/// <summary> /// Allocates and initializes OpenGL resources needed by the plane renderer. Must be /// called on the OpenGL thread, typically in /// {@link GLSurfaceView.Renderer#onSurfaceCreated(GL10, EGLConfig)}. /// </summary> public void CreateOnGlThread(Context context) { //ShaderHelper.CheckGLError(TAG, "before create"); var buffers = new int[1]; GLES20.GlGenBuffers(1, buffers, 0); mVbo = buffers[0]; GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVbo); mVboSize = INITIAL_BUFFER_POINTS * BYTES_PER_POINT; GLES20.GlBufferData(GLES20.GlArrayBuffer, mVboSize, null, GLES20.GlDynamicDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); var vertexShader = ShaderHelper.Load(TAG, context, GLES20.GlVertexShader, Resource.Raw.point_cloud_vertex); var passthroughShader = ShaderHelper.Load(TAG, context, GLES20.GlFragmentShader, Resource.Raw.passthrough_fragment); mProgramName = GLES20.GlCreateProgram(); GLES20.GlAttachShader(mProgramName, vertexShader); GLES20.GlAttachShader(mProgramName, passthroughShader); GLES20.GlLinkProgram(mProgramName); GLES20.GlUseProgram(mProgramName); mPositionAttribute = GLES20.GlGetAttribLocation(mProgramName, "a_Position"); mColorUniform = GLES20.GlGetUniformLocation(mProgramName, "u_Color"); mModelViewProjectionUniform = GLES20.GlGetUniformLocation( mProgramName, "u_ModelViewProjection"); mPointSizeUniform = GLES20.GlGetUniformLocation(mProgramName, "u_PointSize"); }
/// <summary> /// Create and build a shader for the hand skeleton points on the OpenGL thread. /// this is called when HandRenderManager's OnSurfaceCreated. /// </summary> public void Init() { ShaderUtil.CheckGlError(TAG, "Init start."); int[] buffers = new int[1]; GLES20.GlGenBuffers(1, buffers, 0); mVbo = buffers[0]; GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVbo); mVboSize = INITIAL_POINTS_SIZE * BYTES_PER_POINT; GLES20.GlBufferData(GLES20.GlArrayBuffer, mVboSize, null, GLES20.GlDynamicDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); CreateProgram(); ShaderUtil.CheckGlError(TAG, "Init end."); }
/// <summary> /// Initialize the OpenGL ES rendering related to face geometry, /// including creating the shader program. /// This method is called when FaceRenderManager's OnSurfaceCreated method calling. /// </summary> /// <param name="context">Context.</param> public void Init(Context context) { ShaderUtil.CheckGlError(TAG, "Init start."); int[] texNames = new int[1]; GLES20.GlActiveTexture(GLES20.GlTexture0); GLES20.GlGenTextures(1, texNames, 0); mTextureName = texNames[0]; int[] buffers = new int[BUFFER_OBJECT_NUMBER]; GLES20.GlGenBuffers(BUFFER_OBJECT_NUMBER, buffers, 0); mVerticeId = buffers[0]; mTriangleId = buffers[1]; GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVerticeId); GLES20.GlBufferData(GLES20.GlArrayBuffer, mVerticeBufferSize * BYTES_PER_POINT, null, GLES20.GlDynamicDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, mTriangleId); // Each floating-point number occupies 4 bytes. GLES20.GlBufferData(GLES20.GlElementArrayBuffer, mTriangleBufferSize * 4, null, GLES20.GlDynamicDraw); GLES20.GlBindBuffer(GLES20.GlElementArrayBuffer, 0); GLES20.GlBindTexture(GLES20.GlTexture2d, mTextureName); CreateProgram(); //Add texture to facegeometry. Bitmap textureBitmap = null; AssetManager assets = context.Assets; try { Stream sr = assets.Open("face_geometry.png"); textureBitmap = BitmapFactory.DecodeStream(sr); } catch (Exception e) { Log.Debug(TAG, " Open bitmap error!"); } GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapS, GLES20.GlClampToEdge); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapT, GLES20.GlClampToEdge); 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); ShaderUtil.CheckGlError(TAG, "Init end."); }
/// <summary> /// Create and build a shader for the hand gestures on the OpenGL thread. /// This method is called when HandRenderManager's OnSurfaceCreated. /// </summary> public void Init() { ShaderUtil.CheckGlError(TAG, "Init start."); mMVPMatrix = MatrixUtil.GetOriginalMatrix(); int[] buffers = new int[1]; GLES20.GlGenBuffers(1, buffers, 0); mVbo = buffers[0]; GLES20.GlBindBuffer(GLES20.GlArrayBuffer, mVbo); CreateProgram(); GLES20.GlBufferData(GLES20.GlArrayBuffer, mVboSize, null, GLES20.GlDynamicDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); ShaderUtil.CheckGlError(TAG, "Init end."); }
