private void initTriangle() { float[] coords = { -0.5f, -0.5f, 0.5f, // 0 0.5f, -0.5f, 0.5f, // 1 0f, -0.5f, -0.5f, // 2 0f, 0.5f, 0f, // 3 }; _nrOfVertices = coords.Length; float[] colors = { 1f, 0f, 0f, 1f, // point 0 red 0f, 1f, 0f, 1f, // point 1 green 0f, 0f, 1f, 1f, // point 2 blue 1f, 1f, 1f, 1f, // point 3 white }; short[] indices = new short[] { 0, 1, 3, // rwg 0, 2, 1, // rbg 0, 3, 2, // rbw 1, 2, 3, // bwg }; // float has 4 bytes, coordinate * 4 bytes ByteBuffer vbb = ByteBuffer.allocateDirect(coords.Length * 4); vbb.order(ByteOrder.nativeOrder()); _vertexBuffer = vbb.asFloatBuffer(); // short has 2 bytes, indices * 2 bytes ByteBuffer ibb = ByteBuffer.allocateDirect(indices.Length * 2); ibb.order(ByteOrder.nativeOrder()); _indexBuffer = ibb.asShortBuffer(); // float has 4 bytes, colors (RGBA) * 4 bytes ByteBuffer cbb = ByteBuffer.allocateDirect(colors.Length * 4); cbb.order(ByteOrder.nativeOrder()); _colorBuffer = cbb.asFloatBuffer(); _vertexBuffer.put(coords); _indexBuffer.put(indices); _colorBuffer.put(colors); _vertexBuffer.position(0); _indexBuffer.position(0); _colorBuffer.position(0); }
public void onSurfaceCreated(javax.microedition.khronos.egl.EGLConfig value) { Console.WriteLine("enter AndroidCardboardExperiment onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well. ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COORDS.Length * 4); bbVertices.order(ByteOrder.nativeOrder()); cubeVertices = bbVertices.asFloatBuffer(); cubeVertices.put(WorldLayoutData.CUBE_COORDS); cubeVertices.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COLORS.Length * 4); bbColors.order(ByteOrder.nativeOrder()); cubeColors = bbColors.asFloatBuffer(); cubeColors.put(WorldLayoutData.CUBE_COLORS); cubeColors.position(0); ByteBuffer bbFoundColors = ByteBuffer.allocateDirect( WorldLayoutData.CUBE_FOUND_COLORS.Length * 4); bbFoundColors.order(ByteOrder.nativeOrder()); cubeFoundColors = bbFoundColors.asFloatBuffer(); cubeFoundColors.put(WorldLayoutData.CUBE_FOUND_COLORS); cubeFoundColors.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.Length * 4); bbNormals.order(ByteOrder.nativeOrder()); cubeNormals = bbNormals.asFloatBuffer(); cubeNormals.put(WorldLayoutData.CUBE_NORMALS); cubeNormals.position(0); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.Length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); floorVertices = bbFloorVertices.asFloatBuffer(); floorVertices.put(WorldLayoutData.FLOOR_COORDS); floorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.Length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); floorNormals = bbFloorNormals.asFloatBuffer(); floorNormals.put(WorldLayoutData.FLOOR_NORMALS); floorNormals.position(0); ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.Length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); floorColors = bbFloorColors.asFloatBuffer(); floorColors.put(WorldLayoutData.FLOOR_COLORS); floorColors.position(0); #region loadGLShader Func<int, string, int> loadGLShader = (int type, string code) => { 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.GL_COMPILE_STATUS, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { Console.WriteLine("Error compiling shader: " + GLES20.glGetShaderInfoLog(shader)); GLES20.glDeleteShader(shader); shader = 0; } if (shader == 0) { throw new Exception("Error creating shader."); } return shader; }; #endregion int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, new AndroidCardboardExperiment.Shaders.light_vertexVertexShader().ToString()); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, new