First blood

This commit is contained in:
Vladislav Khorev 2013-02-10 15:24:11 +00:00
parent 172a38114f
commit 3f3c1735d6
65 changed files with 2853 additions and 0 deletions

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.classpath Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<classpath>
<classpathentry kind="src" path="src"/>
<classpathentry kind="src" path="gen"/>
<classpathentry exported="true" kind="con" path="com.android.ide.eclipse.adt.ANDROID_FRAMEWORK"/>
<classpathentry kind="lib" path="C:/Workplace/Projects/Android/EngineWrapper/jar/EngineWrapper.jar"/>
<classpathentry kind="output" path="bin"/>
</classpath>

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<?xml version="1.0" encoding="UTF-8"?>
<projectDescription>
<name>SLWP</name>
<comment></comment>
<projects>
</projects>
<buildSpec>
<buildCommand>
<name>com.android.ide.eclipse.adt.ResourceManagerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.PreCompilerBuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>org.eclipse.jdt.core.javabuilder</name>
<arguments>
</arguments>
</buildCommand>
<buildCommand>
<name>com.android.ide.eclipse.adt.ApkBuilder</name>
<arguments>
</arguments>
</buildCommand>
</buildSpec>
<natures>
<nature>com.android.ide.eclipse.adt.AndroidNature</nature>
<nature>org.eclipse.jdt.core.javanature</nature>
</natures>
</projectDescription>

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AndroidManifest.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="fishrungames.mountainwallpaper" android:versionCode="1" android:versionName="1.0.0">
<application android:label="@string/app_name" android:icon="@drawable/icon" >
<activity android:launchMode="standard" android:name="Prefs">
<intent-filter>
<category android:name="android.intent.category.PREFERENCE"></category>
<action android:name="android.intent.action.MAIN"></action>
</intent-filter>
</activity>
<service android:name="MountainWallpaperService" android:enabled="true"
android:icon="@drawable/icon" android:label="@string/app_name"
android:permission="android.permission.BIND_WALLPAPER">
<intent-filter android:priority="1">
<action android:name="android.service.wallpaper.WallpaperService" />
</intent-filter>
<meta-data android:name="android.service.wallpaper"
android:resource="@xml/wallpaper" />
</service>
</application>
<uses-sdk android:minSdkVersion="8" />
<uses-feature android:glEsVersion="0x00020000"/>
</manifest>

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precision lowp float;
uniform sampler2D Texture;
varying vec2 texCoord;
void main()
{
vec4 texColor = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(texColor.rgb, texColor.a);
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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precision lowp float;
uniform sampler2D Texture;
varying vec2 texCoord;
varying vec3 vertexPos;
void main()
{
vec4 texColor = texture2D(Texture,texCoord).rgba;
gl_FragColor = vec4(texColor.rgb, texColor.a); //day
}

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attribute vec3 vPosition;
attribute vec2 vTexCoord;
varying vec2 texCoord;
varying vec3 vertexPos;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
vertexPos = vPosition.xyz;
texCoord = vTexCoord;
}

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<Ices>
<Ice><ModelName>ice1.lm1</ModelName><PosX>0.0</PosX><PosZ>13.0</PosZ><Angle>110</Angle><Scale>2.0</Scale></Ice>
<Ice><ModelName>ice2.lm1</ModelName><PosX>-3.0</PosX><PosZ>14.0</PosZ><Angle>70</Angle></Ice>
<Ice><ModelName>ice3.lm1</ModelName><PosX>-4.0</PosX><PosZ>15.0</PosZ><Angle>160</Angle><Scale>2.0</Scale></Ice>
<Ice><ModelName>ice6.lm1</ModelName><PosX>7.0</PosX><PosZ>13.5</PosZ><Angle>240</Angle></Ice>
<Ice><ModelName>ice4.lm1</ModelName><PosX>4.0</PosX><PosZ>15.0</PosZ><Scale>1.4</Scale></Ice>
<Ice><ModelName>ice5.lm1</ModelName><PosX>-6.0</PosX><PosZ>14.0</PosZ><Angle>60</Angle></Ice>
<Ice><ModelName>ice6.lm1</ModelName><PosX>-1.0</PosX><PosZ>14.0</PosZ></Ice>
<Ice><ModelName>ice1.lm1</ModelName><PosX>5.0</PosX><PosZ>13.0</PosZ><Scale>1.3</Scale></Ice>
<Ice><ModelName>ice3.lm1</ModelName><PosX>-5.0</PosX><PosZ>15.0</PosZ><Angle>30</Angle></Ice>
<Ice><ModelName>ice6.lm1</ModelName><PosX>9.0</PosX><PosZ>12.0</PosZ></Ice>
<Ice><ModelName>ice4.lm1</ModelName><PosX>11.0</PosX><PosZ>11.0</PosZ><Angle>130</Angle><Scale>2.1</Scale></Ice>
<Ice><ModelName>ice4.lm1</ModelName><PosX>13.0</PosX><PosZ>10.0</PosZ><Angle>240</Angle><Scale>1.5</Scale></Ice>
<Ice><ModelName>ice1.lm1</ModelName><PosX>14.0</PosX><PosZ>6.0</PosZ></Ice>
<Ice><ModelName>ice2.lm1</ModelName><PosX>16.0</PosX><PosZ>4.5</PosZ><Scale>1.8</Scale></Ice>
<Ice><ModelName>ice3.lm1</ModelName><PosX>18.0</PosX><PosZ>2.0</PosZ><Angle>340</Angle></Ice>
<Ice><ModelName>ice4.lm1</ModelName><PosX>17.0</PosX><PosZ>2.0</PosZ><Scale>2.0</Scale></Ice>
<Ice><ModelName>ice2.lm1</ModelName><PosX>18.0</PosX><PosZ>-1.5</PosZ><Angle>60</Angle><Scale>1.5</Scale></Ice>
<Ice><ModelName>ice1.lm1</ModelName><PosX>15.0</PosX><PosZ>-5.5</PosZ><Angle>130</Angle><Scale>2.0</Scale></Ice>
<Ice><ModelName>ice5.lm1</ModelName><PosX>12.0</PosX><PosZ>-8.0</PosZ><Angle>160</Angle></Ice>
</Ices>

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precision lowp float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform vec3 CamPos;
uniform float WaterScale;
varying vec2 texCoord;
uniform float Time;
void main()
{
vec2 localTexCoord = texCoord;
vec3 camVec = CamPos.xyz;
float len = length(camVec);
float squeeze = 0.5*(len / CamPos.y );
squeeze = min(squeeze, 4.0);
//if (squeeze>15.0) squeeze = 15.0;
vec3 v3 = vec3(0.0,1.0,0.0);
vec3 v2 = vec3(1.0,0.0,0.0);
vec3 v1 = vec3(0.0,0.0,1.0);
mat3 rot;
rot[0] = v1;
rot[1] = v2;
rot[2] = v3;
float sinx = 0.025*sin(Time+localTexCoord.x*2.0);
vec3 NVec1 = texture2D(NormalMap, vec2(-Time*0.04 + localTexCoord.x*WaterScale + sinx, -Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx)).rgb;
vec3 NVec2 = texture2D(NormalMap, vec2( Time*0.04 + squeeze*localTexCoord.y*WaterScale - sinx, -Time*0.04 + (1.0-localTexCoord.x)*WaterScale + sinx)).rgb;
NVec1 = (NVec1 -0.5) * 2.0;
NVec2 = (NVec2 -0.5) * 2.0;
vec3 NVec = 0.5*NVec1 + 0.5*NVec2;
NVec = rot * NVec;
float d = 1.0/(len+0.05);
d = min(d, 2.0);
localTexCoord.x = max(min(localTexCoord.x + d * NVec.x, 1.0), 0.0);
localTexCoord.y = max(min(localTexCoord.y - d * NVec.z, 1.0), 0.0);
vec4 specular = vec4(0.8, 0.8, 0.8, 1.0)* (1.0-pow(max(dot(vec3(0.0,1.0,0.0), normalize(NVec)),0.0),2.0));
gl_FragColor = texture2D(Texture, localTexCoord).rgba + specular + vec4(0.0, 0.05, 0.1, 0.0);
}

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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec2 vTexCoord;
varying vec2 texCoord;
uniform mat4 ProjectionMatrix;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
}

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precision lowp float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform vec3 LightDirection;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 normVec;
void main()
{
vec3 cVec = normalize(camVec);
float parallax = 0.035;
//double refinement
float height = texture2D(NormalMap, texCoord.xy).a;
float offset = parallax * (2.0 * height - 1.0);
vec2 parallaxTexCoord = texCoord.xy + offset * cVec.xy;
height += texture2D(NormalMap, parallaxTexCoord).a;
offset = parallax * (height - 1.0);
parallaxTexCoord = texCoord.xy + offset * cVec.xy;
vec3 nvec = normalize(normVec);
float cosf = max(0.0, dot(nvec, -LightDirection));
gl_FragColor = vec4((texture2D(Texture, parallaxTexCoord).rgb * (cosf * 0.75 + 0.25)), 1.0);
}

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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec3 Tangent;
attribute vec3 Binormal;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
uniform vec3 CamPos;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 normVec;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
vec3 cVec = (CamPos - vPosition.xyz);
mat3 rot;
rot[0] = Tangent;
rot[1] = Binormal;
rot[2] = Normal;
camVec = cVec * rot;
normVec = Normal;
}

