1 # This file is part of NIT (http://www.nitlanguage.org).
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
7 # http://www.apache.org/licenses/LICENSE-2.0
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
15 # Gamnit display implementation for Android
17 # Gamnit apps on Android require OpenGL ES 3.0 because, even if it uses only
18 # the OpenGL ES 2.0 API, the default shaders have more than 8 vertex attributes.
19 # OpenGL ES 3.0 ensures at least 8 vertex attributes, while 2.0 ensures only 4.
21 # This module relies on `android::native_app_glue` and the Android NDK.
22 module display_android
is
23 android_manifest
"""<uses-feature android:glEsVersion="0x00030000" android:required="true" />"""
26 import ::android
::game
27 intrude import android
::load_image
29 private import gamnit
::egl
30 intrude import textures
32 redef class GamnitDisplay
36 var native_display
= egl_default_display
37 var native_window
= app
.native_app_glue
.window
39 setup_egl_display native_display
41 # We need 8 bits per color for selection by color
42 select_egl_config
(red_bits
, green_bits
, blue_bits
, 0, 8, 0)
44 var format
= egl_config
.attribs
(egl_display
).native_visual_id
45 assert not native_window
.address_is_null
46 native_window
.set_buffers_geometry
(0, 0, format
)
48 setup_egl_context native_window
51 redef fun close
do close_egl
54 redef class TextureAsset
56 private fun load_bitmap
(asset_manager
: AssetManager, path
: String): NativeBitmap
58 return asset_manager
.bitmap
(path
)
61 redef fun load_from_platform
63 jni_env
.push_local_frame
4
65 var asset_manager
= app
.asset_manager
66 var bmp
= load_bitmap
(asset_manager
, path
)
67 if bmp
.is_java_null
then
68 error
= new Error("Failed to load texture at '{path}'")
69 jni_env
.pop_local_frame
73 var buf
= bmp
.copy_pixels
(unmultiply
=not premultiply_alpha
)
75 width
= bmp
.width
.to_f
76 height
= bmp
.height
.to_f
77 var pixels
= buf
.native_array
79 load_from_pixels
(pixels
, bmp
.width
, bmp
.height
, gl_RGBA
)
83 jni_env
.pop_local_frame
88 # Disable out premultiply as we use only the one from Android
89 redef fun premultiply_alpha
(width
, height
) do end