├── LICENSE ├── OpenGLGui ├── .gitignore ├── .idea │ ├── .name │ ├── compiler.xml │ ├── copyright │ │ └── profiles_settings.xml │ ├── gradle.xml │ ├── misc.xml │ ├── modules.xml │ ├── runConfigurations.xml │ └── vcs.xml ├── OpenGLGui.iml ├── app │ ├── .gitignore │ ├── app.iml │ ├── build.gradle │ ├── proguard-rules.pro │ └── src │ │ ├── androidTest │ │ └── java │ │ │ └── com │ │ │ └── graphics │ │ │ └── openglgui │ │ │ └── ApplicationTest.java │ │ └── main │ │ ├── AndroidManifest.xml │ │ ├── java │ │ └── com │ │ │ └── graphics │ │ │ └── openglgui │ │ │ ├── Cube.java │ │ │ ├── Cube.java~ │ │ │ ├── GLView.java │ │ │ ├── Mesh.java │ │ │ ├── MeshViewActivity.java │ │ │ ├── PlyParser.java │ │ │ ├── shader.frag │ │ │ ├── shader.frag~ │ │ │ ├── shader.vert │ │ │ ├── shader.vert~ │ │ │ └── util │ │ │ ├── SystemUiHider.java │ │ │ ├── SystemUiHiderBase.java │ │ │ └── SystemUiHiderHoneycomb.java │ │ └── res │ │ ├── layout │ │ └── activity_fullscreen.xml │ │ ├── mipmap-hdpi │ │ └── ic_launcher.png │ │ ├── mipmap-mdpi │ │ └── ic_launcher.png │ │ ├── mipmap-xhdpi │ │ └── ic_launcher.png │ │ ├── mipmap-xxhdpi │ │ └── ic_launcher.png │ │ ├── raw │ │ └── controller_ascii.ply │ │ ├── values-v11 │ │ └── styles.xml │ │ └── values │ │ ├── attrs.xml │ │ ├── colors.xml │ │ ├── strings.xml │ │ └── styles.xml ├── build.gradle ├── gradle.properties ├── gradle │ └── wrapper │ │ ├── gradle-wrapper.jar │ │ └── gradle-wrapper.properties ├── gradlew ├── gradlew.bat └── settings.gradle └── README.md /LICENSE: -------------------------------------------------------------------------------- 1 | Apache License 2 | Version 2.0, January 2004 3 | http://www.apache.org/licenses/ 4 | 5 | TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 6 | 7 | 1. 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-------------------------------------------------------------------------------- 1 | .gradle 2 | /local.properties 3 | /.idea/workspace.xml 4 | /.idea/libraries 5 | .DS_Store 6 | /build 7 | /captures 8 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/.name: -------------------------------------------------------------------------------- 1 | OpenGL Gui -------------------------------------------------------------------------------- /OpenGLGui/.idea/compiler.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 22 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/copyright/profiles_settings.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/gradle.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 17 | 18 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/misc.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 19 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 46 | 47 | 48 | 49 | 50 | Android API 19 Platform 51 | 52 | 57 | 58 | 59 | 60 | 61 | 62 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/modules.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/runConfigurations.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 11 | 12 | -------------------------------------------------------------------------------- /OpenGLGui/.idea/vcs.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | -------------------------------------------------------------------------------- /OpenGLGui/OpenGLGui.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | -------------------------------------------------------------------------------- /OpenGLGui/app/.gitignore: -------------------------------------------------------------------------------- 1 | /build 2 | -------------------------------------------------------------------------------- /OpenGLGui/app/app.iml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 10 | 11 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | 90 | 91 | 92 | 93 | 94 | 95 | 96 | 97 | -------------------------------------------------------------------------------- /OpenGLGui/app/build.gradle: -------------------------------------------------------------------------------- 1 | apply plugin: 'com.android.application' 2 | 3 | android { 4 | compileSdkVersion 21 5 | buildToolsVersion "22.0.1" 6 | 7 | defaultConfig { 8 | applicationId "com.graphics.openglgui" 9 | minSdkVersion 19 10 | targetSdkVersion 21 11 | versionCode 1 12 | versionName "1.0" 13 | } 14 | buildTypes { 15 | release { 16 | minifyEnabled false 17 | proguardFiles getDefaultProguardFile('proguard-android.txt'), 'proguard-rules.pro' 18 | } 19 | } 20 | } 21 | 22 | dependencies { 23 | compile fileTree(dir: 'app/libs', include: ['*.jar']) 24 | compile 'com.android.support:appcompat-v7:21.0.3' 25 | compile 'com.android.support:support-v4:21.0.3' 26 | } 27 | -------------------------------------------------------------------------------- /OpenGLGui/app/proguard-rules.pro: -------------------------------------------------------------------------------- 1 | # Add project specific ProGuard rules here. 2 | # By default, the flags in this file are appended to flags specified 3 | # in /home/replica/RepLabs/android-studio-sdk/tools/proguard/proguard-android.txt 4 | # You can edit the include path and order by changing the proguardFiles 5 | # directive in build.gradle. 6 | # 7 | # For more details, see 8 | # http://developer.android.com/guide/developing/tools/proguard.html 9 | 10 | # Add any project specific keep options here: 11 | 12 | # If your project uses WebView with JS, uncomment the following 13 | # and specify the fully qualified class name to the JavaScript interface 14 | # class: 15 | #-keepclassmembers class fqcn.of.javascript.interface.for.webview { 16 | # public *; 17 | #} 18 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/androidTest/java/com/graphics/openglgui/ApplicationTest.java: -------------------------------------------------------------------------------- 1 | package com.graphics.openglgui; 2 | 3 | import android.app.Application; 4 | import android.test.ApplicationTestCase; 5 | 6 | /** 7 | * Testing Fundamentals 8 | */ 9 | public class ApplicationTest extends ApplicationTestCase { 10 | public ApplicationTest() { 11 | super(Application.class); 12 | } 13 | } -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/AndroidManifest.xml: -------------------------------------------------------------------------------- 1 | 2 | 4 | 5 | 9 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/Cube.java: -------------------------------------------------------------------------------- 1 | /* 2 | * Code to build a cube. Lots of help here from 3 | * http://bit.ly/1QPBhqK 4 | */ 5 | package com.graphics.openglgui; 6 | 7 | import android.opengl.GLES20; 8 | import android.util.Log; 9 | 10 | import java.nio.ByteBuffer; 11 | import java.nio.ByteOrder; 12 | import java.nio.FloatBuffer; 13 | 14 | public class Cube { 15 | private FloatBuffer cubeBuffer; 16 | private int mMVPMatrixHandle; 17 | private int mPositionHandle; 18 | private