// Bounding box [minX, minY, minZ, maxX, maxY, maxZ].
        private void CalculateBoundingBox(FloatBuffer vertices)
        {
            if (vertices.Limit() < 3)
            {
                mBoundingBoxs[0] = 0.0f;
                mBoundingBoxs[1] = 0.0f;
                mBoundingBoxs[2] = 0.0f;
                mBoundingBoxs[3] = 0.0f;
                mBoundingBoxs[4] = 0.0f;
                mBoundingBoxs[5] = 0.0f;
                return;
            }
            else
            {
                mBoundingBoxs[0] = vertices.Get(0);
                mBoundingBoxs[1] = vertices.Get(1);
                mBoundingBoxs[2] = vertices.Get(2);
                mBoundingBoxs[3] = vertices.Get(0);
                mBoundingBoxs[4] = vertices.Get(1);
                mBoundingBoxs[5] = vertices.Get(2);
            }

            // Use the first three pairs as the initial variables and get the three
            // maximum values and three minimum values.
            int index = 3;

            while (index < vertices.Limit() - 2)
            {
                if (vertices.Get(index) < mBoundingBoxs[0])
                {
                    mBoundingBoxs[0] = vertices.Get(index);
                }
                if (vertices.Get(index) > mBoundingBoxs[3])
                {
                    mBoundingBoxs[3] = vertices.Get(index);
                }
                index++;

                if (vertices.Get(index) < mBoundingBoxs[1])
                {
                    mBoundingBoxs[1] = vertices.Get(index);
                }
                if (vertices.Get(index) > mBoundingBoxs[4])
                {
                    mBoundingBoxs[4] = vertices.Get(index);
                }
                index++;

                if (vertices.Get(index) < mBoundingBoxs[2])
                {
                    mBoundingBoxs[2] = vertices.Get(index);
                }
                if (vertices.Get(index) > mBoundingBoxs[5])
                {
                    mBoundingBoxs[5] = vertices.Get(index);
                }
                index++;
            }
        }
        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.");
        }
        /// <summary>
        /// Converts a plane polygon from ARCore into a <see cref="Vector3"/> array.
        /// </summary>
        /// <param name="buffer">The float buffer containing 2D vertices of the polygon</param>
        /// <param name="waveVectorArray">The <see cref="Vector3"/> array with the 3D vertices of the polygon</param>
        public static void ToWave(this FloatBuffer buffer, ref Vector3[] waveVectorArray)
        {
            buffer.Rewind();

            var boundaryVertices = buffer.Limit() / 2;

            if (waveVectorArray == null)
            {
                waveVectorArray = new Vector3[boundaryVertices];
            }
            else if (waveVectorArray.Length != boundaryVertices)
            {
                Array.Resize(ref waveVectorArray, boundaryVertices);
            }

            for (int i = 0; i < boundaryVertices; i++)
            {
                waveVectorArray[i].X = buffer.Get();
                waveVectorArray[i].Z = buffer.Get();
            }
        }
        /**
         * Creates and initializes OpenGL resources needed for rendering the model.
         *
         * @param context Context for loading the shader and below-named model and texture assets.
         * @param objAssetName  Name of the OBJ file containing the model geometry.
         * @param diffuseTextureAssetName  Name of the PNG file containing the diffuse texture map.
         */
        public void CreateOnGlThread(Context context, string objAssetName, string diffuseTextureAssetName)
        {
            // Read the texture.
            var textureBitmap = BitmapFactory.DecodeStream(context.Assets.Open(diffuseTextureAssetName));

            GLES20.GlActiveTexture(GLES20.GlTexture0);
            GLES20.GlGenTextures(mTextures.Length, mTextures, 0);
            GLES20.GlBindTexture(GLES20.GlTexture2d, mTextures[0]);

            GLES20.GlTexParameteri(GLES20.GlTexture2d,
                                   GLES20.GlTextureMinFilter, GLES20.GlLinearMipmapLinear);
            GLES20.GlTexParameteri(GLES20.GlTexture2d,
                                   GLES20.GlTextureMagFilter, GLES20.GlLinear);
            GLUtils.TexImage2D(GLES20.GlTexture2d, 0, textureBitmap, 0);
            GLES20.GlGenerateMipmap(GLES20.GlTexture2d);
            GLES20.GlBindTexture(GLES20.GlTexture2d, 0);

            textureBitmap.Recycle();

            ShaderUtil.CheckGLError(TAG, "Texture loading");

            // Read the obj file.
            var objInputStream = context.Assets.Open(objAssetName);
            var obj            = ObjReader.Read(objInputStream);

            // Prepare the Obj so that its structure is suitable for
            // rendering with OpenGL:
            // 1. Triangulate it
            // 2. Make sure that texture coordinates are not ambiguous
            // 3. Make sure that normals are not ambiguous
            // 4. Convert it to single-indexed data
            obj = ObjUtils.ConvertToRenderable(obj);

            // OpenGL does not use Java arrays. ByteBuffers are used instead to provide data in a format
            // that OpenGL understands.

