How can I mirror a texture bitmap in OpenGL Android? - android

When I'm applying a texture to a shape, I keep seeing it mirrored. The GLU.gluLookAt is set to be 5 units up, so it's GLU.gluLookAt(gl, 0, 0, 5, 0, 0, 0, 0, 2, 0);. If it would be 5 units down, the x axis would be reversed, and that would be an even bigger problem.
Can you please tell me how to mirror the bitmap that is being load to be a texture? I want to maintain the position of the axis and the shapes being drawn the way they are, I just want to automatically mirror the bitmap.
Can you please tell me how to do that? Perhaps give me a code sequence that mirrors the bitmap on the x axis?

You should be able to reverse the texture mapping coordinates you're using. For horizontal mirror, reverse the u values. For vertical, reverse v.

Related

Moving image on OpenGl using px?

I am using OpenGl to draw an image. Now when i try to move the image, it moves by too much. So if i say the following:
gl.glTranslatef(0, 1, -5.0f);
squirrel.draw(gl);
If i out one as a parameter, the image is now located half way of screen. How do i make it so i can say things like:
gl.glTranslatef(screen_width - image_width , 0);
Is there an alternative method for drawing images in OpenGl?
I previously used canvas to draw images, and i had no problem positioning images on the screen. However with openGl i'm experiencing issues.
All you need to remember is, the screen space in OpenGL ranges from -1,-1 (top left), and 1,1 (bottom right). So you need to provide normalized values to OpenGL. To move a point along x direction from one end of the screen (-1.0) to another (1.0), left to right, you will have to Translate by 2.0 by using glTranslatef(2.0, 0, 0). This point is on the border, so you will have to adjust depending on the actual size of your object and its location.

OpenGL co-ordinate mapping to device co-ordinate

I have gone through so many tutorial & also implemented some small apps in OpenGL.Stil I have confusion over the mapping of OpenGL co-ordinate system to android view co-ordinate system.
I faced the problem while I was trying to display a texture as full screen.Somehow by hit&trial method I was able to show the texture as full screen,but has so many doubts for which I could not proceed fast.
In OpenGL co-ordinate system starts with left-bottom(as origin),whereas in device left- top as origin.How things are mapped correctly to device.
In OpenGL we specify vertices range start from -1 to 1.How these range maps to device where it ranges from 0 to width & height.
Can vertices be mapped exactly the same way as the device co-ordinate.Like vertex with 0,100 maps to device co-ordinates with 0,100.
While trying to show texture as fullscreen,I changed the code according to some blogs&it worked.Here is the changes.
glOrtho(0, width, height, 0, -1, 1); from glOrtho(0, width, 0, height, -1, 1);
& vertices[] = {
0, 0,
width, 0,
width, height,
0, height
};
from {-1,-1,
1,-1,
-1,1,
1,1}
Plz help me to understand the co-ordinate mapping.
what you set the glOrtho to the width and the height opengl is going to stretch that to fit the device you are using, say your width = 320 and height = 480 when you make glOrth(0,width,height,0,1,-1) opengl stretches that to fit your screen so the coordinates can be whatever you want them to be by setting the width and height of glOrth()

How can i move the camera side to side with OpenGL ES 1.x?