int mColorHandle; 19 | private int[] bufferIdx; 20 | // number of coordinates per vertex in this array 21 | static final int BYTES_PER_FLOAT = 4; 22 | static final int COORDS_PER_VERTEX = 3; 23 | static final int COORDS_PER_COLOR = 4; 24 | private final int stride = (COORDS_PER_COLOR + COORDS_PER_VERTEX) * BYTES_PER_FLOAT; 25 | static final int CUBE_VERTICES = 36; 26 | static float cubeCoords[] = { 27 | -0.5f,-0.5f, 0.5f, 1,0,0,1, 28 | +0.5f,-0.5f, 0.5f, 1,0,0,1, 29 | -0.5f,+0.5f, 0.5f, 1,0,0,1, 30 | -0.5f,+0.5f, 0.5f, 1,0,0,1, 31 | +0.5f,-0.5f, 0.5f, 1,0,0,1, 32 | +0.5f,+0.5f, 0.5f, 1,0,0,1, 33 | // Back 34 | +0.5f,-0.5f,-0.5f, 0,0,1,1, 35 | -0.5f,-0.5f,-0.5f, 0,0,1,1, 36 | +0.5f,+0.5f,-0.5f, 0,0,1,1, 37 | +0.5f,+0.5f,-0.5f, 0,0,1,1, 38 | -0.5f,-0.5f,-0.5f, 0,0,1,1, 39 | -0.5f,+0.5f,-0.5f, 0,0,1,1, 40 | // Right 41 | +0.5f,-0.5f,+0.5f, 1,1,0,1, 42 | +0.5f,-0.5f,-0.5f, 1,1,0,1, 43 | +0.5f,+0.5f,+0.5f, 1,1,0,1, 44 | +0.5f,+0.5f,+0.5f, 1,1,0,1, 45 | +0.5f,-0.5f,-0.5f, 1,1,0,1, 46 | +0.5f,+0.5f,-0.5f, 1,1,0,1, 47 | // Left 48 | -0.5f,-0.5f,-0.5f, 0,1,0,1, 49 | -0.5f,-0.5f,+0.5f, 0,1,0,1, 50 | -0.5f,+0.5f,-0.5f, 0,1,0,1, 51 | -0.5f,+0.5f,-0.5f, 0,1,0,1, 52 | -0.5f,-0.5f,+0.5f, 0,1,0,1, 53 | -0.5f,+0.5f,+0.5f, 0,1,0,1, 54 | // Top 55 | -0.5f,+0.5f,+0.5f, 0,1,1,1, 56 | +0.5f,+0.5f,+0.5f, 0,1,1,1, 57 | -0.5f,+0.5f,-0.5f, 0,1,1,1, 58 | -0.5f,+0.5f,-0.5f, 0,1,1,1, 59 | +0.5f,+0.5f,+0.5f, 0,1,1,1, 60 | +0.5f,+0.5f,-0.5f, 0,1,1,1, 61 | // Bottom 62 | -0.5f,-0.5f,-0.5f, 1,0,1,1, 63 | +0.5f,-0.5f,-0.5f, 1,0,1,1, 64 | -0.5f,-0.5f,+0.5f, 1,0,1,1, 65 | -0.5f,-0.5f,+0.5f, 1,0,1,1, 66 | +0.5f,-0.5f,-0.5f, 1,0,1,1, 67 | +0.5f,-0.5f,+0.5f, 1,0,1,1, 68 | }; 69 | 70 | public int loadShader(int type, final String shaderCode) { 71 | int shader = GLES20.glCreateShader(type); 72 | // add the source code to the shader and compile it 73 | GLES20.glShaderSource(shader, shaderCode); 74 | GLES20.glCompileShader(shader); 75 | int[] compiled = new int[1]; 76 | GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 77 | if (compiled[0] == 0) { 78 | Log.e("Shader", "Could not compile shader " + type + ":"); 79 | Log.e("Shader", GLES20.glGetShaderInfoLog(shader)); 80 | GLES20.glDeleteShader(shader); 81 | shader = 0; 82 | } 83 | return shader; 84 | } 85 | 86 | protected String getVertexShaderCode() { 87 | final String code = 88 | "uniform mat4 uMVPMatrix;\n" + 89 | "attribute vec3 vPosition;\n" + 90 | "attribute vec4 vColor;\n" + 91 | "varying vec4 fColor;\n" + 92 | "void main() {\n" + 93 | " gl_Position = uMVPMatrix * vec4(vPosition, 1);\n" + 94 | " fColor = vColor;\n" + 95 | "}\n"; 96 | return code; 97 | } 98 | 99 | protected String getFragmentShaderCode() { 100 | final String code = 101 | "precision mediump float;\n" + 102 | "varying vec4 fColor;\n" + 103 | "void main() {\n" + 104 | " gl_FragColor = fColor;\n" + 105 | "}\n"; 106 | return code; 107 | } 108 | 109 | protected void checkGlError(String TAG, String op) { 110 | int error; 111 | while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { 112 | Log.e(TAG, op + ": glError " + error); 113 | throw new RuntimeException(op + ": glError " + error); 114 | } 115 | } 116 | 117 | private final int mProgram; 118 | // Riffed off of the Android OpenGL ES 2.0 How-to page 119 | // http://bit.ly/1KVYlAx 120 | public Cube() { 121 | bufferIdx = new int[1]; 122 | GLES20.glGenBuffers(1, bufferIdx, 0); 123 | cubeBuffer = ByteBuffer.allocateDirect(cubeCoords.length * BYTES_PER_FLOAT) 124 | .order(ByteOrder.nativeOrder()) 125 | .asFloatBuffer(); 126 | cubeBuffer.put(cubeCoords).position(0); 127 | Log.v("Cube Init", "I'm a warning!"); 128 | 129 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[0]); 130 | Log.v("Cube Init", "I'm a warning! 2"); 131 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 132 | cubeBuffer.capacity() * BYTES_PER_FLOAT, 133 | cubeBuffer, 134 | GLES20.GL_STATIC_DRAW); 135 | Log.v("Cube Init", "I'm a warning! 3"); 136 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); 137 | Log.v("Cube Init", "Cube bound to buffer"); 138 | 139 | // Get our shaders ready 140 | int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, getVertexShaderCode()); 141 | int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, getFragmentShaderCode()); 142 | mProgram = GLES20.glCreateProgram(); 143 | // add the vertex shader to program 144 | GLES20.glAttachShader(mProgram, vertexShader); 145 | checkGlError("Cube", "glAttachShader"); 146 | 147 | // add the fragment shader to program 148 | GLES20.glAttachShader(mProgram, fragmentShader); 149 | checkGlError("Cube", "glAttachShader"); 150 | 151 | GLES20.glLinkProgram(mProgram); 152 | } 153 | 154 | private final int vertexCount = 36; 155 | public void draw(float[] mvpMatrix) { 156 | // Add program to OpenGL ES environment 157 | GLES20.glUseProgram(mProgram); 158 | // Position Buffer, passed into shader 159 | mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); 160 | Log.i("Draw function: ", Integer.toString(mPositionHandle)); 161 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[0]); 162 | GLES20.glEnableVertexAttribArray(mPositionHandle); 163 | GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, 164 | GLES20.GL_FLOAT, false, stride, 0); 165 | // Color Buffer, passed into shader 166 | mColorHandle = GLES20.glGetAttribLocation(mProgram, "vColor"); 167 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[0]); 168 | GLES20.glEnableVertexAttribArray(mColorHandle); 169 | GLES20.glVertexAttribPointer(mColorHandle, COORDS_PER_COLOR, 170 | GLES20.GL_FLOAT, false, stride, COORDS_PER_VERTEX * BYTES_PER_FLOAT); 171 | // get handle to shape's transformation matrix 172 | mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); 173 | // Pass the projection and view transformation to the shader 174 | GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); 175 | // Draw the triangle 176 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); 177 | // Disable vertex array 178 | GLES20.glDisableVertexAttribArray(mPositionHandle); 179 | GLES20.glDisableVertexAttribArray(mColorHandle); 180 | GLES20.glFlush(); 181 | } 182 | } 183 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/Cube.java~: -------------------------------------------------------------------------------- 1 | /* 2 | * Code to build a cube. Lots of help here from 3 | * http://bit.ly/1QPBhqK 4 | */ 5 | package com.graphics.openglgui; 6 | 7 | import android.opengl.GLES20; 8 | import android.util.Log; 9 | import java.nio.FloatBuffer; 10 | import java.nio.ByteBuffer; 11 | import java.nio.ByteOrder; 12 | 13 | public class Cube { 14 | private FloatBuffer vertexBuffer; 15 | private FloatBuffer colorBuffer; 16 | private int mMVPMatrixHandle; 17 | private int mPositionHandle; 18 | private int mColorHandle; 19 | private int[] buffers; 20 | // number of coordinates per vertex in this