/Research/Example projects/Android OGL/ModelRenderer/src/edu/union/android/ModelView.java
https://bitbucket.org/DeveloperUX/behaviortree · Java · 231 lines · 179 code · 45 blank · 7 comment · 17 complexity · 20b410554c6795a9aee4a24e7d1cf2d7 MD5 · raw file
- package edu.union.android;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.IntBuffer;
- import java.nio.ShortBuffer;
- import javax.microedition.khronos.opengles.GL10;
- import javax.microedition.khronos.opengles.GL11;
- import android.content.Context;
- import android.graphics.Bitmap;
- import android.graphics.BitmapFactory;
- import android.graphics.Canvas;
- import android.graphics.OpenGLContext;
- import android.opengl.GLU;
- import android.view.KeyEvent;
- import android.view.View;
- import edu.union.graphics.Model;
- import edu.union.graphics.Mesh;
- import edu.union.graphics.FixedPointUtils;
- public class ModelView extends View {
- private Model m;
- private OpenGLContext context;
- ViewAnimator animator;
- int tex;
- int verts;
- float lightAmbient[] = new float[] { 0.2f, 0.3f, 0.6f, 1.0f };
- float lightDiffuse[] = new float[] { 1f, 1f, 1f, 1.0f };
- float matAmbient[] = new float[] { 1f, 1f, 1f, 1.0f };
- float matDiffuse[] = new float[] { 1f, 1f, 1f, 1.0f };
- float[] pos = new float[] {0,20,20,1};
- int frame_ix = 0;
- private IntBuffer[] vertices;
- private IntBuffer normals;
- private IntBuffer texCoords;
- private ShortBuffer indices;
- protected static int loadTexture(GL10 gl, Bitmap bmp) {
- ByteBuffer bb = ByteBuffer.allocateDirect(bmp.height()*bmp.width()*4);
- bb.order(ByteOrder.nativeOrder());
- IntBuffer ib = bb.asIntBuffer();
- for (int y=0;y<bmp.height();y++)
- for (int x=0;x<bmp.width();x++) {
- ib.put(bmp.getPixel(x,y));
- }
- ib.position(0);
- bb.position(0);
- int[] tmp_tex = new int[1];
- gl.glGenTextures(1, tmp_tex, 0);
- int tx = tmp_tex[0];
- gl.glBindTexture(GL10.GL_TEXTURE_2D, tx);
- gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, bmp.width(), bmp.height(), 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, bb);
- gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
- gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
- return tx;
- }
- public ModelView(edu.union.graphics.Model m, Context c) {
- super(c);
- setFocusable(true);
- this.m = m;
- context = new OpenGLContext(OpenGLContext.DEPTH_BUFFER);
- GL10 gl = (GL10)context.getGL();
- gl.glShadeModel(GL10.GL_SMOOTH);
- gl.glClearColor(1,1,1,1);
- gl.glClearDepthf(1.0f);
- gl.glEnable(GL10.GL_DEPTH_TEST);
- gl.glDepthFunc(GL10.GL_LEQUAL);
- gl.glEnable(GL10.GL_LIGHTING);
- gl.glEnable(GL10.GL_LIGHT0);
- gl.glEnable(GL10.GL_NORMALIZE);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0);
- gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, pos, 0);
- gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0);
- gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0);
- // Pretty perspective
- gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
- gl.glEnable(GL10.GL_CULL_FACE);
- // Turn on these for textures.
