JOGL display using Buffer - java

I have 3 FloatBuffers - vertices, normals and colors which contain what the name suggests. I also have an IntBuffer to keep track of the indexing.
The data looks correct, but I'm having trouble displaying it. I just see a blank canvas. I'm not sure what I am doing wrong. I'm guessing something is being overlooked in init(), display(), reshape() and dispose(). Can anyone tell me if you find something glaringly wrong in the code below, and why you think nothing is being displayed?
#Override
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClearColor(.0f, .0f, .2f, 0.9f);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LESS);
gl.glEnable(GL2.GL_CULL_FACE);
gl.glEnable(GL2.GL_LIGHTING);
gl.glEnable(GL2.GL_LIGHT0);
gl.glEnable(GL2.GL_AUTO_NORMAL);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glFrontFace(GL2.GL_CCW);
gl.glCullFace(GL2.GL_BACK);
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
gl.glShadeModel(GL2.GL_SMOOTH);
if (viewMesh) {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
} else {
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
glu = new GLU();
// Build the VBOs
VBO = IntBuffer.allocate(4);
gl.glGenBuffers(4, VBO);
vertVBOID = VBO.get(0);
normalVBOID = VBO.get(1);
colorVBOID = VBO.get(2);
indexVBOID = VBO.get(3);
// vertices
int vsize = sd.verts.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vertVBOID); // get a valid name
gl.glBufferData(GL2.GL_ARRAY_BUFFER, vsize, sd.verts, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0); // reset
// normals
int nsize = sd.normals.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, normalVBOID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, nsize, sd.normals, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
// colors
int csize = sd.colors.capacity() * BufferUtil.SIZEOF_FLOAT;
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, colorVBOID);
gl.glBufferData(GL2.GL_ARRAY_BUFFER, csize, sd.colors, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0);
int isize = sd.indices.capacity() * BufferUtil.SIZEOF_INT;
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, indexVBOID);
gl.glBufferData(GL2.GL_ELEMENT_ARRAY_BUFFER, isize, sd.indices, GL2.GL_STATIC_DRAW);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0);
// sd.verts = null; // copy of data is no longer necessary, it is in the graphics card now.
// sd.colors = null;
// sd.normals = null;
// sd.indices = null;
}
#Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
glu.gluLookAt(45, 0, 0, 0, 0, 0, 0.0, 1.0, 0.0);
gl.glScalef(scale, scale, scale);
gl.glRotatef(rot, 0, 1, 0);
gl.glTranslatef(-sd.tr_x, -sd.tr_y, -sd.tr_z);
gl.glEnableClientState(GLPointerFunc.GL_VERTEX_ARRAY);
gl.glEnableClientState(GLPointerFunc.GL_NORMAL_ARRAY);
gl.glEnableClientState(GLPointerFunc.GL_COLOR_ARRAY);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, normalVBOID);
gl.glNormalPointer(GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, colorVBOID);
gl.glColorPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, vertVBOID);
gl.glVertexPointer(3, GL2.GL_FLOAT, 0, 0);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, indexVBOID);
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_INT, 0);
gl.glBindBuffer(GL2.GL_ELEMENT_ARRAY_BUFFER, 0); // unbind it
gl.glDisableClientState(GLPointerFunc.GL_VERTEX_ARRAY);
gl.glDisableClientState(GLPointerFunc.GL_NORMAL_ARRAY);
gl.glDisableClientState(GLPointerFunc.GL_COLOR_ARRAY);
}
#Override
public void reshape(GLAutoDrawable drawable, int x, int y, int w, int h) {
GL2 gl = drawable.getGL().getGL2();
double fov = (Math.PI / 4.0);
double zmm = Math.abs(sd.min_z - sd.max_z);
camdist = (zmm / 2.0) / Math.tan(fov / 2.0);
h = (h == 0) ? 1 : h;
gl.glViewport(0, 0, w, h);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(camdist, w / (float) h, 0.1f, 1000.0);
}
/**
* Initilaize graphics
*/
public void initOGL() {
profile = GLProfile.get(GLProfile.GL2);
caps = new GLCapabilities(profile);
caps.setHardwareAccelerated(true);
canvas = new GLCanvas(caps);
canvas.addGLEventListener(this);
canvas.requestFocusInWindow();
getContentPane().add(canvas); // add to the frame
}
#Override
public void dispose(GLAutoDrawable drawable) {
}

One clear problem is in the draw call:
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_INT, 0);
GL_INT is not valid for the type argument of glDrawElements(). The only valid values are GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT and GL_UNSIGNED_INT. So the call needs to be:
gl.glDrawElements(GL2.GL_TRIANGLES, sd.indices.capacity(), GL2.GL_UNSIGNED_INT, 0);
Anytime you have a problem with OpenGL code not working as expected, make sure that you call glGetError(). With the call from your code, you should immediately get a GL_INVALID_ENUM error.