array 21 | static final int COORDS_PER_VERTEX = 3; 22 | static float cubeCoords[] = { 23 | -0.5f,-0.5f, 0.5f, 24 | +0.5f,-0.5f, 0.5f, 25 | -0.5f,+0.5f, 0.5f, 26 | -0.5f,+0.5f, 0.5f, 27 | +0.5f,-0.5f, 0.5f, 28 | +0.5f,+0.5f, 0.5f, 29 | // Back 30 | +0.5f,-0.5f,-0.5f, 31 | -0.5f,-0.5f,-0.5f, 32 | +0.5f,+0.5f,-0.5f, 33 | +0.5f,+0.5f,-0.5f, 34 | -0.5f,-0.5f,-0.5f, 35 | -0.5f,+0.5f,-0.5f, 36 | // Right 37 | +0.5f,-0.5f,+0.5f, 38 | +0.5f,-0.5f,-0.5f, 39 | +0.5f,+0.5f,+0.5f, 40 | +0.5f,+0.5f,+0.5f, 41 | +0.5f,-0.5f,-0.5f, 42 | +0.5f,+0.5f,-0.5f, 43 | // Left 44 | -0.5f,-0.5f,-0.5f, 45 | -0.5f,-0.5f,+0.5f, 46 | -0.5f,+0.5f,-0.5f, 47 | -0.5f,+0.5f,-0.5f, 48 | -0.5f,-0.5f,+0.5f, 49 | -0.5f,+0.5f,+0.5f, 50 | // Top 51 | -0.5f,+0.5f,+0.5f, 52 | +0.5f,+0.5f,+0.5f, 53 | -0.5f,+0.5f,-0.5f, 54 | -0.5f,+0.5f,-0.5f, 55 | +0.5f,+0.5f,+0.5f, 56 | +0.5f,+0.5f,-0.5f, 57 | // Bottom 58 | -0.5f,-0.5f,-0.5f, 59 | +0.5f,-0.5f,-0.5f, 60 | -0.5f,-0.5f,+0.5f, 61 | -0.5f,-0.5f,+0.5f, 62 | +0.5f,-0.5f,-0.5f, 63 | +0.5f,-0.5f,+0.5f, 64 | }; 65 | 66 | static float cubeColors[] = { 67 | 1,0,0,1, 68 | 1,0,0,1, 69 | 1,0,0,1, 70 | 1,0,0,1, 71 | 1,0,0,1, 72 | 1,0,0,1, 73 | 74 | 0,0,1,1, 75 | 0,0,1,1, 76 | 0,0,1,1, 77 | 0,0,1,1, 78 | 0,0,1,1, 79 | 0,0,1,1, 80 | 81 | 1,1,0,1, 82 | 1,1,0,1, 83 | 1,1,0,1, 84 | 1,1,0,1, 85 | 1,1,0,1, 86 | 1,1,0,1, 87 | 88 | 0,1,0,1, 89 | 0,1,0,1, 90 | 0,1,0,1, 91 | 0,1,0,1, 92 | 0,1,0,1, 93 | 0,1,0,1, 94 | 95 | 0,1,1,1, 96 | 0,1,1,1, 97 | 0,1,1,1, 98 | 0,1,1,1, 99 | 0,1,1,1, 100 | 0,1,1,1, 101 | 102 | 1,0,1,1, 103 | 1,0,1,1, 104 | 1,0,1,1, 105 | 1,0,1,1, 106 | 1,0,1,1, 107 | 1,0,1,1, 108 | }; 109 | 110 | public int loadShader(int type, String shaderCode) { 111 | // create a vertex shader type (GLES20.GL_VERTEX_SHADER) 112 | // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER) 113 | int shader = GLES20.glCreateShader(type); 114 | // add the source code to the shader and compile it 115 | GLES20.glShaderSource(shader, shaderCode); 116 | GLES20.glCompileShader(shader); 117 | return shader; 118 | } 119 | 120 | private final String vertexShaderCode = 121 | // This matrix member variable provides a hook to manipulate 122 | // the coordinates of the objects that use this vertex shader 123 | "uniform mat4 uMVPMatrix;" + 124 | "attribute vec4 vPosition;" + 125 | "void main() {" + 126 | // the matrix must be included as a modifier of gl_Position 127 | // Note that the uMVPMatrix factor *must be first* in order 128 | // for the matrix multiplication product to be correct. 129 | " gl_Position = uMVPMatrix * vPosition;" + 130 | "}"; 131 | 132 | private final String fragmentShaderCode = 133 | "precision mediump float;" + 134 | "attribute vec4 vColor;" + 135 | "void main() {" + 136 | " gl_FragColor = vColor;" + 137 | "}"; 138 | 139 | private final int mProgram; 140 | 141 | // Riffed off of the Android OpenGL ES 2.0 How-to page 142 | // http://bit.ly/1KVYlAx 143 | public Cube() { 144 | buffers = new int[3]; 145 | vertexBuffer = ByteBuffer.allocateDirect(cubeCoords.length * 4) 146 | .order(ByteOrder.nativeOrder()) 147 | .asFloatBuffer(); 148 | vertexBuffer.put(cubeCoords).position(0); 149 | Log.v("Cube Init", "I'm a warning!"); 150 | Log.v("Cube Init", "Coord Buffer capacity: " + vertexBuffer.capacity()); 151 | 152 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[0]); 153 | Log.v("Cube Init", "I'm a warning! 2"); 154 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 155 | vertexBuffer.capacity(), 156 | vertexBuffer, 157 | GLES20.GL_STATIC_DRAW); 158 | Log.v("Cube Init", "I'm a warning! 3"); 159 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); 160 | Log.v("Cube Init", "Position bound"); 161 | colorBuffer = ByteBuffer.allocateDirect(cubeColors.length * 4) 162 | .order(ByteOrder.nativeOrder()) 163 | .asFloatBuffer(); 164 | colorBuffer.put(cubeColors).position(0); 165 | Log.v("Cube Init", "Color Buffer capacity: " + colorBuffer.capacity()); 166 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[1]); 167 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 168 | colorBuffer.capacity(), 169 | colorBuffer, 170 | GLES20.GL_STATIC_DRAW); 171 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); 172 | Log.v("Cube Init", "Color bound"); 173 | 174 | // Get our shaders ready 175 | int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, 176 | vertexShaderCode); 177 | int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, 178 | fragmentShaderCode); 179 | mProgram = GLES20.glCreateProgram(); 180 | // add the vertex shader to program 181 | GLES20.glAttachShader(mProgram, vertexShader); 182 | // add the fragment shader to program 183 | GLES20.glAttachShader(mProgram, fragmentShader); 184 | // creates OpenGL ES program executables 185 | GLES20.glBindAttribLocation(mProgram, 0, "vPosition"); 186 | GLES20.glBindAttribLocation(mProgram, 1, "vColor"); 187 | GLES20.glLinkProgram(mProgram); 188 | } 189 | 190 | private final int vertexCount = 36; 191 | public void draw(float[] mvpMatrix) { 192 | // Add program to OpenGL ES environment 193 | GLES20.glUseProgram(mProgram); 194 | // Position Buffer, passed into shader 195 | // GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[0]); 196 | mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); 197 | GLES20.glEnableVertexAttribArray(mPositionHandle); 198 | GLES20.glVertexAttribPointer(mPositionHandle, 3, 199 | GLES20.GL_FLOAT, false, 200 | 0, vertexBuffer); 201 | // Color Buffer, passed into shader 202 | // GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, buffers[1]); 203 | Log.v("Draw", "we're doing things!"); 204 | mColorHandle = GLES20.glGetAttribLocation(mProgram, "vColor"); 205 | GLES20.glEnableVertexAttribArray(mColorHandle); 206 | GLES20.glVertexAttribPointer(mColorHandle, 4, 207 | GLES20.GL_FLOAT, false, 208 | 0, colorBuffer); 209 | // get handle to shape's transformation matrix 210 | mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); 211 | // Pass the projection and view transformation to the shader 212 | GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); 213 | // Draw the triangle 214 | GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); 215 | // Disable vertex array 216 | GLES20.glDisableVertexAttribArray(mPositionHandle); 217 | GLES20.glDisableVertexAttribArray(mColorHandle); 218 | GLES20.glFlush(); 219 | } 220 | } 221 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/GLView.java: -------------------------------------------------------------------------------- 1 | /* 2 | * Example 10: Surface view 3 | * These sites were incredibly useful while learning this task: 4 | * http://androidbook.com/item/4231 5 | * http://www.learnopengles.com/tag/vertex-shader/ 6 | * http://www.learnopengles.com/tag/vertex-shader/ 7 | * http://developer.android.com/training/graphics/opengl/touch.html 8 | */ 9 | 10 | package com.graphics.openglgui; 