LibGDX 3D increase perfomance - java

I'm working on a 3D game.
The game requires around 100 cubes to work, all cube have be dynamic.
I don't really know how much perfomance is required for a game like this, but i'm testing with a tablet with Mali-400 MP2 GPU, 1 GB ram, 1.5 GHz dual core. I know about rendering all of the cubes in one mesh, but then i can't move all of them separately.
This setup gives me a very vacillating fps. Jumping between 20 and 50, mostly under 30. (In emulator 10-15)
When the game starts, i build an arraylist of ModelInstances, all of them is using the same model.
model = new ModelBuilder().createBox(1f, 1f, 1f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Usage.Position | Usage.Normal);
// width,height,length = 5, creating a total of 125 cubes
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
for (int z = 0; z < length; z++) {
if (this.map[x][y][z] > 0) {
this.modelInstances.add(instance = new ModelInstance(model));
instance.transform.translate(x, -(y * 1.5f), -z);
}
}
}
}
Rendering:
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
mb.begin(camera3D);
mb.render(this.modelInstances);
mb.end();
The camera initializing:
camera3D = new PerspectiveCamera(67, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera3D.position.set(0f, 8f, 5f);
camera3D.lookAt(0, 0, 0);
camera3D.near = 1f;
camera3D.far = 300f;
camera3D.update();
What can i do to increase the perfomance?
Is the tablet too weak for a game like this? or the problem is the code?
EDIT:
Did some test with webGL too, same tablet, using chrome, rendering 125 cubes: stable 40-50 fps

You can batch all your cubes into a single Model and ModelInstance like this:
int width = 5;
int height = 5;
int length = 5;
int numCubes = width*height*length;
ModelBuilder mb = new ModelBuilder();
mb.begin();
MeshPartBuilder mpb = mb.part("cubes", GL20.GL_TRIANGLES, (Usage.Position | Usage.Normal), new Material(ColorAttribute.createDiffuse(Color.GREEN)));
for (int i=0; i<numCubes; i++){
mpb.box(1, 1, 1);
}
Model model = mb.end();
mBatchedCubesModelInstance = new ModelInstance(model);
But the tricky part is being able to move each of those cubes to a different location and be able to manipulate them independently.
Here's a Cube class that can manipulate the individual cubes from the above model. I think theoretically it should work with any Mesh you create that uses 24 unique vertices per cube, so you could add texture coordinates for example.
This also relies on position and then normal always being the first two Usage attributes of the mesh, so hopefully that holds true in libGDX's Mesh class.
This works basically by keeping track of it's index number in the base mesh (which cube number it is) so it can pick out the vertices that it needs to update in the vertices array. The vertices need to be copied into the mesh each frame.
public class Cube {
private int index;
int vertexFloatSize;
int posOffset;
int norOffset;
boolean hasColor;
int colOffset;
private Vector3 position = new Vector3();
private Matrix4 rotationTransform = new Matrix4().idt();
private Color color = new Color();
public float halfWidth, halfHeight, halfDepth;
private boolean transformDirty = false;
private boolean colorDirty = false;
static final Vector3 CORNER000 = new Vector3();
static final Vector3 CORNER010 = new Vector3();
static final Vector3 CORNER100 = new Vector3();
static final Vector3 CORNER110 = new Vector3();
static final Vector3 CORNER001 = new Vector3();
static final Vector3 CORNER011 = new Vector3();
static final Vector3 CORNER101 = new Vector3();
static final Vector3 CORNER111 = new Vector3();
static final Vector3[] FACE0 = {CORNER000, CORNER100, CORNER110, CORNER010};
static final Vector3[] FACE1 = {CORNER101, CORNER001, CORNER011, CORNER111};
static final Vector3[] FACE2 = {CORNER000, CORNER010, CORNER011, CORNER001};
static final Vector3[] FACE3 = {CORNER101, CORNER111, CORNER110, CORNER100};
static final Vector3[] FACE4 = {CORNER101, CORNER100, CORNER000, CORNER001};
static final Vector3[] FACE5 = {CORNER110, CORNER111, CORNER011, CORNER010};
static final Vector3[][] FACES = {FACE0, FACE1, FACE2, FACE3, FACE4, FACE5};
static final Vector3 NORMAL0 = new Vector3();
static final Vector3 NORMAL1 = new Vector3();
static final Vector3 NORMAL2 = new Vector3();
static final Vector3 NORMAL3 = new Vector3();
static final Vector3 NORMAL4 = new Vector3();
static final Vector3 NORMAL5 = new Vector3();
static final Vector3[] NORMALS = {NORMAL0, NORMAL1, NORMAL2, NORMAL3, NORMAL4, NORMAL5};
public Cube(float x, float y, float z, float width, float height, float depth, int index,
VertexAttributes vertexAttributes, float[] meshVertices){
position.set(x,y,z);
this.halfWidth = width/2;
this.halfHeight = height/2;
this.halfDepth = depth/2;
this.index = index;
vertexFloatSize = vertexAttributes.vertexSize/4; //4 bytes per float
posOffset = getVertexAttribute(Usage.Position, vertexAttributes).offset/4;
norOffset = getVertexAttribute(Usage.Normal, vertexAttributes).offset/4;
VertexAttribute colorAttribute = getVertexAttribute(Usage.Color, vertexAttributes);
hasColor = colorAttribute!=null;
if (hasColor){
colOffset = colorAttribute.offset/4;
this.setColor(Color.WHITE, meshVertices);
}
transformDirty = true;
}
public void setIndex(int index){
this.index = index;
transformDirty = true;
colorDirty = true;
}
/**
* Call this after moving and/or rotating.
*/
public void update(float[] meshVertices){
if (colorDirty && hasColor){
for (int faceIndex= 0; faceIndex<6; faceIndex++){
int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + colOffset;
meshVertices[vertexIndex] = color.r;
meshVertices[++vertexIndex] = color.g;
meshVertices[++vertexIndex] = color.b;
meshVertices[++vertexIndex] = color.a;
}
}
colorDirty = false;
}
if (!transformDirty){
return;
}
transformDirty = false;
CORNER000.set(-halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER010.set(-halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER100.set(halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER110.set(halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER001.set(-halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER011.set(-halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER101.set(halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER111.set(halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
NORMAL0.set(0,0,-1).rot(rotationTransform);
NORMAL1.set(0,0,1).rot(rotationTransform);
NORMAL2.set(-1,0,0).rot(rotationTransform);
NORMAL3.set(1,0,0).rot(rotationTransform);
NORMAL4.set(0,-1,0).rot(rotationTransform);
NORMAL5.set(0,1,0).rot(rotationTransform);
for (int faceIndex= 0; faceIndex<6; faceIndex++){
int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + posOffset;
meshVertices[vertexIndex] = FACES[faceIndex][cornerIndex].x;
meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].y;
meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].z;
vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + norOffset;
meshVertices[vertexIndex] = NORMALS[faceIndex].x;
meshVertices[++vertexIndex] = NORMALS[faceIndex].y;
meshVertices[++vertexIndex] = NORMALS[faceIndex].z;
}
}
}
public Cube setColor(Color color){
if (hasColor){
this.color.set(color);
colorDirty = true;
}
return this;
}
public Cube translate(float x, float y, float z){
position.add(x,y,z);
transformDirty = true;
return this;
}
public Cube translateTo(float x, float y, float z){
position.set(x,y,z);
transformDirty = true;
return this;
}
public Cube rotate(float axisX, float axisY, float axisZ, float degrees){
rotationTransform.rotate(axisX, axisY, axisZ, degrees);
transformDirty = true;
return this;
}
public Cube rotateTo(float axisX, float axisY, float axisZ, float degrees){
rotationTransform.idt();
rotationTransform.rotate(axisX, axisY, axisZ, degrees);
transformDirty = true;
return this;
}
public VertexAttribute getVertexAttribute (int usage, VertexAttributes attributes) {
int len = attributes.size();
for (int i = 0; i < len; i++)
if (attributes.get(i).usage == usage) return attributes.get(i);
return null;
}
}
To use this, first get a mesh reference and create the cubes:
mBatchedCubesMesh = model.meshes.get(0);
VertexAttributes vertexAttributes = mBatchedCubesMesh.getVertexAttributes();
int vertexFloatSize = vertexAttributes .vertexSize / 4; //4 bytes per float
mBatchedCubesVertices = new float[numCubes * 24 * vertexFloatSize]; //24 unique vertices per cube
mBatchedCubesMesh.getVertices(mBatchedCubesVertices);
mBatchedCubes = new Array<Cube>(numCubes);
int cubeNum = 0;
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
for (int z = 0; z < length; z++) {
mBatchedCubes.add(new Cube((x-(width/2f))*1.5f, -((y-(height/2f)) * 1.5f), -(z-(length/2f))*1.5f, 1,1,1, cubeNum++, vertexAttributes, mBatchedCubesVertices ));
}
}
}
Then in your render method:
mBatchedCubes.get(0).rotate(1, 1, 1, 180*delta); //example manipulation of a single cube
for (Cube cube : mBatchedCubes){ //must update any changed cubes.
cube.update(mBatchedCubesVertices);
}
mBatchedCubesMesh.setVertices(mBatchedCubesVertices); //apply changes to mesh
...
modelBatch.begin(camera);
modelBatch.render(mBatchedCubesModelInstance);
modelBatch.end();
Now CPU vertex manipulation is not as efficient as shader vertex manipulation, so this may become CPU bound if you're moving all your cubes around every frame. If you aren't rotating them much, it would probably help to create a separate "dirty" variable for rotation and only rotate if necessary in the update method.
