Fixed Bugs & Joypad in Android

================================

-resolved many graphical glitches with multiple lights in GLES2 render
-fixes and WIP apk expansion
-joystick support for Android by Ariel
This commit is contained in:
Juan Linietsky 2014-07-02 00:09:36 -03:00
parent 77a15e2a3e
commit e9da61411a
8 changed files with 359 additions and 14 deletions

View file

@ -4239,9 +4239,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
LightInstance *li=light_instance_owner.get( liptr[i] );
if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
continue;
uint8_t light_type=li->base->type;
if (li->base->shadow_enabled)
uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
if (li->base->shadow_enabled) {
light_type|=0x8;
}
uint16_t sort_key =li->sort_key;
RenderList::Element *ec;
@ -4598,7 +4599,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
}
material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,p_no_const_light?0.0:1.0);
//material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
//if uses TIME - draw_next_frame=true
@ -5668,7 +5669,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
case VS::MATERIAL_BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
} break;
case VS::MATERIAL_BLEND_MODE_SUB: {
@ -5833,7 +5834,7 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
}
material_shader.set_uniform(MaterialShaderGLES2::NORMAL_MULT, e->mirror?-1.0:1.0);
material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,additive?0.0:1.0);
_render(e->geometry, material, skeleton,e->owner,e->instance->transform);
@ -6097,6 +6098,9 @@ void RasterizerGLES2::_draw_tex_bg() {
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glColorMask(1,1,1,1);
RID texture;
@ -6132,6 +6136,7 @@ void RasterizerGLES2::_draw_tex_bg() {
copy_shader.set_conditional(CopyShaderGLES2::USE_CUSTOM_ALPHA,true);
copy_shader.bind();
if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
@ -6350,6 +6355,7 @@ void RasterizerGLES2::end_scene() {
_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
if (draw_tex_background) {
//most 3D vendors recommend drawing a texture bg or skybox here,
//after opaque geometry has been drawn
//so the zbuffer can get rid of most pixels

View file

@ -1060,7 +1060,19 @@ LIGHT_SHADER_CODE
light+=specular * light_specular * pow( eye_light, specular_exp );
}
#endif
diffuse.rgb = ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
diffuse.rgb = const_light_mult * ambient_light *diffuse.rgb + light * attenuation * shadow_attenuation;
#ifdef USE_FOG
diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,attenuation),diffuse.rgb,const_light_mult);
# endif
#endif
}
@ -1084,9 +1096,10 @@ LIGHT_SHADER_CODE
#ifdef USE_VERTEX_LIGHTING
vec3 ambient = ambient_light*diffuse.rgb;
vec3 ambient = const_light_mult*ambient_light*diffuse.rgb;
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
ambient*=diffuse_interp.a; //attenuation affects ambient too
# endif
// diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
@ -1094,6 +1107,16 @@ LIGHT_SHADER_CODE
diffuse.rgb=(diffuse.rgb * diffuse_interp.rgb + specular * specular_interp)*shadow_attenuation + ambient;
diffuse.rgb+=emission * const_light_mult;
#ifdef USE_FOG
diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
# if defined(LIGHT_TYPE_OMNI) || defined (LIGHT_TYPE_SPOT)
diffuse.rgb = mix(mix(vec3(0.0),diffuse.rgb,diffuse_interp.a),diffuse.rgb,const_light_mult);
# endif
#endif
#endif
@ -1120,10 +1143,7 @@ LIGHT_SHADER_CODE
#else
#ifdef USE_FOG
diffuse.rgb = mix(diffuse.rgb,fog_interp.rgb,fog_interp.a);
#endif
#ifdef USE_GLOW

View file

@ -498,6 +498,7 @@ public class Godot extends Activity implements SensorEventListener
@Override public void onBackPressed() {
System.out.printf("** BACK REQUEST!\n");
GodotLib.quit();
}

View file

@ -52,6 +52,8 @@ public class GodotLib {
public static native void touch(int what,int pointer,int howmany, int[] arr);
public static native void accelerometer(float x, float y, float z);
public static native void key(int p_scancode, int p_unicode_char, boolean p_pressed);
public static native void joybutton(int p_device, int p_but, boolean p_pressed);
public static native void joyaxis(int p_device, int p_axis, float p_value);
public static native void focusin();
public static native void focusout();
public static native void audio();