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precision lowp float;
uniform sampler2D Texture;
uniform sampler2D NormalMap;
uniform vec3 LightDirection;
uniform float TimeOfDayCoef1;
uniform float TimeOfDayCoef2;
uniform vec3 TimeOfDayColor;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 normVec;
void main()
{
vec3 nvec = normalize(normVec);
float cosf = max(0.0, dot(nvec, -LightDirection));
//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.75 + 0.25)), 1.0); //day
//gl_FragColor = vec4((texture2D(Texture, texCoord).rgb * (cosf * 0.5 + 0.25)), 1.0); //twilight
//gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + vec3(0.0, 0.1, 0.2)) * (0.4)), 1.0);
gl_FragColor = vec4(((texture2D(Texture, texCoord).rgb + TimeOfDayColor) * (cosf * TimeOfDayCoef1 + TimeOfDayCoef2)), 1.0);
}

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attribute vec3 vPosition;
attribute vec3 Normal;
attribute vec3 Tangent;
attribute vec3 Binormal;
attribute vec2 vTexCoord;
uniform mat4 ProjectionMatrix;
uniform vec3 CamPos;
varying vec2 texCoord;
varying vec3 camVec;
varying vec3 normVec;
void main()
{
//480x320
gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
texCoord = vTexCoord;
vec3 cVec = (CamPos - vPosition.xyz);
mat3 rot;
rot[0] = Tangent;
rot[1] = Binormal;
rot[2] = Normal;
camVec = cVec * rot;
normVec = Normal;
}

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# Copyright (C) 2009 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.
#
LPATH := $(call my-dir)
ENGINE_PATH = $(SalmonEnginePathCygwin)
BOOST_PATH = $(LibsPathCygwin)/boost_1_52_0
OGG_PATH = $(LibsPathCygwin)/libogg-1.3.0
VORBIS_PATH = $(LibsPathCygwin)/libvorbis-1.3.2
SQUIRREL_PATH = $(LibsPathCygwin)/sqplus
LIBPNG_PATH = $(LibsPathCygwin)/libpng_1.4.1_android
ZIP_PATH = $(LibsPathCygwin)/julienr-libzip-android/jni
#====== ENGINE AND LIBS =====================
include $(ENGINE_PATH)/Android_Salmon_Engine.mk
#================= THE GAME =======================
LOCAL_PATH:= $(LPATH)
include $(CLEAR_VARS)
LOCAL_CFLAGS := -DTARGET_ANDROID -DNOSOUND -std=gnu++11 --std=c++11
LOCAL_STATIC_LIBRARIES := boost
LOCAL_STATIC_LIBRARIES += squirrel
LOCAL_STATIC_LIBRARIES += png_lib
LOCAL_STATIC_LIBRARIES += zip
LOCAL_SHARED_LIBRARIES := SalmonEngine
LOCAL_SHARED_LIBRARIES += gnustl_shared
LOCAL_C_INCLUDES := $(ENGINE_PATH)
LOCAL_C_INCLUDES += $(BOOST_PATH)
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include
LOCAL_C_INCLUDES += $(VORBIS_PATH)/include/vorbis
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/books
LOCAL_C_INCLUDES += $(VORBIS_PATH)/lib/modes
LOCAL_C_INCLUDES += $(OGG_PATH)/include
LOCAL_C_INCLUDES += $(OGG_PATH)/include/ogg
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/include
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqplus
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/squirrel
LOCAL_C_INCLUDES += $(SQUIRREL_PATH)/sqstdlib
LOCAL_C_INCLUDES += $(LIBPNG_PATH)
LOCAL_C_INCLUDES += $(ZIP_PATH)
LOCAL_MODULE := SalmonWallpaper
LOCAL_SRC_FILES := main_code.cpp
LOCAL_SRC_FILES += android_api.cpp
LOCAL_LDLIBS := -lGLESv2
LOCAL_LDLIBS += -llog -Wl
#debug
#LOCAL_CFLAGS += -g -ggdb -O0
#LOCAL_LDLIBS += -g -ggdb
include $(BUILD_SHARED_LIBRARY)

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APP_STL := gnustl_shared
APP_CPPFLAGS += -fexceptions
APP_CPPFLAGS += -frtti

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jni/android_api.cpp Normal file
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#include "android_api.h"
#include "main_code.h"
#include "boost\thread.hpp"
TAndroidApplication* Application = NULL;
float lastOffsetX = 0.5f;
const float CONST_ANGLE_SHIFT = 45.f;
int TimeOfDayPref = 0;
bool SnowPref = false;
bool OffsetChanged = false;
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetTimeOfDayPref(JNIEnv * env, jobject obj, jint timeofday)
{
TimeOfDayPref = timeofday;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetSnowPref(JNIEnv * env, jobject obj, jboolean snow)
{
SnowPref = snow;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height)
{
Application = JniInitApp<TAndroidApplication>(width, height, 800.f, 480.f);
boost::get<TPanoramicCamera>(Renderer->Camera).SetAlpha((lastOffsetX) * pi / 180.f);
Application->SkyTexShift = lastOffsetX*0.01f;
}
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetOffset(JNIEnv * env, jobject obj, jfloat offsetX, jfloat offsetY)
{
if (Renderer != NULL)
{
OffsetChanged = true;
Application->SkyTexShift = offsetX*0.01f;
lastOffsetX = offsetX;
boost::get<TPanoramicCamera>(Renderer->Camera).SetAlpha((lastOffsetX) * pi / 180.f);
}
}

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#ifndef ANDROID_API_H_INCLUDED
#define ANDROID_API_H_INCLUDED
#include <jni.h>
#include <android/log.h>
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include "boost/shared_ptr.hpp"
#include "main_code.h"
using namespace SE;
extern "C" {
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetTimeOfDayPref(JNIEnv * env, jobject obj, jint timeofday);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetSnowPref(JNIEnv * env, jobject obj, jboolean snow);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_Init(JNIEnv * env, jobject obj, jint width, jint height);
JNIEXPORT void JNICALL Java_fishrungames_mountainwallpaper_JniWrapper_SetOffset(JNIEnv * env, jobject obj, jfloat offsetX, jfloat offsetY);
};
#endif

