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mirror of https://github.com/vanitasvitae/Spherical synced 2024-12-22 02:48:00 +01:00

Add first revision of sphere rendering

This commit is contained in:
Simon Leistikow 2017-09-13 01:11:40 +02:00
parent 1e689b6d46
commit 203ee1e1af
5 changed files with 420 additions and 8 deletions

View file

@ -1,12 +1,12 @@
apply plugin: 'com.android.application'
android {
compileSdkVersion 26
buildToolsVersion "26.0.1"
compileSdkVersion 25
buildToolsVersion "25.0.3"
defaultConfig {
applicationId "de.trac.spherical"
minSdkVersion 15
targetSdkVersion 26
targetSdkVersion 25
versionCode 1
versionName "1.0"
testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
@ -24,7 +24,7 @@ dependencies {
androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
exclude group: 'com.android.support', module: 'support-annotations'
})
compile 'com.android.support:appcompat-v7:26.+'
compile 'com.android.support:appcompat-v7:25.+'
compile 'com.android.support.constraint:constraint-layout:1.0.2'
testCompile 'junit:junit:4.12'
}

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@ -1,13 +1,21 @@
package de.trac.spherical;
import android.opengl.GLSurfaceView;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import de.trac.spherical.rendering.Renderer;
public class MainActivity extends AppCompatActivity {
private GLSurfaceView surfaceView;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
surfaceView = (GLSurfaceView) findViewById(R.id.surface_view);
surfaceView.setEGLContextClientVersion(2);
surfaceView.setRenderer(new Renderer());
}
}

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@ -0,0 +1,224 @@
package de.trac.spherical.rendering;
import android.database.MatrixCursor;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.util.Log;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import static android.opengl.GLES20.*;
public class Renderer implements GLSurfaceView.Renderer {
/**
* Default vertex shader.
*
* In: pos
* uvw
* Out: uv
*/
private static final String DEFAULT_VERTEX_SHADER =
"uniform mat4 mvpMatrix;\n" +
"attribute vec3 position;\n" +
"attribute vec2 textureCoordinates;\n" +
"varying vec2 uv;\n" +
"void main() {\n" +
" gl_Position = mvpMatrix * vec4(position, 1);\n" +
" uv = textureCoordinates;\n" +
"}\n";
/**
* Default fragment shader.
*
* In: uv
* Out: sets fragment color
*/
private static final String DEFAULT_FRAGMENT_SHADER =
"precision mediump float;\n" +
"varying vec2 uv;\n" +
"uniform sampler2D tex;\n" +
"void main() {\n" +
" gl_FragColor = vec4(0);//texture2D(tex, uv);\n" +
"}\n";
// Store a sphere geometry as framework for the photo texture.
private Sphere sphere = null;
// Store projection matrix.
private float projMatrix [] = new float [16];
// Store modelview matrix.
private float modlMatrix [] = new float [16];
// Store view matrix.
private float viewMatrix [] = new float [16];
// Store the model view projection matrix.
private float mvpMatrix [] = new float [16];
// Store shader name.
private int programID;
// Store shader locations.
private int positionLocation;
private int textureCoordinatesLocation;
private int mvpLocation;
/**
* Draws the frame.
* @param unused unused
*/
public void onDrawFrame(GL10 unused) {
// Update transformation matrix.
Matrix.multiplyMM(mvpMatrix, 0, viewMatrix, 0, modlMatrix, 0);
Matrix.multiplyMM(mvpMatrix, 0, projMatrix, 0, mvpMatrix, 0);
// Draw the frame.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(programID);
glEnableVertexAttribArray(positionLocation);
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, false, 3*4, sphere.getVertexBuffer());
glEnableVertexAttribArray(textureCoordinatesLocation);