- ByteBuffer bb;
- vertices = new IntBuffer[m.getFrameCount()];
- for (int i=0;i<m.getFrameCount();i++) {
- Mesh ms = m.getFrame(i).getMesh();
- verts = ms.getFaceCount()*3;
- //bb = ByteBuffer.allocateDirect(msh.getVertexCount()*3*4);
- bb = ByteBuffer.allocateDirect(verts*3*4);
- bb.order(ByteOrder.nativeOrder());
- vertices[i] = bb.asIntBuffer();
- for (int f=0;f<ms.getFaceCount();f++) {
- int[] face = ms.getFace(f);
- for (int j=0;j<3;j++) {
- float[] v = ms.getVertexf(face[j]);
- for (int k=0;k<3;k++) {
- vertices[i].put(FixedPointUtils.toFixed(v[k]));
- }
- }
- }
- vertices[i].position(0);
- }
- Mesh msh = m.getFrame(0).getMesh();
- if (msh.getTextureFile() != null) {
- gl.glEnable(GL10.GL_TEXTURE_2D);
- tex = loadTexture(gl, BitmapFactory.decodeResource(c.getResources(),R.drawable.skin));
- }
- //bb = ByteBuffer.allocateDirect(msh.getVertexCount()*3*4);
- bb = ByteBuffer.allocateDirect(verts*3*4);
- bb.order(ByteOrder.nativeOrder());
- normals = bb.asIntBuffer();
- bb = ByteBuffer.allocateDirect(verts*2*4);
- bb.order(ByteOrder.nativeOrder());
- texCoords = bb.asIntBuffer();
- bb = ByteBuffer.allocateDirect(verts*2);
- bb.order(ByteOrder.nativeOrder());
- indices = bb.asShortBuffer();
- short ct = 0;
- for (int i=0;i<msh.getFaceCount();i++) {
- int[] face_n = msh.getFaceNormals(i);
- int[] face_tx = msh.getFaceTextures(i);
- for (int j=0;j<3;j++) {
- float[] n = msh.getNormalf(face_n[j]);
- for (int k=0;k<3;k++) {
- normals.put(FixedPointUtils.toFixed(n[k]));
- }
- float[] tx = msh.getTextureCoordinatef(face_tx[j]);
- texCoords.put(FixedPointUtils.toFixed(tx[0]));
- texCoords.put(FixedPointUtils.toFixed(tx[1]));
- indices.put(ct++);
- }
- }
- normals.position(0);
- texCoords.position(0);
- indices.position(0);
- animator = new ViewAnimator(this, 5);
- }
- @Override
- protected void onAttachedToWindow() {
- animator.start();
- super.onAttachedToWindow();
- }
- @Override
- protected void onDetachedFromWindow() {
- animator.stop();
- super.onDetachedFromWindow();
- }
- @Override
- protected void onDraw(Canvas canvas) {
- GL11 gl = (GL11)context.getGL();
- int w = getWidth();
- int h = getHeight();
- context.waitNative(canvas, this);
- gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
- gl.glMatrixMode(GL10.GL_PROJECTION);
- gl.glLoadIdentity();
- gl.glViewport(0,0,w,h);
- GLU.gluPerspective(gl, 45.0f, ((float)w)/h, 1f, 100f);
- gl.glMatrixMode(GL10.GL_MODELVIEW);
- gl.glLoadIdentity();
- GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 1, 0);
- gl.glTranslatef(0,0,-10);
- gl.glRotatef(30.0f, 1, 0, 0);
- //gl.glRotatef(40.0f, 0, 1, 0);
- gl.glVertexPointer(3,GL10.GL_FIXED, 0, vertices[frame_ix]);
- gl.glNormalPointer(GL10.GL_FIXED,0, normals);
- gl.glTexCoordPointer(2,GL10.GL_FIXED,0,texCoords);
- gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
- gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
- gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
- //gl.glColor4f(1,0,0,1);
- gl.glBindTexture(GL10.GL_TEXTURE_2D, tex);
- //gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
- gl.glDrawElements(GL10.GL_TRIANGLES, verts, GL10.GL_UNSIGNED_SHORT, indices);
- frame_ix = (frame_ix+1)%m.getFrameCount();
- context.waitGL();
- }
- @Override
- public boolean onKeyDown(int keyCode, KeyEvent event) {
- if (event.getKeyCode() == KeyEvent.KEYCODE_DPAD_LEFT) {
- frame_ix--;
- if (frame_ix < 0)
- frame_ix = m.getFrameCount()-1;
- invalidate();
- }
- else if (event.getKeyCode() == KeyEvent.KEYCODE_DPAD_RIGHT) {
- frame_ix = (frame_ix+1)%m.getFrameCount();
- invalidate();
- }
- return super.onKeyUp(keyCode, event);
- }
- }