private void ArrayToVBO(Array source, int size) { float[] floatArray = new float[size / 4]; System.Buffer.BlockCopy(source, 0, floatArray, 0, (int)size); //temp Cut vertex int cutSize = 0; for (int i = 0; i < size / 4; i += 3) { if (floatArray[i + 1] < 20.0f) { cutSize++; } } float[] cutArray = new float[cutSize * 3]; int cutArrayIndex = 0; for (int i = 0; i < size / 4; i += 3) { if (floatArray[i + 1] < 20.0f) { cutArray[cutArrayIndex] = floatArray[i]; cutArray[cutArrayIndex + 1] = floatArray[i + 1]; cutArray[cutArrayIndex + 2] = floatArray[i + 2]; cutArrayIndex += 3; } } size = cutSize * 3 * 4; objectSize = (int)(size / 4 / 3); FloatBuffer vertexBuffer; vertexBuffer = FloatBuffer.Allocate((int)size / 4); // float array to vertexBuffer.Put(cutArray, 0, (int)size / 4); vertexBuffer.Flip(); GLES20.GlGenBuffers(1, VBOBuffers, 0); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[0]); //VBOManager.setSize(fileName, vertexBuffer.Capacity() / 4); //is size of vertex count = 1 vertex 4 float x,y,z, 1 GLES20.GlBufferData(GLES20.GlArrayBuffer, vertexBuffer.Capacity() * mBytesPerFloat, vertexBuffer, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); handle = VBOBuffers[0]; floatArray = null; vertexBuffer = null; }
public static int[] getVBO(String name) { foreach (VBOItem vboItem in VBOItems) { if (vboItem.name.CompareTo(name) == 0) { return(vboItem.VBO); } } VBOItem newVBOItem = new VBOItem(name); GLES20.GlGenBuffers(3, newVBOItem.VBO, 0); VBOItems.Add(newVBOItem); return(newVBOItem.VBO); }
/// <summary> /// Create a shader program to read the data of the virtual object. /// This method is called when WorldRenderManager's OnSurfaceCreated. /// </summary> /// <param name="context">Context.</param> public void Init(Context context) { ShaderUtil.CheckGlError(TAG, "Init start."); CreateProgram(); // Coordinate and index. int[] buffers = new int[2]; GLES20.GlGenBuffers(2, buffers, 0); mVertexBufferId = buffers[0]; mIndexBufferId = buffers[1]; GLES20.GlActiveTexture(GLES20.GlTexture0); GLES20.GlGenTextures(mTextures.Length, mTextures, 0); GLES20.GlBindTexture(GLES20.GlTexture2d, mTextures[0]); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureMinFilter, GLES20.GlLinearMipmapLinear); InitGlTextureData(context); InitializeGlObjectData(context); ShaderUtil.CheckGlError(TAG, "Init end."); }
private int[] VBOBuffers = new int[2]; //2 buffers for vertices and colors public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { const float edge = 1.0f; // X, Y, Z, float[] triangleVerticesData = { -1.5f, -0.25f, 0.0f, 0.5f, -0.25f, 0.0f, 0.0f, 0.559016994f, 0.0f }; FloatBuffer mTriangleVertices = ByteBuffer.AllocateDirect(triangleVerticesData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleVertices.Put(triangleVerticesData).Flip(); // R, G, B, A float[] triangleColorsData = { 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }; FloatBuffer mTriangleColors = ByteBuffer.AllocateDirect(triangleColorsData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleColors.Put(triangleColorsData).Flip(); //Use VBO GLES20.GlGenBuffers(2, VBOBuffers, 0); //2 buffers for vertices and colors GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[0]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleVertices.Capacity() * mBytesPerFloat, mTriangleVertices, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[1]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleColors.Capacity() * mBytesPerFloat, mTriangleColors, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); GLES20.GlClearColor(1.0f, 1.0f, 1.0f, 1.0f); // Position the eye behind the origin. float eyeX = 0.0f; float eyeY = 0.0f; float eyeZ = 4.5f; // We are looking toward the distance float lookX = 0.0f; float lookY = 0.0f; float lookZ = -5.0f; // Set our up vector. This is where our head would be pointing were we holding the camera. float upX = 0.0f; float upY = 1.0f; float upZ = 0.0f; // Set the view matrix. This matrix can be said to represent the camera position. // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose. Matrix.SetLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); string vertexShader = "uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix. + "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in. + "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in. + "varying vec4 v_Color; \n" // This will be passed into the fragment shader. + "void main() \n" // The entry