Example usage for android.opengl GLES20 glUniform3f

List of usage examples for android.opengl GLES20 glUniform3f

Introduction

In this page you can find the example usage for android.opengl GLES20 glUniform3f.

Prototype

public static native void glUniform3f(int location, float x, float y, float z);

Source Link

Usage

From source file:com.kentdisplays.synccardboarddemo.MainActivity.java

/**
 * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
 * a parameter.//ww w. j  a va2  s . c  o  m
 * @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.glClearColor(0f, 0f, 0f, 1.00f); // Dark background so text shows up well

    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]);

    // Draw the pages.
    for (Page page : mPages) {
        page.draw(transform.getPerspective(), mView);
        checkGLError("Drawing page");
    }

    // 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.tumblr.cardboard.Tumblr3DActivity.java

/**
 * Draws a frame for an eye. The transformation for that eye (from the camera) is passed in as
 * a parameter.//ww  w.jav a2 s.  com
 *
 * @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);
    }
}