Correct vertex shader code? OpenGL ES 2.0 - android

Edit Code added, please see below
Edit 2 - Screenshots from device included at bottom along with explanation
Edit 3 - New code added
I have 2 classes, a rendered and a custom 'quad' class.
I have these declared at class level in my renderer class:
final float[] mMVPMatrix = new float[16];
final float[] mProjMatrix = new float[16];
final float[] mVMatrix = new float[16];
And in my onSurfaceChanged method I have:
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
and....
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
myBitmap = BitmapFactory.decodeResource(curView.getResources(), R.drawable.box);
//Create new Dot objects
dot1 = new Quad();
dot1.setTexture(curView, myBitmap);
dot1.setSize(300,187); //These numbers are the size but are redundant/not used at the moment.
myBitmap.recycle();
//Set colour to black
GLES20.glClearColor(0, 0, 0, 1);
}
And finally from this class, onDrawFrame:
#Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
//Paint the screen the colour defined in onSurfaceCreated
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix) so looking from the front
Matrix.setLookAtM(mVMatrix, 0, 0, 0, 3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Combine
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
dot1.rotateQuad(0,0,45, mMVPMatrix); //x,y,angle and matrix passed in
}
Then, in my quad class:
This declared at class level:
private float[] mRotationMatrix = new float[16];
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private int mMVPMatrixHandle;
private int mPositionHandle;
private int mRotationHandle;
//Create our vertex shader
String strVShader =
"uniform mat4 uMVPMatrix;" +
"uniform mat4 uRotate;" +
"attribute vec4 a_position;\n"+
"attribute vec2 a_texCoords;" +
"varying vec2 v_texCoords;" +
"void main()\n" +
"{\n" +
// "gl_Position = a_position * uRotate;\n"+
// "gl_Position = uRotate * a_position;\n"+
"gl_Position = a_position * uMVPMatrix;\n"+
// "gl_Position = uMVPMatrix * a_position;\n"+
"v_texCoords = a_texCoords;" +
"}";
//Fragment shader
String strFShader =
"precision mediump float;" +
"varying vec2 v_texCoords;" +
"uniform sampler2D u_baseMap;" +
"void main()" +
"{" +
"gl_FragColor = texture2D(u_baseMap, v_texCoords);" +
"}";
Then method for setting texture (don't think this is relevant to this problem though!!)
public void setTexture(GLSurfaceView view, Bitmap imgTexture){
this.imgTexture=imgTexture;
iProgId = Utils.LoadProgram(strVShader, strFShader);
iBaseMap = GLES20.glGetUniformLocation(iProgId, "u_baseMap");
iPosition = GLES20.glGetAttribLocation(iProgId, "a_position");
iTexCoords = GLES20.glGetAttribLocation(iProgId, "a_texCoords");
texID = Utils.LoadTexture(view, imgTexture);
}
And finally, my 'rotateQuad' method (which currently is supposed to draw and rotate the quad).
public void rotateQuad(float x, float y, int angle, float[] mvpMatrix){
Matrix.setRotateM(mRotationMatrix, 0, angle, 0, 0, 0.1f);
// Matrix.translateM(mRotationMatrix, 0, 0, 0, 0); //Removed temporarily
// Combine the rotation matrix with the projection and camera view
Matrix.multiplyMM(mvpMatrix, 0, mRotationMatrix, 0, mvpMatrix, 0);
float[] vertices = {
-.5f,.5f,0, 0,0,
.5f,.5f,0, 1,0,
-.5f,-.5f,0, 0,1,
.5f,-.5f,0, 1,1
};
vertexBuf = ByteBuffer.allocateDirect(vertices.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexBuf.put(vertices).position(0);
//Bind the correct texture
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texID);
//Use program
GLES20.glUseProgram(iProgId);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(iProgId, "uMVPMatrix");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// get handle to shape's rotation matrix
mRotationHandle = GLES20.glGetUniformLocation(iProgId, "uRotate");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mRotationHandle, 1, false, mRotationMatrix, 0);
//Set starting position for vertices
vertexBuf.position(0);
//Specify attributes for vertex
GLES20.glVertexAttribPointer(iPosition, 3, GLES20.GL_FLOAT, false, 5 * 4, vertexBuf);
//Enable attribute for position
GLES20.glEnableVertexAttribArray(iPosition);
//Set starting position for texture
vertexBuf.position(3);
//Specify attributes for vertex
GLES20.glVertexAttribPointer(iTexCoords, 2, GLES20.GL_FLOAT, false, 5 * 4, vertexBuf);
//Enable attribute for texture
GLES20.glEnableVertexAttribArray(iTexCoords);
//Draw it
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
for Edit 2.
This is my quad as drawn in the center of the screen. No rotation.
This is the same quad rotated at +45 Degrees with the code "gl_Position = a_position * uMVPMatrix;" + in my vertex shader (it's from a different project now so the shader variable is a_position and not vPosition), it's looks correct!
However, this is the same quad rotated at +45 Degrees with the 2 shader variables switched (so they read "gl_Position = uMVPMatrix * a_position;" - as you can see, it's not quite right.
Also just a side note, you can't see it here as the quare is symetrical, but each method also rotates in the opposite direction to the other....
Any help appreciated.

