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author | Jason Sams <jsams@google.com> | 2012-05-16 15:43:25 -0700 |
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committer | Jason Sams <jsams@google.com> | 2012-05-16 15:43:25 -0700 |
commit | e5f2f66f8c802d64ecf869081036ae13d4e9e19c (patch) | |
tree | 08422b63e5ebbd6f98ba36329f7d0552032c754d /tests/RenderScriptTests/MiscSamples | |
parent | 2faa075ed78d39cc7783ed1d9681a5d7b2226173 (diff) | |
download | frameworks_base-e5f2f66f8c802d64ecf869081036ae13d4e9e19c.zip frameworks_base-e5f2f66f8c802d64ecf869081036ae13d4e9e19c.tar.gz frameworks_base-e5f2f66f8c802d64ecf869081036ae13d4e9e19c.tar.bz2 |
Move gfx samples to test directory for compatibility testing.
Change-Id: Iede1c0a14abf9aa3f31ab219fba3bf3a15ef8c90
Diffstat (limited to 'tests/RenderScriptTests/MiscSamples')
29 files changed, 1900 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/MiscSamples/Android.mk b/tests/RenderScriptTests/MiscSamples/Android.mk new file mode 100644 index 0000000..6b8b691 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/Android.mk @@ -0,0 +1,28 @@ +# +# Copyright (C) 2008 The Android Open Source Project +# +# Licensed under the Apache License, Version 2.0 (the "License"); +# you may not use this file except in compliance with the License. +# You may obtain a copy of the License at +# +# http://www.apache.org/licenses/LICENSE-2.0 +# +# Unless required by applicable law or agreed to in writing, software +# distributed under the License is distributed on an "AS IS" BASIS, +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +# See the License for the specific language governing permissions and +# limitations under the License. +# + +LOCAL_PATH := $(call my-dir) +include $(CLEAR_VARS) + +LOCAL_MODULE_TAGS := optional + +LOCAL_SRC_FILES := $(call all-java-files-under, src) $(call all-renderscript-files-under, src) + +LOCAL_PACKAGE_NAME := RsMiscSamples + +LOCAL_SDK_VERSION := current + +include $(BUILD_PACKAGE) diff --git a/tests/RenderScriptTests/MiscSamples/AndroidManifest.xml b/tests/RenderScriptTests/MiscSamples/AndroidManifest.xml new file mode 100644 index 0000000..08a3976 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/AndroidManifest.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="utf-8"?> +<manifest xmlns:android="http://schemas.android.com/apk/res/android" + package="com.example.android.rs.miscsamples"> + <uses-sdk android:minSdkVersion="11" /> + <application android:label="RsMiscSamples" + android:icon="@drawable/test_pattern"> + <activity android:name="RsList" + android:label="RsList" + android:theme="@android:style/Theme.Black.NoTitleBar"> + <intent-filter> + <action android:name="android.intent.action.MAIN" /> + <category android:name="android.intent.category.LAUNCHER" /> + </intent-filter> + </activity> + + <activity android:name="RsRenderStates" + android:label="RsStates" + android:theme="@android:style/Theme.Black.NoTitleBar"> + <intent-filter> + <action android:name="android.intent.action.MAIN" /> + <category android:name="android.intent.category.LAUNCHER" /> + </intent-filter> + </activity> + </application> +</manifest> diff --git a/tests/RenderScriptTests/MiscSamples/_index.html b/tests/RenderScriptTests/MiscSamples/_index.html new file mode 100644 index 0000000..5872431 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/_index.html @@ -0,0 +1 @@ +<p>A set of samples that demonstrate how to use various features of the Renderscript APIs.</p>
\ No newline at end of file diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png Binary files differnew file mode 100644 index 0000000..b631e1e --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/checker.png diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png Binary files differnew file mode 100644 index 0000000..baf35d0 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/cubemap_test.png diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png Binary files differnew file mode 100644 index 0000000..8e34714 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/data.png diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png Binary files differnew file mode 100644 index 0000000..3cd3775 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/leaf.png diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png Binary files differnew file mode 100644 index 0000000..e7d1455 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/test_pattern.png diff --git a/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png Binary files differnew file mode 100644 index 0000000..1e08f3b --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/drawable-nodpi/torusmap.png diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl new file mode 100644 index 0000000..e492a47 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/multitexf.glsl @@ -0,0 +1,13 @@ +varying vec2 varTex0; + +void main() { + vec2 t0 = varTex0.xy; + lowp vec4 col0 = texture2D(UNI_Tex0, t0).rgba; + lowp vec4 col1 = texture2D(UNI_Tex1, t0*4.0).rgba; + lowp vec4 col2 = texture2D(UNI_Tex2, t0).rgba; + col0.xyz = col0.xyz*col1.xyz*1.5; + col0.xyz = mix(col0.xyz, col2.xyz, col2.w); + col0.w = 0.5; + gl_FragColor = col0; +} + diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl new file mode 100644 index 0000000..5fc05f1 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2f.glsl @@ -0,0 +1,29 @@ +varying vec3 varWorldPos; +varying vec3 varWorldNormal; +varying vec2 varTex0; + +void main() { + + vec3 V = normalize(-varWorldPos.xyz); + vec3 worldNorm = normalize(varWorldNormal); + + vec3 light0Vec = normalize(UNI_light0_Posision.xyz - varWorldPos); + vec3 light0R = -reflect(light0Vec, worldNorm); + float light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; + float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); + float light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; + + vec3 light1Vec = normalize(UNI_light1_Posision.xyz - varWorldPos); + vec3 light1R = reflect(light1Vec, worldNorm); + float light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; + float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); + float light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; + + vec2 t0 = varTex0.xy; + lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; + col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); + col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; + col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; + gl_FragColor = col; +} + diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl new file mode 100644 index 0000000..a2c807e --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2movev.glsl @@ -0,0 +1,21 @@ +varying vec3 varWorldPos; +varying vec3 varWorldNormal; +varying vec2 varTex0; + +// This is where actual shader code begins +void main() { + vec4 objPos = ATTRIB_position; + vec3 oldPos = objPos.xyz; + objPos.xyz += 0.1*sin(objPos.xyz*2.0 + UNI_time); + objPos.xyz += 0.05*sin(objPos.xyz*4.0 + UNI_time*0.5); + objPos.xyz += 0.02*sin(objPos.xyz*7.0 + UNI_time*0.75); + vec4 worldPos = UNI_model * objPos; + gl_Position = UNI_proj * worldPos; + + mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); + vec3 worldNorm = model3 * (ATTRIB_normal + oldPos - objPos.xyz); + + varWorldPos = worldPos.xyz; + varWorldNormal = worldNorm; + varTex0 = ATTRIB_texture0; +} diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl new file mode 100644 index 0000000..e6885a3 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shader2v.glsl @@ -0,0 +1,17 @@ +varying vec3 varWorldPos; +varying vec3 varWorldNormal; +varying vec2 varTex0; + +// This is where actual shader code begins +void main() { + vec4 