glVertexAttribPointer(textureCoordinatesLocation, 2, GL_FLOAT, false, 2*4, sphere.getTextureCoordinatesBuffer());
glUniformMatrix4fv(mvpLocation, 1, false, mvpMatrix, 0);
glDrawElements(GL_TRIANGLES, sphere.getIndexBuffer().capacity(), GL_UNSIGNED_SHORT, sphere.getIndexBuffer());
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
glUseProgram(0);
}
/**
* Callback called if surface changed.
*
* @param unused unused
* @param width new width of the surface
* @param height new height of the surface
*/
public void onSurfaceChanged(GL10 unused, int width, int height) {
glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.perspectiveM(projMatrix, 0, 45.0f, ratio, 0.25f, 128.0f);
}
/**
* Callback called if surface has been created.
*
* @param unused unused
* @param config surface configuration
*/
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
initialize();
//TODO: (re)move tmp code
Matrix.setIdentityM(modlMatrix, 0);
Matrix.translateM(modlMatrix, 0, 0, 0, 4.0f);
Matrix.setLookAtM(viewMatrix, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
}
/**
* Initialize OpenGL state and data.
*/
public void initialize() {
// Initialize sphere.
sphere = new Sphere(1.0f, 32, 32); // TODO: choose useful aparameters.
// Set OpenGL state.
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Build shader program.
programID = buildProgram(DEFAULT_VERTEX_SHADER, DEFAULT_FRAGMENT_SHADER);
}
/**
* Reset OpenGL state and delete data.
*/
public void deinitialize() {
sphere = null;
glDeleteProgram(programID);
}
/**
* Builds a shader program given vertex and fragment shader soruce.
* @param vertexSource The vertex shader source
* @param fragmentSource The fragment shader source
* @return shader program
*/
private int buildProgram(String vertexSource, String fragmentSource) {
int vertexShader = buildShader(GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
throw new RuntimeException("vertex shader could not be loaded");
}
int fragmentShader = buildShader(GL_FRAGMENT_SHADER, fragmentSource);
if (fragmentShader == 0) {
throw new RuntimeException("fragment shader could not be loaded");
}
int program = glCreateProgram();
if (program != 0) {
glAttachShader(program, vertexShader);
glAttachShader(program, fragmentShader);
glLinkProgram(program);
int[] linkStatus = new int[1];
glGetProgramiv(program, GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GL_TRUE) {
Log.e("Shader", "Could not link program: ");
Log.e("Shader", glGetProgramInfoLog(program));
glDeleteProgram(program);
throw new RuntimeException("Could not link program");
}
}
positionLocation = glGetAttribLocation(program, "position");
if (positionLocation == -1) {
throw new RuntimeException("Could not get attribute location for 'position'");
}
textureCoordinatesLocation = glGetAttribLocation(program, "textureCoordinates");
if (textureCoordinatesLocation == -1) {
throw new RuntimeException("Could not get attribute location for 'textureCoordinates'");
}
mvpLocation = glGetUniformLocation(program, "mvpMatrix");
if (mvpLocation == -1) {
throw new RuntimeException("Could not get uniform location for 'mvpMatrix'");
}
return program;
}
/**
* Builds a shader of a specified type from a given source.
* @param type The shader type.
* @param source The shader source
* @return shader name
*/
private int buildShader(int type, String source) {
int shader = glCreateShader(type);
if (shader != 0) {
glShaderSource(shader, source);
glCompileShader(shader);
int[] compiled = new int[1];
glGetShaderiv(shader, GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e("Shader", "Could not compile shader " + type + ":");
Log.e("Shader", glGetShaderInfoLog(shader));
glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
}