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#include "main_code.h"
#ifdef TARGET_ANDROID
#include "android_api.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include "include/Engine.h"
#include "main_code.h"
bool makeShot = true;
extern int TimeOfDayPref;
extern bool SnowPref;
extern float lastOffsetX;
#ifdef TARGET_WIN32
int TimeOfDayPref = 0;
bool SnowPref = false;
#else
extern int TimeOfDayPref;
extern bool SnowPref;
#endif
boost::mutex m2;
class LoadingQueueVisitor : public boost::static_visitor<void>
{
public:
void operator()(boost::function<cardinal()> f) const
{
f();
}
void operator()(boost::function<bool()> f) const
{
f();
}
void operator()(boost::function<void()> f) const
{
f();
}
};
TAndroidApplication::TAndroidApplication()
: TApplication()
, Inited(false)
, Loaded(false)
, LiteModel(NULL)
, WaterTimer(0)
, SnowTimer(0)
, CloudTimer(0)
, SkyTexShift(0)
, WaveDir(false)
{
}
void TAndroidApplication::Serialize(boost::property_tree::ptree& propertyTree)
{
BOOST_FOREACH(boost::property_tree::ptree::value_type &v, propertyTree.get_child("Ices"))
{
std::string modelName = v.second.get<std::string>("ModelName");
float posx = v.second.get<float>("PosX");
float posz = v.second.get<float>("PosZ");
float angle = v.second.get<float>("Angle", 0.f);
float scale = v.second.get<float>("Scale", 1.f);
mat3 m(vec4(0, cos(angle*pi/360.f), 0, sin(angle*pi/360.f)));
IceModel.push_back(TLiteModel());
IceModel[IceModel.size()-1].LoadModel(modelName);
IceModel[IceModel.size()-1].RotateModel(m);
IceModel[IceModel.size()-1].ScaleModel(scale);
IceModel[IceModel.size()-1].MoveModel(vec3(posx, 0, posz));
IceModel[IceModel.size()-1].UpdateVBO();
}
}
void TAndroidApplication::LoadModels()
{
mat3 m(vec4(0,1*sin(pi/8 + pi/2),0,1*cos(pi/8 + pi/2)));
LiteModel = new TLiteModel;
LiteModel->LoadModel("mountain.lm1");
LiteModel->ScaleModel(0.5f);
LiteModel->RotateModel(m);
LiteModel->MoveModel(vec3(0, 0, 0));
LiteModel->UpdateVBO();
std::shared_ptr<boost::property_tree::ptree> p = FileToPropertyTree("ices.xml");
Serialize(*p);
}
void TAndroidApplication::AddFrameBuffers()
{
ResourceManager->FrameManager.AddFrameRenderBuffer("WaterFrame", 256, 256);
ResourceManager->FrameManager.AddFrameRenderBuffer("ScreenshotFrame", 512, 512);
}
void TAndroidApplication::DrawSceneWithoutWater(bool inv)
{
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
if (inv)
{
if (TimeOfDayPref == 2)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky_night.png"]);
}
else
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky.png"]);
}
Renderer->DrawRect(vec2(0.0f, 0.56f), vec2(1.f, 0.f), vec2(0.5f + SkyTexShift, 0.f), vec2(1.f + SkyTexShift, 1.f));
if (TimeOfDayPref == 1)
{
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["final_cloud.png"]);
Renderer->DrawRect(vec2(0.0f, 0.56f), vec2(4.f, 0.f), vec2(0.0f + SkyTexShift + CloudTimer, 0.f), vec2(1.f + SkyTexShift + CloudTimer, 0.5f));
}
}
else
{
if (TimeOfDayPref == 2)
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky_night.png"]);
}
else
{
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["sky.png"]);
}
Renderer->DrawRect(vec2(0.0f, 0.54f), vec2(1.f, 1.f), vec2(0.5f + SkyTexShift, 0.f), vec2(1.f + SkyTexShift, 1.f));
if (TimeOfDayPref == 1)
{
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["final_cloud.png"]);
Renderer->DrawRect(vec2(0.0f, 0.54f), vec2(4.f, 1.f), vec2(0.0f + SkyTexShift + CloudTimer, 0.f), vec2(1.f + SkyTexShift + CloudTimer, 0.5f));
}
}
Renderer->PopProjectionMatrix();
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->SetGLCamView();
if (inv)
{
Renderer->TranslateMatrix(vec3(0,0.1f,0));
Renderer->ScaleMatrix(vec3(1, -1, 1));
}
Renderer->PushShader("SimplelightShader");
vec3 dayColor = vec3(0,0,0);
vec3 nightColor = vec3(0, 0.1f, 0.2f);
if (TimeOfDayPref == 0)
{
RenderUniform3fv("TimeOfDayColor", dayColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.75f);
RenderUniform1f("TimeOfDayCoef2", 0.25f);
}
else
if (TimeOfDayPref == 1)
{
RenderUniform3fv("TimeOfDayColor", dayColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.5f);
RenderUniform1f("TimeOfDayCoef2", 0.25f);
}
else
{
RenderUniform3fv("TimeOfDayColor", nightColor.v);
RenderUniform1f("TimeOfDayCoef1", 0.0f);
RenderUniform1f("TimeOfDayCoef2", 0.4f);
}
Renderer->PushPerspectiveProjectionMatrix(pi/6, Renderer->GetMatrixWidth() / Renderer->GetMatrixHeight(), 1.f, 450.f);
LiteModel->DrawVBO();
for (int i=0; i<IceModel.size(); i++)
{
IceModel[i].DrawVBO();
}
Renderer->PopProjectionMatrix();
Renderer->PopShader();
}
void TAndroidApplication::DrawSnow()
{
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
const float multiply_x = 4;
const float multiply_y = 2;
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(-SkyTexShift, SnowTimer), vec2(multiply_x - SkyTexShift, multiply_y + SnowTimer));
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(SnowTimer*0.7f+0.3f - SkyTexShift, SnowTimer+0.7f), vec2(multiply_x - SkyTexShift + SnowTimer*0.7f+0.3f, multiply_y + SnowTimer+0.7f));
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f), vec2(SnowTimer*0.4f+0.7f - SkyTexShift, SnowTimer+0.3f), vec2(multiply_x - SkyTexShift + SnowTimer*0.4f+0.7f, multiply_y + SnowTimer+0.3f));
Renderer->PopProjectionMatrix();
}
void TAndroidApplication::DrawAllScene(bool toScreen)
{
glClearColor(0.f, 0.f, 0.f, 1.0f);
//glClearColor(1.f, 1.f, 1.f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
Renderer->PushMatrix();
Renderer->SetGLCamView();
Renderer->PushShader("ClipShader");
Renderer->SwitchToFrameBuffer("WaterFrame");
Renderer->SetGLCamView();
Renderer->ScaleMatrix(vec3(1, -1, 1));
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
DrawSceneWithoutWater(true);
Renderer->ScaleMatrix(vec3(1, -1, 1));
if (toScreen)
{
Renderer->SwitchToScreen();
}
else
{
Renderer->SwitchToFrameBuffer("ScreenshotFrame");
}
Renderer->SetGLCamView();
Renderer->PushShader("NormShader");
RenderUniform1f("Time", WaterTimer);
if (Renderer->GetScreenWidth() < 600)
{
RenderUniform1f("WaterScale", 0.7f);
}
else
{
RenderUniform1f("WaterScale", 1.f);
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["water_nmap.png"]);
glActiveTexture(GL_TEXTURE0);
if (toScreen)
{
Renderer->SetFullScreenViewport();
}
else
{
Renderer->SetFrameViewport("ScreenshotFrame");
}
Renderer->DrawFramePartScreen("WaterFrame", vec2(0, 0), vec2(1.f, 0.54f));
Renderer->PopShader();
glClear(GL_DEPTH_BUFFER_BIT);
Renderer->SetGLCamView();
DrawSceneWithoutWater(false);
glClear(GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["snow.png"]);
if (SnowPref)
{
DrawSnow();
}
Renderer->PopShader();
Renderer->PopMatrix();
}
void TAndroidApplication::InnerInit()
{
m2.lock();
CheckGlError();
glEnable(GL_BLEND);
*Console<<"Inner init go!\n";
#ifdef TARGET_ANDROID
ResourceManager->PathToResources = "";
#endif
#ifdef TARGET_WIN32
ResourceManager->PathToResources = "../../assets/";
#endif
ResourceManager->ShaderManager.AddShader("DefaultShader", "gui_transparent.vertex", "gui_transparent.fragment");
Renderer->PushShader("DefaultShader");
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "ClipShader", "gui_transparent_clip.vertex", "gui_transparent_clip.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "NormShader", "test_norm.vertex", "test_norm.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "ParallaxShader", "test_parallax.vertex", "test_parallax.fragment")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TShaderManager::AddShader, &(ResourceManager->ShaderManager), "SimplelightShader", "test_simplelight.vertex", "test_simplelight.fragment")));
if (IsFileExistsInUserData("file.bmp"))
{
ResourceManager->TexList.AddTextureFromUserdata("file.bmp", "ScreenshotTexture");
}
else
{
ResourceManager->TexList.AddTexture("file.bmp", "ScreenshotTexture");
}
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "console_bkg.bmp", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "water_nmap.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "sky.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "sky_night.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "snow.png", "")));
LoadingQueue.push_back(boost::function<cardinal()>(boost::bind(&TTextureListClass::AddTexture, &(ResourceManager->TexList), "final_cloud.png", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "mountain.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice1.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice2.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice3.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice4.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice5.lm1", "")));
LoadingQueue.push_back(boost::function<bool()>(boost::bind(&TModelManager::AddLiteModel, &(ResourceManager->ModelManager), "ice6.lm1", "")));
LoadingQueue.push_back(boost::function<void()>(boost::bind(&TAndroidApplication::LoadModels, this)));
LoadingQueue.push_back(boost::function<void()>(boost::bind(&TAndroidApplication::AddFrameBuffers, this)));
//LoadModels();
CheckGlError();
boost::get<TPanoramicCamera>(Renderer->Camera).MovePhi(pi/32);
if (Renderer->GetScreenWidth() > Renderer->GetScreenHeight())
{
boost::get<TPanoramicCamera>(Renderer->Camera).MoveDist(30.f);
}
else
{
boost::get<TPanoramicCamera>(Renderer->Camera).MoveDist(45.f);
}
boost::get<TPanoramicCamera>(Renderer->Camera).CalcCamVec();
CheckGlError();
ResourceManager->LightManager.SetLightOn();
ResourceManager->LightManager.SetLightDirection(vec3(1, -1, 0));
//AddFrameBuffers();
//Renderer->SetPerspectiveFullScreenViewport();
if (Renderer->GetScreenWidth() < Renderer->GetScreenHeight())
{
Renderer->SetMatrixWidth(480);
Renderer->SetMatrixHeight(800);
}
Renderer->PushPerspectiveProjectionMatrix(pi/6, Renderer->GetMatrixWidth() / Renderer->GetMatrixHeight(), 1.f, 400.f);
*Console<<"Inner init end!\n";
m2.unlock();
}
void TAndroidApplication::InnerDeinit()
{
m2.lock();
Inited = false;
Loaded = false;
makeShot = true;
LoadingQueue.clear();
if (LiteModel != NULL)
{
LiteModel->FreeModel();
delete LiteModel;
LiteModel = NULL;
}
IceModel.clear();
SimpleLand = std::shared_ptr<TSimpleLandClass>();
SimpleLandInv = std::shared_ptr<TSimpleLandClass>();
m2.unlock();
}
void TAndroidApplication::InnerDraw()
{
m2.lock();
if (!Loaded)
{
glClearColor(0.f, 0.f, 0.f, 1.0f);
glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, ResourceManager->TexList["ScreenshotTexture"]);
Renderer->PushProjectionMatrix(1,1);
Renderer->LoadIdentity();
Renderer->DrawRect(vec2(0, 0), vec2(1.f, 1.f));
Renderer->PopProjectionMatrix();
}
else
{
DrawAllScene(true);
if (makeShot)
{
makeShot = false;
Renderer->SwitchToFrameBuffer("ScreenshotFrame");
DrawAllScene(false);
ResourceManager->TexList.SaveTexDataToPlainBmpToUserData("file.bmp", ResourceManager->FrameManager.ReadFromBufferToTexData("ScreenshotFrame"));
Renderer->SwitchToScreen();
}
}
m2.unlock();
}
void TAndroidApplication::InnerUpdate(cardinal dt)
{
if (!Loaded)
{
boost::apply_visitor( LoadingQueueVisitor(), *LoadingQueue.begin() );
LoadingQueue.erase(LoadingQueue.begin());
if (LoadingQueue.size() == 0)
{
Loaded = true;
}
}
else
{
if (WaveDir)
{
WaterTimer += dt/1000.f;
if (WaterTimer >= 10 * pi)
{
WaveDir = false;
WaterTimer = 10 * pi;
}
}
else
{
WaterTimer -= dt/1000.f;
if (WaterTimer < 0)
{
WaveDir = true;
WaterTimer = 0;
}
}
CloudTimer += dt / 60000.f;
while (CloudTimer >= 1.f)
{
CloudTimer -= 1.f;
}
SnowTimer += dt/3000.f;
while (SnowTimer > 10.f)
{
SnowTimer -= 10.f;
}
}
}
void TAndroidApplication::InnerOnMove(vec2 shift)
{
shift = vec2(shift.v[0]*Renderer->GetMatrixWidth()/static_cast<float>(Renderer->GetScreenWidth()), shift.v[1]*Renderer->GetMatrixHeight()/static_cast<float>(Renderer->GetScreenHeight()));
boost::get<TPanoramicCamera>(Renderer->Camera).MoveAlpha(-pi*shift.v[0]*0.1f);
}
void TAndroidApplication::OnMouseDown(TMouseState& mouseState)
{
}

