JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj)) { float width, height; 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); // Set up 3D mode. glMatrixMode(GL_PROJECTION); glLoadMatrixf(cameraLens); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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.) // ---> VirtualEnvironmentHandleARViewDrawPreCamera(); if (cameraPoseValid) { glMultMatrixf(cameraPose); // All lighting and geometry to be drawn in world coordinates goes here. // ---> VirtualEnvironmentHandleARViewDrawPostCamera(); } // 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. glMatrixMode(GL_PROJECTION); glLoadIdentity(); width = (float)viewPort[viewPortIndexWidth]; height = (float)viewPort[viewPortIndexHeight]; glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glStateCacheDisableDepthTest(); // Add your own 2D overlays here. // ---> VirtualEnvironmentHandleARViewDrawOverlay(); // 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][2] = { {0.5f, 0.5f}, {0.5f, height - 0.5f}, {width - 0.5f, height - 0.5f}, {width - 0.5f, 0.5f} }; glStateCacheDisableLighting(); glStateCacheDisableTex2D(); glVertexPointer(2, GL_FLOAT, 0, square_vertices); glStateCacheEnableClientStateVertexArray(); glColor4ub(255, 255, 255, 255); glDrawArrays(GL_LINE_LOOP, 0, 4); #endif }
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 }
JNIEXPORT void JNICALL JNIFUNCTION_NATIVE(nativeDrawFrame(JNIEnv* env, jobject obj, jint movieWidth, jint movieHeight, jint movieTextureID, jfloatArray movieTextureMtx)) { float width, height; // Get the array contents. //jsize movieTextureMtxLen = env->GetArrayLength(movieTextureMtx); float movieTextureMtxUnpacked[16]; env->GetFloatArrayRegion(movieTextureMtx, 0, /*movieTextureMtxLen*/ 16, movieTextureMtxUnpacked); if (!videoInited) { #ifdef DEBUG LOGI("nativeDrawFrame !VIDEO\n"); #endif return; // No point in trying to draw until video is inited. } if (!nftDataLoaded && nftDataLoadingThreadHandle) { // Check if NFT data loading has completed. if (threadGetStatus(nftDataLoadingThreadHandle) > 0) { nftDataLoaded = true; threadWaitQuit(nftDataLoadingThreadHandle); threadFree(&nftDataLoadingThreadHandle); // Clean up. } else { #ifdef DEBUG LOGI("nativeDrawFrame !NFTDATA\n"); #endif return; // No point in trying to draw until NFT data is loaded. } } #ifdef DEBUG LOGI("nativeDrawFrame\n"); #endif if (!gARViewInited) { if (!initARView()) return; } if (gARViewLayoutRequired) layoutARView(); // Upload new video frame if required. if (videoFrameNeedsPixelBufferDataUpload) { pthread_mutex_lock(&gVideoFrameLock); arglPixelBufferDataUploadBiPlanar(gArglSettings, gVideoFrame, gVideoFrame + videoWidth*videoHeight); videoFrameNeedsPixelBufferDataUpload = false; pthread_mutex_unlock(&gVideoFrameLock); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the buffers for new frame. // Display the current frame arglDispImage(gArglSettings); // Set up 3D mode. glMatrixMode(GL_PROJECTION); glLoadMatrixf(cameraLens); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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 < markersNFTCount; i++) { if (markersNFT[i].valid) { glLoadMatrixf(markersNFT[i].pose.T); // // Draw a rectangular surface textured with the movie texture. // float w = 80.0f; float h = w * (float)movieHeight/(float)movieWidth; GLfloat vertices[4][2] = { {0.0f, 0.0f}, {w, 0.0f}, {w, h}, {0.0f, h} }; GLfloat normals[4][3] = { {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f}, {0.0f, 0.0f, 1.0f} }; GLfloat texcoords[4][2] = { {0.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 1.0f} }; glStateCacheActiveTexture(GL_TEXTURE0); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadMatrixf(movieTextureMtxUnpacked); glMatrixMode(GL_MODELVIEW); glVertexPointer(2, GL_FLOAT, 0, vertices); glNormalPointer(GL_FLOAT, 0, normals); glStateCacheClientActiveTexture(GL_TEXTURE0); glTexCoordPointer(2, GL_FLOAT, 0, texcoords); glStateCacheEnableClientStateVertexArray(); glStateCacheEnableClientStateNormalArray(); glStateCacheEnableClientStateTexCoordArray(); glStateCacheBindTexture2D(0); glStateCacheDisableTex2D(); glStateCacheDisableLighting(); glEnable(GL_TEXTURE_EXTERNAL_OES); glBindTexture(GL_TEXTURE_EXTERNAL_OES, movieTextureID); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindTexture(GL_TEXTURE_EXTERNAL_OES, 0); glDisable(GL_TEXTURE_EXTERNAL_OES); glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); // // End. // } } if (cameraPoseValid) { glMultMatrixf(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. glMatrixMode(GL_PROJECTION); glLoadIdentity(); width = (float)viewPort[viewPortIndexWidth]; height = (float)viewPort[viewPortIndexHeight]; glOrthof(0.0f, width, 0.0f, height, -1.0f, 1.0f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); 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][2] = { {0.5f, 0.5f}, {0.5f, height - 0.5f}, {width - 0.5f, height - 0.5f}, {width - 0.5f, 0.5f} }; glStateCacheDisableLighting(); glStateCacheDisableTex2D(); glVertexPointer(2, GL_FLOAT, 0, square_vertices); glStateCacheEnableClientStateVertexArray(); glColor4ub(255, 255, 255, 255); glDrawArrays(GL_LINE_LOOP, 0, 4); CHECK_GL_ERROR(); #endif }