From 3c8eed3bdc000df08ccf5628ef43f52c478465ec Mon Sep 17 00:00:00 2001 From: Alex Sakhartchouk Date: Thu, 23 Feb 2012 10:12:45 -0800 Subject: Adding a few more howto elements to scenegraph example. Change-Id: I29f025ce6ecf3a8090a8365991de40af72b4e78f --- .../SceneGraph/res/raw/unit_obj.a3d | Bin 0 -> 29068 bytes .../src/com/android/testapp/SimpleAppRS.java | 96 ++++++++++++++++++--- 2 files changed, 86 insertions(+), 10 deletions(-) create mode 100644 tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3d (limited to 'tests') 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 Binary files /dev/null and b/tests/RenderScriptTests/SceneGraph/res/raw/unit_obj.a3d 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); -- cgit v1.1