My terrain uses shader which itself uses four different textures. It runs fine on windows and linux machines, but on android it gets only ~25FPS on both galaxies. I thought, that textures are the problem, but no, as it appears the problem is with the part where I divide texture coordinates and use frac to get tiled coordinates. Without it, I get 60FPS.
// Material data.
//uniform vec3 uAmbient;
//uniform vec3 uDiffuse;
//uniform vec3 uLightPos[8];
//uniform vec3 uEyePos;
//uniform vec3 uFogColor;
uniform sampler2D terrain_blend;
uniform sampler2D grass;
uniform sampler2D rock;
uniform sampler2D dirt;
varying vec2 varTexCoords;
//varying vec3 varEyeNormal;
//varying float varFogWeight;
//------------------------------------------------------------------
// Name: fog
// Desc: applies calculated fog weight to fog color and mixes with
// specified color.
//------------------------------------------------------------------
//vec4 fog(vec4 color) {
// return mix(color, vec4(uFogColor, 1.0), varFogWeight);
//}
void main(void)
{
/*vec3 N = normalize(varEyeNormal);
vec3 L = normalize(uLightPos[0]);
vec3 H = normalize(L + normalize(uEyePos));
float df = max(0.0, dot(N, L));
vec3 col = uAmbient + uDiffuse * df;*/
// Take color information from textures and tile them.
vec2 tiledCoords = varTexCoords;
//vec2 tiledCoords = fract(varTexCoords / 0.05); // <========= HERE!!!!!!!!!
//vec4 colGrass = texture2D(grass, tiledCoords);
vec4 colGrass = texture2D(grass, tiledCoords);
//vec4 colDirt = texture2D(dirt, tiledCoords);
vec4 colDirt = texture2D(dirt, tiledCoords);
//vec4 colRock = texture2D(rock, tiledCoords);
vec4 colRock = texture2D(rock, tiledCoords);
// Take color information from not tiled blend map.
vec4 colBlend = texture2D(terrain_blend, varTexCoords);
// Find the inverse of all the blend weights.
float inverse = 1.0 / (colBlend.r + colBlend.g + colBlend.b);
// Scale colors by its corresponding weight.
colGrass *= colBlend.r * inverse;
colDirt *= colBlend.g * inverse;
colRock *= colBlend.b * inverse;
vec4 final = colGrass + colDirt + colRock;
//final = fog(final);
gl_FragColor = final;
}
Note: there's some more code for light calculation and fog, but it isn't used. I indicated the line that, when uncommented, causes massive lag. I tried using floor and calculating fractional part manually, but lag is the same. What might be wrong?
EDIT: Now here's what I don't understand.
This:
vec2 tiledCoords = fract(varTexCoords * 2.0);
Runs great.
This:
vec2 tiledCoords = fract(varTexCoords * 10.0);
Runs average on SIII.
This:
vec2 tiledCoords = fract(varTexCoords * 20.0);
Lags...
This:
vec2 tiledCoords = fract(varTexCoords * 100.0);
Well 5FPS is still better than I expected...
So what gives? Why is this happening? To my understanding this shouldn't make any difference. But it does. And a huge one.
I would run your code on a profiler (check Mali-400), but by the looks of it, you are killing the texture cache. For the first pixel computed, all those 4 texture look-ups are fetched but also the contiguous data is also fetched into the texture cache. For the next pixel, you are not accessing data in the cache but looking quite far (10, 20..etc) which completely defies the purpose of such a cache.
This of course a guess, without proper profiling is hard to tell.
EDIT: #harism also pointed you to that direction.
Related
there is a problem that i just can't seem to get a handle on..
i have a fragment shader:
precision mediump float;
uniform vec3 u_AmbientColor;
uniform vec3 u_LightPos;
uniform float u_Attenuation_Constant;
uniform float u_Attenuation_Linear;
uniform float u_Attenuation_Quadradic;
uniform vec3 u_LightColor;
varying vec3 v_Normal;
varying vec3 v_fragPos;
vec4 fix(vec3 v);
void main() {
vec3 color = vec3(1.0,1.0,1.0);
vec3 vectorToLight = u_LightPos - v_fragPos;
float distance = length(vectorToLight);
vec3 direction = vectorToLight / distance;
float attenuation = 1.0/(u_Attenuation_Constant +
u_Attenuation_Linear * distance + u_Attenuation_Quadradic * distance * distance);
vec3 diffuse = u_LightColor * attenuation * max(normalize(v_Normal) * direction,0.0);
vec3 d = u_AmbientColor + diffuse;
gl_FragColor = fix(color * d);
}
vec4 fix(vec3 v){
float r = min(1.0,max(0.0,v.r));
float g = min(1.0,max(0.0,v.g));
float b = min(1.0,max(0.0,v.b));
return vec4(r,g,b,1.0);
}
i've been following some tutorial i found on the web,
anyways, the ambientColor and lightColor uniforms are (0.2,0.2,0.2), and (1.0,1.0,1.0)
respectively. the v_Normal is calculated at the vertex shader using the
inverted transposed matrix of the model-view matrix.
