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/*
* Copyright (C) 2011-2012 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 TestAppRS {
private static String modelName = "orientation_test.dae";
private static String TAG = "TestAppRS";
private static String mFilePath = "";
int mWidth;
int mHeight;
boolean mUseBlur;
TestAppLoadingScreen mLoadingScreen;
// Used to asynchronously load scene elements like meshes and transform hierarchies
SceneLoadedCallback mLoadedCallback = new SceneLoadedCallback() {
public void run() {
prepareToRender(mLoadedScene);
}
};
// Top level class that initializes all the elements needed to use the scene graph
SceneManager mSceneManager;
// Used to move the camera around in the 3D world
TouchHandler mTouchHandler;
private Resources mRes;
private RenderScriptGL mRS;
// Shaders
private FragmentShader mPaintF;
private FragmentShader mLightsF;
private FragmentShader mAluminumF;
private FragmentShader mPlasticF;
private FragmentShader mDiffuseF;
private FragmentShader mTextureF;
private VertexShader mGenericV;
Scene mActiveScene;
// This is a part of the test app, it's used to tests multiple render passes and is toggled
// on and off in the menu, off by default
void toggleBlur() {
mUseBlur = !mUseBlur;
mActiveScene.clearRenderPasses();
initRenderPasses();
mActiveScene.initRenderPassRS(mRS, mSceneManager);
// This is just a hardcoded object in the scene that gets turned on and off for the demo
// to make things look a bit better. This could be deleted in the cleanup
Renderable plane = (Renderable)mActiveScene.getRenderableByName("pPlaneShape1");
if (plane != null) {
plane.setVisible(!mUseBlur);
}
}
public void init(RenderScriptGL rs, Resources res, int width, int height) {
mUseBlur = false;
mRS = rs;
mRes = res;
mWidth = width;
mHeight = height;
mTouchHandler = new TouchHandler();
mSceneManager = SceneManager.getInstance();
// Initializes all the RS specific scenegraph elements
mSceneManager.initRS(mRS, mRes, mWidth, mHeight);
mLoadingScreen = new TestAppLoadingScreen(mRS, mRes);
// Initi renderscript stuff specific to the app. This will need to be abstracted out later.
FullscreenBlur.createRenderTargets(mRS, mWidth, mHeight);
initPaintShaders();
// Load a scene to render
mSceneManager.loadModel(mFilePath + modelName, mLoadedCallback);
}
// When a new model file is selected from the UI, this function gets called to init everything
void loadModel(String path) {
mLoadingScreen.showLoadingScreen(true);
mActiveScene.destroyRS();
mSceneManager.loadModel(path, mLoadedCallback);
}
public void onActionDown(float x, float y) {
mTouchHandler.onActionDown(x, y);
}
public void onActionScale(float scale) {
mTouchHandler.onActionScale(scale);
}
public void onActionMove(float x, float y) {
mTouchHandler.onActionMove(x, y);
}
FragmentShader createFromResource(int id, boolean addCubemap, Type constType) {
FragmentShader.Builder fb = new FragmentShader.Builder(mRS);
fb.setShaderConst(constType);
fb.setShader(mRes, id);
fb.addTexture(TextureType.TEXTURE_2D, "diffuse");
if (addCubemap) {
fb.addShaderTexture(TextureType.TEXTURE_CUBE, "reflection");
}
FragmentShader pf = fb.create();
pf.getProgram().bindSampler(Sampler.WRAP_LINEAR_MIP_LINEAR(mRS), 0);
if (addCubemap) {
pf.getProgram().bindSampler(Sampler.CLAMP_LINEAR_MIP_LINEAR(mRS), 1);
}
return pf;
}
private void initPaintShaders() {
ScriptField_ModelParams objConst = new ScriptField_ModelParams(mRS, 1);
ScriptField_ViewProjParams shaderConst = new ScriptField_ViewProjParams(mRS, 1);
VertexShader.Builder vb = new VertexShader.Builder(mRS);
vb.addInput(ScriptField_VertexShaderInputs.createElement(mRS));
vb.setShader(mRes, R.raw.shader2v);
vb.setObjectConst(objConst.getAllocation().getType());
vb.setShaderConst(shaderConst.getAllocation().getType());