EDIT: Update from this question
If you want to have transparency, then the cubes must be sortable, so they can be ordered from far to near for drawing. Their index values must be updated to the new order since that is how they are ordered into the mesh. Here is a Cube class that supports sorting (the color has to be tracked independently now since the cube might be moved to a different part of the mesh).
public class Cube implements Comparable<Cube>{
private int index;
int vertexFloatSize;
int posOffset;
int norOffset;
boolean hasColor;
int colOffset;
private Vector3 position = new Vector3();
private Matrix4 rotationTransform = new Matrix4().idt();
public float halfWidth, halfHeight, halfDepth;
private boolean transformDirty = false;
private boolean colorDirty = false;
private Color color = new Color();
float camDistSquared;
static final Vector3 CORNER000 = new Vector3();
static final Vector3 CORNER010 = new Vector3();
static final Vector3 CORNER100 = new Vector3();
static final Vector3 CORNER110 = new Vector3();
static final Vector3 CORNER001 = new Vector3();
static final Vector3 CORNER011 = new Vector3();
static final Vector3 CORNER101 = new Vector3();
static final Vector3 CORNER111 = new Vector3();
static final Vector3[] FACE0 = {CORNER000, CORNER100, CORNER110, CORNER010};
static final Vector3[] FACE1 = {CORNER101, CORNER001, CORNER011, CORNER111};
static final Vector3[] FACE2 = {CORNER000, CORNER010, CORNER011, CORNER001};
static final Vector3[] FACE3 = {CORNER101, CORNER111, CORNER110, CORNER100};
static final Vector3[] FACE4 = {CORNER101, CORNER100, CORNER000, CORNER001};
static final Vector3[] FACE5 = {CORNER110, CORNER111, CORNER011, CORNER010};
static final Vector3[][] FACES = {FACE0, FACE1, FACE2, FACE3, FACE4, FACE5};
static final Vector3 NORMAL0 = new Vector3();
static final Vector3 NORMAL1 = new Vector3();
static final Vector3 NORMAL2 = new Vector3();
static final Vector3 NORMAL3 = new Vector3();
static final Vector3 NORMAL4 = new Vector3();
static final Vector3 NORMAL5 = new Vector3();
static final Vector3[] NORMALS = {NORMAL0, NORMAL1, NORMAL2, NORMAL3, NORMAL4, NORMAL5};
public Cube(float x, float y, float z, float width, float height, float depth, int index,
VertexAttributes vertexAttributes, float[] meshVertices){
position.set(x,y,z);
this.halfWidth = width/2;
this.halfHeight = height/2;
this.halfDepth = depth/2;
this.index = index;
vertexFloatSize = vertexAttributes.vertexSize/4; //4 bytes per float
posOffset = getVertexAttribute(Usage.Position, vertexAttributes).offset/4;
norOffset = getVertexAttribute(Usage.Normal, vertexAttributes).offset/4;
VertexAttribute colorAttribute = getVertexAttribute(Usage.Color, vertexAttributes);
hasColor = colorAttribute!=null;
if (hasColor){
colOffset = colorAttribute.offset/4;
this.setColor(Color.WHITE, meshVertices);
}
transformDirty = true;
}
public void updateCameraDistance(Camera cam){
camDistSquared = cam.position.dst2(position);
}
/**
* Call this after moving and/or rotating.
*/
public void update(float[] meshVertices){
if (transformDirty){
transformDirty = false;
CORNER000.set(-halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER010.set(-halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER100.set(halfWidth,-halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER110.set(halfWidth,halfHeight,-halfDepth).rot(rotationTransform).add(position);
CORNER001.set(-halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER011.set(-halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER101.set(halfWidth,-halfHeight,halfDepth).rot(rotationTransform).add(position);
CORNER111.set(halfWidth,halfHeight,halfDepth).rot(rotationTransform).add(position);
NORMAL0.set(0,0,-1).rot(rotationTransform);
NORMAL1.set(0,0,1).rot(rotationTransform);
NORMAL2.set(-1,0,0).rot(rotationTransform);
NORMAL3.set(1,0,0).rot(rotationTransform);
NORMAL4.set(0,-1,0).rot(rotationTransform);
NORMAL5.set(0,1,0).rot(rotationTransform);
for (int faceIndex= 0; faceIndex<6; faceIndex++){
int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + posOffset;
meshVertices[vertexIndex] = FACES[faceIndex][cornerIndex].x;
meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].y;
meshVertices[++vertexIndex] = FACES[faceIndex][cornerIndex].z;
vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + norOffset;
meshVertices[vertexIndex] = NORMALS[faceIndex].x;
meshVertices[++vertexIndex] = NORMALS[faceIndex].y;
meshVertices[++vertexIndex] = NORMALS[faceIndex].z;
}
}
}
if (colorDirty){
colorDirty = false;
for (int faceIndex= 0; faceIndex<6; faceIndex++){
int baseVertexIndex = (index*24 + faceIndex*4)*vertexFloatSize;//24 unique vertices per cube, 4 unique vertices per face
for (int cornerIndex=0; cornerIndex<4; cornerIndex++){
int vertexIndex = baseVertexIndex + cornerIndex*vertexFloatSize + colOffset;
meshVertices[vertexIndex] = color.r;
meshVertices[++vertexIndex] = color.g;
meshVertices[++vertexIndex] = color.b;
meshVertices[++vertexIndex] = color.a;
}
}
}
}
public Cube setColor(Color color, float[] meshVertices){
if (hasColor){
this.color.set(color);
colorDirty = true;
}
return this;
}
public void setIndex(int index){
if (this.index != index){
transformDirty = true;
colorDirty = true;
this.index = index;
}
}
public Cube translate(float x, float y, float z){
position.add(x,y,z);
transformDirty = true;
return this;
}
public Cube translateTo(float x, float y, float z){
position.set(x,y,z);
transformDirty = true;
return this;
}
public Cube rotate(float axisX, float axisY, float axisZ, float degrees){
rotationTransform.rotate(axisX, axisY, axisZ, degrees);
transformDirty = true;
return this;
}
public Cube rotateTo(float axisX, float axisY, float axisZ, float degrees){
rotationTransform.idt();
rotationTransform.rotate(axisX, axisY, axisZ, degrees);
transformDirty = true;
return this;
}
public VertexAttribute getVertexAttribute (int usage, VertexAttributes attributes) {
int len = attributes.size();
for (int i = 0; i < len; i++)
if (attributes.get(i).usage == usage) return attributes.get(i);
return null;
}
#Override
public int compareTo(Cube other) {
//This is a simple sort based on center point distance to camera. A more
//sophisticated sorting method might be required if the cubes are not all the same
//size (such as calculating which of the 8 vertices is closest to the camera
//and using that instead of the center point).
if (camDistSquared>other.camDistSquared)
return -1;
return camDistSquared<other.camDistSquared ? 1 : 0;
}
}
Here is how you would sort them:
for (Cube cube : mBatchedCubes){
cube.updateCameraDistance(camera);
}
mBatchedCubes.sort();
int index = 0;
for (Cube cube : mBatchedCubes){
cube.setIndex(index++);
}

Related

LibGDX sprite being drawn twice

So I've returned to the streetfighter libgdx clone And Ive managed to draw ken's animations. But, I realised once removing the background that two kens were being drawn one behind the other that you can only see when you jump (after removing background) this other ken sprite doesnt jump. but can move horizontally.
My question is, is it where I'm defining Ken or how have i managed to draw him twice?
