@Override
  public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);

    int vertexShaderHandle = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
    GLES20.glShaderSource(vertexShaderHandle, loadShader(R.raw.vertex_shader));
    GLES20.glCompileShader(vertexShaderHandle);
    int fragmentShaderHandle = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
    GLES20.glShaderSource(fragmentShaderHandle, loadShader(R.raw.fragment_shader));
    GLES20.glCompileShader(fragmentShaderHandle);
    int programHandle = GLES20.glCreateProgram();
    GLES20.glAttachShader(programHandle, vertexShaderHandle);
    GLES20.glAttachShader(programHandle, fragmentShaderHandle);
    GLES20.glLinkProgram(programHandle);
    GLES20.glUseProgram(programHandle);
    Object3D.init(programHandle);
    mLightPosHandle = GLES20.glGetUniformLocation(programHandle, "uLightPos");

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);

    //		GLES20.glEnable(GLES20.GL_BLEND);
    //		GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);

    mPrism.init();
    mCylinder.init();
    mSphere.init();
  }
Ejemplo n.º 2
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 /**
  * Applies the Rajawali default GL state to the driver. Developers who wish to change this default
  * behavior can override this method.
  */
 public void resetGLState() {
   GLES20.glEnable(GLES20.GL_CULL_FACE);
   GLES20.glCullFace(GLES20.GL_BACK);
   GLES20.glFrontFace(GLES20.GL_CCW);
   GLES20.glDisable(GLES20.GL_BLEND);
   GLES20.glEnable(GLES20.GL_DEPTH_TEST);
 }
  @Override
  public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    // Set rendering options
    GLES20.glEnable(GLES20.GL_BLEND);
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
    GLES20.glDisable(GLES20.GL_DITHER);

    // Face culling
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glFrontFace(GL10.GL_CCW);
    GLES20.glCullFace(GLES20.GL_BACK);

    // Depth
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);
  }
Ejemplo n.º 4
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 @Override
 public void glCullFace(int mode) {
   GLES20.glCullFace(mode);
 }
Ejemplo n.º 5
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  /* (non-Javadoc)
   * @see fr.kesk.gl.shader.GlShader#render(fr.kesk.gl.GlAssets.Node)
   */
  @Override
  public void render(Node nodeInstance) {
    // android.util.Log.d(TAG,"render("+nodeInstance.id+")");
    if (this.lightType == Light.DIRECTIONAL) {
      this.lightModel[4] = this.lightModel[5] = this.lightModel[6] = 0f;
      this.lightModel[7] = 1f;
      MatrixUtils.multiplyMV(this.lightModel, 4, nodeInstance.model, 0, this.lightModel, 4);
      this.lightModel[0] = this.lightModel[4] - this.lightModel[8];
      this.lightModel[1] = this.lightModel[5] - this.lightModel[9];
      this.lightModel[2] = this.lightModel[6] - this.lightModel[10];
      this.lightModel[3] = 1f;
      Matrix.setLookAtM(
          this.lightMvpCache,
          0,
          this.lightModel[0],
          this.lightModel[1],
          this.lightModel[2],
          this.lightModel[4],
          this.lightModel[5],
          this.lightModel[6],
          0f,
          1f,
          0f);
      MatrixUtils.multiplyMM(this.lightMvpCache, 32, this.lightMvpCache, 16, this.lightMvpCache, 0);
      MatrixUtils.multiplyMM(
          this.currentShadowMap.shadowMatrix,
          0,
          GlFastShadowMapShader.BIAS_MATRIX,
          0,
          this.lightMvpCache,
          32);
    } else if (this.lightType == Light.POINT) {
      this.lightModel[4] = this.lightModel[5] = this.lightModel[6] = 0f;
      this.lightModel[7] = 1f;
      MatrixUtils.multiplyMV(this.lightModel, 4, nodeInstance.model, 0, this.lightModel, 4);
      Matrix.setLookAtM(
          this.lightMvpCache,
          0,
          this.lightModel[0],
          this.lightModel[1],
          this.lightModel[2],
          this.lightModel[4],
          this.lightModel[5],
          this.lightModel[6],
          0f,
          1f,
          0f);
      MatrixUtils.multiplyMM(this.lightMvpCache, 32, this.lightMvpCache, 16, this.lightMvpCache, 0);
      MatrixUtils.multiplyMM(
          this.currentShadowMap.shadowMatrix,
          0,
          GlFastShadowMapShader.BIAS_MATRIX,
          0,
          this.lightMvpCache,
          32);
    }

