I have been trying to make a point rotate around another point in Opengl es for android. It works but in a particular way. As the rotation gets bigger (i.e close to 90°) the point gets further away from the centre of rotation.Eventually the point rotates around the centre of rotation in an elliptical orbit however I want it to rotate in a circular fashion. anyone knows how I could be able to do this? thank you
package org.example.pointtest;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
public class LegRoot
{
public FloatBuffer hipVertexBuffer;
float[]hip={1.75f,-2.75f,0.0f};//0 hip
float[]knee={1.75f,-6.75f,0.0f};//1 knee
float[]ankle={1.75f,-10.75f,0.0f};//2 ankle
public float distance2D(float[]origin,float[]extremity)
{
float a=extremity[0]-origin[0];
float b=extremity[1]-origin[1];
float c=extremity[2]-origin[2];
float[] d={a,b,c};
return d[1];
}
public LegRoot()
{
float []hippoint=
{
1.75f,-2.75f,0.0f
};//0 hip
ByteBuffer vbb = ByteBuffer.allocateDirect(1*3*4);
vbb.order(ByteOrder.nativeOrder());
hipVertexBuffer=vbb.asFloatBuffer();
hipVertexBuffer.put(hippoint);
hipVertexBuffer.position(0);
}
public void hip(GL10 gl)
{
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0,hipVertexBuffer);// root joint transformation matrix(supposition)
gl.glPushMatrix();
gl.glColor4f(1f, 0f, 0f, 1f);
gl.glRotatef(0f, 0, 0, 1);
gl.glTranslatef(0f,0f, 0);
gl.glDrawArrays(GL10.GL_POINTS, 0, 1);
gl.glPopMatrix();
}
public void knee(GL10 gl)
{
gl.glPushMatrix();
gl.glTranslatef(-hip[0], -hip[1], 0);
gl.glRotatef(0f, 0, 0, 1);
gl.glTranslatef(hip[0], hip[1], 0);
gl.glTranslatef(0,distance2D(hip,knee), 0);
hip(gl);
gl.glPopMatrix();
}
public void ankle(GL10 gl)
{
gl.glPushMatrix();
gl.glTranslatef(-knee[0], -knee[1], 0);
gl.glRotatef(90f, 0, 0, 1);
gl.glTranslatef(knee[0], knee[1], 0);
gl.glTranslatef(0, distance2D(knee, ankle), 0);
knee(gl);
gl.glPopMatrix();
}
}
Just to have an answer here I copied my comment.
You probably have a glScale in your Matrix. You could try to load the identity matrix before drawing to ensure there is no scale involved. But this would remove all other transformations you did before.
Also note: When you have a non square display and don't take in account the aspect ratio of your display this will also look like scaled.
For your second problem: Can you post the rotate statement you mean? And maybe it is better to open a new question for a new problem.
Related
I'm writing an Android app using OpenGL ES and encountered this problem in the Nexus 5 emulator that comes with Android Studio. I have reduced my code to this small app, which simply draws a box going back and forth:
package net.jesbus.stuttertest;
import android.app.Activity;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MainActivity extends Activity
{
#Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
// Create GLSurfaceView
GLSurfaceView glsv = new GLSurfaceView(this);
glsv.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
// Create GLSurfaceView.Renderer
glsv.setRenderer(new GLSurfaceView.Renderer()
{
float step = 0;
boolean direction = false;
ShortBuffer iBuff;
FloatBuffer vBuff;
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// Generate vertices index buffer
short[] pIndex = {0, 1, 2, 3};
ByteBuffer pbBuff = ByteBuffer.allocateDirect(pIndex.length * 2);
pbBuff.order(ByteOrder.nativeOrder());
iBuff = pbBuff.asShortBuffer();
iBuff.put(pIndex);
iBuff.position(0);
// Generate vertices buffer
float[] vs = new float[]
{
-1, +1, 0,
+1, +1, 0,
-1, -1, 0,
+1, -1, 0,
};
ByteBuffer bBuff = ByteBuffer.allocateDirect(vs.length * 4);
bBuff.order(ByteOrder.nativeOrder());
vBuff = bBuff.asFloatBuffer();
vBuff.put(vs);
vBuff.position(0);
}
#Override
public void onDrawFrame(final GL10 gl)
{
// Animation calculation
step += direction ? 0.02f : -0.02f;
if (step > 1) direction = false;
else if (step < 0) direction = true;
// Set background color
gl.glClearColor(0.7f, 0.7f, 1, 1);
// Clear screen
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Set matrix to correct location
gl.glLoadIdentity();
gl.glTranslatef(-1 + step * 2, 0, 0);
gl.glScalef(0.25f, 0.4f, 1);
// Draw box
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vBuff);
gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_SHORT, iBuff);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
#Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
}
});
setContentView(glsv);
}
}
I looked at it frame by frame, and it seems that instead of showing the next frame, it shows the previous frame, and then skips the frame it was supposed to show and continues:
The circles represent frames produced in onDrawFrame, and the arrows represent the flow of time.