objPos = ATTRIB_position; + vec4 worldPos = UNI_model * objPos; + gl_Position = UNI_proj * worldPos; + + mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); + vec3 worldNorm = model3 * ATTRIB_normal; + + varWorldPos = worldPos.xyz; + varWorldNormal = worldNorm; + varTex0 = ATTRIB_texture0; +} diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl new file mode 100644 index 0000000..238ecad --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayf.glsl @@ -0,0 +1,16 @@ + +varying lowp float light0_Diffuse; +varying lowp float light0_Specular; +varying lowp float light1_Diffuse; +varying lowp float light1_Specular; +varying vec2 varTex0; + +void main() { + vec2 t0 = varTex0.xy; + lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; + col.xyz = col.xyz * (light0_Diffuse * UNI_light_DiffuseColor[0].xyz + light1_Diffuse * UNI_light_DiffuseColor[1].xyz); + col.xyz += light0_Specular * UNI_light_SpecularColor[0].xyz; + col.xyz += light1_Specular * UNI_light_SpecularColor[1].xyz; + gl_FragColor = col; +} + diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl new file mode 100644 index 0000000..7a1310a --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderarrayv.glsl @@ -0,0 +1,32 @@ +varying float light0_Diffuse; +varying float light0_Specular; +varying float light1_Diffuse; +varying float light1_Specular; +varying vec2 varTex0; + +// This is where actual shader code begins +void main() { + vec4 worldPos = UNI_model[0] * ATTRIB_position; + worldPos = UNI_model[1] * worldPos; + gl_Position = UNI_proj * worldPos; + + mat4 model0 = UNI_model[0]; + mat3 model3 = mat3(model0[0].xyz, model0[1].xyz, model0[2].xyz); + vec3 worldNorm = model3 * ATTRIB_normal; + vec3 V = normalize(-worldPos.xyz); + + vec3 light0Vec = normalize(UNI_light_Posision[0].xyz - worldPos.xyz); + vec3 light0R = -reflect(light0Vec, worldNorm); + light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light_Diffuse[0]; + float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); + light0_Specular = pow(light0Spec, UNI_light_CosinePower[0]) * UNI_light_Specular[0]; + + vec3 light1Vec = normalize(UNI_light_Posision[1].xyz - worldPos.xyz); + vec3 light1R = reflect(light1Vec, worldNorm); + light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light_Diffuse[1]; + float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); + light1_Specular = pow(light1Spec, UNI_light_CosinePower[1]) * UNI_light_Specular[1]; + + gl_PointSize = 1.0; + varTex0 = ATTRIB_texture0; +} diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl new file mode 100644 index 0000000..15696a4 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubef.glsl @@ -0,0 +1,8 @@ + +varying vec3 worldNormal; + +void main() { + lowp vec4 col = textureCube(UNI_Tex0, worldNormal); + gl_FragColor = col; +} + diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl new file mode 100644 index 0000000..70f5cd6 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shadercubev.glsl @@ -0,0 +1,10 @@ +varying vec3 worldNormal; + +// This is where actual shader code begins +void main() { + vec4 worldPos = UNI_model * ATTRIB_position; + gl_Position = UNI_proj * worldPos; + + mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); + worldNormal = model3 * ATTRIB_normal; +} diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl new file mode 100644 index 0000000..d56e203 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderf.glsl @@ -0,0 +1,16 @@ + +varying lowp float light0_Diffuse; +varying lowp float light0_Specular; +varying lowp float light1_Diffuse; +varying lowp float light1_Specular; +varying vec2 varTex0; + +void main() { + vec2 t0 = varTex0.xy; + lowp vec4 col = texture2D(UNI_Tex0, t0).rgba; + col.xyz = col.xyz * (light0_Diffuse * UNI_light0_DiffuseColor.xyz + light1_Diffuse * UNI_light1_DiffuseColor.xyz); + col.xyz += light0_Specular * UNI_light0_SpecularColor.xyz; + col.xyz += light1_Specular * UNI_light1_SpecularColor.xyz; + gl_FragColor = col; +} + diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl b/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl new file mode 100644 index 0000000..f7d01de --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/shaderv.glsl @@ -0,0 +1,30 @@ +varying float light0_Diffuse; +varying float light0_Specular; +varying float light1_Diffuse; +varying float light1_Specular; +varying vec2 varTex0; + +// This is where actual shader code begins +void main() { + vec4 worldPos = UNI_model * ATTRIB_position; + gl_Position = UNI_proj * worldPos; + + mat3 model3 = mat3(UNI_model[0].xyz, UNI_model[1].xyz, UNI_model[2].xyz); + vec3 worldNorm = model3 * ATTRIB_normal; + vec3 V = normalize(-worldPos.xyz); + + vec3 light0Vec = normalize(UNI_light0_Posision.xyz - worldPos.xyz); + vec3 light0R = -reflect(light0Vec, worldNorm); + light0_Diffuse = clamp(dot(worldNorm, light0Vec), 0.0, 1.0) * UNI_light0_Diffuse; + float light0Spec = clamp(dot(light0R, V), 0.001, 1.0); + light0_Specular = pow(light0Spec, UNI_light0_CosinePower) * UNI_light0_Specular; + + vec3 light1Vec = normalize(UNI_light1_Posision.xyz - worldPos.xyz); + vec3 light1R = reflect(light1Vec, worldNorm); + light1_Diffuse = clamp(dot(worldNorm, light1Vec), 0.0, 1.0) * UNI_light1_Diffuse; + float light1Spec = clamp(dot(light1R, V), 0.001, 1.0); + light1_Specular = pow(light1Spec, UNI_light1_CosinePower) * UNI_light1_Specular; + + gl_PointSize = 1.0; + varTex0 = ATTRIB_texture0; +} diff --git a/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d b/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d Binary files differnew file mode 100644 index 0000000..0322b01 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/res/raw/torus.a3d diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsList.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsList.java new file mode 100644 index 0000000..dade3b3 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsList.java @@ -0,0 +1,53 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; + +import android.app.Activity; +import android.os.Bundle; + +public class RsList extends Activity { + + private RsListView 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 RsListView(this); + setContentView(mView); + } + + @Override + protected void onResume() { + // Ideally a game should implement onResume() and onPause() + // to take appropriate action when the activity loses focus + super.onResume(); + mView.resume(); + } + + @Override + protected void onPause() { + // Ideally a game should implement onResume() and onPause() + // to take appropriate action when the activity loses focus + super.onPause(); + mView.pause(); + } + +} + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListRS.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListRS.java new file mode 100644 index 0000000..eeb2480 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListRS.java @@ -0,0 +1,140 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; + +import java.io.Writer; +import java.util.Vector; + +import android.content.res.Resources; +import android.renderscript.