AndroidCardboardExperiment.Shaders.grid_fragmentFragmentShader().ToString()); int passthroughShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, new AndroidCardboardExperiment.Shaders.passthrough_fragmentFragmentShader().ToString()); cubeProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(cubeProgram, vertexShader); GLES20.glAttachShader(cubeProgram, passthroughShader); GLES20.glLinkProgram(cubeProgram); GLES20.glUseProgram(cubeProgram); checkGLError("Cube program"); cubePositionParam = GLES20.glGetAttribLocation(cubeProgram, "a_Position"); cubeNormalParam = GLES20.glGetAttribLocation(cubeProgram, "a_Normal"); cubeColorParam = GLES20.glGetAttribLocation(cubeProgram, "a_Color"); cubeModelParam = GLES20.glGetUniformLocation(cubeProgram, "u_Model"); cubeModelViewParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVMatrix"); cubeModelViewProjectionParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVP"); cubeLightPosParam = GLES20.glGetUniformLocation(cubeProgram, "u_LightPos"); GLES20.glEnableVertexAttribArray(cubePositionParam); GLES20.glEnableVertexAttribArray(cubeNormalParam); GLES20.glEnableVertexAttribArray(cubeColorParam); checkGLError("Cube program params"); floorProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(floorProgram, vertexShader); GLES20.glAttachShader(floorProgram, gridShader); GLES20.glLinkProgram(floorProgram); GLES20.glUseProgram(floorProgram); checkGLError("Floor program"); floorModelParam = GLES20.glGetUniformLocation(floorProgram, "u_Model"); floorModelViewParam = GLES20.glGetUniformLocation(floorProgram, "u_MVMatrix"); floorModelViewProjectionParam = GLES20.glGetUniformLocation(floorProgram, "u_MVP"); floorLightPosParam = GLES20.glGetUniformLocation(floorProgram, "u_LightPos"); floorPositionParam = GLES20.glGetAttribLocation(floorProgram, "a_Position"); floorNormalParam = GLES20.glGetAttribLocation(floorProgram, "a_Normal"); floorColorParam = GLES20.glGetAttribLocation(floorProgram, "a_Color"); GLES20.glEnableVertexAttribArray(floorPositionParam); GLES20.glEnableVertexAttribArray(floorNormalParam); GLES20.glEnableVertexAttribArray(floorColorParam); checkGLError("Floor program params"); GLES20.glEnable(GLES20.GL_DEPTH_TEST); // Object first appears directly in front of user. Matrix.setIdentityM(modelCube, 0); Matrix.translateM(modelCube, 0, 0, 0, -objectDistance); Matrix.setIdentityM(modelFloor, 0); Matrix.translateM(modelFloor, 0, 0, -floorDepth, 0); // Floor appears below user. checkGLError("onSurfaceCreated"); Console.WriteLine("exit AndroidCardboardExperiment onSurfaceCreated"); }
private void initTriangle() { // float has 4 bytes ByteBuffer vbb = ByteBuffer.allocateDirect(_nrOfVertices * 3 * 4); vbb.order(ByteOrder.nativeOrder()); _vertexBuffer = vbb.asFloatBuffer(); // short has 4 bytes ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2); ibb.order(ByteOrder.nativeOrder()); _indexBuffer = ibb.asShortBuffer(); // float has 4 bytes, 4 colors (RGBA) * number of vertices * 4 bytes ByteBuffer cbb = ByteBuffer.allocateDirect(4 * _nrOfVertices * 4); cbb.order(ByteOrder.nativeOrder()); _colorBuffer = cbb.asFloatBuffer(); float[] coords = { -0.5f, -0.5f, 0f, // (x1, y1, z1) 0.5f, -0.5f, 0f, // (x2, y2, z2) 0.5f, 0.5f, 0f // (x3, y3, z3) }; float[] colors = { 1f, 0f, 0f, 1f, // point 1 0f, 1f, 0f, 1f, // point 2 0f, 0f, 1f, 1f, // point 3 }; _vertexBuffer.put(coords); _indexBuffer.put(_indicesArray); _colorBuffer.put(colors); _vertexBuffer.position(0); _indexBuffer.position(0); _colorBuffer.position(0); }