View file

@ -35,6 +35,7 @@ import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.content.ContextWrapper;
import android.view.InputDevice;
import java.io.File;
import javax.microedition.khronos.egl.EGL10;
@ -99,22 +100,251 @@ public class GodotView extends GLSurfaceView {
return activity.gotTouchEvent(event);
};
public int get_godot_button(int keyCode) {
int button = 0;
switch (keyCode) {
case KeyEvent.KEYCODE_BUTTON_A: // Android A is SNES B
button = 0;
break;
case KeyEvent.KEYCODE_BUTTON_B:
button = 1;
break;
case KeyEvent.KEYCODE_BUTTON_X: // Android X is SNES Y
button = 2;
break;
case KeyEvent.KEYCODE_BUTTON_Y:
button = 3;
break;
case KeyEvent.KEYCODE_BUTTON_L1:
button = 4;
break;
case KeyEvent.KEYCODE_BUTTON_L2:
button = 6;
break;
case KeyEvent.KEYCODE_BUTTON_R1:
button = 5;
break;
case KeyEvent.KEYCODE_BUTTON_R2:
button = 7;
break;
case KeyEvent.KEYCODE_BUTTON_SELECT:
button = 10;
break;
case KeyEvent.KEYCODE_BUTTON_START:
button = 11;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBL:
button = 8;
break;
case KeyEvent.KEYCODE_BUTTON_THUMBR:
button = 9;
break;
case KeyEvent.KEYCODE_DPAD_UP:
button = 12;
break;
case KeyEvent.KEYCODE_DPAD_DOWN:
button = 13;
break;
case KeyEvent.KEYCODE_DPAD_LEFT:
button = 14;
break;
case KeyEvent.KEYCODE_DPAD_RIGHT:
button = 15;
break;
default:
button = keyCode - KeyEvent.KEYCODE_BUTTON_1;
break;
};
return button;
};
@Override public boolean onKeyUp(int keyCode, KeyEvent event) {
GodotLib.key(keyCode, event.getUnicodeChar(0), false);
if (keyCode == KeyEvent.KEYCODE_BACK) {
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyUp(keyCode, event);
};
int source = event.getSource();
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
int button = get_godot_button(keyCode);
int device = event.getDeviceId();
GodotLib.joybutton(device, button, false);
return true;
} else {
GodotLib.key(keyCode, event.getUnicodeChar(0), false);
};
return super.onKeyUp(keyCode, event);
};
@Override public boolean onKeyDown(int keyCode, KeyEvent event) {
GodotLib.key(keyCode, event.getUnicodeChar(0), true);
if (keyCode == KeyEvent.KEYCODE_BACK) {
GodotLib.quit();
// press 'back' button should not terminate program
// normal handle 'back' event in game logic
return true;
}
if (keyCode == KeyEvent.KEYCODE_VOLUME_UP || keyCode == KeyEvent.KEYCODE_VOLUME_DOWN) {
return super.onKeyDown(keyCode, event);
};
int source = event.getSource();
//Log.e(TAG, String.format("Key down! source %d, device %d, joystick %d, %d, %d", event.getDeviceId(), source, (source & InputDevice.SOURCE_JOYSTICK), (source & InputDevice.SOURCE_DPAD), (source & InputDevice.SOURCE_GAMEPAD)));
if ((source & InputDevice.SOURCE_JOYSTICK) != 0 || (source & InputDevice.SOURCE_DPAD) != 0 || (source & InputDevice.SOURCE_GAMEPAD) != 0) {
if (event.getRepeatCount() > 0) // ignore key echo
return true;
int button = get_godot_button(keyCode);
int device = event.getDeviceId();
//Log.e(TAG, String.format("joy button down! button %x, %d, device %d", keyCode, button, device));
GodotLib.joybutton(device, button, true);
return true;
} else {
GodotLib.key(keyCode, event.getUnicodeChar(0), true);
};
return super.onKeyDown(keyCode, event);
}
private void init(boolean translucent, int depth, int stencil) {
public float axis_value(MotionEvent p_event, InputDevice p_device, int p_axis, int p_pos) {
final InputDevice.MotionRange range = p_device.getMotionRange(p_axis, p_event.getSource());
if (range == null)
return 0;
//Log.e(TAG, String.format("axis ranges %f, %f, %f", range.getRange(), range.getMin(), range.getMax()));