It's really impossible to tell because we don't know what you are passing to these two variables.
OpenGL is column-major format, so if vPosition is in fact a vector, and uMVPMatrix is a matrix, then the first option is correct, if this is in your shader.
If this is not in your shader but in your program code, then there is not enough information.
If you are using the first option but getting unexpected results, you are likely not computing your matrix properly or not passing the correct vertices.

Normally in the vertex shader you should multiple the positions by the MVP, that is
gl_Position = uMVPMatrix *vPosition;
When you change the order this should work...

Thanks to all for the help.
I managed to track down the problem (For the most part). I will show what I did.
It was the following line:
Matrix.multiplyMM(mvpMatrix, 0, mvpMatrix, 0, mRotationMatrix, 0);
As you can see I was multiplying the matrices and storing them back into one that I was using in the multiplication.
So I created a new matrix called mvpMatrix2 and stored the results in that. Then passed that to my vertex shader.
//Multiply matrices
Matrix.multiplyMM(mvpMatrix2, 0, mvpMatrix, 0, mRotationMatrix, 0);
//get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(iProgId, "uMVPMatrix");
//Give to vertex shader variable
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix2, 0);
After applying this, there is no distortion (And also, with regards to my other question here Using Matrix. Rotate in OpenGL ES 2.0 I am able to translate the centre of the quad). I say 'for the most part' because however, when I rotate it, it rotates backwards (so if I say rotate +45 degrees, (Clockwise), it actually rotates the quad by -45 degrees (Anit-clockwise).
But hopefully, this will help anyone who has a similar problem in the future.

