List of usage examples for android.opengl GLES20 GL_VERTEX_SHADER
int GL_VERTEX_SHADER
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From source file:com.google.vrtoolkit.cardboard.samples.treasurehunt.MainActivity.java
/** * Creates the buffers we use to store information about the 3D world. * * <p>OpenGL doesn't use Java arrays, but rather needs data in a format it can understand. * Hence we use ByteBuffers./* w ww . j a va 2 s . c o m*/ * * @param config The EGL configuration used when creating the surface. */ @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "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); ByteBuffer mcbbVertices = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COORDS.length * 4); mcbbVertices.order(ByteOrder.nativeOrder()); miniCubeVertices = mcbbVertices.asFloatBuffer(); miniCubeVertices.put(WorldLayoutData.MINI_CUBE_COORDS); miniCubeVertices.position(0); ByteBuffer mcbbColors = ByteBuffer.allocateDirect(WorldLayoutData.MINI_CUBE_COLORS.length * 4); mcbbColors.order(ByteOrder.nativeOrder()); miniCubeColors = mcbbColors.asFloatBuffer(); miniCubeColors.put(WorldLayoutData.MINI_CUBE_COLORS); miniCubeColors.position(0); ByteBuffer mcbbNormals = ByteBuffer.allocateDirect(WorldLayoutData.CUBE_NORMALS.length * 4); mcbbNormals.order(ByteOrder.nativeOrder()); miniCubeNormals = mcbbNormals.asFloatBuffer(); miniCubeNormals.put(WorldLayoutData.CUBE_NORMALS); miniCubeNormals.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); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment); int passthroughShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.passthrough_fragment); 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"); //Minicube miniCubeProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(miniCubeProgram, vertexShader); GLES20.glAttachShader(miniCubeProgram, passthroughShader); GLES20.glLinkProgram(miniCubeProgram); GLES20.glUseProgram(miniCubeProgram); checkGLError("Cube program"); miniCubePositionParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Position"); miniCubeNormalParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Normal"); miniCubeColorParam = GLES20.glGetAttribLocation(miniCubeProgram, "a_Color"); miniCubeModelParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_Model"); miniCubeModelViewParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVMatrix"); miniCubeModelViewProjectionParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_MVP"); miniCubeLightPosParam = GLES20.glGetUniformLocation(miniCubeProgram, "u_LightPos"); GLES20.glEnableVertexAttribArray(miniCubePositionParam); GLES20.glEnableVertexAttribArray(miniCubeNormalParam); GLES20.glEnableVertexAttribArray(miniCubeColorParam); 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"); Matrix.setIdentityM(modelFloor, 0); Matrix.translateM(modelFloor, 0, 0, -floorDepth, 0); // Floor appears below user. // Avoid any delays during start-up due to decoding of sound files. new Thread(new Runnable() { public void run() { // Start spatial audio playback of SOUND_FILE at the model postion. The returned //soundId handle is stored and allows for repositioning the sound object whenever // the cube position changes. cardboardAudioEngine.preloadSoundFile(SOUND_FILE); soundId = cardboardAudioEngine.createSoundObject(SOUND_FILE); cardboardAudioEngine.setSoundObjectPosition(soundId, modelPosition[0], modelPosition[1], modelPosition[2]); cardboardAudioEngine.playSound(soundId, true /* looped playback */); } }).start(); updateModelPosition(); checkGLError("onSurfaceCreated"); }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers. * * @param config The EGL configuration used when creating the surface. *//*from w w w. j av a 2 s .c o m*/ @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well ByteBuffer bbVertices = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COORDS.length * 4); bbVertices.order(ByteOrder.nativeOrder()); mRectVertices = bbVertices.asFloatBuffer(); mRectVertices.put(WorldLayoutData.RECT_COORDS); mRectVertices.position(0); ByteBuffer bbColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_COLORS.length * 4); bbColors.order(ByteOrder.nativeOrder()); mRectColors = bbColors.asFloatBuffer(); mRectColors.put(WorldLayoutData.RECT_COLORS); mRectColors.position(0); ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(WorldLayoutData.RECT_FOUND_COLORS.length * 4); bbFoundColors.order(ByteOrder.nativeOrder()); mRectFoundColors = bbFoundColors.asFloatBuffer(); mRectFoundColors.put(WorldLayoutData.RECT_FOUND_COLORS); mRectFoundColors.position(0); ByteBuffer bbNormals = ByteBuffer.allocateDirect(WorldLayoutData.RECT_NORMALS.length * 4); bbNormals.order(ByteOrder.nativeOrder()); mRectNormals = bbNormals.asFloatBuffer(); mRectNormals.put(WorldLayoutData.RECT_NORMALS); mRectNormals.position(0); ByteBuffer bbTextureCoordinates = ByteBuffer.allocateDirect(WorldLayoutData.RECT_TEX_COORDS.length * 4); bbTextureCoordinates.order(ByteOrder.nativeOrder()); mRectTexCoords = bbTextureCoordinates.asFloatBuffer(); mRectTexCoords.put(WorldLayoutData.RECT_TEX_COORDS); mRectTexCoords.position(0); // make a floor ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COORDS.length * 4); bbFloorVertices.order(ByteOrder.nativeOrder()); mFloorVertices = bbFloorVertices.asFloatBuffer(); mFloorVertices.put(WorldLayoutData.FLOOR_COORDS); mFloorVertices.position(0); ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_NORMALS.length * 4); bbFloorNormals.order(ByteOrder.nativeOrder()); mFloorNormals = bbFloorNormals.asFloatBuffer(); mFloorNormals.put(WorldLayoutData.FLOOR_NORMALS); mFloorNormals.position(0); ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(WorldLayoutData.FLOOR_COLORS.length * 4); bbFloorColors.order(ByteOrder.nativeOrder()); mFloorColors = bbFloorColors.asFloatBuffer(); mFloorColors.put(WorldLayoutData.FLOOR_COLORS); mFloorColors.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.flat_fragment); mGlProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mGlProgram, vertexShader); GLES20.glAttachShader(mGlProgram, gridShader); GLES20.glLinkProgram(mGlProgram); GLES20.glEnable(GLES20.GL_DEPTH_TEST); Matrix.setIdentityM(mModelFloor, 0); Matrix.translateM(mModelFloor, 0, 0, -FLOOR_DEPTH, 0); // Floor appears below user checkGLError("onSurfaceCreated"); }
From source file:com.sveder.cardboardpassthrough.MainActivity.java
/** * Creates the buffers we use to store information about the 3D world. OpenGL doesn't use Java * arrays, but rather needs data in a format it can understand. Hence we use ByteBuffers. * @param config The EGL configuration used when creating the surface. *//* w w w. ja v a 2 s .c om*/ @Override public void onSurfaceCreated(EGLConfig config) { Log.i(TAG, "onSurfaceCreated"); GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); // Dark background so text shows up well ByteBuffer bb = ByteBuffer.allocateDirect(squareVertices.length * 4); bb.order(ByteOrder.nativeOrder()); vertexBuffer = bb.asFloatBuffer(); vertexBuffer.put(squareVertices); vertexBuffer.position(0); ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2); dlb.order(ByteOrder.nativeOrder()); drawListBuffer = dlb.asShortBuffer(); drawListBuffer.put(drawOrder); drawListBuffer.position(0); ByteBuffer bb2 = ByteBuffer.allocateDirect(textureVertices.length * 4); bb2.order(ByteOrder.nativeOrder()); textureVerticesBuffer = bb2.asFloatBuffer(); textureVerticesBuffer.put(textureVertices); textureVerticesBuffer.