private void initStaticTriangle() { // float has 4 bytes ByteBuffer vbb = ByteBuffer.allocateDirect(_nrOfVertices * 3 * 4); vbb.order(ByteOrder.nativeOrder()); _vertexBufferStatic = vbb.asFloatBuffer(); // short has 4 bytes ByteBuffer ibb = ByteBuffer.allocateDirect(_nrOfVertices * 2); ibb.order(ByteOrder.nativeOrder()); _indexBufferStatic = ibb.asShortBuffer(); float[] coords = { -0.4f, -0.4f, 0f, // (x1, y1, z1) 0.4f, -0.4f, 0f, // (x2, y2, z2) 0f, 0.4f, 0f // (x3, y3, z3) }; _vertexBufferStatic.put(coords); _indexBufferStatic.put(_indicesArray); _vertexBufferStatic.position(0); _indexBufferStatic.position(0); }
public void onSurfaceCreated(javax.microedition.khronos.egl.EGLConfig value) { Console.WriteLine("enter AndroidCardboardExperiment onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well. ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COORDS.Length * 4); bbVertices.order(ByteOrder.nativeOrder()); cubeVertices = bbVertices.asFloatBuffer(); cubeVertices.put(WorldLayoutData.CUBE_COORDS); cubeVertices.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_COLORS.Length * 4); bbColors.order(ByteOrder.nativeOrder()); cubeColors = bbColors.asFloatBuffer(); cubeColors.put(WorldLayoutData.CUBE_COLORS); cubeColors.position(0); ByteBuffer bbFoundColors = ByteBuffer.allocateDirect( WorldLayoutData.CUBE_FOUND_COLORS.Length * 4); bbFoundColors.order(ByteOrder.nativeOrder()); cubeFoundColors = bbFoundColors.asFloatBuffer(); cubeFoundColors.put(WorldLayoutData.CUBE_FOUND_COLORS); cubeFoundColors.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.Length * 4); bbNormals.order(ByteOrder.nativeOrder()); cubeNormals = bbNormals.asFloatBuffer(); cubeNormals.put(WorldLayoutData.CUBE_NORMALS); cubeNormals.position(0); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.Length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); floorVertices = bbFloorVertices.asFloatBuffer(); floorVertices.put(WorldLayoutData.FLOOR_COORDS); floorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.Length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); floorNormals = bbFloorNormals.asFloatBuffer(); floorNormals.put(WorldLayoutData.FLOOR_NORMALS); floorNormals.position(0); var fcolors = 0xA26D41; // rgb to float //[javac] return __Enumerable.<Float>AsEnumerable(__SZArrayEnumerator_1.<Float>Of(x)); //[javac] ^ //[javac] required: T#1[] //[javac] found: float[] //[javac] reason: actual argument float[] cannot be converted to Float[] by method invocation conversion // var FLOOR_COLORS = ( // from i in Enumerable.Range(0, 6) // select new float[] { 0xA2 / 1.0f, 0x6D / 1.0f, 0x41 / 1.0f, 1.0f } //).SelectMany(x => x).ToArray(); #region floorColors var FLOOR_COLORS = new float[4 * 6]; for (int i = 0; i < FLOOR_COLORS.Length; i += 4) { FLOOR_COLORS[i + 0] = 0xA2 / 100.0f; FLOOR_COLORS[i + 1] = 0x6D / 100.0f; FLOOR_COLORS[i + 2] = 0x41 / 100.0f; FLOOR_COLORS[i + 3] = 1.0f; } FloatBuffer floorColors; ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.Length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); floorColors = bbFloorColors.asFloatBuffer(); //floorColors.put(WorldLayoutData.FLOOR_COLORS); floorColors.put(FLOOR_COLORS); floorColors.position(0); #endregion #region loadGLShader Func<int, ScriptCoreLib.GLSL.Shader, int> loadGLShader = (type, xshader) => { var code = xshader.ToString(); 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.GL_COMPILE_STATUS, compileStatus, 0); // If the compilation failed, delete the shader. if (compileStatus[0] == 0) { Console.WriteLine("Error compiling shader: " + GLES20.glGetShaderInfoLog(shader)); GLES20.glDeleteShader(shader); shader = 0; } if (shader == 0) { throw