@Override
  public void onDrawEye(Eye eye) {
    if (resetCameraFlag) {
      float[] invertedEye = new float[16];
      Matrix.invertM(invertedEye, 0, eye.getEyeView(), 0);
      setUpCamera();
      Matrix.multiplyMM(mCameraMatrix, 0, invertedEye, 0, mCameraMatrix, 0);
      resetCameraFlag = false;
    }
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if (lockCameraFlag) {
      mViewMatrix = mCameraMatrix.clone();
    } else {
      Matrix.multiplyMM(mViewMatrix, 0, eye.getEyeView(), 0, mCameraMatrix, 0);
    }

    Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
    Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);

    mProjectionMatrix = eye.getPerspective(Z_NEAR, Z_FAR);

    GLES20.glUseProgram(mProgramHandle);
    currentContent.draw(eye);

    if (drawRedPoint) {
      drawTargetingPoint();
    }
    Util.checkGLError("Error Draw Eye");
  }
  /**
   * Rendering of a single frame. Here we update and render the detected trackable list.
   *
   * @param gl Unused context.
   */
  @Override
  public void onDrawFrame(GL10 gl) {
    if (MainInterface.DEBUG_FRAME_LOGGING) log.pushTimer(this, "opengl frame");

    // Clear:
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

    // If new markerlist, get:
    if (mainInterface.getListUpdateStatus()) {
      this.toRender = mainInterface.getList();
      if (toRender == null) {
        log.log(TAG, "Error getting list!");
        toRender = new ArrayList<Trackable>();
      } else log.debug(TAG, "Updated list – found " + this.toRender.size() + " " + "trackables.");
    }
    // ------------------------ RENDER ------------------------
    if (!toRender.isEmpty()) {
      for (Trackable trackable : toRender) {
        // Reset model matrix to identity
        Matrix.setIdentityM(mModelMatrix, 0);
        Matrix.multiplyMM(mModelMatrix, 0, trackable.getTRANSLATION(), 0, mModelMatrix, 0);
        drawObject(trackable.getFloatbuffer());
      }
    }
    if (MainInterface.DEBUG_FRAME_LOGGING) {
      log.debug(TAG, "OpenGL rendered frame in " + log.popTimer(this).time + "ms.");
    }
  }
Exemple #3
0
    //		public int compareTo(Object objB)
    //		{
    //			glMultiLines b = (glMultiLines) objB;
    //			if (fit > b.fit) return 1;
    //			else if (fit < b.fit) return -1;
    //			else return 0;
    //		}
    public void update(glVector tr, glVector sc) {

      Matrix.setIdentityM(t, 0);
      Matrix.setIdentityM(s, 0);
      glBase.translate(t, tr.x, tr.y, tr.z);
      Matrix.scaleM(s, 0, sc.x, sc.y, sc.z);
    }
  public void setSize(int width, int height) {
    Utils.assertTrue(width >= 0 && height >= 0);

    if (mTargetTexture == null) {
      mScreenWidth = width;
      mScreenHeight = height;
    }
    mAlpha = 1.0f;

    GL11 gl = mGL;
    gl.glViewport(0, 0, width, height);
    gl.glMatrixMode(GL11.GL_PROJECTION);
    gl.glLoadIdentity();
    GLU.gluOrtho2D(gl, 0, width, 0, height);

    gl.glMatrixMode(GL11.GL_MODELVIEW);
    gl.glLoadIdentity();

    float matrix[] = mMatrixValues;
    Matrix.setIdentityM(matrix, 0);
    // to match the graphic coordinate system in android, we flip it vertically.
    if (mTargetTexture == null) {
      Matrix.translateM(matrix, 0, 0, height, 0);
      Matrix.scaleM(matrix, 0, 1, -1, 1);
    }
  }
Exemple #5
0
 @Override
 public void draw(SchminceRenderer renderer, SBlock block) {
   float[] vpMatrix = renderer.getVPMatrix();
   Matrix.translateM(vpMatrix, 0, block.X, block.Y, 0);
   Matrix.scaleM(vpMatrix, 0, 0.5f, 0.5f, 1f);
   renderer.getGlib().getDrawer(itemType).draw(vpMatrix);
 }
  public void onDrawFrame(GL10 gl) {
    // Redraw background color
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

