Пример #1
0
 public static int LoadShader(int shaderType, string source)
 {
     try
     {
         int shader = GLES20.GlCreateShader(shaderType);
         if (shader != 0)
         {
             GLES20.GlShaderSource(shader, source);
             GLES20.GlCompileShader(shader);
             int[] compiled = new int[1];
             GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
             if (compiled[0] == 0)
             {
                 string info = GLES20.GlGetShaderInfoLog(shader);
                 GLES20.GlDeleteShader(shader);
                 throw new RuntimeException("Could not compile shader " + shaderType + ":" + info);
             }
         }
         return(shader);
     }
     catch (Exception e)
     {
         Console.WriteLine(e);
         return(0);
     }
 }
Пример #2
0
        /// <summary>
        /// Converts a raw text file, saved as a resource, into an OpenGL ES shader.
        /// </summary>
        /// <param name="tag"></param>
        /// <param name="context"></param>
        /// <param name="type">The type of shader we will be creating.</param>
        /// <param name="resId">The resource ID of the raw text file about to be turned into a shader.</param>
        /// <returns>The shader object handler.</returns>
        public static int LoadGLShader(string tag, Context context, int type, int resId)
        {
            string code   = ReadRawTextFile(context, resId);
            int    shader = GLES20.GlCreateShader(type);

            GLES20.GlShaderSource(shader, code);
            GLES20.GlCompileShader(shader);

            // Get the compilation status.
            int[] compileStatus = new int[1];
            GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compileStatus, 0);

            // If the compilation failed, delete the shader.
            if (compileStatus[0] == 0)
            {
                Log.Error(tag, "Error compiling shader: " + GLES20.GlGetShaderInfoLog(shader));
                GLES20.GlDeleteShader(shader);
                shader = 0;
            }

            if (shader == 0)
            {
                throw new RuntimeException("Error creating shader.");
            }

            return(shader);
        }
Пример #3
0
        public static int LoadGLShader(string tag, Context context, int type, int resId)
        {
            var code   = ReadRawTextFile(context, resId);
            var shader = GLES20.GlCreateShader(type);

            GLES20.GlShaderSource(shader, code);
            GLES20.GlCompileShader(shader);

            var compileStatus = new int[1];

            GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compileStatus, 0);

            if (compileStatus[0] == 0)
            {
                GLES20.GlDeleteShader(shader);
                shader = 0;
            }

            if (shader == 0)
            {
                throw new Exception("Error creating shader");
            }

            return(shader);
        }
        /**
         * Converts a raw text file, saved as a resource, into an OpenGL ES shader.
         */
        int loadGLShader(int type, int resId)
        {
            var code   = ReadRawTextFile(resId);
            var shader = GLES20.GlCreateShader(type);

            GLES20.GlShaderSource(shader, code);
            GLES20.GlCompileShader(shader);

            // Get the compilation status.
            var compileStatus = new int [1];

            GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compileStatus, 0);

            // If the compilation failed, delete the shader.
            if (compileStatus [0] == 0)
            {
                Android.Util.Log.Error(TAG, "Error compiling shader: " + GLES20.GlGetShaderInfoLog(shader));
                GLES20.GlDeleteShader(shader);
                shader = 0;
            }

            if (shader == 0)
            {
                throw new Exception("Error creating shader.");
            }

            return(shader);
        }
Пример #5
0
        public virtual void Compile()
        {
            GLES20.GlCompileShader(handle);

            int[] status = new int[1];
            GLES20.GlGetShaderiv(handle, GLES20.GlCompileStatus, status, 0);
            if (status[0] == GLES20.GlFalse)
            {
                throw new Exception(GLES20.GlGetShaderInfoLog(handle));
            }
        }
        public static int LoadShader(int type, string shaderCode)
        {
            // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
            // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
            int shader = GLES20.GlCreateShader(type);

