/
PointCloudManager.java
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/
PointCloudManager.java
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package org.xdd.cosmicdancer;
import static android.opengl.GLES30.*;
import static android.opengl.Matrix.*;
import android.content.Context;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
public class PointCloudManager
{
public class CloudData
{
public int CloudVAO;
public int MeshVBO;
public int InstanceVBO;
public int IndexVBO;
public int GlslProgram;
public int ElementCount;
public int InstanceCount;
public int IndexType;
public CloudData()
{
CloudVAO = -1;
MeshVBO = -1;
InstanceVBO = -1;
IndexVBO = -1;
GlslProgram = -1;
ElementCount = -1;
IndexType = -1;
}
public CloudData(int pVAO, int pMeshID, int pNumElem, int pInstID, int pNumInst, int pIndexID, int pProgID, int pIndexType)
{
CloudVAO = pVAO;
MeshVBO = pMeshID;
InstanceVBO = pInstID;
IndexVBO = pIndexID;
GlslProgram = pProgID;
ElementCount = pNumElem;
InstanceCount = pNumInst;
IndexType = pIndexType;
}
};
private Context mContext;
private ShaderManager mShaderMgr;
private final String mUniformModel = "uModelMatrix";
private final String mUniformView = "uViewMatrix";
private final String mUniformProj = "uProjMatrix";
private final String mUniformLight = "uLightPos";
private final String mUniformEye = "uEyePos";
private final String mUniformCubemapIn = "uCubemapInSampler";
private int mLocModel;
private int mLocView;
private int mLocProj;
private int mLocLight;
private int mLocEye;
private int mLocCube;
private final String mAttribPos = "vPosition";
private final String mAttribNorm = "vNormal";
private final String mAttribIPos = "iPosition";
private final String mAttribIColor = "iColor";
private final String mAttribISize = "iSize";
private int mLocPos;
private int mLocNorm;
private int mLocIPos;
private int mLocIColor;
private int mLocISize;
private FloatBuffer mInstanceData;
private FloatBuffer mMeshData;
private static int S_SIZE_POS = 3;
private static int S_SIZE_COLOR = 3;
private static int S_SIZE_NORM = 3;
private static int S_SIZE_SCALE = 1;
private static int S_SIZE_FLOAT = 4;
private static int S_SIZE_INT = 4;
private static int S_VERTEX_STRIDE;
private static int S_INSTANCE_STRIDE;
private float[] mModelMatrix = new float[16];
private float[] mViewMatrix = new float[16];
private float[] mProjMatrix = new float[16];
private float[] mNormMatrix = new float[16];
private int mNumInstances;
private int mNumElements;
private int mInstanceSize;
private int mVertexSize;
public PointCloudManager(Context pContext, ShaderManager pShaderMgr)
{
mContext = pContext;
mShaderMgr = pShaderMgr;
mInstanceSize = S_SIZE_POS+S_SIZE_COLOR+S_SIZE_SCALE;
S_INSTANCE_STRIDE = mInstanceSize*S_SIZE_FLOAT;
mVertexSize = S_SIZE_POS+S_SIZE_NORM;
S_VERTEX_STRIDE = mVertexSize*S_SIZE_FLOAT;
}
public int CreateProgram(String pVertexShader, String pFragmentShader)
{
int vertID = mShaderMgr.CreateShader(pVertexShader, GL_VERTEX_SHADER);
int fragID = mShaderMgr.CreateShader(pFragmentShader, GL_FRAGMENT_SHADER);
int programID = mShaderMgr.CreateProgram(vertID, fragID);
glUseProgram(programID);
//get uniforms
mLocModel = glGetUniformLocation(programID, mUniformModel);
mLocView = glGetUniformLocation(programID, mUniformView);
mLocProj = glGetUniformLocation(programID, mUniformProj);
mLocLight = glGetUniformLocation(programID, mUniformLight);
mLocEye = glGetUniformLocation(programID, mUniformEye);
mLocCube = glGetUniformLocation(programID, mUniformCubemapIn);
//get attributes
mLocPos = glGetAttribLocation(programID, mAttribPos);
mLocNorm = glGetAttribLocation(programID, mAttribNorm);
mLocIColor = glGetAttribLocation(programID, mAttribIColor);
mLocIPos = glGetAttribLocation(programID, mAttribIPos);
mLocISize = glGetAttribLocation(programID,mAttribISize);
return programID;
}
public int CreateArrayBuffer(float[] pData, int pUsage)
{
FloatBuffer dataBuffer = ByteBuffer.allocateDirect(pData.length*S_SIZE_FLOAT)
.order(ByteOrder.nativeOrder())
.asFloatBuffer();
dataBuffer.put(pData);
dataBuffer.position(0);
int[] vboID = new int[1];