    Log.i("MyGLRenderer", "MyGLRenderer : onDrawFrame() - Starting to set camera position");

    float[] mViewMatrix = new float[16];
    // Set the camera position (View matrix)
    Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

    float[] mMVPMatrix = new float[16];
    // Calculate the projection and view transformation
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

    Log.i("MyGLRenderer", "MyGLRenderer : onDrawFrame() - Drawing ClientSide");

    float[] scratch = new float[16];

    // Create a rotation transformation for the triangle
    long time = SystemClock.uptimeMillis() % 4000L;
    float angle = 0.090f * ((int) time);
    Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, -1.0f);

    // Combine the rotation matrix with the projection and camera view
    // Note that the mMVPMatrix factor *must be first* in order
    // for the matrix multiplication product to be correct.
    Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);

    // Draw triangle
    mTriangle.draw_ClientSide(scratch);
  }
  /**
   * Method for painting any given object. Data must be 7 floats per face – we render one triangle
   * consisting of 3 vertices with each vertice having an rgba color float value.
   *
   * @param data The vertice data containing coordinates and colors to draw.
   */
  private void drawObject(final FloatBuffer data) {

    // Pass in the position information
    data.position(mPositionOffset);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, mStrideBytes, data);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    data.position(mColorOffset);
    GLES20.glVertexAttribPointer(
        mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, mStrideBytes, data);

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    // The (1+data.capacity() / 8) tells us how many vertices we need to
    // draw
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, (1 + data.capacity() / 8));
  }
Exemple #8
0
  public void drawAll(Camera cam) {
    float[] rotationMatrix = new float[16];
    boolean typeSwitchDirty = false;

    OrderUnit[] renderOrder = buildCompleteDrawOrder(cam.getPos());

    Matrix.setIdentityM(rotationMatrix, 0);
    Matrix.rotateM(rotationMatrix, 0, -angle, 0.0f, 1.0f, 0.0f);

    for (int i = 0; i < renderOrder.length; i++) {
      if (renderOrder[i].getType() == OrderUnit.ORDERUNITTYPE.Node) {
        if (!typeSwitchDirty) {
          mConnectionsBatch.endBatch();
          mDottedBatch.endBatch();
        }

        drawOneNode(renderOrder[i].getId(), rotationMatrix, cam);
        typeSwitchDirty = true;
      } else {
        if (typeSwitchDirty) {
          mConnectionsBatch.beginBatch(cam, modelMatrix);
          mDottedBatch.beginBatch(cam, modelMatrix);
          typeSwitchDirty = false;
        }

        Line3D currentLine = connections[renderOrder[i].getId()].getLine();
        if (currentLine.isDotted()) mDottedBatch.batchElement(currentLine);
        else mConnectionsBatch.batchElement(currentLine);
      }
    }
  }
  public void onSurfaceChanged(GL10 unused, int width, int height) {
    GLES20.glViewport(0, 0, width, height);

    ratio = (float) width / height;

    // this projection matrix is applied to object coodinates
    // in the onDrawFrame() method
    Matrix.orthoM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);

    muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
    Matrix.setLookAtM(mVMatrix, 0, 0, 0, 3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

    engine.initGL();

    GLES20.glUseProgram(mProgram);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

    GLES20.glUniform1i(mSampleHandle, 0);
    GLES20.glUniform1f(mOpacityHandle, 1f);

    GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, quadCoordsBuf);
    GLES20.glEnableVertexAttribArray(maPositionHandle);
    GLES20.glVertexAttribPointer(maTexCoordsHandle, 2, GLES20.GL_FLOAT, false, 8, quadTexCoordsBuf);
    GLES20.glEnableVertexAttribArray(maTexCoordsHandle);

    initTextures();
  }
Exemple #10
0
  @Override
  public void onDrawFrame(GL10 gl) {
    // TODO Auto-generated method stub
    // Draw background color
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
    // Draw triangle
    mTriangle.draw();

    // 设置相机的位置(视口矩阵)
    // Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

    // 计算投影和视口变换
    // Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);