11 | 12 | import android.content.Context; 13 | import android.opengl.GLES20; 14 | import android.opengl.GLSurfaceView; 15 | import android.opengl.Matrix; 16 | import android.util.AttributeSet; 17 | import android.view.MotionEvent; 18 | import android.view.ScaleGestureDetector; 19 | 20 | import java.io.IOException; 21 | import java.io.InputStream; 22 | 23 | import javax.microedition.khronos.egl.EGLConfig; 24 | import javax.microedition.khronos.opengles.GL10; 25 | 26 | class GLView extends GLSurfaceView { 27 | private Renderer renderer; 28 | ScaleGestureDetector SGD; 29 | private float mPreviousX; 30 | private float mPreviousY; 31 | 32 | // Constructor 33 | public GLView(Context context, AttributeSet attributeSet) { 34 | super(context, attributeSet); 35 | // Create an OpenGL ES 2.0 context 36 | setEGLContextClientVersion(2); 37 | // Set the Renderer for drawing on the GLSurfaceView 38 | renderer = new Renderer(context); 39 | setRenderer(renderer); 40 | SGD = new ScaleGestureDetector(context, new ScaleListener()); 41 | } 42 | 43 | private class ScaleListener extends ScaleGestureDetector.SimpleOnScaleGestureListener { 44 | @Override 45 | public boolean onScale(ScaleGestureDetector detector) { 46 | renderer.scale *= detector.getScaleFactor(); 47 | return true; 48 | } 49 | } 50 | 51 | @Override 52 | public boolean onTouchEvent(MotionEvent e) { 53 | // MotionEvent reports input details from the touch screen 54 | // and other input controls. In this case, you are only 55 | // interested in events where the touch position changed. 56 | float x = e.getX(); 57 | float y = e.getY(); 58 | int motionaction = e.getAction() & MotionEvent.ACTION_MASK; 59 | switch (motionaction) { 60 | case MotionEvent.ACTION_DOWN: 61 | // Prevent jumping around. 62 | mPreviousX = x; 63 | mPreviousY = y; 64 | break; 65 | case MotionEvent.ACTION_MOVE: 66 | if (renderer != null) { 67 | float deltaX = (x - mPreviousX) / 2f; 68 | float deltaY = (y - mPreviousY) / 2f; 69 | renderer.mDeltaX += deltaX; 70 | renderer.mDeltaY += deltaY; 71 | } 72 | mPreviousX = x; 73 | mPreviousY = y; 74 | break; 75 | } 76 | SGD.onTouchEvent(e); 77 | return true; 78 | } 79 | 80 | // Called when reset button is pressed. 81 | public void Reset() { 82 | renderer.scale = 1; 83 | Matrix.setIdentityM(renderer.mAccumulatedRotation, 0); 84 | } 85 | 86 | public static class Renderer implements GLSurfaceView.Renderer { 87 | private Cube cube; 88 | private Mesh mesh; 89 | // Intrinsic Matrices 90 | private final float[] mModelMatrix = new float[16]; 91 | private final float[] mViewMatrix = new float[16]; 92 | // Projection matrix is set in onSurfaceChanged() 93 | private final float[] mProjectionMatrix = new float[16]; 94 | private final float[] mMVPMatrix = new float[16]; 95 | // Rotations for our touch movements 96 | private final float[] mAccumulatedRotation = new float[16]; 97 | private final float[] mCurrentRotation = new float[16]; 98 | public volatile float mDeltaX; 99 | public volatile float mDeltaY; 100 | public volatile float scale = 1; 101 | public Context current_context; 102 | private InputStream plyInput; 103 | 104 | 105 | public Renderer(Context context) { 106 | current_context = context; 107 | // Just in case we don't use the PLY in the future, 108 | // we need to give the user the option of switching out. 109 | plyInput = context.getResources().openRawResource(R.raw.controller_ascii); 110 | } 111 | 112 | public void onSurfaceCreated(GL10 gl,EGLConfig config) { 113 | GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.4f); 114 | // Initialize the accumulated rotation matrix 115 | Matrix.setIdentityM(mAccumulatedRotation, 0); 116 | // TODO(bminortx): put in loader for mesh 117 | cube = new Cube(); 118 | try { 119 | mesh = new Mesh(plyInput); 120 | } catch (IOException e) { 121 | e.printStackTrace(); 122 | } 123 | try { 124 | mesh.createProgram(); 125 | } catch (IOException e) { 126 | e.printStackTrace(); 127 | } 128 | } 129 | 130 | public void onDrawFrame(GL10 gl) { 131 | float[] mTemporaryMatrix = new float[16]; 132 | GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT); 133 | // Model, View, and Projection 134 | Matrix.setIdentityM(mModelMatrix, 0); 135 | Matrix.scaleM(mModelMatrix, 0, scale, scale, scale); 136 | Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f); 137 | // Set a matrix that contains the current rotation. 138 | // Code below adapted from http://www.learnopengles.com/rotating-an-object-with-touch-events/ 139 | Matrix.setIdentityM(mCurrentRotation, 0); 140 | Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f); 141 | Matrix.rotateM(mCurrentRotation, 0, mDeltaY, -1.0f, 0.0f, 0.0f); 142 | mDeltaX = 0.0f; 143 | mDeltaY = 0.0f; 144 | // Multiply the current rotation by the accumulated rotation, 145 | // and then set the accumulated rotation to the result. 146 | Matrix.multiplyMM(mTemporaryMatrix, 0, 147 | mCurrentRotation, 0, 148 | mAccumulatedRotation, 0); 149 | System.arraycopy(mTemporaryMatrix, 0, 150 | mAccumulatedRotation, 0, 16); 151 | // Rotate the cube taking the overall rotation into account. 152 | Matrix.multiplyMM(mTemporaryMatrix, 0, 153 | mModelMatrix, 0, 154 | mAccumulatedRotation, 0); 155 | System.arraycopy(mTemporaryMatrix, 0, mModelMatrix, 0, 16); 156 | // Calculate the projection and view transformation 157 | Matrix.multiplyMM(mTemporaryMatrix, 0, mViewMatrix, 0, mModelMatrix, 0); 158 | Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mTemporaryMatrix, 0); 159 | // Draw shape 160 | mesh.draw(mMVPMatrix); 161 | } 162 | 163 | public void onSurfaceChanged(GL10 gl,int width,int height) { 164 | GLES20.glViewport(0, 0, width, height); 165 | float ratio = (float) width / height; 166 | // this projection matrix is applied to object coordinates 167 | // in the onDrawFrame() method 168 | Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 1, 100); 169 | } 170 | } 171 | } 172 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/Mesh.java: -------------------------------------------------------------------------------- 1 | /* 2 | See this link for more info: 3 | http://www.learnopengles.com/android-lesson-eight-an-introduction-to-index-buffer-objects-ibos/ 4 | */ 5 | 6 | package com.graphics.openglgui; 7 | 8 | import android.opengl.GLES20; 9 | import android.util.Log; 10 | 11 | import java.io.IOException; 12 | import java.io.InputStream; 13 | import java.nio.ByteBuffer; 14 | import java.nio.ByteOrder; 15 | import java.nio.FloatBuffer; 16 | import java.nio.IntBuffer; 17 | 18 | /** 19 | * Created by replica on 10/8/15. 