mGenericV = vb.create();
ScriptField_CameraParams fsConst = new ScriptField_CameraParams(mRS, 1);
ScriptField_LightParams fsConst2 = new ScriptField_LightParams(mRS, 1);
mPaintF = createFromResource(R.raw.paintf, true, fsConst.getAllocation().getType());
// Assign a reflection map
TextureCube envCube = new TextureCube("sdcard/scenegraph/", "cube_env.png");
mPaintF.appendSourceParams(new TextureParam("reflection", envCube));
mAluminumF = createFromResource(R.raw.metal, true, fsConst.getAllocation().getType());
TextureCube diffCube = new TextureCube("sdcard/scenegraph/", "cube_spec.png");
mAluminumF.appendSourceParams(new TextureParam("reflection", diffCube));
mPlasticF = createFromResource(R.raw.plastic, false, fsConst.getAllocation().getType());
mDiffuseF = createFromResource(R.raw.diffuse, false, fsConst.getAllocation().getType());
mTextureF = createFromResource(R.raw.texture, false, fsConst.getAllocation().getType());
FragmentShader.Builder fb = new FragmentShader.Builder(mRS);
fb.setObjectConst(fsConst2.getAllocation().getType());
fb.setShader(mRes, R.raw.plastic_lights);
mLightsF = fb.create();
FullscreenBlur.initShaders(mRes, mRS);
}
void initRenderPasses() {
ArrayList<RenderableBase> allDraw = mActiveScene.getRenderables();
int numDraw = allDraw.size();
if (mUseBlur) {
FullscreenBlur.addBlurPasses(mActiveScene, mRS, mTouchHandler.getCamera());
}
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(mTouchHandler.getCamera());
for (int i = 0; i < numDraw; i ++) {
mainPass.appendRenderable((Renderable)allDraw.get(i));
}
mActiveScene.appendRenderPass(mainPass);
if (mUseBlur) {
FullscreenBlur.addCompositePass(mActiveScene, mRS, mTouchHandler.getCamera());
}
}
private void addShadersToScene() {
mActiveScene.appendShader(mPaintF);
mActiveScene.appendShader(mLightsF);
mActiveScene.appendShader(mAluminumF);
mActiveScene.appendShader(mPlasticF);
mActiveScene.appendShader(mDiffuseF);
mActiveScene.appendShader(mTextureF);
mActiveScene.appendShader(mGenericV);
}
public void prepareToRender(Scene s) {
mSceneManager.setActiveScene(s);
mActiveScene = s;
mTouchHandler.init(mActiveScene);
addShadersToScene();
RenderState plastic = new RenderState(mGenericV, mPlasticF, null, null);
RenderState diffuse = new RenderState(mGenericV, mDiffuseF, null, null);
RenderState paint = new RenderState(mGenericV, mPaintF, null, null);
RenderState aluminum = new RenderState(mGenericV, mAluminumF, null, null);
RenderState lights = new RenderState(mGenericV, mLightsF, null, null);
RenderState glassTransp = new RenderState(mGenericV, mPaintF,
ProgramStore.BLEND_ALPHA_DEPTH_TEST(mRS), null);
initRenderPasses();
mActiveScene.assignRenderState(plastic);
mActiveScene.assignRenderStateToMaterial(diffuse, "lambert2$");
mActiveScene.assignRenderStateToMaterial(paint, "^Paint");
mActiveScene.assignRenderStateToMaterial(paint, "^Carbon");
mActiveScene.assignRenderStateToMaterial(paint, "^Glass");
mActiveScene.assignRenderStateToMaterial(paint, "^MainGlass");
mActiveScene.assignRenderStateToMaterial(aluminum, "^Metal");
mActiveScene.assignRenderStateToMaterial(aluminum, "^Brake");
mActiveScene.assignRenderStateToMaterial(glassTransp, "^GlassLight");
mActiveScene.assignRenderStateToMaterial(lights, "^LightBlinn");
Renderable plane = (Renderable)mActiveScene.getRenderableByName("pPlaneShape1");
if (plane != null) {
RenderState texState = new RenderState(mGenericV, mTextureF, null, null);
plane.setRenderState(texState);
plane.setVisible(!mUseBlur);
}
long start = System.currentTimeMillis();
mActiveScene.initRS();
long end = System.currentTimeMillis();
Log.v("TIMER", "Scene init time: " + (end - start));
mLoadingScreen.showLoadingScreen(false);
}
}
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