I'm trying to get some textures rendered on quads, but the screen turns out empty.
(Open GL 2.0)
I formerly used a static color shader on the quads, and the quads did appear on screen, so the positioning is fine.
UPDATE: Now I can see black textures only...
Here is my code:
Vertex Shader:
uniform mat4 uTMatrix;
uniform mat4 uMVPMatrix;
attribute vec4 vPosition;
attribute vec4 vTex;
attribute vec4 inputTextureCoordinate;
varying vec2 TexCoord0;
void main(){
TexCoord0 = inputTextureCoordinate.xy;
gl_Position = uMVPMatrix * uTMatrix * vPosition;
}
Frag Shader:
varying highp vec2 TexCoord0;
uniform sampler2D colorMap;
void main(){
gl_FragColor = texture2D(colorMap, TexCoord0);
}
onDrawFrame():
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
final float halfw = mWidth / 2f;
final int rowHeight = mRowHeight;
final float r = (float) rowHeight / halfw;
int i = mFirstRow;
final float initial = (float) ((i * rowHeight) - mScroll) / halfw;
Matrix.setIdentityM(mTMatrix, 0);
Matrix.translateM(mTMatrix, 0, 0, -initial, 0);
GLES20.glFrontFace(GLES20.GL_CW);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT,
false, 0, mVertBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glVertexAttribPointer(maTexHandle, 3, GLES20.GL_FLOAT,
false, 0, mTexBuffer);
GLES20.glEnableVertexAttribArray(maTexHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
final int l = mLastRow;
for (; i <= l; i++) {
if (\*A check to see if the bitmap is cached*\) {
GLES20.glUniform1i(muTextureHandle, i);
GLES20.glUniformMatrix4fv(muTMatrixHandle, 1, false,
mTMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
Matrix.translateM(mTMatrix, 0, 0, -r, 0);
}
GLES20.glDisableVertexAttribArray(maPositionHandle);
GLES20.glDisableVertexAttribArray(maTexHandle);
loadTexture:
public void loadTexture(GL10 gl, Context c) {
int[] texture = new int[1];
texture[0] = mRow;
GLES20.glDeleteTextures(1, texture, 0);
texture[0] = mRow;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]);
// Create Nearest Filtered Texture
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// Different possible texture parameters, e.g.
// GLES20.GL_CLAMP_TO_EDGE
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
Bitmap bitmap = mBitmap;
if (bitmap == null) {
bitmap = mEmptyBitmap;
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
}
Additionally there's this one line I'm not sure what it's supposed to do;
if (\*A check to see if the bitmap is cached*\) {
GLES20.glUniform1i(muTextureHandle, i); // ??
...
}
I'm guessing your goal is to update GL_TEXTURE0 constantly though, in which case you should put constant value 0 into muTextureHandle. Or remove this line all together as zero is the default.
Related
I am trying to render the contents of an external texture (which gets its data from android MediaCodec) to a framebuffer with a texture atttachment (first pass) and then using that texture to render to display (second pass)
My overall goal is to do some operation in the shader in the first pass and some more operation in the second pass. But I am getting GL_INVALID_OPERAION in the first pass and hence texture associated with the Framebuffer is not populated.
Below is the summary of the code
OpenGL environment initialization
GLES20.glGenFramebuffers(1,frameBufferHandles,0);
GLES20.glGenBuffers(2, bufferHandles, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferHandles[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, Utils.VERTICES.length * FLOAT_SIZE_BYTES, Utils.getVertexBuffer(), GLES20.GL_DYNAMIC_DRAW);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferHandles[1]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, Utils.INDICES.length * FLOAT_SIZE_BYTES, Utils.getIndicesBuffer(), GLES20.GL_DYNAMIC_DRAW);
GLES20.glGenTextures(2, textureHandles, 0);
GLES20.glBindTexture(GL_TEXTURE_EXTERNAL_OES, textureHandles[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,frameBufferHandles[0]);
GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandles[1]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D,0,GLES20.GL_RGBA,width,height,0,GLES20.GL_RGBA,GLES20.GL_UNSIGNED_BYTE,null); //width.height are of that viewport and are initialized properly
GLES20.glFramebufferTexture2D(GLES20.GL_FRAMEBUFFER,GLES20.GL_COLOR_ATTACHMENT0,GLES20.GL_TEXTURE_2D,textureHandles[1],0);
int status = GLES20.glCheckFramebufferStatus(GLES20.GL_FRAMEBUFFER);
if(status != GLES20.GL_FRAMEBUFFER_COMPLETE) {
Log.d(TAG,"Frame Buffer Incomplete : " + status);
} else
Log.d(TAG,"Frame Buffer Complete");
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);
Vertex Shader setup
public static final String DEFAULT_VERTEX_SHADER = "uniform mat4 uMVPMatrix;\n"
+ "uniform mat4 uSTMatrix;\n"
+ "attribute vec4 aPosition;\n"
+ "attribute vec4 aTextureCoord;\n"
+ "varying vec2 vTextureCoord;\n"
+ "void main() {\n"
+ " gl_Position = uMVPMatrix * aPosition;\n"
+ " vTextureCoord = (uSTMatrix * aTextureCoord).xy;\n"
+ "}\n";
Fragment shader setup
#extension GL_OES_EGL_image_external : require
precision mediump float;
varying vec2 vTextureCoord;
uniform samplerExternalOES sTexture;
uniform sampler2D sTextureSampler;
uniform float r;
uniform int pass;
void main() {
if(pass == 0) {
gl_FragColor = texture2D(sTexture, vTextureCoord);
//gl_FragColor = vec4(1.0,1.0,0.0,1.0);
}
else if(pass == 1) {
gl_FragColor = texture2D(sTextureSampler, vTextureCoord);
}
}
Vertex Attributes and Index buffer are defined like below
public static float[] VERTICES = {
-1.0f, -1.0f, 0.0f, 0f, 0f,
-1.0f, 1.0f, 0.0f, 0f, 1f,
1.0f, 1.0f, 0.0f, 1f, 1f,
1.0f, -1.0f, 0.0f, 1f, 0f
};
public static int[] INDICES = {
2, 1, 0, 0, 3, 2
};
And finally my draw() function looks like this
protected void draw() {
Matrix.setIdentityM(mvpMatrix, 0);
if(mProgram != -1)
mProgram = createProgram();
int vertexHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
int uvsHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
int texMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uSTMatrix");
int mvpMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
int textureHandle = GLES20.glGetUniformLocation(mProgram, "sTextureSampler");
int pass = GLES20.glGetUniformLocation(mProgram, "pass");
GLES20.glUseProgram(mProgram);
GLES20.glUniformMatrix4fv(texMatrixHandle, 1, false, texMatrix, 0);
GLES20.glUniformMatrix4fv(mvpMatrixHandle, 1, false, mvpMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, bufferHandles[0]);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, bufferHandles[1]);
GLES20.glEnableVertexAttribArray(vertexHandle);
GLES20.glVertexAttribPointer(vertexHandle, 3, GLES20.GL_FLOAT, false, 4 * 5, 0);
GLES20.glEnableVertexAttribArray(uvsHandle);
GLES20.glVertexAttribPointer(uvsHandle, 2, GLES20.GL_FLOAT, false, 4 * 5, 3 * 4);
//Pass 0 - Render to framebuffer , gives GL_INVALID_OPERAION error
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,frameBufferHandles[0]);
GLES20.glUniform1i(pass, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_INT, 0);
//Pass 1 - Render to display
GLES20.glBindFramebuffer(GLES20.GL_FRAMEBUFFER,0);
GLES20.glUniform1i(textureHandle, 2);
GLES20.glUniform1i(pass, 1);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_INT, 0);
}
I am guessing it is related to vTextureCoord, because if I dont use vTextureCoord and render a constant color to the framebuffer during first pass , then I can read it back during the second pass from the texture associated with the framebuffer.
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.
I am new to opengl es on android and learning opengl by doing some examples. I am using two program to draw 3 objects. The following code loads the texture and draws a square. But it is appearing as a black square instead of applying the texture to the body.
