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authorTim Murray <timmurray@google.com>2013-03-27 21:32:31 +0000
committerAndroid (Google) Code Review <android-gerrit@google.com>2013-03-27 21:32:31 +0000
commit8ff0201ad0354b6c43aebac6075298ee847c42ef (patch)
tree364cd6fecc6be3ea5192ce9cdfaa1f2fe9b4cc97 /docs
parent8565520b85bd42bc57adc551c4a72bc3f5b0025a (diff)
parent275812c2bb09a82efd7ea8d90b57c99ff51eab0a (diff)
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Merge "Revert "Remove all public mention of RS graphics from docs."" into jb-mr2-dev
Diffstat (limited to 'docs')
-rw-r--r--docs/html/about/versions/android-4.0.jd54
-rw-r--r--docs/html/guide/topics/graphics/renderscript/graphics.jd994
2 files changed, 1041 insertions, 7 deletions
diff --git a/docs/html/about/versions/android-4.0.jd b/docs/html/about/versions/android-4.0.jd
index 868227a..f2fd0c4 100644
--- a/docs/html/about/versions/android-4.0.jd
+++ b/docs/html/about/versions/android-4.0.jd
@@ -122,7 +122,7 @@ to invoke an action that indicates the user wants to add a contact to a social n
receiving the app uses it to invite the specified contact to that
social network. Most apps will be on the receiving-end of this operation. For example, the
built-in People app invokes the invite intent when the user selects "Add connection" for a specific
-social app that's listed in a person's contact details.</p>
+social app that's listed in a person's contact details.</p>
<p>To make your app visible as in the "Add connection" list, your app must provide a sync adapter to
sync contact information from your social network. You must then indicate to the system that your
@@ -327,7 +327,7 @@ image (usually done by calling the {@link android.opengl.GLES20#glTexImage2D glT
function). You may provide multiple mipmap levels. If the output texture has not been bound to a
texture image, it will be automatically bound by the effect as a {@link
android.opengl.GLES20#GL_TEXTURE_2D} and with one mipmap level (0), which will have the same
-size as the input.</p>
+size as the input.</p>
<p>All effects listed in {@link android.media.effect.EffectFactory} are guaranteed to be supported.
However, some additional effects available from external libraries are not supported by all devices,
@@ -452,7 +452,7 @@ android.hardware.Camera.Parameters#getMaxNumDetectedFaces()} and ensure the retu
value is greater than zero. Also, some devices may not support identification of eyes and mouth,
in which case, those fields in the {@link android.hardware.Camera.Face} object will be null.</p>
-
+
<h4>Focus and metering areas</h4>
<p>Camera apps can now control the areas that the camera uses for focus and for metering white
@@ -495,7 +495,7 @@ added in API level 9.</p>
<h4>Other camera features</h4>
-<ul>
+<ul>
<li>While recording video, you can now call {@link android.hardware.Camera#takePicture
takePicture()} to save a photo without interrupting the video session. Before doing so, you should
call {@link android.hardware.Camera.Parameters#isVideoSnapshotSupported} to be sure the hardware
@@ -775,7 +775,7 @@ methods that allow the view and its parents to add more contextual information t
<li>When invoked, the {@link
android.view.View#sendAccessibilityEvent sendAccessibilityEvent()} and {@link
android.view.View#sendAccessibilityEventUnchecked sendAccessibilityEventUnchecked()} methods defer
-to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
+to {@link android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()}.
<p>Custom implementations of {@link android.view.View} might want to implement {@link
android.view.View#onInitializeAccessibilityEvent onInitializeAccessibilityEvent()} to
attach additional accessibility information to the {@link
@@ -1022,6 +1022,46 @@ roaming or connected to Wi-Fi.</p>
+<h3 id="RenderScript">RenderScript</h3>
+
+<p>Three major features have been added to RenderScript:</p>
+
+<ul>
+ <li>Off-screen rendering to a framebuffer object</li>
+ <li>Rendering inside a view</li>
+ <li>RS for each from the framework APIs</li>
+</ul>
+
+<p>The {@link android.renderscript.Allocation} class now supports a {@link
+android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} memory space, which allows you to
+render things directly into the {@link android.renderscript.Allocation} and use it as a framebuffer
+object.</p>
+
+<p>{@link android.renderscript.RSTextureView} provides a means to display RenderScript graphics
+inside of a {@link android.view.View}, unlike {@link android.renderscript.RSSurfaceView}, which
+creates a separate window. This key difference allows you to do things such as move, transform, or
+animate an {@link android.renderscript.RSTextureView} as well as draw RenderScript graphics inside
+a view that lies within an activity layout.</p>
+
+<p>The {@link android.renderscript.Script#forEach Script.forEach()} method allows you to call
+RenderScript compute scripts from the VM level and have them automatically delegated to available
+cores on the device. You do not use this method directly, but any compute RenderScript that you
+write will have a {@link android.renderscript.Script#forEach forEach()} method that you can call in
+the reflected RenderScript class. You can call the reflected {@link
+android.renderscript.Script#forEach forEach()} method by passing in an input {@link
+android.renderscript.Allocation} to process, an output {@link android.renderscript.Allocation} to
+write the result to, and a {@link android.renderscript.FieldPacker} data structure in case the
+RenderScript needs more information. Only one of the {@link android.renderscript.Allocation}s is
+necessary and the data structure is optional.</p>
+
+
+
+
+
+
+
+
+
<h3 id="Enterprise">Enterprise</h3>
<p>Android 4.0 expands the capabilities for enterprise application with the following features.</p>
@@ -1718,7 +1758,7 @@ href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#target">{@code targe
notes for more information.</li>
</ul>
</dd>
-
+
<dt><a href="android-3.1.html">Android 3.1</a></dt>
<dd>
<ul>
@@ -1741,7 +1781,7 @@ android.net.rtp} documentation.</li>
notes for many more new APIs.</li>
</ul>
</dd>
-
+
<dt><a href="android-3.2.html">Android 3.2</a></dt>
<dd>
<ul>
diff --git a/docs/html/guide/topics/graphics/renderscript/graphics.jd b/docs/html/guide/topics/graphics/renderscript/graphics.jd
new file mode 100644
index 0000000..58676ea
--- /dev/null
+++ b/docs/html/guide/topics/graphics/renderscript/graphics.jd
@@ -0,0 +1,994 @@
+page.title=Graphics
+parent.title=Renderscript
+parent.link=index.html
+
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+