point for our vertex shader. + "{ \n" + " v_Color = a_Color; \n" // Pass the color through to the fragment shader. It will be interpolated across the triangle. + " gl_Position = u_MVPMatrix \n" // gl_Position is a special variable used to store the final position. + " * a_Position; \n" // Multiply the vertex by the matrix to get the final point in normalized screen coordinates. + "} \n"; string fragmentShader = "precision mediump float; \n" // Set the default precision to medium. We don't need as high of a // precision in the fragment shader. + "varying vec4 v_Color; \n" // This is the color from the vertex shader interpolated across the triangle per fragment. + "void main() \n" // The entry point for our fragment shader. + "{ \n" + " gl_FragColor = v_Color; \n" // Pass the color directly through the pipeline. + "} \n"; int vertexShaderHandle = GLES20.GlCreateShader(GLES20.GlVertexShader); if (vertexShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(vertexShaderHandle, vertexShader); // Compile the shader. GLES20.GlCompileShader(vertexShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(vertexShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(vertexShaderHandle); vertexShaderHandle = 0; } } if (vertexShaderHandle == 0) { throw new Exception("Error creating vertex shader."); } // Load in the fragment shader shader. int fragmentShaderHandle = GLES20.GlCreateShader(GLES20.GlFragmentShader); if (fragmentShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(fragmentShaderHandle, fragmentShader); // Compile the shader. GLES20.GlCompileShader(fragmentShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(fragmentShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(fragmentShaderHandle); fragmentShaderHandle = 0; } } if (fragmentShaderHandle == 0) { throw new Exception("Error creating fragment shader."); } // Create a program object and store the handle to it. int programHandle = GLES20.GlCreateProgram(); if (programHandle != 0) { // Bind the vertex shader to the program. GLES20.GlAttachShader(programHandle, vertexShaderHandle); // Bind the fragment shader to the program. GLES20.GlAttachShader(programHandle, fragmentShaderHandle); // Bind attributes GLES20.GlBindAttribLocation(programHandle, 0, "a_Position"); GLES20.GlBindAttribLocation(programHandle, 1, "a_Color"); // Link the two shaders together into a program. GLES20.GlLinkProgram(programHandle); // Get the link status. int[] linkStatus = new int[1]; GLES20.GlGetProgramiv(programHandle, GLES20.GlLinkStatus, linkStatus, 0); // If the link failed, delete the program. if (linkStatus[0] == 0) { GLES20.GlDeleteProgram(programHandle); programHandle = 0; } } if (programHandle == 0) { throw new Exception("Error creating program."); } // Set program handles. These will later be used to pass in values to the program. mMVPMatrixHandle = GLES20.GlGetUniformLocation(programHandle, "u_MVPMatrix"); mPositionHandle = GLES20.GlGetAttribLocation(programHandle, "a_Position"); mColorHandle = GLES20.GlGetAttribLocation(programHandle, "a_Color"); // Tell OpenGL to use this program when rendering. GLES20.GlUseProgram(programHandle); }
/** * 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); }
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); }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { const float coord = 1.0f; // Cube coords // X, Y, Z = 1 vertex * 3 = 1 face * 12 = 1 cube float[] triangleVerticesData = { -coord, -coord, -coord, -coord, -coord, coord, -coord, coord, coord, coord, coord, -coord, -coord, -coord, -coord, -coord, coord, -coord, coord, -coord, coord, -coord, -coord, -coord, coord, -coord, -coord, coord, coord, -coord, coord, -coord, -coord, -coord, -coord, -coord, -coord, -coord, -coord, -coord, coord, coord, -coord, coord, -coord, coord, -coord, coord, -coord, -coord, coord, -coord, -coord, -coord, -coord, coord, coord, -coord, -coord, coord, coord, -coord, coord, coord, coord, coord, coord, -coord, -coord, coord, coord, -coord, coord, -coord, -coord, coord, coord, coord, coord, -coord, coord, coord, coord, coord, coord, coord, -coord, -coord, coord, -coord, coord, coord, coord, -coord, coord, -coord, -coord, coord, coord, coord, coord, coord, -coord, coord, coord, coord, -coord, coord }; FloatBuffer mTriangleVertices = ByteBuffer.AllocateDirect(triangleVerticesData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleVertices.Put(triangleVerticesData).Flip(); // Cube