GP/GPU : ping pong technique with JOGL - java
I've tried to implement an reaction-diffusion model on GPU with JOGL and GLSL.
I use a ping pong technique with 2 FramebufferObject ( I've tried too with one FBO and 2 Colors attachements without success).
Shader seems correct since I've tried it in unity (with some adaptations) and it works.
After one week of trying many things, i'm completely out of idea to make this code works. I'm really not specialist of JOGL, so maybe i miss something evident.
The result is an image which becomes white with time : no reaction-diffusion behaviors and I don't understand why !
Thanks in advance for helps. Here is my code :
package gpu2;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
import java.nio.IntBuffer;
import java.nio.FloatBuffer;
import java.io.File;
import com.jogamp.opengl.GL2;
import com.jogamp.opengl.GLAutoDrawable;
import com.jogamp.opengl.GLEventListener;
import com.jogamp.opengl.awt.GLCanvas;
import com.jogamp.opengl.glu.GLU;
import com.jogamp.opengl.util.FPSAnimator;
import com.jogamp.opengl.GLFBODrawable;
import com.jogamp.opengl.FBObject;
import com.jogamp.opengl.FBObject.Colorbuffer;
import com.jogamp.opengl.FBObject.ColorAttachment;
import com.jogamp.opengl.FBObject.TextureAttachment;
import com.jogamp.opengl.util.glsl.ShaderCode;
import com.jogamp.opengl.util.glsl.ShaderProgram;
import com.jogamp.opengl.util.glsl.ShaderUtil;
import com.jogamp.opengl.util.GLBuffers;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureIO;
import com.jogamp.opengl.GLCapabilities;
import com.jogamp.opengl.GLOffscreenAutoDrawable;
import com.jogamp.opengl.GLProfile;
import com.jogamp.opengl.util.awt.AWTGLReadBufferUtil;
import com.jogamp.opengl.GLDrawableFactory;
import static com.jogamp.opengl.GL.*; // GL constants
import static com.jogamp.opengl.GL2.*; // GL2 constants
import gpu2.ModelParam;
/**
* JOGL 2.0 Program Template (GLCanvas)
* This is a "Component" which can be added into a top-level "Container".
* It also handles the OpenGL events to render graphics.
*/
#SuppressWarnings("serial")
public class JOGL2Setup_GLCanvas extends GLCanvas implements GLEventListener {
// Define constants for the top-level container
private static String TITLE = "JOGL 2.0 Setup (GLCanvas)"; // window's title
private static final int CANVAS_WIDTH = 512; // width of the drawable
private static final int CANVAS_HEIGHT = 512; // height of the drawable
private static final int FPS = 30; // animator's target frames per second
private final float[] canvasVertices = {
-1f, -1f, 0.0f,
-1f, 1f, 0.0f,
1f, -1f, 0.0f,
1f, 1f, 0.0f,
};
private final float[] canvasTexCoords = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f,
};
/** The entry main() method to setup the top-level container and animator */
public static void main(String[] args) {
// Run the GUI codes in the event-dispatching thread for thread safety
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
// Create the OpenGL rendering canvas
GLCanvas canvas = new JOGL2Setup_GLCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
// Create a animator that drives canvas' display() at the specified FPS.
final FPSAnimator animator = new FPSAnimator(canvas, FPS, true);
// Create the top-level container
final JFrame frame = new JFrame(); // Swing's JFrame or AWT's Frame
frame.getContentPane().add(canvas);
frame.addWindowListener(new WindowAdapter() {
#Override
public void windowClosing(WindowEvent e) {
// Use a dedicate thread to run the stop() to ensure that the
// animator stops before program exits.
