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author | Tim Murray <timmurray@google.com> | 2013-04-05 22:47:29 +0000 |
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committer | Android (Google) Code Review <android-gerrit@google.com> | 2013-04-05 22:47:29 +0000 |
commit | bdc87d50db42999fbfeb0d75a98d1cb0e3730bc0 (patch) | |
tree | d12737a4ee6175630eb2fb69cd888b66a20c08aa /docs | |
parent | 36b859a61f05539ada25a51b77b641d1a6904061 (diff) | |
parent | a90842283e322b1210e2bea5850b05177e3d87af (diff) | |
download | frameworks_base-bdc87d50db42999fbfeb0d75a98d1cb0e3730bc0.zip frameworks_base-bdc87d50db42999fbfeb0d75a98d1cb0e3730bc0.tar.gz frameworks_base-bdc87d50db42999fbfeb0d75a98d1cb0e3730bc0.tar.bz2 |
Merge "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.jd | 54 | ||||
-rw-r--r-- | docs/html/guide/topics/graphics/renderscript/graphics.jd | 994 |
2 files changed, 7 insertions, 1041 deletions
diff --git a/docs/html/about/versions/android-4.0.jd b/docs/html/about/versions/android-4.0.jd index f2fd0c4..868227a 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 @@ -1022,46 +1022,6 @@ 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> @@ -1758,7 +1718,7 @@ 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> @@ -1781,7 +1741,7 @@ 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 deleted file mode 100644 index 58676ea..0000000 --- a/docs/html/guide/topics/graphics/renderscript/graphics.jd +++ /dev/null @@ -1,994 +0,0 @@ -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><project_root>/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 < 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++; - } - - 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 = &point[newPart]; - float2 p = {x, y}; - while (rate--) { - float angle = rsRand(3.14f * 2.f); - float len = rsRand(rMax); - np->delta.x = len * sin(angle); - np->delta.y = len * cos(angle); - np->position = p; - np->color = c; - newPart++; - np++; - if (newPart >= size) { - newPart = 0; - np = &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 >= holdingColor.length) { - return; - } - int rate = (int)(pressure * pressure * 500.f); - if (rate > 500) { - rate = 500; - } - if (rate > 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 - */ - @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()); - } - } - - @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 - */ - @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 < pcount; p++) { - int id = ev.getPointerId(p); - mRender.newTouchPosition(ev.getX(p), - ev.getY(p), - ev.getPressure(p), - id); - - for (int i=0; i < 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; - - @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); - } - - @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(); - } - - @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> |