Related

Projection issue - Drawing text and square

I'm trying to draw text and a square with OpenGL ES 2.0.
Each one could be in any position.
But so far I can only see one of them depending on the projection mode I choose :
I only see the square if I use "Matrix.setLookAtM" to make the camera (0, -3, 0) look at (0, 0, 0)
I only see the text if I use "Matrix.orthoM" to have an orthogonal projection
cf code from "Texample2Renderer.java" at the bottom.
I would like to see both, how is it possible ? I was thinking about modifying the Square class to make it work with the orthogonal projection Mode, but I have no idea how to do this.
For the text, I'm using this code (there's a lot of code, so I prefer to post the repo):
https://github.com/d3alek/Texample2
And for the square, I'm using this code :
public class Square {
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
-0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f}; // top right
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// The matrix must be included as a modifier of gl_Position.
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private final int mProgram;
private final short drawOrder[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
float color[] = {0.2f, 0.709803922f, 0.898039216f, 1.0f};
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
/**
* Sets up the drawing object data for use in an OpenGL ES context.
*/
public Square() {
// BUFFER FOR SQUARE COORDS
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// BUFFER FOR DRAW ORDER
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// prepare shaders and OpenGL program
int vertexShader = Utilities.loadShader(
GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = Utilities.loadShader(
GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}
/**
* Encapsulates the OpenGL ES instructions for drawing this shape.
*
* #param mvpMatrix - The Model View Project matrix in which to draw
* this shape.
*/
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//Utilities.checkEglErrorEGL14Android("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
//Utilities.checkEglErrorEGL14Android("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
Texample2Renderer.java:
public class Texample2Renderer implements GLSurfaceView.Renderer {
private static final String TAG = "TexampleRenderer";
private Square square;
private GLText glText; // A GLText Instance
private Context context; // Context (from Activity)
private int width = 100; // Updated to the Current Width + Height in onSurfaceChanged()
private int height = 100;
private float[] mProjMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mVPMatrix = new float[16];
private boolean usesOrtho = false;
public Texample2Renderer(Context context) {
super();
this.context = context; // Save Specified Context
}
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor( 0.4f, 0.3f, 0.6f, 1.0f );
// Create the GLText
glText = new GLText(context.getAssets());
square = new Square();
// Load the font from file (set size + padding), creates the texture
// NOTE: after a successful call to this the font is ready for rendering!
glText.load( "Roboto-Regular.ttf", 20*3, 2, 2 ); // Create Font (Height: 14 Pixels / X+Y Padding 2 Pixels)
// enable texture + alpha blending
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
}
public void onSurfaceChanged(GL10 unused, int width, int height) { // gl.glViewport( 0, 0, width, height );
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// Take into account device orientation
if (width > height) {
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 1, 10);
}
else {
Matrix.frustumM(mProjMatrix, 0, -1, 1, -1/ratio, 1/ratio, 1, 10);
}
// Save width and height
this.width = width; // Save Current Width
this.height = height; // Save Current Height
if(usesOrtho) {
int useForOrtho = Math.min(width, height);
//TODO: Is this wrong?
Matrix.orthoM(mVMatrix, 0,
-useForOrtho / 2,
useForOrtho / 2,
-useForOrtho / 2,
useForOrtho / 2, 0.1f, 100f);
}
}
public void onDrawFrame(GL10 unused) {
// Redraw background color
int clearMask = GLES20.GL_COLOR_BUFFER_BIT;
GLES20.glClear(clearMask);
if(!usesOrtho)
Matrix.setLookAtM(mVMatrix,
0, // offset
0, 0, -3f, // eye (camera's position)
0f, 0f, 0f, // center (where to look at)
0f, 1.0f, 0.0f); // up
Matrix.multiplyMM(mVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
if(square != null)
square.draw(mVPMatrix);
// TEST: render the entire font texture
glText.drawTexture( width/2, height/2, mVPMatrix); // Draw the Entire Texture
// TEST: render some strings with the font
glText.begin( 1.0f, 1.0f, 1.0f, 1.0f, mVPMatrix ); // Begin Text Rendering (Set Color WHITE)
glText.drawC("Test String 3D!", 0f, 0f, 0f, 0, -30, 0);
// glText.drawC( "Test String :)", 0, 0, 0 ); // Draw Test String
glText.draw( "Diagonal 1", 40, 40, 40); // Draw Test String
glText.draw( "Column 1", 100, 100, 90); // Draw Test String
glText.end(); // End Text Rendering
glText.begin( 0.0f, 0.0f, 1.0f, 1.0f, mVPMatrix ); // Begin Text Rendering (Set Color BLUE)
glText.draw( "More Lines...", 50, 200 ); // Draw Test String
glText.draw( "The End.", 50, 200 + glText.getCharHeight(), 180); // Draw Test String
glText.end(); // End Text Rendering
}
}
I've just modified the code in Texample2Renderer.java to draw a square. I also added a boolean to switch between projection modes.
Any help would be much appreciated, thanks a lot in advance !
Try to reverse the order of vertices in your square cords:
static float squareCoords[] = {
0.5f, 0.5f, 0.0f}; // top right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f, // top left
Its propably facing other direction then your camera is
Actually I just needed to scale up the square, and it worked with orthogonal projection. Since the square size was "1", it was almost not visible.

Does not translate well - Android - OpenGL ES 2

I have this code that should move my circle( square):
float[] scratch = new float[16];
float[] move = new float[16];
Matrix.setIdentityM(move, 0);
Matrix.translateM(move, 0, 100, 100, 0);
Matrix.multiplyMM(scratch, 0, projectionMatrix, 0, move, 0);
mCircle.draw(scratch);
projectionMatrix is the camera:
Matrix.orthoM(projectionMatrix, 0, 0, width, height, 0, -1f, 1f);
But when I execute the code I get this:
Image
I followed the code from Android Developer.
precision highp float;
uniform float uRadius;
vec2 center = vec2(uRadius, uRadius);
vec2 coord = vec2(gl_FragCoord.x, 1080. - gl_FragCoord.y);
vec2 position = coord - center;
uniform vec4 uColor;
void main()
{
if (length(position) > uRadius) {
discard;
}
gl_FragColor = uColor;
}
--------------------------------
uniform mat4 uMatrix;
attribute vec4 aPosition;
void main()
{
gl_Position = uMatrix * aPosition;
}
My main loop:
public void onDrawFrame(GL10 unused) {
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
float[] scratch = new float[16];
float[] move = new float[16];
Matrix.setIdentityM(move, 0);
Matrix.translateM(move, 0, 50, 50, 0);
Matrix.multiplyMM(scratch, 0, projectionMatrix, 0, move, 0);
mCircle.draw(scratch);
}
And circle draw functions is:
public void draw(float[] projectionMatrix) {
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
int mPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
int mColorHandle = GLES20.glGetUniformLocation(mProgram, "uColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, mColor, 0);
int radiusHandle = GLES20.glGetUniformLocation(mProgram, "uRadius");
MyGLRenderer.checkGlError("glGetUniformLocation");
GLES20.glUniform1f(radiusHandle, mRadius);
// get handle to shape's transformation matrix
int mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMatrix");
MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, projectionMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
After some hours I finally found the logical error in the fragment shader: the center of the circle was remaining the same, now I added 2 more uniforms for the offsets/position and it's working.

