How to create scanlines using a full screen quad in libGDX? - java

I want to draw a quad over my game screen with a repeating scanline texture at a 1texel:1pixel ratio. This is a 2D game. This is what I have so far:
create()
quad = new Mesh(true, 4, 6,
new VertexAttribute(Usage.Position, 3, "a_position"),
new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoords"));
quad.setVertices(new float[] {
-1.0f, 0.0f, 0, 0.0f, 1.0f, //bottom left
1.0f, 0.0f, 0, 1.0f, 1.0f, //bottom right
1.0f, 1.0f, 0, 1.0f, 0.0f, //top right
-1.0f, 1.0f, 0, 0.0f, 0.0f }); //top left
quad.setIndices(new short[] { 0, 1, 2, 2, 3, 0});
Gdx.gl20.glEnable(GL20.GL_TEXTURE_2D);
Gdx.gl20.glEnable(GL20.GL_BLEND);
Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
texScanlines = new Texture(Gdx.files.internal("Scanlines.png"));
texScanlines.setWrap(Texture.TextureWrap.Repeat, Texture.TextureWrap.Repeat);
imgTextureRegion = new TextureRegion(texScanlines);
imgTextureRegion.setRegion(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
render()
Gdx.graphics.getGL20().glClearColor(0, 0, 0, 1);
Gdx.graphics.getGL20().glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
spriteBatch.setProjectionMatrix(camera.combined);
spriteBatch.begin();
// draw game stuff...
spriteBatch.end();
imgTextureRegion.getTexture().bind();
quad.render(SpriteBatch.createDefaultShader(), GL20.GL_TRIANGLES);
However, the quad isn't being rendered. Does anyone have any pointers?

Related

OpenGL Rubic's Cube side rotations

i'm trying to implement a Rubic's Cube in Android Studio using Java and OpenGL.
Rendering and rotating the whole cube works just fine but rotating just one side (9 cubelets) doesn't
As far as i know the glTranslatef(x,y,z) method simply multiplies the current matrix with the translation matrix which i can specifiy as x,y,z. I'm pretty sure that i can somehow use that and the glRotatef() method to rotate just one side, but i don't know how.
#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);
//Front-Faces
gl.glLoadIdentity(); // Reset the current matrix to the Identity matrix
gl.glTranslatef(0.0f, 0.0f, z); // Translate into the screen
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f);
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f);
gl.glRotatef(angleCube, 0.0f, 0.0f, 1.0f); // Rotate
cube.draw(gl);
gl.glTranslatef(offSetPositive, 0.0f, 0.0f); //Middle-Right
cube.draw(gl);
gl.glTranslatef(0.0f, offSetPositive, 0.0f); //Top-Right
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Top-Middle
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Top-Left
cube.draw(gl);
gl.glTranslatef(0.0f, offSetNegative, 0.0f); //Middle-Left
cube.draw(gl);
gl.glTranslatef(0.0f, offSetNegative, 0.0f); //Bottom-Left
cube.draw(gl);
gl.glTranslatef(offSetPositive, 0.0f, 0.0f); //Bottom-Middle
cube.draw(gl);
gl.glTranslatef(offSetPositive, 0.0f, 0.0f); //Bottom-Right
cube.draw(gl);
//Middle
gl.glTranslatef(0.0f, 0.0f, -2.1f); //Bottom-Right-Middle
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Bottom-Middle-Middle
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Bottom-Left-Middle
cube.draw(gl);
gl.glTranslatef(0.0f, 2.1f, 0.0f); //Middle-Right-Middle
cube.draw(gl);
gl.glTranslatef(offSetPositive+offSetPositive, 0.0f, 0.0f); //Middle-Left-Middle
cube.draw(gl);
gl.glTranslatef(0.0f, 2.1f, 0.0f); //Top-Right-Middle
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Top-Middle-Middle
cube.draw(gl);
gl.glTranslatef(offSetNegative, 0.0f, 0.0f); //Top-Left-Middle
cube.draw(gl);
// Update the rotational angle after each refresh
angleX += speedX;
angleY += speedY;
// On ArrowDown-Key Rotate 90 degrees
if((angleCube > -90.0f) && (rotate == true)) {
angleCube += speedCube;
System.out.println(angleCube +" " +rotate);
} else if((angleCube < 0.0f) && (rotate == false)) {
angleCube -= speedCube;
System.out.println(angleCube +" " +rotate);
}
}
}
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation
gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face
gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
// Render all the faces
for (int face = 0; face < numFaces; face++) {
// Set the color for each of the faces
gl.glColor4f(colors[face][0], colors[face][1], colors[face][2], colors[face][3]);
// Draw the primitive from the vertex-array directly
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, face*4, 4);
}
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
}

