Example usage for android.opengl GLES20 GL_COLOR_BUFFER_BIT

List of usage examples for android.opengl GLES20 GL_COLOR_BUFFER_BIT

Introduction

In this page you can find the example usage for android.opengl GLES20 GL_COLOR_BUFFER_BIT.

Prototype

int GL_COLOR_BUFFER_BIT

To view the source code for android.opengl GLES20 GL_COLOR_BUFFER_BIT.

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Usage

From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java

/**
 * Draws a frame for an eye./* www . j  a va  2s.c o m*/
 *
 * @param eye The eye to render. Includes all required transformations.
 */
@Override
public void onDrawEye(Eye eye) {
    GLES20.glEnable(GLES20.GL_DEPTH_TEST);
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    checkGLError("colorParam");

    // Apply the eye transformation to the camera.
    Matrix.multiplyMM(view, 0, eye.getEyeView(), 0, camera, 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);
    Matrix.multiplyMM(modelView, 0, view, 0, modelCube, 0);
    Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0);
    drawCube();

    float[] mRotationCube = new float[16];
    //Not sure if we can just reuse modelView like this
    Matrix.multiplyMM(modelView, 0, view, 0, modelMiniCube, 0);
    //Matrix.multiplyMM(mRotationCube, 0, view, 0, modelView, 0);

    //Not working 
    //float[] ident = new Matrix(eye.getPerspective(Z_NEAR, Z_FAR));
    //Matrix.setIdentityM(ident, 0); //Cheating so that we have relative hand movement
    //end not working

    Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0);
    //Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, mRotationCube, 0);

    //doesn't work :(
    //Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelMiniCube, 0);

    drawMiniCube();

    // 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);
    drawFloor();
}

From source file:com.tumblr.cardboard.Tumblr3DActivity.java

/**
 * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
 * a parameter./* w  w w .j  ava  2s .  com*/
 *
 * @param eye The transformations to apply to render this eye.
 */
@Override
public void onDrawEye(Eye eye) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position");
    mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal");
    mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color");
    mRectTextureCoordinateParam = GLES20.glGetAttribLocation(mGlProgram, "a_TexCoordinate");

    GLES20.glEnableVertexAttribArray(mPositionParam);
    GLES20.glEnableVertexAttribArray(mNormalParam);
    GLES20.glEnableVertexAttribArray(mColorParam);
    checkGLError("mColorParam");

    // Apply the eye transformation to the camera.
    Matrix.multiplyMM(mView, 0, eye.getEyeView(), 0, mCamera, 0);

    // Set the position of the light
    Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0);
    GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);

    // Set mModelView for the floor, so we draw floor in the correct location
    Matrix.multiplyMM(mModelView, 0, mView, 0, mModelFloor, 0);
    Matrix.multiplyMM(mModelViewProjection, 0, eye.getPerspective(Z_NEAR, Z_FAR), 0, mModelView, 0);
    drawFloor(eye.getPerspective(Z_NEAR, Z_FAR));

    // Build the ModelView and ModelViewProjection matrices
    // for calculating rect position and light.
    for (int i = 0; i < mModelRect.length; i++) {
        Matrix.multiplyMM(mModelView, 0, mView, 0, mModelRect[i], 0);
        Matrix.multiplyMM(mModelViewProjection, 0, eye.getPerspective(Z_NEAR, Z_FAR), 0, mModelView, 0);
        drawRect(i);
    }
}

From source file:com.sveder.cardboardpassthrough.MainActivity.java

/**
 * Prepares OpenGL ES before we draw a frame.
 * @param headTransform The head transformation in the new frame.
 *//*from   ww  w .ja v a2 s .  co  m*/
@Override
public void onNewFrame(HeadTransform headTransform) {
    //        GLES20.glUseProgram(mGlProgram);
    //
    //        mModelViewProjectionParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVP");
    //        mLightPosParam = GLES20.glGetUniformLocation(mGlProgram, "u_LightPos");
    //        mModelViewParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVMatrix");
    //        mModelParam = GLES20.glGetUniformLocation(mGlProgram, "u_Model");
    //        mIsFloorParam = GLES20.glGetUniformLocation(mGlProgram, "u_IsFloor");
    //
    //        // Build the Model part of the ModelView matrix.
    //        Matrix.rotateM(mModelCube, 0, TIME_DELTA, 0.5f, 0.5f, 1.0f);
    //
    //        // Build the camera matrix and apply it to the ModelView.
    //        Matrix.setLookAtM(mCamera, 0, 0.0f, 0.0f, CAMERA_Z, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);
    //
    //        headTransform.getHeadView(mHeadView, 0);
    //
    //        checkGLError("onReadyToDraw");

    float[] mtx = new float[16];
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
    surface.updateTexImage();
    surface.getTransformMatrix(mtx);