            // add the source code to the shader and compile it
            GLES20.GlShaderSource(shader, shaderCode);
            GLES20.GlCompileShader(shader);

            return(shader);
        }
Пример #7
0
        // Compile & attach a |type| shader specified by |source| to |program|.
        private static void addShaderTo(int type, string source, int program)
        {
            int[] result = new int[] { GLES20.GlFalse };
            int   shader = GLES20.GlCreateShader(type);

            GLES20.GlShaderSource(shader, source);
            GLES20.GlCompileShader(shader);
            GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, result, 0);
            abortUnless(result[0] == GLES20.GlTrue, GLES20.GlGetShaderInfoLog(shader) + ", source: " + source);
            GLES20.GlAttachShader(program, shader);
            GLES20.GlDeleteShader(shader);
            checkNoGLES2Error();
        }
Пример #8
0
        public void compileShader()
        {
            int vShader = GLES20.GlCreateShader(GLES20.GlVertexShader);

            GLES20.GlShaderSource(vShader, shaderSource);
            GLES20.GlCompileShader(vShader);

            int[] compileStatus = new int[1];
            GLES20.GlGetShaderiv(vShader, GLES20.GlCompileStatus, compileStatus, 0);

            if (compileStatus[0] != GLES20.GlTrue)
            {
                result += "vShader: \n";
                result += GLES20.GlGetShaderInfoLog(vShader) + "\n";
                ShowMessage.ShowCrash(result);
            }

            // ----------------------------------------------------------------------
            int fShader = GLES20.GlCreateShader(GLES20.GlFragmentShader);

            GLES20.GlShaderSource(fShader, fragmentSource);
            GLES20.GlCompileShader(fShader);

            GLES20.GlGetShaderiv(fShader, GLES20.GlCompileStatus, compileStatus, 0);
            if (compileStatus[0] != GLES20.GlTrue)
            {
                result += "fShader: \n";
                result += GLES20.GlGetShaderInfoLog(fShader) + "\n";
                ShowMessage.ShowCrash(result);
            }
            // ----------------------------------------------------------------------

            program = GLES20.GlCreateProgram();



            GLES20.GlAttachShader(program, vShader);
            GLES20.GlAttachShader(program, fShader);

            GLES20.GlLinkProgram(program);

            int[] linkStatus = new int[1];
            GLES20.GlGetProgramiv(program, GLES20.GlLinkStatus, linkStatus, 0);
            if (linkStatus[0] != GLES20.GlTrue)
            {
                result += "Could not link program: \n";
                result += GLES20.GlGetProgramInfoLog(program) + "\n";
                ShowMessage.ShowCrash(result);
            }
        }
Пример #9
0
	private int loadShader(int shaderType, String source) {
		int shader = GLES20.GlCreateShader(shaderType);
		checkGlError("glCreateShader type=" + shaderType);
		GLES20.GlShaderSource(shader, source);
		GLES20.GlCompileShader(shader);
		int[] compiled = new int[1];
            GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
		if (compiled[0] == 0) {
			Log.Error(TAG, "Could not compile shader " + shaderType + ":");
			Log.Error(TAG, " " + GLES20.GlGetShaderInfoLog(shader));
			GLES20.GlDeleteShader(shader);
			shader = 0;
		}
		return shader;
	}
Пример #10
0
            private int LoadShader(int shaderType, string source)
            {
                int shader = GLES20.GlCreateShader(shaderType);

                if (shader != 0)
                {
                    GLES20.GlShaderSource(shader, source);
                    GLES20.GlCompileShader(shader);
                    int[] compiled = new int[1];
                    GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus,
                                         compiled, 0);
                    if (compiled[0] == 0)
                    {
                        GLES20.GlDeleteShader(shader);
                        shader = 0;
                    }
                }
                return(shader);
            }
        /**
         * \brief Compile shader code.
         * @param shaderType type of shader (either GLES20.GL_VERTEX_SHADER or GLES20.GL_FRAGMENT_SHADER).
         * @param source source code of the shader.
         * @return gl shader id.
         */
        private static int initShader(int shaderType, string source)
        {
            int shader = GLES20.GlCreateShader(shaderType);

