コード例 #1
0
  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();
  }
コード例 #2
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ファイル: MatrixState.java プロジェクト: tigline/mainface
 // 设置正交投影参数
 public static void setProjectOrtho(
     float left, // near面的left
     float right, // near面的right
     float bottom, // near面的bottom
     float top, // near面的top
     float near, // near面距离
     float far // far面距离
     ) {
   Matrix.orthoM(mProjMatrix, 0, left, right, bottom, top, near, far);
 }
コード例 #3
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 public void setZoomLevel(float zoomLevel) {
   Matrix.orthoM(
       mProjectionMatrix,
       0,
       -1.0f / zoomLevel,
       1.0f / zoomLevel,
       -1.0f / zoomLevel,
       1.0f / zoomLevel,
       1.0f,
       10.0f);
 }
コード例 #4
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  private void __setup_matrices() {
    // Set up our projection matrix to ortho, so that left top is 0,0
    Matrix.orthoM(
        m_projection_matrix,
        0, // Matrix and offset
        0, // Left
        FULLSCREEN_VIRTUAL_RESOLUTION_WIDTH, // Right
        FULLSCREEN_VIRTUAL_RESOLUTION_HEIGHT, // Bottom
        0, // Top
        -1, // Near
        1 // Far
        );

    // Set the rest up to be identity
    Matrix.setIdentityM(m_view_matrix, 0);

    m_default_shader.set_projection_matrix(m_projection_matrix);
    m_default_shader.set_view_matrix(m_view_matrix);
  }
コード例 #5
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 /**
  * Fine settings used to set the light view and projection matrixes. This method is very important
  * as it allows to improve greatly quality without CPU additional charge. Try to set zFar and
  * zNear as best as you can. A good practice is to bind a camera instance to each node instance
  * used as root node for shadow map generation.
  *
  * @param cameraNodeInstance The node owning the camera
  * @param cameraIndex The indew of the camera in the node instance
  */
 @SuppressLint("NewApi")
 public void setCamera(final Node cameraNodeInstance, final int cameraIndex) {
   // android.util.Log.d(TAG,"setCamera("+cameraNodeInstance.id+","+cameraIndex+")");
   if (cameraNodeInstance.cameraInstances[cameraIndex].type == Camera.ORTHOGRAPHIC) {
     Matrix.orthoM(
         lightMvpCache,
         16,
         -cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.XMAG],
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.XMAG],
         -cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.YMAG],
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.YMAG],
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.ZNEAR],
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.ZFAR]);
   } else {
     MatrixUtils.perspectiveM(
         this.lightMvpCache,
         16,
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.YFOV],
         1,
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.ZNEAR],
         cameraNodeInstance.cameraInstances[cameraIndex].settings[Camera.ZFAR]);
   }
 }
コード例 #6
0
ファイル: Grid.java プロジェクト: gnawadawa/sunlight
  @Override
  public void onSurfaceCreated(GL10 unused, EGLConfig config) {
    ShaderManager.getSingletonObject().unloadAll();
    ShaderManager.getSingletonObject().cleanUp();

    TextureManager.getSingletonObject().unloadAll();
    TextureManager.getSingletonObject().cleanUp();

    loadResources();

    if (phenixLineProgram != null) {
      phenixLineProgram.load();
    }

    ShaderManager.getSingletonObject().unloadAllShaders();

    renderTextures = new RenderTexture[2];
    frameBuffers = new FrameBuffer[2];

    setupFrameBuffer(unused);

    Matrix.setLookAtM(V_matrix, 0, 0, 0, 1.0f, 0f, 0f, 0f, 0f, -1.0f, 0.0f);
    Matrix.orthoM(Q_matrix, 0, 0, 1, 0, 1, -1, 1);
  }
コード例 #7
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ファイル: CameraGL.java プロジェクト: garlicPasta/dotViewer
 public void updateRation(float ratio) {
   Matrix.orthoM(projectionMatrix, 0, -ratio, ratio, -1, 1, 1, 140);
 }
コード例 #8
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ファイル: CameraGL.java プロジェクト: garlicPasta/dotViewer
 public CameraGL(float ratio) {
   super();
   Matrix.orthoM(projectionMatrix, 0, -ratio, ratio, -1, 1, 1, 140);
 }
コード例 #9
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  /* (non-Javadoc)
   * @see fr.kesk.gl.shader.GlShader#compile()
   */
  @Override
  public void compile() {
    // android.util.Log.d(TAG,"initialize()");
    // Build program if needed
    if (this.program == null) {
      InputStream vertIn = null;
      InputStream fragIn = null;
      try {
        vertIn = this.getVertexShaderInputStream();
        fragIn = this.getFragmentShaderInputStream();
        this.program = new GlProgram(vertIn, fragIn);
        this.program.start();

        // Context
        this.u_lightMvpMatrixMat4Handle = this.program.getUniformHandle("u_mvpMatrixMat4");
        // Attributes
        this.a_PositionVec4Handle = this.program.getAttributeHandle("a_PositionVec4");