new Exception("Error creating shader."); } return shader; }; #endregion int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, new AndroidCardboardExperiment.Shaders.light_vertexVertexShader()); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, new Shaders.xgrid_fragmentFragmentShader()); int passthroughShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, new AndroidCardboardExperiment.Shaders.passthrough_fragmentFragmentShader()); cubeProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(cubeProgram, vertexShader); GLES20.glAttachShader(cubeProgram, passthroughShader); GLES20.glLinkProgram(cubeProgram); GLES20.glUseProgram(cubeProgram); checkGLError("Cube program"); cubePositionParam = GLES20.glGetAttribLocation(cubeProgram, "a_Position"); cubeNormalParam = GLES20.glGetAttribLocation(cubeProgram, "a_Normal"); cubeColorParam = GLES20.glGetAttribLocation(cubeProgram, "a_Color"); cubeModelParam = GLES20.glGetUniformLocation(cubeProgram, "u_Model"); cubeModelViewParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVMatrix"); cubeModelViewProjectionParam = GLES20.glGetUniformLocation(cubeProgram, "u_MVP"); cubeLightPosParam = GLES20.glGetUniformLocation(cubeProgram, "u_LightPos"); GLES20.glEnableVertexAttribArray(cubePositionParam); GLES20.glEnableVertexAttribArray(cubeNormalParam); GLES20.glEnableVertexAttribArray(cubeColorParam); checkGLError("Cube program params"); floorProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(floorProgram, vertexShader); GLES20.glAttachShader(floorProgram, gridShader); GLES20.glLinkProgram(floorProgram); GLES20.glUseProgram(floorProgram); checkGLError("Floor program"); floorModelParam = GLES20.glGetUniformLocation(floorProgram, "u_Model"); floorModelViewParam = GLES20.glGetUniformLocation(floorProgram, "u_MVMatrix"); floorModelViewProjectionParam = GLES20.glGetUniformLocation(floorProgram, "u_MVP"); floorLightPosParam = GLES20.glGetUniformLocation(floorProgram, "u_LightPos"); floorPositionParam = GLES20.glGetAttribLocation(floorProgram, "a_Position"); floorNormalParam = GLES20.glGetAttribLocation(floorProgram, "a_Normal"); floorColorParam = GLES20.glGetAttribLocation(floorProgram, "a_Color"); GLES20.glEnableVertexAttribArray(floorPositionParam); GLES20.glEnableVertexAttribArray(floorNormalParam); GLES20.glEnableVertexAttribArray(floorColorParam); checkGLError("Floor program params"); GLES20.glEnable(GLES20.GL_DEPTH_TEST); //GLES20.glEnable(GLES20.GL_FOG); checkGLError("onSurfaceCreated"); Console.WriteLine("exit AndroidCardboardExperiment onSurfaceCreated"); vFinishFrame = (com.google.vrtoolkit.cardboard.Viewport v) => { // GPU thread stops now.. FrameOne.Stop(); }; // I/System.Console(28103): CardboardForEdgeExperiment { ProcessorCount = 8, MODEL = SM-G925F, CurrentManagedThreadId = 11305, FrameCounter = 28, LastFrameMilliseconds = 40, codeFPS = 25.0, pitch = 1.579644, yaw = 1.6225219 } #region vNewFrame vNewFrame = (com.google.vrtoolkit.cardboard.HeadTransform headTransform) => { // http://stackoverflow.com/questions/11851343/raise-fps-on-android-tablet-above-60-for-opengl-game // http://gafferongames.com/game-physics/fix-your-timestep/ #region FrameWatch if (FrameWatch.ElapsedMilliseconds >= 1000) { var codeFPS = 1000.0 / FrameOne.ElapsedMilliseconds; // we now know how many frames did fit into it // need 60 or more! Console.WriteLine("CardboardForEdgeExperiment " + new { // static System.Environment.ProcessorCount, android.os.Build.MODEL, System.Environment.CurrentManagedThreadId, FrameCounter, // dynamic LastFrameMilliseconds = FrameOne.ElapsedMilliseconds, codeFPS, // very