I'm trying to make my first App. based on OpenGl, i'm trying to draw a triangle, and wHEN
RUNNING THE App. it just displays black screen with no triangle.
1-I dont know where my mistake is?
2-is there any good book/tutorials for beginners to opengl es Android?
Triangle Class:
public class Triangle {
private FloatBuffer vertxBuffer;
protected static byte indices[] = {
//Face definition:
0,1,3, //lower-right triangle of the face is drawn with vertices vertices[0]->vertices[1]->vertices[3] (->vertices[0])
0,3,2 //upper-right triangle of the face is drawn with vertices vertices[0]->vertices[3]->vertices[2] (->vertices[0])
};
public float vertices[] = {
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.0f, 0.5f, 0.0f
};
public Triangle() {
// float has 4 bytes, so we allocate for each coordinate 4 bytes.
//what is the difference between ByteBuffer.allocateDirect AND ByteBuffer.allocate???
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
// allocate the memory from the byte buffer
vertxBuffer = vertexByteBuffer.asFloatBuffer();
//fill the vertex buffer with the vertices
vertxBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexByteBuffer.position(0);
}
protected static ByteBuffer indexBuffer;
static {
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
}
public void draw(GL10 gl) {
// Because we store the Triangle vertices " Coordinates " in a FloatBuffer
// we need to enable OpenGL to read from it.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
//set the color for the Triangle (r, g, b, alpha) alpha is between 0-1
gl.glColor4f(2.0f, 1.0f, 0.0f, 0.5f);
// point to our vertex buffer to extract the vertices from it.
//(numberOfVertices, Which type of data the buffer Holds, offset, our Buffer containing the Vertices)
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertxBuffer);
//draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length/3 );
gl.glDrawElements(gl.GL_TRIANGLES, indices.length, gl.GL_UNSIGNED_BYTE, indexBuffer);
//disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
GLRenderer Class:
public class GLRenderer implements Renderer{
private Triangle triangle;
public GLRenderer() {
this.triangle = new Triangle();
}
#Override
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
// clear screen and depth buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// reset the mode view matrix
gl.glLoadIdentity();
// Drawing
gl.glTranslatef(0.0f, 0.0f, -5.0f);
triangle.draw(gl);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
if (height == 0) {
height = 1;
}
//Reset the current View Port
gl.glViewport(0, 0, width, height);
//Select the Projection Matrix
gl.glMatrixMode(GL10.GL_PROJECTION);
// Reset the Projection Matrix
gl.glLoadIdentity();
// calculate the aspect ratio of the window
GLU.gluPerspective(gl, 45.0f, (float) width/(float) height, 0.1f , 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
gl.glClearColor(0, 0, 0, 1.0f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glDisable(GL10.GL_DITHER);
}
}
OpenGlRenderActivity Class:
public class OpenGLRenderActivity extends Activity {
/** Called when the activity is first created. */
private GLSurfaceView gLSurfaceView;
#Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.main);
//requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN,
WindowManager.LayoutParams.FLAG_FULLSCREEN);
gLSurfaceView = new GLSurfaceView(this);
gLSurfaceView.setRenderer(new GLRenderer());
setContentView(gLSurfaceView);
}
#Override
protected void onResume() {
super.onResume();
gLSurfaceView.onResume();
}
#Override
protected void onPause() {
super.onPause();
gLSurfaceView.onPause();
}
}
I think you need to declare the indexes for your vertex (in order to compose the lines and faces):
protected static byte indices[] = {
//Face definition:
0,1,3, //lower-right triangle of the face is drawn with vertices vertices[0]->vertices[1]->vertices[3] (->vertices[0])
0,3,2 //upper-right triangle of the face is drawn with vertices vertices[0]->vertices[3]->vertices[2] (->vertices[0])
};
protected static ByteBuffer indexBuffer;
static {
indexBuffer = ByteBuffer.allocateDirect(indices.length);
indexBuffer.put(indices);
indexBuffer.position(0);
}
then pass those indexes to your draw call:
(replace
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length/3 );
with
gl.glDrawElements(GL.GL_TRIANGLES, indices.length, GL.GL_UNSIGNED_BYTE, indexBuffer);
)
As for tutorials you've got great Android versions of the Nehe tutorials here:
http://insanitydesign.com/wp/projects/nehe-android-ports/
It's more code than textual explanations, but they start you off real slow, and the code is well comented. Actually I think one of the first tutrials simply shows how to draw a triangle just like you're trying here.