    // Render the scene in the FBO
    this.fbo.bind();
    this.program.start();
    this.cullfaceMode = GlContext.glGetState(GLES20.GL_CULL_FACE_MODE);
    this.viewPort = GlContext.glGetState(GLES20.GL_VIEWPORT);
    GLES20.glCullFace(GLES20.GL_FRONT);
    GLES20.glViewport(0, 0, this.quality, this.quality);
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
    GLES20.glEnableVertexAttribArray(this.a_PositionVec4Handle);
    this.drawNode(nodeInstance);
    GLES20.glDisableVertexAttribArray(this.a_PositionVec4Handle);
    this.fbo.unbind();
    GLES20.glCullFace((int) this.cullfaceMode[0]);
    GLES20.glViewport(
        (int) this.viewPort[0],
        (int) this.viewPort[1],
        (int) this.viewPort[2],
        (int) this.viewPort[3]);
  }
  // The render function.
  private void renderFrame() {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    State state = mRenderer.begin();
    mRenderer.drawVideoBackground();

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);

    // handle face culling, we need to detect if we are using reflection
    // to determine the direction of the culling
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);
    if (Renderer.getInstance().getVideoBackgroundConfig().getReflection()
        == VIDEO_BACKGROUND_REFLECTION.VIDEO_BACKGROUND_REFLECTION_ON)
      GLES20.glFrontFace(GLES20.GL_CW); // Front camera
    else GLES20.glFrontFace(GLES20.GL_CCW); // Back camera

    // did we find any trackables this frame?
    for (int tIdx = 0; tIdx < state.getNumTrackableResults(); tIdx++) {
      TrackableResult result = state.getTrackableResult(tIdx);
      Trackable trackable = result.getTrackable();
      printUserData(trackable);
      Matrix44F modelViewMatrix_Vuforia = Tool.convertPose2GLMatrix(result.getPose());
      float[] modelViewMatrix = modelViewMatrix_Vuforia.getData();

      int textureIndex = trackable.getName().equalsIgnoreCase("cat") ? 0 : 1;
      textureIndex = trackable.getName().equals("city") ? 1 : textureIndex;
      textureIndex = trackable.getName().equalsIgnoreCase("tree") ? 2 : textureIndex;

      // Part B

      Calendar calendar = Calendar.getInstance();
      int day = calendar.get(Calendar.DAY_OF_WEEK);

      if (day != Calendar.SATURDAY && day != Calendar.SUNDAY) {

        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_013")
                ? ImageTargets.orderImages.indexOf("b11_013") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_014")
                ? ImageTargets.orderImages.indexOf("b11_014") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("b11_015")
                ? ImageTargets.orderImages.indexOf("b11_015") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("berkaer_003")
                ? ImageTargets.orderImages.indexOf("berkaer_003") + 3
                : textureIndex;
        textureIndex =
            trackable.getName().equalsIgnoreCase("p_013")
                ? ImageTargets.orderImages.indexOf("p_013") + 3
                : textureIndex;

      } else {
        textureIndex = trackable.getName().equalsIgnoreCase("b11_013") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("b11_014") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("b11_015") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("berkaer_003") ? 3 : textureIndex;
        textureIndex = trackable.getName().equalsIgnoreCase("p_013") ? 3 : textureIndex;
      }

      // deal with the modelview and projection matrices
      float[] modelViewProjection = new float[16];

      boolean partA =
          trackable.getName().equalsIgnoreCase("cat")
              || trackable.getName().equalsIgnoreCase("city")
              || trackable.getName().equalsIgnoreCase("tree");

      if (!mActivity.isExtendedTrackingActive()) {
        if (partA) {
          Matrix.translateM(modelViewMatrix, 0, 0.0f, 0.0f, OBJECT_SCALE_FLOAT);
          Matrix.scaleM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
        } else {
          Matrix.translateM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
          Matrix.scaleM(
              modelViewMatrix, 0, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT, OBJECT_SCALE_FLOAT);
        }

      } else {
        Matrix.rotateM(modelViewMatrix, 0, 90.0f, 1.0f, 0, 0);
        Matrix.scaleM(modelViewMatrix, 0, kBuildingScale, kBuildingScale, kBuildingScale);
      }

      Matrix.multiplyMM(
          modelViewProjection,
          0,
          vuforiaAppSession.getProjectionMatrix().getData(),
          0,
          modelViewMatrix,
          0);

      // activate the shader program and bind the vertex/normal/tex coords
      GLES20.glUseProgram(shaderProgramID);

      if (!mActivity.isExtendedTrackingActive()) {

        if (partA) {
          GLES20.glVertexAttribPointer(
              vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mTeapot.getVertices());
          GLES20.glVertexAttribPointer(
              normalHandle, 3, GLES20.GL_FLOAT, false, 0, mTeapot.getNormals());
          GLES20.glVertexAttribPointer(
              textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTeapot.getTexCoords());
        } else {

          Log.d("Object", "Name:" + trackable.getName());
          // To replace the Teapot for a plane Image