}

From source file:com.sveder.cardboardpassthrough.MainActivity.java

/**
 * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
 * a parameter.//w  ww.ja v  a  2s. c  o m
 * @param transform The transformations to apply to render this eye.
 */
@Override
public void onDrawEye(EyeTransform transform) {
    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

    GLES20.glUseProgram(mProgram);

    GLES20.glActiveTexture(GL_TEXTURE_EXTERNAL_OES);
    GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, texture);

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

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

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

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

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(mPositionHandle);
    GLES20.glDisableVertexAttribArray(mTextureCoordHandle);

    Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0);

    //        mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position");
    //        mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal");
    //        mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color");
    //
    //        GLES20.glEnableVertexAttribArray(mPositionParam);
    //        GLES20.glEnableVertexAttribArray(mNormalParam);
    //        GLES20.glEnableVertexAttribArray(mColorParam);
    //        checkGLError("mColorParam");
    //
    //        // Apply the eye transformation to the camera.
    //        Matrix.multiplyMM(mView, 0, transform.getEyeView(), 0, mCamera, 0);
    //
    //        // Set the position of the light
    //        Matrix.multiplyMV(mLightPosInEyeSpace, 0, mView, 0, mLightPosInWorldSpace, 0);
    //        GLES20.glUniform3f(mLightPosParam, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1],
    //                mLightPosInEyeSpace[2]);
    //
    //        // Build the ModelView and ModelViewProjection matrices
    //        // for calculating cube position and light.
    //        Matrix.multiplyMM(mModelView, 0, mView, 0, mModelCube, 0);
    //        Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0, mModelView, 0);
    //        drawCube();
    //
    //        // Set mModelView for the floor, so we draw floor in the correct location
    //        Matrix.multiplyMM(mModelView, 0, mView, 0, mModelFloor, 0);
    //        Matrix.multiplyMM(mModelViewProjection, 0, transform.getPerspective(), 0,
    //            mModelView, 0);
    //        drawFloor(transform.getPerspective());
}

From source file:com.aimfire.gallery.cardboard.PhotoActivity.java

/**
 * Draws a frame for an eye.//w  w w  .j ava2s  . c  om
 *
 * @param eye The eye to render. Includes all required transformations.
 */
@Override
public void onDrawEye(Eye eye) {
    if (mAssetInd == -1) {
        // we are still showing instruction, return without doing anything
        return;
    }

    if (!mAssetChangedLeft && !mAssetChangedRight) {
        // nothing changed, do nothing and return
        return;
    }

    if (eye.getType() == Eye.Type.LEFT)
        mAssetChangedLeft = false;
    else if (eye.getType() == Eye.Type.RIGHT)
        mAssetChangedRight = false;

    GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
    checkGLError("mColorParam");

    GLES20.glUseProgram(mPicProgram);

    GLES20.glUniform1f(mDimRatioParam, mDimRatio);

    GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
    if (eye.getType() == Eye.Type.LEFT) {
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[0]);
    } else {
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureCurr[1]);
    }

    // set the zoom level
    GLES20.glUniform1f(mZoomParam, sZoom[mImgZoomInd]);

    /*
     * if user prefers negative parallax, shift window on left frame leftward and right frame
     * rightward. if user prefers positive parallax, do the opposite
     */
    if (eye.getType() == Eye.Type.LEFT) {
        GLES20.glUniform1f(mParallaxParam, mImgParallaxAdj / 2.0f);
    } else {
        GLES20.glUniform1f(mParallaxParam, -mImgParallaxAdj / 2.0f);
    }

    // Set the position of the picture
    //float zoomCoords[] = new float[picCoords.length];
    //for(int i=0; i<picCoords.length; i++)
    //zoomCoords[i] = picCoords[i] * zoom[zoomInd];

    //ByteBuffer bblVertices = ByteBuffer.allocateDirect(zoomCoords.length * 4);
    ByteBuffer bblVertices = ByteBuffer.allocateDirect(picCoords.length * 4);
    bblVertices.order(ByteOrder.nativeOrder());
    mPicVertices = bblVertices.asFloatBuffer();
    //mPicVertices.put(zoomCoords);
    mPicVertices.put(picCoords);
    mPicVertices.position(0);

    GLES20.glVertexAttribPointer(mPicPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride,
            mPicVertices);

    GLES20.glDrawElements(GLES20.GL_TRIANGLES, /* mode */
            6, /* count */
            GLES20.GL_UNSIGNED_SHORT, /* type */
            mPicElements /* element array buffer offset */
    );
}