mirror of
https://github.com/vanitasvitae/Spherical
synced 2024-12-22 02:48:00 +01:00
Add first revision of sphere rendering
This commit is contained in:
parent
1e689b6d46
commit
203ee1e1af
5 changed files with 420 additions and 8 deletions
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@ -1,12 +1,12 @@
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apply plugin: 'com.android.application'
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android {
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compileSdkVersion 26
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buildToolsVersion "26.0.1"
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compileSdkVersion 25
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buildToolsVersion "25.0.3"
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defaultConfig {
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applicationId "de.trac.spherical"
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minSdkVersion 15
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targetSdkVersion 26
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targetSdkVersion 25
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versionCode 1
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versionName "1.0"
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testInstrumentationRunner "android.support.test.runner.AndroidJUnitRunner"
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@ -24,7 +24,7 @@ dependencies {
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androidTestCompile('com.android.support.test.espresso:espresso-core:2.2.2', {
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exclude group: 'com.android.support', module: 'support-annotations'
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})
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compile 'com.android.support:appcompat-v7:26.+'
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compile 'com.android.support:appcompat-v7:25.+'
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compile 'com.android.support.constraint:constraint-layout:1.0.2'
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testCompile 'junit:junit:4.12'
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}
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@ -1,13 +1,21 @@
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package de.trac.spherical;
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import android.opengl.GLSurfaceView;
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import android.support.v7.app.AppCompatActivity;
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import android.os.Bundle;
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import de.trac.spherical.rendering.Renderer;
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public class MainActivity extends AppCompatActivity {
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private GLSurfaceView surfaceView;
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@Override
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protected void onCreate(Bundle savedInstanceState) {
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super.onCreate(savedInstanceState);
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setContentView(R.layout.activity_main);
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surfaceView = (GLSurfaceView) findViewById(R.id.surface_view);
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surfaceView.setEGLContextClientVersion(2);
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surfaceView.setRenderer(new Renderer());
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}
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}
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224
app/src/main/java/de/trac/spherical/rendering/Renderer.java
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224
app/src/main/java/de/trac/spherical/rendering/Renderer.java
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@ -0,0 +1,224 @@
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package de.trac.spherical.rendering;
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import android.database.MatrixCursor;
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import android.opengl.GLSurfaceView;
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import android.opengl.Matrix;
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import android.util.Log;
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import javax.microedition.khronos.egl.EGLConfig;
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import javax.microedition.khronos.opengles.GL10;
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import static android.opengl.GLES20.*;
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public class Renderer implements GLSurfaceView.Renderer {
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/**
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* Default vertex shader.
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*
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* In: pos
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* uvw
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* Out: uv
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*/
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private static final String DEFAULT_VERTEX_SHADER =
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"uniform mat4 mvpMatrix;\n" +
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"attribute vec3 position;\n" +
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"attribute vec2 textureCoordinates;\n" +
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"varying vec2 uv;\n" +
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"void main() {\n" +
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" gl_Position = mvpMatrix * vec4(position, 1);\n" +
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" uv = textureCoordinates;\n" +
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"}\n";
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/**
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* Default fragment shader.
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*
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* In: uv
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* Out: sets fragment color
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*/
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private static final String DEFAULT_FRAGMENT_SHADER =
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"precision mediump float;\n" +
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"varying vec2 uv;\n" +
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"uniform sampler2D tex;\n" +
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"void main() {\n" +
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" gl_FragColor = vec4(0);//texture2D(tex, uv);\n" +
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"}\n";
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// Store a sphere geometry as framework for the photo texture.
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private Sphere sphere = null;
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// Store projection matrix.
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private float projMatrix [] = new float [16];
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// Store modelview matrix.
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private float modlMatrix [] = new float [16];
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// Store view matrix.
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private float viewMatrix [] = new float [16];
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// Store the model view projection matrix.
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private float mvpMatrix [] = new float [16];
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// Store shader name.
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private int programID;
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// Store shader locations.
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private int positionLocation;
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private int textureCoordinatesLocation;
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private int mvpLocation;
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/**
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* Draws the frame.
