Andengine GLES2 - Proper way to load one BitmapTextureAtlas for several TextureRegion - java

I'm new in Andengine and somewhere I found that If you want use one BitmapTextureAtlas for several ButtonSprites/Sprites you have to do it like this
BitmapTextureAtlas texAtlas = new BitmapTextureAtlas(activity.getTextureManager(), 316, 1062, TextureOptions.NEAREST_PREMULTIPLYALPHA);
for (int i = 0; i < 10; i++) {
TextureRegion pistolActive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolActive.set(0, 0, TILE_WIDTH, TILE_HEIGHT);
TextureRegion pistolUnactive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolUnactive.set(0, TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
TextureRegion pistolDeactive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolDeactive.set(0, TILE_HEIGHT * 2, TILE_WIDTH, TILE_HEIGHT);
texAtlas.load();
ButtonSprite button = new ButtonSprite(0, 0, pistolActive, pistolUnactive, pistolDeactive, activity.getVertexBufferObjectManager(), new ButtonSprite.OnClickListener() {
#Override
public void onClick(final ButtonSprite buttonSprite, float v, float v2) {
}
});
}
But now I check and if you put texAtlas.load() before loop-for it will work too. But what's the best practice ?

BitmapTextureAtlas texAtlas = new BitmapTextureAtlas(activity.getTextureManager(), 316, 1062, TextureOptions.NEAREST_PREMULTIPLYALPHA);
TextureRegion pistolActive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolActive.set(0, 0, TILE_WIDTH, TILE_HEIGHT);
TextureRegion pistolUnactive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolUnactive.set(0, TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
TextureRegion pistolDeactive = BitmapTextureAtlasTextureRegionFactory.createFromAsset(texAtlas, activity.getApplicationContext(), POWERUP_TEXTURE_PATH, 0, 0);
pistolDeactive.set(0, TILE_HEIGHT * 2, TILE_WIDTH, TILE_HEIGHT);
texAtlas.load();
for (int i = 0; i < 10; i++) {
ButtonSprite button = new ButtonSprite(0, 0, pistolActive, pistolUnactive, pistolDeactive, activity.getVertexBufferObjectManager(), new ButtonSprite.OnClickListener() {
#Override
public void onClick(final ButtonSprite buttonSprite, float v, float v2) {
}
});
}
No need to create texture regions multiple times.So do this manner.
Actually If you load in this way, you will get some UI problems.
So my suggestion is use different textures for different sprites to load
If you want to avoid loading problems then you can go for Sprite sheets(eg.. TexturePacker)

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.

