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Messages - zelo

Pages: [1]
1
Support / Re: Android Colorovo CityTab Vision 3D Glass free 3d tablet
« on: April 22, 2014, 09:10:32 pm »
Hi,

I have been solved, but on post, maybe helps someone else. This code works well Colorovo and Gadmei glass free 3d tablets.


Code: [Select]
package com.threed.jpct.example;

import java.io.FileWriter;
import java.io.IOException;
import java.io.InputStream;
import java.lang.reflect.Field;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.egl.EGLDisplay;
import javax.microedition.khronos.opengles.GL10;

import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.os.Bundle;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;

import com.threed.jpct.Camera;
import com.threed.jpct.Config;
import com.threed.jpct.FrameBuffer;
import com.threed.jpct.Interact2D;
import com.threed.jpct.Light;
import com.threed.jpct.Loader;
import com.threed.jpct.Logger;
import com.threed.jpct.Matrix;
import com.threed.jpct.Object3D;
import com.threed.jpct.Primitives;
import com.threed.jpct.RGBColor;
import com.threed.jpct.SimpleVector;
import com.threed.jpct.Texture;
import com.threed.jpct.TextureInfo;
import com.threed.jpct.TextureManager;
import com.threed.jpct.World;
import com.threed.jpct.util.BitmapHelper;
import com.threed.jpct.util.MemoryHelper;

/**
 * A simple demo. This shows more how to use jPCT-AE than it shows how to write
 * a proper application for Android. It includes basic activity management to
 * handle pause and resume...
 *
 * @author EgonOlsen
 *
 */
public class HelloWorld extends Activity {

// Used to handle pause and resume...
private static HelloWorld master = null;

private GLSurfaceView mGLView;
private MyRenderer renderer = null;
private FrameBuffer fb = null;
private World world = null;
private RGBColor back = new RGBColor(255, 0, 0);

private float touchTurn = 0;
private float touchTurnUp = 0;

private float xpos = -1;
private float ypos = -1;

private Light sun = null;
private Texture font = null;

private float move = 0;

private static final long serialVersionUID = 1L;

private Object3D cube = null;

private Camera cam = null;

protected void onCreate(Bundle savedInstanceState) {

Logger.log("onCreate");

if (master != null) {
copy(master);
}

super.onCreate(savedInstanceState);

mGLView = new GLSurfaceView(getApplication());
renderer = new MyRenderer();
mGLView.setEGLConfigChooser(8, 8, 8, 8, 16, 8);
mGLView.setRenderer(renderer);
setContentView(mGLView);

FileWriter localFileWriter;
try {
localFileWriter = new FileWriter("/sys/class/enable3d/enable-3d");

localFileWriter.write(49);
localFileWriter.close();
} catch (IOException e) {
e.printStackTrace();
}
}

@Override
protected void onPause() {
super.onPause();
mGLView.onPause();
}

@Override
protected void onResume() {
super.onResume();
mGLView.onResume();
}

@Override
protected void onStop() {
super.onStop();
}

private void copy(Object src) {
try {
Logger.log("Copying data from master Activity!");
Field[] fs = src.getClass().getDeclaredFields();
for (Field f : fs) {
f.setAccessible(true);
f.set(this, f.get(src));
}
} catch (Exception e) {
throw new RuntimeException(e);
}
}

public boolean onTouchEvent(MotionEvent me) {

if (me.getAction() == MotionEvent.ACTION_DOWN) {
xpos = me.getX();
ypos = me.getY();
return true;
}

if (me.getAction() == MotionEvent.ACTION_UP) {
xpos = -1;
ypos = -1;
touchTurn = 0;
touchTurnUp = 0;
return true;
}

if (me.getAction() == MotionEvent.ACTION_MOVE) {
float xd = me.getX() - xpos;
float yd = me.getY() - ypos;

xpos = me.getX();
ypos = me.getY();

