/** * Updates the object model matrix and applies scaling. * * @param modelMatrix A 4x4 model-to-world transformation matrix, stored in column-major order. * @param scaleFactor A separate scaling factor to apply before the {@code modelMatrix}. * @see android.opengl.Matrix */ public void updateModelMatrix(float[] modelMatrix, float scaleFactor) { float[] scaleMatrix = new float[16]; Matrix.SetIdentityM(scaleMatrix, 0); scaleMatrix[0] = scaleFactor; scaleMatrix[5] = scaleFactor; scaleMatrix[10] = scaleFactor; Matrix.MultiplyMM(mModelMatrix, 0, modelMatrix, 0, scaleMatrix, 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"); Matrix.SetIdentityM(mModelMatrix, 0); }