Video showing the problem
I don't exactly know how threading is used OpenGL, but try this:
// Animation calculation
synchronized (this) {
step += direction ? 0.02f : -0.02f;
if (step > 1) direction = false;
else if (step < 0) direction = true;
}
or make the whole onDrawFrame() method synchronized if the compiler consents and OpenGL doesn't lock up...
I'm trying to create a simple game in android. By road I meant games like Temple Run or Subway Surf but much simpler and abstract so I could do it only with the OpenGL ES without any other libraries.
So I've read a lot of basic tutorials that explains the 3D construction logic and used the basic sample of creating a 3D cube that rotates.
I am now trying to use that sample to create the game road. I made the square to look more like a rectangle and duplicate it to a 30x5 square road. I've tried many combinations and the internet to find a solution and yet I have this problems\questions:
How do I set all 30x5 squares to be one next to another? I'm always
getting the squares with some unwanted gap
I want to set the vieweye point (the "camera") 45 degrees to the
middle of the first row, so the player could see the road upon him
Next, I would want to move along the road. So Iv'e seen the rotate
and how it works. Is there a way to do the same to the viewpoint or
do I need to change the squares drawing Z's?
I see that onDrawFrame() is calling over and over many times. To
control the FPS, I've seen on the internet that people have used
there own FPS calculation with a sleep(). Isn't there a built one
already?
GLRenderer code:
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.util.Log;
class GLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "GLRenderer" ;
private final Context context;
private float mCubeRotation = 70.0f;
private Triangle triangle;
private Cube[][] cube;
GLRenderer(Context context) {
this.context = context;
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
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);
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
Log.d("MyOpenGLRenderer", "Surface changed. Width=" + width
+ " Height=" + height);
System.out.println("arg");
//get map
cube = new Cube[30][5];
for(int i = 0; i < cube.length; i++)
for(int j = 0; j < cube[i].length; j++)
cube[i][j] = new Cube();
//draw triangle
triangle = new Triangle(0.5f, 1, 0, 0);
// Define the view frustum
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
float ratio = (float) width / height;
GLU.gluPerspective(gl, 45.0f, ratio, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
public void onDrawFrame(GL10 gl) {
// Clear the screen to black
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
//translate(dx, dy, dz)
// Position model so we can see it
//gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -10.0f);
gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);
gl.glTranslatef(0.0f, 0.0f, -10.0f);
cube[0][0].draw(gl);
gl.glTranslatef(0.0f, 0.0f, -10.0f);
cube[0][1].draw(gl);
gl.glTranslatef(0.0f, 0.0f, -10.0f);
cube[0][2].draw(gl);
gl.glLoadIdentity();
//set rotation
mCubeRotation -= 0.15f;
System.out.println("mCubeRotation: "+mCubeRotation);
}
}
Cube code:
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
class Cube {
private FloatBuffer mVertexBuffer; //vertex
private FloatBuffer mColorBuffer; //color
private ByteBuffer mIndexBuffer; //face indices
float width = 1.0f;
float height = 0.5f;
float depth = 1.0f;
private float vertices[] = {
-width, -height, -depth, // 0
width, -height, -depth, // 1
width, height, -depth, // 2
-width, height, -depth, // 3
-width, -height, depth, // 4
width, -height, depth, // 5
width, height, depth, // 6
-width, height, depth, // 7
};
private float colors[] = {
0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 1.0f,
0.5f, 0.0f, 1.0f,
1.0f, 0.5f, 0.0f,
1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f,
0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f
};
private byte indices[] = {
0, 4, 5,
0, 5, 1,
1, 5, 6,
1, 6, 2,
2, 6, 7,
2, 7, 3,
3, 7, 4,
3, 4, 0,
4, 7, 6,
4, 6, 5,
3, 0, 1,
3, 1, 2
};
public Cube() {
ByteBuffer byteBuf = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mVertexBuffer = byteBuf.asFloatBuffer();
mVertexBuffer.put(vertices);
mVertexBuffer.position(0);
byteBuf = ByteBuffer.allocateDirect(colors.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
mColorBuffer = byteBuf.asFloatBuffer();
mColorBuffer.put(colors);
mColorBuffer.position(0);
mIndexBuffer = ByteBuffer.allocateDirect(indices.length);
mIndexBuffer.put(indices);
mIndexBuffer.position(0);
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CW);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer);
gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
gl.glDrawElements(GL10.GL_TRIANGLES, 36, GL10.GL_UNSIGNED_BYTE,
mIndexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
}
Eventually I'll draw the square array using glDrawArrays() or glDrawElements() but for now I've used only 3 objects.
