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

Materials, textures, and shaders


In Chapter 3, Cardboard Box, we introduced the OpenGL ES 2.0 graphics pipeline and simple shaders. We will now extract that code into a separate Material class.

In computer graphics, materials refer to the visual surface characteristics of geometric models. When rendering an object in the scene, materials are used together with lighting and other scene information required by the shader code and the OpenGL graphics pipeline.

A solid colored material is the simplest; the entire surface of the object is a single color. Any color variation in the final rendering will be due to lighting, shadows, and other features in a different shader variant. It is quite possible to produce solid color materials with lighting and shadows, but the simplest possible example just fills raster segments with the same color, such as our very first shader.

A textured material may have surface details defined in an image file (such as a JPG). Textures are like wallpapers pasted on the...