Also, your perspective setup code looks somewhat suspicious. I don't fully understand what you're trying to do there, but even just the naming suggests a possible misunderstanding:
glu.gluPerspective(camdist, w / (float) h, 0.1f, 1000.0);
The first argument of gluPerspective() is the field-of-view angle (in degrees), not a distance.

Related

Fastest way to render 2D tiles using LWJGL?

I started watching these tutorials for creating a 2d top-down game using LWJGL and I read that VBO's should be fast but for rendering 48*48 tiles per frame I get only about 100FPS which is pretty slow because I will add a lot more stuff to the game than just some static, not moving or changing, tiles.
What can I do to make this faster? Keep in mind that I just started learning lwjgl and opengl so I probably won't know many things.
Anyways, here are some parts of my code (I removed some parts from the code that were kinda meaningless and replaced them with some descriptions):
The main loop
double targetFPS = 240.0;
double targetUPS = 60.0;
long initialTime = System.nanoTime();
final double timeU = 1000000000 / targetUPS;
final double timeF = 1000000000 / targetFPS;
double deltaU = 0, deltaF = 0;
int frames = 0, updates = 0;
long timer = System.currentTimeMillis();
while (!window.shouldClose()) {
long currentTime = System.nanoTime();
deltaU += (currentTime - initialTime) / timeU;
deltaF += (currentTime - initialTime) / timeF;
initialTime = currentTime;
if (deltaU >= 1) {
// --- [ update ] ---
--INPUT HANDLING FOR BASIC MOVEMENT, CLOSING THE GAME AND TURNING VSYNC ON AND OFF USING A METHOD FROM THE INPUT HANDLER CLASS--
world.correctCamera(camera, window);
window.update();
updates++;
deltaU--;
}
if (deltaF >= 1) {
// --- [ render ] ---
glClear(GL_COLOR_BUFFER_BIT);
world.render(tileRenderer, shader, camera, window);
window.swapBuffers();
frames++;
deltaF--;
}
--PRINTING THE FPS AND UPS EVERY SECOND--
}
The input handler methods used:
I have this in my constructor:
this.keys = new boolean[GLFW_KEY_LAST];
for(int i = 0; i < GLFW_KEY_LAST; i++)
keys[i] = false;
And here are the methods:
public boolean isKeyDown(int key) {
return glfwGetKey(window, key) == 1;
}
public boolean isKeyPressed(int key) {
return (isKeyDown(key) && !keys[key]);
}
public void update() {
for(int i = 32; i < GLFW_KEY_LAST; i++)
keys[i] = isKeyDown(i);
}
This is the render method from the World class:
public void render(TileRenderer renderer, Shader shader, Camera camera, Window window) {
int posX = ((int) camera.getPosition().x + (window.getWidth() / 2)) / (scale * 2);
int posY = ((int) camera.getPosition().y - (window.getHeight() / 2)) / (scale * 2);
for (int i = 0; i < view; i++) {
for (int j = 0; j < view; j++) {
Tile t = getTile(i - posX, j + posY);
if (t != null)
renderer.renderTile(t, i - posX, -j - posY, shader, world, camera);
}
}
}
This is the renderTile() method from TileRenderer:
public void renderTile(Tile tile, int x, int y, Shader shader, Matrix4f world, Camera camera) {
shader.bind();
if (tileTextures.containsKey(tile.getTexture()))
tileTextures.get(tile.getTexture()).bind(0);