+ <ol>
+ <li>
+ <a href="#creating-graphics-rs">Creating a Graphics Renderscript</a>
+ <ol>
+ <li><a href="#creating-native">Creating the Renderscript file</a></li>
+ <li><a href="#creating-entry">Creating the Renderscript entry point class</a></li>
+ <li><a href="#creating-view">Creating the view class</a></li>
+ <li><a href="#creating-activity">Creating the activity class</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#drawing">Drawing</a>
+ <ol>
+ <li><a href="#drawing-rsg">Simple drawing</a></li>
+ <li><a href="#drawing-mesh">Drawing with a mesh</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#shaders">Shaders</a>
+ <ol>
+ <li><a href="#shader-bindings">Shader bindings</a></li>
+ <li><a href="#shader-sampler">Defining a sampler</a></li>
+ </ol>
+ </li>
+ <li>
+ <a href="#fbo">Rendering to a Framebuffer Object</a>
+ </li>
+ </ol>
+
+ <h2>Related Samples</h2>
+
+ <ol>
+ <li><a href="{@docRoot}resources/samples/RenderScript/Balls/index.html">Balls</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/FountainFbo/index.html">FountainFbo</a></li>
+
+ <li><a href="{@docRoot}resources/samples/RenderScript/HelloWorld/index.html">Hello
+World</a></li>
+
+ <li><a
+href="{@docRoot}resources/samples/RenderScript/MiscSamples/index.html">Misc Samples</a></li>
+ </ol>
+ </div>
+ </div>
+
+ <p>Renderscript provides a number of graphics APIs for rendering, both at the Android
+ framework level as well as at the Renderscript runtime level. For instance, the Android framework APIs let you
+ create meshes and define shaders to customize the graphical rendering pipeline. The native
+ Renderscript graphics APIs let you draw the actual meshes to render your scene. You need to
+ be familiar with both APIs to appropriately render graphics on an Android-powered device.</p>
+
+ <h2 id="creating-graphics-rs">Creating a Graphics Renderscript</h2>
+
+ <p>Renderscript applications require various layers of code, so it is useful to create the following
+ files to help keep your application organized:</p>
+
+ <dl>
+ <dt>The Renderscript <code>.rs</code> file</dt>
+
+ <dd>This file contains the logic to do the graphics rendering.</dd>
+
+ <dt>The Renderscript entry point <code>.java</code> class</dt>
+
+ <dd>This class allows the view class to interact with the code defined in the <code>.rs</code>
+ file. This class contains a Renderscript object (instance of
+ <code>ScriptC_<em>renderscript_file</em></code>), which allows your Android framework code to
+ call the Renderscript code. In general, this class does much of the setup for Renderscript
+ such as shader and mesh building and memory allocation and binding. The SDK samples follow the
+ convention of naming this file ActivityRS.java,
+ where Activity is the name of your main activity class.</dd>
+
+ <dt>The view <code>.java</code> class</dt>
+
+ <dd>This class extends {@link android.renderscript.RSSurfaceView} or {@link
+ android.renderscript.RSTextureView} to provide a surface to render on. A {@link
+ android.renderscript.RSSurfaceView} consumes a whole window, but a {@link
+ android.renderscript.RSTextureView} allows you to draw Renderscript graphics inside of a
+ view and add it to a {@link android.view.ViewGroup} alongside
+ other views. In this class, you create a {@link android.renderscript.RenderScriptGL} context object
+ with a call to {@link android.renderscript.RSSurfaceView#createRenderScriptGL
+ RSSurfaceView.createRenderscriptGL()} or {@link android.renderscript.RSTextureView#createRenderScriptGL
+ RSTextureView.createRenderscriptGL()}. The {@link android.renderscript.RenderScriptGL} context object
+ contains information about the current rendering state of Renderscript such as the vertex and
+ fragment shaders. You pass this context object to the Renderscript entry point class, so that
+ class can modify the rendering context if needed and bind the Renderscript code to the context. Once bound,
+ the view class can use the Renderscript code to display graphics.
+ The view class should also implement callbacks for events inherited from {@link
+ android.view.View}, such as {@link android.view.View#onTouchEvent onTouchEvent()} and {@link
+ android.view.View#onKeyDown onKeyDown()} if you want to detect these types of user interactions.
+ The SDK samples follow the convention of naming this file ActivityView.java,
+ where Activity is the name of your main activity class</dd>
+
+ <dt>The activity <code>.java</code> class</dt>
+
+ <dd>This class is the main activity class and sets your {@link android.renderscript.RSSurfaceView} as the main content
+ view for this activity or uses the {@link android.renderscript.RSTextureView} alongside other views.</dd>
+ </dl>
+ <p>Figure 1 describes how these classes interact with one another in a graphics Renderscript:</p>
+
+ <img src="{@docRoot}images/rs_graphics.png">
+ <p class="img-caption"><strong>Figure 1.</strong> Graphics Renderscript overview</p>
+
+
+ <p>The following sections describe how to create an application that uses a graphics Renderscript by using
+ the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Renderscript Fountain
+ sample</a> that is provided in the SDK as a guide (some code has been modified from its original
+ form for simplicity).</p>
+
+ <h3 id="creating-native">Creating the Renderscript file</h3>
+
+ <p>Your Renderscript code resides in <code>.rs</code> and <code>.rsh</code> (headers) files in the
+ <code>&lt;project_root&gt;/src/</code> directory. This code contains the logic to render your
+ graphics and declares all other necessary items such as variables, structs,
+ and pointers. Every graphics <code>.rs</code> file generally contains the following items:</p>
+
+ <ul>
+ <li>A pragma declaration (<code>#pragma rs java_package_name(<em>package.name</em>)</code>) that declares
+ the package name of the <code>.java</code> reflection of this Renderscript.</li>
+
+ <li>A pragma declaration (<code>#pragma version(1)</code>) that declares the version of Renderscript that
+ you are using (1 is the only value for now).</li>
+
+ <li>A <code>#include "rs_graphics.rsh"</code> declaration.</li>
+
+ <li>A <code>root()</code> function. This is the main worker function for your Renderscript and
+ calls Renderscript graphics functions to render scenes. This function is called every time a
+ frame refresh occurs, which is specified as its return value. A <code>0</code> (zero) specified for
+ the return value says to only render the frame when a property of the scene that you are
+ rendering changes. A non-zero positive integer specifies the refresh rate of the frame in
+ milliseconds.