my fragment-shader code
precision mediump float;
uniform sampler2D u_Texture;
varying vec2 v_TexCoordinate;
void main() {
gl_FragColor = texture2D(u_Texture, v_TexCoordinate);
}
my vertex-shader code
attribute vec2 a_TexCoordinate;
varying vec2 v_TexCoordinate;
attribute vec4 a_Position;
uniform mat4 u_Matrix;
void main() {
gl_Position = u_Matrix * a_Position;
v_TexCoordinate = a_TexCoordinate;
}
my object vertex buffer
float [] vBufferFloat = new float[] {
-0.2f, -0.2f, 1f,
0.2f, -0.2f, 1f,
0.2f, 0.2f, 1f,
-0.2f, 0.2f, 1f,
-0.2f, -0.2f, 1f,
};
my texture buffer
float [] texCoordinate = new float[] {
-0.2f, -0.2f,
0.2f, -0.2f,
0.2f, 0.2f,
-0.2f, 0.2f,
-0.2f, -0.2f,
};
my onSurfaceCreated && onDrawFrame code
public void onSurfaceCreated() {
cloudRendereProgram = ShaderHelper.createProgram(mContext, R.raw.sky_texture_vertex_shader, R.raw.sky_texture_fragment_shader);
cloudTextureId = Utils.loadTexture(mContext, com.elpis.gamecontroller.R.drawable.cloud);
aTextureLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_TexCoordinate");
uMatrixLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Matrix");
aPositionLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_Position");
uTextureLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Texture");
}
public void onDrawFrame() {
float [] mVMatrix = new float[16];
GLES20.glUseProgram(cloudRendereProgram);
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 0, vBuff.buffer);
GLES20.glEnableVertexAttribArray(aPositionLocation);
Matrix.multiplyMM(mVMatrix, 0, modelMatrix, 0, projectionMatrix, 0);
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, mVMatrix, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.cloudTextureId);
GLES20.glUniform1i(uTextureLocation, 0);
GLES20.glVertexAttribPointer(aTextureLocation, 2, GLES20.GL_FLOAT, false, 0, texBuff.buffer);
GLES20.glEnableVertexAttribArray(aTextureLocation);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 5);
}
and my texture loader helper code
public static int loadTexture(Context ctx, int resId) {
final int [] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] == 0)
return 0;
final BitmapFactory.Options options = new Options();
options.inScaled = false;
final Bitmap imgTexture = BitmapFactory.decodeResource(ctx.getResources(), resId);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
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);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, imgTexture, 0);
imgTexture.recycle();
return textureHandle[0];
}
When I run the android application all I see is a black square instead of seeing a texture of cloud. So, I would appreciate if anyone point me in the right direction.
Two quick questions; Is it valid to create multiple opengl program objects with different shaders and run them concurrently?
[UPDATE]
The problem was on the onDrawFrame(). I had to use vBuff.buffer.position(0) and texBuff.buffer.position(0) to be able to draw the texture correctly.
public void onDrawFrame() {
float [] mVMatrix = new float[16];
GLES20.glUseProgram(cloudRendereProgram);
// FIX
vBuff.buffer.position(0);
texBuff.buffer.position(0);
// END FIX
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 0, vBuff.buffer);
GLES20.glEnableVertexAttribArray(aPositionLocation);
Matrix.multiplyMM(mVMatrix, 0, modelMatrix, 0, projectionMatrix, 0);
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, mVMatrix, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.cloudTextureId);
GLES20.glUniform1i(uTextureLocation, 0);
GLES20.glVertexAttribPointer(aTextureLocation, 2, GLES20.GL_FLOAT, false, 0, texBuff.buffer);
GLES20.glEnableVertexAttribArray(aTextureLocation);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 5);
}
You're not calling glEnableVertexAttribArray for your texture coords. Add this line to your onDrawFrame():
GLES20.glEnableVertexAttribArray(aTextureLocation);
Call glGenerateMipmap after you upload the texture texImage2D() in your loadTexture() function, to make sure all mip-map levels are valid:
glGenerateMipmap(GLES20.GL_TEXTURE_2D);
Also, move these calls from your surfaceCreated() function to the start of drawFrame():
aTextureLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_TexCoordinate");
uMatrixLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Matrix");
aPositionLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_Position");
uTextureLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Texture");
(it could be that these variables are not bound properly or the GL context is not yet properly set up in surfaceCreated())
A debugging tip for OpenGLES. Add this function to your code (it's from the Android OpenGLES samples):
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);
}
}
you can call it after each OpenGLES call, and pass in a String that can be whatever debugging message you want. If anything goes wrong then you'll get an exception instead of just silent failure which will leave you scratching your head trying to figure out what went wrong. Make sure to remove it from your final build to avoid force closes.
Brief: when I apply to one fragment shader two textures with two different texture coordinates, I see only first texture. But when I use one texture coordinate for two textures it works fine and I can see both textures.
I work with photo filters and use OpenGL ES 2.0 to make filters. Some filters have an advance texture. First texture is a photo and second is a tracery.
Here is my vertext shader
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
void main() {
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
textureCoordinate2 = inputTextureCoordinate2.xy;
}
Here is my fragment shader
precision mediump float;
uniform sampler2D inputImageTexture1;
uniform sampler2D inputImageTexture2;
varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;
void main() {
mediump vec4 color1 = texture2D(inputImageTexture1, textureCoordinate);
mediump vec4 color2 = texture2D(inputImageTexture2, textureCoordinate2);
mediump vec3 colorResult = mix(color1.rgb, color2.rgb, 0.5);
gl_FragColor = vec4(colorResult, 1.0);
}
In my code I use GLSurfaceView.Render implementation.