            // Obtain the data from the OBJ, as direct buffers:
            IntBuffer   wideIndices = ObjData.GetFaceVertexIndices(obj, 3);
            FloatBuffer vertices    = ObjData.GetVertices(obj);
            FloatBuffer texCoords   = ObjData.GetTexCoords(obj, 2);
            FloatBuffer normals     = ObjData.GetNormals(obj);

            // Convert int indices to shorts for GL ES 2.0 compatibility
            ShortBuffer indices = ByteBuffer.AllocateDirect(2 * wideIndices.Limit())
                                  .Order(ByteOrder.NativeOrder()).AsShortBuffer();

            while (wideIndices.HasRemaining)
            {
                indices.Put((short)wideIndices.Get());
            }
            indices.Rewind();

            var buffers = new int[2];

            GLES20.GlGenBuffers(2, buffers, 0);
            mVertexBufferId = buffers[0];
            mIndexBufferId  = buffers[1];

            // Load vertex buffer
            mVerticesBaseAddress  = 0;
            mTexCoordsBaseAddress = mVerticesBaseAddress + 4 * vertices.Limit();
            mNormalsBaseAddress   = mTexCoordsBaseAddress + 4 * texCoords.Limit();
            int totalBytes = mNormalsBaseAddress + 4 * normals.Limit();

            GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVertexBufferId);
            GLES20.GlBufferData(GLES20.GlArrayBuffer, totalBytes, null, GLES20.GlStaticDraw);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mVerticesBaseAddress, 4 * vertices.Limit(), vertices);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mTexCoordsBaseAddress, 4 * texCoords.Limit(), texCoords);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mNormalsBaseAddress, 4 * normals.Limit(), normals);
            GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0);

            // Load index buffer
            GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, mIndexBufferId);
            mIndexCount = indices.Limit();
            GLES20.GlBufferData(
                GLES20.GlElementArrayBuffer, 2 * mIndexCount, indices, GLES20.GlStaticDraw);
            GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, 0);

            ShaderUtil.CheckGLError(TAG, "OBJ buffer load");

            int vertexShader = ShaderUtil.LoadGLShader(TAG, context,
                                                       GLES20.GlVertexShader, Resource.Raw.object_vertex);
            int fragmentShader = ShaderUtil.LoadGLShader(TAG, context,
                                                         GLES20.GlFragmentShader, Resource.Raw.object_fragment);

            mProgram = GLES20.GlCreateProgram();
            GLES20.GlAttachShader(mProgram, vertexShader);
            GLES20.GlAttachShader(mProgram, fragmentShader);
            GLES20.GlLinkProgram(mProgram);
            GLES20.GlUseProgram(mProgram);

            ShaderUtil.CheckGLError(TAG, "Program creation");

            mModelViewUniform           = GLES20.GlGetUniformLocation(mProgram, "u_ModelView");
            mModelViewProjectionUniform =
                GLES20.GlGetUniformLocation(mProgram, "u_ModelViewProjection");

            mPositionAttribute = GLES20.GlGetAttribLocation(mProgram, "a_Position");
            mNormalAttribute   = GLES20.GlGetAttribLocation(mProgram, "a_Normal");
            mTexCoordAttribute = GLES20.GlGetAttribLocation(mProgram, "a_TexCoord");

            mTextureUniform = GLES20.GlGetUniformLocation(mProgram, "u_Texture");

            mLightingParametersUniform = GLES20.GlGetUniformLocation(mProgram, "u_LightingParameters");
            mMaterialParametersUniform = GLES20.GlGetUniformLocation(mProgram, "u_MaterialParameters");

            ShaderUtil.CheckGLError(TAG, "Program parameters");