20 | */ 21 | public class Mesh { 22 | private int mMVPMatrixHandle; 23 | private int mPositionHandle; 24 | private int mColorHandle; 25 | private int[] bufferIdx; 26 | private int vertexCount; 27 | private int facesCount; 28 | private FloatBuffer meshBuffer; 29 | private FloatBuffer colorBuffer; 30 | private IntBuffer facesBuffer; 31 | private PlyParser parser; 32 | private int mProgram; 33 | // number of coordinates per vertex in this array 34 | static final int BYTES_PER_FLOAT = 4; 35 | static final int BYTES_PER_SHORT = 2; 36 | static final int COORDS_PER_VERTEX = 3; 37 | static final int COORDS_PER_COLOR = 4; 38 | private final int stride = (COORDS_PER_COLOR + COORDS_PER_VERTEX) * BYTES_PER_FLOAT; 39 | 40 | public int loadShader(int type, final String shaderCode) { 41 | int shader = GLES20.glCreateShader(type); 42 | // add the source code to the shader and compile it 43 | GLES20.glShaderSource(shader, shaderCode); 44 | GLES20.glCompileShader(shader); 45 | int[] compiled = new int[1]; 46 | GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0); 47 | if (compiled[0] == 0) { 48 | Log.e("Shader", "Could not compile shader " + type + ":"); 49 | Log.e("Shader", GLES20.glGetShaderInfoLog(shader)); 50 | GLES20.glDeleteShader(shader); 51 | shader = 0; 52 | } 53 | return shader; 54 | } 55 | 56 | protected String getVertexShaderCode() { 57 | final String code = 58 | "uniform mat4 uMVPMatrix;\n" + 59 | "attribute vec3 vPosition;\n" + 60 | "attribute vec4 vColor;\n" + 61 | "varying vec4 fColor;\n" + 62 | "void main() {\n" + 63 | " gl_Position = uMVPMatrix * vec4(vPosition, 1);\n" + 64 | " fColor = vColor;\n" + 65 | "}\n"; 66 | return code; 67 | } 68 | 69 | protected String getFragmentShaderCode() { 70 | final String code = 71 | "precision mediump float;\n" + 72 | "varying vec4 fColor;\n" + 73 | "void main() {\n" + 74 | " gl_FragColor = fColor;\n" + 75 | "}\n"; 76 | return code; 77 | } 78 | 79 | protected void checkGlError(String TAG, String op) { 80 | int error; 81 | while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) { 82 | Log.e(TAG, op + ": glError " + error); 83 | throw new RuntimeException(op + ": glError " + error); 84 | } 85 | } 86 | 87 | // Riffed off of the Android OpenGL ES 2.0 How-to page 88 | // http://bit.ly/1KVYlAx 89 | public Mesh(InputStream ply_file) throws IOException { 90 | parser = new PlyParser(ply_file); 91 | } 92 | 93 | public boolean createProgram() throws IOException { 94 | if (!parser.ParsePly()) { 95 | // It's not a PLY, so don't go any farther 96 | return false; 97 | } 98 | vertexCount = parser.getVertexCount(); 99 | facesCount = parser.getFaceCount(); 100 | bufferIdx = new int[3]; 101 | GLES20.glGenBuffers(3, bufferIdx, 0); 102 | meshBuffer = ByteBuffer.allocateDirect(parser.getVertices().length * BYTES_PER_FLOAT) 103 | .order(ByteOrder.nativeOrder()) 104 | .asFloatBuffer(); 105 | meshBuffer.put(parser.getVertices()).position(0); 106 | colorBuffer = ByteBuffer.allocateDirect(parser.getColors().length * BYTES_PER_FLOAT) 107 | .order(ByteOrder.nativeOrder()) 108 | .asFloatBuffer(); 109 | colorBuffer.put(parser.getColors()).position(0); 110 | // TODO(bminortx): check size of int 111 | facesBuffer = ByteBuffer.allocateDirect(parser.getFaces().length * BYTES_PER_FLOAT) 112 | .order(ByteOrder.nativeOrder()) 113 | .asIntBuffer(); 114 | facesBuffer.put(parser.getFaces()).position(0); 115 | 116 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[0]); 117 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 118 | meshBuffer.capacity() * BYTES_PER_FLOAT, 119 | meshBuffer, 120 | GLES20.GL_STATIC_DRAW); 121 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[1]); 122 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 123 | colorBuffer.capacity() * BYTES_PER_FLOAT, 124 | colorBuffer, 125 | GLES20.GL_STATIC_DRAW); 126 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[2]); 127 | GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, 128 | facesBuffer.capacity() * BYTES_PER_FLOAT, 129 | facesBuffer, 130 | GLES20.GL_STATIC_DRAW); 131 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0); 132 | 133 | // Get our shaders ready 134 | int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, getVertexShaderCode()); 135 | int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, getFragmentShaderCode()); 136 | mProgram = GLES20.glCreateProgram(); 137 | // add the vertex shader to program 138 | GLES20.glAttachShader(mProgram, vertexShader); 139 | checkGlError("Cube", "glAttachShader"); 140 | // add the fragment shader to program 141 | GLES20.glAttachShader(mProgram, fragmentShader); 142 | checkGlError("Cube", "glAttachShader"); 143 | GLES20.glLinkProgram(mProgram); 144 | return true; 145 | } 146 | 147 | public void draw(float[] mvpMatrix) { 148 | // Add program to OpenGL ES environment 149 | GLES20.glUseProgram(mProgram); 150 | // Position Buffer, passed into shader 151 | mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition"); 152 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[0]); 153 | GLES20.glEnableVertexAttribArray(mPositionHandle); 154 | GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, 155 | GLES20.GL_FLOAT, false, 0, 0); 156 | // Color Buffer, passed into shader 157 | mColorHandle = GLES20.glGetAttribLocation(mProgram, "vColor"); 158 | GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferIdx[1]); 159 | GLES20.glEnableVertexAttribArray(mColorHandle); 160 | GLES20.glVertexAttribPointer(mColorHandle, COORDS_PER_COLOR, 161 | GLES20.GL_FLOAT, false, 0, 0); 162 | // get handle to shape's transformation matrix 163 | mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix"); 164 | // Pass the projection and view transformation to the shader 165 | GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0); 166 | // Draw the triangle 167 | // GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount); 168 | GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferIdx[2]); 169 | GLES20.glDrawElements(GLES20.GL_TRIANGLE_STRIP, facesCount * 3, GLES20.GL_UNSIGNED_INT, 0); 170 | // Disable vertex array 171 | GLES20.glDisableVertexAttribArray(mPositionHandle); 172 | GLES20.glDisableVertexAttribArray(mColorHandle); 173 | GLES20.glFlush(); 174 | } 175 | } 176 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/MeshViewActivity.java: -------------------------------------------------------------------------------- 1 | /* 2 | * Example 10: Activities 3 | */ 4 | 5 | package com.graphics.openglgui; 6 | 7 | import android.app.Activity; 8 | import android.content.res.Configuration; 9 | import android.os.Bundle; 10 | import android.view.View; 11 | 12 | public class MeshViewActivity extends Activity { 13 | GLView view; 14 | 15 | @Override protected void onCreate(Bundle icicle) { 16 | super.onCreate(icicle); 17 | setContentView(R.layout.activity_fullscreen); 18 | view = (GLView)findViewById(R.id.gl_view); 19 | } 20 | 21 | @Override protected void onPause() { 22 | super.onPause(); 23 | view.onPause(); 24 | } 25 | 26 | @Override protected void onResume() { 27 | super.onResume(); 28 | view.onResume(); 29 | } 30 | 31 | @Override public void