          GLES20.glVertexAttribPointer(
              vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mTextPlane.getVertices());
          GLES20.glVertexAttribPointer(
              normalHandle, 3, GLES20.GL_FLOAT, false, 0, mTextPlane.getNormals());
          GLES20.glVertexAttribPointer(
              textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mTextPlane.getTexCoords());
        }

        GLES20.glEnableVertexAttribArray(vertexHandle);
        GLES20.glEnableVertexAttribArray(normalHandle);
        GLES20.glEnableVertexAttribArray(textureCoordHandle);

        // activate texture 0, bind it, and pass to shader
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures.get(textureIndex).mTextureID[0]);

        GLES20.glUniform1i(texSampler2DHandle, 0);

        // pass the model view matrix to the shader
        GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, modelViewProjection, 0);

        if (partA) {
          // Finally draw the teapot
          GLES20.glDrawElements(
              GLES20.GL_TRIANGLES,
              mTeapot.getNumObjectIndex(),
              GLES20.GL_UNSIGNED_SHORT,
              mTeapot.getIndices());

        } else {
          // Draw the plane text
          GLES20.glDrawElements(
              GLES20.GL_TRIANGLES,
              mTextPlane.getNumObjectIndex(),
              GLES20.GL_UNSIGNED_SHORT,
              mTextPlane.getIndices());
        }

        // disable the enabled arrays
        GLES20.glDisableVertexAttribArray(vertexHandle);
        GLES20.glDisableVertexAttribArray(normalHandle);
        GLES20.glDisableVertexAttribArray(textureCoordHandle);
      } else {
        GLES20.glDisable(GLES20.GL_CULL_FACE);
        GLES20.glVertexAttribPointer(
            vertexHandle, 3, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getVertices());
        GLES20.glVertexAttribPointer(
            normalHandle, 3, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getNormals());
        GLES20.glVertexAttribPointer(
            textureCoordHandle, 2, GLES20.GL_FLOAT, false, 0, mBuildingsModel.getTexCoords());

        GLES20.glEnableVertexAttribArray(vertexHandle);
        GLES20.glEnableVertexAttribArray(normalHandle);
        GLES20.glEnableVertexAttribArray(textureCoordHandle);

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextures.get(3).mTextureID[0]);
        GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, modelViewProjection, 0);
        GLES20.glUniform1i(texSampler2DHandle, 0);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, mBuildingsModel.getNumObjectVertex());

        SampleUtils.checkGLError("Renderer DrawBuildings");
      }

      SampleUtils.checkGLError("Render Frame");
    }

    GLES20.glDisable(GLES20.GL_DEPTH_TEST);

    mRenderer.end();
  }
  /** Initialization function */
  public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
    // initialize shaders
    try {
      _shaders[GOURAUD_SHADER] =
          new Shader(
              vShaders[GOURAUD_SHADER], fShaders[GOURAUD_SHADER], mContext, false, 0); // gouraud
      _shaders[PHONG_SHADER] =
          new Shader(vShaders[PHONG_SHADER], fShaders[PHONG_SHADER], mContext, false, 0); // phong
      _shaders[NORMALMAP_SHADER] =
          new Shader(
              vShaders[NORMALMAP_SHADER],
              fShaders[NORMALMAP_SHADER],
              mContext,
              false,
              0); // normal map
    } catch (Exception e) {
      Log.d("SHADER 0 SETUP", e.getLocalizedMessage());
    }

    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClearDepthf(1.0f);
    GLES20.glDepthFunc(GLES20.GL_LEQUAL);
    GLES20.glDepthMask(true);

    // cull backface
    GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glCullFace(GLES20.GL_BACK);

    // light variables
    float[] lightP = {30.0f, 0.0f, 10.0f, 1};
    this.lightPos = lightP;

    float[] lightC = {0.5f, 0.5f, 0.5f};
    this.lightColor = lightC;

    // material properties
    float[] mA = {0.45f, 0.45f, 0.45f, 1.0f};
    matAmbient = mA;

    float[] mD = {0.6f, 0.6f, 0.6f, 1.0f};
    matDiffuse = mD;

    float[] mS = {0.9f, 0.9f, 0.9f, 1.0f};
    matSpecular = mS;

    matShininess = 5.0f;

    // setup textures for all objects
    for (int i = 0; i < _objects.length; i++) setupTextures(_objects[i]);

    // set the view matrix

    Matrix.setLookAtM(
        mVMatrix, 0, eyePos[0], eyePos[1], eyePos[2], 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    /*Matrix.setLookAtM(
    rm,
    rmOffset,
    eyeX, eyeY, eyeZ,
    centerX, centerY, centerZ,
    upX, upY, upZ)*/
  }
Ejemplo n.º 8
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 @Override
 public void cullFace(final int c) {
   checkOpenGLThread();
   GLES20.glCullFace(c);
 }