I'm baffled...
ken class
public class Ken extends Player {
private static final int FRAME_COLS = 6, FRAME_ROWS = 1;
private static final int COLUMNS_KICK = 6;
private static final int COLUMNS_LEFT = 8;
private static final int COLUMNS_RIGHT = 8;
private static final int COLUMNS_JUMP = 10;
private static final int COLUMNS_PUNCH = 6;
private static final int COLUMNS_FRONTFLIP = 8;
private static final int COLUMNS_BACKFLIP = 8;
private static final int COLUMNS_CROUCH_PUNCH= 3;
private static final int COLUMNS_UPPERCUT = 9;
public static final int FRAME_FRONTFLIP = 1;
public static final int FRAME_BACKLIP = 1;
public enum State {
IDLE, LEFT, RIGHT, JUMP, DUCK, PUNCH, HIT, KICK, END, BLOCK
}
Animation<TextureRegion> walkAnimation;
Animation<TextureRegion> kickAnimation;
Animation<TextureRegion> punchAnimation;
Animation<TextureRegion> leftAnimation;
Animation<TextureRegion> rightAnimation;
Animation<TextureRegion> jumpAnimation;
Animation<TextureRegion> frontFlipAnimation;
Animation<TextureRegion> backFlipAnimation;
Animation<TextureRegion> crouchPunchAnimation;
Animation<TextureRegion> uppercutAnimation;
Texture walkSheet;
Texture kickSheet;
Texture punchSheet;
Texture leftSheet;
Texture rightSheet;
Texture jumpSheet;
Texture frontFlipSheet;
Texture backFlipSheet;
Texture crouchPunchSheet;
Texture uppercutSheet;
public Body body;
public World world;
boolean alive = true;
private final static int STARTING_X = 50;
private final static int STARTING_Y = 30;
TextureRegion reg;
float stateTime;
public Ken(GameScreen screen){
this.world = screen.getWorld();
defineKen();
createIdleAnimation();
kickAnimation();
punchAnimation();
lefttAnimation();
righttAnimation();
jumpAnimation();
uppercutAnimation();
crouchPunchAnimation();
frontFlipAnimation();
backFlipAnimation();
this.setPosition(STARTING_X, STARTING_Y);
}
public void createIdleAnimation() {
walkSheet = new Texture(Gdx.files.internal("ken/idle.png"));
TextureRegion[][] tmp = TextureRegion.split(walkSheet,
walkSheet.getWidth() / FRAME_COLS,
walkSheet.getHeight() / FRAME_ROWS);
TextureRegion[] walkFrames = new TextureRegion[FRAME_COLS * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
walkFrames[index++] = tmp[i][j];
}
}
walkAnimation = new Animation<TextureRegion>(0.1f, walkFrames);
stateTime = 0f;
reg=walkAnimation.getKeyFrame(0);
}
public void kickAnimation(){
kickSheet = new Texture(Gdx.files.internal("ken/kick_low.png"));
TextureRegion [][] tmp = TextureRegion.split(kickSheet, kickSheet.getWidth() / COLUMNS_KICK,
kickSheet.getHeight() / FRAME_ROWS);
TextureRegion[] kickFrames = new TextureRegion[COLUMNS_KICK * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < FRAME_COLS; j++) {
kickFrames[index++] = tmp[i][j];
}
}
kickAnimation = new Animation<TextureRegion>(8f, kickFrames);
stateTime = 6f;
reg = kickAnimation.getKeyFrame(1);
}
public void lefttAnimation(){
leftSheet = new Texture(Gdx.files.internal("ken/parry_b.png"));
TextureRegion [][] tmp = TextureRegion.split(leftSheet, leftSheet.getWidth() / COLUMNS_LEFT,
leftSheet.getHeight() / FRAME_ROWS);
TextureRegion[] leftFrames = new TextureRegion[COLUMNS_LEFT * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_LEFT; j++) {
leftFrames[index++] = tmp[i][j];
}
}
leftAnimation = new Animation<TextureRegion>(0.1f, leftFrames);
stateTime = 0f;
reg = punchAnimation.getKeyFrame(0);
}
public void righttAnimation(){
rightSheet = new Texture(Gdx.files.internal("ken/parry_f.png"));
TextureRegion [][] tmp = TextureRegion.split(rightSheet, rightSheet.getWidth() / COLUMNS_RIGHT,
rightSheet.getHeight() / FRAME_ROWS);
TextureRegion[] rightFrames = new TextureRegion[COLUMNS_RIGHT * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_RIGHT; j++) {
rightFrames[index++] = tmp[i][j];
}
}
rightAnimation = new Animation<TextureRegion>(0.1f, rightFrames);
stateTime = 0f;
reg = rightAnimation.getKeyFrame(0);
}
public void punchAnimation(){
punchSheet = new Texture(Gdx.files.internal("ken/punch.png"));
TextureRegion [][] tmp = TextureRegion.split(punchSheet, punchSheet.getWidth() / COLUMNS_PUNCH,
punchSheet.getHeight() / FRAME_ROWS);
TextureRegion[] punchFrames = new TextureRegion[COLUMNS_PUNCH * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_PUNCH; j++) {
punchFrames[index++] = tmp[i][j];
}
}
punchAnimation = new Animation<TextureRegion>(1f, punchFrames);
stateTime = 0f;
reg = punchAnimation.getKeyFrame(0);
}
public void jumpAnimation(){
jumpSheet = new Texture(Gdx.files.internal("ken/jump.png"));
TextureRegion [][] tmp = TextureRegion.split(jumpSheet, jumpSheet.getWidth() / COLUMNS_JUMP,
jumpSheet.getHeight() / FRAME_ROWS);
TextureRegion[] jumpFrames = new TextureRegion[COLUMNS_JUMP * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_JUMP; j++) {
jumpFrames[index++] = tmp[i][j];
}
}
jumpAnimation = new Animation<TextureRegion>(0.1f, jumpFrames);
stateTime = 0f;
reg = jumpAnimation.getKeyFrame(0);
}
public void frontFlipAnimation(){
frontFlipSheet = new Texture(Gdx.files.internal("ken/front_flip.png"));
TextureRegion [][] tmp = TextureRegion.split(frontFlipSheet, frontFlipSheet.getWidth() / COLUMNS_FRONTFLIP,
frontFlipSheet.getHeight() / FRAME_ROWS);
TextureRegion[] frontFlipFrames = new TextureRegion[COLUMNS_FRONTFLIP * FRAME_FRONTFLIP];
int index = 0;
for (int i = 0; i < FRAME_FRONTFLIP; i++) {
for (int j = 0; j < COLUMNS_FRONTFLIP; j++) {
frontFlipFrames[index++] = tmp[i][j];
}
}
frontFlipAnimation = new Animation<TextureRegion>(0.1f, frontFlipFrames);
stateTime = 0f;
reg = frontFlipAnimation.getKeyFrame(0);
}
public void backFlipAnimation(){
backFlipSheet = new Texture(Gdx.files.internal("ken/back_flip.png"));
TextureRegion [][] tmp = TextureRegion.split(backFlipSheet, backFlipSheet.getWidth() / COLUMNS_BACKFLIP,
backFlipSheet.getHeight() / FRAME_BACKLIP);
TextureRegion[] backFlipFrames = new TextureRegion[COLUMNS_BACKFLIP * FRAME_BACKLIP];
int index = 0;
for (int i = 0; i < FRAME_BACKLIP; i++) {
for (int j = 0; j < COLUMNS_BACKFLIP; j++) {
backFlipFrames[index++] = tmp[i][j];
}
}
backFlipAnimation = new Animation<TextureRegion>(0.1f, backFlipFrames);
stateTime = 0f;
reg = backFlipAnimation.getKeyFrame(0);
}
public void crouchPunchAnimation(){
crouchPunchSheet = new Texture(Gdx.files.internal("ken/crouch_punch.png"));
TextureRegion [][] tmp = TextureRegion.split(crouchPunchSheet, crouchPunchSheet.getWidth() / COLUMNS_CROUCH_PUNCH,
crouchPunchSheet.getHeight() / FRAME_ROWS);
TextureRegion[] crouchPunchFrames = new TextureRegion[COLUMNS_CROUCH_PUNCH * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_CROUCH_PUNCH; j++) {
crouchPunchFrames[index++] = tmp[i][j];
}
}
crouchPunchAnimation = new Animation<TextureRegion>(0.1f, crouchPunchFrames);
stateTime = 1f;
reg = crouchPunchAnimation.getKeyFrame(5);
}
public void uppercutAnimation(){
uppercutSheet = new Texture(Gdx.files.internal("ken/uppercut.png"));
TextureRegion [][] tmp = TextureRegion.split(uppercutSheet, uppercutSheet.getWidth() / COLUMNS_UPPERCUT,
uppercutSheet.getHeight() / FRAME_ROWS);
TextureRegion[] uppercutFrames = new TextureRegion[COLUMNS_UPPERCUT * FRAME_ROWS];
int index = 0;
for (int i = 0; i < FRAME_ROWS; i++) {
for (int j = 0; j < COLUMNS_UPPERCUT; j++) {
uppercutFrames[index++] = tmp[i][j];
}
}
uppercutAnimation = new Animation<TextureRegion>(0.1f, uppercutFrames);
stateTime = 0f;
reg = uppercutAnimation.getKeyFrame(0);
}
#Override
public void act(float delta) {
super.act(delta);
stateTime += delta;
// setX(body.getPosition().x);
setY(body.getPosition().y);