OpenGL ES - Too much work on main thread

I'm trying to render a 3D cube with different textures on each face (a dice), it works flawlessly when I only render the cube with one of the same image, but the cube doesn't even display and the following is thrown in the android monitor when I try to do the former:
Skipped 36 frames! The application may be doing too much work on its main thread.
After some research I'm aware that I could run this "heavy processing" in its own thread but I'm lost as to how to go about it. I'm relatively new to OpenGL rendering so I don't know whether my code is super optimal either.
I'm thinking I should run the Dice3D.java in another thread? This is the only class that doesn't extend or implement anything and through a little research I have found the class needs to implement runnable?
Any help in making this work would be great, thanks in advance!
Here are my classes:
OpenGLRenderer.java
public class OpenGLRenderer implements GLSurfaceView.Renderer {
private Context context;
private Dice3D dice3D;
public OpenGLRenderer(Context context, FrameLayout openGLLayout) {
this.context = context;
dice3D = new Dice3D(context);
GLSurfaceView glView = new GLSurfaceView(context);
glView.setRenderer(this);
//put to welcome layout
openGLLayout.addView(glView, new FrameLayout.LayoutParams(FrameLayout.LayoutParams.MATCH_PARENT, FrameLayout.LayoutParams.MATCH_PARENT));
}
private float mCubeRotation;
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(1.0f, 1.0f, 1.0f, 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
// Setup Texture, each time the surface is created (NEW)
dice3D.loadTexture(gl); // Load images into textures (NEW)
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW)
}
#Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, -6.0f);
gl.glRotatef(mCubeRotation, 1.0f, 1.0f, 1.0f);
dice3D.draw(gl);
mCubeRotation -= 0.15f;
}
#Override
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, 45.0f, (float)width / (float)height, 0.1f, 100.0f);
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
}
Dice3D.java
public class Dice3D {
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private FloatBuffer texBuffer; // Buffer for texture-coords-array (NEW)
private int numFaces = 6;
private int[] imageFileIDs = { // Image file IDs
R.drawable.one,
R.drawable.two,
R.drawable.three,
R.drawable.four,
R.drawable.five,
R.drawable.six
};
private int[] textureIDs = new int[numFaces];
private Bitmap[] bitmap = new Bitmap[numFaces];
// Constructor - Set up the buffers
public Dice3D(Context context) {
// Setup vertex-array buffer. Vertices in float. An float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(12 * 4 * numFaces);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
for (int face = 0; face < numFaces; face++) {
bitmap[face] = BitmapFactory.decodeStream(context.getResources().openRawResource(imageFileIDs[face]));
float[] vertices = { // Vertices for a face
-1.0f, -1.0f, 0.0f, // 0. left-bottom-front
1.0f, -1.0f, 0.0f, // 1. right-bottom-front
-1.0f, 1.0f, 0.0f, // 2. left-top-front
1.0f, 1.0f, 0.0f // 3. right-top-front
};
vertexBuffer.put(vertices); // Populate
}
vertexBuffer.position(0); // Rewind
float[] texCoords = { // Texture coords for the above face (NEW)
0.0f, 1.0f, // A. left-bottom (NEW)
1.0f, 1.0f, // B. right-bottom (NEW)
0.0f, 0.0f, // C. left-top (NEW)
1.0f, 0.0f // D. right-top (NEW)
};
// Setup texture-coords-array buffer, in float. An float has 4 bytes (NEW)
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * numFaces);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asFloatBuffer();
for (int face = 0; face < numFaces; face++) {
texBuffer.put(texCoords);
}
texBuffer.position(0);
}
// Draw the shape
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation
gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face
gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
// front
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// left
gl.glPushMatrix();
gl.glRotatef(270.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// back
gl.glPushMatrix();
gl.glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// right
gl.glPushMatrix();
gl.glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// top
gl.glPushMatrix();
gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// bottom
gl.glPushMatrix();
gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable texture-coords-array
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
// Load an image into GL texture
public void loadTexture(GL10 gl) {
gl.glGenTextures(6, textureIDs, 0); // Generate texture-ID array for 6 IDs
// Generate OpenGL texture images
for (int face = 0; face < numFaces; face++) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[face]);
// Build Texture from loaded bitmap for the currently-bind texture ID
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[face], 0);
bitmap[face].recycle();
}
}
}
and finally my activity Welcome.java
public class Welcome extends AppCompatActivity {
LinearLayout l1,l2;
public Button btnsub;
Animation uptodown,downtoup;
#Override
protected void onCreate(Bundle savedInstanceState) {
requestWindowFeature(Window.FEATURE_NO_TITLE);
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_welcome);
FrameLayout openGLLayout = (FrameLayout) findViewById(R.id.frameLayout1);
//creates an openGL surface and renders it to the framelayout in the activity layout
OpenGLRenderer gl3DView = new OpenGLRenderer(this, openGLLayout);
btnsub = (Button)findViewById(R.id.buttonsub);
btnsub.setOnClickListener(new View.OnClickListener() {
#Override
public void onClick(View v) {
Intent test = new Intent(Welcome.this,DiceGame.class);
startActivity(test);
}
});
l1 = (LinearLayout) findViewById(R.id.l1);
l2 = (LinearLayout) findViewById(R.id.l2);
uptodown = AnimationUtils.loadAnimation(this,R.anim.uptodown);
downtoup = AnimationUtils.loadAnimation(this,R.anim.downtoup);
l1.setAnimation(uptodown);
l2.setAnimation(downtoup);
}
}
In terms of performance:
1) Learn OpenGL ES 2.0 and use shaders; it's a much cleaner API with a lot less messing about needed in the application and/or in the driver stack. All of the new APIs are shader-based, so this is a good thing to learn. I wouldn't consider using OpenGL ES 1.x for any new projects as it's a dead-end from a technology point of view.
(2) Once using OpenGL ES 2.0 or newer the use buffer objects for storing vertex data, and upload the data at the start of the application, nor per frame. It shouldn't really matter in this case (cube is very simple), but it's a good habit to get in to.