the v_fragPos is the model result of multiplying the position with the normal model-view matrix.
now, i expect that when i move the light position closer to the cube i render, it will just appear brighter, but the resulting image is very different:
(the little square there is an indicator for the light position)
now, i just don't understand how this can happen?
i mean, i multiply the color components each by the SAME value..
so, how is it that it seems to vary so??
EDIT: i noticed that if i move the camera in front of the cube, the light is just shades of blue.. which is the same problem but maybe it's a clue i don't know..
The Lambertian reflectance is computed with the Dot product of the normal vector and the vector to the light source, instead of the component wise product.
See How does the calculation of the light model work in a shader program?
Use the dot function instead of the * (multiplication) operator:
vec3 diffuse = u_LightColor * attenuation * max(normalize(v_Normal) * direction,0.0);
vec3 diffuse = u_LightColor * attenuation * max(dot(normalize(v_Normal), direction), 0.0);
You can simplify the code in the fix function. min and max can be substituted with clamp. This functions work component wise, so they do not have to be called separately for each component:
vec4 fix(vec3 v)
{
return vec4(clamp(v, 0.0, 1.0), 1.0);
}
I have written this simple shader to overlay texture over another (base) texture -
varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
void main()
{
mediump vec4 base = texture2D(inputImageTexture, textureCoordinate);
mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
mediump float ra = (overlay.a) * overlay.r + (1.0 - overlay.a) * base.r;
mediump float ga = (overlay.a) * overlay.g + (1.0 - overlay.a) * base.g;
mediump float ba = (overlay.a) * overlay.b + (1.0 - overlay.a) * base.b;
gl_FragColor = vec4(ra, ga, ba, 1.0);
}
Issue - This works except for one issue. If the overlay image is smaller than the base image, the outside region of overlay image gives alpha value of 1.0, i.e overlay.a == 1.0. Due to this the base image is clipped by overlay image. The region outside overlay appears as black.
I am new to opengl, and was expecting that outside its bounds, the texture's alpha should appear as 0.0? How can I fix my shader code to achieve desired behaviour? Or do I need to modify my graphics pipeline?
EDIT Vertex shader below-
attribute vec4 inputTextureCoordinate2;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
void main()
{
gl_Position = pos;
textureCoordinate = uv;
textureCoordinate2 = inputTextureCoordinate2.xy;
}
I was expecting that outside its bounds, the texture's alpha should appear as 0.0
How are you sampling the texture outside of its bounds? When sampling a texture, the uv coordinates should range from 0 to 1. If the coordinates are outside of this range, then one of two things will happen:
If GL_CLAMP_TO_EDGE is set, then the cooridnate will be clamped to the (0, 1) range, and you'll sample an edge pixel
If GL_REPEAT is set, then the fractional part of the coordinate will be taken, and you'll sample somewhere in the middle of the texture
See the docs on glTexParameter for more details.
If your use case is simply overlaying images, perhaps you should try writing a pixel shader.
Set the viewport to the base image dimensions and draw a quad from (-1, 1).
Your fragment shader will now operate on each pixel, known as a texel. Get the texel with gl_FragCoord
Sample the base and overlay by texel e.g. using texelFetch
If the texel is outside of the overlay, set the overlay's rgba values to 0
For example
//fragment shader
uniform ivec2 overlayDim;
uniform sampler2D baseTexture;
uniform sampler2D overlayTexture;
void main() {
vec2 texelf = floor(gl_FragCoord.xy);
ivec2 texel = (int(texelf.x), int(texelf.y));
vec4 base = texelFetch(baseTexture, texel, 0);
vec4 overlay = texelFetch(overlayTexture, texel, 0);
float overlayIsValid = float(texel.x < overlayDim.x && texel.y < overlayDim.y);
overlay *= overlayIsValid;
//rest of code
}
What happens if you sample outside the range of the texture is controlled by the value you set for GL_TEXTURE_WRAP_S and GL_TEXTURE_WRAP_T using glTexParameteri().