colors // R, G, B, A float[] triangleColorsData = { 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }; FloatBuffer mTriangleColors = ByteBuffer.AllocateDirect(triangleColorsData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleColors.Put(triangleColorsData).Flip(); //Cube texture UV Map float[] triangleTextureUVMapData = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f }; FloatBuffer mTriangleTextureUVMap = ByteBuffer.AllocateDirect(triangleTextureUVMapData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleTextureUVMap.Put(triangleTextureUVMapData).Flip(); //triagles normals //This normal array is not right, it is spacialy DO FOR demonstrate how normals work with faces when light is calculated at shader program float[] triangleNormalData = { // Front face 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Right face 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, // Back face 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, // Left face -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, // Top face 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, // Bottom face 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f }; FloatBuffer mTriangleNormal = ByteBuffer.AllocateDirect(triangleNormalData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleNormal.Put(triangleNormalData).Flip(); //Data buffers to VBO GLES20.GlGenBuffers(4, VBOBuffers, 0); //2 buffers for vertices, texture and colors GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[0]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleVertices.Capacity() * mBytesPerFloat, mTriangleVertices, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[1]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleColors.Capacity() * mBytesPerFloat, mTriangleColors, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[2]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleTextureUVMap.Capacity() * mBytesPerFloat, mTriangleTextureUVMap, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[3]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleNormal.Capacity() * mBytesPerFloat, mTriangleNormal, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); //Load and setup texture GLES20.GlGenTextures(1, textureHandle, 0); //init 1 texture storage handle if (textureHandle[0] != 0) { //Android.Graphics cose class Matrix exists at both Android.Graphics and Android.OpenGL and this is only sample of using Android.Graphics.BitmapFactory.Options options = new Android.Graphics.BitmapFactory.Options(); options.InScaled = false; // No pre-scaling Android.Graphics.Bitmap bitmap = Android.Graphics.BitmapFactory.DecodeResource(context.Resources, Resource.Drawable.texture1, options); GLES20.GlBindTexture(GLES20.GlTexture2d, textureHandle[0]); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureMinFilter, GLES20.GlNearest); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureMagFilter, GLES20.GlNearest); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapS, GLES20.GlClampToEdge); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapT, GLES20.GlClampToEdge); GLUtils.TexImage2D(GLES20.GlTexture2d, 0, bitmap, 0); bitmap.Recycle(); } //Ask android to run RAM garbage cleaner System.GC.Collect(); //Setup OpenGL ES GLES20.GlClearColor(0.0f, 0.0f, 0.0f, 0.0f); // GLES20.GlEnable(GLES20.GlDepthTest); //uncoment if needs enabled dpeth test GLES20.GlEnable(2884); // GlCullFace == 2884 see OpenGL documentation to this constant value GLES20.GlCullFace(GLES20.GlBack); // Position the eye behind the origin. float eyeX = 0.0f; float eyeY = 0.0f; float eyeZ = 4.5f; // We are looking toward the distance float lookX = 0.0f; float lookY = 0.0f; float lookZ = -5.0f; // Set our up vector. This is where our head would be pointing were we holding the camera. float upX = 0.0f; float upY = coord; float upZ = 0.0f; // Set the view matrix. This matrix can be said to represent the camera position. // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose. Matrix.SetLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); //all "attribute" variables is "triagles" VBO (arrays) items representation //a_Possition[0] <=> a_Color[0] <=> a_TextureCoord[0] <=> a_Normal[0] //a_Possition[1] <=> a_Color[1] <=> a_TextureCoord[1] <=> a_Normal[1] //... //a_Possition[n] <=> a_Color[n] <=> a_TextureCoord[n] <=> a_Normal[n] -- where "n" is object buffers length //-> HOW MANY faces in your object (model) in VBO -> how many times the vertex shader will be called by OpenGL string vertexShader = "uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix. + "uniform vec3 u_LightPos; \n" // A constant representing the light source position + "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in. (it means vec4[x,y,z,w] but we put only x,y,z at this sample + "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in. + "varying vec4 v_Color; \n" // This will be passed into the fragment shader. + "attribute vec2 a_TextureCoord; \n" // Per-vertex texture UVMap information we will pass in. + "varying vec2 v_TextureCoord; \n" // This will be passed into the fragment shader. + "attribute vec3 a_Normal; \n" // Per-vertex normals information we will pass in. + "void main() \n" // The entry point for our vertex shader. + "{ \n" //light calculation section for fragment shader + " vec3 modelViewVertex = vec3(u_MVPMatrix * a_Position);\n" + " vec3 modelViewNormal = vec3(u_MVPMatrix * vec4(a_Normal, 0.0));\n" + " float distance = length(u_LightPos - modelViewVertex);\n" + " vec3 lightVector = normalize(u_LightPos - modelViewVertex);\n" + " float diffuse = max(dot(modelViewNormal, lightVector), 0.1);\n" + " diffuse = diffuse * (1.0 / (1.0 + (0.25 * distance * distance)));\n" + " v_Color = a_Color * vec4(diffuse);\n" //Pass the color with light aspect to fragment shader + " v_TextureCoord = a_TextureCoord; \n" // Pass the texture coordinate through to the fragment shader. It will be interpolated across the triangle. + " gl_Position = u_MVPMatrix \n" // gl_Position is a special variable used to store the final position. + " * a_Position; \n" // Multiply the vertex by the matrix to get the final point in normalized screen coordinates. + "} \n"; string fragmentShader = "precision mediump float; \n" // Set the default precision to medium. We don't need as high of a // precision in the fragment shader. + "varying vec4 v_Color; \n" // This is the color from the vertex shader interpolated across the triangle per fragment. + "varying vec2 v_TextureCoord; \n" // This is the texture coordinate from the vertex shader interpolated across the triangle per fragment. + "uniform sampler2D u_Texture; \n" // This is the texture image handler + "void main() \n" // The entry point for our fragment shader. + "{ \n" + " gl_FragColor = texture2D(u_Texture, v_TextureCoord) * v_Color; \n" // Pass the color directly through the pipeline. + "} \n"; int vertexShaderHandle = GLES20.GlCreateShader(GLES20.GlVertexShader); if (vertexShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(vertexShaderHandle, vertexShader); // Compile the shader. GLES20.GlCompileShader(vertexShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(vertexShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(vertexShaderHandle); vertexShaderHandle = 0; } } if (vertexShaderHandle == 0) { throw new Exception("Error creating vertex shader."); } // Load in the fragment shader shader. int fragmentShaderHandle = GLES20.GlCreateShader(GLES20.GlFragmentShader); if (fragmentShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(fragmentShaderHandle, fragmentShader); // Compile the shader. GLES20.GlCompileShader(fragmentShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(fragmentShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(fragmentShaderHandle); fragmentShaderHandle = 0; } } if (fragmentShaderHandle == 0) { throw new Exception("Error creating fragment shader."); } // Create a program object and store the handle to it. int programHandle = GLES20.GlCreateProgram(); if (programHandle != 0) { // Bind the vertex shader to the program. GLES20.GlAttachShader(programHandle, vertexShaderHandle); // Bind the fragment shader to the program. GLES20.GlAttachShader(programHandle, fragmentShaderHandle); // Bind attributes GLES20.GlBindAttribLocation(programHandle, 0, "a_Position"); GLES20.GlBindAttribLocation(programHandle, 1, "a_Color"); GLES20.GlBindAttribLocation(programHandle, 2, "a_TextureCoord"); GLES20.GlBindAttribLocation(programHandle, 3, "a_Normal"); // Link the two shaders together into a program. GLES20.GlLinkProgram(programHandle); // Get the link status. int[] linkStatus = new int[1]; GLES20.GlGetProgramiv(programHandle, GLES20.GlLinkStatus, linkStatus, 0); // If