There's a lot of questions here. I can't cover everything in detail, but hopefully I can give you some pointers to steer you in the right direction.
To draw 150 squares, you have a number of options:
Create a vertex buffer with a single square, and draw it 150 times, with translations applied. This is probably the easiest to get you off the ground, so I would recommend getting it working first. It's a reasonable approach if all your squares look the same.
Create 150 vertex buffers, with different coordinates. I wouldn't recommend it because it's the least efficient, and doesn't have any benefits over other approaches.
Store the vertices for all 150 squares in a single vertex buffer. This will be the most efficient of the first 3 options, but only works well as long as the relative orientation of the squares remains the same. You may want to try this once you have the basics working.
Use instanced rendering. This is a more advanced feature, and only available in ES 3.0. Just mentioning it for future reference.
What you attempted is sort of a hybrid between option 1 and 2. If you want to go for option 1, you only need one instance of your Cube class. If you look at what you did, this makes sense. You created 150 objects that are all exactly the same, which is not very useful.
Now, on your questions:
To draw the squares without gaps between them, the amount of your translations needs to be the same as the size of each square. Your squares are 2 units wide, but you translate each one by 10 units. You also translate them in the z-direction, which I don't quite understand.
If you want to stick with the kind of functionality you have been using, check out GLU.gluLookAt(). It allows you to place your camera where you want it, and point it in any direction.
Same as 2. Call GLU.gluLookAt() every time you want to move the viewpoint.
Android caps the frame rate at 60 frames per second. That's normally what you should be shooting for anyway, IMHO. If you want to limit it to 30 fps later to save power, I think you can cross that bridge when you get there. Based on what I researched recently, there's no clean and portable way to do this on Android. The proposed solutions I have seen all look kind of hacky to me.
A couple more things on your code:
Your color definitions look odd. You specify colors in 4 components, and the size of the array is correct for that. But you write the array with 3 values per line, which makes it look like you want 3 component colors. Either one can be done, but you need to make sure that you're consistent. 3 components are enough, unless you need transparency.
You are using ES 1.0. That's valid, and might be easier to get started with. But you should be aware that many of its features are considered obsolete, and using ES 2.0 would let you learn more modern and current OpenGL features. The initial hurdle will be higher, so there's definitely a tradeoff here.
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 building an Android app with OpenGL.I created 2 squares, each with their own textures(PNG), and overlayed them. From hints i got from a previous question, i used gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
My problem is that the transparency effect, affects the second square, therefor i can see the background through the second square's texture.Is there a way arround this?
Here is the Renderer and at the Bottom the Square.java class :
package hello.project;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
public class Square {
private FloatBuffer vertexBuffer; // buffer holding the vertices
static int sex=R.drawable.girl;
private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};
private float vertices[] = {
-1.0f, -2.0f, 0.0f, // V1 - bottom left
-1.0f, 2.0f, 0.0f, // V2 - top left
0.8f, -2.0f, 0.0f, // V3 - bottom right
0.8f, 2.0f, 0.0f // V4 - top right
};
public Square() {
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = byteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}
/** The draw method for the square with the GL context */
public void draw(GL10 gl) {
// bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
// 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);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
/** The texture pointer */
private int[] textures = new int[1];
public void loadGLTexture(GL10 gl, Context context,int sex ) {
// loading texture
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
sex);
// generate one texture pointer
gl.glGenTextures(1, textures, 0);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
// create nearest filtered texture
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// Clean up
bitmap.recycle();
}
public static int getSex() {
return sex;
}
public static void setSex(int sex) {
Square.sex = sex;
}
}
---------------------------------------------------------------------------
package hello.project;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.GLU;
public class HelloOpenGLES10Renderer implements Renderer {
private Square square; // the square
private Square2 square2; // the square
private Context context;
/** Constructor to set the handed over context */
public HelloOpenGLES10Renderer(Context context) {
this.square = new Square();
this.square2 = new Square2();
this.context=context;
}
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); // move 5 units INTO the screen
square.draw(gl);
square2.draw(gl);
}
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
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Load the texture for the square
square.loadGLTexture(gl, this.context,Square.getSex());
square2.loadGLTexture(gl, this.context,Square2.getSex());
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glDepthFunc(GL10.GL_NEVER); //The Type Of Depth Testing To Do
//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
}
Don't you just have a problem with the graphics pipeline state? Remember whichever square you tell to get drawn first gets drawn using the blend function that's currently active (and this will remain active until you change the OpenGL state). Maybe you want to add some more state changes to the blend function, or change the order of drawing to get the effect you want? You might want to also try enabling/disabling the depth test between drawing calls to make a square opaque.