In full OpenGL, you could set the value to GL_CLAMP_TO_BORDER, set the border color to a value with alpha 0.0, and be done with it. But texture borders are not available in OpenGL ES 2.0 (the option is introduced in ES 3.2, but not in earlier versions).
Without this, I can think of two options:
If you have control over the texture data, you could set a one pixel border to transparent values. The GL_CLAMP_TO_EDGE then gives you a transparent value when sampling outside the range.
Check the range in the fragment shader.
The fragment shader code for the second option could look something like this (untested):
mediump vec3 col = texture2D(inputImageTexture, textureCoordinate).xyz;
if (all(greaterThan(textureCoordinate2, vec2(0.0))) &&
all(lessThan(textureCoordinate2, vec2(1.0))))
{
mediump vec3 overlay = texture2D(inputImageTexture2, textureCoordinate2).xyz;
col = mix(col, overlay, overlay.a);
}
gl_FragColor = vec4(col, 1.0);
Compared to your original code, also note the use of vector operations. Whenever there is a good way of operating on vectors, it will make the code simpler. It will also make the job of the optimizer easier for GPUs with vector operations.
I found the issue in my code. I had
GLES20.glClearColor(0, 0, 0, 1);
in my code. Changing it to -
GLES20.glClearColor(0, 0, 0, 0);
fixed the issue.
Also as mentioned by #Reto, I have changed my fragment shader to use vector operations for optimisation.
void main()
{
mediump vec4 overlay = texture2D(inputImageTexture2, textureCoordinate2);
mediump vec3 col = texture2D(inputImageTexture, textureCoordinate).xyz;
col = mix(col, overlay.xyz, overlay.a);
gl_FragColor = vec4(col, 1.0);
}
I've done image warping using OpenCV in Python and C++, see the Coca Cola logo warped in place in the corners I had selected:
Using the following images:
and this:
Full album with transition pics and description here
I need to do exactly this, but in OpenGL. I'll have:
Corners inside which I've to map the warped image
A homography matrix that maps the transformation of the logo image
into the logo image you see inside the final image (using OpenCV's
warpPerspective), something like this:
[[ 2.59952324e+00, 3.33170976e-01, -2.17014066e+02],
[ 8.64133587e-01, 1.82580111e+00, -3.20053715e+02],
[ 2.78910149e-03, 4.47911310e-05, 1.00000000e+00]]
Main image (the running track image here)
Overlay image (the Coca Cola image here)
Is it possible ? I've read a lot and started OpenGL basics tutorials, but can it be done from just what I have? Would the OpenGL implementation be faster, say, around ~10ms?
I'm currently playing with this tutorial here:
http://ogldev.atspace.co.uk/www/tutorial12/tutorial12.html
Am I going in the right direction? Total OpenGL newbie here, please bear. Thanks.
After trying a number of solutions proposed here and elsewhere, I ended solving this by writing a fragment shader that replicates what 'warpPerspective' does.
The fragment shader code looks something like:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
// NOTE: you will need to pass the INVERSE of the homography matrix, as well as
// the width and height of your image as uniforms!
uniform highp mat3 inverseHomographyMatrix;
uniform highp float width;
uniform highp float height;
void main()
{
// Texture coordinates will run [0,1],[0,1];
// Convert to "real world" coordinates
highp vec3 frameCoordinate = vec3(textureCoordinate.x * width, textureCoordinate.y * height, 1.0);
// Determine what 'z' is
highp vec3 m = inverseHomographyMatrix[2] * frameCoordinate;
highp float zed = 1.0 / (m.x + m.y + m.z);
frameCoordinate = frameCoordinate * zed;
// Determine translated x and y coordinates
highp float xTrans = inverseHomographyMatrix[0][0] * frameCoordinate.x + inverseHomographyMatrix[0][1] * frameCoordinate.y + inverseHomographyMatrix[0][2] * frameCoordinate.z;
highp float yTrans = inverseHomographyMatrix[1][0] * frameCoordinate.x + inverseHomographyMatrix[1][1] * frameCoordinate.y + inverseHomographyMatrix[1][2] * frameCoordinate.z;
// Normalize back to [0,1],[0,1] space
highp vec2 coords = vec2(xTrans / width, yTrans / height);
// Sample the texture if we're mapping within the image, otherwise set color to black
if (coords.x >= 0.0 && coords.x <= 1.0 && coords.y >= 0.0 && coords.y <= 1.0) {
gl_FragColor = texture2D(inputImageTexture, coords);
} else {
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}
}
Note that the homography matrix we are passing in here is the INVERSE HOMOGRAPHY MATRIX! You have to invert the homography matrix that you would pass into 'warpPerspective'- otherwise this code will not work.