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#ifndef GL_CODE_H_INCLUDED
#define GL_CODE_H_INCLUDED
#ifdef TARGET_ANDROID
//#include "android_api.h"
#endif
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#ifdef TARGET_ANDROID
#include <GLES/gl.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#endif
#include "boost/shared_ptr.hpp"
#include "boost/thread/thread.hpp"
#include "boost/asio.hpp"
#include "boost/signal.hpp"
#include "boost/assign.hpp"
#include "boost/variant.hpp"
#include "boost/function.hpp"
#include "boost/bind.hpp"
#include "include/Engine.h"
using namespace SE;
class TAndroidApplication : public TApplication, public TSerializeInterface
{
protected:
void LoadModels();
void AddFrameBuffers();
public:
bool Inited;
bool Loaded;
std::vector<boost::variant<boost::function<cardinal()>, boost::function<bool()>, boost::function<void()> > > LoadingQueue;
TLiteModel* LiteModel;
float WaterTimer;
float SnowTimer;
float CloudTimer;
float SkyTexShift;
bool WaveDir;
std::vector<TLiteModel> IceModel;
std::shared_ptr<TSimpleLandClass> SimpleLand;
std::shared_ptr<TSimpleLandClass> SimpleLandInv;
TAndroidApplication();
virtual void InnerInit();
virtual void InnerDeinit();
virtual void InnerDraw();
virtual void InnerUpdate(cardinal dt);
virtual void InnerOnMove(vec2 shift);
virtual void OnMouseDown(TMouseState& mouseState);
bool IsInited() { return Inited; }
void DrawSceneWithoutWater(bool inv);
void DrawSnow();
void DrawAllScene(bool toScreen);
virtual void Serialize(boost::property_tree::ptree& propertyTree);
//void DrawSceneWithoutWaterFrame();
};
//static void checkGlError(const std::string& op);
#endif

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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical"
android:layout_width="fill_parent"
android:layout_height="fill_parent"
>
</LinearLayout>

10
res/layout/prefliste.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<LinearLayout
xmlns:android="http://schemas.android.com/apk/res/android"
android:orientation="vertical" android:layout_height="fill_parent" android:layout_width="fill_parent">
<RelativeLayout android:id="@+id/LinearLayout01" android:layout_height="wrap_content" android:layout_width="fill_parent"><ImageView android:id="@+id/ImageView01" android:layout_width="wrap_content" android:layout_height="wrap_content" android:src="@drawable/icon" android:layout_alignParentLeft="true" android:layout_marginLeft="3dp"></ImageView>
</RelativeLayout>
<ListView android:layout_width="fill_parent" android:id="@+id/android:list" android:layout_height="wrap_content"></ListView>
<TextView android:layout_width="fill_parent" android:id="@+id/android:text_feedback" android:padding="20px" android:text="@string/feedback" android:layout_height="wrap_content"></TextView>
</LinearLayout>

22
res/values-cs/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Horská odražené</string>
<string name="description">Horská odráží ve vodě, s účinkem sněhu</string>
<string name="feedback">Pokud dojde k chybě aplikace, prosím, kontaktujte mě: mephi1984@gmail.com</string>
<string name="p_snow">Sněžení</string>
<string name="p_snow_on">Sněžení je zapnuta</string>
<string name="p_snow_off">Sněžení je vypnutý</string>
<string name="p_timeofday">Denní čas</string>
<string name="p_stimeofday">Vyberte si čas dne</string>
<string-array name="timeofday_id">
<item>Den</item>
<item>Přeháňky den</item>
<item>Noc</item>
</string-array>
</resources>

22
res/values-de/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Reflektierte Berg</string>
<string name="description">Berg spiegelt sich im Wasser, mit dem Effekt der Schnee</string>
<string name="feedback">Wenn die Anwendung abstürzt, bitte kontaktieren Sie mich: mephi1984@gmail.com</string>
<string name="p_snow">Schneefall</string>
<string name="p_snow_on">Schneefall ist eingeschaltet</string>
<string name="p_snow_off">Schneefall ausgeschaltet</string>
<string name="p_timeofday">Zeit des Tages</string>
<string name="p_stimeofday">Wählen Sie die Zeit des Tages</string>
<string-array name="timeofday_id">
<item>Day</item>
<item>Bewölkten Day</item>
<item>Night</item>
</string-array>
</resources>

23
res/values-es/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Montaña que se refleja</string>
<string name="description">Montaña que se refleja en el agua con efectos nevada</string>
<string name="feedback">Si la aplicación se bloquea, por favor póngase en contacto conmigo: mephi1984@gmail.com</string>
<string name="p_snow">Las nevadas</string>
<string name="p_snow_on">Las nevadas se enciende</string>
<string name="p_snow_off">Las nevadas se apaga</string>
<string name="p_timeofday">La hora del día</string>
<string name="p_stimeofday">Elija la hora del día</string>
<string-array name="timeofday_id">
<item>Día</item>
<item>Día nublado</item>
<item>Noche</item>
</string-array>
</resources>

22
res/values-fr/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Montagne réfléchie</string>
<string name="description">Montagne reflète dans l\'eau avec des effets des chutes de neige</string>
<string name="feedback">Si l\'application se bloque, s\'il vous plaît contactez-moi : mephi1984@gmail.com</string>
<string name="p_snow">Chutes de neige</string>
<string name="p_snow_on">Chutes de neige est en marche</string>
<string name="p_snow_off">Chutes de neige est éteint</string>
<string name="p_timeofday">L\'heure du jour</string>
<string name="p_stimeofday">Choisissez le moment de la journée</string>
<string-array name="timeofday_id">
<item>Jour</item>
<item>Temps nuageux</item>
<item>Nuit</item>
</string-array>
</resources>

30
res/values-it/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Montagna riflessa</string>
<string name="description">Montagna riflessa nell\'acqua, con l\'effetto di neve</string>
<string name="feedback">Se l\'applicazione si blocca, si prega di contattare me: mephi1984@gmail.com</string>
<string name="p_snow">Nevicate</string>
<string name="p_snow_on">Nevicate si accende</string>
<string name="p_snow_off">Nevicata è spento</string>
<string name="p_timeofday">Il momento della giornata</string>
<string name="p_stimeofday">Scegliere il momento della giornata</string>
<string-array name="timeofday_id">
<item>Giorno</item>
<item>Giornata nuvolosa</item>
<item>Notte</item>
</string-array>
<string-array name="timeofday_value">
<item>0</item>
<item>1</item>
<item>2</item>
</string-array>
</resources>

22
res/values-nl/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Reflected berg</string>
<string name="description">Mountain weerspiegeld in het water met sneeuwval effecten</string>
<string name="feedback">Als de toepassing crasht, neem dan contact met mij op: mephi1984@gmail.com</string>
<string name="p_snow">Sneeuwval</string>
<string name="p_snow_on">Sneeuwval is ingeschakeld</string>
<string name="p_snow_off">Sneeuwval is uitgeschakeld</string>
<string name="p_timeofday">Tijd van de dag</string>
<string name="p_stimeofday">Kies de tijd van de dag</string>
<string-array name="timeofday_id">
<item>Dag</item>
<item>Bewolkte dag</item>
<item>Nacht</item>
</string-array>
</resources>

23
res/values-pt/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Montanha refletidas</string>
<string name="description">Montanha refletida na água com efeitos queda de neve</string>
<string name="feedback">Se o aplicativo falha, por favor contacte-me: mephi1984@gmail.com</string>
<string name="p_snow">Queda de neve</string>
<string name="p_snow_on">Neve está ligado</string>
<string name="p_snow_off">Neve está desligado</string>
<string name="p_timeofday">Hora do dia</string>
<string name="p_stimeofday">Escolha a hora do dia</string>
<string-array name="timeofday_id">
<item>Dia</item>
<item>Dia nublado</item>
<item>Noite</item>
</string-array>
</resources>