*; +import android.renderscript.ProgramStore.DepthFunc; +import android.util.Log; + + +public class RsListRS { + + private final int STATE_LAST_FOCUS = 1; + + private static final String[] DATA_LIST = { + "Afghanistan", "Albania", "Algeria", "American Samoa", "Andorra", + "Angola", "Anguilla", "Antarctica", "Antigua and Barbuda", "Argentina", + "Armenia", "Aruba", "Australia", "Austria", "Azerbaijan", + "Bahrain", "Bangladesh", "Barbados", "Belarus", "Belgium", + "Belize", "Benin", "Bermuda", "Bhutan", "Bolivia", + "Bosnia and Herzegovina", "Botswana", "Bouvet Island", "Brazil", + "British Indian Ocean Territory", "British Virgin Islands", "Brunei", "Bulgaria", + "Burkina Faso", "Burundi", "Cote d'Ivoire", "Cambodia", "Cameroon", "Canada", "Cape Verde", + "Cayman Islands", "Central African Republic", "Chad", "Chile", "China", + "Christmas Island", "Cocos (Keeling) Islands", "Colombia", "Comoros", "Congo", + "Cook Islands", "Costa Rica", "Croatia", "Cuba", "Cyprus", "Czech Republic", + "Democratic Republic of the Congo", "Denmark", "Djibouti", "Dominica", "Dominican Republic", + "East Timor", "Ecuador", "Egypt", "El Salvador", "Equatorial Guinea", "Eritrea", + "Estonia", "Ethiopia", "Faeroe Islands", "Falkland Islands", "Fiji", "Finland", + "Former Yugoslav Republic of Macedonia", "France", "French Guiana", "French Polynesia", + "French Southern Territories", "Gabon", "Georgia", "Germany", "Ghana", "Gibraltar", + "Greece", "Greenland", "Grenada", "Guadeloupe", "Guam", "Guatemala", "Guinea", "Guinea-Bissau", + "Guyana", "Haiti", "Heard Island and McDonald Islands", "Honduras", "Hong Kong", "Hungary", + "Iceland", "India", "Indonesia", "Iran", "Iraq", "Ireland", "Israel", "Italy", "Jamaica", + "Japan", "Jordan", "Kazakhstan", "Kenya", "Kiribati", "Kuwait", "Kyrgyzstan", "Laos", + "Latvia", "Lebanon", "Lesotho", "Liberia", "Libya", "Liechtenstein", "Lithuania", "Luxembourg", + "Macau", "Madagascar", "Malawi", "Malaysia", "Maldives", "Mali", "Malta", "Marshall Islands", + "Martinique", "Mauritania", "Mauritius", "Mayotte", "Mexico", "Micronesia", "Moldova", + "Monaco", "Mongolia", "Montserrat", "Morocco", "Mozambique", "Myanmar", "Namibia", + "Nauru", "Nepal", "Netherlands", "Netherlands Antilles", "New Caledonia", "New Zealand", + "Nicaragua", "Niger", "Nigeria", "Niue", "Norfolk Island", "North Korea", "Northern Marianas", + "Norway", "Oman", "Pakistan", "Palau", "Panama", "Papua New Guinea", "Paraguay", "Peru", + "Philippines", "Pitcairn Islands", "Poland", "Portugal", "Puerto Rico", "Qatar", + "Reunion", "Romania", "Russia", "Rwanda", "Sqo Tome and Principe", "Saint Helena", + "Saint Kitts and Nevis", "Saint Lucia", "Saint Pierre and Miquelon", + "Saint Vincent and the Grenadines", "Samoa", "San Marino", "Saudi Arabia", "Senegal", + "Seychelles", "Sierra Leone", "Singapore", "Slovakia", "Slovenia", "Solomon Islands", + "Somalia", "South Africa", "South Georgia and the South Sandwich Islands", "South Korea", + "Spain", "Sri Lanka", "Sudan", "Suriname", "Svalbard and Jan Mayen", "Swaziland", "Sweden", + "Switzerland", "Syria", "Taiwan", "Tajikistan", "Tanzania", "Thailand", "The Bahamas", + "The Gambia", "Togo", "Tokelau", "Tonga", "Trinidad and Tobago", "Tunisia", "Turkey", + "Turkmenistan", "Turks and Caicos Islands", "Tuvalu", "Virgin Islands", "Uganda", + "Ukraine", "United Arab Emirates", "United Kingdom", + "United States", "United States Minor Outlying Islands", "Uruguay", "Uzbekistan", + "Vanuatu", "Vatican City", "Venezuela", "Vietnam", "Wallis and Futuna", "Western Sahara", + "Yemen", "Yugoslavia", "Zambia", "Zimbabwe" + }; + + public RsListRS() { + } + + public void init(RenderScriptGL rs, Resources res) { + mRS = rs; + mRes = res; + initRS(); + } + + private Resources mRes; + private RenderScriptGL mRS; + private Font mItalic; + + ScriptField_ListAllocs_s mListAllocs; + + private ScriptC_rslist mScript; + + int mLastX; + int mLastY; + + public void onActionDown(int x, int y) { + mScript.set_gDY(0.0f); + + mLastX = x; + mLastY = y; + } + + public void onActionMove(int x, int y) { + int dx = mLastX - x; + int dy = mLastY - y; + + if (Math.abs(dy) <= 2) { + dy = 0; + } + + mScript.set_gDY(dy); + + mLastX = x; + mLastY = y; + } + + private void initRS() { + + mScript = new ScriptC_rslist(mRS, mRes, R.raw.rslist); + + mListAllocs = new ScriptField_ListAllocs_s(mRS, DATA_LIST.length); + for (int i = 0; i < DATA_LIST.length; i ++) { + ScriptField_ListAllocs_s.Item listElem = new ScriptField_ListAllocs_s.Item(); + listElem.text = Allocation.createFromString(mRS, DATA_LIST[i], Allocation.USAGE_SCRIPT); + mListAllocs.set(listElem, i, false); + } + + mListAllocs.copyAll(); + + mScript.bind_gList(mListAllocs); + + mItalic = Font.create(mRS, mRes, "serif", Font.Style.BOLD_ITALIC, 8); + mScript.set_gItalic(mItalic); + + mRS.bindRootScript(mScript); + } +} + + + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListView.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListView.java new file mode 100644 index 0000000..db6e6c5 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsListView.java @@ -0,0 +1,75 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; +import android.renderscript.RSSurfaceView; +import android.renderscript.RenderScriptGL; + +import android.content.Context; +import android.view.MotionEvent; + +public class RsListView extends RSSurfaceView { + + public RsListView(Context context) { + super(context); + ensureRenderScript(); + } + + private RenderScriptGL mRS; + private RsListRS mRender; + + private void ensureRenderScript() { + if (mRS == null) { + RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); + mRS = createRenderScriptGL(sc); + mRender = new RsListRS(); + mRender.init(mRS, getResources()); + } + } + + @Override + protected void onAttachedToWindow() { + super.onAttachedToWindow(); + ensureRenderScript(); + } + + @Override + protected void onDetachedFromWindow() { + mRender = null; + if (mRS != null) { + mRS = null; + destroyRenderScriptGL(); + } + } + + @Override + public boolean onTouchEvent(MotionEvent ev) + { + boolean ret = false; + int act = ev.getAction(); + if (act == MotionEvent.ACTION_DOWN) { + mRender.onActionDown((int)ev.getX(), (int)ev.getY()); + ret = true; + } else if (act == MotionEvent.ACTION_MOVE) { + mRender.onActionMove((int)ev.getX(), (int)ev.getY()); + ret = true; + } + + return ret; + } +} + + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStates.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStates.java new file mode 100644 index 0000000..f4ea76e --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStates.java @@ -0,0 +1,53 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; + +import android.app.Activity; +import android.os.Bundle; + +public class RsRenderStates extends Activity { + + private RsRenderStatesView 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 RsRenderStatesView(this); + setContentView(mView); + } + + @Override + protected void 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() { + // Ideally a game should implement onResume() and onPause() + // to take appropriate action when the activity looses focus + super.onPause(); + mView.pause(); + } + +} + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.java new file mode 100644 index 0000000..0e319fe --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesRS.java @@ -0,0 +1,422 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; + +import android.content.res.Resources; +import android.graphics.Bitmap; +import android.graphics.BitmapFactory; +import android.renderscript.