new Thread() {
#Override
public void run() {
if (animator.isStarted()) animator.stop();
System.exit(0);
}
}.start();
}
});
frame.setTitle(TITLE);
frame.pack();
frame.setVisible(true);
animator.start(); // start the animation loop
}
});
}
// Setup OpenGL Graphics Renderer
private GLU glu; // for the GL Utility
private GL2 gl;
//OpenGl data
private int vboVertices;
private int vboTextCoord;
private Texture textureFile;
private FBObject fbo[];
private ShaderProgram shaderCompute;
private ShaderProgram shaderVisu;
private ShaderProgram shaderComputeInit;
private int currentSourceBuffer = 0;
private int currentDestBuffer = 1;
private int currentFrame = 0;
private int maxFrameCount = 5000000;
private float clearUniform = 0;
ModelParam params = new ModelParam();
public JOGL2Setup_GLCanvas() {
this.addGLEventListener(this);
}
#Override
public void init(GLAutoDrawable drawable) {
gl = drawable.getGL().getGL2(); // get the OpenGL graphics context
glu = new GLU(); // get GL Utilities
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // set background (clear) color
gl.glEnable(GL_TEXTURE_2D);
gl.glEnable( GL_COLOR_MATERIAL );
gl.glEnable( GL_FRAMEBUFFER );
gl.glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NEAREST); // best perspective correction
viewOrtho(gl);
gl.glViewport(0,0,CANVAS_WIDTH,CANVAS_HEIGHT);
int[] buffers = new int[2];
gl.glGenBuffers(2, buffers, 0);
vboVertices = buffers[0];
vboTextCoord = buffers[1];
gl.glBindBuffer(GL_ARRAY_BUFFER, vboVertices);
gl.glBufferData(GL_ARRAY_BUFFER, canvasVertices.length*(Float.SIZE/Byte.SIZE)*3, FloatBuffer.wrap(canvasVertices), GL_STATIC_DRAW);
gl.glBindBuffer(GL_ARRAY_BUFFER, vboTextCoord);
gl.glBufferData(GL_ARRAY_BUFFER, canvasTexCoords.length*(Float.SIZE/Byte.SIZE)*2, FloatBuffer.wrap(canvasTexCoords), GL_STATIC_DRAW);
gl.glBindBuffer( GL_ARRAY_BUFFER, 0 );
// ------------ create Texture Source------------------------
textureFile = initializeTexture();
if (textureFile==null) {
System.out.println("cannot load texture from disk");
}
// ------------ load shaders ------------------------
shaderCompute = loadShader(gl, "compute.vsh", "compute.fsh");
shaderComputeInit = loadShader(gl, "compute.vsh", "computeInit.fsh");
shaderVisu = loadShader(gl, "visu.vsh", "visu.fsh");
// ------------ create FBO ------------------------
initFBO();
}
/**
* Called back by the animator to perform rendering.
*/
#Override
public void display(GLAutoDrawable drawable) {
if (currentFrame < maxFrameCount) {
prepareNextStep();
renderToFBO();
currentFrame++;
}
renderFBOToScreen();
}
private void prepareNextStep() {
currentSourceBuffer = 1 - currentSourceBuffer;
currentDestBuffer = 1 - currentDestBuffer;
}
private void renderToFBO()
{
fbo[currentDestBuffer].bind(gl);
//gl.glClear(GL_COLOR_BUFFER_BIT);
viewOrtho(gl);
shaderCompute.useProgram(gl, true);
setShaderUniformFloat(gl, shaderCompute.program(), "diffuseU", 0.211f);
setShaderUniformFloat(gl, shaderCompute.program(), "diffuseV", 0.088f);
setShaderUniformFloat(gl, shaderCompute.program(), "feed", 0.007f);
setShaderUniformFloat(gl, shaderCompute.program(), "kill", 0.08f);
setShaderUniformFloat(gl, shaderCompute.program(), "Tech", 1f);
setShaderUniformFloat(gl, shaderCompute.program(), "currentFrame", currentFrame);
setShaderUniformFloat2(gl, shaderCompute.program(), "resolution", CANVAS_WIDTH, CANVAS_HEIGHT);
drawDataBuffer(shaderCompute, true);
