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authorAlex Sakhartchouk <alexst@google.com>2012-02-23 16:57:00 -0800
committerAndroid (Google) Code Review <android-gerrit@google.com>2012-02-23 16:57:00 -0800
commit5d3bc7d3e4d0d43428a81e9807f49a35e69ae018 (patch)
treec0ca5fff6864afa98eb97708956603eaed477571 /tests
parent583e885bef9891f582d19b06d575fc0cd96620a0 (diff)
parent3c8eed3bdc000df08ccf5628ef43f52c478465ec (diff)
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Merge "Adding a few more howto elements to scenegraph example."
Diffstat (limited to 'tests')
-rw-r--r--tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3dbin0 -> 29068 bytes
-rw-r--r--tests/RenderScriptTests/SceneGraph/src/com/android/testapp/SimpleAppRS.java96
2 files changed, 86 insertions, 10 deletions
diff --git a/tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3d b/tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3d
new file mode 100644
index 0000000..56eff04
--- /dev/null
+++ b/tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3d
Binary files differ
diff --git a/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/SimpleAppRS.java b/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/SimpleAppRS.java
index 621bfa3..fff6f34 100644
--- a/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/SimpleAppRS.java
+++ b/tests/RenderScriptTests/SceneGraph/src/com/android/testapp/SimpleAppRS.java
@@ -34,9 +34,6 @@ import android.util.Log;
// This is where the scenegraph and the rendered objects are initialized and used
public class SimpleAppRS {
-
- private static String TAG = "SimpleAppRS";
-
SceneManager mSceneManager;
RenderScriptGL mRS;
@@ -44,6 +41,8 @@ public class SimpleAppRS {
Scene mScene;
Mesh mSimpleMesh;
+ Mesh mSphereMesh;
+ Mesh mCubeMesh;
public void init(RenderScriptGL rs, Resources res, int width, int height) {
mRS = rs;
@@ -54,7 +53,9 @@ public class SimpleAppRS {
mScene = new Scene();
setupGeometry();
- setupRenderables();
+ setupColoredQuad();
+ setupTexturedQuad();
+ setupShadedGeometry();
setupCamera();
setupRenderPass();
@@ -68,6 +69,7 @@ public class SimpleAppRS {
Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS, 3,
Mesh.TriangleMeshBuilder.TEXTURE_0);
+ // Create four vertices with texture coordinates
tmb.setTexture(0.0f, 1.0f).addVertex(-1.0f, 1.0f, 0.0f);
tmb.setTexture(0.0f, 0.0f).addVertex(-1.0f, -1.0f, 0.0f);
tmb.setTexture(1.0f, 0.0f).addVertex(1.0f, -1.0f, 0.0f);
@@ -76,36 +78,110 @@ public class SimpleAppRS {
tmb.addTriangle(0, 1, 2);
tmb.addTriangle(2, 3, 0);
mSimpleMesh = tmb.create(true);
+
+ // Load a file that constains two pieces of geometry, a sphere and a cube
+ FileA3D model = FileA3D.createFromResource(mRS, mRes, R.raw.unit_obj);
+ for (int i = 0; i < model.getIndexEntryCount(); i ++) {
+ FileA3D.IndexEntry entry = model.getIndexEntry(i);
+ if (entry != null && entry.getName().equals("CubeMesh")) {
+ mCubeMesh = entry.getMesh();
+ } else if (entry != null && entry.getName().equals("SphereMesh")) {
+ mSphereMesh = entry.getMesh();
+ }
+ }
}
- private void setupRenderables() {
+ private void setupColoredQuad() {
// Built-in shader that provides position, texcoord and normal
VertexShader genericV = SceneManager.getDefaultVS();
// Built-in shader that displays a color
FragmentShader colorF = SceneManager.getColorFS();
- // Built-in shader that displays a texture
- FragmentShader textureF = SceneManager.getTextureFS();
RenderState colorRS = new RenderState(genericV, colorF, null, null);
- ProgramStore alphaBlend = ProgramStore.BLEND_ALPHA_DEPTH_TEST(mRS);
- RenderState texRS = new RenderState(genericV, textureF, alphaBlend, null);
