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

2D texture-based visualization


The second visualization will also be a basic oscilloscope-type display of waveform data. However, previously, we used audio data to scale 3D slice cubes; this time, we'll render them all on a 2D plane using a shader that uses audio data as input.

Our RenderBox library allows us to define new materials and shaders. In the previous projects, we built materials that use bitmap images for texture mapping onto the geometry as it's rendered. In this project, we'll paint the quad using the audio bytes array, using the byte value to control the position where we set a brighter color. (Note that the Plane class was added to RenderBox lib in Chapter 7, 360-Degree Gallery.)

Texture generator and loader

First, let's generate a texture structure to hold our texture data. In the VisualizerBox class, add the following method to set up the texture in GLES. We can't use our normal texture pipeline, since it is designed to allocate a texture directly from image data. Our data...