    // 绘制形状
    // mTriangle.draw(mMVPMatrix);

    // Create a rotation for the triangle
    // long time = SystemClock.uptimeMillis() % 4000L;
    // float angle = 0.090f * ((int) time);
    Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);

    // 把旋转矩阵合并到投影和相机矩阵
    Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);

    // 画三角形
    mTriangle.draw(mMVPMatrix);
  }
  @Override
  public void onSurfaceChanged(GL10 glUnused, int width, int height) {
    GLES20.glViewport(0, 0, width, height);
    ratio = (float) width / height;

    Matrix.perspectiveM(
        mProjectionMatrix,
        0,
        FOV / (float) Math.PI * 180.0f,
        ratio,
        len / LEN_RANGE,
        len * LEN_RANGE);
    Matrix.setLookAtM(
        mViewMatrix,
        0,
        matCam[0] * len,
        matCam[1] * len,
        matCam[2] * len,
        0.0f,
        0.0f,
        0.0f,
        0.0f,
        0.0f,
        1.0f);

    float[] lightPos = {len, len, 0};
    GLES20.glUniform3fv(mLightPosHandle, 1, lightPos, 0);
  }
  public void drawSphere(final FloatBuffer aSphereBuffer) {
    aSphereBuffer.position(mPositionOffset);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, aSphereBuffer);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    //        aTriangleBuffer.position(mColorOffset);
    //        GLES20.glVertexAttribPointer(mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false,
    //        		mStrideBytes, aTriangleBuffer);
    //
    //        GLES20.glEnableVertexAttribArray(mColorHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, sphereTriangles * 3);
  }
  @Override
  public void onDrawFrame(GL10 unused) {

    GLES20.glClearColor(0f, 0f, 0f, 0f);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    if (mShaderCompilerSupport[0] == false) {
      return;
    }

    GLES20.glDisable(GLES20.GL_DEPTH_TEST);
    GLES20.glEnable(GLES20.GL_BLEND);
    GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);

    float angle = (SystemClock.uptimeMillis() % 5000) / 5000f * 360;
    Matrix.setRotateM(mMatrixModel, 0, angle, 1, 2, 0);

    Matrix.multiplyMM(mMatrixModelViewProjection, 0, mMatrixView, 0, mMatrixModel, 0);
    Matrix.multiplyMM(
        mMatrixModelViewProjection, 0, mMatrixProjection, 0, mMatrixModelViewProjection, 0);

    mShaderSpline.useProgram();

    GLES20.glUniformMatrix4fv(
        mShaderSpline.getHandle("uModelViewProjectionM"), 1, false, mMatrixModelViewProjection, 0);

    GLES20.glVertexAttribPointer(
        mShaderSpline.getHandle("aPosition"), 2, GLES20.GL_FLOAT, false, 0, mBufferSpline);
    GLES20.glEnableVertexAttribArray(mShaderSpline.getHandle("aPosition"));

    for (float[] ctrl : mSplines) {
      GLES20.glUniform3fv(mShaderSpline.getHandle("uCtrl"), 4, ctrl, 0);
      GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, COUNT_VERTICES);
    }
  }
  @Override
  public void onDrawFrame(GL10 glUnused) {
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

    // Do a complete rotation every 10 seconds.
    long time = SystemClock.uptimeMillis() % 10000L;
    float angleInDegrees = (360.0f / 10000.0f) * ((int) time);

    //        Matrix.setIdentityM(mModelMatrix, 0);
    //        Matrix.translateM(mModelMatrix, 0, 0.0f, -1.0f, -50.0f);
    //        Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
    //        drawSphere(mSpherePositions);
    DrawFrame(glUnused);

    //        tdmodel.draw(glUnused);

    // Draw the triangle facing straight on.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
    drawTriangle(mTriangle1Vertices);

    // Draw one translated a bit down and rotated to be flat on the ground.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.0f, -1.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, 90.0f, 1.0f, 0.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
    drawTriangle(mTriangle2Vertices);