*; +import android.renderscript.Font.Style; +import android.renderscript.Program.TextureType; +import android.renderscript.ProgramStore.DepthFunc; +import android.renderscript.ProgramStore.BlendSrcFunc; +import android.renderscript.ProgramStore.BlendDstFunc; +import android.renderscript.Sampler.Value; +import android.util.Log; + + +public class RsRenderStatesRS { + + int mWidth; + int mHeight; + + public RsRenderStatesRS() { + } + + public void init(RenderScriptGL rs, Resources res) { + mRS = rs; + mWidth = mRS.getWidth(); + mHeight = mRS.getHeight(); + mRes = res; + mOptionsARGB.inScaled = false; + mOptionsARGB.inPreferredConfig = Bitmap.Config.ARGB_8888; + mMode = 0; + mMaxModes = 0; + initRS(); + } + + public void surfaceChanged() { + mWidth = mRS.getWidth(); + mHeight = mRS.getHeight(); + + Matrix4f proj = new Matrix4f(); + proj.loadOrthoWindow(mWidth, mHeight); + mPVA.setProjection(proj); + } + + private Resources mRes; + private RenderScriptGL mRS; + + private Sampler mLinearClamp; + private Sampler mLinearWrap; + private Sampler mMipLinearWrap; + private Sampler mNearestClamp; + private Sampler mMipLinearAniso8; + private Sampler mMipLinearAniso15; + + private ProgramStore mProgStoreBlendNoneDepth; + private ProgramStore mProgStoreBlendNone; + private ProgramStore mProgStoreBlendAlpha; + private ProgramStore mProgStoreBlendAdd; + + private ProgramFragment mProgFragmentTexture; + private ProgramFragment mProgFragmentColor; + + private ProgramVertex mProgVertex; + private ProgramVertexFixedFunction.Constants mPVA; + + // Custom shaders + private ProgramVertex mProgVertexCustom; + private ProgramFragment mProgFragmentCustom; + private ProgramFragment mProgFragmentMultitex; + private ScriptField_VertexShaderConstants_s mVSConst; + private ScriptField_VertexShaderConstants2_s mVSConst2; + private ScriptField_FragentShaderConstants_s mFSConst; + private ScriptField_FragentShaderConstants2_s mFSConst2; + + private ProgramVertex mProgVertexCustom2; + private ProgramFragment mProgFragmentCustom2; + + private ProgramVertex mProgVertexCube; + private ProgramFragment mProgFragmentCube; + + private ProgramRaster mCullBack; + private ProgramRaster mCullFront; + private ProgramRaster mCullNone; + + private Allocation mTexTorus; + private Allocation mTexOpaque; + private Allocation mTexTransparent; + private Allocation mTexChecker; + private Allocation mTexCube; + + private Mesh mMbyNMesh; + private Mesh mTorus; + + Font mFontSans; + Font mFontSerif; + Font mFontSerifBold; + Font mFontSerifItalic; + Font mFontSerifBoldItalic; + Font mFontMono; + private Allocation mTextAlloc; + + private ScriptC_rsrenderstates mScript; + + private final BitmapFactory.Options mOptionsARGB = new BitmapFactory.Options(); + + int mMode; + int mMaxModes; + + public void onActionDown(int x, int y) { + mMode ++; + mMode = mMode % mMaxModes; + mScript.set_gDisplayMode(mMode); + } + + ProgramStore BLEND_ADD_DEPTH_NONE(RenderScript rs) { + ProgramStore.Builder builder = new ProgramStore.Builder(rs); + builder.setDepthFunc(ProgramStore.DepthFunc.ALWAYS); + builder.setBlendFunc(BlendSrcFunc.ONE, BlendDstFunc.ONE); + builder.setDitherEnabled(false); + builder.setDepthMaskEnabled(false); + return builder.create(); + } + + private Mesh getMbyNMesh(float width, float height, int wResolution, int hResolution) { + + Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS, + 2, Mesh.TriangleMeshBuilder.TEXTURE_0); + + for (int y = 0; y <= hResolution; y++) { + final float normalizedY = (float)y / hResolution; + final float yOffset = (normalizedY - 0.5f) * height; + for (int x = 0; x <= wResolution; x++) { + float normalizedX = (float)x / wResolution; + float xOffset = (normalizedX - 0.5f) * width; + tmb.setTexture(normalizedX, normalizedY); + tmb.addVertex(xOffset, yOffset); + } + } + + for (int y = 0; y < hResolution; y++) { + final int curY = y * (wResolution + 1); + final int belowY = (y + 1) * (wResolution + 1); + for (int x = 0; x < wResolution; x++) { + int curV = curY + x; + int belowV = belowY + x; + tmb.addTriangle(curV, belowV, curV + 1); + tmb.addTriangle(belowV, belowV + 1, curV + 1); + } + } + + return tmb.create(true); + } + + private void initProgramStore() { + // Use stock the stock program store object + mProgStoreBlendNoneDepth = ProgramStore.BLEND_NONE_DEPTH_TEST(mRS); + mProgStoreBlendNone = ProgramStore.BLEND_NONE_DEPTH_NONE(mRS); + + // Create a custom program store + ProgramStore.Builder builder = new ProgramStore.Builder(mRS); + builder.setDepthFunc(ProgramStore.DepthFunc.ALWAYS); + builder.setBlendFunc(ProgramStore.BlendSrcFunc.SRC_ALPHA, + ProgramStore.BlendDstFunc.ONE_MINUS_SRC_ALPHA); + builder.setDitherEnabled(false); + builder.setDepthMaskEnabled(false); + mProgStoreBlendAlpha = builder.create(); + + mProgStoreBlendAdd = BLEND_ADD_DEPTH_NONE(mRS); + + mScript.set_gProgStoreBlendNoneDepth(mProgStoreBlendNoneDepth); + mScript.set_gProgStoreBlendNone(mProgStoreBlendNone); + mScript.set_gProgStoreBlendAlpha(mProgStoreBlendAlpha); + mScript.set_gProgStoreBlendAdd(mProgStoreBlendAdd); + } + + private void initProgramFragment() { + + ProgramFragmentFixedFunction.Builder texBuilder = new ProgramFragmentFixedFunction.Builder(mRS); + texBuilder.setTexture(ProgramFragmentFixedFunction.Builder.EnvMode.REPLACE, + ProgramFragmentFixedFunction.Builder.Format.RGBA, 0); + mProgFragmentTexture = texBuilder.create(); + mProgFragmentTexture.bindSampler(mLinearClamp, 0); + + ProgramFragmentFixedFunction.Builder colBuilder = new ProgramFragmentFixedFunction.Builder(mRS); + colBuilder.setVaryingColor(false); + mProgFragmentColor = colBuilder.create(); + + mScript.set_gProgFragmentColor(mProgFragmentColor); + mScript.set_gProgFragmentTexture(mProgFragmentTexture); + } + + private void initProgramVertex() { + ProgramVertexFixedFunction.Builder pvb = new ProgramVertexFixedFunction.Builder(mRS); + mProgVertex = pvb.create(); + + mPVA = new ProgramVertexFixedFunction.Constants(mRS); + ((ProgramVertexFixedFunction)mProgVertex).bindConstants(mPVA); + Matrix4f proj = new Matrix4f(); + proj.loadOrthoWindow(mWidth, mHeight); + mPVA.setProjection(proj); + + mScript.set_gProgVertex(mProgVertex); + } + + private void initCustomShaders() { + mVSConst = new ScriptField_VertexShaderConstants_s(mRS, 1); + mVSConst2 = new ScriptField_VertexShaderConstants2_s(mRS, 1); + mFSConst = new ScriptField_FragentShaderConstants_s(mRS, 1); + mFSConst2 = new ScriptField_FragentShaderConstants2_s(mRS, 1); + + mScript.bind_gVSConstants(mVSConst); + mScript.bind_gVSConstants2(mVSConst2); + mScript.bind_gFSConstants(mFSConst); + mScript.bind_gFSConstants2(mFSConst2); + + // Initialize the shader builder + ProgramVertex.Builder pvbCustom = new ProgramVertex.Builder(mRS); + // Specify the resource that contains the shader string + pvbCustom.setShader(mRes, R.raw.shaderv); + // Use a script field to spcify the input layout + pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS)); + // Define the constant input layout + pvbCustom.addConstant(mVSConst.getAllocation().getType()); + mProgVertexCustom = pvbCustom.create(); + // Bind the source of constant data + mProgVertexCustom.bindConstants(mVSConst.getAllocation(), 0); + + ProgramFragment.Builder pfbCustom = new ProgramFragment.Builder(mRS); + // Specify the resource that contains the shader string + pfbCustom.setShader(mRes, R.raw.shaderf); + //Tell the builder how many textures we have + pfbCustom.addTexture(Program.TextureType.TEXTURE_2D); + // Define the constant input layout + pfbCustom.addConstant(mFSConst.getAllocation().getType()); + mProgFragmentCustom = pfbCustom.create(); + // Bind the source of constant data + mProgFragmentCustom.bindConstants(mFSConst.getAllocation(), 0); + + pvbCustom = new ProgramVertex.Builder(mRS); + pvbCustom.setShader(mRes, R.raw.shaderarrayv); + pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS)); + pvbCustom.addConstant(mVSConst2.getAllocation().getType()); + mProgVertexCustom2 = pvbCustom.create(); + mProgVertexCustom2.bindConstants(mVSConst2.getAllocation(), 0); + + pfbCustom = new ProgramFragment.Builder(mRS); + pfbCustom.setShader(mRes, R.raw.shaderarrayf); + pfbCustom.addTexture(Program.TextureType.TEXTURE_2D); + pfbCustom.addConstant(mFSConst2.getAllocation().getType()); + mProgFragmentCustom2 = pfbCustom.create(); + mProgFragmentCustom2.bindConstants(mFSConst2.getAllocation(), 0); + + // Cubemap test shaders + pvbCustom = new