Your triangles gets clipped by the near clipping plane. Try moving it into the range between the near and far values of gluPerspective.
This android tutorial mentions the requirement of a vertexShader, fragmentShader and Program. I may have missed it, but I don't see anything related to that in your code. In my case the fix for the invisible triangle was to fix a type-o in my fragmentShader.
Related
I'm trying to draw a simple line drawing connecting several vertices in OpenGL ES. However, the line is drawn inverted or in a different position from where it should be drawn. I've attached the class for the line drawing below
ConnectingPath.java
--------------------
public class ConnectingPath {
int positionBufferId;
PointF[] verticesList;
public float vertices[];
public FloatBuffer vertexBuffer;
public ConnectingPath(LinkedList<PointF> verticesList, float[] colors)
{
List<PointF> tempCorners = verticesList;
int i = 0;
this.verticesList = new PointF[tempCorners.size()];
for (PointF corner : tempCorners) {
this.verticesList[i++] = corner;
}
}
public float[] getTransformedVertices()
{
float z;
List<Float> finalVertices = new ArrayList<Float>();
finalVertices.clear();
for(PointF point : verticesList){
finalVertices.add(point.x);
finalVertices.add(point.y);
finalVertices.add(0.0f);
}
int i = 0;
float[] verticesArray = new float[finalVertices.size()];
for (Float f : finalVertices) {
verticesArray[i++] = (f != null ? f : Float.NaN);
}
return verticesArray;
}
public void initBooth(){
vertices = this.getTransformedVertices();
for(Float f : vertices){
Log.d("Mapsv3--", f + "");
}
ByteBuffer bb = ByteBuffer.allocateDirect(vertices.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
int[] buffers = new int[1];
GLES11.glGenBuffers(1, buffers, 0);
GLES11.glBindBuffer(GLES11.GL_ARRAY_BUFFER, buffers[0]);
GLES11.glBufferData(GLES11.GL_ARRAY_BUFFER, 4 * vertices.length, vertexBuffer, GLES11.GL_STATIC_DRAW);
positionBufferId = buffers[0];
}
public void Render(GL10 gl){
GLES11.glPushMatrix();
GLES11.glBindBuffer(GLES11.GL_ARRAY_BUFFER, positionBufferId);
GLES11.glEnableClientState(GL10.GL_VERTEX_ARRAY);
GLES11.glVertexPointer(3, GL10.GL_FLOAT, 0, 0);
GLES11.glBindBuffer(GLES11.GL_ARRAY_BUFFER, 0);
GLES11.glFrontFace(GL10.GL_CW);
GLES11.glLineWidth(10.0f);
GLES11.glColor4f(0.0f,0.0f,0.0f,1.0f);
GLES11.glDrawArrays(GL10.GL_LINE_STRIP, 0, verticesList.length);
GLES11.glDisableClientState(GL10.GL_VERTEX_ARRAY);
GLES11.glPopMatrix();
}
}
Drawing code :
Renderer.java
--------------
// Variables here
public void onSurfaceChanged(GL10 gl, int width, int height) {
viewWidth = width;
viewHeight = height;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(1.0f, 1.0f, 1.0f, 1.0f); //Grey Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, -viewWidth/2, viewWidth/2, -viewHeight/2,viewHeight/2);
gl.glTranslatef(center.x,center.y,0);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0,0, 0);
gl.glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
gl.glEnable(GL10.GL_CULL_FACE);
gl.glCullFace(GL10.GL_FRONT);
if(connectingPath!=null){
connectingPath.Render(gl);
}
gl.glDisable(GL10.GL_CULL_FACE);
gl.glLoadIdentity();
}
Screenshot :
The drawing in OpenGL seems to be inverted for you due to the way OpenGL defines it's screen coordinates. In contrast to most 2D drawing API's, the origin is located in the bottom left corner, which means that the y axis values increase when moving upwards. A very nice explanation is available in the OpenGL common pitfalls (Number 12):
Given a sheet of paper, people write from the top of the page to the bottom. The origin for writing text is at the upper left-hand margin of the page (at least in European languages). However, if you were to ask any decent math student to plot a few points on an X-Y graph, the origin would certainly be at the lower left-hand corner of the graph. Most 2D rendering APIs mimic writers and use a 2D coordinate system where the origin is in the upper left-hand corner of the screen or window (at least by default). On the other hand, 3D rendering APIs adopt the mathematically minded convention and assume a lower left-hand origin for their 3D coordinate systems.