    // Draw one translated a bit to the right and rotated to be facing to the left.
    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 1.0f, 0.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, 90.0f, 0.0f, 1.0f, 0.0f);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 0.0f, 0.0f, 1.0f);
    drawTriangle(mTriangle3Vertices);
  }
 public void rotate(float angle, float x, float y, float z) {
   if (angle == 0) return;
   float[] temp = mTempMatrix;
   Matrix.setRotateM(temp, 0, angle, x, y, z);
   Matrix.multiplyMM(temp, 16, mMatrixValues, 0, temp, 0);
   System.arraycopy(temp, 16, mMatrixValues, 0, 16);
 }
 public Vector3 getDirection() {
   Matrix.setIdentityM(matrix, 0);
   Matrix.rotateM(matrix, 0, yaw, 0, 1, 0);
   Matrix.rotateM(matrix, 0, pitch, 1, 0, 0);
   Matrix.multiplyMV(outVex, 0, matrix, 0, inVex, 0);
   direction.set(outVex[0], outVex[1], outVex[2]);
   return direction;
 }
 @Override
 public void onSurfaceChanged(GL10 unused, int width, int height) {
   float aspect = (float) width / height;
   Matrix.perspectiveM(mMatrixProjection, 0, 60f, aspect, .1f, 10f);
   Matrix.setLookAtM(mMatrixView, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0);
   Matrix.multiplyMM(mMatrixModelViewProjection, 0, mMatrixProjection, 0, mMatrixView, 0);
   mLastRenderTime = -1;
 }
Exemple #18
0
  @Override
  public void draw(
      float[] mMVPMatrix, float[] mRotationMatrix, float[] mvMatrix, float[] mProjMatrix) {
    if (visible && canvasSurfaceCreated()) {

      if (!initialized) {
        if (!initObject()) {
          return;
        }
      }

      // Add program to OpenGL environment
      GLES20.glUseProgram(programHandle);

      GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

      GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureDataHandle);

      GLES20.glUniform1i(textureUniformHandle, 0);

      // Enable a handle to the triangle vertices
      // Prepare the triangle coordinate data
      vBuffer.position(0);
      GLES20.glVertexAttribPointer(
          positionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vBuffer);
      GLES20.glEnableVertexAttribArray(positionHandle);

      // Pass in the texture coordinate information
      textureBuffer.position(0);
      GLES20.glVertexAttribPointer(
          textureCoordinateHandle,
          COORDS_PER_TEXTURE,
          GLES20.GL_FLOAT,
          false,
          (COORDS_PER_TEXTURE * 4),
          textureBuffer);
      GLES20.glEnableVertexAttribArray(textureCoordinateHandle);

      Matrix.multiplyMM(mMVPMatrix, 0, mvMatrix, 0, mModelMatrix, 0);

      // Apply the projection and view transformation
      GLES20.glUniformMatrix4fv(mModelMatrixHandle, 1, false, mMVPMatrix, 0);
      GLES20Renderer.checkGLError("glUniformMatrix4fv");

      Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

      GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
      GLES20Renderer.checkGLError("glUniformMatrix4fv");

      // Draw the square
      GLES20.glDrawElements(
          GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawBuffer);

      // Disable vertex array
      // GLES20.glDisableVertexAttribArray(positionHandle);
    }
  }
  /** Draws a cube. */
  private void drawCube() {
    // Pass in the position information
    mCubePositions.position(0);
    GLES20.glVertexAttribPointer(
        mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false, 0, mCubePositions);

    GLES20.glEnableVertexAttribArray(mPositionHandle);

    // Pass in the color information
    mCubeColors.position(0);
    GLES20.glVertexAttribPointer(
        mColorHandle, mColorDataSize, GLES20.GL_FLOAT, false, 0, mCubeColors);

    GLES20.glEnableVertexAttribArray(mColorHandle);

    // Pass in the normal information
    mCubeNormals.position(0);
    GLES20.glVertexAttribPointer(
        mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false, 0, mCubeNormals);

    GLES20.glEnableVertexAttribArray(mNormalHandle);

    // Pass in the texture coordinate information
    mCubeTextureCoordinates.position(0);
    GLES20.glVertexAttribPointer(
        mTextureCoordinateHandle,
        mTextureCoordinateDataSize,
        GLES20.GL_FLOAT,
        false,
        0,
        mCubeTextureCoordinates);

    GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

    // This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
    // (which currently contains model * view).
    Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);

    // Pass in the modelview matrix.
    GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);

    // This multiplies the modelview matrix by the projection matrix, and stores the result in the
    // MVP matrix
    // (which now contains model * view * projection).
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);

    // Pass in the combined matrix.
    GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);

    // Pass in the light position in eye space.
    GLES20.glUniform3f(
        mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);

    // Draw the cube.
    GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
  }
Exemple #20
0
  public void draw(float[] vpMatrix, GLCubeShader shader) {
    float[] mvpMatrix = new float[16];

    float[] moduleMatrix = new float[16];
    Matrix.setIdentityM(moduleMatrix, 0);
    Matrix.translateM(moduleMatrix, 0, mCenter[0], mCenter[1], mCenter[2]);
    Matrix.multiplyMM(mvpMatrix, 0, vpMatrix, 0, moduleMatrix, 0);

    shader.draw(mvpMatrix, mColor);
  }
Exemple #21
0
  protected void applyTransforms() {
    Matrix.setIdentityM(mWorldMatrix, 0);
    Matrix.translateM(mWorldMatrix, 0, mTransDir.getX(), mTransDir.getY(), mTransDir.getZ());
    if (mRotAxes != null) {
      Matrix.rotateM(mWorldMatrix, 0, mRotAngle, mRotAxes.getX(), mRotAxes.getY(), mRotAxes.getZ());
    }
    Matrix.scaleM(mWorldMatrix, 0, mScaleFac.getX(), mScaleFac.getY(), mScaleFac.getZ());

    mDirty = false;
  }
Exemple #22
0
  public void drawNodesBatched(Camera cam) {
    int cur;
    TextureRegion texRgn = new TextureRegion();
    float[] color;
    float[] spriteMatrix = new float[16];
    float[] rotationMatrix = new float[16];
    float[] convMatrix = new float[16];

    Matrix.multiplyMM(
        convMatrix,
        0,
        cam.getViewM(),
        0,
        modelMatrix,
        0); // multiply view matrix by model to calc distances from cam
    NodeOrderUnit[] renderOrder = this.buildDrawOrder(convMatrix);

    Matrix.setIdentityM(rotationMatrix, 0);
    Matrix.rotateM(rotationMatrix, 0, -angle, 0.0f, 1.0f, 0.0f);

    mNodeBatch.beginBatch(cam, rotationMatrix);
    // batch.beginBatch(cam);

    for (int i = 0; i < renderOrder.length; i++) {

      cur = renderOrder[i].getId();

      /*if (nodes[cur].isSelected()) color = new float[] {0.1f, 0.1f, 0.7f, 1.0f};
      else color = new float[] {1.0f, 1.0f, 1.0f, 1.0f};*/
      switch (nodes[cur].getState()) {
        case CORRECT:
          color = new float[] {0.0f, 0.8f, 0.0f, 1.0f};
          break;
        case WRONG:
          color = new float[] {0.8f, 0.0f, 0.0f, 1.0f};
          break;
        case OPEN:
          color = new float[] {1.0f, 1.0f, 1.0f, 1.0f};
          break;
        default: // when IDLE
          color = new float[] {0.7f, 0.7f, 0.7f, 1.0f};
          break;
      }

      Matrix.setIdentityM(spriteMatrix, 0);
      Matrix.translateM(
          spriteMatrix, 0, modelMatrix, 0, nodes[cur].posX, nodes[cur].posY, nodes[cur].posZ);

      float diam = nodes[cur].getRadius() * 2;

      mNodeBatch.batchElement(diam, diam, color, texRgn, spriteMatrix);
    }

    mNodeBatch.endBatch();
  }
Exemple #23
0
  // XXX Find out whether or not using Matrix operations is better than a home-grown solution.
  // Perhaps run a test to see how long matrix ops really take.
  // TODO: Try to multiply multiple points in one M x V operation in Primitive.
  // This function belongs in Element, not Point.
  // XXX This rotates about the origin.
  public Float3 rotate(float a, float x, float y, float z) {

    float[] v = new float[] {this.x, this.y, this.z, 1};

    float[] m = new float[16];
    Matrix.setIdentityM(m, 0);
    Matrix.rotateM(m, 0, a, x, y, z);
    Matrix.multiplyMV(v, 0, m, 0, v, 0);

    return new Float3(v[0], v[1], v[2]);
  }
  @Override
  public void onDrawFrame(GL10 gl) {
    super.onDrawFrame(gl);
    // GL Draw code onwards
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    // Do a complete rotation every 10 seconds.
    long time = SystemClock.uptimeMillis() % 10000L;
    float angleInDegrees = (360.0f / 10000.0f) * ((int) time);