            Android.Opengl.Matrix.SetIdentityM(mModelMatrix, 0);
        }
Exemple #5
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        /**
         * Updates the plane model transform matrix and extents.
         */
        private void updatePlaneParameters(float[] planeMatrix, float extentX, float extentZ,
                                           FloatBuffer boundary)
        {
            Array.Copy(planeMatrix, 0, mModelMatrix, 0, 16);
            if (boundary == null)
            {
                mVertexBuffer.Limit(0);
                mIndexBuffer.Limit(0);
                return;
            }

            // Generate a new set of vertices and a corresponding triangle strip index set so that
            // the plane boundary polygon has a fading edge. This is done by making a copy of the
            // boundary polygon vertices and scaling it down around center to push it inwards. Then
            // the index buffer is setup accordingly.
            boundary.Rewind();
            int boundaryVertices = boundary.Limit() / 2;
            int numVertices;
            int numIndices;

            numVertices = boundaryVertices * VERTS_PER_BOUNDARY_VERT;
            // drawn as GL_TRIANGLE_STRIP with 3n-2 triangles (n-2 for fill, 2n for perimeter).
            numIndices = boundaryVertices * INDICES_PER_BOUNDARY_VERT;

            if (mVertexBuffer.Capacity() < numVertices * COORDS_PER_VERTEX)
            {
                int size = mVertexBuffer.Capacity();
                while (size < numVertices * COORDS_PER_VERTEX)
                {
                    size *= 2;
                }
                mVertexBuffer = ByteBuffer.AllocateDirect(BYTES_PER_FLOAT * size)
                                .Order(ByteOrder.NativeOrder()).AsFloatBuffer();
            }
            mVertexBuffer.Rewind();
            mVertexBuffer.Limit(numVertices * COORDS_PER_VERTEX);


            if (mIndexBuffer.Capacity() < numIndices)
            {
                int size = mIndexBuffer.Capacity();
                while (size < numIndices)
                {
                    size *= 2;
                }
                mIndexBuffer = ByteBuffer.AllocateDirect(BYTES_PER_SHORT * size)
                               .Order(ByteOrder.NativeOrder()).AsShortBuffer();
            }
            mIndexBuffer.Rewind();
            mIndexBuffer.Limit(numIndices);

            // Note: when either dimension of the bounding box is smaller than 2*FADE_RADIUS_M we
            // generate a bunch of 0-area triangles.  These don't get rendered though so it works
            // out ok.
            float xScale = Math.Max((extentX - 2 * FADE_RADIUS_M) / extentX, 0.0f);
            float zScale = Math.Max((extentZ - 2 * FADE_RADIUS_M) / extentZ, 0.0f);

            while (boundary.HasRemaining)
            {
                float x = boundary.Get();
                float z = boundary.Get();
                mVertexBuffer.Put(x);
                mVertexBuffer.Put(z);
                mVertexBuffer.Put(0.0f);
                mVertexBuffer.Put(x * xScale);
                mVertexBuffer.Put(z * zScale);
                mVertexBuffer.Put(1.0f);
            }

            // step 1, perimeter
            mIndexBuffer.Put((short)((boundaryVertices - 1) * 2));
            for (int i = 0; i < boundaryVertices; ++i)
            {
                mIndexBuffer.Put((short)(i * 2));
                mIndexBuffer.Put((short)(i * 2 + 1));
            }
            mIndexBuffer.Put((short)1);
            // This leaves us on the interior edge of the perimeter between the inset vertices
            // for boundary verts n-1 and 0.

            // step 2, interior:
            for (int i = 1; i < boundaryVertices / 2; ++i)
            {
                mIndexBuffer.Put((short)((boundaryVertices - 1 - i) * 2 + 1));
                mIndexBuffer.Put((short)(i * 2 + 1));
            }
            if (boundaryVertices % 2 != 0)
            {
                mIndexBuffer.Put((short)((boundaryVertices / 2) * 2 + 1));
            }
        }
        public void CreateOnGlThread(Context context, string objAssetName, string diffuseTextureAssetName)
        {
            // Read the texture.
            var textureBitmap = BitmapFactory.DecodeStream(context.Assets.Open(diffuseTextureAssetName));

            GLES20.GlActiveTexture(GLES20.GlTexture0);
            GLES20.GlGenTextures(mTextures.Length, mTextures, 0);
            GLES20.GlBindTexture(GLES20.GlTexture2d, mTextures[0]);