+
+ <p class="note"><strong>Note:</strong> The Renderscript runtime makes its best effort to
+ refresh the frame at the specified rate. For example, if you are creating a live wallpaper
+ and set the return value to 20, the Renderscript runtime renders the wallpaper at 50fps if it has just
+ enough or more resources to do so. It renders as fast as it can if not enough resources
+ are available.</p>
+
+ <p>For more information on using the Renderscript graphics functions, see the <a href=
+ "#drawing">Drawing</a> section.</p>
+ </li>
+
+ <li>An <code>init()</code> function. This allows you to do initialization of your
+ Renderscript before the <code>root()</code> function runs, such as assigning values to variables. This
+ function runs once and is called automatically when the Renderscript starts, before anything
+ else in your Renderscript. Creating this function is optional.</li>
+
+ <li>Any variables, pointers, and structures that you wish to use in your Renderscript code (can
+ be declared in <code>.rsh</code> files if desired)</li>
+ </ul>
+
+ <p>The following code shows how the <code>fountain.rs</code> file is implemented:</p>
+ <pre>
+#pragma version(1)
+
+// Tell which java package name the reflected files should belong to
+#pragma rs java_package_name(com.example.android.rs.fountain)
+
+//declare shader binding
+#pragma stateFragment(parent)
+
+// header with graphics APIs, must include explicitly
+#include "rs_graphics.rsh"
+
+static int newPart = 0;
+
+// the mesh to render
+rs_mesh partMesh;
+
+// the point representing where a particle is rendered
+typedef struct __attribute__((packed, aligned(4))) Point {
+ float2 delta;
+ float2 position;
+ uchar4 color;
+} Point_t;
+Point_t *point;
+
+// main worker function that renders particles onto the screen
+int root() {
+ float dt = min(rsGetDt(), 0.1f);
+ rsgClearColor(0.f, 0.f, 0.f, 1.f);
+ const float height = rsgGetHeight();
+ const int size = rsAllocationGetDimX(rsGetAllocation(point));
+ float dy2 = dt * (10.f);
+ Point_t * p = point;
+ for (int ct=0; ct &lt; size; ct++) {
+ p-&gt;delta.y += dy2;
+ p-&gt;position += p-&gt;delta;
+ if ((p-&gt;position.y &gt; height) &amp;&amp; (p-&gt;delta.y &gt; 0)) {
+ p-&gt;delta.y *= -0.3f;
+ }
+ p++;
+ }
+
+ rsgDrawMesh(partMesh);
+ return 1;
+}
+
+// adds particles to the screen to render
+static float4 partColor[10];
+void addParticles(int rate, float x, float y, int index, bool newColor)
+{
+ if (newColor) {
+ partColor[index].x = rsRand(0.5f, 1.0f);
+ partColor[index].y = rsRand(1.0f);
+ partColor[index].z = rsRand(1.0f);
+ }
+ float rMax = ((float)rate) * 0.02f;
+ int size = rsAllocationGetDimX(rsGetAllocation(point));
+ uchar4 c = rsPackColorTo8888(partColor[index]);
+
+ Point_t * np = &amp;point[newPart];
+ float2 p = {x, y};
+ while (rate--) {
+ float angle = rsRand(3.14f * 2.f);
+ float len = rsRand(rMax);
+ np-&gt;delta.x = len * sin(angle);
+ np-&gt;delta.y = len * cos(angle);
+ np-&gt;position = p;
+ np-&gt;color = c;
+ newPart++;
+ np++;
+ if (newPart &gt;= size) {
+ newPart = 0;
+ np = &amp;point[newPart];
+ }
+ }
+}
+</pre>
+
+ <h3 id="creating-entry">Creating the Renderscript entry point class</h3>
+
+ <p>When you create a Renderscript (<code>.rs</code>) file, it is helpful to create a
+ corresponding Android framework class that is an entry point into the <code>.rs</code> file.
+ The most important thing this class does is receive a {@link android.renderscript.RenderScriptGL} rendering context
+ object from the <a href="#creating-view">view class</a> and binds the actual Renderscript
+ code to the rendering context. This notifies your view class of the code that it needs
+ to render graphics.
+ </p>
+
+ <p>In addition, this class should contain all of the things needed to set up Renderscript.
+ Some important things that you need to do in this class are:</p>
+
+ <ul>
+ <li>Create a Renderscript object
+ <code>ScriptC_<em>rs_filename</em></code>. The Renderscript object is attached to the Renderscript bytecode, which is platform-independent and
+ gets compiled on the device when the Renderscript application runs. The bytecode is referenced
+ as a raw resource and is passed into the constructor for the Renderscript object.
+ For example, this is how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
+ sample creates the Renderscript object:
+ <pre>
+ RenderScriptGL rs; //obtained from the view class
+ Resources res; //obtained from the view class
+ ...