The vertex shader does nothing but pass through the coordinates:
// Vertex shader
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main() {
// Nothing happens in the vertex shader
textureCoordinate = inputTextureCoordinate.xy;
gl_Position = position;
}
Pass in unaltered texture coordinates and position coordinates (i.e. textureCoordinates = [(0,0),(0,1),(1,0),(1,1)] and positionCoordinates = [(-1,-1),(-1,1),(1,-1),(1,1)], for a triangle strip), and this should work!
You can do perspective warping of the texture using texture2DProj(), or alternatively using texture2D() by dividing the st coordinates of the texture (which is what texture2DProj does).
Have a look here: Perspective correct texturing of trapezoid in OpenGL ES 2.0.
warpPerspective projects the (x,y,1) coordinate with the matrix and then divides (u,v) by w, like texture2DProj(). You'll have to modify the matrix so the resulting coordinates are properly normalised.
In terms of performance, if you want to read the data back to the CPU your bottleneck is glReadPixels. How long it will take depends on your device. If you're just displaying, the OpenGL ES calls will take much less than 10ms, assuming that you have both textures loaded to GPU memory.
[edit] This worked on my Galaxy S9 but on my car's Android it had an issue that the whole output texture was white. I've sticked to the original shader and it works :)
You can use mat3*vec3 ops in the fragment shader:
varying highp vec2 textureCoordinate;
uniform sampler2D inputImageTexture;
uniform highp mat3 inverseHomographyMatrix;
uniform highp float width;
uniform highp float height;
void main()
{
highp vec3 frameCoordinate = vec3(textureCoordinate.x * width, textureCoordinate.y * height, 1.0);
highp vec3 trans = inverseHomographyMatrix * frameCoordinate;
highp vec2 coords = vec2(trans.x / width, trans.y / height) / trans.z;
if (coords.x >= 0.0 && coords.x <= 1.0 && coords.y >= 0.0 && coords.y <= 1.0) {
gl_FragColor = texture2D(inputImageTexture, coords);
} else {
gl_FragColor = vec4(0.0,0.0,0.0,0.0);
}
};
If you want to have transparent background don't forget to add
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_SRC_ALPHA);
GLES20.glBlendEquation(GLES20.GL_FUNC_ADD);
And set transpose flag (in case you use the above shader):
GLES20.glUniformMatrix3fv(H_P2D, 1, true, homography, 0);
Here is my code.It runs well on PC/Windows,but jagged on Android 4.42 when I magnify the image.
#ifdef GL_ES
precision highp float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform float u_width; //width of image
uniform float u_height; //height of image
void main()
{
float texelSizeX = 1.0/u_width;
float texelSizeY = 1.0/u_height;
//four pixels' color
vec4 p0q0 = texture2D(CC_Texture0, v_texCoord);
vec4 p1q0 = texture2D(CC_Texture0, v_texCoord + vec2(texelSizeX, 0));
vec4 p0q1 = texture2D(CC_Texture0, v_texCoord + vec2(0, texelSizeY));
vec4 p1q1 = texture2D(CC_Texture0, v_texCoord + vec2(texelSizeX , texelSizeY));
//bilinear interpolation
float a = fract(v_texCoord.s * u_width);
float b = fract(v_texCoord.t * u_height);
vec4 color_q0 = mix( p0q0, p1q0, a );
vec4 color_q1 = mix( p0q1, p1q1, a );
vec4 color = mix( color_q0, color_q1, b);
gl_FragColor = v_fragmentColor * color;
}
I'm sorry that I cannot post pictures. I debug the code well with VS2012, and the image seems smooth.
But when I run the program on Android, the image is full of jag. I don't know why.
Obvious question: why are you doing bilinear filtering in your shader and not just using the built-in hardware bilinear filtering? I'm sure there's a good reason, but telling us that might help you avoid a lot of questions along the lines of "have you set your filtering mode appropriately?"