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* @param unused unused
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*/
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public void onDrawFrame(GL10 unused) {
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// Update transformation matrix.
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Matrix.multiplyMM(mvpMatrix, 0, viewMatrix, 0, modlMatrix, 0);
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Matrix.multiplyMM(mvpMatrix, 0, projMatrix, 0, mvpMatrix, 0);
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// Draw the frame.
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(programID);
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glEnableVertexAttribArray(positionLocation);
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glVertexAttribPointer(positionLocation, 3, GL_FLOAT, false, 3*4, sphere.getVertexBuffer());
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glEnableVertexAttribArray(textureCoordinatesLocation);
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glVertexAttribPointer(textureCoordinatesLocation, 2, GL_FLOAT, false, 2*4, sphere.getTextureCoordinatesBuffer());
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glUniformMatrix4fv(mvpLocation, 1, false, mvpMatrix, 0);
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glDrawElements(GL_TRIANGLES, sphere.getIndexBuffer().capacity(), GL_UNSIGNED_SHORT, sphere.getIndexBuffer());
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glUseProgram(0);
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}
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/**
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* Callback called if surface changed.
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*
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* @param unused unused
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* @param width new width of the surface
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* @param height new height of the surface
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*/
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public void onSurfaceChanged(GL10 unused, int width, int height) {
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glViewport(0, 0, width, height);
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float ratio = (float) width / height;
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Matrix.perspectiveM(projMatrix, 0, 45.0f, ratio, 0.25f, 128.0f);
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}
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/**
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* Callback called if surface has been created.
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*
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* @param unused unused
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* @param config surface configuration
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*/
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public void onSurfaceCreated(GL10 unused, EGLConfig config) {
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initialize();
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//TODO: (re)move tmp code
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Matrix.setIdentityM(modlMatrix, 0);
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Matrix.translateM(modlMatrix, 0, 0, 0, 4.0f);
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Matrix.setLookAtM(viewMatrix, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f);
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}
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/**
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* Initialize OpenGL state and data.
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*/
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public void initialize() {
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// Initialize sphere.
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sphere = new Sphere(1.0f, 32, 32); // TODO: choose useful aparameters.
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// Set OpenGL state.
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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// Build shader program.
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programID = buildProgram(DEFAULT_VERTEX_SHADER, DEFAULT_FRAGMENT_SHADER);
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}
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/**
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* Reset OpenGL state and delete data.
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*/
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public void deinitialize() {
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sphere = null;
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glDeleteProgram(programID);
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}
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/**
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* Builds a shader program given vertex and fragment shader soruce.
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* @param vertexSource The vertex shader source
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* @param fragmentSource The fragment shader source
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* @return shader program
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*/
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private int buildProgram(String vertexSource, String fragmentSource) {
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int vertexShader = buildShader(GL_VERTEX_SHADER, vertexSource);
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if (vertexShader == 0) {
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throw new RuntimeException("vertex shader could not be loaded");
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}
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int fragmentShader = buildShader(GL_FRAGMENT_SHADER, fragmentSource);
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if (fragmentShader == 0) {
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throw new RuntimeException("fragment shader could not be loaded");
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}
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int program = glCreateProgram();
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if (program != 0) {
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glAttachShader(program, vertexShader);
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glAttachShader(program, fragmentShader);
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glLinkProgram(program);
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int[] linkStatus = new int[1];
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glGetProgramiv(program, GL_LINK_STATUS, linkStatus, 0);
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if (linkStatus[0] != GL_TRUE) {
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Log.e("Shader", "Could not link program: ");
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Log.e("Shader", glGetProgramInfoLog(program));
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glDeleteProgram(program);
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throw new RuntimeException("Could not link program");
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}
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}
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positionLocation = glGetAttribLocation(program, "position");
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if (positionLocation == -1) {
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throw new RuntimeException("Could not get attribute location for 'position'");
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}
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textureCoordinatesLocation = glGetAttribLocation(program, "textureCoordinates");
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if (textureCoordinatesLocation == -1) {
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throw new RuntimeException("Could not get attribute location for 'textureCoordinates'");
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}
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mvpLocation = glGetUniformLocation(program, "mvpMatrix");
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if (mvpLocation == -1) {
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throw new RuntimeException("Could not get uniform location for 'mvpMatrix'");
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}
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return program;
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}
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/**
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* Builds a shader of a specified type from a given source.