            GLES20.GlTexParameteri(GLES20.GlTexture2d,
                                   GLES20.GlTextureMinFilter, GLES20.GlLinearMipmapLinear);
            GLES20.GlTexParameteri(GLES20.GlTexture2d,
                                   GLES20.GlTextureMagFilter, GLES20.GlLinear);
            GLUtils.TexImage2D(GLES20.GlTexture2d, 0, textureBitmap, 0);
            GLES20.GlGenerateMipmap(GLES20.GlTexture2d);
            GLES20.GlBindTexture(GLES20.GlTexture2d, 0);

            textureBitmap.Recycle();

            ShaderUtil.CheckGLError(TAG, "Texture loading");

            // Read the obj file.
            var objInputStream = context.Assets.Open(objAssetName);
            var obj            = JavaGl.Obj.ObjReader.Read(objInputStream);

            obj = JavaGl.Obj.ObjUtils.ConvertToRenderable(obj);

            IntBuffer   wideIndices = JavaGl.Obj.ObjData.GetFaceVertexIndices(obj, 3);
            FloatBuffer vertices    = JavaGl.Obj.ObjData.GetVertices(obj);
            FloatBuffer texCoords   = JavaGl.Obj.ObjData.GetTexCoords(obj, 2);
            FloatBuffer normals     = JavaGl.Obj.ObjData.GetNormals(obj);

            ShortBuffer indices = ByteBuffer.AllocateDirect(2 * wideIndices.Limit())
                                  .Order(ByteOrder.NativeOrder()).AsShortBuffer();

            while (wideIndices.HasRemaining)
            {
                indices.Put((short)wideIndices.Get());
            }
            indices.Rewind();

            var buffers = new int[2];

            GLES20.GlGenBuffers(2, buffers, 0);
            mVertexBufferId = buffers[0];
            mIndexBufferId  = buffers[1];

            mVerticesBaseAddress  = 0;
            mTexCoordsBaseAddress = mVerticesBaseAddress + 4 * vertices.Limit();
            mNormalsBaseAddress   = mTexCoordsBaseAddress + 4 * texCoords.Limit();
            int totalBytes = mNormalsBaseAddress + 4 * normals.Limit();

            GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVertexBufferId);
            GLES20.GlBufferData(GLES20.GlArrayBuffer, totalBytes, null, GLES20.GlStaticDraw);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mVerticesBaseAddress, 4 * vertices.Limit(), vertices);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mTexCoordsBaseAddress, 4 * texCoords.Limit(), texCoords);
            GLES20.GlBufferSubData(
                GLES20.GlArrayBuffer, mNormalsBaseAddress, 4 * normals.Limit(), normals);
            GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0);

            GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, mIndexBufferId);
            mIndexCount = indices.Limit();
            GLES20.GlBufferData(
                GLES20.GlElementArrayBuffer, 2 * mIndexCount, indices, GLES20.GlStaticDraw);
            GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, 0);

            ShaderUtil.CheckGLError(TAG, "OBJ buffer load");

            int vertexShader = ShaderUtil.LoadGLShader(TAG, context,
                                                       GLES20.GlVertexShader, Resource.Raw.object_vertex);
            int fragmentShader = ShaderUtil.LoadGLShader(TAG, context,
                                                         GLES20.GlFragmentShader, Resource.Raw.object_fragment);

            mProgram = GLES20.GlCreateProgram();
            GLES20.GlAttachShader(mProgram, vertexShader);
            GLES20.GlAttachShader(mProgram, fragmentShader);
            GLES20.GlLinkProgram(mProgram);
            GLES20.GlUseProgram(mProgram);

            ShaderUtil.CheckGLError(TAG, "Program creation");

            mModelViewUniform           = GLES20.GlGetUniformLocation(mProgram, "u_ModelView");
            mModelViewProjectionUniform =
                GLES20.GlGetUniformLocation(mProgram, "u_ModelViewProjection");

            mPositionAttribute = GLES20.GlGetAttribLocation(mProgram, "a_Position");
            mNormalAttribute   = GLES20.GlGetAttribLocation(mProgram, "a_Normal");
            mTexCoordAttribute = GLES20.GlGetAttribLocation(mProgram, "a_TexCoord");

            mTextureUniform = GLES20.GlGetUniformLocation(mProgram, "u_Texture");

            mLightingParametersUniform = GLES20.GlGetUniformLocation(mProgram, "u_LightingParameters");
            mMaterialParametersUniform = GLES20.GlGetUniformLocation(mProgram, "u_MaterialParameters");

            ShaderUtil.CheckGLError(TAG, "Program parameters");

            Android.Opengl.Matrix.SetIdentityM(mModelMatrix, 0);
        }