Cube not drawn in OpenGL ES 3.0 on android

I want to render a simple cube in opengl es 3.0 on my android device but it doesn't render. This is my SurfaceView setup:
public GLContextView(Context context){
super(context);
setEGLContextClientVersion(3);
setRenderer(renderer);
}
Render Code:
public void onSurfaceCreated(javax.microedition.khronos.opengles.GL10 unused, javax.microedition.khronos.egl.EGLConfig p2){
GLES30.glEnable(GLES30.GL_DEPTH_TEST);
GLES30.glEnable(GLES30.GL_BLEND);
GLES30.glEnable(GLES30.GL_CULL_FACE);
GLES30.glDepthFunc(GLES30.GL_LEQUAL);
GLES30.glCullFace(GLES30.GL_BACK);
GLES30.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
cubeProgram = RenderHelper.createShaderProgram(Shader.CubeVertexShader, Shader.CubeFragmentShader);
int[] array = new int[2];
GLES30.glGenVertexArrays(1, array, 0);
vaId = array[0];
GLES30.glBindVertexArray(vaId);
GLES30.glGenBuffers(2, array, 0);
vbId = array[0];
ibId = array[1];
GLES30.glBindBuffer(GLES30.GL_ARRAY_BUFFER, vbId);
GLES30.glBufferData(GLES30.GL_ARRAY_BUFFER, RenderCube.vertices.length * 4, RenderCube.vBuffer, GLES30.GL_STATIC_DRAW);
GLES30.glVertexAttribPointer(0, 3, GLES30.GL_FLOAT, false, 0, 0);
GLES30.glEnableVertexAttribArray(positionHandle);
GLES30.glBindBuffer(GLES30.GL_ELEMENT_ARRAY_BUFFER, ibId);
GLES30.glBufferData(GLES30.GL_ELEMENT_ARRAY_BUFFER, RenderCube.indices.length * 4, RenderCube.iBuffer, GLES30.GL_STATIC_DRAW);
colorHandle = GLES30.glGetUniformLocation(cubeProgram, "in_color");
GLES30.glBindVertexArray(0);
}
public void onDrawFrame(GL10 p1){
GLES30.glClear(GLES30.GL_COLOR_BUFFER_BIT | GLES30.GL_DEPTH_BUFFER_BIT);
GLES30.glUseProgram(cubeProgram);
GLES30.glBindVertexArray(vaId);
GLES30.glUniform4f(colorHandle, 1.0f, 1.0f, 1.0f, 1.0f);
GLES30.glDrawElements(GLES30.GL_TRIANGLES, RenderCube.indices.length, GLES30.GL_UNSIGNED_INT, 0);
}
public void onSurfaceChanged(GL10 p1, int p2, int p3){
GLES30.glViewport(0, 0, p2, p3);
}
RenderCube class with vertex and index data:
class RenderCube{
public static float[] vertices = {
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
public static int[] indices = {
0, 3, 1, 0, 2, 3, //Bottom
4, 7, 5, 4, 6, 7, //Top
0, 5, 1, 0, 4, 5, //Back
2, 7, 3, 2, 6, 7, //Front
0, 6, 2, 0, 4, 6, //Left
1, 7, 3, 1, 5, 7 //Right
};
public static FloatBuffer vBuffer = RenderHelper.createFloatBuffer(vertices.length * 4, vertices);
public static IntBuffer iBuffer = RenderHelper.createIntBuffer(indices.length * 4, indices);
};
Shaders:
final class Shader{
public static final String CubeVertexShader =
"#version 300 es\n" +
"layout (location = 0) in vec3 pos;" +
"void main(){" +
" gl_Position = vec4(pos, 1.0f);" +
"}";
public static final String CubeFragmentShader =
"#version 300 es\n" +
"precision mediump float;" +
"uniform vec4 in_color;" +
"out vec4 color;" +
"void main(){" +
" color = in_color;" +
"}";
}
It compiles fine and no opengl errors are printed. What am I doing wrong?
I think you simply have no visible triangles.
The triangles of the bottom, top, left, and right faces are invisible because they're orthogonal to the viewing plane. So you're looking at them edge on, and they end up as degenerate triangles (i.e. triangles with zero area).
The way you defined them, the triangles of the back and front face all have clockwise winding order. Expanding the indices of those 4 triangles, and showing just the x and y coordinates of the corresponding vertices:
0, 5, 1 -> (0.0f, 0.0f), (1.0f, 1.0f), (1.0f, 0.0f)
0, 4, 5 -> (0.0f, 0.0f), (0.0f, 1.0f), (1.0f, 1.0f)
2, 7, 3 -> (0.0f, 0.0f), (1.0f, 1.0f), (1.0f, 0.0f)
2, 6, 7 -> (0.0f, 0.0f), (0.0f, 1.0f), (1.0f, 1.0f)
As you can see, these triangles are all clockwise. Since you chose to enable culling of back faces:
GLES30.glEnable(GLES30.GL_CULL_FACE);
GLES30.glCullFace(GLES30.GL_BACK);
and the default winding order for front faces is counter-clockwise, meaning that the winding of back faces is clockwise, all these triangles will be culled.
In addition, since the front face is at z = 1.0, it's also exactly on the front clip plane. The way I read the spec, geometry that is exactly on a clipping plane should still be visible. But it's probably safer to place it clearly inside the clip volume.