Initialization of coordinates:
static final float CUBE[] = {-1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,};
public static final float COORDINATES1[] = {0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,};
public static final float COORDINATES2[] = {0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,};
...
mGLCubeBuffer = ByteBuffer.allocateDirect(CUBE.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
mGLCubeBuffer.put(CUBE).position(0);
mGLTextureCoordinates1 = ByteBuffer.allocateDirect(COORDINATES1.length * 4).order(ByteOrder.nativeOrder())
.asFloatBuffer();
mGLTextureCoordinates1.clear();
mGLTextureCoordinates1.put(COORDINATES1).position(0);
mGLTextureCoordinates2 = ByteBuffer.allocateDirect(COORDINATES2.length * 4).order(ByteOrder.nativeOrder())
.asFloatBuffer();
mGLTextureCoordinates2.clear();
mGLTextureCoordinates1.put(COORDINATES2).position(0);
onSurfaceCreate method:
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0, 0, 0, 1);
GLES20.glDisable(GLES20.GL_DEPTH_TEST);
GLES20.glDisable(GLES20.GL_DEPTH_BITS);
String vertexShader = RawResourceReader.readTextFileFromRawResource(mContext, R.raw.test_vertex);
String fragmentShader = RawResourceReader.readTextFileFromRawResource(mContext, R.raw.test_fragment);
mGLProgId = loadProgram(vertexShader, fragmentShader);
mGLAttribPosition = GLES20.glGetAttribLocation(mGLProgId, "position");
mGLAttribTextureCoordinate = GLES20.glGetAttribLocation(mGLProgId, "inputTextureCoordinate");
mGLAttribTextureCoordinate2 = GLES20.glGetAttribLocation(mGLProgId, "inputTextureCoordinate2");
mGLUniformTexture1 = GLES20.glGetUniformLocation(mGLProgId, "inputImageTexture1");
mGLUniformTexture2 = GLES20.glGetUniformLocation(mGLProgId, "inputImageTexture2");
mTexture1 = loadTexture(mContext, R.drawable.photo);
mTexture2 = loadTexture(mContext, R.drawable.formula1);
}
onDrawFrame method:
#Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mGLProgId);
mGLCubeBuffer.position(0);
GLES20.glVertexAttribPointer(mGLAttribPosition, 2, GLES20.GL_FLOAT, false, 0, mGLCubeBuffer);
GLES20.glEnableVertexAttribArray(mGLAttribPosition);
//set first coordinates
mGLTextureCoordinates1.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate, 2, GLES20.GL_FLOAT, false, 0, mGLTextureCoordinates1);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate);
//set second coordinates
mGLTextureCoordinates2.position(0);
GLES20.glVertexAttribPointer(mGLAttribTextureCoordinate2, 2, GLES20.GL_FLOAT, false, 0, mGLTextureCoordinates2);
GLES20.glEnableVertexAttribArray(mGLAttribTextureCoordinate2);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexture1);
GLES20.glUniform1i(mGLUniformTexture1, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTexture2);
GLES20.glUniform1i(mGLUniformTexture2, 1);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDisableVertexAttribArray(mGLAttribPosition);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate);
GLES20.glDisableVertexAttribArray(mGLAttribTextureCoordinate2);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, 0);
}
Significant part of loadTexture method:
GLES20.glGenTextures(1, textureHandle, 0);
// Bind to the texture in OpenGL
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
// Set filtering
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glBlendFunc(GLES20.GL_SRC_ALPHA, GLES20.GL_ONE_MINUS_CONSTANT_ALPHA);
GLES20.glEnable(GLES20.GL_BLEND);
// 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();
Note that on iOs it works fine, but there is used some library. I tried to use library jp.co.cyberagent.android.gpuimage but it has a few bugs and doesn't work properly with this problem.
I want to know how solve this problem. It mays be some property which I don't know or something else. I'm new in OpenGL and hope to your help.
You can't use GLUtils.texImage2D() to load alpha textures on Android. This is a common problem that Google really should document better. The problem is that the Bitmap class converts all images into pre-multiplied format, but that does not work with OpenGL ES unless the images are completely opaque. The best solution is to use native code. This article gives more detail on this:
http://software.intel.com/en-us/articles/porting-opengl-games-to-android-on-intel-atom-processors-part-1
I am trying to draw textures onto quads in OpenGL2.0. So far I got the quads to show up and everything, but the textures are not there - the quads are all black.
My main suspicion is that i'm not mapping the textures correctly - my textures are not powers of 2, nor are they square - their width is in the field mWidth and their height in mRowHeight.
The quads are drawn in a vertical list, which is done with a translate matrix.