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program GLES20.glLinkProgram(mProgram); texture = createTexture(); startCamera(texture); // ByteBuffer bbVertices = ByteBuffer.allocateDirect(DATA.CUBE_COORDS.length * 4); // bbVertices.order(ByteOrder.nativeOrder()); // mCubeVertices = bbVertices.asFloatBuffer(); // mCubeVertices.put(DATA.CUBE_COORDS); // mCubeVertices.position(0); // // ByteBuffer bbColors = ByteBuffer.allocateDirect(DATA.CUBE_COLORS.length * 4); // bbColors.order(ByteOrder.nativeOrder()); // mCubeColors = bbColors.asFloatBuffer(); // mCubeColors.put(DATA.CUBE_COLORS); // mCubeColors.position(0); // // ByteBuffer bbFoundColors = ByteBuffer.allocateDirect(DATA.CUBE_FOUND_COLORS.length * 4); // bbFoundColors.order(ByteOrder.nativeOrder()); // mCubeFoundColors = bbFoundColors.asFloatBuffer(); // mCubeFoundColors.put(DATA.CUBE_FOUND_COLORS); // mCubeFoundColors.position(0); // // ByteBuffer bbNormals = ByteBuffer.allocateDirect(DATA.CUBE_NORMALS.length * 4); // bbNormals.order(ByteOrder.nativeOrder()); // mCubeNormals = bbNormals.asFloatBuffer(); // mCubeNormals.put(DATA.CUBE_NORMALS); // mCubeNormals.position(0); // // // make a floor // ByteBuffer bbFloorVertices = ByteBuffer.allocateDirect(DATA.FLOOR_COORDS.length * 4); // bbFloorVertices.order(ByteOrder.nativeOrder()); // mFloorVertices = bbFloorVertices.asFloatBuffer(); // mFloorVertices.put(DATA.FLOOR_COORDS); // mFloorVertices.position(0); // // ByteBuffer bbFloorNormals = ByteBuffer.allocateDirect(DATA.FLOOR_NORMALS.length * 4); // bbFloorNormals.order(ByteOrder.nativeOrder()); // mFloorNormals = bbFloorNormals.asFloatBuffer(); // mFloorNormals.put(DATA.FLOOR_NORMALS); // mFloorNormals.position(0); // // ByteBuffer bbFloorColors = ByteBuffer.allocateDirect(DATA.FLOOR_COLORS.length * 4); // bbFloorColors.order(ByteOrder.nativeOrder()); // mFloorColors = bbFloorColors.asFloatBuffer(); // mFloorColors.put(DATA.FLOOR_COLORS); // mFloorColors.position(0); // // int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, R.raw.light_vertex); // int gridShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, R.raw.grid_fragment); // // mGlProgram = GLES20.glCreateProgram(); // GLES20.glAttachShader(mGlProgram, vertexShader); // GLES20.glAttachShader(mGlProgram, gridShader); // GLES20.glLinkProgram(mGlProgram); // // GLES20.glEnable(GLES20.GL_DEPTH_TEST); // // // Object first appears directly in front of user // Matrix.setIdentityM(mModelCube, 0); // Matrix.translateM(mModelCube, 0, 0, 0, -mObjectDistance); // // Matrix.setIdentityM(mModelFloor, 0); // Matrix.translateM(mModelFloor, 0, 0, -mFloorDepth, 0); // Floor appears below user // // checkGLError("onSurfaceCreated"); }
From source file:com.aimfire.gallery.cardboard.PhotoActivity.java
@Override public void onSurfaceCreated(EGLConfig config) { if (BuildConfig.DEBUG) Log.i(TAG, "onSurfaceCreated"); /*/*from w ww . ja v a 2s .c o m*/ * Dark background so text shows up well. */ GLES20.glClearColor(0.1f, 0.1f, 0.1f, 0.5f); ByteBuffer bbElements = ByteBuffer.allocateDirect(drawOrder.length * 2); bbElements.order(ByteOrder.nativeOrder()); mPicElements = bbElements.asShortBuffer(); mPicElements.put(drawOrder); mPicElements.position(0); int vertexShader = loadGLShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode); int fragmentShader = loadGLShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode); mPicProgram = GLES20.glCreateProgram(); GLES20.glAttachShader(mPicProgram, vertexShader); GLES20.glAttachShader(mPicProgram, fragmentShader); GLES20.glLinkProgram(mPicProgram); GLES20.glUseProgram(mPicProgram); checkGLError("Pic program"); mDimRatioParam = GLES20.glGetUniformLocation(mPicProgram, "u_dimRatio"); mZoomParam = GLES20.glGetUniformLocation(mPicProgram, "u_zoom"); mParallaxParam = GLES20.glGetUniformLocation(mPicProgram, "u_parallax"); mPicPositionParam = GLES20.glGetAttribLocation(mPicProgram, "a_position"); GLES20.glEnableVertexAttribArray(mPicPositionParam); checkGLError("Pic program params"); GLES20.glEnable(GLES20.GL_DEPTH_TEST); checkGLError("onSurfaceCreated"); /* * initializes a few textures (current, previous and next). we have to do this * here (as opposed to onCreate) as gl context is only available here */ initTextures(); /* * so onDrawEye will know to draw */ mAssetChangedLeft = mAssetChangedRight = true; }