Matrix4f tilePosition = new Matrix4f().translate(new Vector3f(x * 2, y * 2, 0));
Matrix4f target = new Matrix4f();
camera.getProjection().mul(world, target);
target.mul(tilePosition);
shader.setUniform("sampler", 0);
shader.setUniform("projection", target);
model.render();
}
This is the constructor and render method from Model class:
public Model(float[] vertices, float[] texture_coords, int[] indices) {
draw_count = indices.length;
v_id = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, v_id);
glBufferData(GL_ARRAY_BUFFER, createBuffer(vertices), GL_STATIC_DRAW);
t_id = glGenBuffers();
glBindBuffer(GL_ARRAY_BUFFER, t_id);
glBufferData(GL_ARRAY_BUFFER, createBuffer(texture_coords), GL_STATIC_DRAW);
i_id = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_id);
IntBuffer buffer = BufferUtils.createIntBuffer(indices.length);
buffer.put(indices);
buffer.flip();
glBufferData(GL_ELEMENT_ARRAY_BUFFER, buffer, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
public void render() {
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, v_id);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ARRAY_BUFFER, t_id);
glVertexAttribPointer(1, 2, GL_FLOAT, false, 0, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, i_id);
glDrawElements(GL_TRIANGLES, draw_count, GL_UNSIGNED_INT, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);
}
I store the vertices, texture coords and indices in the tile renderer:
float[] vertices = new float[]{
-1f, 1f, 0, //top left 0
1f, 1f, 0, //top right 1
1f, -1f, 0, //bottom right 2
-1f, -1f, 0, //bottom left 3
};
float[] texture = new float[]{
0, 0,
1, 0,
1, 1,
0, 1,
};
int[] indices = new int[]{
0, 1, 2,
2, 3, 0
};
I don't know what else to put here but the full source code and resources + shader files are available on github here.
With your current system, what I would recommend doing is grouping your tiles based on texture. Create something like this:
Map<Texture, List<Tile>> tiles = new HashMap<Texture, List<Tile>>()
Then when you go to render your map of tiles, you will only need to set the texture once per group of tiles, rather than once per tile. This saves PCI-E bandwidth for pushing textures/texture ids to the GPU. You would achieve that like this (pseudo code):
for (Texture tex : tile.keySet())
{
BIND TEXTURE
for (Tile tile : tiles.get(tex))
{
SET UNIFORMS
RENDER
}
}
Something else I see along these lines is that you are pushing the projection matrix to each tile individually. When you are running a shader program, the value of a given uniform stays the same until you change it or until the program ends. Set the projection matrix uniform once.
It also appears that you are calling this every renderTile(...). Given the value does not change, calculate it once before the render pass, then pass it in as a variable in the renderTile(...) method rather than passing in camera and world.

Trying to draw a model with Gouraud shading in jogl for desktop, but is flat

I already have a drawn model, but it has flat shading (for what I understand it should be smooth by default...)