stateTime += delta;
reg = walkAnimation.getKeyFrame(stateTime,true);
if(Gdx.input.isKeyPressed(Input.Keys.A)){
reg = kickAnimation.getKeyFrame(stateTime, false);
this.addAction(Actions.moveTo(getX() +5, getY(), 1F));
}
if(Gdx.input.isKeyPressed(Input.Keys.S)){
reg = punchAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 2, getY(), 1F));
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
reg = leftAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() - 10, getY(), 1 / 10f ));
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
reg = rightAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 10, getY(), 1 /10f));
}
if(Gdx.input.isKeyPressed(Input.Keys.UP)){
reg = jumpAnimation.getKeyFrame(stateTime, false);
body.applyLinearImpulse(new Vector2(0, 10), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.D)){
reg = frontFlipAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 5, getY(), 1 / 10f));
}
if(Gdx.input.isKeyPressed(Input.Keys.W)){
reg = backFlipAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() - 5, getY(), 1 / 10F));
}
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)&& Gdx.input.isKeyPressed(Input.Keys.S)){
reg = crouchPunchAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 2, getY(), 1f));
}
if(Gdx.input.isKeyPressed(Input.Keys.SPACE)){
reg = uppercutAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 5, getY(), 1 / 10F));
}
}
#Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(reg,getX(),getY(),getWidth()/2,getHeight()/2,getWidth(),getHeight(),getScaleX(),getScaleY(),getRotation());
}
private void defineKen(){
BodyDef bdef = new BodyDef();
bdef.position.set(20F, 6.5F);
bdef.type = BodyDef.BodyType.DynamicBody;
body = world.createBody(bdef);
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.position.set(20, 0f);
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox(70, 1.0f);
groundBody.createFixture(groundBox, 0.0f);
groundBox.dispose();
PolygonShape shape = new PolygonShape();
shape.setAsBox(76 / 2 / 10f, 136 / 2 / 10f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 0f;
body.createFixture(fixtureDef);
shape.dispose();
}
}
Game class
public class GameScreen extends AbstractScreen {
Ken ken;
private Texture background;
private Image backgroundImg;
private World world;
public GameScreen(BeatDemGame game) {
super(game);
init();
}
#Override
protected void init() {
world = new World(new Vector2(0, -40f), true);
initBackground();
}
private void initBackground() {
// background = new Texture("city_stage.gif");
// backgroundImg = new Image(background);
// backgroundImg.setPosition(0, 0);
// stage.addActor(backgroundImg);
initPlayer();
}
private void initPlayer() {
ken = new Ken(this);
ken.setSize(70,90);
ken.setDebug(true);
stage.addActor(ken);
}
#Override
public void show() {
}
#Override
public void render(float delta) {
super.render(delta);
update();
stage.draw();
}
private void update() {
stage.act();
world.step(1 / 30f, 6, 2);
}
#Override
public void resize(int width, int height) {
stage.getViewport().update(width, height);
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void hide() {
}
#Override
public void dispose() {
game.dispose();
}
public World getWorld() {
return world;
}
}
I don't want this effect obviously as I only need 1 ken. i don't understand why its being drawn twice eg. where in the code is this being executed ?If i put a background the ken that doesn't jump sits behind the background and you can't see it....
thanks
updated code
public class Ken extends Actor {
.....
#Override
public void act(float delta) {
super.act(delta);
// stateTime += delta;
// setX(body.getPosition().x);
setY(body.getPosition().y);
stateTime += delta;
reg = walkAnimation.getKeyFrame(stateTime,true);
if(Gdx.input.isKeyPressed(Input.Keys.A)){
reg = kickAnimation.getKeyFrame(stateTime, false);
this.addAction(Actions.moveTo(getX() +5, getY(), 1F));
}
if(Gdx.input.isKeyPressed(Input.Keys.S)){
reg = punchAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 2, getY(), 1F));
}
if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){
reg = leftAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() - 10, getY(), 1 / 10f ));
}
if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){
reg = rightAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 10, getY(), 1 /10f));
}
if(Gdx.input.isKeyPressed(Input.Keys.UP)){
reg = jumpAnimation.getKeyFrame(stateTime, false);
body.applyLinearImpulse(new Vector2(0, 10), body.getWorldCenter(), true);
}
if(Gdx.input.isKeyPressed(Input.Keys.D)){
reg = frontFlipAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 5, getY(), 1 / 10f));
}
if(Gdx.input.isKeyPressed(Input.Keys.W)){
reg = backFlipAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() - 5, getY(), 1 / 10F));
}
if(Gdx.input.isKeyPressed(Input.Keys.DOWN)&& Gdx.input.isKeyPressed(Input.Keys.S)){
reg = crouchPunchAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 2, getY(), 1f));
}
if(Gdx.input.isKeyPressed(Input.Keys.SPACE)){
reg = uppercutAnimation.getKeyFrame(stateTime, true);
this.addAction(Actions.moveTo(getX() + 5, getY(), 1 / 10F));
}
}
#Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(reg,getX(),getY(),getWidth()/2,getHeight()/2,getWidth(),getHeight(),getScaleX(),getScaleY(),getRotation());
}
private void defineKen(){
BodyDef bdef = new BodyDef();
bdef.position.set(20F, 6.5F);
bdef.type = BodyDef.BodyType.DynamicBody;
body = world.createBody(bdef);
BodyDef groundBodyDef = new BodyDef();
groundBodyDef.position.set(20, 0f);
Body groundBody = world.createBody(groundBodyDef);
PolygonShape groundBox = new PolygonShape();
groundBox.setAsBox(70, 1.0f);
groundBody.createFixture(groundBox, 0.0f);
groundBox.dispose();
PolygonShape shape = new PolygonShape();
shape.setAsBox(76 / 2 / 10f, 136 / 2 / 10f);
FixtureDef fixtureDef = new FixtureDef();
fixtureDef.shape = shape;
fixtureDef.density = 0f;
body.createFixture(fixtureDef);
shape.dispose();
}
}
I still get two of ken.
In your Ken class, you override the draw() method to draw Ken on your own but you also call super.draw() which also draws Ken.
Change:
#Override
public void draw(Batch batch, float parentAlpha) {
super.draw(batch, parentAlpha);
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(reg,getX(),getY(),getWidth()/2,getHeight()/2,getWidth(),getHeight(),getScaleX(),getScaleY(),getRotation());
}
to:
#Override
public void draw(Batch batch, float parentAlpha) {
Color color = getColor();
batch.setColor(color.r, color.g, color.b, color.a * parentAlpha);
batch.draw(reg,getX(),getY(),getWidth()/2,getHeight()/2,getWidth(),getHeight(),getScaleX(),getScaleY(),getRotation());
}
because super.draw() already draw Ken and three lines later you draw Ken a second time with batch.draw()
How does your Player class look like? I currently see only one line where you are actually drawing a texture region to screen.
batch.draw(reg,getX(),getY(),getWidth()/2,getHeight()/2,getWidth(),getHeight(),getScaleX(),getScaleY(),getRotation());
And my guess is, since you want to draw every "Player" to the screen you are drawing it there too. Because you are also calling the draw method of the player by having super.draw(batch, parentAlpha); it will be drawing both.

Can't hide image on collision in libgdx?

I just started working with LibGDX and can't figure out how to hide an image when it collides with an object. In my game some dots come from the top of the screen and meet the dot at the bottom. When they meet the dots should hide that isn't happening.
