List of usage examples for android.opengl GLES20 glUniform1f
public static native void glUniform1f(int location, float x);
From source file:com.ryandymock.consumptionvisualization.shader.ParticleMaterial.java
@Override public void beginRender() { super.beginRender(); // Specific uniforms to this material GLES20.glUniform1f(getUniformLocation("uPointSize"), Math.max(1.0f, mParticleSizeScale * ParticleRenderer.FB_SIZE * (Renderer.PARTICLE_RADIUS / Renderer.getInstance().sRenderWorldHeight))); }
From source file:com.google.fpl.liquidfunpaint.shader.ParticleMaterial.java
@Override public void beginRender() { super.beginRender(); float pSize = mParticleSizeScale * ParticleRenderer.FB_SIZE * (ParticleSystems.PARTICLE_RADIUS / Math.min(WorldLock.getInstance().sRenderWorldWidth, WorldLock.getInstance().sRenderWorldHeight)); // Specific uniforms to this material GLES20.glUniform1f(getUniformLocation("uPointSize"), Math.max(1.0f, pSize)); }
From source file:com.google.fpl.liquidfunpaint.renderer.ScreenRenderer.java
/** * Draw function for the geometry that this class owns. */// w w w. ja v a2 s . c o m public void draw(float[] transformFromTexture) { RenderHelper.SCREEN_QUAD_VERTEX_BUFFER.rewind(); mMaterial.beginRender(); // Set attribute arrays mMaterial.setVertexAttributeBuffer("aPosition", RenderHelper.SCREEN_QUAD_VERTEX_BUFFER, 0); mMaterial.setVertexAttributeBuffer("aTexCoord", RenderHelper.SCREEN_QUAD_VERTEX_BUFFER, 3); // Set per draw uniforms GLES20.glUniformMatrix4fv(mMaterial.getUniformLocation("uMvpTransform"), 1, false, transformFromTexture, 0); GLES20.glUniform1f(mMaterial.getUniformLocation("uAlphaThreshold"), mAlphaThreshold); GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 4); mMaterial.endRender(); }
From source file:com.ryandymock.consumptionvisualization.shader.WaterParticleMaterial.java
@Override public void beginRender() { super.beginRender(); // Specific uniforms to this material GLES20.glUniform1f(getUniformLocation("uPointSize"), Math.max(1.0f, mParticleSizeScale * ParticleRenderer.FB_SIZE * (Renderer.PARTICLE_RADIUS / Renderer.getInstance().sRenderWorldHeight))); GLES20.glUniform3fv(getUniformLocation("uWeightParams"), 1, mWeightParams, 0); }
From source file:com.google.fpl.liquidfunpaint.shader.WaterParticleMaterial.java
@Override public void beginRender() { super.beginRender(); float pSize = mParticleSizeScale * ParticleRenderer.FB_SIZE * (ParticleSystems.PARTICLE_RADIUS / Math.min(WorldLock.getInstance().sRenderWorldWidth, WorldLock.getInstance().sRenderWorldHeight)); // Specific uniforms to this material GLES20.glUniform1f(getUniformLocation("uPointSize"), Math.max(1.0f, pSize)); GLES20.glUniform3fv(getUniformLocation("uWeightParams"), 1, mWeightParams, 0); }
From source file:com.kentdisplays.synccardboarddemo.Page.java
/** * Encapsulates the OpenGL ES instructions for drawing this page. * * @param perspective//from ww w.j a v a 2 s .c om * @param view */ public void draw(float[] perspective, float[] view) { mPositionParam = GLES20.glGetAttribLocation(mGlProgram, "a_Position"); mNormalParam = GLES20.glGetAttribLocation(mGlProgram, "a_Normal"); mColorParam = GLES20.glGetAttribLocation(mGlProgram, "a_Color"); mModelViewProjectionParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVP"); mIsFloorParam = GLES20.glGetUniformLocation(mGlProgram, "u_IsFloor"); mModelParam = GLES20.glGetUniformLocation(mGlProgram, "u_Model"); mModelViewParam = GLES20.glGetUniformLocation(mGlProgram, "u_MVMatrix"); // This is not the floor! GLES20.glUniform1f(mIsFloorParam, 0f); // Set the Model in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModel, 0); // Build the ModelView and ModelViewProjection matrices // for calculating cube position and light. float[] modelView = new float[16]; float[] modelViewProjection = new float[16]; Matrix.multiplyMM(modelView, 0, view, 0, mModel, 0); Matrix.multiplyMM(modelViewProjection, 0, perspective, 0, modelView, 0); // Set the ModelView in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, modelView, 0); // Set the position of the cube GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mPageVertices); // Set the ModelViewProjection matrix in the shader. GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, modelViewProjection, 0); // Set the normal positions of the cube, again for shading GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT, false, 0, mPageNormals); GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mPageColors); // Animate over all the paths every 30 seconds. long time = SystemClock.uptimeMillis() % 30000L; int numberOfPathsToDraw = Math.round(mNumberOfPaths / 30000.0f * time); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, numberOfPathsToDraw * 6); }