LWJGL Texture blending not working

I'm trying to draw a gradient and then draw a transparent texture ontop of it.
This is the code I'm using right now:
GL11.glClearColor(0.0F, 0.0F, 0.0F, 0.0F);
// Draw the gradient
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glColor4f(1F, 1F, 1F, 0F);
GL11.glVertex3f(0, 0, 0.0f);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glColor4f(0F, 1F, 1F, 0F);
GL11.glVertex3f(0 + gameWidth, 0, 0.0f);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glColor4f(0F, 0F, 1F, 0F);
GL11.glVertex3f(0 + gameWidth, 0 + gameHeight, 0.0f);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glColor4f(1F, 0F, 1F, 0F);
GL11.glVertex3f(0, 0 + gameHeight, 0.0f);
GL11.glEnd();
GL11.glColor4f(1F, 1F, 1F, 0F);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
TexLoader.loadTex("/example.png"); // Loads and binds the texture, also enables GL_TEXTURE_2D
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0.0f, 0.0f);
GL11.glVertex3f(parX, parY, 0.0f);
GL11.glTexCoord2f(1.0f, 0.0f);
GL11.glVertex3f(parX + parWidth, parY, 0.0f);
GL11.glTexCoord2f(1.0f, 1.0f);
GL11.glVertex3f(parX + parWidth, parY + parHeight, 0.0f);
GL11.glTexCoord2f(0.0f, 1.0f);
GL11.glVertex3f(parX, parY + parHeight, 0.0f);
GL11.glEnd();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
However, instead of drawing the texture and hiding the transparent pixels it just draws a white quad.
What am I doing wrong?

How do i convert the DevIL in NEHE Lesson07 to Slick libraries?