touchTurn = xd / -100f;
touchTurnUp = yd / -100f;
return true;
}

try {
Thread.sleep(15);
} catch (Exception e) {
// No need for this...
}

return super.onTouchEvent(me);
}

public boolean onKeyDown(int keyCode, KeyEvent msg) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
move = 1f;
return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
move = -1f;
return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
cube.rotateY((float) Math.toRadians(-1));
return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
cube.rotateY((float) Math.toRadians(1));
return true;
}

return super.onKeyDown(keyCode, msg);
}

public boolean onKeyUp(int keyCode, KeyEvent msg) {
if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
move = 0;
return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
move = 0;
return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {

return true;
}

if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {

return true;
}

return super.onKeyUp(keyCode, msg);
}

protected boolean isFullscreenOpaque() {
return true;
}

class MyRenderer implements GLSurfaceView.Renderer {
private int fps = 0;
private int lfps = 0;

private long time = System.currentTimeMillis();
private boolean stop = false;
private int w;
private int h;

public MyRenderer() {

Config.maxPolysVisible = 500;
Config.farPlane = 1500;
Config.glTransparencyMul = 0.1f;
Config.glTransparencyOffset = 0.1f;
Config.useVBO = true;

Texture.defaultToMipmapping(false);
Texture.defaultTo4bpp(true);
}

public void stop() {
stop = true;
}

public void onSurfaceChanged(GL10 gl, int w, int h) {
this.w = w;
this.h = h;
if (fb != null) {
fb.dispose();
}
fb = new FrameBuffer(gl, w, h);

if (master == null) {

world = new World();
world.setAmbientLight(20, 20, 20);

sun = new Light(world);
sun.setIntensity(250, 250, 250);

// Create a texture out of the icon...:-)
Texture texture = new Texture(BitmapHelper.rescale(
BitmapHelper.convert(getResources().getDrawable(
R.drawable.icon)), 64, 64));
TextureManager.getInstance().addTexture("texture", texture);

try {
Texture texture2 = new Texture(getResources().getAssets()
.open("alpha.png"), true);
TextureManager.getInstance().addTexture("texture2",
texture2);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}

TextureInfo ti = new TextureInfo(TextureManager.getInstance()
.getTextureID("texture"));
ti.add(TextureManager.getInstance().getTextureID("texture2"),
TextureInfo.MODE_DECAL);

cube = Primitives.getCube(10);
cube.calcTextureWrapSpherical();
// cube.setTexture("texture");
cube.setTexture(ti);
cube.strip();
cube.build();

world.addObject(cube);

Camera cam = world.getCamera();
cam.moveCamera(Camera.CAMERA_MOVEOUT, 150);
cam.lookAt(cube.getTransformedCenter());

SimpleVector sv = new SimpleVector();
sv.set(cube.getTransformedCenter());
sv.y -= 100;
sv.z -= 100;
sun.setPosition(sv);
MemoryHelper.compact();

if (master == null) {
Logger.log("Saving master Activity!");
master = HelloWorld.this;
}
}
}

private Object3D loadModel(InputStream filename, float scale) {
Loader.setVertexOptimization(false);

Object3D[] model = Loader.load3DS(filename, scale);
Object3D o3d = new Object3D(0);
Object3D temp = null;

for (int i = 0; i < model.length; i++) {
temp = model[i];
temp.setCenter(SimpleVector.ORIGIN);
temp.rotateX((float) (-.5 * Math.PI));
temp.rotateY((float) (-Math.PI));
temp.rotateMesh();
temp.setRotationMatrix(new Matrix());
o3d = Object3D.mergeObjects(o3d, temp);

}
o3d.build();
return o3d;
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}

public void onDrawFrame(GL10 gl) {
try {

// selectAnyObjectAt((int) xpos, (int) ypos);

if (!stop) {
// move();

cam = world.getCamera();
cam.setPositionToCenter(cube);

cam.moveCamera(Camera.CAMERA_MOVEOUT, 100);

if (touchTurn != 0) {
cube.rotateY(touchTurn);
touchTurn = 0;
}

if (touchTurnUp != 0) {
cube.rotateX(touchTurnUp);
touchTurnUp = 0;
}

fb.clear(back);
SimpleVector position = cam.getPosition();

gl.glClear(GL10.GL_COLOR_BUFFER_BIT
| GL10.GL_DEPTH_BUFFER_BIT
| GL10.GL_STENCIL_BUFFER_BIT);
interlaceStencil(gl, w, h);