+ ScriptC_fountain mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
+ </pre>
+ </li>
+ <li>Allocate any necessary memory and bind it to your Renderscript code via the Renderscript object.</li>
+ <li>Build any necessary meshes and bind them to the Renderscript code via the Renderscript object.</li>
+ <li>Create any necessary programs and bind them to the Renderscript code via the Renderscript object.</li>
+ </ul>
+
+ <p>The following code shows how the <a href=
+ "{@docRoot}resources/samples/RenderScript/Fountain/src/com/example/android/rs/fountain/FountainRS.html">
+ FountainRS</a> class is implemented:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+import android.content.res.Resources;
+import android.renderscript.*;
+import android.util.Log;
+
+public class FountainRS {
+ public static final int PART_COUNT = 50000;
+
+ public FountainRS() {
+ }
+
+ /**
+ * This provides us with the Renderscript context and resources
+ * that allow us to create the Renderscript object
+ */
+ private Resources mRes;
+ private RenderScriptGL mRS;
+
+ // Renderscript object
+ private ScriptC_fountain mScript;
+
+ // Called by the view class to initialize the Renderscript context and renderer
+ public void init(RenderScriptGL rs, Resources res) {
+ mRS = rs;
+ mRes = res;
+
+ /**
+ * Create a shader and bind to the Renderscript context
+ */
+ ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
+ pfb.setVaryingColor(true);
+ rs.bindProgramFragment(pfb.create());
+
+ /**
+ * Allocate memory for the particles to render and create the mesh to draw
+ */
+ ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
+ Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
+ smb.addVertexAllocation(points.getAllocation());
+ smb.addIndexSetType(Mesh.Primitive.POINT);
+ Mesh sm = smb.create();
+
+ /**
+ * Create and bind the Renderscript object to the Renderscript context
+ */
+ mScript = new ScriptC_fountain(mRS, mRes, R.raw.fountain);
+ mScript.set_partMesh(sm);
+ mScript.bind_point(points);
+ mRS.bindRootScript(mScript);
+ }
+
+ boolean holdingColor[] = new boolean[10];
+
+ /**
+ * Calls Renderscript functions (invoke_addParticles)
+ * via the Renderscript object to add particles to render
+ * based on where a user touches the screen.
+ */
+ public void newTouchPosition(float x, float y, float pressure, int id) {
+ if (id &gt;= holdingColor.length) {
+ return;
+ }
+ int rate = (int)(pressure * pressure * 500.f);
+ if (rate &gt; 500) {
+ rate = 500;
+ }
+ if (rate &gt; 0) {
+ mScript.invoke_addParticles(rate, x, y, id, !holdingColor[id]);
+ holdingColor[id] = true;
+ } else {
+ holdingColor[id] = false;
+ }
+
+ }
+}
+</pre>
+
+
+ <h3 id="creating-view">Creating the view class</h3>
+
+
+ <p>To display graphics, you need a view to render on. Create a class that extends {@link
+ android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. This class
+ allows you to create a {@link android.renderscript.RenderScriptGL} context object by calling and
+ pass it to the Rendscript entry point class to bind the two. Once bound, the content is aware
+ of the code that it needs to use to render graphics with. If your Renderscript code
+ depends on any type of information that the view is aware of, such as touches from the user,
+ you can also use this class to relay that information to the Renderscript entry point class.
+ The following code shows how the <code>FountainView</code> class is implemented:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+import android.renderscript.RSTextureView;
+import android.renderscript.RenderScriptGL;
+import android.content.Context;
+import android.view.MotionEvent;
+
+public class FountainView extends RSTextureView {
+
+ public FountainView(Context context) {
+ super(context);
+ }
+ // Renderscript context
+ private RenderScriptGL mRS;
+ // Renderscript entry point object that calls Renderscript code
+ private FountainRS mRender;
+
+ /**
+ * Create Renderscript context and initialize Renderscript entry point
+ */
+ &#064;Override
+ protected void onAttachedToWindow() {
+ super.onAttachedToWindow();
+ android.util.Log.e("rs", "onAttachedToWindow");
+ if (mRS == null) {
+ RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig();
+ mRS = createRenderScriptGL(sc);
+ mRender = new FountainRS();
+ mRender.init(mRS, getResources());
+ }
+ }
+
+ &#064;Override
+ protected void onDetachedFromWindow() {
+ super.onDetachedFromWindow();
+ android.util.Log.e("rs", "onDetachedFromWindow");
+ if (mRS != null) {
+ mRS = null;
+ destroyRenderScriptGL();
+ }
+ }
+
+
+ /**
+ * Use callbacks to relay data to Renderscript entry point class
+ */
+ &#064;Override
+ public boolean onTouchEvent(MotionEvent ev)
+ {
+ int act = ev.getActionMasked();
+ if (act == ev.ACTION_UP) {
+ mRender.newTouchPosition(0, 0, 0, ev.getPointerId(0));
+ return false;
+ } else if (act == MotionEvent.ACTION_POINTER_UP) {
+ // only one pointer going up, we can get the index like this
+ int pointerIndex = ev.getActionIndex();
+ int pointerId = ev.getPointerId(pointerIndex);
+ mRender.newTouchPosition(0, 0, 0, pointerId);
+ }
+ int count = ev.getHistorySize();
+ int pcount = ev.getPointerCount();
+
+ for (int p=0; p &lt; pcount; p++) {
+ int id = ev.getPointerId(p);
+ mRender.newTouchPosition(ev.getX(p),
+ ev.getY(p),
+ ev.getPressure(p),
+ id);
+
+ for (int i=0; i &lt; count; i++) {
+ mRender.newTouchPosition(ev.getHistoricalX(p, i),
+ ev.getHistoricalY(p, i),
+ ev.getHistoricalPressure(p, i),
+ id);
+ }
+ }
+ return true;
+ }
+}
+</pre>
+
+ <h3 id="creating-activity">Creating the activity class</h3>
+
+ <p>Applications that use Renderscript still behave like normal Android applications, so you
