added a test that exhibits some lighting issues in the software renderer. see external bug 1709
This commit is contained in:
11
opengl/tests/lighting1709/Android.mk
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11
opengl/tests/lighting1709/Android.mk
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@ -0,0 +1,11 @@
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LOCAL_PATH:= $(call my-dir)
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include $(CLEAR_VARS)
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LOCAL_MODULE_TAGS := tests
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LOCAL_SRC_FILES := $(call all-subdir-java-files)
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LOCAL_PACKAGE_NAME := LightingTest
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LOCAL_CERTIFICATE := platform
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include $(BUILD_PACKAGE)
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13
opengl/tests/lighting1709/AndroidManifest.xml
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13
opengl/tests/lighting1709/AndroidManifest.xml
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.android.lightingtest">
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<application>
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<activity android:name="ClearActivity" android:label="LightingTest">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.DEFAULT" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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</application>
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</manifest>
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@ -0,0 +1,281 @@
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.lightingtest;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import javax.microedition.khronos.egl.EGL10;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import android.app.Activity;
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import android.content.Context;
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import android.opengl.GLSurfaceView;
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import android.os.Bundle;
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import android.util.Log;
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import android.view.MotionEvent;
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public class ClearActivity extends Activity {
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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instance = counter++;
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Log.e("ClearActivity", ":::::: onCreate: instance" + instance + " is created");
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super.onCreate(savedInstanceState);
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mGLView = new ClearGLSurfaceView(this);
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setContentView(mGLView);
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}
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@Override
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protected void onPause() {
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Log.e("ClearActivity", ":::::: instance" + instance + " onPause: is called");
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super.onPause();
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mGLView.onPause();
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}
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@Override
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protected void onResume() {
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Log.e("ClearActivity", ":::::: instance" + instance + " onResume: is called");
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super.onResume();
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mGLView.onResume();
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}
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@Override
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protected void onStop() {
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Log.e("ClearActivity", ":::::: instance" + instance + " onStop: is called");
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super.onStop();
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}
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@Override
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protected void onDestroy() {
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Log.e("ClearActivity", ":::::: instance" + instance + " onDestroy: is called");
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super.onDestroy();
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}
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private GLSurfaceView mGLView;
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private static int counter = 0;
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private int instance;
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}
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class ClearGLSurfaceView extends GLSurfaceView {
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public ClearGLSurfaceView(Context context) {
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super(context);
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instance = counter++;
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Log.e("ClearGLSurfaceView", ":::::: instance" + instance + " is created");
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mRenderer = new ClearRenderer();
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setRenderer(mRenderer);
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}
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public boolean onTouchEvent(final MotionEvent event) {
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switch (event.getAction()) {
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case MotionEvent.ACTION_DOWN:
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case MotionEvent.ACTION_MOVE: {// falling through on purpose here
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Log.e("ClearGLSurfaceView", ":::::: instance" + instance + " onTouchEvent: handling down or move action");
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queueEvent(new Runnable(){
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public void run() {
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mRenderer.setColor(event.getX() / getWidth(),
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event.getY() / getHeight(), 1.0f);
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}}
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);
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return true;
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}
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case MotionEvent.ACTION_UP: {
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// launch a second instance of the same activity
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Log.e("ClearGLSurfaceView", ":::::: instance" + instance + " onTouchEvent: handling up action");
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// Intent intent = new Intent();
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// intent.setClass(getContext(), ClearActivity.class);
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// getContext().startActivity(intent);
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}
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}
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return true;
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}
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@Override
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protected void onDetachedFromWindow() {
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Log.e("ClearGLSurfaceView", ":::::: instance" + instance + " onDetachedFromWindow: is called");
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super.onDetachedFromWindow();
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}
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ClearRenderer mRenderer;
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private static int counter = 0;
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private int instance;
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}
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class ClearRenderer implements GLSurfaceView.Renderer {
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public ClearRenderer() {
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instance = counter++;
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Log.e("ClearRenderer", ":::::: instance" + instance + " is created");
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}
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public void onSurfaceCreated(GL10 gl, EGLConfig config) {
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// Do nothing special.
