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/*
* Copyright (C) 2012 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.android.testapp;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
import java.util.Vector;
import com.android.scenegraph.*;
import com.android.scenegraph.SceneManager.SceneLoadedCallback;
import android.content.res.Resources;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.os.AsyncTask;
import android.renderscript.*;
import android.renderscript.Program.TextureType;
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;
ArrayList<Renderable> geometry = new ArrayList<Renderable>();
Scene mScene;
RenderScriptGL mRS;
Resources mRes;
public void init(RenderScriptGL rs, Resources res, int width, int height) {
mRS = rs;
mRes = res;
mSceneManager = SceneManager.getInstance();
mSceneManager.initRS(mRS, mRes, width, height);
mScene = new Scene();
setupGeometry();
setupCamera();
setupRenderPass();
setupShaders();
mSceneManager.setActiveScene(mScene);
mScene.initRS();
mRS.bindRootScript(mSceneManager.getRenderLoop());
}
private void setupShaders() {
// Built-in shader that provides position, texcoord and normal
VertexShader genericV = SceneManager.getDefaultVS();
// Built-in shader that displays a color
FragmentShader colorF = SceneManager.getColorFS();
mScene.assignRenderState(new RenderState(genericV, colorF, null, null));
}
private void setupGeometry() {
Mesh.TriangleMeshBuilder tmb = new Mesh.TriangleMeshBuilder(mRS,
3, Mesh.TriangleMeshBuilder.TEXTURE_0);
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);
tmb.setTexture(1.0f, 1.0f).addVertex(1.0f, 1.0f, 0.0f);
tmb.addTriangle(0, 1, 2);
tmb.addTriangle(2, 3, 0);
Mesh mesh = tmb.create(true);
Renderable quad = new Renderable();
quad.setMesh(mesh);
quad.setTransform(new CompoundTransform());
quad.appendSourceParams(new Float4Param("color", 0.2f, 0.3f, 0.4f));
mScene.appendRenderable(quad);
geometry.add(quad);
}
private void setupCamera() {
Camera camera = new Camera();
camera.setFar(200);
camera.setNear(0.1f);
camera.setFOV(60);
CompoundTransform cameraTransform = new CompoundTransform();
cameraTransform.addTranslate("camera", new Float3(0, 0, 10));
mScene.appendTransform(cameraTransform);
camera.setTransform(cameraTransform);
mScene.appendCamera(camera);
}
private void setupRenderPass() {
RenderPass mainPass = new RenderPass();
mainPass.setClearColor(new Float4(1.0f, 1.0f, 1.0f, 1.0f));
mainPass.setShouldClearColor(true);
mainPass.setClearDepth(1.0f);
mainPass.setShouldClearDepth(true);
mainPass.setCamera(mScene.getCameras().get(0));
for (Renderable renderable : geometry) {
mainPass.appendRenderable(renderable);
}
mScene.appendRenderPass(mainPass);
}
}
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