I have the βonlyβ modified GLES20TriangleRenderer.java file in the BasicGLSurfaceView SDK example, compile it and test it on two Android devices, Android phone and Nexus 7, and it works well on two devices :)
/* * Copyright (C) 2011 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. Modified by YLP (06 January 2014) for to handle a rotated texture mapped cube */ package com.example.android.basicglsurfaceview; import java.io.IOException; import java.io.InputStream; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.graphics.Bitmap; import android.graphics.BitmapFactory; import android.opengl.GLES20; import android.opengl.GLSurfaceView; import android.opengl.GLUtils; import android.opengl.Matrix; import android.os.SystemClock; import android.util.Log; class GLES20TriangleRenderer implements GLSurfaceView.Renderer { public GLES20TriangleRenderer(Context context) { mContext = context; // mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); // mTriangleVertices.put(mTriangleVerticesData).position(0); mTriangleVertices = ByteBuffer.allocateDirect(cubeVerticesStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); mTriangleVertices.put(cubeVerticesStrip).position(0); mTriangleTexcoords = ByteBuffer.allocateDirect(cubeTexCoordsStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer(); mTriangleTexcoords.put(cubeTexCoordsStrip).position(0); } public void onDrawFrame(GL10 glUnused) { // Ignore the passed-in GL10 interface, and use the GLES20 // class static methods instead. GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f); GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT); GLES20.glEnable( GLES20.GL_DEPTH_TEST ); GLES20.glDepthFunc( GLES20.GL_LEQUAL ); GLES20.glDepthMask( true ); GLES20.glUseProgram(mProgram); checkGlError("glUseProgram"); GLES20.glActiveTexture(GLES20.GL_TEXTURE0); GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); // mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET); // GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, // TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); // checkGlError("glVertexAttribPointer maPosition"); // mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET); // GLES20.glEnableVertexAttribArray(maPositionHandle); // checkGlError("glEnableVertexAttribArray maPositionHandle"); // GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, // TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); // checkGlError("glVertexAttribPointer maTextureHandle"); // GLES20.glEnableVertexAttribArray(maTextureHandle); // checkGlError("glEnableVertexAttribArray maTextureHandle"); // From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube // (but slighty modified) mTriangleVertices.position(0); // GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 0, mTriangleVertices); GLES20.glEnableVertexAttribArray(maPositionHandle); mTriangleTexcoords.position(0); // GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices); GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 0, mTriangleTexcoords); GLES20.glEnableVertexAttribArray(maTextureHandle); long time = SystemClock.uptimeMillis() % 4000L; float angle = 0.090f * ((int) time); float scale = 0.7f; Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f); // YLP : add others movements cycles Matrix.rotateM(mMMatrix, 0, angle, 1.0f, 0.0f, 0.0f ); // Matrix.rotateM(mMMatrix, 0, angle, 0.0f, 1.0f, 0.0f ); // float scale = (float)( Math.abs( Math.sin( ((float)time) * (6.28f/4000.0f) ) )); Matrix.scaleM(mMMatrix, 0, scale, scale, scale); Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0); Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0); GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0); // Somes tests with only somes triangles // GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); // worked initialy but only one triangle // GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); // worked initialy but only two triangles // GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); // GL_QUADS does not exist in GL 2.0 :( // GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 8); // GL_QUADS does not exist in GL 2.0 :( // Draw the cube // TODO : make only one glDraWArrays() call instead one per face GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4); checkGlError("glDrawArrays"); } public void onSurfaceChanged(GL10 glUnused, int width, int height) { // Ignore the passed-in GL10 interface, and use the GLES20 // class static methods instead. GLES20.glViewport(0, 0, width, height); float ratio = (float) width / height; Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7); } public void onSurfaceCreated(GL10 glUnused, EGLConfig config) { // Ignore the passed-in GL10 interface, and use the GLES20 // class static methods instead. mProgram = createProgram(mVertexShader, mFragmentShader); if (mProgram == 0) { return; } maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition"); checkGlError("glGetAttribLocation aPosition"); if (maPositionHandle == -1) { throw new RuntimeException("Could not get attrib location for aPosition"); } maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord"); checkGlError("glGetAttribLocation aTextureCoord"); if (maTextureHandle == -1) { throw new RuntimeException("Could not get attrib location for