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-rw-r--r--tests/RenderScriptTests/FBOTest/src/com/android/fbotest/fbotest.rs221
1 files changed, 221 insertions, 0 deletions
diff --git a/tests/RenderScriptTests/FBOTest/src/com/android/fbotest/fbotest.rs b/tests/RenderScriptTests/FBOTest/src/com/android/fbotest/fbotest.rs
new file mode 100644
index 0000000..31dd3e9
--- /dev/null
+++ b/tests/RenderScriptTests/FBOTest/src/com/android/fbotest/fbotest.rs
@@ -0,0 +1,221 @@
+// Copyright (C) 2011 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.android.fbotest)
+
+#include "rs_graphics.rsh"
+
+rs_program_vertex gPVBackground;
+rs_program_fragment gPFBackground;
+
+rs_allocation gTGrid;
+
+rs_program_store gPFSBackground;
+
+rs_font gItalic;
+rs_allocation gTextAlloc;
+
+rs_allocation gOffscreen;
+rs_allocation gOffscreenDepth;
+
+typedef struct MeshInfo {
+ rs_mesh mMesh;
+ int mNumIndexSets;
+ float3 bBoxMin;
+ float3 bBoxMax;
+} MeshInfo_t;
+
+MeshInfo_t *gMeshes;
+
+static float3 gLookAt;
+
+static float gRotateX;
+static float gRotateY;
+static float gZoom;
+
+static float gLastX;
+static float gLastY;
+
+void onActionDown(float x, float y) {
+ gLastX = x;
+ gLastY = y;
+}
+
+void onActionScale(float scale) {
+
+ gZoom *= 1.0f / scale;
+ gZoom = max(0.1f, min(gZoom, 500.0f));
+}
+
+void onActionMove(float x, float y) {
+ float dx = gLastX - x;
+ float dy = gLastY - y;
+
+ if (fabs(dy) <= 2.0f) {
+ dy = 0.0f;
+ }
+ if (fabs(dx) <= 2.0f) {
+ dx = 0.0f;
+ }
+
+ gRotateY -= dx;
+ if (gRotateY > 360) {
+ gRotateY -= 360;
+ }
+ if (gRotateY < 0) {
+ gRotateY += 360;
+ }
+
+ gRotateX -= dy;
+ gRotateX = min(gRotateX, 80.0f);
+ gRotateX = max(gRotateX, -80.0f);
+
+ gLastX = x;
+ gLastY = y;
+}
+
+void init() {
+ gRotateX = 0.0f;
+ gRotateY = 0.0f;
+ gZoom = 50.0f;
+ gLookAt = 0.0f;
+}
+
+void updateMeshInfo() {
+ rs_allocation allMeshes = rsGetAllocation(gMeshes);
+ int size = rsAllocationGetDimX(allMeshes);
+ gLookAt = 0.0f;
+ float minX, minY, minZ, maxX, maxY, maxZ;
+ for (int i = 0; i < size; i++) {
+ MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i);
+ rsgMeshComputeBoundingBox(info->mMesh,
+ &minX, &minY, &minZ,
+ &maxX, &maxY, &maxZ);
+ info->bBoxMin = (minX, minY, minZ);
+ info->bBoxMax = (maxX, maxY, maxZ);
+ gLookAt += (info->bBoxMin + info->bBoxMax)*0.5f;
+ }
+ gLookAt = gLookAt / (float)size;
+}
+
+static void renderAllMeshes() {
+ rs_allocation allMeshes = rsGetAllocation(gMeshes);
+ int size = rsAllocationGetDimX(allMeshes);
+ gLookAt = 0.0f;
+ float minX, minY, minZ, maxX, maxY, maxZ;
+ for (int i = 0; i < size; i++) {
+ MeshInfo_t *info = (MeshInfo_t*)rsGetElementAt(allMeshes, i);
+ rsgDrawMesh(info->mMesh);
+ }
+}
+
+static void drawDescription() {
+ uint width = rsgGetWidth();
+ uint height = rsgGetHeight();