      } finally {
        if (vertIn != null) {
          try {
            vertIn.close();
          } catch (IOException ioe) {
          }
        }
        if (fragIn != null) {
          try {
            fragIn.close();
          } catch (IOException ioe) {
          }
        }
      }
    }

    if (this.shadowTextures == null) {
      this.shadowTextures = new GlTextureSet();
    }

    if (this.currentShadowMap == null) {
      this.newShadowMap();
    }

    // Create FBO or reinitialize
    if (this.fbo == null) {
      this.fbo = new GlFrameBufferObject();

      // Build shadow map
      this.fbo.attach(this.currentShadowMap, Attachment.TYPE_COLOR);
      this.fbo.attach(
          new GlRenderBufferObject(GLES20.GL_DEPTH_COMPONENT16, this.quality, this.quality),
          Attachment.TYPE_DEPTH);

      if (this.fbo.getStatus() != GlFrameBufferObject.STATUS_COMPLETE) {
        throw new GLException(0, "Failed to initialize FBO (status " + this.fbo.getStatus() + ")");
      }
    }

    // Setup a default camera
    Matrix.orthoM(lightMvpCache, 16, -10, 10, -10, 10, 0.1f, 100f);

    // Default Light
    this.lightType = Light.DIRECTIONAL;
    this.lightModel[0] = this.lightModel[1] = this.lightModel[2] = 10f;
    this.lightModel[3] = 1f;
    this.lightModel[4] = this.lightModel[5] = this.lightModel[7] = 0f;
    this.lightModel[6] = -1f;
  }
コード例 #10
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 public void setProjectionMatrix(int width, int height) {
   float aspect = (float) width / (float) height;
   Matrix.orthoM(mProjMatrix, 0, -aspect, aspect, -1, 1, getNearPlane(), getFarPlane());
   mProjMatrix[15] = mZoom;
 }
コード例 #11
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ファイル: MatrixStack.java プロジェクト: hajunho/Gallery3D
 public void glOrthof(float left, float right, float bottom, float top, float near, float far) {
   Matrix.orthoM(mMatrix, mTop, left, right, bottom, top, near, far);
 }
コード例 #12
0
ファイル: BlurRenderer.java プロジェクト: mychoices/MissView
    private void recomputeTransformMatrices() {
      float screenToBitmapAspectRatio = mAspectRatio / mBitmapAspectRatio;

      // Ensure the bitmap is wider than the screen relatively by applying zoom
      // if necessary. Vary width but keep height the same.
      float zoom = Math.max(1f, 1.15f * screenToBitmapAspectRatio);

      // Total scale factors in both zoom and scale due to aspect ratio.
      float totalScale = zoom / screenToBitmapAspectRatio;

      mCurrentViewport.left =
          MathUtil.interpolate(
              -1f
                  * Math.min(
                      1f,
                      screenToBitmapAspectRatio), // remove screenToBitmapAspectRatio to unconstrain
                                                  // panning amount
              1f * Math.min(1f, screenToBitmapAspectRatio),
              mNormalOffsetX * (totalScale - 1) / totalScale);
      mCurrentViewport.right = mCurrentViewport.left + 2f / totalScale;
      mCurrentViewport.bottom = -1f / zoom;
      mCurrentViewport.top = 1f / zoom;

      float focusAmount = (mBlurKeyframes - mBlurAnimator.currentValue()) / mBlurKeyframes;
      if (mBlurRelatedToArtDetailMode && focusAmount > 0) {
        RectF artDetailViewport = ArtDetailViewport.getInstance().getViewport(mId);
        if (artDetailViewport.width() == 0 || artDetailViewport.height() == 0) {
          if (!mDemoMode && !mPreview) {
            // reset art detail viewport
            ArtDetailViewport.getInstance()
                .setViewport(
                    mId,
                    MathUtil.uninterpolate(-1, 1, mCurrentViewport.left),
                    MathUtil.uninterpolate(1, -1, mCurrentViewport.top),
                    MathUtil.uninterpolate(-1, 1, mCurrentViewport.right),
                    MathUtil.uninterpolate(1, -1, mCurrentViewport.bottom),
                    false);
          }
        } else {
          // interpolate
          mCurrentViewport.left =
              MathUtil.interpolate(
                  mCurrentViewport.left,
                  MathUtil.interpolate(-1, 1, artDetailViewport.left),
                  focusAmount);
          mCurrentViewport.top =
              MathUtil.interpolate(
                  mCurrentViewport.top,
                  MathUtil.interpolate(1, -1, artDetailViewport.top),
                  focusAmount);
          mCurrentViewport.right =
              MathUtil.interpolate(
                  mCurrentViewport.right,
                  MathUtil.interpolate(-1, 1, artDetailViewport.right),
                  focusAmount);
          mCurrentViewport.bottom =
              MathUtil.interpolate(
                  mCurrentViewport.bottom,
                  MathUtil.interpolate(1, -1, artDetailViewport.bottom),
                  focusAmount);
        }
      }

      Matrix.orthoM(
          mPMatrix,
          0,
          mCurrentViewport.left,
          mCurrentViewport.right,
          mCurrentViewport.bottom,
          mCurrentViewport.top,
          1,
          10);
    }