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res/values-ru/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Отраженная гора</string>
<string name="description">Гора, отраженная в воде, с эффектом снегопада</string>
<string name="feedback">Если приложение падает, пожалуйста, свяжитесь со мною: mephi1984@gmail.com</string>
<string name="p_snow">Снегопад</string>
<string name="p_snow_on">Снегопад включен</string>
<string name="p_snow_off">Снегопад выключен</string>
<string name="p_timeofday">Время суток</string>
<string name="p_stimeofday">Выберите время суток</string>
<string-array name="timeofday_id">
<item>День</item>
<item>Облачный день</item>
<item>Ночь</item>
</string-array>
</resources>

43
res/values/strings.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<resources>
<string name="app_name">Reflected mountain</string>
<string name="description">Mountain reflected in the water with snow effects</string>
<string name="feedback">If wallpaper crashes or something else goes wrong, please, contact with me: mephi1984@gmail.com</string>
<string name="p_snow">Snow</string>
<string name="p_snow_on">Snow is on</string>
<string name="p_snow_off">Snow is off</string>
<string name="p_timeofday">Time of day</string>
<string name="p_stimeofday">Choose time of day to display</string>
<declare-styleable name="Wallpaper">
<!--
Component name of an activity that allows the user to modify the
current settings for this wallpaper.
-->
<attr name="settingsActivity" format="reference" />
<!-- Reference to a the wallpaper's thumbnail bitmap. -->
<attr name="thumbnail" format="reference" />
<!-- Name of the author of this component, e.g. Google. -->
<attr name="author" format="reference" />
<!-- Short description of the component's purpose or behavior. -->
<attr name="description" format="reference" />
</declare-styleable>
<string-array name="timeofday_id">
<item>Day</item>
<item>Cloudy day</item>
<item>Night</item>
</string-array>
<string-array name="timeofday_value">
<item>0</item>
<item>1</item>
<item>2</item>
</string-array>
</resources>

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res/xml/preferences.xml Normal file
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<?xml version="1.0" encoding="utf-8"?>
<PreferenceScreen android:title="Main"
xmlns:android="http://schemas.android.com/apk/res/android">
<ListPreference
android:key="Timeofday" android:summary="@string/p_stimeofday"
android:title="@string/p_timeofday" android:entries="@array/timeofday_id"
android:entryValues="@array/timeofday_value" android:defaultValue="0"/>
<CheckBoxPreference android:summaryOn="@string/p_snow_on"
android:key="Snow" android:title="@string/p_snow"
android:summaryOff="@string/p_snow_off" android:defaultValue="false" />
</PreferenceScreen>

6
res/xml/wallpaper.xml Normal file
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<?xml version="1.0" encoding="UTF-8"?>
<wallpaper
xmlns:android="http://schemas.android.com/apk/res/android"
android:thumbnail="@drawable/thumb"
android:description="@string/description"
android:settingsActivity="fishrungames.mountainwallpaper.Prefs"/>

