trying to get Scene3d drawing working

This commit is contained in:
Vadim Lopatin 2016-02-29 09:48:23 +03:00
parent a0632573b3
commit 99325e8dbb
1 changed files with 34 additions and 5 deletions

View File

@ -40,7 +40,8 @@ class UiWidget : VerticalLayout {
{
margins: 10
padding: 10
backgroundColor: "#C0E0E070" // semitransparent yellow background
backgroundImageId: "tx_fabric.tiled"
VerticalLayout {
id: glView
margins: 10
@ -111,11 +112,13 @@ class UiWidget : VerticalLayout {
@property override bool animating() { return true; }
/// animates window; interval is time left from previous draw, in hnsecs (1/10000000 of second)
override void animate(long interval) {
Log.d("animating");
//Log.d("animating");
_cam.rotateX(0.01);
_cam.rotateY(0.02);
angle += interval * 0.000002f;
invalidate();
}
float angle = 0;
MyGLProgram _program;
Scene3d _scene;
@ -137,10 +140,36 @@ class UiWidget : VerticalLayout {
Log.e("Invalid texture");
return;
}
mat4 camMatrix = _scene.viewProjectionMatrix;
_cam.setPerspective(4.0f, 3.0f, 45.0f, 0.1f, 100.0f);
mat4 projectionViewModelMatrix;
if (true) {
// ======== Projection Matrix ==================
mat4 projectionMatrix;
float aspectRatio = cast(float)rc.width / cast(float)rc.height;
projectionMatrix.setPerspective(45.0f, aspectRatio, 0.1f, 100.0f);
// ======== View Matrix ==================
mat4 viewMatrix;
viewMatrix.translate(0, 0, -6);
viewMatrix.rotatex(-15.0f);
//viewMatrix.lookAt(vec3(-10, 0, 0), vec3(0, 0, 0), vec3(0, 1, 0));//translation(0.0f, 0.0f, 4.0f).rotatez(angle);
// ======== Model Matrix ==================
mat4 modelMatrix;
modelMatrix.scale(1.5f);
modelMatrix.rotatez(30.0f + angle * 0.3456778);
modelMatrix.rotatey(angle);
modelMatrix.rotatez(angle * 1.98765f);
// ======= PMV matrix =====================
projectionViewModelMatrix = projectionMatrix * viewMatrix * modelMatrix;
} else {
projectionViewModelMatrix = _scene.viewProjectionMatrix;
}
//Log.d("matrix uniform: ", projectionViewModelMatrix.m);
_program.bind();
Log.d("matrix uniform: ", camMatrix.m);
_program.setUniform("matrix", camMatrix);
_program.setUniform("matrix", projectionViewModelMatrix);
_tx.texture.setup();
_tx.texture.setSamplerParams(true);