コード例 #1
0
        /// <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");
        }
コード例 #2
0
 /// <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.");
 }
コード例 #3
0
        /// <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.");
        }
コード例 #4
0
        /// <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.");
        }
コード例 #5
0
        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;
        }
コード例 #6
0
ファイル: VBOManager.cs プロジェクト: KirinDenis/SeaBan
        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);
        }
コード例 #7
0
        /// <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.");
        }
コード例 #8
0
        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);
        }
コード例 #9
0
        /**
         * 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);
        }
コード例 #10
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);
        }
コード例 #11
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);
        }
コード例 #12
0
ファイル: Framebuffer.cs プロジェクト: zvinch/SharpDungeon
 public Framebuffer()
 {
     int[] buffers = new int[1];
     GLES20.GlGenBuffers(1, buffers, 0);
     id = buffers[0];
 }
コード例 #13
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);
        }
コード例 #14
0
            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);
            }