            if (shader != 0)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                int[] glStatusVar = { GLES20.GlFalse };
                GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, glStatusVar, 0);
                if (glStatusVar[0] == GLES20.GlFalse)
                {
                    //Log.e("RenderUtils", "initShader could NOT compile shader " + shaderType + " : " + GLES20.GlGetShaderInfoLog(shader));
                    GLES20.GlDeleteShader(shader);
                    shader = 0;
                }
            }
            return(shader);
        }
Пример #12
0
        /**
         * Helper method for compiling a shader.
         *
         * @param shaderType
         *            Type of shader to compile
         * @param source
         *            String presentation for shader
         * @return id for compiled shader
         */
        private int LoadShader(int shaderType, string source)
        {
            var shader = GLES20.GlCreateShader(shaderType);

            if (shader != 0)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
                if (compiled[0] == 0)
                {
                    var error = GLES20.GlGetShaderInfoLog(shader);
                    GLES20.GlDeleteShader(shader);
                    throw new Exception(error);
                }
            }
            return(shader);
        }
Пример #13
0
        public static int LoadShader(int shaderType, string source)
        {
            int shader = GLES20.GlCreateShader(shaderType);

            if (shader != 0)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                var compiled = new int[1];
                GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
                if (compiled [0] == 0)
                {
                    string info = GLES20.GlGetShaderInfoLog(shader);
                    GLES20.GlDeleteShader(shader);
                    throw new InvalidOperationException("Could not compile shader " +
                                                        shaderType + ":" + info);
                }
            }
            return(shader);
        }
Пример #14
0
        private int loadShader(int shaderType, String source)
        {
            int shader = GLES20.GlCreateShader(shaderType);

            if (shader != 0)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.GlGetShaderiv(shader, 35713, compiled, 0);
                if (compiled[0] == 0)
                {
                    Log.Error("DistortionRenderer", "Could not compile shader " + shaderType + ":");
                    Log.Error("DistortionRenderer", GLES20.GlGetShaderInfoLog(shader));
                    GLES20.GlDeleteShader(shader);
                    shader = 0;
                }
            }
            return(shader);
        }
        private static int LoadShader(int shaderType, string source)
        {
            int shader = GLES20.GlCreateShader(shaderType);

            if (0 != shader)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
                if (compiled[0] == 0)
                {
                    Log.Debug(TAG, "glError: Could not compile shader " + shaderType);
                    Log.Debug(TAG, "GLES20 Error: " + GLES20.GlGetShaderInfoLog(shader));
                    GLES20.GlDeleteShader(shader);
                    shader = 0;
                }
            }
            return(shader);
        }
Пример #16
0
        private int loadShader(int shaderType, String source)
        {
            int shader = GLES20.GlCreateShader(shaderType);

            if (shader != 0)
            {
                GLES20.GlShaderSource(shader, source);
                GLES20.GlCompileShader(shader);
                int[] compiled = new int[1];
                GLES20.GlGetShaderiv(shader, GLES20.GlCompileStatus, compiled, 0);
                if (compiled[0] == 0)
                {
                    Log.Error(TAG, "Could not compile shader " + shaderType + ":");
                    Log.Error(TAG, GLES20.GlGetShaderInfoLog(shader));
                    Log.Error(TAG, "message ends.");
                    GLES20.GlDeleteShader(shader);
                    shader = 0;
                }
            }
            return(shader);
        }
Пример #17
0
        private static int loadShader(String vss, String fss)
        {
            int vshader = GLES20.GlCreateShader(GLES20.GlVertexShader);

            GLES20.GlShaderSource(vshader, vss);
            GLES20.GlCompileShader(vshader);
            int[] compiled = new int[1];
            GLES20.GlGetShaderiv(vshader, GLES20.GlCompileStatus, compiled, 0);
            if (compiled[0] == 0)
            {
                //Log.e("Shader", "Could not compile vshader");
                //Log.v("Shader", "Could not compile vshader:" + GLES20.glGetShaderInfoLog(vshader));
                GLES20.GlDeleteShader(vshader);
                vshader = 0;
            }

            int fshader = GLES20.GlCreateShader(GLES20.GlFragmentShader);

