Mobile Application Programing: Android. OpenGL Operation

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Transcription:

Mobile Application Programing: Android OpenGL Operation

Activities Apps are composed of activities Activities are self-contained tasks made up of one screen-full of information Activities start one another and are destroyed commonly Apps can use activities belonging to another app

Fragments Acts like a sub-activity Attached and removed from an activity using the FragmentManager Attachment or removal of many fragments with FragmentTransaction Lifecycle tied to parent activity Adds onattach / ondetach and oncreateview / ondestroyview

OpenGL ES C-Based Performance-Oriented Graphics Library Wrapper libraries provided for Java, C#, etc. Produces 2D images from 2D or 3D geometric data Mobile version of OpenGL Includes nearly all OpenGL functionality Removes seldom-used or legacy features Used by non-mobile platforms also (eg. Playstation 3)

OpenGL Environment android.opengl.glsurfaceview GLSurfaceView.Renderer GLES20 (C Library Wrapper) Vertex Shader Fragment Shader Program Uniform Variables Attribute Arrays GLSurfaceView Renderer GLES20 GL Calls

Data read from Scene and OBJ files OpenGL ES Primitive Processing Vertex Shader Fragments resulting from rasterization Fragment Shader OpenGL ES Rasterizer Frame Buffer OpenGL ES Fragment Processing

OpenGL Shading Language Defines a C-like language that can be compiled into GPU instructions Floating-point, Integer, and Boolean data types Vectors of these types in 2, 3, 4 sizes Matrices of floats in 2x2, 3x3, 4x4 1D-Arrays and Structures Special Texture types Operators on all these types

OpenGL Shading Language Variable storage qualifiers - uniform, attribute, varying Variable precision qualifiers - lowp, mediump, highp Control Statements - if, else Loops - for, while, do-while Jumps - break, continue, return Function Definition Pre-processor Directives

OpenGL Shading Language Built-in functions for basic mathematics, trigonometry, geometry, and texturing (eg. exp, tan, cross, texture2d) Built-in variables to represent inputs and outputs Vertex Shader gl_position (vec4, out) Fragment Shader gl_fragcoord (vec2, in) gl_fragcolor (vec4, out)

Host-GPU Data Transfer Global values are sent to the graphics processing hardware by changing the values of uniform variables defined in the shaders using glgetunifromlocation and gluniform* calls Geometry data is sent to the graphics hardware by using glbindattriblocation, glenablevertexattribarray, glvertexattribpointer Textures are sent to the graphics processing hardware by calling glbindtexture and glteximage2d Drawing is initiated by calling gldrawarrays

Vertex Shader Receives a vertex from OpenGL after minimal processing Modifies incoming vertex in some way using uniform variables where needed Outputs the vertex May also output additional data for the fragment shader to use

Vertex Shader attribute vec4 position; gl_position = position;

Vertex Shader attribute vec4 position; uniform mat4 modelview; gl_position = modelview * position;

Vertex Shader attribute vec4 position; uniform mat4 modelview; uniform mat4 projection; gl_position = projection * modelview * position;

Vertex Shader attribute vec4 position; attribute vec2 texturecoordinate; uniform mat4 modelview; uniform mat4 projection; varying lowp vec2 texturecoordinatevarying; gl_position = projection * modelview * position; texturecoordinatevarying = texturecoordinate;

Vertex Shader attribute vec4 position; attribute vec3 normal; attribute vec2 texturecoordinate; uniform mat4 modelview; uniform mat4 projection; varying lowp vec3 normalvarying; varying lowp vec2 texturecoordinatevarying; gl_position = projection * modelview * position; normalvarying = vec3(normalize(modelview * vec4(normal, 0.0))); texturecoordinatevarying = texturecoordinate;

Vertex Shader attribute vec4 position; attribute vec3 normal; attribute vec2 texturecoordinate; uniform mat4 modelview; uniform mat4 projection; uniform vec4 lightposition; uniform vec4 lightambient; uniform vec4 lightdiffuse; varying lowp vec3 normalvarying; varying lowp vec2 texturecoordinatevarying; varying lowp vec4 diffusevarying; gl_position = projection * modelview * position; normalvarying = vec3(normalize(modelview * vec4(normal, 0.0))); texturecoordinatevarying = texturecoordinate; vec4 lightvector = normalize(lightposition - gl_position); float lightincidence = dot(lightvector, vec4(normalvarying, 1.0)); diffusevarying = lightdiffuse * vec4(max(lightincidence, 0.0));

Fragment Shader Receives a fragment from OpenGL resulting from rasterizing a primitive Chooses a color for the fragment based on data given by vertex shader and uniform variables Outputs the fragment color

Fragment Shader gl_fragcolor = vec4(1.0, 1.0, 0.0, 1.0);

Fragment Shader uniform vec4 color; gl_fragcolor = color;

Fragment Shader varying vec4 color; gl_fragcolor = color;

Fragment Shader uniform sampler2d textureunit; varying vec2 texturecoordinate; gl_fragcolor = texture2d(textureunit, texturecoordinate);

Fragment Shader uniform vec4 color; uniform vec4 lightpositioneyecoords; varying vec4 positioneyecoords; varying vec3 normaleyecoords; vec3 incident = vec3(normalize(lightpositioneyecoords - positioneyecoords)); vec3 normal = normaleyecoords; float incidence = max(0.0, dot(incident, normal)); gl_fragcolor = color * incidence;

Shaders attribute vec4 position; attribute vec3 normal; attribute vec2 texturecoordinate; uniform mat4 modelview; uniform mat4 projection; uniform vec4 lightposition; uniform vec4 lightambient; uniform vec4 lightdiffuse; varying lowp vec3 normalvarying; varying lowp vec2 texturecoordinatevarying; varying lowp vec4 diffusevarying; gl_position = projection * modelview * position; normalvarying = vec3(normalize(modelview * vec4(normal, 0.0))); texturecoordinatevarying = texturecoordinate; vec4 lightvector = normalize(lightposition - gl_position); float lightincidence = dot(lightvector, vec4(normalvarying, 1.0)); diffusevarying = lightdiffuse * vec4(max(lightincidence, 0.0)); uniform vec4 color; uniform vec4 lightpositioneyecoords; varying vec4 positioneyecoords; varying vec3 normaleyecoords; vec3 incident = vec3(normalize(lightpositioneyecoords - positioneyecoords)); vec3 normal = normaleyecoords; float incidence = max(0.0, dot(incident, normal)); gl_fragcolor = color * incidence;