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@ -0,0 +1,960 @@
package fishrungames.mountainwallpaper;
import fishrungames.mountainwallpaper.BaseConfigChooser.ComponentSizeChooser;
import fishrungames.mountainwallpaper.BaseConfigChooser.SimpleEGLConfigChooser;
import java.util.ArrayList;
import java.util.Calendar;
import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLContext;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.egl.EGLSurface;
import android.service.wallpaper.WallpaperService;
import android.util.Log;
import android.view.SurfaceHolder;
import fishrungames.engine.EngineWrapper;
public class GLWallpaperService extends WallpaperService {
private static final String TAG = "GLWallpaperService";
@Override
public Engine onCreateEngine() {
return new GLEngine();
}
public class GLEngine extends Engine {
public final static int RENDERMODE_WHEN_DIRTY = 0;
public final static int RENDERMODE_CONTINUOUSLY = 1;
private GLThread mGLThread;
private EGLConfigChooser mEGLConfigChooser;
private EGLContextFactory mEGLContextFactory;
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
private int mDebugFlags;
public GLEngine() {
super();
}
@Override
public void onVisibilityChanged(boolean visible) {
if (visible) {
onResume();
} else {
onPause();
}
super.onVisibilityChanged(visible);
}
@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
// Log.d(TAG, "GLEngine.onCreate()");
}
@Override
public void onDestroy() {
super.onDestroy();
// Log.d(TAG, "GLEngine.onDestroy()");
mGLThread.requestExitAndWait();
}
@Override
public void onSurfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
// Log.d(TAG, "onSurfaceChanged()");
mGLThread.onWindowResize(width, height);
super.onSurfaceChanged(holder, format, width, height);
}
@Override
public void onSurfaceCreated(SurfaceHolder holder) {
Log.d(TAG, "onSurfaceCreated()");
mGLThread.surfaceCreated(holder);
super.onSurfaceCreated(holder);
}
@Override
public void onSurfaceDestroyed(SurfaceHolder holder) {
Log.d(TAG, "onSurfaceDestroyed()");
mGLThread.surfaceDestroyed();
super.onSurfaceDestroyed(holder);
}
public void setDebugFlags(int debugFlags) {
mDebugFlags = debugFlags;
}
public int getDebugFlags() {
return mDebugFlags;
}
public void setRenderer() {
checkRenderThreadState();
if (mEGLConfigChooser == null) {
mEGLConfigChooser = new SimpleEGLConfigChooser(true);
}
if (mEGLContextFactory == null) {
//mEGLContextFactory = new DefaultContextFactory();
mEGLContextFactory = new ES20ContextFactory();
}
if (mEGLWindowSurfaceFactory == null) {
mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
}
mGLThread = new GLThread(mEGLConfigChooser,
mEGLContextFactory, mEGLWindowSurfaceFactory);
mGLThread.start();
}
public void setEGLContextFactory(EGLContextFactory factory) {
checkRenderThreadState();
mEGLContextFactory = factory;
}
public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
checkRenderThreadState();
mEGLWindowSurfaceFactory = factory;
}
public void setEGLConfigChooser(EGLConfigChooser configChooser) {
checkRenderThreadState();
mEGLConfigChooser = configChooser;
}
public void setEGLConfigChooser(boolean needDepth) {
setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
}
public void setEGLConfigChooser(int redSize, int greenSize,
int blueSize, int alphaSize, int depthSize, int stencilSize) {
setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
blueSize, alphaSize, depthSize, stencilSize));
}
public void setRenderMode(int renderMode) {
mGLThread.setRenderMode(renderMode);
}
public int getRenderMode() {
return mGLThread.getRenderMode();
}
public void requestRender() {
mGLThread.requestRender();
}
public void onPause() {
mGLThread.onPause();
}
public void onResume() {
mGLThread.onResume();
}
public void queueEvent(Runnable r) {
mGLThread.queueEvent(r);
}
private void checkRenderThreadState() {
if (mGLThread != null) {
throw new IllegalStateException(
"setRenderer has already been called for this instance.");
}
}
}
}
// ----------------------------------------------------------------------
/**
* An interface for customizing the eglCreateContext and eglDestroyContext
* calls.
*
*
* This interface must be implemented by clients wishing to call
* {@link GLWallpaperService#setEGLContextFactory(EGLContextFactory)}
*/
interface EGLContextFactory {
EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
}
class DefaultContextFactory implements EGLContextFactory {
public EGLContext createContext(EGL10 egl, EGLDisplay display,
EGLConfig config) {
return egl
.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, null);
}
public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
}
class ES20ContextFactory implements EGLContextFactory {
private static int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
public EGLContext createContext(EGL10 egl, EGLDisplay display,
EGLConfig config) {
int[] attrib_list =
{ EGL_CONTEXT_CLIENT_VERSION, 2, EGL10.EGL_NONE };
return egl
.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT, attrib_list);
}
public void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context) {
egl.eglDestroyContext(display, context);
}
}
/**
* An interface for customizing the eglCreateWindowSurface and eglDestroySurface
* calls.
*
*
* This interface must be implemented by clients wishing to call
* {@link GLWallpaperService#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
*/
interface EGLWindowSurfaceFactory {
EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
EGLConfig config, Object nativeWindow);
void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
}
class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
EGLConfig config, Object nativeWindow) {
// this is a bit of a hack to work around Droid init problems - if you
// don't have this, it'll get hung up on orientation changes
EGLSurface eglSurface = null;
while (eglSurface == null) {
try {
eglSurface = egl.eglCreateWindowSurface(display, config,
nativeWindow, null);
} catch (Throwable t) {
} finally {
if (eglSurface == null) {
try {
Thread.sleep(10);
} catch (InterruptedException t) {
}
}
}
}
return eglSurface;
}
public void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface) {
egl.eglDestroySurface(display, surface);
}
}
class EglHelper {
private EGL10 mEgl;
private EGLDisplay mEglDisplay;
private EGLSurface mEglSurface;
private EGLContext mEglContext;
EGLConfig mEglConfig;
private EGLConfigChooser mEGLConfigChooser;
private EGLContextFactory mEGLContextFactory;
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
public EglHelper(EGLConfigChooser chooser,
EGLContextFactory contextFactory,
EGLWindowSurfaceFactory surfaceFactory) {
this.mEGLConfigChooser = chooser;
this.mEGLContextFactory = contextFactory;
this.mEGLWindowSurfaceFactory = surfaceFactory;
}
/**
* Initialize EGL for a given configuration spec.
*
* @param configSpec
*/
public void start() {
String instanceId = "";
Log.d("EglHelper" + instanceId, "start()");
if (mEgl == null) {
Log.d("EglHelper" + instanceId, "getting new EGL");
/*
* Get an EGL instance
*/
mEgl = (EGL10) EGLContext.getEGL();
} else {
Log.d("EglHelper" + instanceId, "reusing EGL");
}
if (mEglDisplay == null) {
Log.d("EglHelper" + instanceId, "getting new display");
/*
* Get to the default display.
*/
mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
} else {
Log.d("EglHelper" + instanceId, "reusing display");
}
if (mEglConfig == null) {
Log.d("EglHelper" + instanceId, "getting new config");
/*
* We can now initialize EGL for that display
*/
int[] version = new int[2];
mEgl.eglInitialize(mEglDisplay, version);
mEglConfig = mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
} else {
Log.d("EglHelper" + instanceId, "reusing config");
}
if (mEglContext == null) {
Log.d("EglHelper" + instanceId, "creating new context");
/*
* Create an OpenGL ES context. This must be done only once, an
* OpenGL context is a somewhat heavy object.
*/
mEglContext = mEGLContextFactory.createContext(mEgl, mEglDisplay,
mEglConfig);
if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
throw new RuntimeException("createContext failed");
}
} else {
Log.d("EglHelper" + instanceId, "reusing context");
}
mEglSurface = null;
}
/*
* React to the creation of a new surface by creating and returning an
* OpenGL interface that renders to that surface.
*/
public void createSurface(SurfaceHolder holder) {
if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay,
mEglSurface);
}
mEglSurface = mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
mEglDisplay, mEglConfig, holder);
if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
throw new RuntimeException("createWindowSurface failed");
}
if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface,
mEglContext)) {
//throw new RuntimeException("eglMakeCurrent failed.");
}
}
/**
* Display the current render surface.
*
* @return false if the context has been lost.
*/
public boolean swap() {
try {
mEgl.eglSwapBuffers(mEglDisplay, mEglSurface);
} catch (Exception e) {
return false;
}
return true;
/*
* Always check for EGL_CONTEXT_LOST, which means the context and all
* associated data were lost (For instance because the device went to
* sleep). We need to sleep until we get a new surface.
*/
}
public void destroySurface() {
if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
EGL10.EGL_NO_SURFACE, EGL10.EGL_NO_CONTEXT);
mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay,
mEglSurface);
mEglSurface = null;
}
}
public void finish() {
if (mEglContext != null) {
mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
mEglContext = null;
}
if (mEglDisplay != null) {
mEgl.eglTerminate(mEglDisplay);
mEglDisplay = null;
}
}
}
class GLThread extends Thread {
private final static boolean LOG_THREADS = false;
public final static int DEBUG_CHECK_GL_ERROR = 1;
public final static int DEBUG_LOG_GL_CALLS = 2;
private final GLThreadManager sGLThreadManager = new GLThreadManager();
private GLThread mEglOwner;
private EGLConfigChooser mEGLConfigChooser;
private EGLContextFactory mEGLContextFactory;
private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
public SurfaceHolder mHolder;
private boolean mSizeChanged = true;
// Once the thread is started, all accesses to the following member
// variables are protected by the sGLThreadManager monitor
public boolean mDone;
private boolean mPaused;
private boolean mHasSurface;
private boolean mWaitingForSurface;
private boolean mHaveEgl;
private int mWidth;
private int mHeight;
private int mRenderMode;
private boolean mRequestRender;
private boolean mEventsWaiting;
// End of member variables protected by the sGLThreadManager monitor.
//private GLWallpaperService.Renderer mRenderer;
private ArrayList mEventQueue = new ArrayList();
private EglHelper mEglHelper;
static long lastTimeStamp;
static boolean gameIsInited = false;
GLThread(EGLConfigChooser chooser,
EGLContextFactory contextFactory,
EGLWindowSurfaceFactory surfaceFactory) {
super();
mDone = false;
mWidth = 0;
mHeight = 0;
mRequestRender = true;
mRenderMode = GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY;
this.mEGLConfigChooser = chooser;
this.mEGLContextFactory = contextFactory;
this.mEGLWindowSurfaceFactory = surfaceFactory;
Calendar c = Calendar.getInstance();
lastTimeStamp = c.getTimeInMillis();
gameIsInited = true;
}
@Override
public void run() {
setName("GLThread " + getId());
if (LOG_THREADS) {
Log.i("GLThread", "starting tid=" + getId());
}
try {
guardedRun();
} catch (InterruptedException e) {
// fall thru and exit normally
} finally {
sGLThreadManager.threadExiting(this);
}
}
/*
* This private method should only be called inside a
* synchronized(sGLThreadManager) block.
*/
private void stopEglLocked() {
if (mHaveEgl) {
mHaveEgl = false;
mEglHelper.destroySurface();
sGLThreadManager.releaseEglSurface(this);
}
}
private void guardedRun() throws InterruptedException {
mEglHelper = new EglHelper(mEGLConfigChooser, mEGLContextFactory,
mEGLWindowSurfaceFactory/*, mGLWrapper*/);
try {
boolean tellRendererSurfaceCreated = true;
boolean tellRendererSurfaceChanged = true;
/*
* This is our main activity thread's loop, we go until asked to
* quit.
*/
while (!isDone()) {
/*
* Update the asynchronous state (window size)
*/
int w = 0;
int h = 0;
boolean changed = false;
boolean needStart = false;
boolean eventsWaiting = false;
synchronized (sGLThreadManager) {
while (true) {
// Manage acquiring and releasing the SurfaceView
// surface and the EGL surface.
if (mPaused) {
stopEglLocked();
}
if (!mHasSurface) {
if (!mWaitingForSurface) {
stopEglLocked();
mWaitingForSurface = true;
sGLThreadManager.notifyAll();
}
} else {
if (!mHaveEgl) {
if (sGLThreadManager.tryAcquireEglSurface(this)) {
mHaveEgl = true;
mEglHelper.start();
mRequestRender = true;
needStart = true;
}
}
}
// Check if we need to wait. If not, update any state
// that needs to be updated, copy any state that
// needs to be copied, and use "break" to exit the
// wait loop.
if (mDone) {
return;
}
if (mEventsWaiting) {
eventsWaiting = true;
mEventsWaiting = false;
break;
}
if ((!mPaused)
&& mHasSurface
&& mHaveEgl
&& (mWidth > 0)
&& (mHeight > 0)
&& (mRequestRender || (mRenderMode == GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY))) {
changed = mSizeChanged;
w = mWidth;
h = mHeight;
mSizeChanged = false;
mRequestRender = false;
if (mHasSurface && mWaitingForSurface) {
changed = true;
mWaitingForSurface = false;
sGLThreadManager.notifyAll();
}
break;
}
// By design, this is the only place where we wait().
if (LOG_THREADS) {
Log.i("GLThread", "waiting tid=" + getId());
}
sGLThreadManager.wait();
}
} // end of synchronized(sGLThreadManager)
/*
* Handle queued events
*/
if (eventsWaiting) {
Runnable r;
while ((r = getEvent()) != null) {
r.run();
if (isDone()) {
return;
}
}
// Go back and see if we need to wait to render.
continue;
}
if (needStart) {
tellRendererSurfaceCreated = true;
changed = true;
}
if (changed) {
mEglHelper.createSurface(mHolder);
tellRendererSurfaceChanged = true;
}
if (tellRendererSurfaceCreated) {
tellRendererSurfaceCreated = false;
}
if (tellRendererSurfaceChanged) {
//Xperimental -- VLAD KHOREV
JniWrapper.Init(w, h);
tellRendererSurfaceChanged = false;
}
if ((w > 0) && (h > 0)) {
/* draw a frame here */
if (gameIsInited)
{
Calendar c = Calendar.getInstance();
long currentTimeStamp = c.getTimeInMillis();
EngineWrapper.Update(currentTimeStamp - lastTimeStamp);
lastTimeStamp = currentTimeStamp;
}
/*
* Once we're done with GL, we need to call swapBuffers() to
* instruct the system to display the rendered frame
*/
mEglHelper.swap();
}
}
} finally {
/*
* clean-up everything...
*/
synchronized (sGLThreadManager) {
stopEglLocked();
mEglHelper.finish();
}
}
}
private boolean isDone() {
synchronized (sGLThreadManager) {
return mDone;
}
}
public void setRenderMode(int renderMode) {
if (!((GLWallpaperService.GLEngine.RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY))) {
throw new IllegalArgumentException("renderMode");
}
synchronized (sGLThreadManager) {
mRenderMode = renderMode;
if (renderMode == GLWallpaperService.GLEngine.RENDERMODE_CONTINUOUSLY) {
sGLThreadManager.notifyAll();
}
}
}
public int getRenderMode() {
synchronized (sGLThreadManager) {
return mRenderMode;
}
}
public void requestRender() {
synchronized (sGLThreadManager) {
mRequestRender = true;
sGLThreadManager.notifyAll();
}
}
public void surfaceCreated(SurfaceHolder holder) {
mHolder = holder;
synchronized (sGLThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceCreated tid=" + getId());
}
mHasSurface = true;
sGLThreadManager.notifyAll();
}
}
public void surfaceDestroyed() {
synchronized (sGLThreadManager) {
if (LOG_THREADS) {
Log.i("GLThread", "surfaceDestroyed tid=" + getId());
}
mHasSurface = false;
sGLThreadManager.notifyAll();
while (!mWaitingForSurface && isAlive() && !mDone) {
try {
sGLThreadManager.wait();
} catch (InterruptedException e) {
Thread.currentThread().interrupt();
}
}
}
}
public void onPause() {
synchronized (sGLThreadManager) {
mPaused = true;
sGLThreadManager.notifyAll();
}
}
public void onResume() {
synchronized (sGLThreadManager) {
mPaused = false;
mRequestRender = true;
sGLThreadManager.notifyAll();
}
}
public void onWindowResize(int w, int h) {
synchronized (sGLThreadManager) {
mWidth = w;
mHeight = h;
mSizeChanged = true;
sGLThreadManager.notifyAll();
}
}
public void requestExitAndWait() {
// don't call this from GLThread thread or it is a guaranteed
// deadlock!
synchronized (sGLThreadManager) {
mDone = true;
sGLThreadManager.notifyAll();
}
try {
join();
} catch (InterruptedException ex) {
Thread.currentThread().interrupt();
}
}
/**
* Queue an "event" to be run on the GL rendering thread.
*
* @param r
* the runnable to be run on the GL rendering thread.
*/
public void queueEvent(Runnable r) {
synchronized (this) {
mEventQueue.add(r);
synchronized (sGLThreadManager) {
mEventsWaiting = true;
sGLThreadManager.notifyAll();
}
}
}
private Runnable getEvent() {
synchronized (this) {
if (mEventQueue.size() > 0) {
return (Runnable) mEventQueue.remove(0);
}
}
return null;
}
private class GLThreadManager {
public synchronized void threadExiting(GLThread thread) {
if (LOG_THREADS) {
Log.i("GLThread", "exiting tid=" + thread.getId());
}
thread.mDone = true;
if (mEglOwner == thread) {
mEglOwner = null;
}
notifyAll();
}
/*
* Tries once to acquire the right to use an EGL surface. Does not
* block.
*
* @return true if the right to use an EGL surface was acquired.
*/
public synchronized boolean tryAcquireEglSurface(GLThread thread) {
if (mEglOwner == thread || mEglOwner == null) {
mEglOwner = thread;
notifyAll();
return true;
}
return false;
}
public synchronized void releaseEglSurface(GLThread thread) {
if (mEglOwner == thread) {
mEglOwner = null;
}
notifyAll();
}
}
}
interface EGLConfigChooser {
EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
}
abstract class BaseConfigChooser implements EGLConfigChooser {
public BaseConfigChooser(int[] configSpec) {
mConfigSpec = configSpec;
}
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
int[] num_config = new int[1];
egl.eglChooseConfig(display, mConfigSpec, null, 0, num_config);
int numConfigs = num_config[0];
if (numConfigs <= 0) {
throw new IllegalArgumentException("No configs match configSpec");
}
EGLConfig[] configs = new EGLConfig[numConfigs];
egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
num_config);
EGLConfig config = chooseConfig(egl, display, configs);
if (config == null) {
throw new IllegalArgumentException("No config chosen");
}
return config;
}
abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs);
protected int[] mConfigSpec;
public static class ComponentSizeChooser extends BaseConfigChooser {
public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
int alphaSize, int depthSize, int stencilSize) {
super(new int[] { EGL10.EGL_RED_SIZE, redSize,
EGL10.EGL_GREEN_SIZE, greenSize, EGL10.EGL_BLUE_SIZE,
blueSize, EGL10.EGL_ALPHA_SIZE, alphaSize,
EGL10.EGL_DEPTH_SIZE, depthSize, EGL10.EGL_STENCIL_SIZE,
stencilSize, EGL10.EGL_NONE });
mValue = new int[1];
mRedSize = redSize;
mGreenSize = greenSize;
mBlueSize = blueSize;
mAlphaSize = alphaSize;
mDepthSize = depthSize;
mStencilSize = stencilSize;
}
@Override
public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
EGLConfig[] configs) {
EGLConfig closestConfig = null;
int closestDistance = 1000;
for (EGLConfig config : configs) {
int d = findConfigAttrib(egl, display, config,
EGL10.EGL_DEPTH_SIZE, 0);
int s = findConfigAttrib(egl, display, config,
EGL10.EGL_STENCIL_SIZE, 0);
if (d >= mDepthSize && s >= mStencilSize) {
int r = findConfigAttrib(egl, display, config,
EGL10.EGL_RED_SIZE, 0);
int g = findConfigAttrib(egl, display, config,
EGL10.EGL_GREEN_SIZE, 0);
int b = findConfigAttrib(egl, display, config,
EGL10.EGL_BLUE_SIZE, 0);
int a = findConfigAttrib(egl, display, config,
EGL10.EGL_ALPHA_SIZE, 0);
int distance = Math.abs(r - mRedSize)
+ Math.abs(g - mGreenSize)
+ Math.abs(b - mBlueSize)
+ Math.abs(a - mAlphaSize);
if (distance < closestDistance) {
closestDistance = distance;
closestConfig = config;
}
}
}
return closestConfig;
}
private int findConfigAttrib(EGL10 egl, EGLDisplay display,
EGLConfig config, int attribute, int defaultValue) {
if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
return mValue[0];
}
return defaultValue;
}
private int[] mValue;
// Subclasses can adjust these values:
protected int mRedSize;
protected int mGreenSize;
protected int mBlueSize;
protected int mAlphaSize;
protected int mDepthSize;
protected int mStencilSize;
}
/**
* This class will choose a supported surface as close to RGB565 as
* possible, with or without a depth buffer.
*
*/
public static class SimpleEGLConfigChooser extends ComponentSizeChooser {
public SimpleEGLConfigChooser(boolean withDepthBuffer) {
super(4, 4, 4, 0, withDepthBuffer ? 16 : 0, 0);
// Adjust target values. This way we'll accept a 4444 or
// 555 buffer if there's no 565 buffer available.
mRedSize = 5;
mGreenSize = 6;
mBlueSize = 5;
}
}
}