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();

gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();

gl.glStencilFunc(gl.GL_NOTEQUAL, 1, 1); // draws if stencil
// <> 1
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); /* black */
gl.glClear(gl.GL_COLOR_BUFFER_BIT);

gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -10.0f);

gl.glEnable(GL10.GL_DEPTH_TEST);
cam.setPosition(new SimpleVector(position.x, position.y,
position.z));
world.renderScene(fb);
world.draw(fb);
gl.glStencilFunc(gl.GL_EQUAL, 1, 1); // draws if stencil <>
// 0
gl.glLoadIdentity();

gl.glEnable(GL10.GL_DEPTH_TEST);

cam.setPosition(new SimpleVector(position.x - 3,
position.y, position.z));
world.renderScene(fb);
world.draw(fb);
gl.glLoadIdentity();

blitNumber(lfps, 5, 5);

fb.display();

if (System.currentTimeMillis() - time >= 1000) {
Logger.log(fps + "fps");
lfps = fps;
fps = 0;
time = System.currentTimeMillis();
}
fps++;
} else {
if (fb != null) {
fb.dispose();
fb = null;
}
}
} catch (Exception e) {
e.printStackTrace();
Logger.log("Drawing thread terminated!", Logger.MESSAGE);
}
}

void interlaceStencil(GL10 gl, int gliWindowWidth, int gliWindowHeight) {
//
vertex(gliWindowWidth, gliWindowHeight);
// seting screen-corresponding geometry
gl.glViewport(0, 0, gliWindowWidth, gliWindowHeight);
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
// clearing and configuring stencil drawing
gl.glEnable(gl.GL_STENCIL_TEST);
gl.glClearStencil(0);
gl.glClear(gl.GL_STENCIL_BUFFER_BIT);
gl.glStencilOp(gl.GL_REPLACE, gl.GL_REPLACE, gl.GL_REPLACE); //
// colorbuffer is copied to stencil
gl.glDisable(gl.GL_DEPTH_TEST);
gl.glStencilFunc(gl.GL_ALWAYS, 1, 1); // to avoid interaction
// with
// stencil
// content
// drawing stencil pattern
gl.glColor4f(1, 1, 1, 1);
// gl.glColor4f(1, 1, 1, 0); // alfa is 0 not to interfere with
// alpha
// tests
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

// Set the face rotation
// gl.glFrontFace(GL10.GL_CW);

// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);

// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_LINES, 0, vertices.length / 3);

// Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP); // disabling
// changes
// buffer
gl.glFlush();
}

private void vertex(int gliWindowWidth, int gliWindowHeight) {

ArrayList<Float> ver = new ArrayList<Float>();
for (int i = 0; i < gliWindowWidth; i += 2) {
double d = (1f / Float.valueOf(gliWindowWidth)) * 2.0;
float f = ((float) (i * d)) - 1f;

ver.add(f);
ver.add(-1f);
ver.add(0f);

ver.add(f);
ver.add(1f);
ver.add(0f);

}
Float[] temp = ver.toArray(new Float[ver.size()]);

vertices = new float[temp.length];
for (int i = 0; i < temp.length; i++) {
Float float1 = temp[i];
vertices[i] = float1.floatValue();
}
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer
.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());

// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();

// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);

// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
}

private float vertices[];

private FloatBuffer vertexBuffer;

private void blitNumber(int number, int x, int y) {
if (font != null) {
String sNum = Integer.toString(number);

for (int i = 0; i < sNum.length(); i++) {
char cNum = sNum.charAt(i);
int iNum = cNum - 48;
fb.blit(font, iNum * 5, 0, x, y, 5, 9,
FrameBuffer.TRANSPARENT_BLITTING);
x += 5;
}
}
}
}
}

2
Support / Android Colorovo CityTab Vision 3D Glass free 3d tablet
« on: April 22, 2014, 11:09:33 am »
Hi all,

I would like to develop a simple 3d application to Colorovo CityTab Vision 3D tablet. It is a glass free 3d tablet.