final float flat = range.getFlat();
final float value =
p_pos < 0 ? p_event.getAxisValue(p_axis):
p_event.getHistoricalAxisValue(p_axis, p_pos);
final float absval = Math.abs(value);
if (absval <= flat) {
return 0;
};
final float ret = (value - range.getMin()) / range.getRange() * 2 - 1.0f;
return ret;
};
float[] last_axis_values = { 0, 0, 0, 0, -1, -1 };
boolean[] last_axis_buttons = { false, false, false, false, false, false }; // dpad up down left right, ltrigger, rtrigger
public void process_axis_state(MotionEvent p_event, int p_pos) {
int device_id = p_event.getDeviceId();
InputDevice device = p_event.getDevice();
float val;
val = axis_value(p_event, device, MotionEvent.AXIS_X, p_pos);
if (val != last_axis_values[0]) {
last_axis_values[0] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 0, val));
GodotLib.joyaxis(device_id, 0, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_Y, p_pos);
if (val != last_axis_values[1]) {
last_axis_values[1] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 1, val));
GodotLib.joyaxis(device_id, 1, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_Z, p_pos);
if (val != last_axis_values[2]) {
last_axis_values[2] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 2, val));
GodotLib.joyaxis(device_id, 2, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_RZ, p_pos);
if (val != last_axis_values[3]) {
last_axis_values[3] = val;
//Log.e(TAG, String.format("axis moved! axis %d, value %f", 3, val));
GodotLib.joyaxis(device_id, 3, val);
};
val = axis_value(p_event, device, MotionEvent.AXIS_LTRIGGER, p_pos);
if (val != last_axis_values[4]) {
last_axis_values[4] = val;
if ((val != 0) != (last_axis_buttons[4])) {
last_axis_buttons[4] = (val != 0);
GodotLib.joybutton(device_id, 6, (val != 0));
};
};
val = axis_value(p_event, device, MotionEvent.AXIS_RTRIGGER, p_pos);
if (val != last_axis_values[5]) {
last_axis_values[5] = val;
if ((val != 0) != (last_axis_buttons[5])) {
last_axis_buttons[5] = (val != 0);
GodotLib.joybutton(device_id, 7, (val != 0));
};
};
val = axis_value(p_event, device, MotionEvent.AXIS_HAT_Y, p_pos);
if (last_axis_buttons[0] != (val > 0)) {
last_axis_buttons[0] = val > 0;
GodotLib.joybutton(device_id, 12, val > 0);
};
if (last_axis_buttons[1] != (val < 0)) {
last_axis_buttons[1] = val < 0;
GodotLib.joybutton(device_id, 13, val > 0);
};
val = axis_value(p_event, device, MotionEvent.AXIS_HAT_X, p_pos);
if (last_axis_buttons[2] != (val < 0)) {
last_axis_buttons[2] = val < 0;
GodotLib.joybutton(device_id, 14, val < 0);
};
if (last_axis_buttons[3] != (val > 0)) {
last_axis_buttons[3] = val > 0;
GodotLib.joybutton(device_id, 15, val > 0);
};
};
@Override public boolean onGenericMotionEvent(MotionEvent event) {
if ((event.getSource() & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK && event.getAction() == MotionEvent.ACTION_MOVE) {
// Process all historical movement samples in the batch
final int historySize = event.getHistorySize();
// Process the movements starting from the
// earliest historical position in the batch
for (int i = 0; i < historySize; i++) {
// Process the event at historical position i
process_axis_state(event, i);
}
// Process the current movement sample in the batch (position -1)
process_axis_state(event, -1);
return true;
};
return super.onGenericMotionEvent(event);
};
private void init(boolean translucent, int depth, int stencil) {
this.setFocusableInTouchMode(true);
/* By default, GLSurfaceView() creates a RGB_565 opaque surface.