This is the initial config:
private void SetLightningAndMaterials(){
//float[] lightPos = {1, 1, 1, 0};
float[] lightPos = {0, 0, 1, 0};
float[] lightColorDiffuse = {1, 1, 1, 1};
float[] lightColorAmbient = {0.2f, 0.2f, 0.2f, 1};
gl.glShadeModel(GL.GL_SMOOTH);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_POSITION, lightPos, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_DIFFUSE, lightColorDiffuse, 0);
gl.glLightfv(GL.GL_LIGHT1, GL.GL_AMBIENT, lightColorAmbient, 0);
gl.glEnable(GL.GL_LIGHT1);
gl.glEnable(GL.GL_LIGHTING);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, ambientColour, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, mesh.colour, 0);
gl.glEnable(GL.GL_LIGHTING);
gl.glEnable(GL.GL_LIGHT0);
float[] noAmbient =
{ 0.1f, 0.1f, 0.1f, 1f }; // low ambient light
float[] spec =
{ 1f, 0.6f, 0f, 1f }; // low ambient light
float[] diffuse =
{ 0.5f, 0.5f, 0.5f, 1f };
gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, noAmbient, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, spec, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[]{0,0,10,1}, 0);
}
And this is how I draw the model:
public void Draw(GL gl, GLU glu){
Vec3d normal;
MassPoint vertex1, vertex2, vertex3;
int faceIndex=0;
Face surfaceFace;
for (faceIndex=0; faceIndex<surfaceFaces.size();faceIndex++){
surfaceFace = surfaceFaces.get(faceIndex);
surfaceFace.recalculateNormal();
vertex1 = surfaceFace.vertex1;
vertex2 = surfaceFace.vertex2;
vertex3 = surfaceFace.vertex3;
normal = surfaceFace.normal;
gl.glBegin(gl.GL_TRIANGLES);
gl.glNormal3d(normal.x, normal.y, normal.z);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_DIFFUSE, colour, 0);
gl.glVertex3d(vertex1.position.x, vertex1.position.y, vertex1.position.z);
gl.glVertex3d(vertex2.position.x, vertex2.position.y, vertex2.position.z);
gl.glVertex3d(vertex3.position.x, vertex3.position.y, vertex3.position.z);
gl.glEnd();
}
}
I want to believe there's an easy way of solving this without having to create a shader (I don't have any idea how to set these in Java).
I'm using JOGL 1 by the way, and is probably an old version (the imports are like javax.media.opengl.*).
I managed to solve the problem. For smoothness to work, the drawing expects 3 normals (one per vertex), I was only passing 1 normal (one per face).
Here's the new code for the drawing:
public void Draw(GL gl, GLU glu) {
Vec3d[] normalsPerVertex = new Vec3d[3];
MassPoint vertex1, vertex2, vertex3;
int faceIndex=0;
Face surfaceFace;
for (faceIndex=0; faceIndex<surfaceFaces.size();faceIndex++){
surfaceFace = surfaceFaces.get(faceIndex);
vertex1=surfaceFace.vertex1;
normalsPerVertex[0] = vertex1.CalcNormal();
vertex2=surfaceFace.vertex2;
normalsPerVertex[1] = vertex2.CalcNormal();
vertex3=surfaceFace.vertex3;
normalsPerVertex[2] = vertex3.CalcNormal();
gl.glBegin(GL.GL_TRIANGLES);
gl.glNormal3d(normalsPerVertex[0].x, normalsPerVertex[0].y, normalsPerVertex[0].z);
gl.glVertex3d(vertex1.position.x, vertex1.position.y, vertex1.position.z);
gl.glNormal3d(normalsPerVertex[1].x, normalsPerVertex[1].y, normalsPerVertex[1].z);
gl.glVertex3d(vertex2.position.x, vertex2.position.y, vertex2.position.z);
gl.glNormal3d(normalsPerVertex[2].x, normalsPerVertex[2].y, normalsPerVertex[2].z);
gl.glVertex3d(vertex3.position.x, vertex3.position.y, vertex3.position.z);
gl.glEnd();
}
}
The calculated normal for each vertex is the media of all the faces connected to that vertex. Here's the code for that:
public Vec3d CalcNormal() {
Vec3d normalMedia = new Vec3d();
for (Face face : facesRelated) {
face.recalculateNormal();
normalMedia.add(face.normal);
}
normalMedia.mul(1d/facesRelated.size());
return normalMedia;
}
Hope this helps someone else.