I'm trying to learn how to use LWJGL libraries. Took me forever to find lessons. I eventually stumbled upon the NEHE lessons that teach OpenGL across many programming languages. I downloaded the LWJGL version of Lesson07 and noticed it was using DevIL for the images.
I asked a question on here earlier on what i should use instead of DevIL, and an informative user suggested that i go with Slick instead. I got past Lesson06 after tweaking it for a while, but now i am seriously stuck on Lesson07.
Specifically HERE:
private int[] loadTexture(String path) {
IntBuffer image = ByteBuffer.allocateDirect(4).order(ByteOrder.nativeOrder()).asIntBuffer();
IL.ilGenImages(1, image);
IL.ilBindImage(image.get(0));
IL.ilLoadImage(path);
IL.ilConvertImage(IL.IL_RGB, IL.IL_BYTE);
ByteBuffer scratch = ByteBuffer.allocateDirect(IL.ilGetInteger(IL.IL_IMAGE_WIDTH) * IL.ilGetInteger(IL.IL_IMAGE_HEIGHT) * 3);
IL.ilCopyPixels(0, 0, 0, IL.ilGetInteger(IL.IL_IMAGE_WIDTH), IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 1, IL.IL_RGB, IL.IL_BYTE, scratch);
// Create A IntBuffer For Image Address In Memory
IntBuffer buf = ByteBuffer.allocateDirect(12).order(ByteOrder.nativeOrder()).asIntBuffer();
GL11.glGenTextures(buf); // Create Texture In OpenGL
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
// Typical Texture Generation Using Data From The Image
// Create Nearest Filtered Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(0));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
// Create Linear Filtered Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(1));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
// Create MipMapped Texture
GL11.glBindTexture(GL11.GL_TEXTURE_2D, buf.get(2));
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_LINEAR);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_LINEAR_MIPMAP_NEAREST);
GLU.gluBuild2DMipmaps(GL11.GL_TEXTURE_2D, 3, IL.ilGetInteger(IL.IL_IMAGE_WIDTH),
IL.ilGetInteger(IL.IL_IMAGE_HEIGHT), GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, scratch);
return new int[]{ buf.get(0), buf.get(1), buf.get(2) }; // Return Image Addresses In Memory
}
I've tried to get it working, tried substituting Slick stuff in, yet all i have tried has either crashed or led to a black screen.
What is the best way to do this with Slick?
This one was rather annoying. I think it was easier to convert than Lesson 06, but that could be because I was at least a little more used to it than I was in 06. It still took me all night to get this to work and I didn't figure it out until morning, though.
Here's my entire code. Lines are commented on the most annoying parts, along with some CODE commented to show what DIDN'T work. Any such code that was put in a comment is probably very fragmented so I'm not sure if you'll understand what I was trying to do, but I left it in anyway. The two places that I got stuck at are the two places with helpful comments and links.
package LWJGLTest2;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferByte;
import java.awt.image.DataBufferInt;
import static org.lwjgl.opengl.GL11.*;
import static org.lwjgl.util.glu.GLU.*;
import java.io.IOException;
import java.net.URL;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.logging.FileHandler;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.util.glu.GLU;
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
import org.newdawn.slick.util.ResourceLoader;
/**
*
* #author Jay
*/
public class LWJGLTest2 {
public static final int WIDTH = 640;
public static final int HEIGHT = 480;
public static final Logger LOGGER = Logger.getLogger(LWJGLTest2.class.getName());