This is the actual code from NeHe's ports but it isn't drawing anything. Why ??
My main activity class :
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
/**
* Our OpenGL program's main activity
*/
public class Main extends Activity {
private GLSurfaceView glView; // Use GLSurfaceView
// Call back when the activity is started, to initialize the view
#Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glView = new GLSurfaceView(this); // Allocate a GLSurfaceView
glView.setEGLContextClientVersion(1);
glView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
glView.setRenderer(new mainRenderer(this)); // Use a custom renderer
this.setContentView(glView); // This activity sets to GLSurfaceView
}
// Call back when the activity is going into the background
#Override
protected void onPause() {
super.onPause();
glView.onPause();
}
// Call back after onPause()
#Override
protected void onResume() {
super.onResume();
glView.onResume();
}
}
My renderer class :
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
/**
* OpenGL Custom renderer used with GLSurfaceView
*/
public class mainRenderer implements GLSurfaceView.Renderer {
Context context; // Application's context
Patrat quad;
// Constructor with global application context
public mainRenderer(Context context) {
this.context = context;
quad = new Patrat();
}
// Call back when the surface is first created or re-created
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black
gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest
gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal
gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view
gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color
gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance
// You OpenGL|ES initialization code here
// ......
}
// Call back after onSurfaceCreated() or whenever the window's size changes
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) height = 1; // To prevent divide by zero
float aspect = (float)width / height;
// Set the viewport (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Use perspective projection
GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix
gl.glLoadIdentity(); // Reset
// You OpenGL|ES display re-sizing code here
// ......
}
// Call back to draw the current frame.
#Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers using clear-value set earlier
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// You OpenGL|ES rendering code here
// ......
gl.glLoadIdentity();
quad.draw(gl);
}
}
My square class :
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
/*
* A square drawn in 2 triangles (using TRIANGLE_STRIP).
*/
public class Patrat {
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private float[] vertices = { // Vertices for the square
-1.0f, -1.0f, 0.0f, // 0. left-bottom
1.0f, -1.0f, 0.0f, // 1. right-bottom
-1.0f, 1.0f, 0.0f, // 2. left-top
1.0f, 1.0f, 0.0f // 3. right-top
};
// Constructor - Setup the vertex buffer
public Patrat() {
// Setup vertex array buffer. Vertices in float. A float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
}
// Render the shape
public void draw(GL10 gl) {
// Enable vertex-array and define its buffer
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the primitives from the vertex-array directly
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
Any solutions please ? I can't undersant why this doesn't work ...
1st off change vertices set 10% from yours:
private float[] vertices = { // Vertices for the square
-0.1f, -0.1f, 0.0f, // 0. left-bottom
0.1f, -0.1f, 0.0f, // 1. right-bottom
-0.1f, 0.1f, 0.0f, // 2. left-top
0.1f, 0.1f, 0.0f // 3. right-top
};
After that I found problem in your onDrawFrame(GL10 gl):
You don't have nor glTranslatef neitherglScalef
change it to:
#Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
// Drawing
gl.glTranslatef(0.0f, 0.0f, -1.0f); // move 5 units INTO the screen
// is the same as moving the camera 5 units away
gl.glScalef(0.5f, 0.5f, 0.5f); // scale the triangle to 50%
// otherwise it will be too large
quad.draw(gl);
}
Do there is any special emulator settings needed to run OpenGL Apps?