Binding Video Texture on OpenGL Sphere on Android

I'm trying to create a 360 video sphere (like the ones for cardboard) on Android. I have done this with a photo by rendering a sphere in OpenGL ES1.0 and than attaching a texture to it. Afterwards I can use the sensor values to rotate the sphere.
However, I can't figure out how to change the picture to a video. I've tried frame by frame rendering using texSubImage2D() but it's SUPER SLOW. My video is probably going to be about 4k density as I need a good quality even when only small portion of it is shown.
I've read some theoretical stuff about how this should be done (i.e. Frame Buffers, External Texture, Synchronization, etc.) but I couldn't find any example for these things, so some code would be EXTREMELY appreciated...
Here is how I render the Sphere, draw it and attach a texture to it (i.e. my Sphere class)...
import rapid.decoder.BitmapDecoder;
public class Sphere {
/** Buffer holding the vertices. */
private final List<FloatBuffer> mVertexBuffer = new ArrayList<FloatBuffer>();
/** The vertices for the sphere. */
private final List<float[]> mVertices = new ArrayList<float[]>();
/** Buffer holding the texture coordinates. */
private final List<FloatBuffer> mTextureBuffer = new ArrayList<FloatBuffer>();
/** Mapping texture coordinates for the vertices. */
private final List<float[]> mTexture = new ArrayList<float[]>();
/** The texture pointer. */
private final int[] mTextures = new int[1];
/** Total number of strips for the given depth. */
private final int mTotalNumStrips;
public Sphere(final int depth, final float radius) {
// Calculate basic values for the sphere.
this.mTotalNumStrips = Maths.power(2, depth - 1) * 5; //last 5 is related to properties of a icosahedron
final int numVerticesPerStrip = Maths.power(2, depth) * 3;
final double altitudeStepAngle = Maths.rad120 / Maths.power(2, depth);
final double azimuthStepAngle = Maths.rad360 / this.mTotalNumStrips;
double x, y, z, h, altitude, azimuth;
Log.e("mTotalNumStrips", ""+mTotalNumStrips);
Log.e("numVerticesPerStrip", ""+numVerticesPerStrip);
for (int stripNum = 0; stripNum < this.mTotalNumStrips; stripNum++) {
// Setup arrays to hold the points for this strip.
final float[] vertices = new float[numVerticesPerStrip * 3]; // x,y,z
final float[] texturePoints = new float[numVerticesPerStrip * 2]; // 2d texture
int vertexPos = 0;
int texturePos = 0;
// Calculate position of the first vertex in this strip.
altitude = Maths.rad90;
azimuth = stripNum * azimuthStepAngle;
// Draw the rest of this strip.
for (int vertexNum = 0; vertexNum < numVerticesPerStrip; vertexNum += 2) {
// First point - Vertex.
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
vertices[vertexPos++] = (float) x;
vertices[vertexPos++] = (float) y;
vertices[vertexPos++] = (float) z;
// First point - Texture.
texturePoints[texturePos++] = (float) (1 + azimuth / Maths.rad360);
texturePoints[texturePos++] = (float) (1 - (altitude + Maths.rad90) / Maths.rad180);
// Second point - Vertex.
altitude -= altitudeStepAngle;
azimuth -= azimuthStepAngle / 2.0;
y = radius * Math.sin(altitude);
h = radius * Math.cos(altitude);
z = h * Math.sin(azimuth);
x = h * Math.cos(azimuth);
vertices[vertexPos++] = (float) x;
vertices[vertexPos++] = (float) y;
vertices[vertexPos++] = (float) z;
// Second point - Texture.
texturePoints[texturePos++] = (float) (1 + azimuth / Maths.rad360);
texturePoints[texturePos++] = (float) (1 - (altitude + Maths.rad90) / Maths.rad180);
azimuth += azimuthStepAngle;
}
this.mVertices.add(vertices);
this.mTexture.add(texturePoints);
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(numVerticesPerStrip * 3 * Float.SIZE);
byteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer fb = byteBuffer.asFloatBuffer();
fb.put(this.mVertices.get(stripNum));
fb.position(0);
this.mVertexBuffer.add(fb);
// Setup texture.