float xrot;
float yrot;
float xspeed;
float yspeed;
float zpos = -5f;
boolean lp;
boolean fp;
boolean light;
final float[] AMBIENT = {.5f, .5f, .5f, 1f};
final float[] DIFFUSE = {1f, 1f, 1f, 1f};
final float[] LPOSITION = {0f, 0f, 2f, 1f};
int filter;
BufferedImage textureImage;
Texture texture[] = new Texture[3];
static {
try {
LOGGER.addHandler(new FileHandler("errors.log",true));
}
catch(IOException ex) {
LOGGER.log(Level.WARNING,ex.toString(),ex);
}
}
public static void main(String[] args) {
LWJGLTest2 main = null;
try {
main = new LWJGLTest2();
main.create();
main.run();
} catch (Exception ex) {
LOGGER.log(Level.SEVERE, ex.toString(), ex);
} finally {
if (main != null) {
main.destroy();
}
}
}
public void create() throws LWJGLException {
// Display
Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
Display.setFullscreen(false);
Display.setTitle("LWJGL Test");
Display.create();
// Keyboard
Keyboard.create();
// Mouse
Mouse.setGrabbed(false);
Mouse.create();
// OpenGL
initGL();
resizeGL();
}
public void destroy() {
Mouse.destroy();
Keyboard.destroy();
Display.destroy();
}
public void initGL() {
try {
loadTextures();
} catch (IOException ex) {
System.err.println(ex); System.exit(0);
}
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
glClearColor(0f, 0f, 0f, 0.5f);
glClearDepth(1f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
//FloatBuffer scratch = BufferUtils.createFloatBuffer(8); // 4 for the values and 4 for the extra buffer
//scratch.put(AMBIENT);
ByteBuffer scratch = ByteBuffer.allocateDirect(16);
scratch.order(ByteOrder.nativeOrder());
//scratch.put(AMBIENT);
glLight(GL_LIGHT1, GL_AMBIENT, (FloatBuffer)scratch.asFloatBuffer().put(AMBIENT).flip()); // 3rd argument used to be only scratch
//scratch = ByteBuffer.allocateDirect(32).asFloatBuffer(); // reset the buffer to prevent an overflow
//scratch.put(DIFFUSE);
glLight(GL_LIGHT1, GL_DIFFUSE, (FloatBuffer)scratch.asFloatBuffer().put(AMBIENT).flip());
//scratch = ByteBuffer.allocateDirect(32).asFloatBuffer();
//scratch.put(LPOSITION);
glLight(GL_LIGHT1, GL_POSITION, (FloatBuffer)scratch.asFloatBuffer().put(AMBIENT).flip());
glEnable(GL_LIGHT1);
}
public void resizeGL() {
glViewport(0, 0, WIDTH, HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45f, (float)WIDTH/(float)HEIGHT, 0.1f, 100f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
public void run() {
while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
if (Display.isVisible()) {
checkInput();
render();
Display.update();
}
}
}
public void checkInput() {
if (Keyboard.isKeyDown(Keyboard.KEY_L) && !lp) {
lp = true;
light = !light;
if (light)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
}
if (!Keyboard.isKeyDown(Keyboard.KEY_L))
lp = false;
if (Keyboard.isKeyDown(Keyboard.KEY_F) && !fp) {
fp = true;
filter = (filter + 1) % 3;
}
if (!Keyboard.isKeyDown(Keyboard.KEY_F))
fp = false;
if (Keyboard.isKeyDown(Keyboard.KEY_PRIOR))
zpos -= 0.02f;
if (Keyboard.isKeyDown(Keyboard.KEY_NEXT))
zpos += 0.02f;
if (Keyboard.isKeyDown(Keyboard.KEY_UP))
xspeed -= 0.001f;
if (Keyboard.isKeyDown(Keyboard.KEY_DOWN))
xspeed += 0.001f;
if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT))
yspeed -= 0.001f;
if (Keyboard.isKeyDown(Keyboard.KEY_LEFT))
yspeed += 0.001f;
}
public void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0f, 0f, zpos);
glRotatef(xrot, 1f, 0f, 0f);
glRotatef(yrot, 0f, 1f, 0f);
texture[filter].bind();
glBegin(GL_QUADS);
// Front Face
glNormal3f(0f, 0f, 1f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
// Back Face
glNormal3f(0f, 0f, -1f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