shaderCompute.useProgram(gl, false);
fbo[currentDestBuffer].unbind(gl);
}
void drawDataBuffer(ShaderProgram currentShader, boolean sencondImage) {
// --- draw vbo
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//textcoords
gl.glBindBuffer(GL_ARRAY_BUFFER,vboTextCoord);
gl.glTexCoordPointer(2, GL_FLOAT, 0, 0);
//vertices
gl.glBindBuffer( GL_ARRAY_BUFFER, vboVertices );
gl.glVertexPointer(3, GL_FLOAT, 0, 0);
//activate texture data from last fbo
final FBObject.Colorbuffer texSource = (FBObject.Colorbuffer) fbo[currentSourceBuffer].getColorbuffer(0);
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, texSource.getName());
setShaderUniform1i(gl, currentShader.program(), "textureData", 0);
if (sencondImage) {
//activate texture with image from file
gl.glActiveTexture(GL_TEXTURE1);
gl.glBindTexture(GL_TEXTURE_2D, textureFile.getTextureObject());
textureFile.bind(gl);
setShaderUniform1i(gl, currentShader.program(), "textureImage", 1);
}
//draw buffer on screens
gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, canvasVertices.length / 3);
//disable texture image
if (sencondImage) {
gl.glActiveTexture(GL_TEXTURE1);
textureFile.disable(gl);
}
//disable texture data
gl.glActiveTexture(GL_TEXTURE0);
gl.glDisable(texSource.getName());
gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
}
public void renderFBOToScreen()
{
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // clear color and depth buffers
gl.glLoadIdentity(); // reset the model-view matrix
viewOrtho(gl);
gl.glEnable(GL_TEXTURE_2D);
final FBObject.Colorbuffer tex0 = (FBObject.Colorbuffer) fbo[currentDestBuffer].getColorbuffer(0);
gl.glActiveTexture(GL_TEXTURE0);
gl.glBindTexture(GL_TEXTURE_2D, tex0.getName());
//activate shader
shaderVisu.useProgram(gl, true);
// --- draw vbo
gl.glEnableClientState(GL_VERTEX_ARRAY);
gl.glEnableClientState(GL_TEXTURE_COORD_ARRAY);
//textcoords
gl.glBindBuffer(GL_ARRAY_BUFFER, vboTextCoord);
gl.glTexCoordPointer(2, GL_FLOAT, 0, 0);
//vertices
gl.glBindBuffer( GL_ARRAY_BUFFER, vboVertices );
gl.glVertexPointer(3, GL_FLOAT, 0, 0);
//draw buffer on screens
gl.glDrawArrays(GL_TRIANGLE_STRIP, 0, canvasVertices.length / 3);
gl.glDisableClientState(GL_TEXTURE_COORD_ARRAY);
gl.glDisableClientState(GL_VERTEX_ARRAY);
gl.glBindBuffer( GL_ARRAY_BUFFER, 0 );
//desactivate shader
shaderVisu.useProgram(gl, false);
}
private void initFBO()
{
try {
gl.glEnable(GL_TEXTURE_2D);
fbo = new FBObject[2];
//first fbo
fbo[currentSourceBuffer] = new FBObject(); // Create FrameBuffer
fbo[currentSourceBuffer].init(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0);
fbo[currentSourceBuffer].reset(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0); // int width, height - size of FBO, can be resized with the same call
fbo[currentSourceBuffer].bind(gl);
int tex = genTexture(gl);
gl.glBindTexture(GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, CANVAS_WIDTH, CANVAS_HEIGHT, 0, GL_RGBA, GL_FLOAT, null);
fbo[currentSourceBuffer].attachTexture2D(gl, 0, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
//gl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
int DrawBuffers[] = {GL_COLOR_ATTACHMENT0};
gl.glDrawBuffers(1, DrawBuffers, 0); // "1" is the size of DrawBuffers
fbo[currentSourceBuffer].unbind(gl);
//second fbo
fbo[currentDestBuffer] = new FBObject(); // Create FrameBuffer
fbo[currentDestBuffer].init(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0);