I'll be very grateful if anyone can go over this cause I'm desperate!
Here's related code:
Initializing the buffers:
void initBuffers() {
float r = (float) mRowHeight / (mHeight / 2f);
ByteBuffer bb;
float[] bounds = { // X Y Z
/* 0 - TL */-1f, 1f, 0f,
/* 1 - BL */-1f, 1 - r, 0f,
/* 2 - BR */ 1f, 1 - r, 0f,
/* 3 - TR */ 1f, 1f, 0f };
bb = ByteBuffer.allocateDirect(bounds.length * 4);
bb.order(ByteOrder.nativeOrder());
mVertBuffer = bb.asFloatBuffer();
mVertBuffer.put(bounds).position(0);
short[] indices = { 0, 1, 2, 0, 2, 3 };
bb = ByteBuffer.allocateDirect(indices.length * 2);
bb.order(ByteOrder.nativeOrder());
mIndBuffer = bb.asShortBuffer();
mIndBuffer.put(indices).position(0);
float[] texture = {
/* 0 - BL */-1f, 1f,
/* 1 - TL */-1f, 1 - r,
/* 2 - BR */1f, 1 - r,
/* 3 - TR */1f, 1f };
bb = ByteBuffer.allocateDirect(texture.length * 4);
bb.order(ByteOrder.nativeOrder());
mTexBuffer = bb.asFloatBuffer();
mTexBuffer.put(texture).position(0);
}
Drawing the frame:
#Override
public void drawFrame() {
long startTime = System.currentTimeMillis();
if (!mLayoutComplete) {
return;
}
final float halfw = mHeight / 2f;
final int rowHeight = mRowHeight;
final float r = (float) rowHeight / halfw;
int i = mFirstRow;
final float initial = (float) ((i * rowHeight) - mScroll) / halfw;
Matrix.setIdentityM(mTMatrix, 0);
Matrix.translateM(mTMatrix, 0, 0, -initial, 0);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT,
false, 0, mVertBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
final int l = mLastRow;
for (; i <= l; i++) {
ThumbRow thr = mCache.get(i);
if (thr != null) {
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
if (thr.mDirty) {
thr.loadTexture(null, null);
thr.mDirty = false;
} else {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, thr.mRow + 1);
}
GLES20.glUniform1i(msTextureHandle, 0);
GLES20.glVertexAttribPointer(maTextureHandle, 2,
GLES20.GL_FLOAT, false, 0, mTexBuffer);
GLES20.glEnableVertexAttribArray(maTextureHandle);
GLES20.glUniformMatrix4fv(muTMatrixHandle, 1, false,
mTMatrix, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6,
GLES20.GL_UNSIGNED_SHORT, mIndBuffer);
Log.i(TAG, GLES20.glGetProgramInfoLog(mProgram));
}
Matrix.translateM(mTMatrix, 0, 0, -r, 0); // Shift drawing
// window to next
// row.
}
GLES20.glDisableVertexAttribArray(maPositionHandle);
GLES20.glDisableVertexAttribArray(maTextureHandle);
Log.d(TAG, "onDrawFrame(): "
+ (System.currentTimeMillis() - startTime));
}
Loading the textures:
public void loadTexture(GL10 gl, Context c) {
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mRow + 1);
// Create Nearest Filtered Texture
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// Different possible texture parameters, e.g.
// GLES20.GL_CLAMP_TO_EDGE
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
Bitmap bitmap = mBitmap;
if (bitmap == null) {
bitmap = mEmptyBitmap;
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
}
Vertex Shader:
uniform mat4 uTMatrix;
uniform mat4 uMVPMatrix;
attribute vec4 aPosition;
attribute vec2 aTextureCoord;
varying vec2 vTextureCoord;
void main() {
gl_Position = uMVPMatrix * uTMatrix * aPosition;
vTextureCoord = aTextureCoord;
}
Fragment Shader:
precision mediump float;
varying vec2 vTextureCoord;
uniform sampler2D sTexture;
void main() {
gl_FragColor = texture2D(sTexture, vTextureCoord);
}
Any help will be much appreciated.
This is a quite common issue of texturing on OpenGL ES 2.0 which caused a lot of headache to me in the past.
In OpenGL ES 2.0, in caso of no-power of 2 textures, the wrap mode can only be GL_CLAMP_TO_EDGE.
There are restrictions as well on the filter you can use which can be only GL_NEAREST or GL_LINEAR (in other words no MIPMAPPING)
In simple words, checking you loadtexture function, change these 2 code lines from:
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
to
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
I hope this fix the problem, let me know :)
Maurizio Benedetti