ((int) time); + Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f); + Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); + Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); + + // Apply a ModelView Projection transformation + GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); + + // Draw the triangle + ... + } +</pre> + </li> + <li>Run the application and your triangle should rotate around its center.</li> +</ol> + + +<h2 id="touch">Respond to Touch Events</h2> +<p>Making objects move according to a preset program like the rotating triangle is useful for +getting some attention, but what if you want to have users interact with your OpenGL graphics? In +this section, you'll learn how listen for touch events to let users interact with objects in your +{@code HelloOpenGLES20SurfaceView}.</p> + +<p>The key to making your OpenGL application touch interactive is expanding your implementation of +{@link android.opengl.GLSurfaceView} to override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} to listen for touch events. +Before you do that, however, you'll modify the renderer class to expose the rotation angle of the +triangle. Afterwards, you'll modify the {@code HelloOpenGLES20SurfaceView} to process touch events +and pass that data to your renderer.</p> + +<p>To make your triangle rotate in response to touch events:</p> + +<ol> + <li>Modify your {@code HelloOpenGLES20Renderer} class to include a new, public member so that +your {@code HelloOpenGLES10SurfaceView} class is able to pass new rotation values your renderer: +<pre> + public float mAngle; +</pre> + </li> + <li>In your {@code onDrawFrame()} method, comment out the code that generates an angle and +replace the {@code angle} variable with {@code mAngle}. +<pre> + // Create a rotation for the triangle (Boring! Comment this out:) + // long time = SystemClock.uptimeMillis() % 4000L; + // float angle = 0.090f * ((int) time); + + // Use the mAngle member as the rotation value + Matrix.setRotateM(mMMatrix, 0, mAngle, 0, 0, 1.0f); +</pre> + </li> + <li>In your {@code HelloOpenGLES20SurfaceView} class, add the following member variables. +<pre> + private final float TOUCH_SCALE_FACTOR = 180.0f / 320; + private HelloOpenGLES20Renderer mRenderer; + private float mPreviousX; + private float mPreviousY; +</pre> + </li> + <li>In the constructor method for {@code HelloOpenGLES20SurfaceView}, set the {@code mRenderer} +member so you have a handle to pass in rotation input and set the render mode to {@link +android.opengl.GLSurfaceView#RENDERMODE_WHEN_DIRTY}.<pre> + public HelloOpenGLES20SurfaceView(Context context){ + super(context); + // Create an OpenGL ES 2.0 context. + setEGLContextClientVersion(2); + + // set the mRenderer member + mRenderer = new HelloOpenGLES20Renderer(); + setRenderer(mRenderer); + + // Render the view only when there is a change + setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY); + } +</pre> + </li> + <li>In your {@code HelloOpenGLES20SurfaceView} class, override the {@link +android.view.View#onTouchEvent(android.view.MotionEvent) onTouchEvent()} method to listen for touch +events and pass them to your renderer. +<pre> + @Override + public boolean onTouchEvent(MotionEvent e) { + // MotionEvent reports input details from the touch screen + // and other input controls. In this case, you are only + // interested in events where the touch position changed. + + float x = e.getX(); + float y = e.getY(); + + switch (e.getAction()) { + case MotionEvent.ACTION_MOVE: + + float dx = x - mPreviousX; + float dy = y - mPreviousY; + + // reverse direction of rotation above the mid-line + if (y > getHeight() / 2) { + dx = dx * -1 ; + } + + // reverse direction of rotation to left of the mid-line + if (x < getWidth() / 2) { + dy = dy * -1 ; + } + + mRenderer.mAngle += (dx + dy) * TOUCH_SCALE_FACTOR; + requestRender(); + } + + mPreviousX = x; + mPreviousY = y; + return true; + } +</pre> + <p class="note"><strong>Note:</strong> Touch events return pixel coordinates which <em>are not the +same</em> as OpenGL coordinates. Touch coordinate [0,0] is the bottom-left of the screen and the +highest value [max_X, max_Y] is the top-right corner of the screen. To match touch events to OpenGL +graphic objects, you must translate touch coordinates into OpenGL coordinates.</p> + </li> + <li>Run the application and drag your finger or cursor around the screen to rotate the +triangle.</li> +</ol> +<p>For another example of OpenGL touch event functionality, see <a +href="{@docRoot}resources/samples/ApiDemos/src/com/example/android/apis/graphics/ +TouchRotateActivity.html">TouchRotateActivity</a>.</p>
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