JOGL shadow mapping

I am translating OpenGL SuperBible demos into Java using JOGL. All the demos up until chapter 12 went well, but now I am stuck at shadow mapping. Here is my setup:
public class ShadowMap implements GLEventListener
{
public static void main(String[] args)
{
ShadowMap rend = new ShadowMap();
window.NEWTWindowStarter.init(rend, null, null);
}
private int light_program, camera_program;
private int[] obj, bkg;
private int camera_mv_pointer, camera_proj_pointer, light_mvp_pointer, camera_shadow_pointer;
private int fbo, depth_tex;
private int screen_width, screen_height;
private float aspect;
private double[] light_position, camera_position;
private double[][] light_proj_matrix, light_view_matrix;
private double[][] camera_proj_matrix, camera_view_matrix;
private double[][] bias_matrix, shadow_matrix;
private double[][] obj_model_matrix, bkg_model_matrix;
#Override
public void init(GLAutoDrawable glAutoDrawable)
{
GL4 gl = glAutoDrawable.getGL().getGL4bc();
ObjectParser parser = new ObjectParser("pawn_s.obj");
obj = BufferController.prepareVAO(gl, parser.getDataHolder());
parser = new ObjectParser("bkg.obj");
bkg = BufferController.prepareVAO(gl, parser.getDataHolder());
light_program = ShaderController.init(gl, "shaders/demo/d25/light_v.glsl", "shaders/demo/d25/light_f.glsl");
light_mvp_pointer = gl.glGetUniformLocation(light_program, "mvp");
camera_program = ShaderController.init(gl, "shaders/demo/d25/camera_v.glsl", "shaders/demo/d25/camera_f.glsl");
camera_mv_pointer = gl.glGetUniformLocation(camera_program, "mv_matrix");
camera_proj_pointer = gl.glGetUniformLocation(camera_program, "proj_matrix");
camera_shadow_pointer = gl.glGetUniformLocation(camera_program, "shadow_matrix");
depth_tex = BufferController.generateTextureId(gl);
gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex);
gl.glTexStorage2D(gl.GL_TEXTURE_2D, 11, gl.GL_DEPTH_COMPONENT32F, 1024, 1024);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_BORDER);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_BORDER);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_MODE, gl.GL_COMPARE_REF_TO_TEXTURE);
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_COMPARE_FUNC, gl.GL_LEQUAL);
gl.glActiveTexture(gl.GL_TEXTURE0);
gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex);
fbo = BufferController.generateFrameId(gl);
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo);
gl.glFramebufferTexture(gl.GL_FRAMEBUFFER, gl.GL_DEPTH_ATTACHMENT, depth_tex, 0);
gl.glDrawBuffer(gl.GL_NONE);
gl.glReadBuffer(gl.GL_NONE);
if(gl.glCheckFramebufferStatus(gl.GL_FRAMEBUFFER) == gl.GL_FRAMEBUFFER_COMPLETE)
System.out.println("FrameBuffer OK!");
else
System.out.println("FrameBuffer FAIL!");
gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0);
gl.glEnable(gl.GL_DEPTH_TEST);
}
#Override
public void dispose(GLAutoDrawable glAutoDrawable){}
#Override
public void display(GLAutoDrawable glAutoDrawable)
{
GL4bc gl = glAutoDrawable.getGL().getGL4bc();
computerMatrices();
gl.glEnable(gl.GL_DEPTH_TEST);
// depth pass
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, fbo);
gl.glViewport(0, 0, 1024, 1024);
gl.glUseProgram(light_program);
drawFromLight(gl, obj, obj_model_matrix);
drawFromLight(gl, bkg, bkg_model_matrix);
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0);
// final pass
gl.glViewport(0, 0, screen_width, screen_height);
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT);
gl.glBindTexture(gl.GL_TEXTURE_2D, depth_tex);
gl.glDrawBuffer(gl.GL_BACK);
gl.glUseProgram(camera_program);
drawFromCamera(gl, obj, obj_model_matrix);
drawFromCamera(gl, bkg, bkg_model_matrix);
gl.glBindTexture(gl.GL_TEXTURE_2D, 0);
}
private void computerMatrices()
{
bkg_model_matrix = Matrix.model(0, 0, 0, 0, 0, 0, 1);
obj_model_matrix = Matrix.model(0, 0, 0, 0, 0, 0, 1);
light_position = new double[]{10, 10, 10};
camera_position = new double[]{10, 0, 10};
light_proj_matrix = Matrix.frustum(-1.0, 1.0, -1.0, 1.0, 1.0, 200.0);