+ need an activity class that handles activity lifecycle callback events appropriately. The activity class
+ also sets your {@link android.renderscript.RSSurfaceView} view class to be the main content view of the
+ activity or uses your {@link android.renderscript.RSTextureView}
+ in a {@link android.view.ViewGroup} alongside other views.</p>
+
+ <p>The following code shows how the <a href="{@docRoot}resources/samples/RenderScript/Fountain/index.html">Fountain</a>
+ sample declares its activity class:</p>
+ <pre>
+package com.example.android.rs.fountain;
+
+import android.app.Activity;
+import android.os.Bundle;
+import android.util.Log;
+
+public class Fountain extends Activity {
+
+ private static final String LOG_TAG = "libRS_jni";
+ private static final boolean DEBUG = false;
+ private static final boolean LOG_ENABLED = false;
+
+ private FountainView mView;
+
+ &#064;Override
+ public void onCreate(Bundle icicle) {
+ super.onCreate(icicle);
+
+ // Create our Preview view and set it as
+ // the content of our activity
+ mView = new FountainView(this);
+ setContentView(mView);
+ }
+
+ &#064;Override
+ protected void onResume() {
+ Log.e("rs", "onResume");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onResume();
+ mView.resume();
+ }
+
+ &#064;Override
+ protected void onPause() {
+ Log.e("rs", "onPause");
+
+ // Ideally a game should implement onResume() and onPause()
+ // to take appropriate action when the activity looses focus
+ super.onPause();
+ mView.pause();
+
+ }
+
+ static void log(String message) {
+ if (LOG_ENABLED) {
+ Log.v(LOG_TAG, message);
+ }
+ }
+}
+</pre>
+
+<p>Now that you have an idea of what is involved in a Renderscript graphics application, you can
+start building your own. It might be easiest to begin with one of the
+<a href="{@docRoot}resources/samples/RenderScript/index.html">Renderscript samples</a> as a starting
+point if this is your first time using Renderscript.</p>
+
+ <h2 id="drawing">Drawing</h2>
+ <p>The following sections describe how to use the graphics functions to draw with Renderscript.</p>
+
+ <h3 id="drawing-rsg">Simple drawing</h3>
+
+ <p>The native Renderscript APIs provide a few convenient functions to easily draw a polygon or text to
+ the screen. You call these in your <code>root()</code> function to have them render to the {@link
+ android.renderscript.RSSurfaceView} or {@link android.renderscript.RSTextureView}. These functions are
+ available for simple drawing and should not be used for complex graphics rendering:</p>
+
+ <ul>
+ <li><code>rsgDrawRect()</code>: Sets up a mesh and draws a rectangle to the screen. It uses the
+ top left vertex and bottom right vertex of the rectangle to draw.</li>
+
+ <li><code>rsgDrawQuad()</code>: Sets up a mesh and draws a quadrilateral to the screen.</li>
+
+ <li><code>rsgDrawQuadTexCoords()</code>: Sets up a mesh and draws a quadrilateral to the screen
+ using the provided coordinates of a texture.</li>
+
+ <li><code>rsgDrawText()</code>: Draws specified text to the screen. Use <code>rsgFontColor()</code>
+ to set the color of the text.</li>
+ </ul>
+
+ <h3 id="drawing-mesh">Drawing with a mesh</h3>
+
+ <p>When you want to render complex scenes to the screen, instantiate a {@link
+ android.renderscript.Mesh} and draw it with <code>rsgDrawMesh()</code>. A {@link
+ android.renderscript.Mesh} is a collection of allocations that represent vertex data (positions,
+ normals, texture coordinates) and index data that provides information on how to draw triangles
+ and lines with the provided vertex data. You can build a Mesh in three different ways:</p>
+
+ <ul>
+ <li>Build the mesh with the {@link android.renderscript.Mesh.TriangleMeshBuilder} class, which
+ allows you to specify a set of vertices and indices for each triangle that you want to draw.</li>
+
+ <li>Build the mesh using an {@link android.renderscript.Allocation} or a set of {@link
+ android.renderscript.Allocation}s with the {@link android.renderscript.Mesh.AllocationBuilder}
+ class. This approach allows you to build a mesh with vertices already stored in memory, which allows you
+ to specify the vertices in Renderscript or Android framework code.</li>
+
+ <li>Build the mesh with the {@link android.renderscript.Mesh.Builder} class. You should use
+ this convenience method when you know the data types you want to use to build your mesh, but
+ don't want to make separate memory allocations like with {@link
+ android.renderscript.Mesh.AllocationBuilder}. You can specify the types that you want and this
+ mesh builder automatically creates the memory allocations for you.</li>
+ </ul>
+
+ <p>To create a mesh using the {@link android.renderscript.Mesh.TriangleMeshBuilder}, you need to
+ supply it with a set of vertices and the indices for the vertices that comprise the triangle. For
+ example, the following code specifies three vertices, which are added to an internal array,
+ indexed in the order they were added. The call to {@link
+ android.renderscript.Mesh.TriangleMeshBuilder#addTriangle addTriangle()} draws the triangle with
+ vertex 0, 1, and 2 (the vertices are drawn counter-clockwise).</p>
+ <pre>
+int float2VtxSize = 2;
+Mesh.TriangleMeshBuilder triangles = new Mesh.TriangleMeshBuilder(renderscriptGL,
+float2VtxSize, Mesh.TriangleMeshBuilder.COLOR);
+triangles.addVertex(300.f, 300.f);
+triangles.addVertex(150.f, 450.f);
+triangles.addVertex(450.f, 450.f);
+triangles.addTriangle(0 , 1, 2);
+Mesh smP = triangle.create(true);
+script.set_mesh(smP);
+</pre>
+
+ <p>To draw a mesh using the {@link android.renderscript.Mesh.AllocationBuilder}, you need to
+ supply it with one or more allocations that contain the vertex data:</p>
+ <pre>
+Allocation vertices;
+
+...