the link failed, delete the program. if (linkStatus[0] == 0) { GLES20.GlDeleteProgram(programHandle); programHandle = 0; } } if (programHandle == 0) { throw new Exception("Error creating program."); } // Set program handles. These will later be used to pass in values to the program. mMVPMatrixHandle = GLES20.GlGetUniformLocation(programHandle, "u_MVPMatrix"); mLightPos = GLES20.GlGetUniformLocation(programHandle, "u_LightPos"); mPositionHandle = GLES20.GlGetAttribLocation(programHandle, "a_Position"); mColorHandle = GLES20.GlGetAttribLocation(programHandle, "a_Color"); mTextureCoordHandle = GLES20.GlGetAttribLocation(programHandle, "a_TextureCoord"); mNormalHandle = GLES20.GlGetAttribLocation(programHandle, "a_Normal"); mTextureHandle = GLES20.GlGetUniformLocation(programHandle, "u_Texture"); // Tell OpenGL to use this program when rendering. GLES20.GlUseProgram(programHandle); }
public Framebuffer() { int[] buffers = new int[1]; GLES20.GlGenBuffers(1, buffers, 0); id = buffers[0]; }
public void OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config) { const float coord = 1.0f; ObjParser model3D = new ObjParser(); List <byte[]> test1 = model3D.ParsedObject(context, "buggy"); float[] vertexArray = new float[test1[0].Length / 4]; System.Buffer.BlockCopy(test1[0], 0, vertexArray, 0, (int)test1[0].Length); modelVerticesData = vertexArray; FloatBuffer mTriangleVertices = ByteBuffer.AllocateDirect(modelVerticesData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleVertices.Put(modelVerticesData).Flip(); // Cube colors // R, G, B, A float[] modelColorsData = { 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f }; FloatBuffer mTriangleColors = ByteBuffer.AllocateDirect(modelColorsData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleColors.Put(modelColorsData).Flip(); float[] textureUVMapArray = new float[test1[1].Length / 4]; System.Buffer.BlockCopy(test1[1], 0, textureUVMapArray, 0, (int)test1[1].Length); modelTextureUVMapData = textureUVMapArray; FloatBuffer mTriangleTextureUVMap = ByteBuffer.AllocateDirect(modelTextureUVMapData.Length * mBytesPerFloat).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); mTriangleTextureUVMap.Put(modelTextureUVMapData).Flip(); //Data buffers to VBO GLES20.GlGenBuffers(3, VBOBuffers, 0); //2 buffers for vertices, texture and colors GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[0]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleVertices.Capacity() * mBytesPerFloat, mTriangleVertices, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[1]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleColors.Capacity() * mBytesPerFloat, mTriangleColors, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, VBOBuffers[2]); GLES20.GlBufferData(GLES20.GlArrayBuffer, mTriangleTextureUVMap.Capacity() * mBytesPerFloat, mTriangleTextureUVMap, GLES20.GlStaticDraw); GLES20.GlBindBuffer(GLES20.GlArrayBuffer, 0); //Load and setup texture GLES20.GlGenTextures(1, textureHandle, 0); //init 1 texture storage handle if (textureHandle[0] != 0) { //Android.Graphics cose class Matrix exists at both Android.Graphics and Android.OpenGL and this is only sample of using Android.Graphics.BitmapFactory.Options options = new Android.Graphics.BitmapFactory.Options(); options.InScaled = false; // No pre-scaling Android.Graphics.Bitmap bitmap = Android.Graphics.BitmapFactory.DecodeResource(context.Resources, Resource.Drawable.iam, options); GLES20.GlBindTexture(GLES20.GlTexture2d, textureHandle[0]); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureMinFilter, GLES20.GlNearest); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureMagFilter, GLES20.GlNearest); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapS, GLES20.GlClampToEdge); GLES20.GlTexParameteri(GLES20.GlTexture2d, GLES20.GlTextureWrapT, GLES20.GlClampToEdge); GLUtils.TexImage2D(GLES20.GlTexture2d, 0, bitmap, 0); bitmap.Recycle(); } //Ask android to run RAM garbage cleaner System.GC.Collect(); //Setup OpenGL ES GLES20.GlClearColor(coord, coord, coord, coord); // GLES20.GlEnable(GLES20.GlDepthTest); //uncoment if needs enabled dpeth test GLES20.GlEnable(2884); // GlCullFace == 2884 see OpenGL documentation to this constant value GLES20.GlCullFace(GLES20.GlBack); // Position the eye behind the origin. float eyeX = 0.0f; float eyeY = 0.0f; float eyeZ = 4.5f; // We are looking toward the distance float