I already set "GPU emulation" property to "yes".
I am trying to run an Android sample live wallpaper, using the sample source found from this link, The desired output is a rotating triangle.
After a little effort I got the app running but it doesn't draw anything in emulator but when I tested in device it works, But in the emulator it still just shows a green screen, I found a discussion on it in Google groups here. I tried to set view port as said in it. But still it doesn't show any result, on surface changed I had added this line
gl.glViewport(0, 0, width, height);
Do this is the correct way to set view port?
This is my render class,
public class MyRenderer implements GLWallpaperService.Renderer {
GLTriangle mTriangle;
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0.2f, 0.4f, 0.2f, 1f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_MODELVIEW);
autoRotate(gl);
gl.glColor4f(.2f, 0f, .5f, 1f);
mTriangle.draw(gl);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 60f, (float)width/(float)height, 1f, 100f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0, 0, -5);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mTriangle = new GLTriangle();
gl.glClearDepthf(1f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
}
/**
* Called when the engine is destroyed. Do any necessary clean up because
* at this point your renderer instance is now done for.
*/
public void release() {
}
private void autoRotate(GL10 gl) {
gl.glRotatef(1, 0, 1, 0);
gl.glRotatef(0.5f, 1, 0, 0);
}
}
Herse is GLTriangle class
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.opengles.GL10;
public class GLTriangle {
private FloatBuffer _vertexBuffer;
private final int _nrOfVertices = 3;
private ShortBuffer _indexBuffer;
public GLTriangle() {
init();
}
private void init() {
// We use ByteBuffer.allocateDirect() to get memory outside of
// the normal, garbage collected heap. I think this is done
// because the buffer is subject to native I/O.
// See http://download.oracle.com/javase/1.4.2/docs/api/java/nio/ByteBuffer.html#direct
// 3 is the number of coordinates to each vertex.
_vertexBuffer = BufferFactory.createFloatBuffer(_nrOfVertices * 3);
_indexBuffer = BufferFactory.createShortBuffer(_nrOfVertices);
// Coordinates for the vertexes of the triangle.
float[] coords = {
-1f, -1f, 0f, // (x1, y1, z1)
1f, -1f, 0f, // (x2, y2, z2)
0f, 1f, 0f // (x3, y3, z3)
};
short[] _indicesArray = {0, 1, 2};
_vertexBuffer.put(coords);
_indexBuffer.put(_indicesArray);
_vertexBuffer.position(0);
_indexBuffer.position(0);
}
public void draw(GL10 gl) {
// 3 coordinates in each vertex
// 0 is the space between each vertex. They are densely packed
// in the array, so the value is 0
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, getVertexBuffer());
// Draw the primitives, in this case, triangles.
gl.glDrawElements(GL10.GL_TRIANGLES, _nrOfVertices, GL10.GL_UNSIGNED_SHORT, _indexBuffer);
}
private FloatBuffer getVertexBuffer() {
return _vertexBuffer;
}
}
What's going wrong here? Is there a better sample code for Open GL live wallpaper?
AT LAST I FOUND IT..
What I need to do is just add
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
to onSurfaceCreated method along with the code line
gl.glViewport(0, 0, width, height);
in the onSurfaceChanged method in MyRenderer Class
I found a similar question in stack itself [ But Solution worked for me is not marked as correct :( ]
I'm trying to display a square on my display and i can't. Whats my problem? How can I display it on the screen (center of the screen)?
Here's my render class:
public class GLRenderEx implements Renderer {
private GLCube cube;
Context c;
GLCube quad; // ( NEW )
// Constructor
public GLRenderEx(Context context) {
// Set up the data-array buffers for these shapes ( NEW )
quad = new GLCube(); // ( NEW )
}
// Call back when the surface is first created or re-created.