            GLES20.GlShaderSource(fshader, fss);
            GLES20.GlCompileShader(fshader);
            GLES20.GlGetShaderiv(fshader, GLES20.GlCompileStatus, compiled, 0);
            if (compiled[0] == 0)
            {
                /*Log.e("Shader", "Could not compile fshader");
                 * Log.v("Shader", "Could not compile fshader:" + GLES20.glGetShaderInfoLog(fshader));*/
                GLES20.GlDeleteShader(fshader);
                fshader = 0;
            }

            int program = GLES20.GlCreateProgram();

            GLES20.GlAttachShader(program, vshader);
            GLES20.GlAttachShader(program, fshader);
            GLES20.GlLinkProgram(program);

            return(program);
        }
Пример #18
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);
        }
Пример #19
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);
        }
Пример #20
0
        public string Compile()
        {
            string result = string.Empty;

            string vertexShader   = string.Empty;
            string fragmentShader = string.Empty;

            int          resourceId   = context.Resources.GetIdentifier(vertexShaderFile, "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(fragmentShaderFile, "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)
                {
                    result += "vertex shader error";
                    result += GLES20.GlGetProgramInfoLog(vertexShaderHandle);
                    GLES20.GlDeleteShader(vertexShaderHandle);
                    vertexShaderHandle = 0;
                }
            }

            // 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)
                {
                    result += "fragment shader error";
                    result += GLES20.GlGetProgramInfoLog(fragmentShaderHandle);
                    GLES20.GlDeleteShader(fragmentShaderHandle);
                    fragmentShaderHandle = 0;
                    return(result);
                }
            }

            // Create a program object and store the handle to it.
            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)
                {
                    result += "shader link error";
                    result += GLES20.GlGetProgramInfoLog(programHandle);
                    GLES20.GlDeleteProgram(programHandle);
                    programHandle = 0;
                    return(result);
                }
            }


            // 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");

            return(result);
        }
Пример #21
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);
        }
Пример #22
0
        void GLSurfaceView.IRenderer.OnSurfaceCreated(IGL10 gl, Javax.Microedition.Khronos.Egl.EGLConfig config)
        {
            //Set the background clear color to gray
            GLES20.GlClearColor(0.5f, 0.5f, 0.5f, 0.5f);

            //Position the eye behind the origin.
            float eyeX = 0.0f;
            float eyeY = 0.0f;
            float eyeZ = 0.0f;

            //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 wold be pointing were we holding the camera

            float upX = 0.0f;
            float upY = 1.0f;
            float upZ = 0.0f;



            Matrix.SetLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);

            string vertexShader = "uniform mat4 u_MVPMatrix; \n" +
                                  "attribute vec4 a_Position;\n" +
                                  "attribute vec4 a_Color;\n" +
                                  "varying vec4 v_Color; \n" +
                                  "void main()    \n" +
                                  "{  \n" +
                                  "v_Color = a_Color; \n" +
                                  "gl_Position = u_MVPMatrix \n" +
                                  "*a_Position;   \n" +
                                  "}  \n";

            string fragmentShader = "precision mediump float;   \n" +
                                    "varying vec4 v_Color;  \n" +
                                    "void main()    \n" +
                                    "{  \n" +
                                    "gl_FragColor=v_Color;  \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);

                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 ArgumentException("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);

                int[] compileStatus = new int[1];
                GLES20.GlGetShaderiv(fragmentShaderHandle, GLES20.GlCompileStatus, compileStatus, 0);

                if (compileStatus[0] == 0)
                {
                    GLES20.GlDeleteShader(fragmentShaderHandle);
                    fragmentShaderHandle = 0;
                }
            }

            if (fragmentShaderHandle == 0)
            {
                throw new ArgumentException("Error createing 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 ArgumentException("Error creating program.");
            }

            //Set program handles. These will later be used to pass in values

            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);
        }