Example #1
0
        private void Render()
        {
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            Matrix4 modelview = Matrix4.LookAt(0, 0, _realCamera.Z, 0, 0, 0, 0, 1, 0);

            GL.LoadMatrix(ref modelview);

            GL.Rotate(_realCamera.Yaw, Vector3.UnitX);
            GL.Rotate(_realCamera.Roll, Vector3.UnitY);
            GL.Rotate(_realCamera.Pan, Vector3.UnitZ);

            //Draw things
            GL.Color3(Color);
            GL.PointSize(PointSize);
            GL.Disable(EnableCap.Lighting);
            _pointCloudRenderer.Draw();
            _gridRenderer.Draw();
            GL.Enable(EnableCap.Lighting);
            _objectRenderer.Draw();

            SwapBuffers();
        }
        public void OnDrawFrame(IGL10 gl)
        {
            // Clear screen to notify driver it should not load any pixels from previous frame.
            GLES20.GlClear(GLES20.GlColorBufferBit | GLES20.GlDepthBufferBit);

            if (mSession == null)
            {
                return;
            }

            // Notify ARCore session that the view size changed so that the perspective matrix and the video background
            // can be properly adjusted
            mDisplayRotationHelper.UpdateSessionIfNeeded(mSession);

            try
            {
                // Obtain the current frame from ARSession. When the configuration is set to
                // UpdateMode.BLOCKING (it is by default), this will throttle the rendering to the
                // camera framerate.
                Frame  frame  = mSession.Update();
                Camera camera = frame.Camera;

                // Handle taps. Handling only one tap per frame, as taps are usually low frequency
                // compared to frame rate.
                MotionEvent tap = null;
                mQueuedSingleTaps.TryDequeue(out tap);

                if (tap != null && camera.TrackingState == TrackingState.Tracking)
                {
                    foreach (var hit in frame.HitTest(tap))
                    {
                        var trackable = hit.Trackable;

                        // Check if any plane was hit, and if it was hit inside the plane polygon.
                        if (trackable is Plane && ((Plane)trackable).IsPoseInPolygon(hit.HitPose))
                        {
                            // Cap the number of objects created. This avoids overloading both the
                            // rendering system and ARCore.
                            if (mAnchors.Count >= 16)
                            {
                                mAnchors[0].Detach();
                                mAnchors.RemoveAt(0);
                            }
                            // Adding an Anchor tells ARCore that it should track this position in
                            // space.  This anchor is created on the Plane to place the 3d model
                            // in the correct position relative to both the world and to the plane
                            mAnchors.Add(hit.CreateAnchor());

                            // Hits are sorted by depth. Consider only closest hit on a plane.
                            break;
                        }
                    }
                }

                // Draw background.
                mBackgroundRenderer.Draw(frame);

                // If not tracking, don't draw 3d objects.
                if (camera.TrackingState == TrackingState.Paused)
                {
                    return;
                }

                // Get projection matrix.
                float[] projmtx = new float[16];
                camera.GetProjectionMatrix(projmtx, 0, 0.1f, 100.0f);

                // Get camera matrix and draw.
                float[] viewmtx = new float[16];
                camera.GetViewMatrix(viewmtx, 0);

                // Compute lighting from average intensity of the image.
                var lightIntensity = frame.LightEstimate.PixelIntensity;

                // Visualize tracked points.
                var pointCloud = frame.AcquirePointCloud();
                mPointCloud.Update(pointCloud);
                mPointCloud.Draw(camera.DisplayOrientedPose, viewmtx, projmtx);

                // App is repsonsible for releasing point cloud resources after using it
                pointCloud.Release();

                var planes = new List <Plane>();
                foreach (var p in mSession.GetAllTrackables(Java.Lang.Class.FromType(typeof(Plane))))
                {
                    var plane = (Plane)p;
                    planes.Add(plane);
                }

                // Check if we detected at least one plane. If so, hide the loading message.
                if (mLoadingMessageSnackbar != null)
                {
                    foreach (var plane in planes)
                    {
                        if (plane.GetType() == Plane.Type.HorizontalUpwardFacing && plane.TrackingState == TrackingState.Tracking)
                        {
                            HideLoadingMessage();
                            break;
                        }
                    }
                }

                // Visualize planes.
                mPlaneRenderer.DrawPlanes(planes, camera.DisplayOrientedPose, projmtx);

                // Visualize anchors created by touch.
                float scaleFactor = 1.0f;
                foreach (var anchor in mAnchors)
                {
                    if (anchor.TrackingState != TrackingState.Tracking)
                    {
                        continue;
                    }

                    // Get the current combined pose of an Anchor and Plane in world space. The Anchor
                    // and Plane poses are updated during calls to session.update() as ARCore refines
                    // its estimate of the world.
                    anchor.Pose.ToMatrix(mAnchorMatrix, 0);

                    // Update and draw the model and its shadow.
                    mVirtualObject.UpdateModelMatrix(mAnchorMatrix, scaleFactor);
                    mVirtualObjectShadow.UpdateModelMatrix(mAnchorMatrix, scaleFactor);
                    mVirtualObject.Draw(viewmtx, projmtx, lightIntensity);
                    mVirtualObjectShadow.Draw(viewmtx, projmtx, lightIntensity);
                }
            }
            catch (System.Exception ex)
            {
                // Avoid crashing the application due to unhandled exceptions.
                Log.Error(TAG, "Exception on the OpenGL thread", ex);
            }
        }