light_view_matrix = Matrix.lookAt(light_position, new double[]{0, 0, 0}, new double[]{0, 1, 0});
camera_proj_matrix = Matrix.perspective(60, aspect, 0.1f, 1000f);
camera_view_matrix = Matrix.lookAt(camera_position, new double[]{0, 0, 0}, new double[]{0, 1, 0});
bias_matrix = new double[][]{
{0.5, 0.0, 0.0, 0.0},
{0.0, 0.5, 0.0, 0.0},
{0.0, 0.0, 0.5, 0.0},
{0.5, 0.5, 0.5, 1.0}};
shadow_matrix = Matrix.mult(bias_matrix, light_proj_matrix, light_view_matrix);
}
private void drawFromLight(GL4bc gl, int[] obj, double[][] model_matrix)
{
gl.glUniformMatrix4fv(light_mvp_pointer, 1, false, Matrix.toArrayF(Matrix.mult(light_proj_matrix, light_view_matrix, model_matrix)), 0);
BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]);
}
private void drawFromCamera(GL4bc gl, int[] obj, double[][] model_matrix)
{
gl.glUniformMatrix4fv(camera_shadow_pointer, 1, false, Matrix.toArrayF(Matrix.mult(shadow_matrix, model_matrix)), 0);
gl.glUniformMatrix4fv(camera_proj_pointer, 1, false, Matrix.toArrayF(camera_proj_matrix), 0);
gl.glUniformMatrix4fv(camera_mv_pointer, 1, false, Matrix.toArrayF(Matrix.mult(camera_view_matrix, model_matrix)), 0);
BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]);
}
#Override
public void reshape(GLAutoDrawable glAutoDrawable, int x, int y, int width, int height)
{
screen_width = width;
screen_height = height;
aspect = (1.0f * screen_width) / screen_height;
}
}
Light shaders are very basic. Camera Vertex shader is as follows:
#version 430 core
uniform mat4 mv_matrix;
uniform mat4 proj_matrix;
uniform mat4 shadow_matrix;
layout (location = 0) in vec4 position;
layout (location = 1) in vec3 normal;
out vec4 shadow_coord;
uniform vec3 light_pos = vec3(10.0, 10.0, 10.0);
out vec3 N;
out vec3 L;
void main(void)
{
N = normalize(mat3(mv_matrix) * normal);
L = normalize(light_pos - (mv_matrix * position).xyz);
shadow_coord = shadow_matrix * position;
gl_Position = proj_matrix * mv_matrix * position;
}
And camera Fragment shader:
#version 430 core
layout (location = 0) out vec4 color;
layout (binding = 0) uniform sampler2DShadow shadow_tex;
in vec4 shadow_coord;
uniform vec3 D = vec3(0.9, 0.8, 1.0);
in vec3 N;
in vec3 L;
void main(void)
{
vec3 diffuse = dot(N, L) * D;
float shadow = textureProj(shadow_tex, shadow_coord);
// color = vec4(diffuse, 1.0);
color = shadow * vec4(1);
}
Just rendering diffuse works fine. Projection, LookAt, and Transformation matrices seem to work.
However when trying to render shadows, it fails:
Moving light closer to the object produces this:
I use my own Matrix and Vector classes and can provide source code if needed.
Any insight is appreciated. Thank you!
The problem was caused by the reverse matrix multiplication order in Java code. Here is corrected code:
private void drawFromLight(GL4bc gl, int[] obj, double[][] model_matrix)
{
gl.glUniformMatrix4fv(light_mvp_pointer, 1, false,
Matrix.toArrayF(Matrix.mult(model_matrix, light_view_matrix, light_proj_matrix)), 0);
BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]);
}
private void drawFromCamera(GL4bc gl, int[] obj, double[][] model_matrix)
{
gl.glUniformMatrix4fv(camera_shadow_pointer, 1, false,
Matrix.toArrayF(Matrix.mult(model_matrix, shadow_matrix)), 0);
gl.glUniformMatrix4fv(camera_mv_pointer, 1, false,
Matrix.toArrayF(Matrix.mult(model_matrix, camera_view_matrix)), 0);
gl.glUniformMatrix4fv(camera_mvp_pointer, 1, false,
Matrix.toArrayF(Matrix.mult(model_matrix, camera_view_matrix, camera_proj_matrix)), 0);
BufferControllerDep.renderTrianglesVAO(gl, obj[0], obj[1], obj[2]);
}
Using the same shaders this will produce following result:
Also adding
gl.glEnable(gl.GL_POLYGON_OFFSET_FILL);
gl.glPolygonOffset(2.0f, 0.0f);
before performing "light pass" gets rid of distortion:
Mixing shadows and diffuse produces this:
There is still room for improvement however...

JOGL display using Buffer

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.

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

Categories

Resources