Example usage for android.opengl Matrix multiplyMM

List of usage examples for android.opengl Matrix multiplyMM

Introduction

In this page you can find the example usage for android.opengl Matrix multiplyMM.

Prototype

public static native void multiplyMM(float[] result, int resultOffset, float[] lhs, int lhsOffset, float[] rhs,
        int rhsOffset);

Source Link

Document

Multiplies two 4x4 matrices together and stores the result in a third 4x4 matrix.

Usage

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

/**
 * Draws a frame for an eye.//from w ww  .  j  a  va 2  s.co  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./* www. ja  va  2s.  co  m*/
 *
 * @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

/**
 * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
 * a parameter./*from w w  w  .j a v a 2 s  .com*/
 * @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.projecttango.examples.java.modelcorrespondence.ModelCorrespondenceActivity.java

/**
 * Update the pose of the model.//ww  w . j a  v a2  s. c  o  m
 */
public void transformModel(float[] newTransform) {
    float[] newOpenGlTModel = new float[16];
    Matrix.multiplyMM(newOpenGlTModel, 0, newTransform, 0, mOpenGlTHouse, 0);
    mOpenGlTHouse = newOpenGlTModel;
    mModelUpdated = true;
    mCorrespondenceDone = true;
}

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

/**
 * Check if user is looking at object by calculating where the object is in eye-space.
 *
 * @return true if the user is looking at the object.
 *//* www  .  j ava2s .  com*/
private boolean isLookingAtObject() {
    float[] initVec = { 0, 0, 0, 1.0f };
    float[] objPositionVec = new float[4];

    // Convert object space to camera space. Use the headView from onNewFrame.
    Matrix.multiplyMM(modelView, 0, headView, 0, modelCube, 0);
    Matrix.multiplyMV(objPositionVec, 0, modelView, 0, initVec, 0);

    float pitch = (float) Math.atan2(objPositionVec[1], -objPositionVec[2]);
    float yaw = (float) Math.atan2(objPositionVec[0], -objPositionVec[2]);

    return Math.abs(pitch) < PITCH_LIMIT && Math.abs(yaw) < YAW_LIMIT;
}

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

private static void placePhoto(float[][] modelRects, float[][] imageRects, int texIndex, float scale,
        float azimuth, float inclination, float yTranslate) {
    float[] azimuthMatrix = new float[16];
    Matrix.setRotateM(azimuthMatrix, 0, azimuth, 0, 1, 0);

    float[] inclinationMatrix = new float[16];
    Matrix.setRotateM(inclinationMatrix, 0, inclination, 1, 0, 0);

    float[] rotationMatrix = new float[16];
    Matrix.multiplyMM(rotationMatrix, 0, azimuthMatrix, 0, inclinationMatrix, 0);

    Matrix.multiplyMM(modelRects[texIndex], 0, imageRects[texIndex], 0, rotationMatrix, 0);
    Matrix.translateM(modelRects[texIndex], 0, 0f, 0f, yTranslate);
    Matrix.scaleM(modelRects[texIndex], 0, scale, scale, 1f);
}

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

private boolean isLookingAtObject(float[] initVec, float[] objPositionVec, int texIndex) {
    // Convert object space to camera space. Use the headView from onNewFrame.
    Matrix.multiplyMM(mModelView, 0, mHeadView, 0, mModelRect[texIndex], 0);
    Matrix.multiplyMV(objPositionVec, 0, mModelView, 0, initVec, 0);

    float pitch = (float) Math.atan2(objPositionVec[1], -objPositionVec[2]);
    float yaw = (float) Math.atan2(objPositionVec[0], -objPositionVec[2]);

    Log.v(TAG, "Object position: X: " + objPositionVec[0] + "  Y: " + objPositionVec[1] + " Z: "
            + objPositionVec[2]);//www. ja v a 2s.  c  o  m
    Log.v(TAG, "Object Pitch: " + pitch + "  Yaw: " + yaw);

    return (Math.abs(pitch) < PITCH_LIMIT) && (Math.abs(yaw) < YAW_LIMIT);
}