/*
* Copyright 2013 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.
*/
#ifndef GLES3JNI_H
#define GLES3JNI_H 1
#include <android/log.h>
#include <math.h>
#if DYNAMIC_ES3
#include "gl3stub.h"
#else
#include <GLES3/gl3.h>
#endif
#define DEBUG 1
#define LOG_TAG "GLES3JNI"
#define ALOGE(...) __android_log_print(ANDROID_LOG_ERROR, LOG_TAG, __VA_ARGS__)
#if DEBUG
#define ALOGV(...) __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, __VA_ARGS__)
#else
#define ALOGV(...)
#endif
// ----------------------------------------------------------------------------
// Types, functions, and data used by both ES2 and ES3 renderers.
// Defined in gles3jni.cpp.
#define MAX_INSTANCES_PER_SIDE 16
#define MAX_INSTANCES (MAX_INSTANCES_PER_SIDE * MAX_INSTANCES_PER_SIDE)
#define TWO_PI (2.0 * M_PI)
#define MAX_ROT_SPEED (0.3 * TWO_PI)
// This demo uses three coordinate spaces:
// - The model (a quad) is in a [-1 .. 1]^2 space
// - Scene space is either
// landscape: [-1 .. 1] x [-1/(2*w/h) .. 1/(2*w/h)]
// portrait: [-1/(2*h/w) .. 1/(2*h/w)] x [-1 .. 1]
// - Clip space in OpenGL is [-1 .. 1]^2
//
// Conceptually, the quads are rotated in model space, then scaled (uniformly)
// and translated to place them in scene space. Scene space is then
// non-uniformly scaled to clip space. In practice the transforms are combined
// so vertices go directly from model to clip space.
struct Vertex {
GLfloat pos[2];
GLubyte rgba[4];
};
extern const Vertex QUAD[4];
// returns true if a GL error occurred
extern bool checkGlError(const char* funcName);
extern GLuint createShader(GLenum shaderType, const char* src);
extern GLuint createProgram(const char* vtxSrc, const char* fragSrc);
// ----------------------------------------------------------------------------
// Interface to the ES2 and ES3 renderers, used by JNI code.
class Renderer {
public:
virtual ~Renderer();
void resize(int w, int h);
void render();
protected:
Renderer();
// return a pointer to a buffer of MAX_INSTANCES * sizeof(vec2).
// the buffer is filled with per-instance offsets, then unmapped.
virtual float* mapOffsetBuf() = 0;
virtual void unmapOffsetBuf() = 0;
// return a pointer to a buffer of MAX_INSTANCES * sizeof(vec4).
// the buffer is filled with per-instance scale and rotation transforms.
virtual float* mapTransformBuf() = 0;
virtual void unmapTransformBuf() = 0;
virtual void draw(unsigned int numInstances) = 0;
private:
void calcSceneParams(unsigned int w, unsigned int h, float* offsets);
void step();
unsigned int mNumInstances;
float mScale[2];
float mAngularVelocity[MAX_INSTANCES];
uint64_t mLastFrameNs;
float mAngles[MAX_INSTANCES];
};
extern Renderer* createES2Renderer();
extern Renderer* createES3Renderer();
#endif // GLES3JNI_H