fbo[currentDestBuffer].reset(gl, CANVAS_WIDTH, CANVAS_HEIGHT, 0); // int width, height - size of FBO, can be resized with the same call
fbo[currentDestBuffer].bind(gl);
tex = genTexture(gl);
gl.glBindTexture(GL_TEXTURE_2D, tex);
gl.glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, CANVAS_WIDTH, CANVAS_HEIGHT, 0, GL_RGBA, GL_FLOAT, null);
fbo[currentDestBuffer].attachTexture2D(gl, 0, GL_RGBA32F, GL_RGBA, GL_FLOAT, GL_NEAREST, GL_NEAREST, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE);
//ogl.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
gl.glDrawBuffers(1, DrawBuffers, 1); // "1" is the size of DrawBuffers
fbo[currentDestBuffer].unbind(gl);
} catch (Exception e) {
System.out.println("Problem with fbo init " + e);
e.printStackTrace();
}
}
private Texture initializeTexture() {
Texture t = null;
try {
t = TextureIO.newTexture(new File("e:/shaders/wiki.jpg"), false);
t.setTexParameteri(gl, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
t.setTexParameteri(gl, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
t.setTexParameteri(gl, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
t.setTexParameteri(gl, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} catch (Exception e) {
System.out.println("Unable to read texture file: " + e);
e.printStackTrace();
}
return t;
}
private ShaderProgram loadShader(GL2 gl, String vertexShader, String fragmentShader)
{
ShaderCode vertShader = ShaderCode.create(gl, GL2.GL_VERTEX_SHADER, 1, getClass(), new String[]{"e:/shaders/"+vertexShader},false);
vertShader.compile(gl);
ShaderCode fragShader = ShaderCode.create(gl, GL2.GL_FRAGMENT_SHADER, 1, getClass(), new String[]{"e:/shaders/"+fragmentShader},false);
fragShader.compile(gl);
ShaderProgram newShader = new ShaderProgram();
newShader.init(gl);
newShader.add(vertShader);
newShader.add(fragShader);
newShader.link(gl, System.out);
vertShader.destroy(gl);
fragShader.destroy(gl);
return newShader;
}
public static void setShaderUniform1i(GL2 inGL,int inProgramID,String inName,int inValue) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform1i(tUniformLocation, inValue);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
public static void setShaderUniformFloat(GL2 inGL,int inProgramID,String inName,float inValue) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform1f(tUniformLocation, inValue);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
public static void setShaderUniformFloat2(GL2 inGL,int inProgramID,String inName,float inValue1 ,float inValue2) {
int tUniformLocation = inGL.glGetUniformLocation(inProgramID,inName);
if (tUniformLocation != -1) {
inGL.glUniform2f(tUniformLocation, inValue1, inValue2);
} else {
System.out.println("UNIFORM COULD NOT BE FOUND! NAME="+inName);
}
}
private void viewOrtho(GL2 gl) // Set Up An Ortho View
{
gl.glMatrixMode(GL_PROJECTION); // Select Projection
gl.glPushMatrix(); // Push The Matrix
gl.glLoadIdentity(); // Reset The Matrix
gl.glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
gl.glMatrixMode(GL_MODELVIEW); // Select Modelview Matrix
gl.glPushMatrix(); // Push The Matrix
gl.glLoadIdentity(); // Reset The Matrix
}
private int genTexture(GL2 gl) {
final int[] tmp = new int[1];
gl.glGenTextures(1, tmp, 0);
return tmp[0];
}
/**
* Called back before the OpenGL context is destroyed. Release resource such as buffers.