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* @param type The shader type.
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* @param source The shader source
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* @return shader name
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*/
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private int buildShader(int type, String source) {
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int shader = glCreateShader(type);
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if (shader != 0) {
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glShaderSource(shader, source);
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glCompileShader(shader);
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int[] compiled = new int[1];
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glGetShaderiv(shader, GL_COMPILE_STATUS, compiled, 0);
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if (compiled[0] == 0) {
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Log.e("Shader", "Could not compile shader " + type + ":");
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Log.e("Shader", glGetShaderInfoLog(shader));
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glDeleteShader(shader);
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shader = 0;
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}
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}
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return shader;
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}
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}
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180
app/src/main/java/de/trac/spherical/rendering/Sphere.java
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180
app/src/main/java/de/trac/spherical/rendering/Sphere.java
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package de.trac.spherical.rendering;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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/**
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* This class is used to create native buffers holding vertices and
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* texture coordinates of a sphere with a given radius.
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*/
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public class Sphere {
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// The following attributes make up our sphere.
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private FloatBuffer vertexBuffer;
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private FloatBuffer textureCoordinatesBuffer;
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private ShortBuffer indexBuffer;
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public Sphere(float radius, int polyCountX, int polyCountY) {
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// Setup vertex buffer.
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ByteBuffer buffer = ByteBuffer.allocateDirect((polyCountX*polyCountY+2)*2*3*4);
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buffer.order(ByteOrder.nativeOrder());
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vertexBuffer = buffer.asFloatBuffer();
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// Setup texture coordinate buffer.
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buffer = ByteBuffer.allocateDirect((polyCountX*polyCountY+2)*2*2*4);
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buffer.order(ByteOrder.nativeOrder());
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textureCoordinatesBuffer = buffer.asFloatBuffer();
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// Setup index buffer.
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buffer = ByteBuffer.allocateDirect(polyCountX*polyCountY*6*2);
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buffer.order(ByteOrder.nativeOrder());
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indexBuffer = buffer.asShortBuffer();
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int polyCountXPitch = polyCountX+1; // get to same vertex on next level
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int level = 0;
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for (int p1 = 0; p1 < polyCountY-1; p1++) {
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//main quads, top to bottom
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for (int p2 = 0; p2 < polyCountX - 1; p2++)
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{
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final int curr = level + p2;
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indexBuffer.put((short)(curr + polyCountXPitch));
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indexBuffer.put((short)(curr));
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indexBuffer.put((short)(curr + 1));
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indexBuffer.put((short)(curr + polyCountXPitch));
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indexBuffer.put((short)(curr+1));
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indexBuffer.put((short)(curr + 1 + polyCountXPitch));
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}
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// the connectors from front to end
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indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch));
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indexBuffer.put((short)(level + polyCountX - 1));
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indexBuffer.put((short)(level + polyCountX));
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indexBuffer.put((short)(level + polyCountX - 1 + polyCountXPitch));
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indexBuffer.put((short)(level + polyCountX));
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indexBuffer.put((short)(level + polyCountX + polyCountXPitch));
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level += polyCountXPitch;
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}
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final int polyCountSq = polyCountXPitch * polyCountY; // top point
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final int polyCountSq1 = polyCountSq + 1; // bottom point
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final int polyCountSqM1 = (polyCountY - 1) * polyCountXPitch; // last row's first vertex
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for (int p2 = 0; p2 < polyCountX - 1; p2++) {
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// create triangles which are at the top of the sphere
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indexBuffer.put((short)(polyCountSq));
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indexBuffer.put((short)(p2 + 1));
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indexBuffer.put((short)(p2));
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// create triangles which are at the bottom of the sphere
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indexBuffer.put((short)(polyCountSqM1 + p2));
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indexBuffer.put((short)(polyCountSqM1 + p2 + 1));
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indexBuffer.put((short)(polyCountSq1));
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}
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// create final triangle which is at the top of the sphere
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indexBuffer.put((short)(polyCountSq));
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indexBuffer.put((short)(polyCountX));
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indexBuffer.put((short)(polyCountX-1));
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// create final triangle which is at the bottom of the sphere
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indexBuffer.put((short)(polyCountSqM1 + polyCountX - 1));
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indexBuffer.put((short)(polyCountSqM1));
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indexBuffer.put((short)(polyCountSq1));
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// calculate the angle which separates all points in a circle
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final double AngleX = 2.0 * Math.PI / polyCountX;
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final double AngleY = Math.PI / polyCountY;
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int i=0;
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double axz;
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// we don't start at 0.