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package fishrungames.mountainwallpaper;
public class JniWrapper
{
static
{
System.loadLibrary("SalmonWallpaper");
}
public static void LoadLibrary()
{
//To force loading libraries
}
public static native void SetTimeOfDayPref(int timeofday);
public static native void SetSnowPref(boolean snow);
public static native void Init(int width, int height);
public static native void SetOffset(float offsetX, float offsetY);
public static native void SetOrientation(int isLandscape);
}

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package fishrungames.mountainwallpaper;
import android.content.Context;
import android.content.Intent;
import android.content.SharedPreferences;
import android.content.SharedPreferences.OnSharedPreferenceChangeListener;
import android.content.pm.ApplicationInfo;
import android.content.pm.PackageManager;
import android.content.pm.PackageManager.NameNotFoundException;
import android.net.ConnectivityManager;
import android.os.Handler;
import android.preference.PreferenceManager;
import android.view.MotionEvent;
import android.view.SurfaceHolder;
//import com.seb.SLWP.SLWP.GlEngine.DownloadTask;
import fishrungames.engine.EngineWrapper;
public class MountainWallpaperService extends GLWallpaperService implements
OnSharedPreferenceChangeListener {
/*
* (non-Javadoc)
*
* @see android.app.Service#onLowMemory()
*/
static
{
EngineWrapper.LoadSalmonEngineLibrary();
JniWrapper.LoadLibrary();
}
public static final long SLEEPTIME = 1000 * 60 * 30; // 30 minutes
private GlEngine mGle;
public static Context mContext;
public static boolean ShowClouds;
public static boolean TouchRot;
public static int Bg;
public static boolean Usebg;
public static int Tex;
static long Synctime;
public boolean Slidedir;
public boolean Slideplanet;
public boolean Syncrot;
public static boolean Randomtex = true;
public static boolean visible = false;
public static boolean useCropper = true;
public static int Cropaspect;
public static boolean loading = false;
public static final Handler mHandler = new Handler();
public static final int RNDMAP = -1;
public static boolean destroyed;
public static String bgfile;
public ConnectivityManager cm;
public boolean needresume;
public boolean fstart;
public static String[] randlist;
public int curtexidx = -99;
static final String ACTION_FOREGROUND = "fishrungames.mountainwallpaper.FOREGROUND";
static final String ACTION_BACKGROUND = "fishrungames.mountainwallpaper.BACKGROUND";
@Override
public void onCreate() {
// TODO Auto-generated method stub
super.onCreate();
PreferenceManager.getDefaultSharedPreferences(this).registerOnSharedPreferenceChangeListener(this);
EngineWrapper.SetActivityInstance(this);
EngineWrapper.SetupEnviroment();
String apkFilePath = null;
ApplicationInfo appInfo = null;
PackageManager packMgmr = this.getPackageManager();
try {
appInfo = packMgmr.getApplicationInfo("fishrungames.mountainwallpaper", 0);
} catch (NameNotFoundException e) {
e.printStackTrace();
throw new RuntimeException("Unable to locate assets, aborting...");
}
apkFilePath = appInfo.sourceDir;
EngineWrapper.SetupApkFilePath(apkFilePath);
Init();
}
@Override
public int onStartCommand(Intent intent, int flags, int startId) {
// handleCommand(intent);
// We want this service to continue running until it is explicitly
// stopped, so return sticky.
return START_STICKY;
}
private void Init() {
try {
mContext = this;
cm = (ConnectivityManager) mContext
.getSystemService(Context.CONNECTIVITY_SERVICE);
} catch (Exception e) {
e.printStackTrace();
}
}
@Override
public void onDestroy() {
// TODO Auto-generated method stub
super.onDestroy();
}
@Override
public void onSharedPreferenceChanged(SharedPreferences sharedPreferences,
String key) {
if (key.compareToIgnoreCase("Timeofday") == 0)
{
int time = Integer.parseInt(sharedPreferences.getString("Timeofday", "0"));
JniWrapper.SetTimeOfDayPref(time);
}
if (key.compareToIgnoreCase("Snow") == 0) {
JniWrapper.SetSnowPref(sharedPreferences.getBoolean("Snow", false));
}
}
@Override
public Engine onCreateEngine() {
if (mGle != null) {
mGle = null;
}
try {
mGle = new GlEngine();
} catch (Exception e) {
return null;
}
return mGle;
}
class GlEngine extends GLEngine {
public Handler mHandler = new Handler();
long NOW;
@Override
public void onCreate(SurfaceHolder surfaceHolder) {
super.onCreate(surfaceHolder);
try {
this.setTouchEventsEnabled(true);
fstart = true;
setRenderer();
} catch (Exception e) {
e.printStackTrace();
}
}
@Override
public void onTouchEvent(MotionEvent e) {
return;
}
@Override
public void onOffsetsChanged(float xOffset, float yOffset,
float xOffsetStep, float yOffsetStep, int xPixelOffset,
int yPixelOffset) {
super.onOffsetsChanged(xOffset, yOffset, xOffsetStep, yOffsetStep,
xPixelOffset, yPixelOffset);
JniWrapper.SetOffset(xPixelOffset*xOffsetStep, yPixelOffset*yOffsetStep);
}
@Override
public void onVisibilityChanged(boolean visible) {
// TODO Auto-generated method stub
super.onVisibilityChanged(visible);
MountainWallpaperService.visible = visible;
if (visible) {
} else {
}
}
@Override
public void onPause() {
super.onPause();
}
@Override
public void onResume() {
super.onResume();
}
@Override
public void onSurfaceChanged(SurfaceHolder holder, int format,
int width, int height) {
// TODO Auto-generated method stub
super.onSurfaceChanged(holder, format, width, height);
fstart = true;
}
}
}