+Mesh.AllocationBuilder triangle = new Mesh.AllocationBuilder(mRS);
+smb.addVertexAllocation(vertices.getAllocation());
+smb.addIndexSetType(Mesh.Primitive.TRIANGLE);
+Mesh smP = smb.create();
+script.set_mesh(smP);
+</pre>
+
+ <p>In your Renderscript code, draw the built mesh to the screen:</p>
+ <pre>
+rs_mesh mesh;
+...
+
+int root(){
+...
+rsgDrawMesh(mesh);
+...
+return 0; //specify a non zero, positive integer to specify the frame refresh.
+ //0 refreshes the frame only when the mesh changes.
+}
+</pre>
+
+ <h2 id="shader">Programs</h2>
+
+ <p>You can attach four program objects to the {@link android.renderscript.RenderScriptGL} context
+ to customize the rendering pipeline. For example, you can create vertex and fragment shaders in
+ GLSL or build a raster program object that controls culling. The four programs mirror a
+ traditional graphical rendering pipeline:</p>
+
+ <table>
+ <tr>
+ <th>Android Object Type</th>
+
+ <th>Renderscript Native Type</th>
+
+ <th>Description</th>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramVertex}</td>
+
+ <td>rs_program_vertex</td>
+
+ <td>
+ <p>The Renderscript vertex program, also known as a vertex shader, describes the stage in
+ the graphics pipeline responsible for manipulating geometric data in a user-defined way.
+ The object is constructed by providing Renderscript with the following data:</p>
+
+ <ul>
+ <li>An {@link android.renderscript.Element} describing its varying inputs or attributes</li>
+
+ <li>GLSL shader string that defines the body of the program</li>
+
+ <li>a {@link android.renderscript.Type} that describes the layout of an
+ Allocation containing constant or uniform inputs</li>
+ </ul>
+
+ <p>Once the program is created, bind it to the {@link android.renderscript.RenderScriptGL}
+ graphics context by calling {@link android.renderscript.RenderScriptGL#bindProgramVertex
+ bindProgramVertex()}. It is then used for all subsequent draw calls until you bind a new
+ program. If the program has constant inputs, the user needs to bind an allocation
+ containing those inputs. The allocation's type must match the one provided during creation.
+ </p>
+
+ <p>The Renderscript runtime then does all the necessary plumbing to send those constants to
+ the graphics hardware. Varying inputs to the shader, such as position, normal, and texture
+ coordinates are matched by name between the input {@link android.renderscript.Element}
+ and the mesh object that is being drawn. The signatures don't have to be exact or in any
+ strict order. As long as the input name in the shader matches a channel name and size
+ available on the mesh, the Renderscript runtime handles connecting the two. Unlike OpenGL
+ there is no need to link the vertex and fragment programs.</p>
+
+ <p>To bind shader constants to the program, declare a <code>struct</code> that contains the necessary
+ shader constants in your Renderscript code. This <code>struct</code> is generated into a
+ reflected class that you can use as a constant input element during the program's creation.
+ It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
+ bind this {@link android.renderscript.Allocation} to the program and the
+ Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
+ when necessary. To update shader constants, you change the values in the
+ {@link android.renderscript.Allocation} and notify the Renderscript
+ code of the change.</p>
+
+ <p>The {@link android.renderscript.ProgramVertexFixedFunction.Builder} class also
+ lets you build a simple vertex shader without writing GLSL code.
+ </p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramFragment}</td>
+
+ <td>rs_program_fragment</td>
+
+ <td>
+ <p>The Renderscript fragment program, also known as a fragment shader, is responsible for
+ manipulating pixel data in a user-defined way. It's constructed from a GLSL shader string
+ containing the program body, texture inputs, and a {@link android.renderscript.Type}
+ object that describes the constants
+ used by the program. Like the vertex programs, when an {@link android.renderscript.Allocation}
+ with constant input
+ values is bound to the shader, its values are sent to the graphics program automatically.
+ Note that the values inside the {@link android.renderscript.Allocation} are not explicitly tracked.
+ If they change between two draw calls using the same program object, notify the runtime of that change by
+ calling <code>rsgAllocationSyncAll()</code>, so it can send the new values to hardware. Communication
+ between the vertex and fragment programs is handled internally in the GLSL code. For
+ example, if the fragment program is expecting a varying input called <code>varTex0</code>, the GLSL code
+ inside the program vertex must provide it.</p>
+
+ <p>To bind shader constructs to the program, declare a <code>struct</code> that contains the necessary
+ shader constants in your Renderscript code. This <code>struct</code> is generated into a
+ reflected class that you can use as a constant input element during the program's creation.
+ It is an easy way to create an instance of this <code>struct</code> as an allocation. You would then
+ bind this {@link android.renderscript.Allocation} to the program and the
+ Renderscript runtime sends the data that is contained in the <code>struct</code> to the hardware
+ when necessary. To update shader constants, you change the values in the
+ {@link android.renderscript.Allocation} and notify the Renderscript
+ code of the change.</p>
+
+ <p>The {@link android.renderscript.ProgramFragmentFixedFunction.Builder} class also
+ lets you build a simple fragment shader without writing GLSL code.
+ </p>
+ </td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramStore}</td>
+
+ <td>rs_program_store</td>
+
+ <td>The Renderscript store program contains a set of parameters that control how the graphics
+ hardware writes to the framebuffer. It could be used to enable and disable depth writes and
+ testing, setup various blending modes for effects like transparency and define write masks
+ for color components.</td>
+ </tr>
+
+ <tr>
+ <td>{@link android.renderscript.ProgramRaster}</td>
+
+ <td>rs_program_raster</td>
+
+ <td>The Renderscript raster program is primarily used to specify whether point sprites are enabled and to
+ control the culling mode. By default back faces are culled.</td>
+ </tr>
+ </table>
+
+ <p>The following example defines a vertex shader in GLSL and binds it to a Renderscript context object:</p>
+ <pre>
+ private RenderScriptGL glRenderer; //rendering context
+ private ScriptField_Point mPoints; //vertices
+ private ScriptField_VpConsts mVpConsts; //shader constants
+
+ ...