byteBuffer = ByteBuffer.allocateDirect(numVerticesPerStrip * 2 * Float.SIZE);
byteBuffer.order(ByteOrder.nativeOrder());
fb = byteBuffer.asFloatBuffer();
fb.put(this.mTexture.get(stripNum));
fb.position(0);
this.mTextureBuffer.add(fb);
}
}
public void loadGLTexture(final GL10 gl, final Context context, final int texture) {
Bitmap bitmap = BitmapDecoder.from(context.getResources(), texture)
.scale(4048, 2024)
.decode();
// Generate one texture pointer, and bind it to the texture array.
gl.glGenTextures(1, this.mTextures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, this.mTextures[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);
// Tide up.
bitmap.recycle();
}
/**
* The draw method for the square with the GL context.
*
* #param gl Graphics handle.
*/
public void draw(final GL10 gl) {
// bind the previously generated texture.
gl.glBindTexture(GL10.GL_TEXTURE_2D, this.mTextures[0]);
// Point to our buffers.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Set the face rotation, clockwise in this case.
gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer.
for (int i = 0; i < this.mTotalNumStrips; i++) {
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, this.mVertexBuffer.get(i));
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, this.mTextureBuffer.get(i));
// Draw the vertices as triangle strip.
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, this.mVertices.get(i).length / 3);
}
// Disable the client state before leaving.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
And this is my renderer...
#Override
public void onDrawFrame(final GL10 gl) {
zvector = new float[] {0,0,1,0};
resultvector = new float[] {0,0,1,0};
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
float radiansX = (float) Math.toRadians(gyro_angle[1]);
float radiansY = (float) Math.toRadians(-gyro_angle[0]);
float radiansZ = (float) Math.toRadians(-gyro_angle[2]);
// Finds the Sin and Cosin for the half angle.
float sinX =(float) Math.sin(radiansX * 0.5);
float cosX =(float) Math.cos(radiansX * 0.5);
float sinY =(float) Math.sin(radiansY * 0.5);
float cosY =(float) Math.cos(radiansY * 0.5);
float sinZ =(float) Math.sin(radiansZ * 0.5);
float cosZ =(float) Math.cos(radiansZ * 0.5);
// Formula to construct a new Quaternion based on direction and angle.
quatX[0] = cosX;
quatX[1] = 1 * sinX;
quatX[2] = 0 * sinX;
quatX[3] = 0 * sinX;
quatY[0] = cosY;
quatY[1] = 0 * sinY;
quatY[2] = 1 * sinY;
quatY[3] = 0 * sinY;
quatZ[0] = cosZ;
quatZ[1] = 0 * sinZ;
quatZ[2] = 0 * sinZ;
quatZ[3] = 1 * sinZ;
quat1 = multiplyQuat(quatX, quatY);
quat2 = multiplyQuat(quat1, quatZ);
mMatrix = getMatrixfromQuat(quat1);
gl.glLoadMatrixf(mMatrix, 0);
this.mSphere.draw(gl);
}
#Override
public void onSurfaceChanged(final GL10 gl, final int width, final int height) {
final float aspectRatio = (float) width / (float) (height == 0 ? 1 : height);
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluPerspective(gl, 45.0f, aspectRatio, 0.1f, 100.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
}
#Override
public void onSurfaceCreated(final GL10 gl, final EGLConfig config) {
this.mSphere.loadGLTexture(gl, this.mContext, R.drawable.pic360);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glShadeModel(GL10.GL_SMOOTH);
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);
}
//CONSTRUCTER
public GlRenderer(final Context context) {
this.mContext = context;
this.mSphere = new Sphere(5, 2);
sensorManager = (SensorManager) this.mContext.getSystemService(this.mContext.SENSOR_SERVICE);
sensorGyroscope = sensorManager.getDefaultSensor(Sensor.TYPE_GYROSCOPE);
sensorAccelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
sensorMagneticField = sensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD);
valuesAccelerometer = new float[3];
valuesMagneticField = new float[3];
matrixR = new float[9];
matrixI = new float[9];
matrixValues = new float[3];
sensorManager.registerListener(this, sensorGyroscope, SensorManager.SENSOR_DELAY_FASTEST);
sensorManager.registerListener(this, sensorAccelerometer, SensorManager.SENSOR_DELAY_FASTEST);
sensorManager.registerListener(this, sensorMagneticField, SensorManager.SENSOR_DELAY_FASTEST);
}
//HERE GOES SOME CURRENTLY IRRELEVANT STUFF ABOUT THE SENSORS AND QUATERNIONS
I had some this type of video texturing problem. First time I used ffmpeg for video decoding but the performance was so poor (just like you- Extracting frame by frame). For improving performance I used android default mediaplayer. You can use surface texture to create an opengl surface (sphere, cylinder, cube etc...) and then set the surface in the media player
Surface surface = new Surface(mSurface);//mSurface is your surface texture
mMediaPlayer.setSurface(surface);
mMediaPlayer.setScreenOnWhilePlaying(true);
This is just a technique. I did this for some commercial enclosed project, so I cant share the code. I hope I'll published a free code in github soon.

Screenshot routine gives a blank image with LibGdx

I'm trying to make a screenshot saver routines. I'm using the code here as a base, so the resulting code is like this:
public void update(float deltaTime) {
if(Gdx.input.isKeyPressed(Keys.ESCAPE)) {
Gdx.app.exit();
}
if(Gdx.input.isKeyPressed(Keys.F10)) {
this.saveScreenshot(new FileHandle(new File("screenshots/screenShot001.png")));
}
}
public void saveScreenshot(FileHandle file) {
Pixmap pixmap = getScreenshot(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), true);
PixmapIO.writePNG(file, pixmap);
pixmap.dispose();
}
public Pixmap getScreenshot(int x, int y, int w, int h, boolean flipY) {
Gdx.gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
final Pixmap pixmap = new Pixmap(w, h, Format.RGBA8888);
ByteBuffer pixels = pixmap.getPixels();
Gdx.gl.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, pixels);
final int numBytes = w * h * 4;
byte[] lines = new byte[numBytes];
if (flipY) {
final int numBytesPerLine = w * 4;
for (int i = 0; i < h; i++) {
pixels.position((h - i - 1) * numBytesPerLine);
pixels.get(lines, i * numBytesPerLine, numBytesPerLine);
}
pixels.clear();
pixels.put(lines);
} else {
pixels.clear();
pixels.get(lines);
}
return pixmap;
}
The file is created and it seems to be a correct PNG image with a correct size but it is a blank one. The application is the sample that setup-ui makes, and shows libGDX logo. Any idea of the problem?
Taken from your comment:
#Override public void render() {
Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
controller.update(Gdx.graphics.getDeltaTime());
batch.setProjectionMatrix(camera.combined);
batch.begin();
sprite.draw(batch);
batch.end();
}
The problem is that you clear the color, then check the input (and make a screenshot) and then render the logo.
Move the controller.update(Gdx.graphics.getDeltaTime()); at the end of your render method, after you rendered the logo (batch.end()).

Drift in rotation about z-axis

In an application, while trying to rotate an object using touch, I noticed drift in position of object after sometime (without any translation applied !!). The rotation is only about z-axis and works perfectly, but drift happens only after few rotations.
ds will be used for translation (using up-down button).