From source file:com.kentdisplays.synccardboarddemo.MainActivity.java
/** * Draw the floor. This feeds in data for the floor into the shader. Note that this doesn't * feed in data about position of the light, so if we rewrite our code to draw the floor first, * the lighting might look strange./*from w w w . ja v a 2 s . co m*/ */ public void drawFloor(float[] perspective) { // This is the floor! GLES20.glUniform1f(mIsFloorParam, 1f); // Set ModelView, MVP, position, normals, and color GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelFloor, 0); GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, mModelView, 0); GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, mModelViewProjection, 0); GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mFloorVertices); GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT, false, 0, mFloorNormals); GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mFloorColors); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); checkGLError("drawing floor"); }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Draw the rect. We've set all of our transformation matrices. Now we simply pass them into * the shader.// www . jav a 2s . c o m */ public void drawRect(int texIndex) { if (mRectTextureIds[texIndex] < INVALID_TEXTURE) { // can't draw this rectangle return; } // This is not the floor! GLES20.glUniform1f(mIsFloorParam, 0f); // Set the active texture unit GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + texIndex); // Bind the texture to this unit. GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mRectTextureIds[texIndex]); // Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0. GLES20.glUniform1i(mRectTextureUniformParam, texIndex); // Set the Model in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelRect[texIndex], 0); // Set the ModelView in the shader, used to calculate lighting GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, mModelView, 0); // Set the position of the rect GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mRectVertices); // Set the ModelViewProjection matrix in the shader. GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, mModelViewProjection, 0); // Set the normal positions of the rect, again for shading GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT, false, 0, mRectNormals); // Connect texBuffer to "aTextureCoord". GLES20.glVertexAttribPointer(mRectTextureCoordinateParam, 2, GLES20.GL_FLOAT, false, 0, mRectTexCoords); // Enable the "aTextureCoord" vertex attribute. GLES20.glEnableVertexAttribArray(mRectTextureCoordinateParam); if (texIndex == mSelectedTexIndex || isLookingAtObject(texIndex)) { GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mRectFoundColors); } else { GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mRectColors); } GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, WorldLayoutData.RECT_COORDS.length / 3); // 3 b/c triangles checkGLError("Drawing rect"); }
From source file:com.tumblr.cardboard.Tumblr3DActivity.java
/** * Draw the floor. This feeds in data for the floor into the shader. Note that this doesn't * feed in data about position of the light, so if we rewrite our code to draw the floor first, * the lighting might look strange./*www .j av a 2s .co m*/ */ @SuppressWarnings("UnusedParameters") public void drawFloor(float[] perspective) { // This is the floor! GLES20.glUniform1f(mIsFloorParam, 1f); // Set ModelView, MVP, position, normals, and color GLES20.glUniformMatrix4fv(mModelParam, 1, false, mModelFloor, 0); GLES20.glUniformMatrix4fv(mModelViewParam, 1, false, mModelView, 0); GLES20.glUniformMatrix4fv(mModelViewProjectionParam, 1, false, mModelViewProjection, 0); GLES20.glVertexAttribPointer(mPositionParam, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, 0, mFloorVertices); GLES20.glVertexAttribPointer(mNormalParam, 3, GLES20.GL_FLOAT, false, 0, mFloorNormals); GLES20.glVertexAttribPointer(mColorParam, 4, GLES20.GL_FLOAT, false, 0, mFloorColors); GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); checkGLError("drawing floor"); }
From source file:com.aimfire.gallery.cardboard.PhotoActivity.java
/** * Draws a frame for an eye.//from www. ja v a 2 s . 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 */ ); }