// Draw a simple colored quad
Renderable quad = mScene.appendNewRenderable();
quad.setMesh(mSimpleMesh);
+ // Our shader has a constant input called "color"
+ // This tells the scenegraph to assign the following float3 to that input
quad.appendSourceParams(new Float4Param("color", 0.2f, 0.3f, 0.4f));
quad.setRenderState(colorRS);
+ }
+
+ private void setupTexturedQuad() {
+ // Built-in shader that provides position, texcoord and normal
+ VertexShader genericV = SceneManager.getDefaultVS();
+ // Built-in shader that displays a texture
+ FragmentShader textureF = SceneManager.getTextureFS();
+ // We want to use transparency based on the alpha channel of the texture
+ ProgramStore alphaBlend = ProgramStore.BLEND_ALPHA_DEPTH_TEST(mRS);
+ RenderState texRS = new RenderState(genericV, textureF, alphaBlend, null);
// Draw a textured quad
- quad = mScene.appendNewRenderable();
+ Renderable quad = mScene.appendNewRenderable();
quad.setMesh(mSimpleMesh);
// Make a transform to position the quad
CompoundTransform t = mScene.appendNewCompoundTransform();
t.addTranslate("position", new Float3(2, 2, 0));
quad.setTransform(t);
+ // Our fragment shader has a constant texture input called "color"
+ // This will assign an icon from drawables to that input
quad.appendSourceParams(new TextureParam("color", new Texture2D(R.drawable.icon)));
quad.setRenderState(texRS);
}
+ private FragmentShader createLambertShader() {
+ // Describe what constant inputs our shader wants
+ Element.Builder b = new Element.Builder(mRS);
+ b.add(Element.F32_4(mRS), "cameraPos");
+
+ // Create a shader from a text file in resources
+ FragmentShader.Builder fb = new FragmentShader.Builder(mRS);
+ // Tell the shader what constants we want
+ fb.setShaderConst(new Type.Builder(mRS, b.create()).setX(1).create());
+ // Shader code location
+ fb.setShader(mRes, R.raw.diffuse);
+ // We want a texture called diffuse on our shader
+ fb.addTexture(TextureType.TEXTURE_2D, "diffuse");
+ FragmentShader shader = fb.create();
+ mScene.appendShader(shader);
+ return shader;
+ }
+
+ private void setupShadedGeometry() {
+ // Built-in shader that provides position, texcoord and normal
+ VertexShader genericV = SceneManager.getDefaultVS();
+ // Custom shader
+ FragmentShader diffuseF = createLambertShader();
+ RenderState diffuseRS = new RenderState(genericV, diffuseF, null, null);
+
+ // Draw a sphere
+ Renderable sphere = mScene.appendNewRenderable();
+ // Use the sphere geometry loaded earlier
+ sphere.setMesh(mSphereMesh);
+ // Make a transform to position the sphere
+ CompoundTransform t = mScene.appendNewCompoundTransform();
+ t.addTranslate("position", new Float3(-1, 2, 3));
+ t.addScale("scale", new Float3(1.4f, 1.4f, 1.4f));
+ sphere.setTransform(t);
+ // Tell the renderable which texture to use when we draw
+ // This will mean a texture param in the shader called "diffuse"
+ // will be assigned a texture called red.jpg
+ sphere.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "red.jpg")));
+ sphere.setRenderState(diffuseRS);
+
+ // Draw a cube
+ Renderable cube = mScene.appendNewRenderable();
+ cube.setMesh(mCubeMesh);
+ t = mScene.appendNewCompoundTransform();
+ t.addTranslate("position", new Float3(-2, -2.1f, 0));
+ t.addRotate("rotateX", new Float3(1, 0, 0), 30);
+ t.addRotate("rotateY", new Float3(0, 1, 0), 30);
+ t.addScale("scale", new Float3(2, 2, 2));
+ cube.setTransform(t);
+ cube.appendSourceParams(new TextureParam("diffuse", new Texture2D("", "orange.jpg")));
+ cube.setRenderState(diffuseRS);
+ }
+
private void setupCamera() {
Camera camera = mScene.appendNewCamera();
camera.setFar(200);