This is the main Game Class
public class GameScreen implements Screen,InputProcessor {
final AmazingDot game;
//setting the height and width variables
private int height;
private int width;
private static int touchCounter;
//setting the two dots variables
private Texture playerDotImage;
private Texture gameDotImage;
private Texture gameDotImage1;
private Rectangle playerDotRectangle;
private Map<Rectangle,Texture> gameDotMap;
//storing the time of last dot in nano seconds
private long lastDotTime;
public GameScreen(final AmazingDot gam){
this.game = gam;
Gdx.input.setInputProcessor(this);
//getting the height and width of the user's screen
height = Gdx.graphics.getHeight();
width = Gdx.graphics.getWidth();
touchCounter =0;
//loading the images in the variables
playerDotImage = new Texture(Gdx.files.internal("images/dot2.png"));
gameDotImage = new Texture(Gdx.files.internal("images/dot1.png"));
gameDotImage1 = new Texture(Gdx.files.internal("images/dot2.png"));
//placing the player dot in the middle of the screen
playerDotRectangle = new Rectangle();
playerDotRectangle.x = width/ 2 - 64 / 2;
playerDotRectangle.y = 20;
playerDotRectangle.width = 64;
playerDotRectangle.height = 64;
gameDotMap = new ConcurrentHashMap<Rectangle, Texture>();
populateDots();
}
private void populateDots(){
Rectangle dots = new Rectangle();
dots.x = randomLocation();
dots.y = height;
dots.width = 64;
dots.height = 64;
Random rand = new Random();
int n = rand.nextInt(2) + 1;
if(n==1){
gameDotMap.put(dots,gameDotImage1);
}
else{
gameDotMap.put(dots,gameDotImage);
}
lastDotTime = TimeUtils.nanoTime();
}
private int randomLocation(){
int[] locations = new int[3];
locations[0]=0;
locations[1]=width/2-64/2;
locations[2]=width-64;
Random generator = new Random();
int randomIndex = generator.nextInt(locations.length);
return locations[randomIndex];
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(playerDotImage,playerDotRectangle.x,playerDotRectangle.y,playerDotRectangle.width,playerDotRectangle.height);
for(Map.Entry<Rectangle,Texture> dots : gameDotMap.entrySet()){
game.batch.draw(dots.getValue(),dots.getKey().x,dots.getKey().y);
}
game.batch.end();
// check if we need to create a new dot
if(TimeUtils.nanoTime() - lastDotTime > 1000000000) populateDots();
for(Rectangle dot : gameDotMap.keySet()){
int gameSpeed = 400;
int xSpeed = calXSpeed(gameSpeed);
dot.y = dot.y - gameSpeed * Gdx.graphics.getDeltaTime();
if(dot.x <width/2-64/2){
dot.x = dot.x + xSpeed*Gdx.graphics.getDeltaTime();
}
else if(dot.x>width/2-64/2){
dot.x = dot.x - xSpeed*Gdx.graphics.getDeltaTime();
}
if(dot.y + 64 < 0) gameDotMap.remove(dot);
if(dot.overlaps(playerDotRectangle)) {
//this is where I am trying to remove the map object on collision
gameDotMap.remove(dot);
}
}
}
private int calXSpeed(int gameSpeed){
int seconds = height/gameSpeed;
int distance = width/2-64/2;
int speed = distance/seconds;
return speed;
}
#Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
touchCounter++;
if(touchCounter % 2==0){
playerDotImage = new Texture(Gdx.files.internal("images/dot2.png"));
}
else{
playerDotImage = new Texture(Gdx.files.internal("images/dot1.png"));
}
return true;
}
#Override
public void dispose() {
playerDotImage.dispose();
gameDotImage.dispose();
gameDotImage1.dispose();
}
}
EDIT
As you can see in the above image when the moving dot reaches the stationary dot, it should disappear. But here in my code the dot just moves past the stationary dot. I am using rectangles(LibGdx) to detect whether the dots overlap each other or not.
Define you Map as an ArrayMap like so:
private ArrayMap<Rectangle, Texture> gameDotMap;
Then you can rewrite you render method like this:
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
game.batch.begin();
game.batch.draw(playerDotImage, playerDotRectangle.x, playerDotRectangle.y, playerDotRectangle.width, playerDotRectangle.height);
for (int i = 0; i < gameDotMap.size; i++) {
game.batch.draw(gameDotMap.getValueAt(i), gameDotMap.getKeyAt(i).x, gameDotMap.getKeyAt(i).y);
}
game.batch.end();
// check if we need to create a new dot
if (TimeUtils.nanoTime() - lastDotTime > 1000000000) {
populateDots();
}
for (Iterator<ObjectMap.Entry<Rectangle, Texture>> iter = gameDotMap.iterator(); iter.hasNext();) {
ObjectMap.Entry<Rectangle, Texture> entry = iter.next();
Rectangle dot = entry.key;
int gameSpeed = 400;
int xSpeed = calXSpeed(gameSpeed);
dot.y = dot.y - gameSpeed * Gdx.graphics.getDeltaTime();
if (dot.x < width / 2 - 64 / 2) {
dot.x = dot.x + xSpeed * Gdx.graphics.getDeltaTime();
} else if (dot.x > width / 2 - 64 / 2) {
dot.x = dot.x - xSpeed * Gdx.graphics.getDeltaTime();
}
if (dot.y + 64 < 0) {
iter.remove();
}
if (dot.overlaps(playerDotRectangle)) {
//this is where I am trying to remove the map object on collision
iter.remove();
}
}
}
LibGDX has specific types for collections, they are recommended over the JDK's collections.

Failing to use VBOs in OpenGl/Android

Greetings my fellow programmers,
I've searched the WEB, checked examples online but still can't figure it out. I'm sorry if this was asked previously, I'm tired after a week-long debug of this. I hope you can help me.
Basically the problem is that I try to draw some quads (with triangles) but nothing is drawn. Previously I was drawing without VBOs the way described in 'Triangle example' on official Android website. Everything worked fine, but I decided that updating vertices/indices buffers in Renderer.OnDrawFrame() is not efficient :)
So here is my code:
public class FloorPlanRenderer implements GLSurfaceView.Renderer {
public volatile float mAngle;
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private final float[] mRotationMatrix = new float[16];
private GLSurfaceView mGlView;
private GlEngine mGlEngine;
private boolean dataSet = false;
#Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Initialize the accumulated rotation matrix
Matrix.setIdentityM(mRotationMatrix, 0);
// Position the eye in front of the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = -3.0f;
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = 0.0f; //-5.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
// Set the view matrix. This matrix can be said to represent the camera position.
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
mGlEngine = new GlEngine(10);
mGlEngine.registerQuad(new Wall(-0.5f, 0.4f, -0.2f, 0.4f));
mGlEngine.registerQuad(new Wall(0.5f, 0.4f, 0.2f, 0.4f));
mGlEngine.registerQuad(new Wall(0.0f, 0.0f, 0.0f, 0.3f, 0.02f));
}
#Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
// Create a new perspective projection matrix. The height will stay the same
// while the width will vary as per aspect ratio.
final float ratio = (float) width / height;
final float left = -ratio;
final float right = ratio;
final float bottom = -1.0f;
final float top = 1.0f;
final float near = 3.0f;
final float far = 7.0f;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
}
#Override
public void onDrawFrame(GL10 gl) {
float[] scratch = new float[16];
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, 1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
mGlEngine.render(scratch);
}
}
GlEngine class:
public class GlEngine {
public static final int COORDS_PER_VERTEX = 3;
public static final int ORDER_INDICES_PER_QUAD = 6;
public static final int VERTICES_PER_QUAD = 4;
public static final int SIZE_OF_FLOAT = Float.SIZE/Byte.SIZE;
public static final int SIZE_OF_SHORT = Short.SIZE/Byte.SIZE;
private int mQuadsNum = 0;
private int mLastCoordsIndex = 0;
private int mLastOrderIndex = 0;
private final FloatBuffer vertexBuffer;
private final ShortBuffer indexBuffer;
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"}";
// Use to access and set the view transformation
private int mMVPMatrixHandle;
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 0.0f };
private boolean mDataInitNeeded = true;
public GlEngine(int quadsNum) {
ByteBuffer bb = ByteBuffer.allocateDirect(quadsNum * VERTICES_PER_QUAD *
COORDS_PER_VERTEX * SIZE_OF_FLOAT);
bb.order(ByteOrder.nativeOrder()); // device hardware's native byte order
vertexBuffer = bb.asFloatBuffer();
ByteBuffer bb2 = ByteBuffer.allocateDirect(quadsNum *
ORDER_INDICES_PER_QUAD * SIZE_OF_SHORT);
bb2.order(ByteOrder.nativeOrder());
indexBuffer = bb2.asShortBuffer();
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram, vertexShader);
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glLinkProgram(mProgram);
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
public void registerQuad(Wall quad) {
quad.putCoords(vertexBuffer);
quad.putIndices(indexBuffer);
mQuadsNum++;
}
// This code is dealing with VBO side of things
private final int[] mVerticesBufferId = new int[BUFFERS_COUNT];
private final int[] mIndicesBufferId = new int[BUFFERS_COUNT];
private static final int BUFFERS_COUNT = 1;
public void copyToGpu(FloatBuffer vertices) {
GLES20.glGenBuffers(BUFFERS_COUNT, mVerticesBufferId, 0);
// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVerticesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, vertices.capacity() * SIZE_OF_FLOAT, vertices, GLES20.GL_STATIC_DRAW);
// Cleanup buffer
vertices.limit(0);
vertices = null;
}
public void copyToGpu(ShortBuffer indices) {
GLES20.glGenBuffers(BUFFERS_COUNT, mIndicesBufferId, 0);
// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);
// Cleanup buffer
indices.limit(0);
indices = null;
}
public void render(float[] mvpMatrix) {
setData();
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, mVerticesBufferId[0]);
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, 0);
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
// Draw quads
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, mQuadsNum * ORDER_INDICES_PER_QUAD,
GLES20.GL_UNSIGNED_SHORT, 0);
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0);
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, 0);
}
// This method is called on gl thread GlSurfaceView.queueEvent(...)