lookX = 0.0f; float lookY = 0.0f; float lookZ = -5.0f; // Set our up vector. This is where our head would be pointing were we holding the camera. float upX = 0.0f; float upY = coord; float upZ = 0.0f; // Set the view matrix. This matrix can be said to represent the camera position. // NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and // view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose. Matrix.SetLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ); string vertexShader = "uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix. + "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in. + "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in. + "varying vec4 v_Color; \n" // This will be passed into the fragment shader. + "attribute vec2 a_TextureCoord; \n" + "varying vec2 v_TextureCoord; \n" + "void main() \n" // The entry point for our vertex shader. + "{ \n" + " v_TextureCoord = a_TextureCoord; \n" // Pass the color through to the fragment shader. It will be interpolated across the triangle. + " v_Color = a_Color; \n" // Pass the color through to the fragment shader. It will be interpolated across the triangle. + " gl_Position = u_MVPMatrix \n" // gl_Position is a special variable used to store the final position. + " * a_Position; \n" // Multiply the vertex by the matrix to get the final point in normalized screen coordinates. + "} \n"; string fragmentShader = "precision mediump float; \n" // Set the default precision to medium. We don't need as high of a // precision in the fragment shader. + "varying vec4 v_Color; \n" // This is the color from the vertex shader interpolated across the triangle per fragment. + "varying vec2 v_TextureCoord; \n" + "uniform sampler2D u_Texture; \n" + "void main() \n" // The entry point for our fragment shader. + "{ \n" + " gl_FragColor = texture2D(u_Texture, v_TextureCoord); \n" // Pass the color directly through the pipeline. + "} \n"; vertexShader = string.Empty; fragmentShader = string.Empty; int resourceId = context.Resources.GetIdentifier("vertexshadervladimir1", "raw", context.PackageName); Stream fileStream = context.Resources.OpenRawResource(resourceId); StreamReader streamReader = new StreamReader(fileStream); string line = string.Empty; while ((line = streamReader.ReadLine()) != null) { vertexShader += line + "\n"; } resourceId = context.Resources.GetIdentifier("fragmentshadervladimir1", "raw", context.PackageName); fileStream = context.Resources.OpenRawResource(resourceId); streamReader = new StreamReader(fileStream); while ((line = streamReader.ReadLine()) != null) { fragmentShader += line + "\n"; } int vertexShaderHandle = GLES20.GlCreateShader(GLES20.GlVertexShader); if (vertexShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(vertexShaderHandle, vertexShader); // Compile the shader. GLES20.GlCompileShader(vertexShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(vertexShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(vertexShaderHandle); vertexShaderHandle = 0; } } if (vertexShaderHandle == 0) { throw new Exception("Error creating vertex shader."); } // Load in the fragment shader shader. int fragmentShaderHandle = GLES20.GlCreateShader(GLES20.GlFragmentShader); if (fragmentShaderHandle != 0) { // Pass in the shader source. GLES20.GlShaderSource(fragmentShaderHandle, fragmentShader); // Compile the shader. GLES20.GlCompileShader(fragmentShaderHandle); // Get the compilation status. int[] compileStatus = new int[1]; GLES20.GlGetShaderiv(fragmentShaderHandle, GLES20.GlCompileStatus, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { GLES20.GlDeleteShader(fragmentShaderHandle); fragmentShaderHandle = 0; } } if (fragmentShaderHandle == 0) { throw new Exception("Error creating fragment shader."); } // Create a program object and store the handle to it. int programHandle = GLES20.GlCreateProgram(); if (programHandle != 0) { // Bind the vertex shader to the program. GLES20.GlAttachShader(programHandle, vertexShaderHandle); // Bind the fragment shader to the program. GLES20.GlAttachShader(programHandle, fragmentShaderHandle); // Bind attributes GLES20.GlBindAttribLocation(programHandle, 0, "a_Position"); GLES20.GlBindAttribLocation(programHandle, 1, "a_Color"); GLES20.GlBindAttribLocation(programHandle, 2, "a_TextureCoord"); // Link the two shaders together into a program. GLES20.GlLinkProgram(programHandle); // Get