    // Set our per-vertex lighting program.
    GLES20.glUseProgram(mProgramHandle);

    // Set program handles for cube drawing.
    mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");
    mMVMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVMatrix");
    mLightPosHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_LightPos");
    mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture");
    mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");
    mColorHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Color");
    mNormalHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Normal");
    mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_TexCoordinate");

    GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, getGLSurfaceTexture());
    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    GLES20.glUniform1i(mTextureUniformHandle, 0);

    //        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);
    //        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, glSurfaceTex);
    //        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

    //        // Set the active texture unit to texture unit 0.
    //        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    //
    //        // Bind the texture to this unit.
    //        GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, glSurfaceTex);

    // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit
    // 0.
    //        GLES20.glUniform1i(mTextureUniformHandle, 0);

    // Calculate position of the light. Rotate and then push into the distance.
    Matrix.setIdentityM(mLightModelMatrix, 0);
    Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -4.0f);
    Matrix.rotateM(mLightModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
    Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 2.0f);

    Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
    Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);

    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -3.3f);
    Matrix.rotateM(mModelMatrix, 0, angleInDegrees, 1.0f, 1.0f, 0.0f);
    drawCube();

    // Draw a point to indicate the light.
    GLES20.glUseProgram(mPointProgramHandle);
    drawLight();
  }
  @Override
  public void onDrawEye(Eye eyeTransform) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    checkGLError("colorParam");

    GLES20.glUseProgram(mProgram);
    GLES20.glDrawElements(
        GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

    checkGLError("befor activeTex");
    GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
    checkGLError("after activeTex");
    GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);
    checkGLError("bind Text");

    checkGLError("mPostionHandle");
    mPositionHandle = GLES20.glGetAttribLocation(mProgram, "position");
    GLES20.glEnableVertexAttribArray(mPositionHandle);
    GLES20.glVertexAttribPointer(
        mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);

    checkGLError("mTexture Handle");
    mTextureCoordHandle = GLES20.glGetAttribLocation(mProgram, "inputTextureCoordinate");
    GLES20.glEnableVertexAttribArray(mTextureCoordHandle);
    GLES20.glVertexAttribPointer(
        mTextureCoordHandle,
        COORDS_PER_VERTEX,
        GLES20.GL_FLOAT,
        false,
        vertexStride,
        textureVerticesBuffer);
    checkGLError("after mTexture Handle");

    mColorHandle = GLES20.glGetAttribLocation(mProgram, "s_texture");
    checkGLError("mColor Handel");

    GLES20.glDrawElements(
        GLES20.GL_TRIANGLES, drawOrder.length, GLES20.GL_UNSIGNED_SHORT, drawListBuffer);

    checkGLError("Disable");
    GLES20.glDisableVertexAttribArray(mPositionHandle);
    GLES20.glDisableVertexAttribArray(mTextureCoordHandle);

    checkGLError("before Cube 2");
    Matrix.multiplyMM(mView, 0, eyeTransform.getEyeView(), 0, mCamera, 0);
    Matrix.multiplyMV(lightPosInEyeSpace, 0, mView, 0, LIGHT_POS_IN_WORLD_SPACE, 0);

    checkGLError("before Cube");
    float[] perspective = eyeTransform.getPerspective(Z_NEAR, Z_FAR);
    Matrix.multiplyMM(modelView, 0, mView, 0, mModelCube, 0);
    Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0);
    drawCube();
  }
Exemple #26
0
 /**
  * Set the absolute position of this camera
  *
  * @param x x coordinate
  * @param y y coordinate
  * @param z z coordinate
  */
 public void setPosition(float x, float y, float z) {
   synchronized (mViewMatrix) {
     // revert last position
     Matrix.translateM(mViewMatrix, 0, mPosition[0], mPosition[1], mPosition[2]);
     // set new position
     mPosition[0] = x;
     mPosition[1] = y;
     mPosition[2] = z;
     Matrix.translateM(mViewMatrix, 0, -mPosition[0], -mPosition[1], -mPosition[2]);
   }
 }
  @Override
  public void onDrawFrame(GL10 glUnused) {
    GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