That being said, it's likely to be a precision problem. You probably want to round v_texCoord to the exact sampling site as I'd guess that you have GL_NEAREST filtering set, to disable the hardware bilinear filtering, but due to precision problems e.g. v_texCoord + vec2(texelSizeX, 0) is then sampling the same texel rather than the next one along when v_texCoord is close to 0, or possibly the sample taken at v_texCoord is the next texel along when it's close to 1, or something along those lines.
OpenGL considers the centre of a texel to be its location. So if you were in 1d you could do something like:
r_texCoord.x = v_texCoord.x - mod(v_texCoord.x, 1.0/u_width) + 0.5/u_width;
Or if you were happy to use integral texture coordinates rather than the normal OpenGL [0.0, 1.0) range then you could simplify slightly because floor (and indeed ceil) already knows how to move you to an integral boundary:
(floor(v_texCoord.x) + 0.5) / u_width
... both of which are dependent reads so performance will suffer quite a bit.
I'm using Assimp to render 3D models with OpenGL ES 2.0. I'm currently having a strange problem in which some parts of the model are not visible, even when they should be. It's easy to see it in these pictures:
In this second image I rendered (a linearized version of) the z-buffer into screen to see if it could be a z-buffer problem. Black pixels are near the camera:
I tried to change values for z-near and z-far without any effect. Right now I do that on initialisation:
glEnable(GL_CULL_FACE);// Cull back facing polygons
glEnable(GL_DEPTH_TEST);
And I'm also doing that for every frame:
glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
glClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
I thought it could be a face winding problem, so I tried to disable GL_CULL_FACE, but it didn't work. I'm pretty sure the model is fine, since Blender can render it correctly.
I'm using these shaders right now:
// vertex shader
uniform mat4 u_ModelMatrix; // A constant representing the model matrix.
uniform mat4 u_ViewMatrix; // A constant representing the view matrix.
uniform mat4 u_ProjectionMatrix; // A constant representing the projection matrix.
attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec2 a_TexCoordinate; // Per-vertex texture coordinate information we will pass in.
varying vec3 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_TexCoordinate; // This will be passed into the fragment shader.
void main()
{
// Transform the vertex into eye space.
mat4 u_ModelViewMatrix = u_ViewMatrix * u_ModelMatrix;
v_Position = vec3(u_ModelViewMatrix * a_Position);
// Pass through the texture coordinate.
v_TexCoordinate = a_TexCoordinate;
// Transform the normal's orientation into eye space.
v_Normal = vec3(u_ModelViewMatrix * vec4(a_Normal, 0.0));
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_ProjectionMatrix * u_ModelViewMatrix * a_Position;
}
And this is the fragment shader:
// fragment shader
uniform sampler2D u_Texture; // The input texture.
uniform int u_TexCount;
varying vec3 v_Position; // Interpolated position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_TexCoordinate; // Interpolated texture coordinate per fragment.
// The entry point for our fragment shader.
void main()
{
vec3 u_LightPos = vec3(1.0);
// Will be used for attenuation.
float distance = length(u_LightPos - v_Position);
// Get a lighting direction vector from the light to the vertex.
vec3 lightVector = normalize(u_LightPos - v_Position);
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
// pointing in the same direction then it will get max illumination.
float diffuse = max(dot(v_Normal, lightVector), 0.0);
// Add attenuation.
diffuse = diffuse * (1.0 / distance);
// Add ambient lighting
diffuse = diffuse + 0.2;
diffuse = 1.0;
//gl_FragColor = (diffuse * texture2D(u_Texture, v_TexCoordinate));// Textured version
float d = (2.0 * 0.1) / (100.0 + 0.1 - gl_FragCoord.z * (100.0 - 0.1));
gl_FragColor = vec4(d, d, d, 1.0);// z-buffer render
}
I'm using VBO with indices to load the geometry and stuff.
Of course I can paste some other code you think it may be relevant, but for now I'm happy to get some ideas of what can cause this strange behavior, or some possible tests I can do.
Ok, I solved the problem. I post the solution since it may be useful to future googlers.
Basically I didn't request a Depth Buffer. I'm doing all the render stuff in native code, but all the Open GL context initialization is done in the Java side. I used one of the Android samples (GL2JNIActivity) as a starting point, but they didn't request any depth buffer and I didn't notice that.
I solved it setting the depth buffer size to 24 when setting the ConfigChooser:
setEGLConfigChooser( translucent ?
new ConfigChooser(8, 8, 8, 8, 24 /*depth*/, 0) :
new ConfigChooser(5, 6, 5, 0, 24 /*depth*/, 0 );