Android OpenGLES Brown square

So I'm trying to learn openGLES 2.0 and create a textured rectangle. Apparently I didn't follow all the instructions and now I've ended up with just a odd color square.
heres my shaders.
final String vertexShader =
"uniform mat4 u_MVPMatrix; \n" // A constant representing the combined model/view/projection matrix.
+ "attribute vec2 a_TexCoordinate;\n" // Per-vertex texture coordinate information we will pass in.
+ "attribute vec4 a_Position; \n" // Per-vertex position information we will pass in.
// + "attribute vec4 a_Color; \n" // Per-vertex color information we will pass in.
// + "varying vec4 v_Color; \n" // This will be passed into the fragment shader.
+ "varying vec2 v_TexCoordinate; \n" // This will be passed into the fragment shader.
+ "void main() \n" // The entry point for our vertex shader.
+ "{ \n"
+ " v_TexCoordinate = a_TexCoordinate;\n" // Pass the texture coordinate through to the fragment shader.
// It will be interpolated across the triangle.
+ " gl_Position = u_MVPMatrix \n" // gl_Position is a special variable used to store the final position.
+ " * a_Position; \n" // Multiply the vertex by the matrix to get the final point in
+ "} \n";
final String fragmentShader =
"precision mediump float; \n" // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
+ "uniform sampler2D u_Texture; \n" // The input texture.
+ "uniform vec4 u_Color; \n" // This is the color from the vertex shader interpolated across the
// triangle per fragment.
+ "varying vec2 v_TexCoordinate; \n" // Interpolated texture coordinate per fragment.
+ "void main() \n" // The entry point for our fragment shader.
+ "{ \n"
+ " gl_FragColor = texture2D(u_Texture, v_TexCoordinate); \n"
+ "} \n";
Here is the load texture function
public static int loadTexture(final Context context, final int resourceId)
{
final int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0)
{
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false; // No pre-scaling
// Read in the resource
final Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(), resourceId, options);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
// Load the bitmap into the bound texture.
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
// Recycle the bitmap, since its data has been loaded into OpenGL.
bitmap.recycle();
}
if (textureHandle[0] == 0)
{
throw new RuntimeException("Error loading texture.");
}
return textureHandle[0];
}
And here is the drawFrame
#Override
public void onDrawFrame(GL10 gl) {
// Set the background clear color to gray.
GLES20.glClear(GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
mTextureUniformHandle = GLES20.glGetUniformLocation(programHandle, "u_Texture");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(programHandle, "a_TexCoordinate");
// Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle, 0);
// Draw the triangle facing straight on.
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, Fields.screen_width / 2, Fields.screen_height / 2, 0);
Matrix.scaleM(mModelMatrix, 0, Fields.screen_width / 4, Fields.screen_width / 4, 0);
drawTriangle(mTriangle1Vertices);
}
Any advice for getting rid of the wierd brown square and actually displaying the texture?
Edit: Here are the texture coordinates
public GL20Renderer(Context context) {
final float[] triangle1VerticesData = {
// X, Y, Z,
// R, G, B, A
-1f, 1f, 0.0f,
-1, -1, 0.0f,
1f, 1f, 0.0f,
-1f, -1f, 0.0f,
1f, -1f, 0.0f,
1f, 1f, 0.0f,
};
// Initialize the buffers.
mTriangle1Vertices = ByteBuffer.allocateDirect(triangle1VerticesData.length * mBytesPerFloat)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangle1Vertices.put(triangle1VerticesData).position(0);
final float[] triangle1TextureCoordinateData =
{
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
mTriangleTextureCoordinates = ByteBuffer.allocateDirect(triangle1TextureCoordinateData.length * mBytesPerFloat)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleTextureCoordinates.put(triangle1TextureCoordinateData).position(0);
this.context = context;
}
and here is the drawtriangle function
private void drawTriangle(final FloatBuffer aTriangleBuffer)
{
// Pass in the position information
aTriangleBuffer.position(mPositionOffset);
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
mStrideBytes, aTriangleBuffer);
GLES20.glEnableVertexAttribArray(mPositionHandle);
int colorHandle = GLES20.glGetUniformLocation(programHandle, "u_Color");
// Set color for drawing the triangle
GLES20.glUniform4f(colorHandle, 0.0f, 0.8f, 1.0f, 1.0f);
// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
// (which currently contains model * view).
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
// (which now contains model * view * projection).
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6);
}
Your drawTriangle code doesn't set the texture co-ordinates anywhere. Add some code something like this:
triangle1TextureCoordinateData.position(mPositionOffset * 2 / 3);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, 2, GLES20.GL_FLOAT, false,
0, triangle1TextureCoordinateData);
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
Note you can set the stride to zero if your data is packed in the buffer.