onConfigurationChanged(Configuration conf) { 32 | super.onConfigurationChanged(conf); 33 | } 34 | 35 | public void Reset(View v) { 36 | view.Reset(); 37 | } 38 | } 39 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/PlyParser.java: -------------------------------------------------------------------------------- 1 | /* 2 | PLYParser: A reader for .ply files 3 | See the below links for info: 4 | http://paulbourke.net/dataformats/ply/ 5 | http://stackoverflow.com/questions/6420293/reading-android-raw-text-file 6 | */ 7 | 8 | package com.graphics.openglgui; 9 | 10 | import android.util.Log; 11 | 12 | import java.io.BufferedReader; 13 | import java.io.IOException; 14 | import java.io.InputStream; 15 | import java.io.InputStreamReader; 16 | 17 | public class PlyParser { 18 | // Parser mechanisms 19 | private BufferedReader bufferedReader; 20 | private final int NO_INDEX = 100; 21 | private int vertexIndex = NO_INDEX; 22 | private int colorIndex = NO_INDEX; 23 | private int normalIndex = NO_INDEX; 24 | private boolean inHeader = true; 25 | public int currentElement = 0; 26 | public int currentFace = 0; 27 | /* data fields to store points, colors, faces information read from PLY file */ 28 | public float[] vertices = null; 29 | public float[] colors = null; 30 | public float[] normals = null; 31 | public int[] faces = null; 32 | // Size of an individual element, in floats 33 | public int vertexSize = 0; 34 | public int colorSize = 0; 35 | public int normalSize = 0; 36 | public int faceSize = 3; 37 | // Normalizing constants 38 | public float vertexMax = 0; 39 | public float colorMax = 0; 40 | // Number of elements in the entire PLY 41 | public int vertexCount = 0; 42 | public int faceCount = 0; 43 | // Counter for header 44 | private int elementCount = 0; 45 | 46 | public PlyParser(InputStream plyFile) { 47 | bufferedReader = new BufferedReader(new InputStreamReader(plyFile)); 48 | } 49 | 50 | boolean ParsePly() throws IOException { 51 | // Check if this is even a PLY file. 52 | String line = bufferedReader.readLine(); 53 | if(!line.equals("ply")) { 54 | Log.e("ReadHeader", "File is not a PLY! Leave us."); 55 | return false; 56 | } 57 | 58 | // Check for ASCII format 59 | line = bufferedReader.readLine(); 60 | String words[] = line.split(" "); 61 | if(!words[1].equals("ascii")) { 62 | Log.e("ReadHeader", "File is not ASCII format! Cannot read."); 63 | return false; 64 | } 65 | 66 | // Read the header 67 | line = bufferedReader.readLine(); 68 | while (line != null && inHeader) { 69 | ReadHeader(line); 70 | line = bufferedReader.readLine(); 71 | } 72 | 73 | // Populate the data 74 | if (vertexSize != 3) { 75 | Log.e("ParsePly", "Incorrect count of vertices! Expected 3."); 76 | return false; 77 | } 78 | vertices = new float[vertexCount * vertexSize]; 79 | faces = new int[faceCount * faceSize]; 80 | if (colorSize != 0) { colors = new float [vertexCount * colorSize]; } 81 | if (normalSize != 0) { normals = new float [vertexCount * normalSize]; } 82 | line = bufferedReader.readLine(); 83 | while (line != null) { 84 | ReadData(line); 85 | line = bufferedReader.readLine(); 86 | } 87 | ScaleData(); 88 | return true; 89 | } 90 | 91 | void ReadHeader(String line) { 92 | // Make into a list of words, yo. 93 | String words[] = line.split(" "); 94 | if(words[0].equals("comment")) { return; } 95 | // Check if element or property 96 | if (words[0].equals("element")) { 97 | if (words[1].equals("vertex")) { 98 | vertexCount = Integer.parseInt(words[2]); 99 | } else if (words[1].equals("face")) { 100 | faceCount = Integer.parseInt(words[2]); 101 | } 102 | } 103 | if (words[0].equals("property")) { 104 | if (words[2].equals("x") || 105 | words[2].equals("y") || 106 | words[2].equals("z")) { 107 | if (vertexIndex > elementCount) { vertexIndex = elementCount; } 108 | vertexSize++; 109 | } else if (words[2].equals("nx") || 110 | words[2].equals("ny")|| 111 | words[2].equals("nz")) { 112 | if (normalIndex > elementCount) { normalIndex = elementCount; } 113 | normalSize++; 114 | } else if (words[2].equals("red") || 115 | words[2].equals("green") || 116 | words[2].equals("blue") || 117 | words[2].equals("alpha")) { 118 | if (colorIndex > elementCount) { colorIndex = elementCount; } 119 | colorSize++; 120 | } 121 | elementCount++; 122 | } 123 | 124 | if (words[0].equals("end_header")) { 125 | inHeader = false; 126 | return; 127 | } 128 | } 129 | 130 | void ReadData(String line) { 131 | String words[] = line.split(" "); 132 | // Compensate for extra line read with (vertexCount - 1) 133 | if (currentElement < vertexCount - 1) { 134 | for (int i = 0; i < vertexSize; i++) { 135 | vertices[currentElement * vertexSize + i] = Float.parseFloat(words[vertexIndex + i]); 136 | if (vertexMax < Math.abs(vertices[currentElement * vertexSize + i])) { 137 | vertexMax = Math.abs(vertices[currentElement * vertexSize + i]); 138 | } 139 | } 140 | for (int i = 0; i < colorSize; i++) { 141 | colors[currentElement * colorSize + i] = Float.parseFloat(words[colorIndex + i]); 142 | if (colorMax < colors[currentElement * colorSize + i]) { 143 | colorMax = colors[currentElement * colorSize + i]; 144 | } 145 | } 146 | for (int i = 0; i < normalSize; i++) { 147 | normals[currentElement * normalSize + i] = Float.parseFloat(words[normalIndex + i]); 148 | } 149 | currentElement++; 150 | } else if (currentFace < faceCount) { 151 | for (int i = 0; i < 3; i++) { 152 | faces[currentFace * faceSize + i] = Integer.parseInt(words[i + 1]); 153 | } 154 | currentFace++; 155 | } 156 | } 157 | 158 | void ScaleData() { 159 | for (int i = 0; i < vertexCount * vertexSize; i++) { 160 | vertices[i] /= vertexMax; 161 | } 162 | for (int i = 0; i < vertexCount * colorSize; i++) { 163 | colors[i] /= colorMax; 164 | } 165 | } 166 | 167 | // Getters 168 | public float[] getVertices() { return vertices; } 169 | 170 | public int getVertexCount() { 171 | return vertexCount; 172 | } 173 | 174 | public float[] getColors() { 175 | return colors; 176 | } 177 | 178 | public float[] getNormals() { 179 | return normals; 180 | } 181 | 182 | public int getFaceCount() { 183 | return faceCount; 184 | } 185 | 186 | public int[] getFaces() { 187 | return faces; 188 | } 189 | } 190 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/shader.frag: -------------------------------------------------------------------------------- 1 | precision mediump float; 2 | varying vec4 vColor; 3 | 4 | void main() { 5 | gl_FragColor = vColor; 6 | } 7 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/shader.frag~: -------------------------------------------------------------------------------- 1 | precision mediump float; 2 | varying vec4 vColor; 3 | void main() { 4 | gl_FragColor = vColor; 5 | } 6 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/shader.vert: -------------------------------------------------------------------------------- 1 | uniform mat4 uMVPMatrix; 2 | attribute vec3 vPosition; 3 | varying vec4 v Color; 4 | 5 | void main() { 6 | gl_Position = uMVPMatrix * vPosition; 7 | } 8 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/shader.vert~: -------------------------------------------------------------------------------- 1 | "uniform mat4 uMVPMatrix;" + 2 | "attribute vec3 vPosition;" + 3 | "varying vec4 v Color;" + 4 | "void main() {" + 5 | " gl_Position = uMVPMatrix * vPosition;" + 6 | "}"; -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/util/SystemUiHider.java: -------------------------------------------------------------------------------- 1 | package com.graphics.openglgui.util; 2 | 3 | import android.app.Activity; 4 | import android.os.Build; 5 | import android.view.View; 6 | 7 | /** 8 | * A utility class that helps with showing and hiding system UI such as the 9 | * status bar and navigation/system bar. This class uses backward-compatibility 10 | * techniques described in 12 | * Creating Backward-Compatible UIs to ensure that devices running any 13 | * version of Android OS are supported. More specifically, there are separate 14 | * implementations of this abstract class: for newer devices, 15 | * {@link #getInstance} will return a {@link SystemUiHiderHoneycomb} instance, 16 | * while on older devices {@link #getInstance} will return a 17 | * {@link SystemUiHiderBase} instance. 18 | *

19 | * For more on system bars, see System Bars. 22 | * 23 | * @see android.view.View#setSystemUiVisibility(int) 24 | * @see android.view.WindowManager.LayoutParams#FLAG_FULLSCREEN 25 | */ 26 | public abstract class SystemUiHider { 27 | /** 28 | * When this flag is set, the 29 | * {@link android.view.WindowManager.LayoutParams#FLAG_LAYOUT_IN_SCREEN} 30 | * flag will be set on older devices, making the status bar "float" on top 31 | * of the activity layout. This is most useful when there are no controls at 32 | * the top of the activity layout. 33 | *

34 | * This flag isn't used on newer devices because the action 36 | * bar, the most important structural element of an Android app, should 37 | * be visible and not obscured by the system UI. 38 | */ 39 | public static final int FLAG_LAYOUT_IN_SCREEN_OLDER_DEVICES = 0x1; 40 | 41 | /** 42 | * When this flag is set, {@link #show()} and {@link #hide()} will toggle 43 | * the visibility of the status bar. If there is a navigation bar, show and 44 | * hide will toggle low profile mode. 45 | */ 46 | public static final int FLAG_FULLSCREEN = 0x2; 47 | 48 | /** 49 | * When this flag is set, {@link #show()} and {@link #hide()} will toggle 50 | * the visibility of the navigation bar, if it's present on the device and 51 | * the device allows hiding it. In cases where the navigation bar is present 52 | * but cannot be hidden, show and hide will toggle low profile mode. 53 | */ 54 | public static final int FLAG_HIDE_NAVIGATION = FLAG_FULLSCREEN | 0x4; 55 | 56 | /** 57 | * The activity associated with this UI hider object. 58 | */ 59 | protected Activity mActivity; 60 | 61 | /** 62 | * The view on which {@link View#setSystemUiVisibility(int)} will be called. 63 | */ 64 | protected View mAnchorView; 65 | 66 | /** 67 | * The current UI hider flags. 68 | * 69 | * @see #FLAG_FULLSCREEN 70 | * @see #FLAG_HIDE_NAVIGATION 71 | * @see #FLAG_LAYOUT_IN_SCREEN_OLDER_DEVICES 72 | */ 73 | protected int mFlags; 74 | 75 | /** 76 | * The current visibility callback. 77 | */ 78 | protected OnVisibilityChangeListener mOnVisibilityChangeListener = sDummyListener; 79 | 80 | /** 81 | * Creates and returns an instance of {@link SystemUiHider} that is 82 | * appropriate for this device. The object will be either a 83 | * {@link SystemUiHiderBase} or {@link SystemUiHiderHoneycomb} depending on 84 | * the device. 85 | * 86 | * @param activity The activity whose window's system UI should be 87 | * controlled by this class. 88 | * @param anchorView The view on which 89 | * {@link View#setSystemUiVisibility(int)} will be called. 90 | * @param flags Either 0 or any combination of {@link #FLAG_FULLSCREEN}, 91 | * {@link #FLAG_HIDE_NAVIGATION}, and 92 | * {@link #FLAG_LAYOUT_IN_SCREEN_OLDER_DEVICES}. 93 | */ 94 | public static SystemUiHider getInstance(Activity activity, View anchorView, int flags) { 95 | if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { 96 | return new SystemUiHiderHoneycomb(activity, anchorView, flags); 97 | } else { 98 | return new SystemUiHiderBase(activity, anchorView, flags); 99 | } 100 | } 101 | 102 | protected SystemUiHider(Activity activity, View anchorView, int flags) { 103 | mActivity = activity; 104 | mAnchorView = anchorView; 105 | mFlags = flags; 106 | } 107 | 108 | /** 109 | * Sets up the system UI hider. Should be called from 110 | * {@link Activity#onCreate}. 111 | */ 112 | public abstract void setup(); 113 | 114 | /** 115 | * Returns whether or not the system UI is visible. 116 | */ 117 | public abstract boolean isVisible(); 118 | 119 | /** 120 | * Hide the system UI. 121 | */ 122 | public abstract void hide(); 123 | 124 | /** 125 | * Show the system UI. 126 | */ 127 | public abstract void show(); 128 | 129 | /** 130 | * Toggle the visibility of the system UI. 131 | */ 132 | public void toggle() { 133 | if (isVisible()) { 134 | hide(); 135 | } else { 136 | show(); 137 | } 138 | } 139 | 140 | /** 141 | * Registers a callback, to be triggered when the system UI visibility 142 | * changes. 143 | */ 144 | public void setOnVisibilityChangeListener(OnVisibilityChangeListener listener) { 145 | if (listener == null) { 146 | listener = sDummyListener; 147 | } 148 | 149 | mOnVisibilityChangeListener = listener; 150 | } 151 | 152 | /** 153 | * A dummy no-op callback for use when there is no other listener set. 154 | */ 155 | private static OnVisibilityChangeListener sDummyListener = new OnVisibilityChangeListener() { 156 | @Override 157 | public void onVisibilityChange(boolean visible) { 158 | } 159 | }; 160 | 161 | /** 162 | * A callback interface used to listen for system UI visibility changes. 163 | */ 164 | public interface OnVisibilityChangeListener { 165 | /** 166 | * Called when the system UI visibility has changed. 167 | * 168 | * @param visible True if the system UI is visible. 169 | */ 170 | public void onVisibilityChange(boolean visible); 171 | } 172 | } 173 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/util/SystemUiHiderBase.java: -------------------------------------------------------------------------------- 1 | package com.graphics.openglgui.util; 2 | 3 | import android.app.Activity; 4 | import android.view.View; 5 | import android.view.WindowManager; 6 | 7 | /** 8 | * A base implementation of {@link SystemUiHider}. Uses APIs available in all 9 | * API levels to show and hide the status bar. 10 | */ 11 | public class SystemUiHiderBase extends SystemUiHider { 12 | /** 13 | * Whether or not the system UI is currently visible. This is a cached value 14 | * from calls to {@link #hide()} and {@link #show()}. 