glGenBuffers(1,vboID,0);
glBindBuffer(GL_ARRAY_BUFFER, vboID[0]);
glBufferData(GL_ARRAY_BUFFER, pData.length * S_SIZE_FLOAT, dataBuffer, pUsage);
glBindBuffer(GL_ARRAY_BUFFER,0);
return vboID[0];
}
public int CreateElementByteBuffer(byte[] pData, int pUsage)
{
ByteBuffer dataBuffer = ByteBuffer.allocateDirect(pData.length)
.put(pData);
dataBuffer.position(0);
int[] vboID = new int[1];
glGenBuffers(1,vboID,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, pData.length, dataBuffer, pUsage);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
return vboID[0];
}
public int CreateElementIntBuffer(int[] pData, int pUsage)
{
IntBuffer dataBuffer = ByteBuffer.allocateDirect(pData.length*S_SIZE_INT)
.order(ByteOrder.nativeOrder())
.asIntBuffer();
dataBuffer.put(pData);
dataBuffer.position(0);
int[] vboID = new int[1];
glGenBuffers(1,vboID,0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboID[0]);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, pData.length*S_SIZE_INT, dataBuffer, pUsage);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
return vboID[0];
}
public CloudData CreatePointCloud(int pMeshVBO, int pNumElems, int pInstanceVBO, int pNumInst, int pIndexVBO, int pProg, int pIndexType)
{
int elementCount = pNumElems;
if(pIndexVBO>=0)
elementCount*=3;
int[] cVaoID = new int[1];
glGenVertexArrays(1, cVaoID, 0);
glBindVertexArray(cVaoID[0]);
//setup mesh data
//attribs: pos, norm
glBindBuffer(GL_ARRAY_BUFFER, pMeshVBO);
glEnableVertexAttribArray(mLocPos);
glVertexAttribPointer(mLocPos, 3, GL_FLOAT, false, S_VERTEX_STRIDE, 0);
glEnableVertexAttribArray(mLocNorm);
glVertexAttribPointer(mLocNorm,3,GL_FLOAT,false,S_VERTEX_STRIDE,S_SIZE_POS*S_SIZE_FLOAT);
//setup instance data
glBindBuffer(GL_ARRAY_BUFFER, pInstanceVBO);
glEnableVertexAttribArray(mLocIPos);
glVertexAttribPointer(mLocIPos, 3, GL_FLOAT, false, S_INSTANCE_STRIDE, 0);
glVertexAttribDivisor(mLocIPos, 1);
glEnableVertexAttribArray(mLocIColor);
glVertexAttribPointer(mLocIColor, 3, GL_FLOAT, false, S_INSTANCE_STRIDE, S_SIZE_POS * S_SIZE_FLOAT);
glVertexAttribDivisor(mLocIColor, 1);
glEnableVertexAttribArray(mLocISize);
glVertexAttribPointer(mLocISize, 1, GL_FLOAT, false, S_INSTANCE_STRIDE, (S_SIZE_POS + S_SIZE_COLOR) * S_SIZE_FLOAT);
glVertexAttribDivisor(mLocISize, 1);
//cleanup
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
return new CloudData(cVaoID[0],pMeshVBO, elementCount, pInstanceVBO, pNumInst, pIndexVBO,pProg,pIndexType);
}
public void SetMatrix(SceneManager.Camera pCamera, float pAspect, float[] pTrans, float[] pRot)
{
setIdentityM(mModelMatrix, 0);
translateM(mModelMatrix, 0, pTrans[0], pTrans[1], pTrans[2]);
rotateM(mModelMatrix, 0, pRot[0], 1.0f, 0.0f, 0.0f);
rotateM(mModelMatrix, 0, pRot[1], 0.0f, 1.0f, 0.0f);
rotateM(mModelMatrix, 0, pRot[2], 0.0f, 0.0f, 1.0f);
setIdentityM(mViewMatrix, 0);
setLookAtM(mViewMatrix, 0, pCamera.Position[0], pCamera.Position[1], pCamera.Position[2],
pCamera.LookAt[0], pCamera.LookAt[1], pCamera.LookAt[2],
pCamera.Up[0], pCamera.Up[1], pCamera.Up[2]);
setIdentityM(mProjMatrix, 0);
perspectiveM(mProjMatrix, 0, pCamera.FOV, pAspect, pCamera.NearClip, pCamera.FarClip);
}
public void DrawCloud(CloudData pCloudData, float[] pLightPos, float[] pEyePos, int pSkyboxTexID)
{
glUseProgram(pCloudData.GlslProgram);
glUniformMatrix4fv(mLocModel, 1, false, mModelMatrix, 0);
glUniformMatrix4fv(mLocView, 1, false, mViewMatrix, 0);
glUniformMatrix4fv(mLocProj, 1, false, mProjMatrix, 0);
glUniform3fv(mLocLight, 1, pLightPos, 0);
glUniform3fv(mLocEye, 1, pEyePos, 0);
glUniform1i(mLocCube, 0);
glActiveTexture(0);
glBindTexture(GL_TEXTURE_CUBE_MAP, pSkyboxTexID);
glBindVertexArray(pCloudData.CloudVAO);
if(pCloudData.IndexVBO>=0)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, pCloudData.IndexVBO);
glDrawElementsInstanced(GL_TRIANGLES, pCloudData.ElementCount, pCloudData.IndexType, 0, pCloudData.InstanceCount);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else
glDrawArraysInstanced(GL_TRIANGLES,0,pCloudData.ElementCount,pCloudData.InstanceCount);
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
glUseProgram(0);
}
}