public void setData() {
if (mDataInitNeeded) {
// Reset positions of buffers for consuming in GL
vertexBuffer.position(0);
indexBuffer.position(0);
copyToGpu(vertexBuffer);
copyToGpu(indexBuffer);
mDataInitNeeded = false;
}
}
public void deallocateGlBuffers() {
if (mVerticesBufferId[0] > 0) {
GLES20.glDeleteBuffers(mVerticesBufferId.length, mVerticesBufferId, 0);
mVerticesBufferId[0] = 0;
}
if (mIndicesBufferId[0] > 0) {
GLES20.glDeleteBuffers(mIndicesBufferId.length, mIndicesBufferId, 0);
mIndicesBufferId[0] = 0;
}
}
}
The Wall class which represents rectangle:
public class Wall {
// number of coordinates per vertex in this array
private static final int COORDS_PER_VERTEX = 3;
private static final int VERTICES_NUM = 4; // it's a rect after all
private static final float DEFAULT_WIDTH = 0.05f;
private static final float DEFAULT_COORDS_SOURCE = 0.5f;
private final float mCoords[] = new float[COORDS_PER_VERTEX * VERTICES_NUM];
private final short mDrawOrder[] = { 0, 1, 2, // first triangle
1, 2, 3 }; // second triangle
private int mVertexBufferPosition;
private int mIndexBufferPosition;
private final PointF mA = new PointF(0, 0);
private final PointF mB = new PointF(0, 0);
private float mWidth;
public Wall() {
init(-DEFAULT_COORDS_SOURCE, DEFAULT_COORDS_SOURCE, DEFAULT_COORDS_SOURCE,
-DEFAULT_COORDS_SOURCE, DEFAULT_WIDTH);
}
public Wall(float x1, float y1, float x2, float y2)
{
init(x1, y1, x2, y2, DEFAULT_WIDTH);
}
public Wall(float x1, float y1, float x2, float y2, float width) {
init(x1, y1, x2, y2, width);
}
private void init(float x1, float y1, float x2, float y2, float width) {
mA.x = x1;
mA.y = y1;
mB.x = x2;
mB.y = y2;
mWidth = width;
calcCoords();
}
private void calcCoords() {
float[] vector = {mA.x - mB.x, mA.y - mB.y};
float magnitude = (float) Math.sqrt(vector[0]*vector[0] + vector[1]*vector[1]);
float[] identityVector = {vector[0]/magnitude, vector[1]/magnitude};
float[] orthogonalIdentityVector = {identityVector[1], -identityVector[0]};
mCoords[0] = mA.x + mWidth * orthogonalIdentityVector[0];
mCoords[1] = mA.y + mWidth * orthogonalIdentityVector[1];
mCoords[3] = mA.x - mWidth * orthogonalIdentityVector[0];
mCoords[4] = mA.y - mWidth * orthogonalIdentityVector[1];
mCoords[6] = mB.x + mWidth * orthogonalIdentityVector[0];
mCoords[7] = mB.y + mWidth * orthogonalIdentityVector[1];
mCoords[9] = mB.x - mWidth * orthogonalIdentityVector[0];
mCoords[10] = mB.y - mWidth * orthogonalIdentityVector[1];
}
public void putCoords(FloatBuffer vertexBuffer) {
mVertexBufferPosition = vertexBuffer.position();
for (int i = 0; i < mDrawOrder.length; i++) {
mDrawOrder[i] += mVertexBufferPosition/GlEngine.COORDS_PER_VERTEX;
}
vertexBuffer.put(mCoords);
}
public void putIndices(ShortBuffer indexBuffer) {
mIndexBufferPosition = indexBuffer.position();
indexBuffer.put(mDrawOrder);
}
public float getWidth() {
return mWidth;
}
public void setWidth(float mWidth) {
this.mWidth = mWidth;
}
public PointF getA() {
return mA;
}
public void setA(float x, float y) {
this.mA.x = x;
this.mA.y = y;
}
public PointF getB() {
return mB;
}
public void setB(float x, float y) {
this.mB.x = x;
this.mB.y = y;
}
}
In Wall class I save offset where it places its vertices and indices because this class will be changing in the future and it intended to update its vertices in the main buffer (the buffer will not be recompiled for each OnDrawFrame).
Thank you. I hope with your help I will somehow overcome this (another) obstacle on my way to OpenGl ES.
Shame on me! I incidentally put indices into wrong array. Instead of this:
// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);
There should be:
// Copy vertices data into GPU memory
GLES20.glBindBuffer(GLES20.GL_ELEMENT_ARRAY_BUFFER, mIndicesBufferId[0]);
GLES20.glBufferData(GLES20.GL_ELEMENT_ARRAY_BUFFER, indices.capacity() * SIZE_OF_SHORT, indices, GLES20.GL_STATIC_DRAW);
Why shame? because in the log I saw:
07-23 16:20:05.442 5170-5264/com.example.neutrino.maze W/Adreno-ES20: : GL_INVALID_OPERATION
Just after the second call to glBufferData where I put GL_ARRAY_BUFFER instead of GL_ELEMENT_ARRAY_BUFFER. This was for sure caused by copy-paste as in many cases.

Reflections not reflecting properly

I am writing a ray tracer.I am currently working on reflections.But the seem not to be reflecting correctly.I keep on getting StackOverflowError.I increased the memory and it runs now but the reflections are not like I thought the would be this.
(source: ageofarmour.com)
I thought it would Reflect the reflections!But it just ends up like this.
Note:This is after moved the normal off the object and changed the color calculations!Check the Cal_Reflection for new color calculation!
Here is my code for my tracer!
public class Tracer {
public boolean Tracing;
public Camera Cam;
public int Width, Height;
public BufferedImage Image;
public Color BackGroundColor;
public int StartX, StartY, EndX, EndY, RowCount, ColCount;
public double AmbientLight;
public double DiffuseLight;
public int MaxReflectionCount;
public ArrayList<GeometricObject> GeoObjects;
public ArrayList<LightObject> LightObjects;
public Tracer(Camera cam, int width, int height, BufferedImage image, Color backGroundColor, int startX, int startY, int endX, int endY, int rowCount, int colCount, double ambientLight, double diffuseLight, int maxReflectionCount, ArrayList<GeometricObject> geoObjects, ArrayList<LightObject> lightObjects) {
super();
Cam = cam;
Width = width;
Height = height;
Image = image;
BackGroundColor = backGroundColor;
StartX = startX;
StartY = startY;
EndX = endX;
EndY = endY;
RowCount = rowCount;
ColCount = colCount;
AmbientLight = ambientLight;
DiffuseLight = diffuseLight;
MaxReflectionCount = maxReflectionCount;
GeoObjects = geoObjects;
LightObjects = lightObjects;
}
public void TracePixelFast(int x, int y) {
Color color = new Color(BackGroundColor.r, BackGroundColor.g, BackGroundColor.b);
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, 1, 1, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, 1, 1, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0) {
color = Cal_Pixel(x, y);
Image.setRGB(x, y, color.toInt());
break;
}
}
}
public void TracePixelSmooth(int x, int y) {
Image.setRGB(x, y, Cal_Pixel(x, y).toInt());
}
public Color Cal_Pixel(int x, int y) {
Color color = new Color(BackGroundColor);
Color colorh = new Color(BackGroundColor);
Color bgc = new Color(BackGroundColor);
int HIT = 0;
int MISS = 0;
for (int row = 0; row < RowCount; row++) {
for (int col = 0; col < ColCount; col++) {
double min = Double.MAX_VALUE;
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, row, col, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, row, col, RowCount, ColCount));
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
colorh = ShadePixel(0, GO, r, hit);
HIT++;
} else {
double min2 = Double.MAX_VALUE;
for (int o2 = 0; o2 < GeoObjects.size(); o2++) {
if (o != o2) {
GeometricObject GO2 = GeoObjects.get(o2);
double hit2 = GO2.hit(r);
if (hit2 != 0.0 && hit2 < min2) {
min2 = hit2;
bgc = ShadePixel(0, GO2, r, hit2);
}
}
}
MISS++;
}
}
}
}
for (int h = 0; h < HIT; h++) {
color.Add(colorh);
}
for (int m = 0; m < MISS; m++) {
color.Add(bgc);
}
color.Divide(RowCount * ColCount);
return color;
}
public Color ShadePixel(int ReflectionDepthCount, GeometricObject GO, Ray ray, double t) {
Normal normal = GO.Cal_Normal(ray, t);
if (GO.Reflectivity > 0) {
Color GoColor = new Color(Cal_Reflection(GO, ReflectionDepthCount, ray, normal));
Color finalcolor = new Color(Cal_Light(GoColor, normal));