dynamic pitch, yaw }); // I/System.Console(28117): CardboardForEdgeExperiment { ProcessorCount = 2, MODEL = Nexus 9, CurrentManagedThreadId = 1647, FrameCounter = 60, LastFrameMilliseconds = 6, codeFPS = 166.66666666666666, pitch = 1.5978987, yaw = -2.0770574 } FrameWatch.Restart(); FrameCounter = 0; } #endregion // GPU thread starts now.. FrameOne.Restart(); FrameCounter++; //Console.WriteLine("AndroidCardboardExperiment onNewFrame"); headTransform.getHeadView(headView, 0); checkGLError("onReadyToDraw"); // I/System.Console(27769): CardboardForEdgeExperiment { FrameCounter = 61, LastFrameMilliseconds = 0, codeFPS = Infinity, CurrentManagedThreadId = 1637, ProcessorCount = 2, MODEL = Nexus 9 } // add placeholder slowdown //System.Threading.Thread.Sleep(5); // I/System.Console(27840): CardboardForEdgeExperiment { FrameCounter = 60, LastFrameMilliseconds = 6, codeFPS = 166.66666666666666, CurrentManagedThreadId = 1642, ProcessorCount = 2, MODEL = Nexus 9 } }; #endregion // if we define it here, we get to see it in vr... var modelCube = new float[16]; // I/System.Console(19917): CardboardForEdgeExperiment { ProcessorCount = 8, MODEL = SM-G925F, CurrentManagedThreadId = 9959, FrameCounter = 46, LastFrameMilliseconds = 6, codeFPS = 166.66666666666666, pitch = 0.9070491, yaw = -0.3660261 } #region vDrawEye vDrawEye = (com.google.vrtoolkit.cardboard.Eye eye) => { // VIDEO via "X:\util\android-sdk-windows\tools\ddms.bat" var camera = new float[16]; // static void setLookAtM(float[] rm, int rmOffset, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ) // Build the camera matrix and apply it to the ModelView. Matrix.setLookAtM(camera, 0, 0.0f, 0.0f, CAMERA_Z, 0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f); #region glClearColor // skybox/video instead? GLES20.glClearColor( 0x87 / 255f, 0xCE / 255f, 0xEB / 255f, 1.0f ); GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT); #endregion var view = new float[16]; // can we strafe? // Apply the eye transformation to the camera. Matrix.multiplyMM(view, 0, eye.getEyeView(), 0, camera, 0); // we tapped into it. this strafes ius! Matrix.translateM(view, 0, (float)Math.Sin(TotalTime.ElapsedMilliseconds * 0.0001f) * objectDistance * 2.5f, // up down //(float)Math.Sin(TotalTime.ElapsedMilliseconds * 0.001f) * floorDepth * 0.5f, (float)Math.Cos(TotalTime.ElapsedMilliseconds * 0.001f) * floorDepth * 0.1f, 0 ); // Set the position of the light Matrix.multiplyMV(lightPosInEyeSpace, 0, view, 0, LIGHT_POS_IN_WORLD_SPACE, 0); // Build the ModelView and ModelViewProjection matrices // for calculating cube position and light. float[] perspective = eye.getPerspective(Z_NEAR, Z_FAR); // just a buffer? var modelView = new float[16]; #region drawCube() Action<float, float, float> drawCube = (tx, ty, tz) => { #region isLookingAtObject Func<bool> isLookingAtObject = () => { float[] initVec = { 0, 0, 0, 1.0f }; float[] objPositionVec = new float[4]; // Convert object space to camera space. Use the headView from onNewFrame. Matrix.multiplyMM(modelView, 0, headView, 0, modelCube, 0); Matrix.multiplyMV(objPositionVec, 0, modelView, 0, initVec, 0); pitch = (float)Math.Atan2(objPositionVec[1], -objPositionVec[2]); yaw = (float)Math.Atan2(objPositionVec[0], -objPositionVec[2]); if (Math.Abs(pitch) < PITCH_LIMIT) if (Math.Abs(yaw) < YAW_LIMIT) return true; return false; }; #endregion // Object first appears directly in front of user. Matrix.setIdentityM(modelCube, 0); // cant see it? var scale = 5.0f; //Matrix.scaleM(modelCube, 0, scale, scale, scale); Matrix.translateM(modelCube, 