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double ay = 0;//AngleY / 2;
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for (int y = 0; y < polyCountY; y++) {
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ay += AngleY;
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final double sinay = Math.sin(ay);
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axz = 0;
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// calculate the necessary vertices without the doubled one
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for (int xz = 0; xz < polyCountX; xz++)
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{
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float rx = (float) (radius * Math.cos(axz) * sinay);
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float ry = (float) (radius * Math.cos(ay));
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float rz = (float) (radius * Math.sin(axz) * sinay);
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// calculate texture coordinates via sphere mapping
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// tu is the same on each level, so only calculate once
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float tu = 0.5f;
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if (y==0)
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{
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if (ry != -1.0f && ry != 1.0f) {
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float len = (float) Math.sqrt(rx*rx + ry*ry + rz*rz);
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tu = (float) (Math.acos(Math.max(Math.min(rx / len / sinay, 1.0), -1.0)) * 0.5 / Math.PI);
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}
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if (rz < 0.0f)
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tu=1-tu;
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}
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else
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tu = textureCoordinatesBuffer.get((i-polyCountXPitch)*2);
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vertexBuffer.put(rx);
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vertexBuffer.put(ry);
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vertexBuffer.put(rz);
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textureCoordinatesBuffer.put(tu);
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textureCoordinatesBuffer.put((float)(ay/Math.PI));
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i++;
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axz += AngleX;
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}
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// This is the doubled vertex on the initial position
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vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 0));
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vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 1));
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vertexBuffer.put(vertexBuffer.get((i-polyCountX)*3 + 2));
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textureCoordinatesBuffer.put(1.0f);
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textureCoordinatesBuffer.put(0.0f);
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i++;
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}
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// Add the vertex at the top of the sphere.
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vertexBuffer.put(0.0f);
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vertexBuffer.put(radius);
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vertexBuffer.put(0.0f);
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textureCoordinatesBuffer.put(0.5f);
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textureCoordinatesBuffer.put(0.0f);
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// Add the vertex at the bottom of the sphere.
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vertexBuffer.put(0.0f);
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vertexBuffer.put(-radius);
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vertexBuffer.put(0.0f);
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textureCoordinatesBuffer.put(0.5f);
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textureCoordinatesBuffer.put(1.0f);
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// Rewind buffers.
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vertexBuffer.position(0);
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textureCoordinatesBuffer.position(0);
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indexBuffer.position(0);
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}
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public FloatBuffer getVertexBuffer() {
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return vertexBuffer;
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}
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public FloatBuffer getTextureCoordinatesBuffer() {
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return textureCoordinatesBuffer;
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}
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public ShortBuffer getIndexBuffer() {
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return indexBuffer;
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}
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}
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@ -6,10 +6,10 @@
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android:layout_height="match_parent"
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tools:context="de.trac.spherical.MainActivity">
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<TextView
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android:layout_width="wrap_content"
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android:layout_height="wrap_content"
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android:text="Hello World!"
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<android.opengl.GLSurfaceView
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android:id="@+id/surface_view"
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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app:layout_constraintBottom_toBottomOf="parent"
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app:layout_constraintLeft_toLeftOf="parent"
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app:layout_constraintRight_toRightOf="parent"
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