15 | */ 16 | private boolean mVisible = true; 17 | 18 | /** 19 | * Constructor not intended to be called by clients. Use 20 | * {@link SystemUiHider#getInstance} to obtain an instance. 21 | */ 22 | protected SystemUiHiderBase(Activity activity, View anchorView, int flags) { 23 | super(activity, anchorView, flags); 24 | } 25 | 26 | @Override 27 | public void setup() { 28 | if ((mFlags & FLAG_LAYOUT_IN_SCREEN_OLDER_DEVICES) == 0) { 29 | mActivity.getWindow().setFlags( 30 | WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN 31 | | WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS, 32 | WindowManager.LayoutParams.FLAG_LAYOUT_IN_SCREEN 33 | | WindowManager.LayoutParams.FLAG_LAYOUT_NO_LIMITS); 34 | } 35 | } 36 | 37 | @Override 38 | public boolean isVisible() { 39 | return mVisible; 40 | } 41 | 42 | @Override 43 | public void hide() { 44 | if ((mFlags & FLAG_FULLSCREEN) != 0) { 45 | mActivity.getWindow().setFlags( 46 | WindowManager.LayoutParams.FLAG_FULLSCREEN, 47 | WindowManager.LayoutParams.FLAG_FULLSCREEN); 48 | } 49 | mOnVisibilityChangeListener.onVisibilityChange(false); 50 | mVisible = false; 51 | } 52 | 53 | @Override 54 | public void show() { 55 | if ((mFlags & FLAG_FULLSCREEN) != 0) { 56 | mActivity.getWindow().setFlags( 57 | 0, 58 | WindowManager.LayoutParams.FLAG_FULLSCREEN); 59 | } 60 | mOnVisibilityChangeListener.onVisibilityChange(true); 61 | mVisible = true; 62 | } 63 | } 64 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/java/com/graphics/openglgui/util/SystemUiHiderHoneycomb.java: -------------------------------------------------------------------------------- 1 | package com.graphics.openglgui.util; 2 | 3 | import android.annotation.TargetApi; 4 | import android.app.Activity; 5 | import android.os.Build; 6 | import android.view.View; 7 | import android.view.WindowManager; 8 | 9 | /** 10 | * An API 11+ implementation of {@link SystemUiHider}. Uses APIs available in 11 | * Honeycomb and later (specifically {@link View#setSystemUiVisibility(int)}) to 12 | * show and hide the system UI. 13 | */ 14 | @TargetApi(Build.VERSION_CODES.HONEYCOMB) 15 | public class SystemUiHiderHoneycomb extends SystemUiHiderBase { 16 | /** 17 | * Flags for {@link View#setSystemUiVisibility(int)} to use when showing the 18 | * system UI. 19 | */ 20 | private int mShowFlags; 21 | 22 | /** 23 | * Flags for {@link View#setSystemUiVisibility(int)} to use when hiding the 24 | * system UI. 25 | */ 26 | private int mHideFlags; 27 | 28 | /** 29 | * Flags to test against the first parameter in 30 | * {@link android.view.View.OnSystemUiVisibilityChangeListener#onSystemUiVisibilityChange(int)} 31 | * to determine the system UI visibility state. 32 | */ 33 | private int mTestFlags; 34 | 35 | /** 36 | * Whether or not the system UI is currently visible. This is cached from 37 | * {@link android.view.View.OnSystemUiVisibilityChangeListener}. 38 | */ 39 | private boolean mVisible = true; 40 | 41 | /** 42 | * Constructor not intended to be called by clients. Use 43 | * {@link SystemUiHider#getInstance} to obtain an instance. 44 | */ 45 | protected SystemUiHiderHoneycomb(Activity activity, View anchorView, int flags) { 46 | super(activity, anchorView, flags); 47 | 48 | mShowFlags = View.SYSTEM_UI_FLAG_VISIBLE; 49 | mHideFlags = View.SYSTEM_UI_FLAG_LOW_PROFILE; 50 | mTestFlags = View.SYSTEM_UI_FLAG_LOW_PROFILE; 51 | 52 | if ((mFlags & FLAG_FULLSCREEN) != 0) { 53 | // If the client requested fullscreen, add flags relevant to hiding 54 | // the status bar. Note that some of these constants are new as of 55 | // API 16 (Jelly Bean). It is safe to use them, as they are inlined 56 | // at compile-time and do nothing on pre-Jelly Bean devices. 57 | mShowFlags |= View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN; 58 | mHideFlags |= View.SYSTEM_UI_FLAG_LAYOUT_FULLSCREEN 59 | | View.SYSTEM_UI_FLAG_FULLSCREEN; 60 | } 61 | 62 | if ((mFlags & FLAG_HIDE_NAVIGATION) != 0) { 63 | // If the client requested hiding navigation, add relevant flags. 64 | mShowFlags |= View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION; 65 | mHideFlags |= View.SYSTEM_UI_FLAG_LAYOUT_HIDE_NAVIGATION 66 | | View.SYSTEM_UI_FLAG_HIDE_NAVIGATION; 67 | mTestFlags |= View.SYSTEM_UI_FLAG_HIDE_NAVIGATION; 68 | } 69 | } 70 | 71 | /** 72 | * {@inheritDoc} 73 | */ 74 | @Override 75 | public void setup() { 76 | mAnchorView.setOnSystemUiVisibilityChangeListener(mSystemUiVisibilityChangeListener); 77 | } 78 | 79 | /** 80 | * {@inheritDoc} 81 | */ 82 | @Override 83 | public void hide() { 84 | mAnchorView.setSystemUiVisibility(mHideFlags); 85 | } 86 | 87 | /** 88 | * {@inheritDoc} 89 | */ 90 | @Override 91 | public void show() { 92 | mAnchorView.setSystemUiVisibility(mShowFlags); 93 | } 94 | 95 | /** 96 | * {@inheritDoc} 97 | */ 98 | @Override 99 | public boolean isVisible() { 100 | return mVisible; 101 | } 102 | 103 | private View.OnSystemUiVisibilityChangeListener mSystemUiVisibilityChangeListener 104 | = new View.OnSystemUiVisibilityChangeListener() { 105 | @Override 106 | public void onSystemUiVisibilityChange(int vis) { 107 | // Test against mTestFlags to see if the system UI is visible. 108 | if ((vis & mTestFlags) != 0) { 109 | if (Build.VERSION.SDK_INT < Build.VERSION_CODES.JELLY_BEAN) { 110 | // Pre-Jelly Bean, we must manually hide the action bar 111 | // and use the old window flags API. 112 | mActivity.getActionBar().hide(); 113 | mActivity.getWindow().setFlags( 114 | WindowManager.LayoutParams.FLAG_FULLSCREEN, 115 | WindowManager.LayoutParams.FLAG_FULLSCREEN); 116 | } 117 | 118 | // Trigger the registered listener and cache the visibility 119 | // state. 120 | mOnVisibilityChangeListener.onVisibilityChange(false); 121 | mVisible = false; 122 | 123 | } else { 124 | mAnchorView.setSystemUiVisibility(mShowFlags); 125 | if (Build.VERSION.SDK_INT < Build.VERSION_CODES.JELLY_BEAN) { 126 | // Pre-Jelly Bean, we must manually show the action bar 127 | // and use the old window flags API. 128 | mActivity.getActionBar().show(); 129 | mActivity.getWindow().setFlags( 130 | 0, 131 | WindowManager.LayoutParams.FLAG_FULLSCREEN); 132 | } 133 | 134 | // Trigger the registered listener and cache the visibility 135 | // state. 136 | mOnVisibilityChangeListener.onVisibilityChange(true); 137 | mVisible = true; 138 | } 139 | } 140 | }; 141 | } 142 | -------------------------------------------------------------------------------- /OpenGLGui/app/src/main/res/layout/activity_fullscreen.xml: -------------------------------------------------------------------------------- 1 | 7 | 8 | 12 | 13 | 21 | 22 | 29 | 30 | 31 | 32 | 34 | 35 | 38 | 39 | 47 | 48 |