Projection and Camera View doesn't work on OpenGL

I'm trying to apply projection and camera views, but I am not getting the wanted result. The drawn triangle still gets deformed when I rotate my device from portrait to landscape mode. This is the draw() method from my Triangle class:
public void draw(float[] mvpMatrix) {
int vertexCount = 3;
int vertexStride = 3 * COORDS_PER_VERTEX;
int mMVPMatrixHandle;
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
I don't know why it doesn't work, there is also my onDrawFrame() and onSurfaceChanged() methods from the Renderer class:
private float[] mProjectionMatrix = new float[16]
private float[] mViewMatrix = new float[16];
private float[] mMVPMatrix = new float[16];
public void onDrawFrame(GL10 unused) {
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
// Draw shape
mTriangle.draw(mMVPMatrix);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
Some code is missing, here is what should be added :
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition * uMVPMatrix;" +
"}";

Simple translation with opengl es 2.0 on Android

I've look everywhere to understand how to translate shapes with openGl es 2.0 but I can't find the right way. Rotation and scaling work fine.
I tried it with the android openGl es 2.0 tutorial but the shape is more distorded than translated.
Here's the code (almost the same than the android code sample http://developer.android.com/shareables/training/OpenGLES.zip, except of the line to translate:
public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "MyGLRenderer";
private Triangle mTriangle;
private Square mSquare;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
// Declare as volatile because we are updating it from another thread
public volatile float mAngle;
#Override
public void onSurfaceCreated(GL10 unused, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mTriangle = new Triangle();
mSquare = new Square();
}
#Override
public void onDrawFrame(GL10 unused) {
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Draw square
mSquare.draw(mMVPMatrix);
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mMVPMatrix, 0);
// Draw triangle
mTriangle.draw(mMVPMatrix);
}
#Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
/**
* Utility method for debugging OpenGL calls. Provide the name of the call
* just after making it:
*
* <pre>
* mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
* MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
*
* If the operation is not successful, the check throws an error.
*
* #param glOperation - Name of the OpenGL call to check.
*/
public static void checkGlError(String glOperation) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, glOperation + ": glError " + error);
throw new RuntimeException(glOperation + ": glError " + error);
}
}
}
And here's the square class with the translation transformation:
class Square {
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = vPosition * uMVPMatrix;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final FloatBuffer vertexBuffer;
private final ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = { -0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right
private final short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f };
public Square() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// prepare shaders and OpenGL program
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
MyGLRenderer.checkGlError("glGetUniformLocation");
//TRANSLATION
float[] transMatrix = new float[16];
Matrix.setIdentityM(transMatrix,0);
Matrix.translateM(transMatrix,0,5.0f,0,0);
Matrix.multiplyMM(transMatrix,0,mvpMatrix,0,transMatrix,0);
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, transMatrix, 0);
MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
I think it's related with the vertex shader code but I can't figure it out?
I am doing the translation of the matrix within the onDrawFrame method of the Renderer, so my code looks like this:
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrixS, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
//translate the Matrix
Matrix.translateM(mViewMatrixS, 0, 2f, 1f, 0);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrixS, 0, mProjectionMatrix, 0, mViewMatrixS, 0);
// Draw square
mSquare.draw(mMVPMatrix);
And this does the job of translating my shape correctly. I don't know if this was the problem.
I find the answer on this post: Is Google's Android OpenGL tutorial teaching incorrect linear algebra?
Just invert uMVPMatrix and vPosition in the vertexShaderCode string to:
" gl_Position = uMVPMatrix * vPosition;"
The following link contains the answer. Took over a day to locate it. Posting here to help others as I seen this post many times. OpenGL ES Android Matrix Transformations
Android exmaple project was wrong and has just been updated finally. FYI.
You might be seeing the distortion because of the perspective camera. Try reducing the distance you translate the objects by.

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