the link status. int[] linkStatus = new int[1]; GLES20.GlGetProgramiv(programHandle, GLES20.GlLinkStatus, linkStatus, 0); // If the link failed, delete the program. if (linkStatus[0] == 0) { GLES20.GlDeleteProgram(programHandle); programHandle = 0; } } if (programHandle == 0) { throw new Exception("Error creating program."); } // Set program handles. These will later be used to pass in values to the program. mMVPMatrixHandle = GLES20.GlGetUniformLocation(programHandle, "u_MVPMatrix"); mPositionHandle = GLES20.GlGetAttribLocation(programHandle, "a_Position"); mColorHandle = GLES20.GlGetAttribLocation(programHandle, "a_Color"); mTextureCoordHandle = GLES20.GlGetAttribLocation(programHandle, "a_TextureCoord"); mTextureHandle = GLES20.GlGetUniformLocation(programHandle, "u_Texture"); // Tell OpenGL to use this program when rendering. GLES20.GlUseProgram(programHandle); }
public DistortionMesh(EyeParams eye, Distortion distortion, float screenWidthM, float screenHeightM, float xEyeOffsetMScreen, float yEyeOffsetMScreen, float textureWidthM, float textureHeightM, float xEyeOffsetMTexture, float yEyeOffsetMTexture, float viewportXMTexture, float viewportYMTexture, float viewportWidthMTexture, float viewportHeightMTexture) { float mPerUScreen = screenWidthM; float mPerVScreen = screenHeightM; float mPerUTexture = textureWidthM; float mPerVTexture = textureHeightM; float[] vertexData = new float[8000]; int vertexOffset = 0; for (int row = 0; row < 40; row++) { for (int col = 0; col < 40; col++) { float uTexture = col / 39.0F * (viewportWidthMTexture / textureWidthM) + viewportXMTexture / textureWidthM; float vTexture = row / 39.0F * (viewportHeightMTexture / textureHeightM) + viewportYMTexture / textureHeightM; float xTexture = uTexture * mPerUTexture; float yTexture = vTexture * mPerVTexture; float xTextureEye = xTexture - xEyeOffsetMTexture; float yTextureEye = yTexture - yEyeOffsetMTexture; float rTexture = (float)Math.Sqrt(xTextureEye * xTextureEye + yTextureEye * yTextureEye); float textureToScreen = rTexture > 0.0F ? distortion.distortInverse(rTexture) / rTexture : 1.0F; float xScreen = xTextureEye * textureToScreen + xEyeOffsetMScreen; float yScreen = yTextureEye * textureToScreen + yEyeOffsetMScreen; float uScreen = xScreen / mPerUScreen; float vScreen = yScreen / mPerVScreen; float vignetteSizeMTexture = 0.002F / textureToScreen; float dxTexture = xTexture - DistortionRenderer.clamp(xTexture, viewportXMTexture + vignetteSizeMTexture, viewportXMTexture + viewportWidthMTexture - vignetteSizeMTexture); float dyTexture = yTexture - DistortionRenderer.clamp(yTexture, viewportYMTexture + vignetteSizeMTexture, viewportYMTexture + viewportHeightMTexture - vignetteSizeMTexture); float drTexture = (float)Math.Sqrt(dxTexture * dxTexture + dyTexture * dyTexture); float vignette = 1.0F - DistortionRenderer.clamp(drTexture / vignetteSizeMTexture, 0.0F, 1.0F); vertexData[(vertexOffset + 0)] = (2.0F * uScreen - 1.0F); vertexData[(vertexOffset + 1)] = (2.0F * vScreen - 1.0F); vertexData[(vertexOffset + 2)] = vignette; vertexData[(vertexOffset + 3)] = uTexture; vertexData[(vertexOffset + 4)] = vTexture; vertexOffset += 5; } } nIndices = 3158; int[] indexData = new int[nIndices]; int indexOffset = 0; vertexOffset = 0; for (int row = 0; row < 39; row++) { if (row > 0) { indexData[indexOffset] = indexData[(indexOffset - 1)]; indexOffset++; } for (int col = 0; col < 40; col++) { if (col > 0) { if (row % 2 == 0) { vertexOffset++; } else { vertexOffset--; } } indexData[(indexOffset++)] = vertexOffset; indexData[(indexOffset++)] = (vertexOffset + 40); } vertexOffset += 40; } FloatBuffer vertexBuffer = ByteBuffer.AllocateDirect(vertexData.Length * 4).Order(ByteOrder.NativeOrder()).AsFloatBuffer(); vertexBuffer.Put(vertexData).Position(0); IntBuffer indexBuffer = ByteBuffer.AllocateDirect(indexData.Length * 4).Order(ByteOrder.NativeOrder()).AsIntBuffer(); indexBuffer.Put(indexData).Position(0); int[] bufferIds = new int[2]; GLES20.GlGenBuffers(2, bufferIds, 0); mArrayBufferId = bufferIds[0]; mElementBufferId = bufferIds[1]; GLES20.GlBindBuffer(34962, mArrayBufferId); GLES20.GlBufferData(34962, vertexData.Length * 4, vertexBuffer, 35044); GLES20.GlBindBuffer(34963, mElementBufferId); GLES20.GlBufferData(34963, indexData.Length * 4, indexBuffer, 35044); GLES20.GlBindBuffer(34962, 0); GLES20.GlBindBuffer(34963, 0); }