    Matrix.setIdentityM(mModelMatrix, 0);
    Matrix.rotateM(mModelMatrix, 0, 90, 1.0f, 0.0f, 0.0f);
    Matrix.multiplyMM(mMVMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
    Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVMatrix, 0);
    mPrism.render(mMVPMatrix, mMVMatrix);
    mCylinder.render(mMVPMatrix, mMVMatrix);
    mSphere.render(mMVPMatrix, mMVMatrix);
  }
  @Override
  public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {

    // Set the background clear color to sky blue
    GLES20.glClearColor(135.0f / 255.0f, 206.0f / 255.0f, 255.0f / 255f, 1.0f);
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    // GLES20.glEnable(GLES20.GL_CULL_FACE);
    GLES20.glEnable(GLES20.GL_TEXTURE_2D);

    // Position the eye behind the origin
    this.mCamera.eye = new Vector3d(0.0f, 0.0f, 0.0f);

    // We are looking toward the distance
    this.mCamera.look = new Vector3d(0f, 0f, 0f);

    // Set our up vector. This is where our head would be pointing were we holding the camera
    this.mCamera.up = new Vector3d(0.0f, 0.0f, 1.0f);

    // 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(
        this.mViewMatrix,
        0,
        this.mCamera.eye.x,
        this.mCamera.eye.y,
        this.mCamera.eye.z,
        this.mCamera.look.x,
        this.mCamera.look.y,
        this.mCamera.look.z,
        this.mCamera.up.x,
        this.mCamera.up.y,
        this.mCamera.up.z);

    Matrix.setIdentityM(mModelMatrix, 0);
    final String vertexShader = getVertexShader();
    final String fragmentShader = getFragmentShader();

    final int vertexShaderHandle = compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
    final int fragmentShaderHandle = compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);

    mPerVertexProgramHandle =
        createAndLinkProgram(
            vertexShaderHandle,
            fragmentShaderHandle,
            new String[] {"a_Position", "a_Color", "a_Normal", "a_TexCoordinate"});

    addTexture(R.drawable.grass_texture_1);
    addTexture(R.drawable.azure_waters);
    addTexture(R.drawable.wood_texture_1);
    addTexture(R.drawable.sky_texture_1);
  }
  protected BaseRenderer(Context context) {
    this.context = context;

    /* *** set default ViewProjection Matrix*** */
    Matrix.setIdentityM(modelMatrix, 0);
    Matrix.translateM(modelMatrix, 0, xP, yP, zP);
    float[] viewMatrix = new float[16];
    float[] projectionMatrix = new float[16];
    MatrixHelper.perspectiveM(projectionMatrix, 45, 1f, 1f, 10f);
    Matrix.setLookAtM(viewMatrix, 0, 0, 0, 3.0f, 0.0f, 0.0f, 0.0f, 0, 1.0f, 0);
    Matrix.multiplyMM(viewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
    setModelViewProjectionMatrix();
  }
  public void camZoom(float exp) {
    len = LEN_DEFAULT * (float) Math.pow(LEN_RANGE, exp);

    Matrix.perspectiveM(
        mProjectionMatrix,
        0,
        FOV / (float) Math.PI * 180.0f,
        ratio,
        len / LEN_RANGE,
        len * LEN_RANGE);
    Matrix.setLookAtM(
        mViewMatrix,
        0,
        matCam[0] * len,
        matCam[1] * len,
        matCam[2] * len,
        0.0f,
        0.0f,
        0.0f,
        0.0f,
        0.0f,
        1.0f);

    float[] lightPos = {len, len, 0};
    GLES20.glUniform3fv(mLightPosHandle, 1, lightPos, 0);
  }