Book Image

Cardboard VR Projects for Android

By : Jonathan Linowes, Matt Schoen
Book Image

Cardboard VR Projects for Android

By: Jonathan Linowes, Matt Schoen

Overview of this book

Google Cardboard is a low-cost, entry-level media platform through which you can experience virtual reality and virtual 3D environments. Its applications are as broad and varied as mobile smartphone applications themselves. This book will educate you on the best practices and methodology needed to build effective, stable, and performant mobile VR applications. In this book, we begin by defining virtual reality (VR) and how Google Cardboard fits into the larger VR and Android ecosystem. We introduce the underlying scientific and technical principles behind VR, including geometry, optics, rendering, and mobile software architecture. We start with a simple example app that ensures your environment is properly set up to write, build, and run the app. Then we develop a reusable VR graphics engine that you can build upon. And from then on, each chapter is a self-contained project where you will build an example from a different genre of application, including a 360 degree photo viewer, an educational simulation of our solar system, a 3D model viewer, and a music visualizer. Given the recent updates that were rolled out at Google I/O 2016, the authors of Cardboard VR Projects for Android have collated some technical notes to help you execute the projects in this book with Google VR Cardboard Java SDK 0.8, released in May 2016. Refer to the article at https://www.packtpub.com/sites/default/files/downloads/GoogleVRUpdateGuideforCardbook.pdf which explains the updates to the source code of the projects.
Table of Contents (16 chapters)
Cardboard VR Projects for Android
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

FFT visualization


For the next visualization, we'll introduce the use of FFT data (instead of waveform data). As in the previous example, we'll dynamically generate a texture from the data and write a material and shaders to render it.

Capture the FFT audio data

To begin with, we need to add that data capture to our VisualizerBox class. We will start by adding the variables we'll need:

    public static byte[] fftBytes, fftNorm;
    public static float[] fftPrep;
    public static int fftTexture = -1;

We need to allocate the FFT data arrays, and to do that we need to know their size. We can ask the Android Visualizer API how much data it's capable of giving us. For now, we'll choose the minimum size and then allocate the arrays as follows:

    public VisualizerBox(final CardboardView cardboardView){
        . . .
        fftPrep = new float[captureSize / 2];
        fftNorm = new byte[captureSize / 2];
        ...

Capturing FFT data is similar to capturing waveform data. But we'll do some preprocessing...