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@ -0,0 +1,72 @@
package fishrungames.mountainwallpaper;
import fishrungames.mountainwallpaper.R;
import fishrungames.mountainwallpaper.JniWrapper;
import android.content.Intent;
import android.net.Uri;
import android.os.Bundle;
import android.preference.CheckBoxPreference;
import android.preference.ListPreference;
import android.preference.Preference;
import android.preference.PreferenceActivity;
import android.preference.Preference.OnPreferenceChangeListener;
public class Prefs extends PreferenceActivity implements
OnPreferenceChangeListener {
private CheckBoxPreference snowPref;
private ListPreference timeOfDayPref;
public static Uri currImageURI;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.prefliste);
addPreferencesFromResource(R.xml.preferences);
snowPref = (CheckBoxPreference)this.getPreferenceManager().findPreference("Snow");
timeOfDayPref = (ListPreference) findPreference("Timeofday");
if (timeOfDayPref.getKey().compareToIgnoreCase("Timeofday") == 0)
{
JniWrapper.SetTimeOfDayPref(Integer.parseInt((String) timeOfDayPref.getValue()));
}
if (snowPref.getKey().compareToIgnoreCase("Snow") == 0) {
if (!snowPref.isChecked())
{
JniWrapper.SetSnowPref(false);
}
else
{
JniWrapper.SetSnowPref(true);
}
}
}
@Override
public boolean onPreferenceChange(Preference preference, Object newValue) {
return true;
}
@Override
public void onActivityResult(int requestCode, int resultCode, Intent data) {
}
}

5
windows/Readme.txt Normal file
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Для создания своего проекта на основе этого шаблона нужно:
1) Счекаутить движок с svn куда-нибудь, например C:\Work\Salmon Engine\
1) Указать в системе переменную окружения SalmonEnginePath с путем к движку, например c:\Work\Salmon Engine\
2) Скопировать содержимое шаблона в какой-нибудь каталог
3) Запустить Template.sln в Visual C++ 2010

34
windows/Template.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 11.00
# Visual C++ Express 2010
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Template", "Template\Template.vcxproj", "{0080A3E1-DFBF-4557-B198-E6D5D7724393}"
ProjectSection(ProjectDependencies) = postProject
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20} = {48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}
EndProjectSection
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "Salmon Engine", "..\..\..\Engine\Salmon Engine\Salmon Engine.vcxproj", "{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug_nosound|Win32 = Debug_nosound|Win32
Debug|Win32 = Debug|Win32
Release|Win32 = Release|Win32
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug_nosound|Win32.ActiveCfg = Debug|Win32
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug_nosound|Win32.Build.0 = Debug|Win32
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|Win32.ActiveCfg = Debug|Win32
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Debug|Win32.Build.0 = Debug|Win32
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|Win32.ActiveCfg = Release|Win32
{0080A3E1-DFBF-4557-B198-E6D5D7724393}.Release|Win32.Build.0 = Release|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Debug_nosound|Win32.ActiveCfg = Debug_nosound|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Debug_nosound|Win32.Build.0 = Debug_nosound|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Debug|Win32.ActiveCfg = Debug|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Debug|Win32.Build.0 = Debug|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Release|Win32.ActiveCfg = Release|Win32
{48ADCE9F-9539-4D3A-BCFA-C2ABABAF0B20}.Release|Win32.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
EndGlobal

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<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{0080A3E1-DFBF-4557-B198-E6D5D7724393}</ProjectGuid>
<RootNamespace>Template</RootNamespace>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>NotSet</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
<LibraryPath>$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib;$(SalmonEnginePath)$(Configuration)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<IncludePath>$(VCInstallDir)include;$(VCInstallDir)atlmfc\include;$(WindowsSdkDir)include;$(FrameworkSDKDir)\include;$(SalmonEnginePath)include</IncludePath>
<LibraryPath>$(VCInstallDir)lib;$(VCInstallDir)atlmfc\lib;$(WindowsSdkDir)lib;$(FrameworkSDKDir)\lib;$(SalmonEnginePath)$(Configuration)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\DirectXsdk\Include;$(LibsPath)\lpng1510;..\..\jni</AdditionalIncludeDirectories>
<PreprocessorDefinitions>TARGET_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;DEBUG</PreprocessorDefinitions>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glu32.lib;Salmon Engine.lib;libogg_static.lib;libvorbis_static.lib;libvorbisfile_static.lib;zlib.lib;libpng15.lib;sqplusD.lib;squirrelD.lib;sqdbglibD.lib;sqstdlibD.lib;dsound.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(LibsPath)\boost_1_52_0\boost_windows\libs_engine\$(Configuration);$(LibsPath)\libogg-1.3.0\win32\VS2010\Win32\$(Configuration);$(LibsPath)\libvorbis-1.3.2\win32\VS2010\Win32\$(Configuration);$(LibsPath)\sqplus\lib;$(LibsPath)\DirectXsdk\Lib\x86;$(LibsPath)\lpng1510\projects\vstudio\Debug Library</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SalmonEnginePath);$(LibsPath)\boost_1_52_0;$(LibsPath)\libogg-1.3.0\include;$(LibsPath)\libvorbis-1.3.2\include;$(LibsPath)\sqplus\sqplus;$(LibsPath)\sqplus\include;$(LibsPath)\DirectXsdk\Include;$(LibsPath)\lpng1510;..\..\jni</AdditionalIncludeDirectories>
<PreprocessorDefinitions>TARGET_WIN32;WIN32_LEAN_AND_MEAN;_WIN32_WINNT=0x0501;NDEBUG</PreprocessorDefinitions>
<DisableSpecificWarnings>4503</DisableSpecificWarnings>
</ClCompile>
<Link>
<GenerateDebugInformation>true</GenerateDebugInformation>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;opengl32.lib;glu32.lib;Salmon Engine.lib;libogg_static.lib;libvorbis_static.lib;libvorbisfile_static.lib;zlib.lib;libpng15.lib;sqplus.lib;squirrel.lib;sqdbglib.lib;sqstdlib.lib;dsound.lib;dxguid.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(LibsPath)\boost_1_52_0\boost_windows\libs_engine\$(Configuration);$(LibsPath)\libogg-1.3.0\win32\VS2010\Win32\$(Configuration);$(LibsPath)\libvorbis-1.3.2\win32\VS2010\Win32\$(Configuration);$(LibsPath)\sqplus\lib;$(LibsPath)\DirectXsdk\Lib\x86;$(LibsPath)\lpng1510\projects\vstudio\Release Library</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\jni\main_code.cpp" />
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\jni\main_code.h" />
<ClInclude Include="main.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

30
windows/Template/main.cpp Normal file
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#include "main.h"
#include "main_code.h"
int APIENTRY WinMain(HINSTANCE hCurrentInst, HINSTANCE hPreviousInst,
LPSTR lpszCmdLine, int nCmdShow)
{
int width = 800;
int height = 480;
if (CreateEngine(width, height))
{
//MyApplication scope
{
TAndroidApplication Application;
Application.OuterInit(width, height, width, height);
MainLoop(&Application);
Application.OuterDeinit();
}
DestroyEngine();
}
return 0;
}

6
windows/Template/main.h Normal file
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#pragma once
/* Path to the engine */
#include "include/Engine.h"
#include "main_code.h"