aTextureCoord"); } muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); checkGlError("glGetUniformLocation uMVPMatrix"); if (muMVPMatrixHandle == -1) { throw new RuntimeException("Could not get attrib location for uMVPMatrix"); } /* * Create our texture. This has to be done each time the * surface is created. */ int[] textures = new int[1]; GLES20.glGenTextures(1, textures, 0); mTextureID = textures[0]; GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST); GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT); GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT); InputStream is = mContext.getResources() .openRawResource(R.raw.robot); Bitmap bitmap; try { bitmap = BitmapFactory.decodeStream(is); } finally { try { is.close(); } catch(IOException e) { // Ignore. } } GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0); bitmap.recycle(); Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); } private int loadShader(int shaderType, String source) { int shader = GLES20.glCreateShader(shaderType); if (shader != 0) { GLES20.glShaderSource(shader, source); GLES20.glCompileShader(shader); int[] compiled = new int[1]; GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); if (compiled[0] == 0) { Log.e(TAG, "Could not compile shader " + shaderType + ":"); Log.e(TAG, GLES20.glGetShaderInfoLog(shader)); GLES20.glDeleteShader(shader); shader = 0; } } return shader; } private int createProgram(String vertexSource, String fragmentSource) { int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource); if (vertexShader == 0) { return 0; } int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource); if (pixelShader == 0) { return 0; } int program = GLES20.glCreateProgram(); if (program != 0) { GLES20.glAttachShader(program, vertexShader); checkGlError("glAttachShader"); GLES20.glAttachShader(program, pixelShader); checkGlError("glAttachShader"); GLES20.glLinkProgram(program); int[] linkStatus = new int[1]; GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0); if (linkStatus[0] != GLES20.GL_TRUE) { Log.e(TAG, "Could not link program: "); Log.e(TAG, GLES20.glGetProgramInfoLog(program)); GLES20.glDeleteProgram(program); program = 0; } } return program; } private void checkGlError(String op) { int error; while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { Log.e(TAG, op + ": glError " + error); throw new RuntimeException(op + ": glError " + error); } } private static final int FLOAT_SIZE_BYTES = 4; private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES; private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0; private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3; private static final int TRIANGLE_TEXCOORDS_DATA_STRIDE_BYTES = 2 * FLOAT_SIZE_BYTES; private final float[] mTriangleVerticesData = { // X, Y, Z, U, V // initial triangle from the source // -1.0f, -0.5f, 0, -0.5f, 0.0f, // 1.0f, -0.5f, 0, 1.5f, -0.0f, // 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f, // YLP : transform this to two triangles for to have a quad // -1, -1, 0, 0, 0, // 1, -1, 0, 1, 0, // -1, 1, 0, 0, 1, // 1, 1, 0, 1, 1, // -1, 1, 0, 0, 1, // 1, -1, 0, 1, 0 // YLP : use two quads with GL_TRIANGLE_STRIP // Don't work because this make one accordeon effect :( -1, -1, -1, 0, 0, 1, -1, -1, 1, 0, -1, 1, -1, 0, 1, 1, 1, -1, 1, 1, -1, -1, 1, 0, 0, 1, -1, 1, 1, 0, -1, 1, 1, 0, 1, 1, 1, 1, 1, 1, }; // From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube/ // (only moodify "static const GLfloat" to "private final float" on it) private final float cubeVerticesStrip[] = { // Front face -1,-1,1, 1,-1,1, -1,1,1, 1,1,1, // Right face 1,-1,1, 1,-1,-1, 1,1,1, 1,1,-1, // Back face 1,-1,-1, -1,-1,-1, 1,1,-1, -1,1,-1, // Left face -1,-1,-1, -1,-1,1, -1,1,-1, -1,1,1, // Bottom face -1,-1,-1, 1,-1,-1, -1,-1,1, 1,-1,1, // Top face -1,1,1, 1,1,1, -1,1,-1, 1,1,-1 }; private final float cubeTexCoordsStrip[] = { // Front face 0,0, 1,0, 0,1, 1,1, // Right face 0,0, 1,0, 0,1, 1,1, // Back face 0,0, 1,0, 0,1, 1,1, // Left face 0,0, 1,0, 0,1, 1,1, // Bottom face 0,0, 1,0, 0,1, 1,1, // Top face 0,0, 1,0, 0,1, 1,1 }; private FloatBuffer mTriangleVertices; private FloatBuffer mTriangleTexcoords; private final String mVertexShader = "uniform mat4 uMVPMatrix;\n" + "attribute vec4 aPosition;\n" + "attribute vec2 aTextureCoord;\n" + "varying vec2 vTextureCoord;\n" + "void main() {\n" + " gl_Position = uMVPMatrix * aPosition;\n" + " vTextureCoord = aTextureCoord;\n" + "}\n"; private final String mFragmentShader = "precision mediump float;\n" + "varying vec2 vTextureCoord;\n" + "uniform sampler2D sTexture;\n" + "void main() {\n" + " gl_FragColor = texture2D(sTexture, vTextureCoord);\n" + "}\n"; private float[] mMVPMatrix = new float[16]; private float[] mProjMatrix = new float[16]; private float[] mMMatrix = new float[16]; private float[] mVMatrix = new float[16]; private float[] mMMatrix2 = new float[16]; private int mProgram; private int mTextureID; private int muMVPMatrixHandle; private int maPositionHandle; private int maTextureHandle; private Context mContext; private static String TAG = "GLES20TriangleRenderer"; }
=> I managed to implement this in just a few hours, and this work :)
==>, so if Android is not the best platform, it seems to be a really good and viable form for those, I am starting to play a little more with some media events on Android devices :)