*/
#Override
public void dispose(GLAutoDrawable drawable) { }
}
And the corresponding GLSL Shader :
#version 120
uniform sampler2D textureData;
uniform sampler2D textureImage;
uniform vec2 resolution;
uniform float diffuseU;
uniform float diffuseV;
uniform float feed;
uniform float kill;
uniform float Tech = 1.0;
uniform float currentFrame = 0.0;
void main() {
//coords
vec2 position = ( gl_FragCoord.xy / resolution.xy );
vec2 pixel = 1./resolution;
//get data from texture
vec4 imgSource = texture2D(textureImage, gl_TexCoord[0].st);
vec2 oldUV = texture2D(textureData, gl_TexCoord[0].st).rg;
if(currentFrame<10){
if (distance(position,vec2(0.5,0.5 - currentFrame * 0.01f)) < 0.2f)
oldUV = vec2(0.0,0.2);
else if (distance(position,vec2(0.5,0.5 - currentFrame * 0.01f)) < 0.3f)
oldUV = vec2(0.5,0.1);
else
oldUV = vec2(0.1,0.0);
gl_FragColor = vec4(oldUV.rg, 0.0, 1.0);
return;
}
//get neightboors
vec2 dataUp = texture2D(textureData, position + pixel * vec2(0., 1.)).rg;
vec2 dataDown = texture2D(textureData, position + pixel * vec2(0., -1.)).rg;
vec2 dataLeft = texture2D(textureData, position + pixel * vec2(-1., 0.)).rg;
vec2 dataRight = texture2D(textureData, position + pixel * vec2(1., 0.)).rg;
//adapt parameters
vec2 imgParam = imgSource.rg;
float dU = diffuseU ;//+ 0.01 * (imgParam - 0.5);
float dV = diffuseV ;//+ 0.01 * (imgParam - 0.5);
float F = feed ;//+ 0.01 * (imgParam - 0.5);
float K = kill ;//+ 0.01 * (imgParam - 0.5);
//compute new values
vec2 laplace = (dataUp+dataDown+dataLeft+dataRight) - 4.0 * oldUV;
float uvv = oldUV.r * oldUV.g * oldUV.g;
// calculate delta quantities
float du = dU * laplace.r - uvv + F*(1.0 - oldUV.r);
float dv = dV * laplace.g + uvv - (F+K)*oldUV.g;
vec2 newUV = oldUV + vec2(du, dv)* Tech;
gl_FragColor = vec4(newUV.rg, 0.0, 1.0);
}
Few considerations:
avoid deprecated OpenGL (and GLU), use GL4 (or GL3)
unless you need awt/swt/swing, prefer newt, more here
prefer Animator instead of FPSAnimator, more here
prefer direct buffers instead of arrays, since otherwise jogl has to create them underneath and you can't keep trace (= deallocate when done) of those native allocations
GL4 will allow you also to avoid all those uniform overhead (and also potential bugs) you have to deal with (especially during runtime), thanks to explicit locations
prefer direct buffer management instead of FBObject for the moment unless you really know what FBObject is doing. Once you get it working, you can move on using that class. This may be (one of the) cause your code is not working, because something is not getting setup up as you need. Moreover, the lines of codes needed to replace FBObject are essentially the same
(if you can't use explicit location for any reason) prefer some literal way to define the texture uniform location, it is usually another tricky part causing bugs, something like this
prefer also a sampler for the textures, gives you more flexibility
don't wait one week next time, let us know earlier! :) Frustation can be a nasty thing that put you down easily. Together we can help you getting it working ;)
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gl.glBindBuffer(GL2.GL_ARRAY_BUFFER, 0); sc = new ShaderControl2(); sc.vSrc = sc.loadShader("v.txt"); sc.fSrc = sc.loadShader("f.txt"); } #Override public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { } } ShaderControl2 code: package shaders; import java.io.BufferedReader; import java.io.InputStream; import java.io.InputStreamReader; import java.nio.ByteBuffer; import java.nio.IntBuffer; import javax.media.opengl.