_uNozzleCentreMatrix and _ModelMatrixNozzle will use ds if I correct this.
private static final float[] _uNozzleCentre = new float[]{0.0f, 0.333605f, 0.0f, 1.0f};
protected static float[] _uNozzleCentreMatrix = new float[4];
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.setLookAtM(GLES20Renderer._ViewMatrix, 0, 0, 0, 7f, 0, 0, 0, 0, 1, 0);
Matrix.frustumM(GLES20Renderer._ProjectionMatrix, 0, -ratio, ratio, -1, 1, 2, 8);
Matrix.setIdentityM(GLES20Renderer._ModelMatrixNozzle, 0);
}
private static void updateModel(int upDown, float xAngle, float yAngle, float zAngle) {
//ds = GLES20Renderer._upDown - GLES20Renderer._lastUpDown;
ds = 0; // ds changes with button up-down, but now it is made 0, so button up-down will not affect it
Matrix.multiplyMV(GLES20Renderer._uNozzleCentreMatrix, 0, GLES20Renderer._ModelMatrixNozzle, 0, GLES20Renderer._uNozzleCentre, 0);
if(Math.abs(ds) > 0) {
} else {
if(GLES20Renderer._zAngle >= 360) {
GLES20Renderer._zAngle = GLES20Renderer._zAngle - 360;
}
if(GLES20Renderer._zAngle <= -360) {
GLES20Renderer._zAngle = GLES20Renderer._zAngle + 360;
}
Matrix.translateM(GLES20Renderer._ModelMatrixNozzle, 0, GLES20Renderer._uNozzleCentreMatrix[0], GLES20Renderer._uNozzleCentreMatrix[1], 0);
Matrix.rotateM(GLES20Renderer._ModelMatrixNozzle, 0, GLES20Renderer._zAngle, 0, 0, 1);
Matrix.rotateM(GLES20Renderer._ModelMatrixNozzle, 0, -GLES20Renderer._lastZAngle, 0, 0, 1);
Matrix.translateM(GLES20Renderer._ModelMatrixNozzle, 0, -GLES20Renderer._uNozzleCentreMatrix[0], -GLES20Renderer._uNozzleCentreMatrix[1], 0);
}
Matrix.multiplyMM(GLES20Renderer._MVPMatrixNozzle, 0, GLES20Renderer._ViewMatrix, 0, GLES20Renderer._ModelMatrixNozzle, 0);
Matrix.multiplyMM(GLES20Renderer._MVPMatrixNozzle, 0, GLES20Renderer._ProjectionMatrix, 0, GLES20Renderer._MVPMatrixNozzle, 0);
GLES20Renderer._lastZAngle = zAngle;
}
Apk for download:
http://www.pixdip.com/opengles/rotation/rotation.apk
(Try swiping a longer horizontal area from extreme left to right to observe drift early. Please be patient! Drift can take 20 seconds to occur)
For those whom it did not happen, here is the automated apk:
http://www.pixdip.com/opengles/rotation/automatic.apk
and the edited part of code:
Matrix.translateM(GLES20Renderer._ModelMatrixNozzle, 0, GLES20Renderer._uNozzleCentreMatrix[0], GLES20Renderer._uNozzleCentreMatrix[1], 0);
Matrix.rotateM(GLES20Renderer._ModelMatrixNozzle, 0, GLES20Renderer._zAngle, 0, 0, 1);
//Matrix.rotateM(GLES20Renderer._ModelMatrixNozzle, 0, -GLES20Renderer._lastZAngle, 0, 0, 1);
Matrix.translateM(GLES20Renderer._ModelMatrixNozzle, 0, -GLES20Renderer._uNozzleCentreMatrix[0], -GLES20Renderer._uNozzleCentreMatrix[1], 0);
Sometimes floating point errors get accumulated because of matrix stack.
This can be removed by using separate matrices for some critical transformations:
private static float[] _TMatrix = new float[16];
private static float[] _ModelMatrix = new float[16];
Matrix.setIdentity(Renderer._ModelMatrix);
Matrix.setIdentity(Renderer._TMatrix);
Matrix.translate(Renderer._ModelMatrix, xmov,ymov,0);
Matrix.translate(Renderer._TMatrix, -xmov,-ymov,0);
Matrix.multiply(Renderer._ModelMatrix, Renderer._TMatrix, Renderer._ModelMatrix);
// will result in an identity model matrix, without any floating point errors

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