I have a Opengl ES 1.x ANdroid 1.5 app that shows a Square with Perspective projection, on the center of the screen.
I need to move the camera (NOT THE SQUARE) when the user moves the finger on the screen, for example, if the user moves the finger to the right, the camera must be moved to the left, it must be shown like if the user is moving the square.
I need to do it without translating the square. The square must be on the opengl position 0,0,-1 allways.
I DONT WANT to rotate the camera arround the square, no, what i want is to move the camera side to side. Code examples are welcome, my opengl skills are very low, and i can't find good examples for this in google
I know that i must use this function: public static void gluLookAt (GL10 gl, float eyeX, float eyeY, float eyeZ, float centerX, float centerY, float centerZ, float upX, float upY, float upZ), but i dont understand where and how to get the values for the parameters. Because this, i will apreciate code examples for doing this.
for example:
I have a cube on the position 0,0,-1. I want that my camera points the cube. I tryed with this: GLU.gluLookAt(gl, 0, 0, 2, 0, 0, 0, 0, 0, 1);, but the cube is not in the screen, i just donmt understand what im doing wrong
First of all, you have to understand that in OpenGL there are not distinct model and view matrices. There is only a combined modelview matrix. So OpenGL doesn't care (or even know) if you translate the camera (what is a camera anyway?) or the object, so your requirement not to move the square is entirely artificial. Though it may be that this is a valid requirement and the distinction between model and view transformation often is very practical, just don't think that translating the square is any different from translating the camera from OpenGL's point of view.
Likewise don't you neccessarily need to use gluLookAt. Like glOrtho, glFrustum or gluPerspective this function just modifies the currently selected matrix (usually the modelview matrix), nothing different from the glTranslate, glRotate or glScale functions. The gluLookAt function comes in handy when you want to position a classical camera, but its functionality can also be achieved by calls to glTranslate and glRotate without problems and sometimes (depending on your requirements) this is even easier than artificially mapping your view parameters to gluLookAt parameters.
Now to your problem, which is indeed solvable quite easily without gluLookAt: What you want to do is move the camera in a direction parallel to the screen plane and this in turn is equivalent to moving the camera in the x-y-plane in view space (or camera space, if you want). And this in turn is equivalent to moving the scene in opposite direction in the x-y-plane in view space.
So all that needs to be done is
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, 0.0f);
//camera setup...
Where (x, y) is the movement vector determined from the touch events, appropriately scaled (try dividing the touch coords you get by the screen dimensions or something similar for example). After this glTranslate comes whatever other camera or scene transformations you already have (be it gluLookAt or just some glTranslate/glRotate/glScale calls). Just make sure that the glTranslate(x, y, ...) is the first transformation you do on the modelview matrix after setting it to identity, since we want to move in view space.
So you don't even need gluLookAt. From your other questions I know your code already looks something like
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(x, y, z);
glRotatef(...);
...
So everything you need to do is plug the x and y values determined from the touch movement into the first glTranslate call (or add them to already existing x and y values), since multiple translations are perfectly commutative.
For more insight into OpenGL's transformation pipeline (which is definitely needed before progressing further), you may also look at the asnwers to this question.
EDIT: If you indeed want to use gluLookAt (be it instead or after the above mentioned translation), here some small words about its workings. It defines a camera using three 3d vectors (passed in as 3 consecutive values each). First the camera's position (in your case (0, 0, 2)), then the point at which the camera looks (in your case (0, 0, 0), but (0, 0, 1) or (0, 0, -42) would result in the same camera, the direction matters). And last comes an up-vector, defining the approximate up-direction of the camera (which is further orthogonalized by gluLookAt to make an appropriate orthogonal camera frame).
But since the up-vector in your case is the z-axis, which is also the negative viewing direction, this results in a singular matrix. You probably want the y-axis as up-direction, which would mean a call to
gluLookAt(0,0,2, 0,0,0, 0,1,0);
which is in turn equivalent to a simple
glTranslate(0, 0, -2);
since you use the negative z-axis as viewing direction, which is also OpenGL's default.

Help me configure OpenGL for 2D

I'm writing my first 2D app for Android using OpenGL. I'm writing it on my Desire, so my screen coords should be 0,0 to 799,479 in landscape mode. I'm trying to get OpenGL to use this range in world coordinates.
The app, such as it is, is working fine so far, but I've had to tweak numbers to get stuff to appear on the screen and I'm frustrated by my inability to understand the relationship between the projection matrix, and the rendering of textures in this regard.
Setting the projection matrix:
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
float size = .01f * (float) Math.tan(Math.toRadians(45.0) / 2);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glFrustumf(-size, size, -size / ratio, size / ratio, 0.01f, 100.0f);
// GLU.gluOrtho2D(gl, 0,width, 0, height);
I want to understand 0.01f and 100.0f here. What do I use to describe a 2D world of 0,0 -> 799,479 with a z value of zero?
Also, I'm not sure what is 'best' - using glFrustumF or GLU.gluOrtho2D The latter has simpler parameters - just the dimensions of the viewport - but I've not got anywhere with that. (Some sites have height and 0 the other way around but that makes no difference.) But shouldn't this be the natural choice for 2D usage of OpenGL? Do I have to set something somewhere to say to OpenGL "I'm doing this in 2D - please disregard the third dimension everywhere, in the interests of speed"?
Drawing my textures:
I'm drawing stuff using 2 textured triangles. The relevant parts of my init (let me know if I need to edit my question with more detail) are:
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatex(nXpos, nYpos, nZoomin);
gl.glRotatef(nRotZ, 0, 0, 1);
gl.glScalef((float)nScaleup,(float)nScaleup, 0.0f);
...
...
gl.glVertexPointer(2, GL10.GL_FIXED, 0, mVertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTextureBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
mVertexBuffer is an IntBuffer and contains:
int vertices[] =
{
-1, -1,
1, -1,
-1, 1,
1, 1
};
I don't intend, ultimately, to have to pass in nZoomin - I've done it this way because it was how I found the 'magic numbers' needed to actually see anything! Currently I need to use -1000 there, with smaller numbers resulting in smaller images. Am I right in thinking there must be some way of having a value of zero for nZoomin when the projection matrix is set correctly?
My textures are currently 128x128 (but may end up being different sizes, perhaps always square though). I have no way of knowing when they're being displayed at actual size currently. I'd like to be able to pass in a value of, say, 128 for nScaleup to have it plotted at actual size. Is this related to the projection matrix, or do I have two separate issues?
If you're working in 2D, you don't need glFrustum, just use glOrtho. Something like this:
void glOrthof(0, 800, 0, 480, -1, 1);
That'll put the origin at the bottom left. If you want it at the top left, use:
void glOrthof(0, 800, 480, 0, -1, 1);
For 480 and 800, you should obviously substitute the actual size of your view, so your app will be portable to different screen sizes and configurations.
I'm passing -1 and 1 for the z range, but these don't really matter, because the orthogonal projection puts (x, y, z) on the same place on the screen, no matter the value of z. (near and far must not be equal, though.) This is the only way to tell OpenGL to ignore the z coordinate; there is no specific "2D" mode, your matrices are still 4x4, and 2-dimensional vertices will receive a z coordinate of 0.
Note that your coordinates do not range from 0 to 799, but really from 0 to 800. The reason is that OpenGL interprets coordinates as lying between pixels, not on them. Think of it like a ruler of 30 cm: there are 30 intervals of a centimetre on it, and the ticks are numbered 0-30.
The vertex buffer you're using doesn't work, because you're using GL_FIXED format. That means 16 bits before the decimal point, and 16 bits after it, so to specify a 2x2 square around the origin, you need to multiply each value by 0x10000:
int vertices[] =
{
-0x10000, -0x10000,
0x10000, -0x10000,
-0x10000, 0x10000,
0x10000, 0x10000
};
This is probably the reason why you need to scale it so much. If you use this array, without the scaling, you should get a 2x2 pixel square. Turning this into a 1x1 square, so the size can be controlled directly by the scale factor, is left as an exercise to the reader ;)
Do I have to set something somewhere to say to OpenGL "I'm doing this in 2D
I think the problem is that you're using a projection matrix for perspective projection.
Instead you should use parallel projection.
To get this matrix you can use the glOrtho() function.
gl.glMatrixMode(GL10.GL_PROJECTION);
...
gl.glOrtho(0, width, 0, height, 0, 128);
Now the z-value have no influence over an object's size anymore.
I want to understand 0.01f and 100.0f here. What do I use to describe a 2D world of 0,0 -> 799,479 with a z value of zero?
It's right that in a 2D world, you don't really have about z-values. But you have to decide
which of your objects you want to draw at first.
There are two ways to decide that:
Deactivate GL_DEPTH_TEST and everything is drawn in the order you choose
Activate GL_DEPTH_TEST and let OpenGL decide