+
+ ProgramVertex.Builder sb = new ProgramVertex.Builder(glRenderer);
+ String t = "varying vec4 varColor;\n" +
+ "void main() {\n" +
+ " vec4 pos = vec4(0.0, 0.0, 0.0, 1.0);\n" +
+ " pos.xy = ATTRIB_position;\n" +
+ " gl_Position = UNI_MVP * pos;\n" +
+ " varColor = vec4(1.0, 1.0, 1.0, 1.0);\n" +
+ " gl_PointSize = ATTRIB_size;\n" +
+ "}\n";
+ sb.setShader(t);
+ sb.addConstant(mVpConsts.getType());
+ sb.addInput(mPoints.getElement());
+ ProgramVertex pvs = sb.create();
+ pvs.bindConstants(mVpConsts.getAllocation(), 0);
+ glRenderer.bindProgramVertex(pvs);
+</pre>
+
+
+ <p>The <a href=
+ "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
+ RsRenderStatesRS</a> sample has many examples on how to create a shader without writing GLSL.</p>
+
+ <h3 id="shader-bindings">Program bindings</h3>
+
+ <p>You can also declare four pragmas that control default program bindings to the {@link
+ android.renderscript.RenderScriptGL} context when the script is executing:</p>
+
+ <ul>
+ <li><code>stateVertex</code></li>
+
+ <li><code>stateFragment</code></li>
+
+ <li><code>stateRaster</code></li>
+
+ <li><code>stateStore</code></li>
+ </ul>
+
+ <p>The possible values for each pragma are <code>parent</code> or <code>default</code>. Using
+ <code>default</code> binds the shaders to the graphical context with the system defaults.</p>
+
+ <p>Using <code>parent</code> binds the shaders in the same manner as it is bound in the calling
+ script. If this is the root script, the parent state is taken from the bind points that are set
+ by the {@link android.renderscript.RenderScriptGL} bind methods.</p>
+
+ <p>For example, you can define this at the top of your graphics Renderscript code to have
+ the vertex and store programs inherent the bind properties from their parent scripts:</p>
+ <pre>
+#pragma stateVertex(parent)
+#pragma stateStore(parent)
+</pre>
+
+ <h3 id="shader-sampler">Defining a sampler</h3>
+
+ <p>A {@link android.renderscript.Sampler} object defines how data is extracted from textures.
+ Samplers are bound to a {@link android.renderscript.ProgramFragment} alongside the texture
+ whose sampling they control. These
+ objects are used to specify such things as edge clamping behavior, whether mip-maps are used, and
+ the amount of anisotropy required. There might be situations where hardware does not support the
+ desired behavior of the sampler. In these cases, the Renderscript runtime attempts to provide the
+ closest possible approximation. For example, the user requested 16x anisotropy, but only 8x was
+ set because it's the best available on the hardware.</p>
+
+ <p>The <a href=
+ "{@docRoot}resources/samples/RenderScript/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.html">
+ RsRenderStatesRS</a> sample has many examples on how to create a sampler and bind it to a
+ Fragment program.</p>
+
+
+
+<h2 id="fbo">Rendering to a Framebuffer Object</h2>
+
+<p>Framebuffer objects allow you to render offscreen instead of in the default onscreen
+framebuffer. This approach might be useful for situations where you need to post-process a texture before
+rendering it to the screen, or when you want to composite two scenes in one such as rendering a rear-view
+mirror of a car. There are two buffers associated with a framebuffer object: a color buffer
+and a depth buffer. The color buffer (required) contains the actual pixel data of the scene
+that you are rendering, and the depth buffer (optional) contains the values necessary to figure
+out what vertices are drawn depending on their z-values.</p>
+
+<p>In general, you need to do the following to render to a framebuffer object:</p>
+
+<ul>
+ <li>Create {@link android.renderscript.Allocation} objects for the color buffer and
+ depth buffer (if needed). Specify the {@link
+ android.renderscript.Allocation#USAGE_GRAPHICS_RENDER_TARGET} usage attribute for these
+ allocations to notify the Renderscript runtime to use these allocations for the framebuffer
+ object. For the color buffer allocation, you most likely need to declare the {@link
+ android.renderscript.Allocation#USAGE_GRAPHICS_TEXTURE} usage attribute
+ to use the color buffer as a texture, which is the most common use of the framebuffer object.</li>
+
+ <li>Tell the Renderscript runtime to render to the framebuffer object instead of the default
+ framebuffer by calling <code>rsgBindColorTarget()</code> and passing it the color buffer
+ allocation. If applicable, call <code>rsgBindDepthTarget()</code> passing in the depth buffer
+ allocation as well.</li>
+
+ <li>Render your scene normally with the <code>rsgDraw</code> functions. The scene will be
+ rendered into the color buffer instead of the default onscreen framebuffer.</li>
+
+ <li>When done, tell the Renderscript runtime stop rendering to the color buffer and back
+ to the default framebuffer by calling <code>rsgClearAllRenderTargets()</code>.</li>
+
+ <li>Create a fragment shader and bind a the color buffer to it as a texture.</li>
+
+ <li>Render your scene to the default framebuffer. The texture will be used according
+ to the way you setup your fragment shader.</li>
+</ul>
+
+<p>The following example shows you how to render to a framebuffer object by modifying the
+<a href="{@docRoot}guide/resources/renderscript/Fountain/">Fountain</a> Renderscript sample. The end
+result is the <a href="{@docRoot}guide/resources/renderscript/FountainFBO/">FountainFBO</a> sample.