ProgramVertex.Builder(mRS); + pvbCustom.setShader(mRes, R.raw.shadercubev); + pvbCustom.addInput(ScriptField_VertexShaderInputs_s.createElement(mRS)); + pvbCustom.addConstant(mVSConst.getAllocation().getType()); + mProgVertexCube = pvbCustom.create(); + mProgVertexCube.bindConstants(mVSConst.getAllocation(), 0); + + pfbCustom = new ProgramFragment.Builder(mRS); + pfbCustom.setShader(mRes, R.raw.shadercubef); + pfbCustom.addTexture(Program.TextureType.TEXTURE_CUBE); + mProgFragmentCube = pfbCustom.create(); + + pfbCustom = new ProgramFragment.Builder(mRS); + pfbCustom.setShader(mRes, R.raw.multitexf); + for (int texCount = 0; texCount < 3; texCount ++) { + pfbCustom.addTexture(Program.TextureType.TEXTURE_2D); + } + mProgFragmentMultitex = pfbCustom.create(); + + mScript.set_gProgVertexCustom(mProgVertexCustom); + mScript.set_gProgFragmentCustom(mProgFragmentCustom); + mScript.set_gProgVertexCustom2(mProgVertexCustom2); + mScript.set_gProgFragmentCustom2(mProgFragmentCustom2); + mScript.set_gProgVertexCube(mProgVertexCube); + mScript.set_gProgFragmentCube(mProgFragmentCube); + mScript.set_gProgFragmentMultitex(mProgFragmentMultitex); + } + + private Allocation loadTextureRGB(int id) { + return Allocation.createFromBitmapResource(mRS, mRes, id, + Allocation.MipmapControl.MIPMAP_ON_SYNC_TO_TEXTURE, + Allocation.USAGE_GRAPHICS_TEXTURE); + } + + private Allocation loadTextureARGB(int id) { + Bitmap b = BitmapFactory.decodeResource(mRes, id, mOptionsARGB); + return Allocation.createFromBitmap(mRS, b, + Allocation.MipmapControl.MIPMAP_ON_SYNC_TO_TEXTURE, + Allocation.USAGE_GRAPHICS_TEXTURE); + } + + private void loadImages() { + mTexTorus = loadTextureRGB(R.drawable.torusmap); + mTexOpaque = loadTextureRGB(R.drawable.data); + mTexTransparent = loadTextureARGB(R.drawable.leaf); + mTexChecker = loadTextureRGB(R.drawable.checker); + Bitmap b = BitmapFactory.decodeResource(mRes, R.drawable.cubemap_test); + mTexCube = Allocation.createCubemapFromBitmap(mRS, b); + + mScript.set_gTexTorus(mTexTorus); + mScript.set_gTexOpaque(mTexOpaque); + mScript.set_gTexTransparent(mTexTransparent); + mScript.set_gTexChecker(mTexChecker); + mScript.set_gTexCube(mTexCube); + } + + private void initFonts() { + // Sans font by family name + mFontSans = Font.create(mRS, mRes, "sans-serif", Font.Style.NORMAL, 8); + mFontSerif = Font.create(mRS, mRes, "serif", Font.Style.NORMAL, 8); + // Create fonts by family and style + mFontSerifBold = Font.create(mRS, mRes, "serif", Font.Style.BOLD, 8); + mFontSerifItalic = Font.create(mRS, mRes, "serif", Font.Style.ITALIC, 8); + mFontSerifBoldItalic = Font.create(mRS, mRes, "serif", Font.Style.BOLD_ITALIC, 8); + mFontMono = Font.create(mRS, mRes, "mono", Font.Style.NORMAL, 8); + + mTextAlloc = Allocation.createFromString(mRS, "String from allocation", Allocation.USAGE_SCRIPT); + + mScript.set_gFontSans(mFontSans); + mScript.set_gFontSerif(mFontSerif); + mScript.set_gFontSerifBold(mFontSerifBold); + mScript.set_gFontSerifItalic(mFontSerifItalic); + mScript.set_gFontSerifBoldItalic(mFontSerifBoldItalic); + mScript.set_gFontMono(mFontMono); + mScript.set_gTextAlloc(mTextAlloc); + } + + private void initMesh() { + mMbyNMesh = getMbyNMesh(256, 256, 10, 10); + mScript.set_gMbyNMesh(mMbyNMesh); + + FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.torus); + FileA3D.IndexEntry entry = model.getIndexEntry(0); + if (entry == null || entry.getEntryType() != FileA3D.EntryType.MESH) { + Log.e("rs", "could not load model"); + } else { + mTorus = (Mesh)entry.getObject(); + mScript.set_gTorusMesh(mTorus); + } + } + + private void initSamplers() { + Sampler.Builder bs = new Sampler.Builder(mRS); + bs.setMinification(Sampler.Value.LINEAR); + bs.setMagnification(Sampler.Value.LINEAR); + bs.setWrapS(Sampler.Value.WRAP); + bs.setWrapT(Sampler.Value.WRAP); + mLinearWrap = bs.create(); + + mLinearClamp = Sampler.CLAMP_LINEAR(mRS); + mNearestClamp = Sampler.CLAMP_NEAREST(mRS); + mMipLinearWrap = Sampler.WRAP_LINEAR_MIP_LINEAR(mRS); + + bs = new Sampler.Builder(mRS); + bs.setMinification(Sampler.Value.LINEAR_MIP_LINEAR); + bs.setMagnification(Sampler.Value.LINEAR); + bs.setWrapS(Sampler.Value.WRAP); + bs.setWrapT(Sampler.Value.WRAP); + bs.setAnisotropy(8.0f); + mMipLinearAniso8 = bs.create(); + bs.setAnisotropy(15.0f); + mMipLinearAniso15 = bs.create(); + + mScript.set_gLinearClamp(mLinearClamp); + mScript.set_gLinearWrap(mLinearWrap); + mScript.set_gMipLinearWrap(mMipLinearWrap); + mScript.set_gMipLinearAniso8(mMipLinearAniso8); + mScript.set_gMipLinearAniso15(mMipLinearAniso15); + mScript.set_gNearestClamp(mNearestClamp); + } + + private void initProgramRaster() { + mCullBack = ProgramRaster.CULL_BACK(mRS); + mCullFront = ProgramRaster.CULL_FRONT(mRS); + mCullNone = ProgramRaster.CULL_NONE(mRS); + + mScript.set_gCullBack(mCullBack); + mScript.set_gCullFront(mCullFront); + mScript.set_gCullNone(mCullNone); + } + + private void initRS() { + + mScript = new ScriptC_rsrenderstates(mRS, mRes, R.raw.rsrenderstates); + + mMaxModes = mScript.get_gMaxModes(); + + initSamplers(); + initProgramStore(); + initProgramFragment(); + initProgramVertex(); + initFonts(); + loadImages(); + initMesh(); + initProgramRaster(); + initCustomShaders(); + + mRS.bindRootScript(mScript); + } +} + + + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesView.java b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesView.java new file mode 100644 index 0000000..a15e38f --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/RsRenderStatesView.java @@ -0,0 +1,78 @@ +/* + * Copyright (C) 2008 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +package com.example.android.rs.miscsamples; + +import android.renderscript.RSSurfaceView; +import android.renderscript.RenderScriptGL; + +import android.content.Context; +import android.view.MotionEvent; +import android.view.SurfaceHolder; + +public class RsRenderStatesView extends RSSurfaceView { + + public RsRenderStatesView(Context context) { + super(context); + ensureRenderScript(); + } + + private RenderScriptGL mRS; + private RsRenderStatesRS mRender; + + private void ensureRenderScript() { + if (mRS == null) { + RenderScriptGL.SurfaceConfig sc = new RenderScriptGL.SurfaceConfig(); + sc.setDepth(16, 24); + mRS = createRenderScriptGL(sc); + mRender = new RsRenderStatesRS(); + mRender.init(mRS, getResources()); + } + } + + @Override + protected void onAttachedToWindow() { + super.onAttachedToWindow(); + ensureRenderScript(); + } + + @Override + public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) { + super.surfaceChanged(holder, format, w, h); + mRender.surfaceChanged(); + } + + @Override + protected void onDetachedFromWindow() { + mRender = null; + if (mRS != null) { + mRS = null; + destroyRenderScriptGL(); + } + } + + @Override + public boolean onTouchEvent(MotionEvent ev) { + if (ev.getAction() == MotionEvent.ACTION_DOWN) { + mRender.onActionDown((int)ev.getX(), (int)ev.getY()); + return true; + } + + return false; + } +} + + diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rslist.rs b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rslist.rs new file mode 100644 index 0000000..d9d450d --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rslist.rs @@ -0,0 +1,70 @@ +// Copyright (C) 2009 The Android Open Source Project +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#pragma version(1) + +#pragma rs java_package_name(com.example.android.rs.miscsamples) + +#include "rs_graphics.rsh" + +float gDY; + +rs_font gItalic; + +typedef struct ListAllocs_s { + rs_allocation text; +} ListAllocs; + +ListAllocs *gList; + +void init() { + gDY = 0.0f; +} + +int textPos = 0; + +int root(void) { + + rsgClearColor(0.0f, 0.0f, 0.0f, 0.0f); + + textPos -= (int)gDY*2; + gDY *= 0.95; + + rsgFontColor(0.9f, 0.9f, 0.9f, 1.0f); + rsgBindFont(gItalic); + + rs_allocation listAlloc; + listAlloc = rsGetAllocation(gList); + int allocSize = rsAllocationGetDimX(listAlloc); + + int width = rsgGetWidth(); + int height = rsgGetHeight(); + + int itemHeight = 80; + int currentYPos = itemHeight + textPos; + + for (int i = 0; i < allocSize; i ++) { + if (currentYPos - itemHeight > height) { + break; + } + + if (currentYPos > 0) { + rsgDrawRect(0, currentYPos - 1, width, currentYPos, 0); + rsgDrawText(gList[i].text, 30, currentYPos - 32); + } + currentYPos += itemHeight; + } + + return 10; +} diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rsrenderstates.rs b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rsrenderstates.rs new file mode 100644 index 0000000..5dabd00 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/rsrenderstates.rs @@ -0,0 +1,680 @@ +// Copyright (C) 2009 The Android Open Source Project +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#pragma version(1) + +#pragma rs java_package_name(com.example.android.rs.miscsamples) + +#include "rs_graphics.rsh" +#include "shader_def.rsh" + +const int gMaxModes = 11; + +rs_program_vertex gProgVertex; +rs_program_fragment gProgFragmentColor; +rs_program_fragment gProgFragmentTexture; + +rs_program_store gProgStoreBlendNoneDepth; +rs_program_store gProgStoreBlendNone; +rs_program_store gProgStoreBlendAlpha; +rs_program_store gProgStoreBlendAdd; + +rs_allocation gTexOpaque; +rs_allocation gTexTorus; +rs_allocation gTexTransparent; +rs_allocation gTexChecker; +rs_allocation gTexCube; + +rs_mesh gMbyNMesh; +rs_mesh gTorusMesh; + +rs_font gFontSans; +rs_font gFontSerif; +rs_font gFontSerifBold; +rs_font gFontSerifItalic; +rs_font gFontSerifBoldItalic; +rs_font gFontMono; +rs_allocation gTextAlloc; + +int gDisplayMode; + +rs_sampler gLinearClamp; +rs_sampler gLinearWrap; +rs_sampler gMipLinearWrap; +rs_sampler gMipLinearAniso8; +rs_sampler gMipLinearAniso15; +rs_sampler gNearestClamp; + +rs_program_raster gCullBack; +rs_program_raster gCullFront; +rs_program_raster gCullNone; + +// Custom vertex shader compunents +VertexShaderConstants *gVSConstants; +VertexShaderConstants2 *gVSConstants2; +FragentShaderConstants *gFSConstants; +FragentShaderConstants2 *gFSConstants2; +// Export these out to easily set the inputs to shader +VertexShaderInputs *gVSInputs; +// Custom shaders we use for lighting +rs_program_vertex gProgVertexCustom; +rs_program_fragment gProgFragmentCustom; +rs_program_vertex gProgVertexCustom2; +rs_program_fragment gProgFragmentCustom2; +rs_program_vertex gProgVertexCube; +rs_program_fragment gProgFragmentCube; +rs_program_fragment gProgFragmentMultitex; + +float gDt = 0; + +void init() { +} + +static void displayFontSamples() { + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + int yPos = 100; + rsgBindFont(gFontSans); + rsgDrawText("Sans font sample", 30, yPos); + yPos += 30; + rsgFontColor(0.5f, 0.9f, 0.5f, 1.0f); + rsgBindFont(gFontSerif); + rsgDrawText("Serif font sample", 30, yPos); + yPos += 30; + rsgFontColor(0.7f, 0.7f, 0.7f, 1.0f); + rsgBindFont(gFontSerifBold); + rsgDrawText("Serif Bold font sample", 30, yPos); + yPos += 30; + rsgFontColor(0.5f, 0.5f, 0.9f, 1.0f); + rsgBindFont(gFontSerifItalic); + rsgDrawText("Serif Italic font sample", 30, yPos); + yPos += 30; + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontSerifBoldItalic); + rsgDrawText("Serif Bold Italic font sample", 30, yPos); + yPos += 30; + rsgBindFont(gFontMono); + rsgDrawText("Monospace font sample", 30, yPos); + yPos += 50; + + // Now use text metrics to center the text + uint width = rsgGetWidth(); + uint height = rsgGetHeight(); + int left = 0, right = 0, top = 0, bottom = 0; + + rsgFontColor(0.9f, 0.9f, 0.95f, 1.0f); + rsgBindFont(gFontSerifBoldItalic); + + rsgMeasureText(gTextAlloc, &left, &right, &top, &bottom); + int centeredPos = width / 2 - (right - left) / 2; + rsgDrawText(gTextAlloc, centeredPos, yPos); + yPos += 30; + + const char* text = "Centered Text Sample"; + rsgMeasureText(text, &left, &right, &top, &bottom); + centeredPos = width / 2 - (right - left) / 2; + rsgDrawText(text, centeredPos, yPos); + yPos += 30; + + rsgBindFont(gFontSans); + text = "More Centered Text Samples"; + rsgMeasureText(text, &left, &right, &top, &bottom); + centeredPos = width / 2 - (right - left) / 2; + rsgDrawText(text, centeredPos, yPos); + yPos += 30; + + // Now draw bottom and top right aligned text + text = "Top-right aligned text"; + rsgMeasureText(text, &left, &right, &top, &bottom); + rsgDrawText(text, width - right, top); + + text = "Top-left"; + rsgMeasureText(text, &left, &right, &top, &bottom); + rsgDrawText(text, -left, top); + + text = "Bottom-right aligned text"; + rsgMeasureText(text, &left, &right, &top, &bottom); + rsgDrawText(text, width - right, height + bottom); + +} + +static void bindProgramVertexOrtho() { + // Default vertex sahder + rsgBindProgramVertex(gProgVertex); + // Setup the projectioni matrix + rs_matrix4x4 proj; + rsMatrixLoadOrtho(&proj, 0, rsgGetWidth(), rsgGetHeight(), 0, -500, 500); + rsgProgramVertexLoadProjectionMatrix(&proj); +} + +static void displayShaderSamples() { + bindProgramVertexOrtho(); + rs_matrix4x4 matrix; + rsMatrixLoadIdentity(&matrix); + rsgProgramVertexLoadModelMatrix(&matrix); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNone); + rsgBindProgramFragment(gProgFragmentTexture); + rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp); + rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque); + + float startX = 0, startY = 0; + float width = 256, height = 256; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1, + startX + width, startY + height, 0, 1, 1, + startX + width, startY, 0, 1, 0); + + startX = 200; startY = 0; + width = 128; height = 128; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1, + startX + width, startY + height, 0, 1, 1, + startX + width, startY, 0, 1, 0); + + rsgBindProgramStore(gProgStoreBlendAlpha); + rsgBindTexture(gProgFragmentTexture, 0, gTexTransparent); + startX = 0; startY = 200; + width = 128; height = 128; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1, + startX + width, startY + height, 0, 1, 1, + startX + width, startY, 0, 1, 0); + + // Fragment program with simple color + rsgBindProgramFragment(gProgFragmentColor); + rsgProgramFragmentConstantColor(gProgFragmentColor, 0.9, 0.3, 0.3, 1); + rsgDrawRect(200, 300, 350, 450, 0); + rsgProgramFragmentConstantColor(gProgFragmentColor, 0.3, 0.9, 0.3, 1); + rsgDrawRect(50, 400, 400, 600, 0); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Texture shader", 10, 50); + rsgDrawText("Alpha-blended texture shader", 10, 280); + rsgDrawText("Flat color shader", 100, 450); +} + +static void displayBlendingSamples() { + int i; + + bindProgramVertexOrtho(); + rs_matrix4x4 matrix; + rsMatrixLoadIdentity(&matrix); + rsgProgramVertexLoadModelMatrix(&matrix); + + rsgBindProgramFragment(gProgFragmentColor); + + rsgBindProgramStore(gProgStoreBlendNone); + for (i = 0; i < 3; i ++) { + float iPlusOne = (float)(i + 1); + rsgProgramFragmentConstantColor(gProgFragmentColor, + 0.1f*iPlusOne, 0.2f*iPlusOne, 0.3f*iPlusOne, 1); + float yPos = 150 * (float)i; + rsgDrawRect(0, yPos, 200, yPos + 200, 0); + } + + rsgBindProgramStore(gProgStoreBlendAlpha); + for (i = 0; i < 3; i ++) { + float iPlusOne = (float)(i + 1); + rsgProgramFragmentConstantColor(gProgFragmentColor, + 0.2f*iPlusOne, 0.3f*iPlusOne, 0.1f*iPlusOne, 0.5); + float yPos = 150 * (float)i; + rsgDrawRect(150, yPos, 350, yPos + 200, 0); + } + + rsgBindProgramStore(gProgStoreBlendAdd); + for (i = 0; i < 3; i ++) { + float iPlusOne = (float)(i + 