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📄 spritetextrenderer.java

📁 android 例子中的确良ApiDemos。很有代表意义
💻 JAVA
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/* * Copyright (C) 2008 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.example.android.apis.graphics.spritetext;import android.content.Context;import android.graphics.Bitmap;import android.graphics.BitmapFactory;import android.graphics.Paint;import android.opengl.GLU;import android.opengl.GLUtils;import android.os.SystemClock;import com.example.android.apis.R;import com.example.android.apis.graphics.GLSurfaceView;import java.io.IOException;import java.io.InputStream;import java.nio.ByteBuffer;import java.nio.ByteOrder;import java.nio.FloatBuffer;import java.nio.ShortBuffer;import javax.microedition.khronos.egl.EGL10;import javax.microedition.khronos.opengles.GL10;public class SpriteTextRenderer implements GLSurfaceView.Renderer{    public SpriteTextRenderer(Context context) {        mContext = context;        mTriangle = new Triangle();        mProjector = new Projector();        mLabelPaint = new Paint();        mLabelPaint.setTextSize(32);        mLabelPaint.setAntiAlias(true);        mLabelPaint.setARGB(0xff, 0x00, 0x00, 0x00);    }    public int[] getConfigSpec() {        // We don't need a depth buffer, and don't care about our        // color depth.        int[] configSpec = {                EGL10.EGL_DEPTH_SIZE, 0,                EGL10.EGL_NONE        };        return configSpec;    }    public void surfaceCreated(GL10 gl) {        /*         * By default, OpenGL enables features that improve quality         * but reduce performance. One might want to tweak that         * especially on software renderer.         */        gl.glDisable(GL10.GL_DITHER);        /*         * Some one-time OpenGL initialization can be made here         * probably based on features of this particular context         */        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,                GL10.GL_FASTEST);        gl.glClearColor(.5f, .5f, .5f, 1);        gl.glShadeModel(GL10.GL_SMOOTH);        gl.glEnable(GL10.GL_DEPTH_TEST);        gl.glEnable(GL10.GL_TEXTURE_2D);        /*         * Create our texture. This has to be done each time the         * surface is created.         */        int[] textures = new int[1];        gl.glGenTextures(1, textures, 0);        mTextureID = textures[0];        gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,                GL10.GL_NEAREST);        gl.glTexParameterf(GL10.GL_TEXTURE_2D,                GL10.GL_TEXTURE_MAG_FILTER,                GL10.GL_LINEAR);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,                GL10.GL_CLAMP_TO_EDGE);        gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,                GL10.GL_CLAMP_TO_EDGE);        gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,                GL10.GL_REPLACE);        InputStream is = mContext.getResources()                .openRawResource(R.drawable.robot);        Bitmap bitmap;        try {            bitmap = BitmapFactory.decodeStream(is);        } finally {            try {                is.close();            } catch(IOException e) {                // Ignore.            }        }        GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);        bitmap.recycle();        if (mLabels != null) {            mLabels.shutdown(gl);        } else {            mLabels = new LabelMaker(true, 256, 64);        }        mLabels.initialize(gl);        mLabels.beginAdding(gl);        mLabelA = mLabels.add(gl, "A", mLabelPaint);        mLabelB = mLabels.add(gl, "B", mLabelPaint);        mLabelC = mLabels.add(gl, "C", mLabelPaint);        mLabelMsPF = mLabels.add(gl, "ms/f", mLabelPaint);        mLabels.endAdding(gl);        if (mNumericSprite != null) {            mNumericSprite.shutdown(gl);        } else {            mNumericSprite = new NumericSprite();        }        mNumericSprite.initialize(gl, mLabelPaint);    }    public void drawFrame(GL10 gl) {        /*         * By default, OpenGL enables features that improve quality         * but reduce performance. One might want to tweak that         * especially on software renderer.         */        gl.glDisable(GL10.GL_DITHER);        gl.glTexEnvx(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,                GL10.GL_MODULATE);        /*         * Usually, the first thing one might want to do is to clear         * the screen. The most efficient way of doing this is to use         * glClear().         */        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);        /*         * Now we're ready to draw some 3D objects         */        gl.glMatrixMode(GL10.GL_MODELVIEW);        gl.glLoadIdentity();        GLU.gluLookAt(gl, 0.0f, 0.0f, -2.5f,                0.0f, 0.0f, 0.0f,                0.0f, 1.0f, 0.0f);        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);        gl.glActiveTexture(GL10.GL_TEXTURE0);        gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureID);        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,                GL10.GL_REPEAT);        gl.glTexParameterx(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,                GL10.GL_REPEAT);        long time = SystemClock.uptimeMillis() % 4000L;        float angle = 0.090f * ((int) time);        gl.glRotatef(angle, 0, 0, 1.0f);        gl.glScalef(2.0f, 2.0f, 2.0f);        mTriangle.draw(gl);        mProjector.getCurrentModelView(gl);        mLabels.beginDrawing(gl, mWidth, mHeight);        drawLabel(gl, 0, mLabelA);        drawLabel(gl, 1, mLabelB);        drawLabel(gl, 2, mLabelC);        float msPFX = mWidth - mLabels.getWidth(mLabelMsPF) - 1;        mLabels.draw(gl, msPFX, 0, mLabelMsPF);        mLabels.endDrawing(gl);        drawMsPF(gl, msPFX);    }    private void drawMsPF(GL10 gl, float rightMargin) {        long time = SystemClock.uptimeMillis();        if (mStartTime == 0) {            mStartTime = time;        }        if (mFrames++ == SAMPLE_PERIOD_FRAMES) {            mFrames = 0;            long delta = time - mStartTime;            mStartTime = time;            mMsPerFrame = (int) (delta * SAMPLE_FACTOR);        }        if (mMsPerFrame > 0) {            mNumericSprite.setValue(mMsPerFrame);            float numWidth = mNumericSprite.width();            float x = rightMargin - numWidth;            mNumericSprite.draw(gl, x, 0, mWidth, mHeight);        }    }    private void drawLabel(GL10 gl, int triangleVertex, int labelId) {        float x = mTriangle.getX(triangleVertex);        float y = mTriangle.getY(triangleVertex);        mScratch[0] = x;        mScratch[1] = y;        mScratch[2] = 0.0f;        mScratch[3] = 1.0f;        mProjector.project(mScratch, 0, mScratch, 4);        float sx = mScratch[4];        float sy = mScratch[5];        float height = mLabels.getHeight(labelId);        float width = mLabels.getWidth(labelId);        float tx = sx - width * 0.5f;        float ty = sy - height * 0.5f;        mLabels.draw(gl, tx, ty, labelId);    }    public void sizeChanged(GL10 gl, int w, int h) {        mWidth = w;        mHeight = h;        gl.glViewport(0, 0, w, h);        mProjector.setCurrentView(0, 0, w, h);        /*        * Set our projection matrix. This doesn't have to be done        * each time we draw, but usually a new projection needs to        * be set when the viewport is resized.        */        float ratio = (float) w / h;        gl.glMatrixMode(GL10.GL_PROJECTION);        gl.glLoadIdentity();        gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);        mProjector.getCurrentProjection(gl);    }    private int mWidth;    private int mHeight;    private Context mContext;    private Triangle mTriangle;    private int mTextureID;    private int mFrames;    private int mMsPerFrame;    private final static int SAMPLE_PERIOD_FRAMES = 12;    private final static float SAMPLE_FACTOR = 1.0f / SAMPLE_PERIOD_FRAMES;    private long mStartTime;    private LabelMaker mLabels;    private Paint mLabelPaint;    private int mLabelA;    private int mLabelB;    private int mLabelC;    private int mLabelMsPF;    private Projector mProjector;    private NumericSprite mNumericSprite;    private float[] mScratch = new float[8];}class Triangle {    public Triangle() {        // Buffers to be passed to gl*Pointer() functions        // must be direct, i.e., they must be placed on the        // native heap where the garbage collector cannot        // move them.        //        // Buffers with multi-byte datatypes (e.g., short, int, float)        // must have their byte order set to native order        ByteBuffer vbb = ByteBuffer.allocateDirect(VERTS * 3 * 4);        vbb.order(ByteOrder.nativeOrder());        mFVertexBuffer = vbb.asFloatBuffer();        ByteBuffer tbb = ByteBuffer.allocateDirect(VERTS * 2 * 4);        tbb.order(ByteOrder.nativeOrder());        mTexBuffer = tbb.asFloatBuffer();        ByteBuffer ibb = ByteBuffer.allocateDirect(VERTS * 2);        ibb.order(ByteOrder.nativeOrder());        mIndexBuffer = ibb.asShortBuffer();        for (int i = 0; i < VERTS; i++) {            for(int j = 0; j < 3; j++) {                mFVertexBuffer.put(sCoords[i*3+j]);            }        }        for (int i = 0; i < VERTS; i++) {            for(int j = 0; j < 2; j++) {                mTexBuffer.put(sCoords[i*3+j] * 2.0f + 0.5f);            }        }        for(int i = 0; i < VERTS; i++) {            mIndexBuffer.put((short) i);        }        mFVertexBuffer.position(0);        mTexBuffer.position(0);        mIndexBuffer.position(0);    }    public void draw(GL10 gl) {        gl.glFrontFace(GL10.GL_CCW);        gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mFVertexBuffer);        gl.glEnable(GL10.GL_TEXTURE_2D);        gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexBuffer);        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, VERTS,                GL10.GL_UNSIGNED_SHORT, mIndexBuffer);    }    public float getX(int vertex) {        return sCoords[3*vertex];    }    public float getY(int vertex) {        return sCoords[3*vertex+1];    }    private final static int VERTS = 3;    private FloatBuffer mFVertexBuffer;    private FloatBuffer mTexBuffer;    private ShortBuffer mIndexBuffer;    // A unit-sided equalateral triangle centered on the origin.    private final static float[] sCoords = {            // X, Y, Z            -0.5f, -0.25f, 0,             0.5f, -0.25f, 0,             0.0f,  0.559016994f, 0    };}

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