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Commit 3994371a authored by ztenghui's avatar ztenghui
Browse files

Draw overlapping rectangles with color modulated.

Touch the screen to turn on / off depth test.
Disalbe the vsync to get the real performance.
Drawing 10 rectangles on N10 show almost 3x perf gain, in this setup.

Change-Id: I97bb84f744e90c35febad8cb853ed877cda5e64f
parent b4dabadd
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+87 −38
Original line number Diff line number Diff line
@@ -22,6 +22,8 @@ import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.EGL14;
import android.opengl.EGLDisplay;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
@@ -29,7 +31,7 @@ import android.opengl.Matrix;
import android.os.Bundle;
import android.os.SystemClock;
import android.util.Log;

import android.view.MotionEvent;

import java.io.IOException;
import java.io.InputStream;
@@ -54,7 +56,8 @@ public class GLDepthTestActivity extends Activity {
            // 2.0-compatible
            // context, and set an OpenGL ES 2.0-compatible renderer.
            mGLSurfaceView.setEGLContextClientVersion(2);
            mGLSurfaceView.setRenderer(new GLES20TriangleRenderer(this));
            mRenderer = new GLES20TriangleRenderer(this);
            mGLSurfaceView.setRenderer(mRenderer);
        } else {
            throw new IllegalStateException("Can't find OGL ES2.0 context");
        }
@@ -84,7 +87,17 @@ public class GLDepthTestActivity extends Activity {
        mGLSurfaceView.onPause();
    }

    @Override
    public boolean onTouchEvent(MotionEvent event) {
        Log.i("motion", event.toString());
        if (event.getActionMasked() ==  MotionEvent.ACTION_DOWN) {
            mRenderer.toggleDepthTest();
        }
        return true;
    }

    private GLSurfaceView mGLSurfaceView;
    private GLES20TriangleRenderer mRenderer;

    /*
     * Copyright (C) 2009 The Android Open Source Project Licensed under the
@@ -99,7 +112,9 @@ public class GLDepthTestActivity extends Activity {
     */

    class GLES20TriangleRenderer implements GLSurfaceView.Renderer {

        private final static int REPEAT_RECTANGLES = 10;
        private boolean mDepthTestEnabled = true;
        private final static int FRAME_REPEAT_TIMES = 1;
        public GLES20TriangleRenderer(Context context) {
            mContext = context;
            mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length
@@ -107,12 +122,28 @@ public class GLDepthTestActivity extends Activity {
            mTriangleVertices.put(mTriangleVerticesData).position(0);
        }


        public void toggleDepthTest() {
            mDepthTestEnabled = !mDepthTestEnabled;
            Log.v(TAG, "mDepthTestEnabled is " + mDepthTestEnabled);
        }

        public void onDrawFrame(GL10 glUnused) {
            for (int j = 0 ; j < FRAME_REPEAT_TIMES; j ++) {
                // Ignore the passed-in GL10 interface, and use the GLES20
                // class's static methods instead.
                GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
                if (mDepthTestEnabled) {
                    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
                } else {
                    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
                }
                GLES20.glUseProgram(mProgram);
                if (mDepthTestEnabled) {
                    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
                } else {
                    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
                }
                checkGlError("glUseProgram");

                GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
@@ -131,16 +162,21 @@ public class GLDepthTestActivity extends Activity {
                GLES20.glEnableVertexAttribArray(maTextureHandle);
                checkGlError("glEnableVertexAttribArray maTextureHandle");

            long time = SystemClock.uptimeMillis() % 4000L;
            float angle = 0.090f * ((int) time);
            Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
                for (int i = 0 ; i < REPEAT_RECTANGLES; i ++) {
                    float step = ((float)i) / REPEAT_RECTANGLES;
                    Matrix.setIdentityM(mMMatrix, 0);
                    Matrix.translateM(mMMatrix, 0, 0, step, step / 2);
                    Matrix.scaleM(mMMatrix, 0, 2.0f, 1.0f, 1.0f);
                    Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
                    Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

                    GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
            GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
                    GLES20.glUniform4f(muOverlayHandle, step , step, step , step);
                    GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
                    checkGlError("glDrawArrays");
                }
            }
        }

        public void onSurfaceChanged(GL10 glUnused, int width, int height) {
            // Ignore the passed-in GL10 interface, and use the GLES20
@@ -174,6 +210,12 @@ public class GLDepthTestActivity extends Activity {
                throw new RuntimeException("Could not get attrib location for uMVPMatrix");
            }

            muOverlayHandle = GLES20.glGetUniformLocation(mProgram, "uOverlay");
            checkGlError("glGetUniformLocation uOverlay");
            if (muOverlayHandle == -1) {
                throw new RuntimeException("Could not get attrib location for muOverlayHandle");
            }

            /*
             * Create our texture. This has to be done each time the surface is
             * created.
@@ -213,6 +255,10 @@ public class GLDepthTestActivity extends Activity {
            bitmap.recycle();

            Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

            EGLDisplay display = EGL14.eglGetCurrentDisplay();
            EGL14.eglSwapInterval(display, 0);

        }

        private int loadShader(int shaderType, String source) {
@@ -276,9 +322,10 @@ public class GLDepthTestActivity extends Activity {
        private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
        private final float[] mTriangleVerticesData = {
                                // X, Y, Z, U, V
                -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 };
                -1.0f, -1.0f, 0, 0.0f, 0.0f,
                -1.0f, 1.0f, 0, 0.0f, 1.0f,
                1.0f, -1.0f, 0, 1.0f, 0.0f,
                1.0f, 1.0f, 0, 1.0f, 1.0f, };

        private FloatBuffer mTriangleVertices;

@@ -296,8 +343,9 @@ public class GLDepthTestActivity extends Activity {
                "precision mediump float;\n" +
                        "varying vec2 vTextureCoord;\n" +
                        "uniform sampler2D sTexture;\n" +
                        "uniform vec4 uOverlay;\n" +
                        "void main() {\n" +
                        "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
                        "  gl_FragColor = texture2D(sTexture, vTextureCoord) * uOverlay;\n" +
                        "}\n";

        private float[] mMVPMatrix = new float[16];
@@ -310,6 +358,7 @@ public class GLDepthTestActivity extends Activity {
        private int muMVPMatrixHandle;
        private int maPositionHandle;
        private int maTextureHandle;
        private int muOverlayHandle;

        private Context mContext;
        private static final String TAG = "GLES20TriangleRenderer";