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Log.e("ClearRenderer", ":::::: instance" + instance + " onSurfaceCreated: is called");
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}
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public void onSurfaceChanged(GL10 gl, int w, int h) {
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Log.e("ClearRenderer", ":::::: instance" + instance + " onSurfaceChanged: is called");
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// Compute the projection matrix
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gl.glMatrixMode(GL10.GL_PROJECTION);
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gl.glLoadIdentity();
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// Compute the boundaries of the frustum
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float fl = (float) (-(w / 2)) / 288;
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float fr = (float) (w / 2) / 288;
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float ft = (float) (h / 2) / 288;
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float fb = (float) (-(h / 2)) / 288;
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// Set the view frustum
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gl.glFrustumf(fl, fr, fb, ft, 1.0f, 2000.0f);
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// Set the viewport dimensions
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gl.glMatrixMode(GL10.GL_MODELVIEW);
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gl.glLoadIdentity();
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gl.glViewport(0, 0, w, h);
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}
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public void onDrawFrame(GL10 gl) {
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// gl.glClearColor(mRed, mGreen, mBlue, 1.0f);
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gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
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float lightOff[] = {0.0f, 0.0f, 0.0f, 1.0f};
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float lightAmbient[] = {5.0f, 0.0f, 0.0f, 1.0f};
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float lightDiffuse[] = {0.0f, 2.0f, 0.0f, 0.0f};
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float lightPosAmbient[] = {0.0f, 0.0f, 0.0f, 1.0f};
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float lightPosSpot[] = {0.0f, 0.0f, -8.0f, 1.0f};
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float v[] = new float[9];
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ByteBuffer vbb = ByteBuffer.allocateDirect(v.length*4);
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vbb.order(ByteOrder.nativeOrder());
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FloatBuffer vb = vbb.asFloatBuffer();
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gl.glDisable(GL10.GL_DITHER);
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gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_SPECULAR, lightOff, 0);
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gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightOff, 0);
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gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0);
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gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPosAmbient, 0);
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gl.glEnable(GL10.GL_LIGHT0);
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gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_SPECULAR, lightOff, 0);
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gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_DIFFUSE, lightDiffuse, 0);
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gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_AMBIENT, lightOff, 0);
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gl.glLightfv(GL10.GL_LIGHT1, GL10.GL_POSITION, lightPosSpot, 0);
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gl.glLightf(GL10.GL_LIGHT1, GL10.GL_CONSTANT_ATTENUATION, 1.0f);
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gl.glLightf(GL10.GL_LIGHT1, GL10.GL_LINEAR_ATTENUATION, 0.0f);
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gl.glLightf(GL10.GL_LIGHT1, GL10.GL_QUADRATIC_ATTENUATION, 0.022f);
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gl.glEnable(GL10.GL_LIGHT1);
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gl.glEnable(GL10.GL_LIGHTING);
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// draw upper left triangle
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = -6f; v[1] = 0.5f; v[2] = -10f;
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v[3] = -5f; v[4] = 2.5f; v[5] = -10f;
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v[6] = -4f; v[7] = 0.5f; v[8] = -10f;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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// draw upper middle triangle
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = -1f; v[1] = 0.5f; v[2] = -10f;
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v[3] = 0f; v[4] = 2.5f; v[5] = -10f;
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v[6] = 1f; v[7] = 0.5f; v[8] = -10f;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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// draw upper right triangle
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = 4f; v[1] = 0.5f; v[2] = -10f;
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v[3] = 5f; v[4] = 2.5f; v[5] = -10f;
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v[6] = 6f; v[7] = 0.5f; v[8] = -10f;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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// draw lower left triangle
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gl.glPushMatrix();
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gl.glTranslatef(-5.0f, -1.5f, 0.0f);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = -1; v[1] = -1; v[2] = -10;
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v[3] = 0; v[4] = 1; v[5] = -10;
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v[6] = 1; v[7] = -1; v[8] = -10;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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gl.glPopMatrix();
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// draw lower middle triangle
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gl.glPushMatrix();
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gl.glTranslatef(0.0f, -1.5f, 0.0f);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = -1; v[1] = -1; v[2] = -10;
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v[3] = 0; v[4] = 1; v[5] = -10;
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v[6] = 1; v[7] = -1; v[8] = -10;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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gl.glPopMatrix();
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// draw lower right triangle
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gl.glPushMatrix();
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gl.glTranslatef(5.0f, -1.5f, 0.0f);
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gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
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v[0] = -1; v[1] = -1; v[2] = -10;
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v[3] = 0; v[4] = 1; v[5] = -10;
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v[6] = 1; v[7] = -1; v[8] = -10;
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vb.put(v).position(0);
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gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vb);
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gl.glNormal3f(0, 0, 1);
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gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);
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gl.glPopMatrix();
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}
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public int[] getConfigSpec() {
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Log.e("ClearRenderer", ":::::: instance" + instance + " getConfigSpec: is called");
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int[] configSpec = { EGL10.EGL_DEPTH_SIZE, 16, EGL10.EGL_NONE };
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return configSpec;
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}
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public void setColor(float r, float g, float b) {
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Log.e("ClearRenderer", ":::::: instance" + instance + " setColor: is called");
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mRed = r;
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mGreen = g;
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mBlue = b;
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}
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private float mRed;
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private float mGreen;
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private float mBlue;
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private static int counter = 0;
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private int instance;
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}
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