+The modifications render the exact same scene into a framebuffer object as it does the default
+framebuffer. The framebuffer object is then rendered into the default framebuffer in a small
+area at the top left corner of the screen.</p>
+
+<ol>
+ <li>Modify <code>fountain.rs</code> and add the following global variables. This creates setter
+ methods when this file is reflected into a <code>.java</code> file, allowing you to allocate
+ memory in your Android framework code and binding it to the Renderscript runtime.
+<pre>
+//allocation for color buffer
+rs_allocation gColorBuffer;
+//fragment shader for rendering without a texture (used for rendering to framebuffer object)
+rs_program_fragment gProgramFragment;
+//fragment shader for rendering with a texture (used for rendering to default framebuffer)
+rs_program_fragment gTextureProgramFragment;
+</pre>
+ </li>
+
+ <li>Modify the root function of <code>fountain.rs</code> to look like the following code. The
+ modifications are commented:
+<pre>
+int root() {
+ float dt = min(rsGetDt(), 0.1f);
+ rsgClearColor(0.f, 0.f, 0.f, 1.f);
+ const float height = rsgGetHeight();
+ const int size = rsAllocationGetDimX(rsGetAllocation(point));
+ float dy2 = dt * (10.f);
+ Point_t * p = point;
+ for (int ct=0; ct < size; ct++) {
+ p->delta.y += dy2;
+ p->position += p->delta;
+ if ((p->position.y > height) && (p->delta.y > 0)) {
+ p->delta.y *= -0.3f;
+ }
+ p++;
+ }
+ //Tell Renderscript runtime to render to the frame buffer object
+ rsgBindColorTarget(gColorBuffer, 0);
+ //Begin rendering on a white background
+ rsgClearColor(1.f, 1.f, 1.f, 1.f);
+ rsgDrawMesh(partMesh);
+
+ //When done, tell Renderscript runtime to stop rendering to framebuffer object
+ rsgClearAllRenderTargets();
+
+ //Bind a new fragment shader that declares the framebuffer object to be used as a texture
+ rsgBindProgramFragment(gTextureProgramFragment);
+
+ //Bind the framebuffer object to the fragment shader at slot 0 as a texture
+ rsgBindTexture(gTextureProgramFragment, 0, gColorBuffer);
+ //Draw a quad using the framebuffer object as the texture
+ float startX = 10, startY = 10;
+ float s = 256;
+ rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
+ startX, startY + s, 0, 0, 0,
+ startX + s, startY + s, 0, 1, 0,
+ startX + s, startY, 0, 1, 1);
+
+ //Rebind the original fragment shader to render as normal
+ rsgBindProgramFragment(gProgramFragment);
+
+ //Render the main scene
+ rsgDrawMesh(partMesh);
+
+ return 1;
+}
+</pre>
+ </li>
+
+ <li>In the <code>FountainRS.java</code> file, modify the <code>init()</code> method to look
+ like the following code. The modifications are commented:
+
+<pre>
+/* Add necessary members */
+private ScriptC_fountainfbo mScript;
+private Allocation mColorBuffer;
+private ProgramFragment mProgramFragment;
+private ProgramFragment mTextureProgramFragment;
+
+public void init(RenderScriptGL rs, Resources res) {
+ mRS = rs;
+ mRes = res;
+
+ ScriptField_Point points = new ScriptField_Point(mRS, PART_COUNT);
+
+ Mesh.AllocationBuilder smb = new Mesh.AllocationBuilder(mRS);
+ smb.addVertexAllocation(points.getAllocation());
+ smb.addIndexSetType(Mesh.Primitive.POINT);
+ Mesh sm = smb.create();
+
+ mScript = new ScriptC_fountainfbo(mRS, mRes, R.raw.fountainfbo);
+ mScript.set_partMesh(sm);
+ mScript.bind_point(points);
+
+ ProgramFragmentFixedFunction.Builder pfb = new ProgramFragmentFixedFunction.Builder(rs);
+ pfb.setVaryingColor(true);
+ mProgramFragment = pfb.create();
+ mScript.set_gProgramFragment(mProgramFragment);
+
+ /* Second fragment shader to use a texture (framebuffer object) to draw with */
+ pfb.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE,
+ ProgramFragmentFixedFunction.Builder.Format.RGBA, 0);
+
+ /* Set the fragment shader in the Renderscript runtime */
+ mTextureProgramFragment = pfb.create();
+ mScript.set_gTextureProgramFragment(mTextureProgramFragment);
+
+ /* Create the allocation for the color buffer */
+ Type.Builder colorBuilder = new Type.Builder(mRS, Element.RGBA_8888(mRS));
+ colorBuilder.setX(256).setY(256);
+ mColorBuffer = Allocation.createTyped(mRS, colorBuilder.create(),
+ Allocation.USAGE_GRAPHICS_TEXTURE |
+ Allocation.USAGE_GRAPHICS_RENDER_TARGET);
+
+ /* Set the allocation in the Renderscript runtime */
+ mScript.set_gColorBuffer(mColorBuffer);
+
+ mRS.bindRootScript(mScript);
+}
+</pre>
+
+<p class="note"><strong>Note:</strong> This sample doesn't use a depth buffer, but the following code
+shows you how to declare an example depth buffer if you need to use
+one for your application. The depth buffer must have the same dimensions as the color buffer:
+
+<pre>
+Allocation mDepthBuffer;
+
+...
+
+Type.Builder b = new Type.Builder(mRS, Element.createPixel(mRS, DataType.UNSIGNED_16,
+ DataKind.PIXEL_DEPTH));
+b.setX(256).setY(256);
+mDepthBuffer = Allocation.createTyped(mRS, b.create(),
+Allocation.USAGE_GRAPHICS_RENDER_TARGET);
+
+</pre>
+</p>
+</li>
+
+ <li>Run and use the sample. The smaller, white quad on the top-left corner is using the
+ framebuffer object as a texture, which renders the same scene as the main rendering.</li>
+</ol>