+ int left = 0, right = 0, top = 0, bottom = 0;
+
+ rsgBindFont(gItalic);
+
+ rsgMeasureText(gTextAlloc, &left, &right, &top, &bottom);
+ rsgDrawText(gTextAlloc, 2 -left, height - 2 + bottom);
+}
+
+static void renderOffscreen(bool useDepth) {
+
+ rsgBindColorTarget(gOffscreen, 0);
+ if (useDepth) {
+ rsgBindDepthTarget(gOffscreenDepth);
+ rsgClearDepth(1.0f);
+ } else {
+ rsgClearDepthTarget();
+ }
+ rsgClearColor(0.8f, 0.8f, 0.8f, 1.0f);
+
+ rsgBindProgramVertex(gPVBackground);
+ rs_matrix4x4 proj;
+ float aspect = (float)rsAllocationGetDimX(gOffscreen) / (float)rsAllocationGetDimY(gOffscreen);
+ rsMatrixLoadPerspective(&proj, 30.0f, aspect, 1.0f, 100.0f);
+ rsgProgramVertexLoadProjectionMatrix(&proj);
+
+ rsgBindProgramFragment(gPFBackground);
+ rsgBindProgramStore(gPFSBackground);
+ rsgBindTexture(gPFBackground, 0, gTGrid);
+
+ rs_matrix4x4 matrix;
+ rsMatrixLoadIdentity(&matrix);
+ // Position our models on the screen
+ rsMatrixTranslate(&matrix, gLookAt.x, gLookAt.y, gLookAt.z - gZoom);
+ rsMatrixRotate(&matrix, gRotateX, 1.0f, 0.0f, 0.0f);
+ rsMatrixRotate(&matrix, gRotateY, 0.0f, 1.0f, 0.0f);
+ rsgProgramVertexLoadModelMatrix(&matrix);
+
+ renderAllMeshes();
+
+ // Render into the frambuffer
+ rsgClearAllRenderTargets();
+}
+
+static void drawOffscreenResult(int posX, int posY) {
+ // display the result
+ rs_matrix4x4 proj, matrix;
+ rsMatrixLoadOrtho(&proj, 0, rsgGetWidth(), rsgGetHeight(), 0, -500, 500);
+ rsgProgramVertexLoadProjectionMatrix(&proj);
+ rsMatrixLoadIdentity(&matrix);
+ rsgProgramVertexLoadModelMatrix(&matrix);
+ rsgBindTexture(gPFBackground, 0, gOffscreen);
+ float startX = posX, startY = posY;
+ float width = 256, height = 256;
+ rsgDrawQuadTexCoords(startX, startY, 0, 0, 1,
+ startX, startY + height, 0, 0, 0,
+ startX + width, startY + height, 0, 1, 0,
+ startX + width, startY, 0, 1, 1);
+}
+
+int root(int launchID) {
+
+ rsgClearColor(1.0f, 1.0f, 1.0f, 1.0f);
+ rsgClearDepth(1.0f);
+
+ renderOffscreen(true);
+ drawOffscreenResult(0, 0);
+
+ renderOffscreen(false);
+ drawOffscreenResult(0, 256);
+
+ rsgBindProgramVertex(gPVBackground);
+ rs_matrix4x4 proj;
+ float aspect = (float)rsgGetWidth() / (float)rsgGetHeight();
+ rsMatrixLoadPerspective(&proj, 30.0f, aspect, 1.0f, 100.0f);
+ rsgProgramVertexLoadProjectionMatrix(&proj);
+
+ rsgBindProgramFragment(gPFBackground);
+ rsgBindProgramStore(gPFSBackground);
+ rsgBindTexture(gPFBackground, 0, gTGrid);
+
+ rs_matrix4x4 matrix;
+ rsMatrixLoadIdentity(&matrix);
+ // Position our models on the screen
+ rsMatrixTranslate(&matrix, gLookAt.x, gLookAt.y, gLookAt.z - gZoom);
+ rsMatrixRotate(&matrix, gRotateX, 1.0f, 0.0f, 0.0f);
+ rsMatrixRotate(&matrix, gRotateY, 0.0f, 1.0f, 0.0f);
+ rsgProgramVertexLoadModelMatrix(&matrix);
+
+ renderAllMeshes();
+
+ drawDescription();
+
+ return 0;
+}