return finalcolor;
} else {
;
Color finalcolor = new Color(Cal_Light(GO.Color, normal));
return finalcolor;
}
}
public Color Cal_Light(Color color, Normal normal) {
ArrayList<Color> PixelShade = new ArrayList<Color>();
Color Final = new Color();
for (int l = 0; l < LightObjects.size(); l++) {
LightObject light = LightObjects.get(l);
Vector3D r_Dir = light.Pos.Sub(normal.Origin);
r_Dir.normalize();
Ray raytolight = new Ray(normal.Origin, r_Dir);
int WAS_HIT = 0;
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject NGO = GeoObjects.get(o);
double hit = NGO.hit(raytolight);
if (hit != 0.0) {
WAS_HIT = 1;
}
}
PixelShade.add(light.ShadePixel(WAS_HIT, normal, r_Dir, color, AmbientLight, DiffuseLight));
}
for (int s = 0; s < PixelShade.size(); s++) {
Final.Add(PixelShade.get(s));
}
Final.Divide(PixelShade.size());
return Final;
}
public Color Cal_Reflection(GeometricObject OriginalObject, int ReflectionDepthCount, Ray InRay, Normal normal) {
if (ReflectionDepthCount <= MaxReflectionCount) {
GeometricObject LastGO = null;
Ray LastRay = null;
double LastT = 0.0;
double min = Double.MAX_VALUE;
Vector3D Origin = normal.Origin.Add(normal.Direction.Mul(1E-100));
Vector3D Direction = normal.Direction;
Direction.normalize();
Ray r = new Ray(Origin, Direction);
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
LastGO = GO;
LastRay = r;
LastT = hit;
}
}
if (LastGO != null) {
System.out.println(ReflectionDepthCount);
Color Reflected = new Color(ShadePixel(ReflectionDepthCount++, LastGO, LastRay, LastT));
Color HitColor = new Color(LastGO.Color);
Color FinalColor = new Color(OriginalObject.Color);
Reflected.Mul(OriginalObject.Reflectivity);
HitColor.Mul(OriginalObject.Reflectivity);
FinalColor.Add(HitColor);
FinalColor.Add(Reflected);
FinalColor.Divide(2);
return FinalColor;
}
} else {
return BackGroundColor;
}
return OriginalObject.Color;
}
public void TraceArea(boolean SmoothTracing) {
Tracing = true;
if (SmoothTracing) {
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelSmooth(x, y);
}
}
} else {
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelFast(x, y);
}
}
}
}}
Here is my code for my sphere!
public class Sphere extends GeometricObject{
public Vector3D Center;
public double Radius;
public Sphere(Vector3D Center,Color Color,double Radius,double Reflectivity){
this.Center = Center;
this.Radius = Radius;
this.Color = Color;
this.Reflectivity = Reflectivity;
}
public double hit(Ray ray) {
double a = ray.Direction.Dot(ray.Direction);
double b = 2 * ray.Origin.Sub(Center).Dot(ray.Direction);
double c = ray.Origin.Sub(Center).Dot(ray.Origin.Sub(Center))-Radius*Radius;
double discreminant = b*b-4*a*c;
if(discreminant < 0.0f){
return 0.0;
}else{
double t = (-b - Math.sqrt(discreminant))/(2*a);
if(t > 10E-9){
return t;
}else{
return 0.0;
}
}
}
public Normal Cal_Normal(Ray ray,double t) {
Vector3D NPos = new Vector3D(ray.Origin.x + ray.Direction.x*t,ray.Origin.y + ray.Direction.y*t,ray.Origin.z + ray.Direction.z*t);
Vector3D NDir = NPos.Sub(Center).Div(Radius);
NDir.normalize();
return new Normal(NPos,NDir);
}}
And here is my launcher that controls the scene and tracer!
public class Launcher {
public static int Width = 600;
public static int Height = 600;
public static void main(String[] args) {
Scene scene = new Scene(Width, Height, 8, 8, new Color(0, 0, 0), new Camera(new Vector3D(0, 0, 30), new Vector3D(0.3, 0, -1), 1, true, Width, Height, 40), 0.1, 0.2, 2);
// scene.AddObject(new Sphere(new Vector3D(0,0,0),new
// Color(0,255,0),5,1));
// scene.AddObject(new Sphere(new Vector3D(-30,0,0),new
// Color(0,0,255),10,0.5));
// scene.AddObject(new Sphere(new Vector3D(30,0,0),new
// Color(255,0,0),10,0.5));
scene.AddObject(new Sphere(new Vector3D(15, 0, 0), new Color(255, 0, 0), 15, 1));
scene.AddObject(new Sphere(new Vector3D(-15, 0, 0), new Color(0, 0, 255), 15, 1));
scene.AddLight(new NonColoredLight(new Vector3D(0, 0, 20), 0.1));
long Start = System.currentTimeMillis();
BufferedImage Image = scene.Trace(false, 2);
long End = System.currentTimeMillis();
System.out.println("Milli Seconds To Render " + (End - Start));
File ImageFile = new File("TracedImage.png");
try {
ImageIO.write(Image, "PNG", ImageFile);
} catch (IOException e) {
e.printStackTrace();
}
}}
And here is the scene code!
public Scene(int width, int height, int row, int col, Color backGroundColor, Camera cam, double ambientLight, double diffuseLight, int maxReflectionCount) {
super();
Width = width;
Height = height;
Row = row;
Col = col;
BackGroundColor = backGroundColor;
Cam = cam;
AmbientLight = ambientLight;
DiffuseLight = diffuseLight;
MaxReflectionCount = maxReflectionCount;
GeoObjects = new ArrayList<GeometricObject>();
LightObjects = new ArrayList<LightObject>();
if (ambientLight > 1) {
AmbientLight = 1;
} else if (ambientLight < 0) {
AmbientLight = 0;
} else {
AmbientLight = ambientLight;
}
if (diffuseLight > 1) {
DiffuseLight = 1;
} else if (diffuseLight < 0) {
DiffuseLight = 0;
} else {
DiffuseLight = ambientLight;
}
}
public void AddObject(GeometricObject GO) {
GeoObjects.add(GO);
}
public void AddLight(LightObject Light) {
LightObjects.add(Light);
}
public BufferedImage Trace(boolean SmoothTracing, int ThreadCount) {
Image = new BufferedImage(Width, Height, BufferedImage.TYPE_INT_RGB);
Tracer tracer = new Tracer(Cam, Width, Height, Image, BackGroundColor, 0, 0, Width, Height, Row, Col, AmbientLight, DiffuseLight, MaxReflectionCount, GeoObjects, LightObjects);
tracer.TraceArea(SmoothTracing);
return Image;
}}
If you need me to post any more of my code just let me know!
Thanks in advance!
Variables for first reflection!
AmbientLight 0.1
BackGroundColor Color (id=39)
b 0.0
g 0.0
r 0.0
Cam Camera (id=41)
Direction Vector3D (id=104)
x 0.3
y 0.0
z -1.0
Distance 357.526077778263
FOV 40.0
Height 600
Perspective true
PixelSize 1.0
Pos Vector3D (id=115)
x 0.0
y 0.0
z 30.0
u Vector3D (id=116)
x -0.9578262852211514
y 0.0
z -0.28734788556634544
v Vector3D (id=117)
x 0.0
y 1.0
z 0.0
w Vector3D (id=118)
x 0.2873478855663454
y 0.0
z -0.9578262852211513
Width 600
ColCount 8
DiffuseLight 0.1
EndX 600
EndY 600
GeoObjects ArrayList<E> (id=43)
[0] Sphere (id=26)
[1] Sphere (id=34)
Height 600
Image BufferedImage (id=50)
accelerationPriority 0.5
colorModel DirectColorModel (id=120)
imageType 1
osis null
properties null
raster IntegerInterleavedRaster (id=124)
surfaceManager null
LightObjects ArrayList<E> (id=59)
[0] NonColoredLight (id=88)
MaxReflectionCount 2
RowCount 8
StartX 0
StartY 0
Tracing true
Width 600
OriginalObject Sphere (id=26)
Center Vector3D (id=60)
Color Color (id=61)
Radius 15.0
Reflectivity 1.0
ReflectionDepthCount 0
InRay Ray (id=29)
Direction Vector3D (id=62)
Origin Vector3D (id=63)
normal Normal (id=31)
Direction Vector3D (id=38)
Origin Vector3D (id=36)
LastGO Sphere (id=34)
Center Vector3D (id=64)
Color Color (id=65)
Radius 15.0
Reflectivity 1.0
LastRay Ray (id=35)
Direction Vector3D (id=38)
Origin Vector3D (id=36)
LastT 4.2468950498166125
min 4.2468950498166125
Origin Vector3D (id=36)
x 0.5809721247344103
y -0.023188722729640822
z 0.8135930637731328
Direction Vector3D (id=38)
x -0.32494278056317
y -0.02694400302823308
z 0.9453497818589108
r Ray (id=35)
Direction Vector3D (id=38)
Origin Vector3D (id=36)
Project Zip File
You are reflecting your ray exactly on the surface of the object. When checking intersections with the reflected ray, you hit on the same object again. You assume that checking if the distance is equal to 0.0 is enough to avoid this, but FP numbers are trickier than you think...