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// NO CHANGE - SKIP
}
// Call back after onSurfaceCreated() or whenever the window's size changes.
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// NO CHANGE - SKIP
}
// Call back to draw the current frame.
#Override
public void onDrawFrame(GL10 gl) {
// Clear color and depth buffers using clear-values set earlier
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity(); // Reset model-view matrix ( NEW )
gl.glTranslatef(-1.5f, 0.0f, -6.0f); // Translate left and into the
// screen ( NEW )
// Translate right, relative to the previous translation ( NEW )
gl.glTranslatef(3.0f, 0.0f, 0.0f);
quad.draw(gl); // Draw quad ( NEW )
}
}
And here is my square class:
public class GLCube {
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private float[] vertices = { // Vertices for the square
-1.0f, -1.0f, 0.0f, // 0. left-bottom
1.0f, -1.0f, 0.0f, // 1. right-bottom
-1.0f, 1.0f, 0.0f, // 2. left-top
1.0f, 1.0f, 0.0f // 3. right-top
};
// Constructor - Setup the vertex buffer
public GLCube() {
// Setup vertex array buffer. Vertices in float. A float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
}
// Render the shape
public void draw(GL10 gl) {
// Enable vertex-array and define its buffer
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the primitives from the vertex-array directly
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
I don't see any projection matrix, so I have to assume you using identity projection matrix. In that case the only things rendered will be between -1 and 1 on all axes.
Your quad centered at (1.5, 0, -6) will be too far out on the z-axis to be visible.
Try removing the two translate calls and see if it's visible.
ı try to draw a square.. but when ı run the code, ı see a tringle , not a square... :)) what is the problem here???
public class MyGL20Renderer implements GLSurfaceView.Renderer {
private FloatBuffer square1;
private void initShapes(){
float square1Coords[]={
-0.5f, -0.5f, 0.0f, // 0. left-bottom
0.5f, -0.5f, 0.0f, // 1. right-bottom
0.0f, 0.0f, 0.0f, // 2. left-top
0.5f, 0.5f, 0.0f // 3. right-top
};
// initialize vertex Buffer for square
ByteBuffer vbb4 = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
square1Coords.length * 4);
vbb4.order(ByteOrder.nativeOrder());
square1 = vbb4.asFloatBuffer();
square1.put(square1Coords);
square1.position(0);
}
.
.
.
.
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Draw the square
gl.glColor4f(0.0f, 0.0f, 1.0f, 0.0f); //blue
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, square1);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 4);
}
You're specifying GL_TRIANGLES but only have four vertices. Try six.
Or use GL_TRIANGLE_STRIP.
Left top point seem to be wrong, should be -0.5, 0.5, 0.0 and I also agree with genpfault that think you should use GL_TRIANGLE_STRIP
ok.. ı found a way to solve the problem, ı think..
//this is our Square class
public class Square {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-0.3f, -0.3f, 0.0f, // 0. left-bottom
0.3f, -0.3f, 0.0f, // 1. right-bottom
-0.3f, 0.3f, 0.0f, // 2. left-top
0.3f, 0.3f, 0.0f // 3. right-top
};
public Square() {
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
// allocates the memory from the byte buffer
vertexBuffer = vertexByteBuffer.asFloatBuffer();
// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);
// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);
}
/** The draw method for the square with the GL context */
public void draw(javax.microedition.khronos.opengles.GL10 gl) {
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// set the colour for the square
gl.glColor4f(1.0f, 0.0f, 0.0f, 0.0f); //red
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
// and this is our renderer class
public class MyRenderer implements GLSurfaceView.Renderer {
// the square to be drawn
private Square square;
public MyRenderer() {
this.square = new Square();
#Override
public void onDrawFrame(GL10 gl) {
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Reset the Modelview Matrix
gl.glLoadIdentity();
// Drawing
gl.glTranslatef(0.0f, 0.0f, -5.0f);
// Draw the square
square.draw(gl);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}
gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_PROJECTION); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix
//Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
}
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
}
}