Exemple #1
0
void drawCube(float *viewProjectionMatrix, float size, float x, float y, float z)
{
    // Colour cube data.
    int i;
    const GLfloat cube_vertices [8][3] = {
        /* +z */ {0.5f, 0.5f, 0.5f}, {0.5f, -0.5f, 0.5f}, {-0.5f, -0.5f, 0.5f}, {-0.5f, 0.5f, 0.5f},
        /* -z */ {0.5f, 0.5f, -0.5f}, {0.5f, -0.5f, -0.5f}, {-0.5f, -0.5f, -0.5f}, {-0.5f, 0.5f, -0.5f}
    };
    const GLubyte cube_vertex_colors [8][4] = {
        {255, 255, 255, 255}, {255, 255, 0, 255}, {0, 255, 0, 255}, {0, 255, 255, 255},
        {255, 0, 255, 255}, {255, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 255, 255}
    };
    const GLubyte cube_vertex_colors_black [8][4] = {
        {0, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 0, 255},
        {0, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 0, 255}, {0, 0, 0, 255}
    };
    const GLushort cube_faces [6][4] = { /* ccw-winding */
        /* +z */ {3, 2, 1, 0}, /* -y */ {2, 3, 7, 6}, /* +y */ {0, 1, 5, 4},
        /* -x */ {3, 0, 4, 7}, /* +x */ {1, 2, 6, 5}, /* -z */ {4, 5, 6, 7}
    };
    float modelViewProjection[16];

    mtxLoadMatrixf(modelViewProjection, viewProjectionMatrix);
    mtxTranslatef(modelViewProjection, x, y, z); // Rotate about z axis.
    mtxScalef(modelViewProjection, size, size, size);
    glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX], 1, GL_FALSE, modelViewProjection);

    glVertexAttribPointer(ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, cube_vertices);
    glEnableVertexAttribArray(ATTRIBUTE_VERTEX);
    glVertexAttribPointer(ATTRIBUTE_COLOUR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, cube_vertex_colors);
    glEnableVertexAttribArray(ATTRIBUTE_COLOUR);

#ifdef DEBUG
    if (!arglGLValidateProgram(program)) {
        ARLOGe("Error: shader program %d validation failed.\n", program);
        return;
    }
#endif

    for (i = 0; i < 6; i++) {
        glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, &(cube_faces[i][0]));
    }
    glVertexAttribPointer(ATTRIBUTE_COLOUR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, cube_vertex_colors_black);
    glEnableVertexAttribArray(ATTRIBUTE_COLOUR);
    for (i = 0; i < 6; i++) {
        glDrawElements(GL_LINE_LOOP, 4, GL_UNSIGNED_SHORT, &(cube_faces[i][0]));
    }
}
Exemple #2
0
JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj))
{
	float width, height;
    float viewProjection[16];

    if (!videoInited) {
#ifdef DEBUG
        LOGI("nativeDrawFrame !VIDEO\n");
#endif        
        return; // No point in trying to draw until video is inited.
    }
#ifdef DEBUG
    LOGI("nativeDrawFrame\n");
#endif        
    if (!gARViewInited) {
        if (!initARView()) return;
    }
    if (gARViewLayoutRequired) layoutARView();
    
    // Upload new video frame if required.
    if (videoFrameNeedsPixelBufferDataUpload) {
        arglPixelBufferDataUploadBiPlanar(gArglSettings, gVideoFrame, gVideoFrame + videoWidth*videoHeight);
        videoFrameNeedsPixelBufferDataUpload = false;
    }
    
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers for new frame.
    
    // Display the current frame
    arglDispImage(gArglSettings);
    
    if (!program) {
        GLuint vertShader = 0, fragShader = 0;
        // A simple shader pair which accepts just a vertex position and colour, no lighting.
        const char vertShaderString[] =
            "attribute vec4 position;\n"
            "attribute vec4 colour;\n"
            "uniform mat4 modelViewProjectionMatrix;\n"
            "varying vec4 colourVarying;\n"
            "void main()\n"
            "{\n"
                "gl_Position = modelViewProjectionMatrix * position;\n"
                "colourVarying = colour;\n"
            "}\n";
        const char fragShaderString[] =
            "#ifdef GL_ES\n"
            "precision mediump float;\n"
            "#endif\n"
            "varying vec4 colourVarying;\n"
            "void main()\n"
            "{\n"
                "gl_FragColor = colourVarying;\n"
            "}\n";