Hope this helps a bit, you might need to provide a bit more detail to your question.
I need a little help with this:
android developers, Tutorials: OpenGLES10.
a link
It all works fine for the first Triangle, until I put in the code for Projection & Camera View. This should rezise OpenGLES Square view to match Phone's screen, so object stay in propotions.
As a Newbie watching, the code looks fine and i have cheked with referencefiles, that there's not missing a parameter or something like that. But now i'm lost..! Can't see what's wrong.
If Projection and Camera code are applied, there is no triangle, but the app. is runing and the View with backgroundcolor are shown.
Here is my code:
package notme.helloopengles10;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
public class HelloOpenGLES10Renderer implements GLSurfaceView.Renderer {
// Set the background frame color
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
// initialize the triangle vertex array
initShapes();
//enable use of vertex arrays
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
}
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
/* // set GL_MODELVIEW transformation mode (If outline from here to after GLU.gluLookAt() - it works when also outlines further down i code!
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset Matrix to its default state
// when using GL_MODELVIEW, you must set the view point
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f); */
//Draw Triangel
gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
}
// Redraw on orientation changes // adjust for screen size ratio
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
// Make adjustments for screen ratio
/*(If outline from here to after gl.Frumstumf() - it works!
float ratio = (float) width / height;
gl.glMatrixMode(GL10.GL_PROJECTION); // set matrix to projection mode
gl.glLoadIdentity(); // reset the matrix to its default state
gl.glFrustumf(-ratio, ratio, -1, 1, 3, 7); // apply the projection */
}
/*
* Draw a shape, a triangle. first add new member variable to contain
* the vertices of a triangle
*/
private FloatBuffer triangleVB;
//Create a method, initShaoe(), which populate the members variable
private void initShapes(){
//create a array
float triangleCoords[] = {
// X, Y, Z
-0.5f, -0.25f, 0,
0.5f, -0.25f, 0,
0.0f, 0,559016994f, 0
};
// initialize vertex Buffer for triangle
ByteBuffer vbb= ByteBuffer.allocateDirect(
//(# of coordinates values * 4 bytes per float)
triangleCoords.length * 4 );
vbb.order(ByteOrder.nativeOrder()); // use device hardware's native byte order
triangleVB = vbb.asFloatBuffer(); //create floating point buffer from the ByteBuffer
triangleVB.put(triangleCoords); // add coordinates to the FloatBuffer
triangleVB.position(0); // set the buffer to read the first coordinate
}
} // end
I hope some one can tell me, where things go wrong?
DevTool: Eclipse.
I had the same problem with this tutorial and it got solved when I changed the order of multiplying in the vertex shader code in the Triangle class. So instead of having uMVPMatrix * vPosition, replace it with vPosition * uMVPMatrix. I guess the reason for this is because vPosition is a row vector.
The code looks resonable (if you uncomment the parts that are commented out at the moment). Your matrix modification code is quite correct and all transformations are applied to the correct matrices.
But at the moment you are looking from the point (0,0,-5) to the point (0,0,0) and therefore along the +z axis. But since the default OpenGL view looks along the -z axis, you actually rotate the view 180 degrees around the y-axis. Whereas this is absolutely no problem, you now see the back-side of the triangle. So can it be, that you have back-face culling enabled and this back-side is just optimized away? Just try disabling back-face culling by calling glDisable(GL_CULL_FACE) or change the -5 in the gluLookAt call to a 5, so that you look along the -z axis.
You can also try to use gluPerspective(45, ratio, 3, 7) instead of the glFrustum call, but your arguments to glFrustum look quite reasonable. Of course, keep in mind that both calls create a perspective view, with farther objects getting smaller, like in reality. If you actually want a parallel/orthographic view (where size on screen is independent on depth) you should replace the glFrustum with a glOrtho, though the parameters can stay the same.
Your call to gluLookAt trashes your modelview matrix. You should call this function with the projection matrix active.
http://www.opengl.org/sdk/docs/man/xhtml/gluLookAt.xml
This code shows the triangle for me:
public void onDrawFrame(GL10 gl) {
// Redraw background color
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
// when using GL_MODELVIEW, you must set the view point
GLU.gluLookAt(gl, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// set GL_MODELVIEW transformation mode (If outline from here to after GLU.gluLookAt() - it works when also outlines further down i code!
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity(); // reset Matrix to its default state
//Draw Triangel
gl.glColor4f(0.63671875f, 0.76953125f, 0.22265625f, 0.0f);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, triangleVB);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3);
}