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@ -0,0 +1,180 @@
package de.trac.spherical.rendering;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
/**
* This class is used to create native buffers holding vertices and
* texture coordinates of a sphere with a given radius.
*/
public class Sphere {
// The following attributes make up our sphere.
private FloatBuffer vertexBuffer;
private FloatBuffer textureCoordinatesBuffer;
private ShortBuffer indexBuffer;
public Sphere(float radius, int polyCountX, int polyCountY) {
// Setup vertex buffer.
ByteBuffer buffer = ByteBuffer.allocateDirect((polyCountX*polyCountY+2)*2*3*4);
buffer.order(ByteOrder.nativeOrder());
vertexBuffer = buffer.asFloatBuffer();
// Setup texture coordinate buffer.
buffer = ByteBuffer.allocateDirect((polyCountX*polyCountY+2)*2*2*4);
buffer.order(ByteOrder.nativeOrder());
textureCoordinatesBuffer = buffer.asFloatBuffer();
// Setup index buffer.
buffer = ByteBuffer.allocateDirect(polyCountX*polyCountY*6*2);
buffer.order(ByteOrder.nativeOrder());
indexBuffer = buffer.asShortBuffer();
int polyCountXPitch = polyCountX+1; // get to same vertex on next level
int level = 0;
for (int p1 = 0; p1 < polyCountY-1; p1++) {
//main quads, top to bottom
for (int p2 = 0; p2 < polyCountX - 1; p2++)
{
final int curr = level + p2;
indexBuffer.put((short)(curr + polyCountXPitch));
indexBuffer.put((short)(curr));
indexBuffer.put((short)(curr + 1));
indexBuffer.put((short)(curr + polyCountXPitch));
indexBuffer.put((short)(curr+1));
indexBuffer.put((short)(curr + 1 + polyCountXPitch));
}
// the connectors from front to end
indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch));
indexBuffer.put((short)(level + polyCountX - 1));
indexBuffer.put((short)(level + polyCountX));
indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch));
indexBuffer.put((short)(level + polyCountX));
indexBuffer.put((short)(level + polyCountX + polyCountXPitch));
level += polyCountXPitch;
}
final int polyCountSq = polyCountXPitch * polyCountY; // top point
final int polyCountSq1 = polyCountSq + 1; // bottom point
final int polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
for (int p2 = 0; p2 < polyCountX - 1; p2++) {
// create triangles which are at the top of the sphere
indexBuffer.put((short)(polyCountSq));
indexBuffer.put((short)(p2 + 1));
indexBuffer.put((short)(p2));
// create triangles which are at the bottom of the sphere
indexBuffer.put((short)(polyCountSqM1 + p2));
indexBuffer.put((short)(polyCountSqM1 + p2 + 1));
indexBuffer.put((short)(polyCountSq1));
}
// create final triangle which is at the top of the sphere
indexBuffer.put((short)(polyCountSq));
indexBuffer.put((short)(polyCountX));
indexBuffer.put((short)(polyCountX-1));
// create final triangle which is at the bottom of the sphere
indexBuffer.put((short)(polyCountSqM1 + polyCountX - 1));
indexBuffer.put((short)(polyCountSqM1));
indexBuffer.put((short)(polyCountSq1));
// calculate the angle which separates all points in a circle
final double AngleX = 2.0 * Math.PI / polyCountX;
final double AngleY = Math.PI / polyCountY;
int i=0;
double axz;
// we don't start at 0.
double ay = 0;//AngleY / 2;
for (int y = 0; y < polyCountY; y++) {
ay += AngleY;
final double sinay = Math.sin(ay);
axz = 0;
// calculate the necessary vertices without the doubled one
for (int xz = 0; xz < polyCountX; xz++)
{
float rx = (float) (radius * Math.cos(axz) * sinay);
float ry = (float) (radius * Math.cos(ay));
float rz = (float) (radius * Math.sin(axz) * sinay);
// calculate texture coordinates via sphere mapping
// tu is the same on each level, so only calculate once
float tu = 0.5f;
if (y==0)
{
if (ry != -1.0f && ry != 1.0f) {
float len = (float) Math.sqrt(rx*rx + ry*ry + rz*rz);
tu = (float) (Math.acos(Math.max(Math.min(rx / len / sinay, 1.0), -1.0)) * 0.5 / Math.PI);
}
if (rz < 0.0f)
tu=1-tu;
}
else
tu = textureCoordinatesBuffer.get((i-polyCountXPitch)*2);
vertexBuffer.put(rx);
vertexBuffer.put(ry);
vertexBuffer.put(rz);
textureCoordinatesBuffer.put(tu);
textureCoordinatesBuffer.put((float)(ay/Math.PI));
i++;
axz += AngleX;
}
// This is the doubled vertex on the initial position
vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 0));
vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 1));
vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 2));
textureCoordinatesBuffer.put(1.0f);
textureCoordinatesBuffer.put(0.0f);
i++;
}
// Add the vertex at the top of the sphere.
vertexBuffer.put(0.0f);
vertexBuffer.put(radius);
vertexBuffer.put(0.0f);
textureCoordinatesBuffer.put(0.5f);
textureCoordinatesBuffer.put(0.0f);
// Add the vertex at the bottom of the sphere.
vertexBuffer.put(0.0f);
vertexBuffer.put(-radius);
vertexBuffer.put(0.0f);
textureCoordinatesBuffer.put(0.5f);
textureCoordinatesBuffer.put(1.0f);
// Rewind buffers.
vertexBuffer.position(0);
textureCoordinatesBuffer.position(0);
indexBuffer.position(0);
}
public FloatBuffer getVertexBuffer() {
return vertexBuffer;
}
public FloatBuffer getTextureCoordinatesBuffer() {
return textureCoordinatesBuffer;
}
public ShortBuffer getIndexBuffer() {
return indexBuffer;
}
}

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@ -6,10 +6,10 @@
android:layout_height="match_parent"
tools:context="de.trac.spherical.MainActivity">
<TextView
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello World!"
<android.opengl.GLSurfaceView
android:id="@+id/surface_view"
android:layout_width="match_parent"
android:layout_height="match_parent"
app:layout_constraintBottom_toBottomOf="parent"
app:layout_constraintLeft_toLeftOf="parent"
app:layout_constraintRight_toRightOf="parent"