// Top Face
glNormal3f(0f, 1f, 0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
// Bottom Face
glNormal3f(0f, -1f, 0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
// Right face
glNormal3f(1f, 0f, 0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
// Left Face
glNormal3f(-1f, 0f, 0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
glEnd();
xrot += xspeed;
yrot += yspeed;
}
public void loadTextures() throws IOException {
//textureImage = ImageIO.read(this.getClass().getResourceAsStream("Crate.png"));
texture[0] = TextureLoader.getTexture("BMP", this.getClass().getResourceAsStream("Crate.bmp"), true, GL_NEAREST);
texture[1] = TextureLoader.getTexture("BMP", this.getClass().getResourceAsStream("Crate.bmp"), true, GL_LINEAR);
texture[2] = TextureLoader.getTexture("BMP", this.getClass().getResourceAsStream("Crate.bmp"), true);
//ByteBuffer scratch = ByteBuffer.wrap(((DataBufferByte)textureImage.getRaster().getDataBuffer()).getData());
//ByteBuffer scratch = ByteBuffer.allocateDirect(((DataBufferByte)textureImage.getRaster().getDataBuffer()).getData().length + 3);
/*
* The +3 in the last statement is important! Without it, you get this:
* SEVERE: java.lang.IllegalArgumentException: Number of remaining buffer
* elements is 0, must be at least 3. Because at most 3 elements can be
* returned, a buffer with at least 3 elements is required, regardless of
* actual returned element count
*/
//scratch.put(((DataBufferByte)textureImage.getRaster().getDataBuffer()).getData()); // RED
//scratch.rewind(); // NOW IT'S RED.
//for (int i = 0; i < scratch.limit(); ++i)
// System.out.println(scratch);
texture[2].bind();
//ByteBuffer scratch = ByteBuffer.allocateDirect(texture[2].getTextureData().length);
//scratch.order(ByteOrder.nativeOrder());
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
//GLU.gluBuild2DMipmaps(GL_TEXTURE_2D, 3, (int)texture[2].getWidth(), (int)texture[2].getHeight(), GL_RGB, GL_UNSIGNED_BYTE, (ByteBuffer)scratch.put(texture[2].getTextureData()).flip());
org.lwjgl.opengl.GL30.glGenerateMipmap(GL_TEXTURE_2D); /* http://slick.javaunlimited.net/viewtopic.php?t=2755
* Not sure if this worked properly, but I rather enjoy
* not crying so I'll just smile and nod.
* I went through a LOT of other options before I got this.
* I also tried using the trick I found at
* http://lwjgl.org/forum/index.php?action=printpage;topic=2233.0
* (used above, in initGL) but that didn't work either.
*/
}
}
This code has been run and FINALLY works. Using Slick-Util compresses it a LOT. You'll also notice that I changed the rate of change for the speeds; 0.01f was way too fast, so I put it to 0.001f instead. Hope this helps!
Links from my source code:
"Mipmapping"
"Why is adding of the light in lwjgl so difficult?"
You'll probably need to adapt the code to use the standard LWJGL image / texture loading features, at least up to the point of the glBindTexture() call. After that point I think you should be OK, it's all pretty standard OpenGL from that point.
There is some pretty decent example code here that demonstrates what you need to do:
http://lwjgl.org/wiki/index.php?title=Slick-Util_Library_-_Part_1_-_Loading_Images_for_LWJGL
I think the key lines of code you need are:
import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureLoader;
...
Texture texture = TextureLoader.getTexture("PNG", ResourceLoader.getResourceAsStream("res/image.png"));
...
GL11.glBind(texture.getTextureID());
In other words, I think it's actually a bit simpler than using DevIL.

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