Android OpenGL - ES Texture bleeding

I am writing a small app that at the moment generates a random map of textures.
I am drawing this map as a 10 x 15 group of "quads" which are infact all triangle strips. I use the "map" to grab an int which I then take as the location of the texture for this square in the textureAtlas. so for example 0 is the bottom left "tile". The atlas is 128 x 128 and split into 32 pixel tiles.
However I seem to be getting some odd artifacts where the texture from the one tile is creeping in to the next tile. I wondered if it was the image itself but as far as I can tell the pixels are exactly where they should be. I then looked at the texture coords I was specifying but they all look exact (0.0, 0.25, 0.5, 0.75, 1.0 - splitting it into the 4 rows and columns I would expect).
The odd thing is if I run it on the emulator I do not get any artifacts.
Is there a setting I am missing which would cause bleeding of 1 pixel? It seemed to only be vertical too - this could be related to on the phone I am "stretching" the image in that direction as the phone's screen is larger than normal in that direction.
I load the texture like so:
//Get a new ID
int id = newTextureID(gl);
//We will need to flip the texture vertically
Matrix flip = new Matrix();
flip.postScale(1f, -1f);
//Load up and flip the texture
Bitmap temp = BitmapFactory.decodeResource(context.getResources(), resource);
//Store the widths for the texturemap
int width = temp.getWidth();
int height = temp.getHeight();
Bitmap bmp = Bitmap.createBitmap(temp, 0, 0, width, height, flip, true);
temp.recycle();
//Bind
gl.glBindTexture(GL10.GL_TEXTURE_2D, id);
//Set params
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR);
//Push onto the GPU
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp, 0);
TextureAtlas atlas = new TextureAtlas(id, width, height, tileSize);
return atlas;
I then render it like so:
gl.glBindTexture(GL10.GL_TEXTURE_2D, currentAtlas.textureID);
//Enable the vertices buffer for writing and to be used during our rendering
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
//Specify the location and data format of an array of vertex coordinates to use
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
//Enable the texture buffer
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
I would take a picture, but I am unsure how to get a screen cap from the phone...
If anyone knows of how I can capture the current frame and perhaps put it out into a file I will do that if it helps explain what is going on!
Look forward to your response.
Edit: Here is a screencap - note I run the app in landscape but cap is in portrait. Also excuse the horrible textures :D they were merely a place holder / messing around.
ScreenCap
Well, after speaking to a friend I managed to solve this little problem.
It turns out that if you wish to have exact pixel perfect textures you have to specify the edge of the texture to be halfway into the pixel.
To do this I simply added half a pixel or subtracted half a pixel to the measurement for the texture coords.
Like so:
//Top Left
textureCoords[textPlace] = xAdjust*currentAtlas.texSpaceWidth + currentAtlas.halfPixelAdjust; textPlace++;
textureCoords[textPlace] = (yAdjust+1)*currentAtlas.texSpaceHeight - currentAtlas.halfPixelAdjust; textPlace++;
This was simply calculated when loading the texture atlas:
(float)(0.5 * ((1.0f / numberOfTilesInAtlasRow) / pixelsPerTile));
Although if the height was different to the width of each tile (which could happen) you would need to calculate them individually.
This has solved all the artifacts so I can continue on. Hope it helps someone else!

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