        if (program) arglGLDestroyShaders(0, 0, program);
        program = glCreateProgram();
        if (!program) {
            ARLOGe("drawCube: Error creating shader program.\n");
            arglGLDestroyShaders(vertShader, fragShader, program);
            return;
        }

        if (!arglGLCompileShaderFromString(&vertShader, GL_VERTEX_SHADER, vertShaderString)) {
            ARLOGe("drawCube: Error compiling vertex shader.\n");
            arglGLDestroyShaders(vertShader, fragShader, program);
            return;
        }
        if (!arglGLCompileShaderFromString(&fragShader, GL_FRAGMENT_SHADER, fragShaderString)) {
            ARLOGe("drawCube: Error compiling fragment shader.\n");
            arglGLDestroyShaders(vertShader, fragShader, program);
            return;
        }
        glAttachShader(program, vertShader);
        glAttachShader(program, fragShader);

        glBindAttribLocation(program, ATTRIBUTE_VERTEX, "position");
        glBindAttribLocation(program, ATTRIBUTE_COLOUR, "colour");
        if (!arglGLLinkProgram(program)) {
            ARLOGe("drawCube: Error linking shader program.\n");
            arglGLDestroyShaders(vertShader, fragShader, program);
            return;
        }
        arglGLDestroyShaders(vertShader, fragShader, 0); // After linking, shader objects can be deleted.

        // Retrieve linked uniform locations.
        uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX] = glGetUniformLocation(program, "modelViewProjectionMatrix");
    }
    glUseProgram(program);

    // Set up 3D mode.
    mtxLoadIdentityf(viewProjection);
    mtxMultMatrixf(viewProjection, cameraLens);
    glStateCacheEnableDepthTest();

    // Set any initial per-frame GL state you require here.
    // --->

    // Lighting and geometry that moves with the camera should be added here.
    // (I.e. should be specified before camera pose transform.)
    // --->

    // Draw an object on all valid markers.
    for (int i = 0; i < markersSquareCount; i++) {
        if (markersSquare[i].valid) {
        	float viewProjection2[16];
        	mtxLoadMatrixf(viewProjection2, viewProjection);
            mtxMultMatrixf(viewProjection2, markersSquare[i].pose.T);
            drawCube(viewProjection2, 40.0f, 0.0f, 0.0f, 20.0f);
        }
    }

    if (cameraPoseValid) {

        mtxMultMatrixf(viewProjection, cameraPose);

        // All lighting and geometry to be drawn in world coordinates goes here.
        // --->
    }

    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();
    
    // Set up 2D mode.
    mtxLoadIdentityf(viewProjection);
	width = (float)viewPort[viewPortIndexWidth];
	height = (float)viewPort[viewPortIndexHeight];
	mtxOrthof(viewProjection, 0.0f, width, 0.0f, height, -1.0f, 1.0f);
    glStateCacheDisableDepthTest();

    // Add your own 2D overlays here.
    // --->

    // If you added external OpenGL code above, and that code doesn't use the glStateCache routines,
    // then uncomment the line below.
    //glStateCacheFlush();

#ifdef DEBUG
    // Example of 2D drawing. It just draws a white border line. Change the 0 to 1 to enable.
    const GLfloat square_vertices [4][3] = { {0.5f, 0.5f, 0.0f}, {0.5f, height - 0.5f, 0.0f}, {width - 0.5f, height - 0.5f, 0.0f}, {width - 0.5f, 0.5f, 0.0f} };
    const GLubyte square_vertex_colors_white [4][4] = {
        {255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255}, {255, 255, 255, 255}};

    glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEW_PROJECTION_MATRIX], 1, GL_FALSE, viewProjection);

 	glVertexAttribPointer(ATTRIBUTE_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, square_vertices);
	glEnableVertexAttribArray(ATTRIBUTE_VERTEX);
	glVertexAttribPointer(ATTRIBUTE_COLOUR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, square_vertex_colors_white);
    glEnableVertexAttribArray(ATTRIBUTE_COLOUR);

    if (!arglGLValidateProgram(program)) {
        ARLOGe("Error: shader program %d validation failed.\n", program);
        return;
    }

    glDrawArrays(GL_LINE_LOOP, 0, 4);
#endif

#ifdef DEBUG
    CHECK_GL_ERROR();
#endif
}