Raytracing: Dark rings appear

I am getting strange rings of black on my spheres when I render with lighting. I just added lighting and I cannot figure out why the black rings are being created.
Here is my code for my tracer.
public class Tracer {
public Camera Cam;
public int Width, Height;
public BufferedImage Image;
public Color BackGroundColor;
public int StartX, StartY, EndX, EndY,RowCount,ColCount;
public ArrayList<GeometricObject> GeoObjects;
public ArrayList<LightObject> LightObjects;
public boolean Tracing;
public double AmbientLight;
public Tracer(Camera cam, int width, int height, BufferedImage image, Color backGroundColor, int startX, int startY, int endX, int endY, int rowCount, int colCount, ArrayList<GeometricObject> Geoobjects,ArrayList<LightObject> Lightobjects,double ambientLight) {
super();
Cam = cam;
Width = width;
Height = height;
Image = image;
BackGroundColor = backGroundColor;
StartX = startX;
StartY = startY;
EndX = endX;
EndY = endY;
RowCount = rowCount;
ColCount = colCount;
GeoObjects = Geoobjects;
LightObjects = Lightobjects;
if(ambientLight > 1){
AmbientLight = 1;
}else if(ambientLight < 0){
AmbientLight = 0;
}else{
AmbientLight = ambientLight;
}
}
public void TracePixelFast(int x, int y) {
Color color = new Color(BackGroundColor.r,BackGroundColor.g,BackGroundColor.b);
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, 1, 1, RowCount, ColCount), Cam.GetRayDir(Width, Height, x, y, 1,1, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0) {
color = Cal_Pixel(x,y);
Image.setRGB(x, y, color.toInt());
break;
}
}
}
public void TracePixelSmooth(int x, int y) {
Image.setRGB(x, y,Cal_Pixel(x,y).toInt());
}
public Color Cal_Pixel(int x,int y){
Color color = new Color(BackGroundColor);
Color colorh = new Color(BackGroundColor);
Color bgc = new Color(BackGroundColor);
int HIT = 0;
int MISS = 0;
for (int row = 0; row < RowCount; row++) {
for (int col = 0; col < ColCount; col++) {
double min = Double.MAX_VALUE;
for (int o = 0; o < GeoObjects.size(); o++) {
GeometricObject GO = GeoObjects.get(o);
Ray r = new Ray(Cam.GetRayPos(Width, Height, x, y, row, col, RowCount, ColCount),Cam.GetRayDir(Width, Height, x, y, row, col, RowCount, ColCount));
double hit = GO.hit(r);
if (hit != 0.0 && hit < min) {
min = hit;
colorh = ShadePixel(GO, r, hit);
HIT++;
} else {
double min2 = Double.MAX_VALUE;
for (int o2 = 0; o2 < GeoObjects.size(); o2++) {
if(o!=o2){
GeometricObject GO2 = GeoObjects.get(o2);
double hit2 = GO2.hit(r);
if (hit2 != 0.0 && hit2 < min2) {
min2 = hit2;
bgc = ShadePixel(GO2, r, hit2);
}
}
}
MISS++;
}
}
}
}
for(int h = 0;h < HIT;h++){
color.Add(colorh);
}
for(int m = 0;m < MISS;m++){
color.Add(bgc);
}
color.Divide(RowCount * ColCount);
return color;
}
public Color ShadePixel(GeometricObject GO,Ray ray,double t){
ArrayList<Color> PixelShade = new ArrayList<Color>();
Normal normal = GO.Cal_Normal(ray, t);
for(int l = 0;l < LightObjects.size();l++){
LightObject light = LightObjects.get(l);
Vector3D r_Dir = light.Pos.Sub(normal.Origin);
r_Dir.normalize();
Ray raytolight = new Ray(normal.Origin,r_Dir);
int WAS_HIT = 0;
for(int o = 0;o < GeoObjects.size();o++){
GeometricObject NGO = GeoObjects.get(o);
double hit = NGO.hit(raytolight);
if (hit != 0.0) {
WAS_HIT = 1;
}
}
if(WAS_HIT == 0){
double Dot = normal.Direction.Dot(r_Dir);
if(Dot < 0){
Dot = 0;
}
double Diffuse = 1 - AmbientLight;
Color color = new Color(GO.Color);
double Shade = AmbientLight + Diffuse*Dot;
color.Mul(Shade);
PixelShade.add(color);
}else{
Color color = new Color(GO.Color);
double Shade = AmbientLight;
color.Mul(Shade);
PixelShade.add(color);
}
}
Color Final = new Color();
for(int s = 0;s < PixelShade.size();s++){
Final.Add(PixelShade.get(s));
}
Final.Divide(PixelShade.size());
return Final;
}
public void TraceArea(boolean SmoothTracing) {
Tracing = true;
if(SmoothTracing){
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelSmooth(x,y);
}
}
}else{
for (int x = StartX; x < EndX; x++) {
for (int y = StartY; y < EndY; y++) {
TracePixelFast(x,y);
}
}
}
}
}
And here is the code for the sphere.
public class Sphere extends GeometricObject{
public Vector3D Center;
public double Radius;
public Sphere(Vector3D Center,double Radius,Color Color){
this.Center = Center;
this.Radius = Radius;
this.Color = Color;
}
public double hit(Ray ray) {
double a = ray.Direction.Dot(ray.Direction);
double b = 2 * ray.Origin.Sub(Center).Dot(ray.Direction);
double c = ray.Origin.Sub(Center).Dot(ray.Origin.Sub(Center))-Radius*Radius;
double discreminant = b*b-4*a*c;
if(discreminant < 0.0f){
return 0.0;
}else{
double t = (-b - Math.sqrt(discreminant))/(2*a);
if(t > 10E-9){
return t;
}else{
return 0.0;
}
}
}
public Normal Cal_Normal(Ray ray,double t) {
Vector3D NPos = new Vector3D(ray.Origin.x + ray.Direction.x*t,ray.Origin.y + ray.Direction.y*t,ray.Origin.z + ray.Direction.z*t);
Vector3D NDir = NPos.Sub(Center).Div(Radius);
return new Normal(NPos,NDir);
}
}
I am sure the problem is in shadepixel() but I could be wrong.
I just found out that the more objects that I add the more rings there are:
1 object no rings.
2 objects 1 ring.
3 objects 2 rings.
If you need me to post more of my code.Just ask and I will.
When I get back from school I will post my color class and fix the color problem. I still do not understand why the more objects (spheres) I add, the more rings there are. Can anyone explain to me why this is happening?
Here is my Color code.
public class Color {
public float r,g,b;
public Color(){
r = 0.0f;
g = 0.0f;
b = 0.0f;
}
public Color(float fr,float fg,float fb){
r = fr;
g = fg;
b = fb;
}
public Color(Color color){
r = color.r;
g = color.g;
b = color.b;
}
public void Add(Color color){
r += color.r;
g += color.g;
b += color.b;
}
public void Divide(int scalar){
r /= scalar;
g /= scalar;
b /= scalar;
}
public void Mul(double mul){
r *= mul;
g *= mul;
b *= mul;
}
public int toInt(){
return (int) (r*255)<<16 | (int) (g*255)<<8 | (int) (b*255);
}
There are multiple issues with this code, but the direct reason for the rings is that color component values are overflowing 0-255 range. This in turn is caused by incorrect calculations in what I take to be an attempt at antialiasing in Cal_Pixel(), as well as by no control whatsoever of numeric range in ShadePixel().
Think about how you can visually debug this scene.
First are the normals correct? Display them as the colour to see.
Taking the range for each component [-1..1] to the range [0..255]:
r = 255*(n.x + 1)/2;
g = 255*(n.y + 1)/2;
b = 255*(n.z + 1)/2;
Once you think they look correct move on to the next stage and build it up stage by stage.
e.g. you might look at if your dot product is as expected (again [-1..1] because the vectors are supposedly normalised):
r = 255*(dot + 1)/2;
g = 255*(dot + 1)/2;
b = 255*(dot + 1)/2;

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