/// <summary> /// Update the face geometric data in the buffer. /// This method is called when FaceRenderManager's OnDrawFrame method calling. /// </summary> /// <param name="camera">ARCamera</param> /// <param name="face">ARFace</param> public void OnDrawFrame(ARCamera camera, ARFace face) { ARFaceGeometry faceGeometry = face.FaceGeometry; UpdateFaceGeometryData(faceGeometry); UpdateModelViewProjectionData(camera, face); DrawFaceGeometry(); faceGeometry.Release(); }
private void UpdateFaceGeometryData(ARFaceGeometry faceGeometry) { ShaderUtil.CheckGlError(TAG, "Before update data."); FloatBuffer faceVertices = faceGeometry.Vertices; // Obtain the number of geometric vertices of a face. mPointsNum = faceVertices.Limit() / 3; FloatBuffer textureCoordinates = faceGeometry.TextureCoordinates; // Obtain the number of geometric texture coordinates of the // face (the texture coordinates are two-dimensional). int texNum = textureCoordinates.Limit() / 2; Log.Debug(TAG, "Update face geometry data: texture coordinates size:" + texNum); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVerticeId); if (mVerticeBufferSize < (mPointsNum + texNum) * BYTES_PER_POINT) { while (mVerticeBufferSize < (mPointsNum + texNum) * BYTES_PER_POINT) { // If the capacity of the vertex VBO buffer is insufficient, expand the capacity. mVerticeBufferSize *= 2; } GLES20.GlBufferData(GLES20.GlArrayBuffer, mVerticeBufferSize, null, GLES20.GlDynamicDraw); } GLES20.GlBufferSubData(GLES20.GlArrayBuffer, 0, mPointsNum * BYTES_PER_POINT, faceVertices); GLES20.GlBufferSubData(GLES20.GlArrayBuffer, mPointsNum * BYTES_PER_POINT, texNum * BYTES_PER_COORD, textureCoordinates); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); mTrianglesNum = faceGeometry.TriangleCount; IntBuffer faceTriangleIndices = faceGeometry.TriangleIndices; Log.Debug(TAG, "update face geometry data: faceTriangleIndices.size: " + faceTriangleIndices.Limit()); GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, mTriangleId); if (mTriangleBufferSize < mTrianglesNum * BYTES_PER_POINT) { while (mTriangleBufferSize < mTrianglesNum * BYTES_PER_POINT) { // If the capacity of the vertex VBO buffer is insufficient, expand the capacity. mTriangleBufferSize *= 2; } GLES20.GlBufferData(GLES20.GlElementArrayBuffer, mTriangleBufferSize, null, GLES20.GlDynamicDraw); } GLES20.GlBufferSubData(GLES20.GlElementArrayBuffer, 0, mTrianglesNum * BYTES_PER_POINT, faceTriangleIndices); GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, 0); ShaderUtil.CheckGlError(TAG, "After update data."); }
public void Update(ARFaceGeometry newGeometry) { ((ARSCNFaceGeometry)Geometry).Update(newGeometry); }