0, tx, ty, tz); Matrix.multiplyMM(modelView, 0, view, 0, modelCube, 0); Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0); // public static void scaleM (float[] m, int mOffset, float x, float y, float z) // Build the Model part of the ModelView matrix. //Matrix.rotateM(modelCube, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f); // cant see rotation? Matrix.rotateM(modelCube, 0, TotalTime.ElapsedMilliseconds * 0.01f, // upwards rot. //0.5f, 0f, // sideways, left to right 0.5f , 0.0f); // http://developer.android.com/reference/android/opengl/Matrix.html#translateM(float[], int, float, float, float) // the cube rotates in front of us. // do we need to use a special program to draw a cube? // how can we make it bigger? GLES20.glUseProgram(cubeProgram); GLES20.glUniform3fv(cubeLightPosParam, 1, lightPosInEyeSpace, 0); // Set the Model in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(cubeModelParam, 1, false, modelCube, 0); // Set the ModelView in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(cubeModelViewParam, 1, false, modelView, 0); // Set the position of the cube GLES20.glVertexAttribPointer(cubePositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, cubeVertices); // Set the ModelViewProjection matrix in the shader. GLES20.glUniformMatrix4fv(cubeModelViewProjectionParam, 1, false, modelViewProjection, 0); // Set the normal positions of the cube, again for shading GLES20.glVertexAttribPointer(cubeNormalParam, 3, GLES20.GL_FLOAT, false, 0, cubeNormals); #region cubeColors var cc = cubeColors; if (!isLookingAtObject()) cc = cubeFoundColors; GLES20.glVertexAttribPointer(cubeColorParam, 4, GLES20.GL_FLOAT, false, 0, cc); #endregion GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36); checkGLError("Drawing cube"); }; #endregion #region drawCube drawCube(0, objectDistance, objectDistance * -1.0f); drawCube(0, 0, objectDistance * -2.0f); // looks like an airstrip // low fps? //var endOfMatrix = 64; var endOfMatrix = 20; for (int i = -endOfMatrix; i < endOfMatrix; i++) { drawCube(objectDistance, -floorDepth, objectDistance * -2.0f * i); drawCube(-objectDistance, -floorDepth, objectDistance * -2.0f * i); drawCube(objectDistance * 0.5f, 0, objectDistance * -2.0f * i); drawCube(objectDistance * -0.5f, 0, objectDistance * -2.0f * i); } #endregion var modelFloor = new float[16]; Matrix.setIdentityM(modelFloor, 0); Matrix.translateM(modelFloor, 0, // the floor escapes! //TotalTime.ElapsedMilliseconds * 0.01f, 0, -floorDepth, 0); // Floor appears below user. // Set modelView for the floor, so we draw floor in the correct location Matrix.multiplyMM(modelView, 0, view, 0, modelFloor, 0); Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0); #region drawFloor // called by onDrawEye Action drawFloor = delegate { GLES20.glUseProgram(floorProgram); // Set ModelView, MVP, position, normals, and color. GLES20.glUniform3fv(floorLightPosParam, 1, lightPosInEyeSpace, 0); GLES20.glUniformMatrix4fv(floorModelParam, 1, false, modelFloor, 0); GLES20.glUniformMatrix4fv(floorModelViewParam, 1, false, modelView, 0); GLES20.glUniformMatrix4fv(floorModelViewProjectionParam, 1, false, modelViewProjection, 0); GLES20.glVertexAttribPointer(floorPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, floorVertices); GLES20.glVertexAttribPointer(floorNormalParam, 3, GLES20.GL_FLOAT, false, 0, floorNormals); GLES20.glVertexAttribPointer(floorColorParam, 4, GLES20.GL_FLOAT, false, 0, floorColors); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); checkGLError("drawing floor"); }; drawFloor(); #endregion }; #endregion }