1); + rsgProgramFragmentConstantColor(gProgFragmentColor, + 0.3f*iPlusOne, 0.1f*iPlusOne, 0.2f*iPlusOne, 0.5); + float yPos = 150 * (float)i; + rsgDrawRect(300, yPos, 500, yPos + 200, 0); + } + + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("No Blending", 10, 50); + rsgDrawText("Alpha Blending", 160, 150); + rsgDrawText("Additive Blending", 320, 250); + +} + +static void displayMeshSamples() { + + bindProgramVertexOrtho(); + rs_matrix4x4 matrix; + rsMatrixLoadTranslate(&matrix, 128, 128, 0); + rsgProgramVertexLoadModelMatrix(&matrix); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNone); + rsgBindProgramFragment(gProgFragmentTexture); + rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp); + rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque); + + rsgDrawMesh(gMbyNMesh); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("User gen 10 by 10 grid mesh", 10, 250); +} + +static void displayTextureSamplers() { + + bindProgramVertexOrtho(); + rs_matrix4x4 matrix; + rsMatrixLoadIdentity(&matrix); + rsgProgramVertexLoadModelMatrix(&matrix); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNone); + rsgBindProgramFragment(gProgFragmentTexture); + rsgBindTexture(gProgFragmentTexture, 0, gTexOpaque); + + // Linear clamp + rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp); + float startX = 0, startY = 0; + float width = 300, height = 300; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1.1, + startX + width, startY + height, 0, 1.1, 1.1, + startX + width, startY, 0, 1.1, 0); + + // Linear Wrap + rsgBindSampler(gProgFragmentTexture, 0, gLinearWrap); + startX = 0; startY = 300; + width = 300; height = 300; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1.1, + startX + width, startY + height, 0, 1.1, 1.1, + startX + width, startY, 0, 1.1, 0); + + // Nearest + rsgBindSampler(gProgFragmentTexture, 0, gNearestClamp); + startX = 300; startY = 0; + width = 300; height = 300; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1.1, + startX + width, startY + height, 0, 1.1, 1.1, + startX + width, startY, 0, 1.1, 0); + + rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap); + startX = 300; startY = 300; + width = 300; height = 300; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1.5, + startX + width, startY + height, 0, 1.5, 1.5, + startX + width, startY, 0, 1.5, 0); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Filtering: linear clamp", 10, 290); + rsgDrawText("Filtering: linear wrap", 10, 590); + rsgDrawText("Filtering: nearest clamp", 310, 290); + rsgDrawText("Filtering: miplinear wrap", 310, 590); +} + +static float gTorusRotation = 0; + +static void displayCullingSamples() { + rsgBindProgramVertex(gProgVertex); + // Setup the projectioni matrix with 60 degree field of view + rs_matrix4x4 proj; + float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); + rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f); + rsgProgramVertexLoadProjectionMatrix(&proj); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNoneDepth); + rsgBindProgramFragment(gProgFragmentTexture); + rsgBindSampler(gProgFragmentTexture, 0, gLinearClamp); + rsgBindTexture(gProgFragmentTexture, 0, gTexTorus); + + // Aplly a rotation to our mesh + gTorusRotation += 50.0f * gDt; + if (gTorusRotation > 360.0f) { + gTorusRotation -= 360.0f; + } + + rs_matrix4x4 matrix; + // Position our model on the screen + rsMatrixLoadTranslate(&matrix, -2.0f, 0.0f, -10.0f); + rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f); + rsgProgramVertexLoadModelMatrix(&matrix); + // Use front face culling + rsgBindProgramRaster(gCullFront); + rsgDrawMesh(gTorusMesh); + + rsMatrixLoadTranslate(&matrix, 2.0f, 0.0f, -10.0f); + rsMatrixRotate(&matrix, gTorusRotation, 1.0f, 0.0f, 0.0f); + rsgProgramVertexLoadModelMatrix(&matrix); + // Use back face culling + rsgBindProgramRaster(gCullBack); + rsgDrawMesh(gTorusMesh); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Displaying mesh front/back face culling", 10, rsgGetHeight() - 10); +} + +static float gLight0Rotation = 0; +static float gLight1Rotation = 0; + +static void setupCustomShaderLights() { + float4 light0Pos = {-5.0f, 5.0f, -10.0f, 1.0f}; + float4 light1Pos = {2.0f, 5.0f, 15.0f, 1.0f}; + float4 light0DiffCol = {0.9f, 0.7f, 0.7f, 1.0f}; + float4 light0SpecCol = {0.9f, 0.6f, 0.6f, 1.0f}; + float4 light1DiffCol = {0.5f, 0.5f, 0.9f, 1.0f}; + float4 light1SpecCol = {0.5f, 0.5f, 0.9f, 1.0f}; + + gLight0Rotation += 50.0f * gDt; + if (gLight0Rotation > 360.0f) { + gLight0Rotation -= 360.0f; + } + gLight1Rotation -= 50.0f * gDt; + if (gLight1Rotation > 360.0f) { + gLight1Rotation -= 360.0f; + } + + rs_matrix4x4 l0Mat; + rsMatrixLoadRotate(&l0Mat, gLight0Rotation, 1.0f, 0.0f, 0.0f); + light0Pos = rsMatrixMultiply(&l0Mat, light0Pos); + rs_matrix4x4 l1Mat; + rsMatrixLoadRotate(&l1Mat, gLight1Rotation, 0.0f, 0.0f, 1.0f); + light1Pos = rsMatrixMultiply(&l1Mat, light1Pos); + + // Set light 0 properties + gVSConstants->light0_Posision = light0Pos; + gVSConstants->light0_Diffuse = 1.0f; + gVSConstants->light0_Specular = 0.5f; + gVSConstants->light0_CosinePower = 10.0f; + // Set light 1 properties + gVSConstants->light1_Posision = light1Pos; + gVSConstants->light1_Diffuse = 1.0f; + gVSConstants->light1_Specular = 0.7f; + gVSConstants->light1_CosinePower = 25.0f; + rsgAllocationSyncAll(rsGetAllocation(gVSConstants)); + + gVSConstants2->light_Posision[0] = light0Pos; + gVSConstants2->light_Diffuse[0] = 1.0f; + gVSConstants2->light_Specular[0] = 0.5f; + gVSConstants2->light_CosinePower[0] = 10.0f; + gVSConstants2->light_Posision[1] = light1Pos; + gVSConstants2->light_Diffuse[1] = 1.0f; + gVSConstants2->light_Specular[1] = 0.7f; + gVSConstants2->light_CosinePower[1] = 25.0f; + rsgAllocationSyncAll(rsGetAllocation(gVSConstants2)); + + // Update fragmetn shader constants + // Set light 0 colors + gFSConstants->light0_DiffuseColor = light0DiffCol; + gFSConstants->light0_SpecularColor = light0SpecCol; + // Set light 1 colors + gFSConstants->light1_DiffuseColor = light1DiffCol; + gFSConstants->light1_SpecularColor = light1SpecCol; + rsgAllocationSyncAll(rsGetAllocation(gFSConstants)); + + gFSConstants2->light_DiffuseColor[0] = light0DiffCol; + gFSConstants2->light_SpecularColor[0] = light0SpecCol; + // Set light 1 colors + gFSConstants2->light_DiffuseColor[1] = light1DiffCol; + gFSConstants2->light_SpecularColor[1] = light1SpecCol; + rsgAllocationSyncAll(rsGetAllocation(gFSConstants2)); +} + +static void displayCustomShaderSamples() { + + // Update vertex shader constants + // Load model matrix + // Aplly a rotation to our mesh + gTorusRotation += 50.0f * gDt; + if (gTorusRotation > 360.0f) { + gTorusRotation -= 360.0f; + } + + // Position our model on the screen + rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -10.0f); + rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f); + rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f); + // Setup the projectioni matrix + float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); + rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f); + setupCustomShaderLights(); + + rsgBindProgramVertex(gProgVertexCustom); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNoneDepth); + rsgBindProgramFragment(gProgFragmentCustom); + rsgBindSampler(gProgFragmentCustom, 0, gLinearClamp); + rsgBindTexture(gProgFragmentCustom, 0, gTexTorus); + + // Use back face culling + rsgBindProgramRaster(gCullBack); + rsgDrawMesh(gTorusMesh); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Custom shader sample", 10, rsgGetHeight() - 10); +} + +static void displayCustomShaderSamples2() { + + // Update vertex shader constants + // Load model matrix + // Aplly a rotation to our mesh + gTorusRotation += 50.0f * gDt; + if (gTorusRotation > 360.0f) { + gTorusRotation -= 360.0f; + } + + // Position our model on the screen + rsMatrixLoadTranslate(&gVSConstants2->model[1], 0.0f, 0.0f, -10.0f); + rsMatrixLoadIdentity(&gVSConstants2->model[0]); + rsMatrixRotate(&gVSConstants2->model[0], gTorusRotation, 1.0f, 0.0f, 0.0f); + rsMatrixRotate(&gVSConstants2->model[0], gTorusRotation, 0.0f, 0.0f, 1.0f); + // Setup the projectioni matrix + float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); + rsMatrixLoadPerspective(&gVSConstants2->proj, 30.0f, aspect, 0.1f, 100.0f); + setupCustomShaderLights(); + + rsgBindProgramVertex(gProgVertexCustom2); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNoneDepth); + rsgBindProgramFragment(gProgFragmentCustom2); + rsgBindSampler(gProgFragmentCustom2, 0, gLinearClamp); + rsgBindTexture(gProgFragmentCustom2, 0, gTexTorus); + + // Use back face culling + rsgBindProgramRaster(gCullBack); + rsgDrawMesh(gTorusMesh); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Custom shader sample with array uniforms", 10, rsgGetHeight() - 10); +} + +static void displayCubemapShaderSample() { + // Update vertex shader constants + // Load model matrix + // Aplly a rotation to our mesh + gTorusRotation += 50.0f * gDt; + if (gTorusRotation > 360.0f) { + gTorusRotation -= 360.0f; + } + + // Position our model on the screen + // Position our model on the screen + rsMatrixLoadTranslate(&gVSConstants->model, 0.0f, 0.0f, -10.0f); + rsMatrixRotate(&gVSConstants->model, gTorusRotation, 1.0f, 0.0f, 0.0f); + rsMatrixRotate(&gVSConstants->model, gTorusRotation, 0.0f, 0.0f, 1.0f); + // Setup the projectioni matrix + float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); + rsMatrixLoadPerspective(&gVSConstants->proj, 30.0f, aspect, 0.1f, 100.0f); + rsgAllocationSyncAll(rsGetAllocation(gFSConstants)); + + rsgBindProgramVertex(gProgVertexCube); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNoneDepth); + rsgBindProgramFragment(gProgFragmentCube); + rsgBindSampler(gProgFragmentCube, 0, gLinearClamp); + rsgBindTexture(gProgFragmentCube, 0, gTexCube); + + // Use back face culling + rsgBindProgramRaster(gCullBack); + rsgDrawMesh(gTorusMesh); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Cubemap shader sample", 10, rsgGetHeight() - 10); +} + +static void displayMultitextureSample() { + bindProgramVertexOrtho(); + rs_matrix4x4 matrix; + rsMatrixLoadIdentity(&matrix); + rsgProgramVertexLoadModelMatrix(&matrix); + + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNone); + rsgBindProgramFragment(gProgFragmentMultitex); + rsgBindSampler(gProgFragmentMultitex, 0, gLinearClamp); + rsgBindSampler(gProgFragmentMultitex, 1, gLinearWrap); + rsgBindSampler(gProgFragmentMultitex, 2, gLinearClamp); + rsgBindTexture(gProgFragmentMultitex, 0, gTexChecker); + rsgBindTexture(gProgFragmentMultitex, 1, gTexTorus); + rsgBindTexture(gProgFragmentMultitex, 2, gTexTransparent); + + float startX = 0, startY = 0; + float width = 256, height = 256; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 1, + startX + width, startY + height, 0, 1, 1, + startX + width, startY, 0, 1, 0); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + rsgDrawText("Custom shader with multitexturing", 10, 280); +} + +static float gAnisoTime = 0.0f; +static uint anisoMode = 0; +static void displayAnisoSample() { + + gAnisoTime += gDt; + + rsgBindProgramVertex(gProgVertex); + float aspect = (float)rsgGetWidth() / (float)rsgGetHeight(); + rs_matrix4x4 proj; + rsMatrixLoadPerspective(&proj, 30.0f, aspect, 0.1f, 100.0f); + rsgProgramVertexLoadProjectionMatrix(&proj); + + rs_matrix4x4 matrix; + // Fragment shader with texture + rsgBindProgramStore(gProgStoreBlendNone); + rsgBindProgramFragment(gProgFragmentTexture); + rsMatrixLoadTranslate(&matrix, 0.0f, 0.0f, -10.0f); + rsMatrixRotate(&matrix, -80, 1.0f, 0.0f, 0.0f); + rsgProgramVertexLoadModelMatrix(&matrix); + + rsgBindProgramRaster(gCullNone); + + rsgBindTexture(gProgFragmentTexture, 0, gTexChecker); + + if (gAnisoTime >= 5.0f) { + gAnisoTime = 0.0f; + anisoMode ++; + anisoMode = anisoMode % 3; + } + + if (anisoMode == 0) { + rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso8); + } else if (anisoMode == 1) { + rsgBindSampler(gProgFragmentTexture, 0, gMipLinearAniso15); + } else { + rsgBindSampler(gProgFragmentTexture, 0, gMipLinearWrap); + } + + float startX = -15; + float startY = -15; + float width = 30; + float height = 30; + rsgDrawQuadTexCoords(startX, startY, 0, 0, 0, + startX, startY + height, 0, 0, 10, + startX + width, startY + height, 0, 10, 10, + startX + width, startY, 0, 10, 0); + + rsgBindProgramRaster(gCullBack); + + rsgFontColor(1.0f, 1.0f, 1.0f, 1.0f); + rsgBindFont(gFontMono); + if (anisoMode == 0) { + rsgDrawText("Anisotropic filtering 8", 10, 40); + } else if (anisoMode == 1) { + rsgDrawText("Anisotropic filtering 15", 10, 40); + } else { + rsgDrawText("Miplinear filtering", 10, 40); + } +} + +int root(void) { + + gDt = rsGetDt(); + + rsgClearColor(0.2f, 0.2f, 0.2f, 0.0f); + rsgClearDepth(1.0f); + + switch (gDisplayMode) { + case 0: + displayFontSamples(); + break; + case 1: + displayShaderSamples(); + break; + case 2: + displayBlendingSamples(); + break; + case 3: + displayMeshSamples(); + break; + case 4: + displayTextureSamplers(); + break; + case 5: + displayCullingSamples(); + break; + case 6: + displayCustomShaderSamples(); + break; + case 7: + displayMultitextureSample(); + break; + case 8: + displayAnisoSample(); + break; + case 9: + displayCustomShaderSamples2(); + break; + case 10: + displayCubemapShaderSample(); + break; + } + + return 10; +} diff --git a/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/shader_def.rsh b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/shader_def.rsh new file mode 100644 index 0000000..08cf361 --- /dev/null +++ b/tests/RenderScriptTests/MiscSamples/src/com/example/android/rs/miscsamples/shader_def.rsh @@ -0,0 +1,83 @@ +// Copyright (C) 2009 The Android Open Source Project +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. + +#pragma version(1) + +#pragma rs java_package_name(com.example.android.rs.miscsamples) + +typedef struct VertexShaderConstants_s { + rs_matrix4x4 model; + rs_matrix4x4 proj; + float4 light0_Posision; + float light0_Diffuse; + float light0_Specular; + float light0_CosinePower; + + float4 light1_Posision; + float light1_Diffuse; + float light1_Specular; + float light1_CosinePower; +} VertexShaderConstants; + +typedef struct VertexShaderConstants2_s { + rs_matrix4x4 model[2]; + rs_matrix4x4 proj; + float4 light_Posision[2]; + float light_Diffuse[2]; + float light_Specular[2]; + float light_CosinePower[2]; +} VertexShaderConstants2; + +typedef struct VertexShaderConstants3_s { + rs_matrix4x4 model; + rs_matrix4x4 proj; + float time; +} VertexShaderConstants3; + + +typedef struct FragentShaderConstants_s { + float4 light0_DiffuseColor; + float4 light0_SpecularColor; + + float4 light1_DiffuseColor; + float4 light1_SpecularColor; +} FragentShaderConstants; + +typedef struct FragentShaderConstants2_s { + float4 light_DiffuseColor[2]; + float4 light_SpecularColor[2]; +} FragentShaderConstants2; + +typedef struct FragentShaderConstants3_s { + float4 light0_DiffuseColor; + float4 light0_SpecularColor; + float4 light0_Posision; + float light0_Diffuse; + float light0_Specular; + float light0_CosinePower; + + float4 light1_DiffuseColor; + float4 light1_SpecularColor; + float4 light1_Posision; + float light1_Diffuse; + float light1_Specular; + float light1_CosinePower; +} FragentShaderConstants3; + +typedef struct VertexShaderInputs_s { + float4 position; + float3 normal; + float2 texture0; +} VertexShaderInputs; + |