View file

@ -581,6 +581,8 @@ static Vector3 accelerometer;
static HashMap<String,JNISingleton*> jni_singletons;
static jobject godot_io;
static Vector<int> joy_device_ids;
typedef void (*GFXInitFunc)(void *ud,bool gl2);
static jmethodID _on_video_init=0;
@ -1279,6 +1281,49 @@ static unsigned int android_get_keysym(unsigned int p_code) {
return KEY_UNKNOWN;
}
static int find_device(int p_device) {
for (int i=0; i<joy_device_ids.size(); i++) {
if (joy_device_ids[i] == p_device) {
//print_line("found device at "+String::num(i));
return i;
};
};
//print_line("adding a device at" + String::num(joy_device_ids.size()));
joy_device_ids.push_back(p_device);
return joy_device_ids.size() - 1;
};
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_joybutton(JNIEnv * env, jobject obj, jint p_device, jint p_button, jboolean p_pressed) {
InputEvent ievent;
ievent.type = InputEvent::JOYSTICK_BUTTON;
ievent.device = find_device(p_device);
ievent.joy_button.button_index = p_button;
ievent.joy_button.pressed = p_pressed;
input_mutex->lock();
key_events.push_back(ievent);
input_mutex->unlock();
};
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_joyaxis(JNIEnv * env, jobject obj, jint p_device, jint p_axis, jfloat p_value) {
InputEvent ievent;
ievent.type = InputEvent::JOYSTICK_MOTION;
ievent.device = find_device(p_device);
ievent.joy_motion.axis = p_axis;
ievent.joy_motion.axis_value = p_value;
input_mutex->lock();
key_events.push_back(ievent);
input_mutex->unlock();
};
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_key(JNIEnv * env, jobject obj, jint p_scancode, jint p_unicode_char, jboolean p_pressed) {
InputEvent ievent;

View file

@ -43,6 +43,8 @@ extern "C" {
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_quit(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_touch(JNIEnv * env, jobject obj, jint ev,jint pointer, jint count, jintArray positions);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_key(JNIEnv * env, jobject obj, jint p_scancode, jint p_unicode_char, jboolean p_pressed);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_joybutton(JNIEnv * env, jobject obj, jint p_device, jint p_button, jboolean p_pressed);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_joyaxis(JNIEnv * env, jobject obj, jint p_device, jint p_axis, jfloat p_value);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_audio(JNIEnv * env, jobject obj);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_accelerometer(JNIEnv * env, jobject obj, jfloat x, jfloat y, jfloat z);
JNIEXPORT void JNICALL Java_com_android_godot_GodotLib_focusin(JNIEnv * env, jobject obj);

View file

@ -37,6 +37,12 @@
#include "modules/FacebookScorer_ios/FacebookScorer.h"
#endif
#ifdef MODULE_GAME_ANALYTICS_ENABLED
#import "modules/game_analytics/ios/MobileAppTracker.framework/Headers/MobileAppTracker.h"
//#import "modules/game_analytics/ios/MobileAppTracker.h"
#import <AdSupport/AdSupport.h>
#endif
#define kFilteringFactor 0.1
#define kRenderingFrequency 60
#define kAccelerometerFrequency 100.0 // Hz
@ -210,7 +216,36 @@ static int frame_count = 0;
//OSIPhone::screen_width = rect.size.width - rect.origin.x;
//OSIPhone::screen_height = rect.size.height - rect.origin.y;
mainViewController = view_controller;
mainViewController = view_controller;
#ifdef MODULE_GAME_ANALYTICS_ENABLED
printf("********************* didFinishLaunchingWithOptions\n");
if(!Globals::get_singleton()->has("mobileapptracker/advertiser_id"))
{
return;
}
if(!Globals::get_singleton()->has("mobileapptracker/conversion_key"))
{
return;
}
String adid = GLOBAL_DEF("mobileapptracker/advertiser_id","");
String convkey = GLOBAL_DEF("mobileapptracker/conversion_key","");
NSString * advertiser_id = [NSString stringWithUTF8String:adid.utf8().get_data()];
NSString * conversion_key = [NSString stringWithUTF8String:convkey.utf8().get_data()];
// Account Configuration info - must be set
[MobileAppTracker initializeWithMATAdvertiserId:advertiser_id
MATConversionKey:conversion_key];
// Used to pass us the IFA, enables highly accurate 1-to-1 attribution.
// Required for many advertising networks.
[MobileAppTracker setAppleAdvertisingIdentifier:[[ASIdentifierManager sharedManager] advertisingIdentifier]
advertisingTrackingEnabled:[[ASIdentifierManager sharedManager] isAdvertisingTrackingEnabled]];
#endif
};
- (void)applicationWillTerminate:(UIApplication*)application {
@ -240,6 +275,10 @@ static int frame_count = 0;
- (void) applicationDidBecomeActive:(UIApplication *)application
{
printf("********************* did become active\n");
#ifdef MODULE_GAME_ANALYTICS_ENABLED
printf("********************* mobile app tracker found\n");
[MobileAppTracker measureSession];
#endif
[view_controller.view startAnimation]; // FIXME: resume seems to be recommended elsewhere
}