This device use vertical interlaced 3d display and It must be created "manually".

I create a sample app:

Code: [Select]
public class Stencil {
/*
* this code generates the interlaced pattern to the stencil buffer for
* stereoscopic masking
*/

private float vertices[];

private FloatBuffer vertexBuffer;

public Stencil() {


}

void interlace_stencil(GL10 gl, int gliWindowWidth, int gliWindowHeight) {

vertex(gliWindowWidth, gliWindowHeight);
// seting screen-corresponding geometry
gl.glViewport(0, 0, gliWindowWidth, gliWindowHeight);
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glMatrixMode(gl.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(gl.GL_MODELVIEW);
gl.glLoadIdentity();
//
// // clearing and configuring stencil drawing
gl.glEnable(gl.GL_STENCIL_TEST);
gl.glClearStencil(0);
gl.glClear(gl.GL_STENCIL_BUFFER_BIT);
gl.glStencilOp(gl.GL_REPLACE, gl.GL_REPLACE, gl.GL_REPLACE); //
// colorbuffer
// // is
// // copied to stencil
gl.glDisable(gl.GL_DEPTH_TEST);
gl.glStencilFunc(gl.GL_ALWAYS, 1, 1); // to avoid interaction with
// stencil
// content
// drawing stencil pattern
gl.glColor4f(1, 1, 1, 1);
// gl.glColor4f(1, 1, 1, 0); // alfa is 0 not to interfere with alpha
// tests
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);

// Set the face rotation
gl.glFrontFace(GL10.GL_CW);

// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);

// Draw the vertices
gl.glDrawArrays(GL10.GL_LINES, 0, vertices.length / 3);

// Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);

gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP); // disabling
// changes
// buffer
gl.glFlush();
}

private void vertex(int gliWindowWidth, int gliWindowHeight) {
float gliY = -1;

ArrayList<Float> ver = new ArrayList<Float>();
for (int i = 0; i < gliWindowWidth; i += 2) {
double d = (1f/Float.valueOf(gliWindowWidth))*2.0;

float f = ((float) (i*d))-1f;

ver.add(f);
ver.add(-1f);
ver.add(0f);

ver.add(f);
ver.add(1f);
ver.add(0f);

}
Float[] temp = ver.toArray(new Float[ver.size()]);

vertices = new float[temp.length];
for (int i = 0; i < temp.length; i++) {
Float float1 = temp[i];
vertices[i] = float1.floatValue();
}
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());

// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();

// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);

// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
}
}

Code: [Select]
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT
| GL10.GL_STENCIL_BUFFER_BIT);

stencil.interlace_stencil(gl, width, height);

gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, (float) width / (float) height, 0.1f,
100.0f);
gl.glViewport(0, 0, width, height);

gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();


gl.glStencilFunc(gl.GL_NOTEQUAL, 1, 1); // draws if stencil <> 1
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); /* black */
gl.glClear(gl.GL_COLOR_BUFFER_BIT);

gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -10.0f);
gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);

setLeftEnv(gl);
gl.glEnable(GL10.GL_DEPTH_TEST);
mCube.draw(gl);

gl.glStencilFunc(gl.GL_EQUAL, 1, 1); // draws if stencil <> 0
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -10.0f);
gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);

setRightEnv(gl);
gl.glEnable(GL10.GL_DEPTH_TEST);
mCube.draw(gl);

gl.glLoadIdentity();

mCubeRotation -= 0.15f;
}

private void setLeftEnv(GL10 gl) {
GLU.gluLookAt(gl, 0 - (mEyeDistance), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f,
0.0f, 1.0f, 0.0f);

}

private void setRightEnv(GL10 gl) {
GLU.gluLookAt(gl, 0 + (mEyeDistance), 0.0f, 0.0f, 0.0f, 0.0f, -100.0f,
0.0f, 1.0f, 0.0f);

}

It works well. But I don't know, how to implement this with JPCT-AE.
Can you help me?

Thank you in anticipation.

Pages: [1]