*; public class ShaderControl2 { private int vertexShaderProg, fragmentShaderProg, shaderProg; public String[] vSrc, fSrc; public String[] loadShader(String sFile){ String line = new String(); StringBuilder fileContent = new StringBuilder(); try{ InputStream is = getClass().getResourceAsStream(sFile); BufferedReader br = new BufferedReader(new InputStreamReader(is)); while((line = br.readLine()) != null){ fileContent.append(line + "\n"); } is.close(); } catch(Exception e){ e.printStackTrace(); } System.out.println("Shader file content:\n" + fileContent); return new String[]{fileContent.toString()}; } public void attachShader(GL2 gl){ IntBuffer isCompiledVS = IntBuffer.allocate(1), isCompiledFS = IntBuffer.allocate(1), isLinked = IntBuffer.allocate(1); IntBuffer vLogLength = IntBuffer.allocate(1), fLogLength = IntBuffer.allocate(1), linkLogLength = IntBuffer.allocate(1); ByteBuffer vertexInfoLog, fragmentInfoLog, linkInfoLog; int size; vertexShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER); gl.glShaderSource(vertexShaderProg, 1, vSrc, null); gl.glCompileShader(vertexShaderProg); gl.glGetShaderiv(vertexShaderProg, GL2.GL_COMPILE_STATUS, isCompiledVS); if(isCompiledVS.get(0) == 0){ System.out.println("Failed to compile vertexShaderProg"); gl.glGetShaderiv(vertexShaderProg, GL2.GL_INFO_LOG_LENGTH, vLogLength); size = vLogLength.get(0); vertexInfoLog = ByteBuffer.allocate(size); gl.glGetShaderInfoLog(vertexShaderProg, size, vLogLength, vertexInfoLog); for(byte b : vertexInfoLog.array()){ System.err.print((char)b); } } fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER); gl.glShaderSource(fragmentShaderProg, 1, vSrc, null); gl.glCompileShader(fragmentShaderProg); gl.glGetShaderiv(fragmentShaderProg, GL2.GL_COMPILE_STATUS, isCompiledFS); if(isCompiledFS.get(0) == 0){ System.out.println("Failed to compile fragmentShaderProg"); gl.glGetShaderiv(fragmentShaderProg, GL2.GL_INFO_LOG_LENGTH, fLogLength); size = fLogLength.get(0); fragmentInfoLog = ByteBuffer.allocate(size); gl.glGetShaderInfoLog(fragmentShaderProg, size, fLogLength, fragmentInfoLog); for(byte b : fragmentInfoLog.array()){ System.err.print((char)b); } } shaderProg = gl.glCreateProgram(); gl.glAttachShader(shaderProg, vertexShaderProg); gl.glAttachShader(shaderProg, fragmentShaderProg); gl.glBindAttribLocation(shaderProg, 0, "in_Position"); gl.glBindAttribLocation(shaderProg, 1, "in_Color"); gl.glLinkProgram(shaderProg); gl.glGetProgramiv(shaderProg, GL2.GL_LINK_STATUS, isLinked); if(isLinked.get(0) == 0){ System.out.println("Failed to link shaderProg"); gl.glGetShaderiv(shaderProg, GL2.GL_INFO_LOG_LENGTH, linkLogLength); size = linkLogLength.get(0); linkInfoLog = ByteBuffer.allocate(size); gl.glGetProgramInfoLog(shaderProg, size, linkLogLength, linkInfoLog); for(byte b : linkInfoLog.array()){ System.err.print((char)b); } } } public int useShader(GL2 gl){ gl.glUseProgram(shaderProg); return shaderProg; } public void dontUseShader(GL2 gl){ gl.glUseProgram(0); } } Shader Code f.txt: #version 210 // It was expressed that some drivers required this next line to function properly precision highp float; in vec3 ex_Color; out vec4 gl_FragColor; void main(void) { // Pass through our original color with full opacity. gl_FragColor = vec4(ex_Color,1.0); } v.txt: #version 210 // in_Position was bound to attribute index 0 and in_Color was bound to attribute index 1 in vec2 in_Position; in vec3 in_Color; // We output the ex_Color variable to the next shader in the chain out vec3 ex_Color; void main(void) { // Since we are using flat lines, our input only had two points: x and y. // Set the Z coordinate to 0 and W coordinate to 1 gl_Position = vec4(in_Position.x, in_Position.y, 0.0, 1.0); // GLSL allows shorthand use of vectors too, the following is also valid: // gl_Position = vec4(in_Position, 0.0, 1.0); // We're simply passing the color through unmodified ex_Color = in_Color; }
The reason you see just white lines is because the shader program is not being used at all. I can't see where you call attach shaders (you never call sc.attachShader(gl), I added sc.attachShader(gl) at the end of the init method. Now a lot of errors will appear. In attachshader, when you create fragmentShaderProg you create it as a GL_VERTEX_SHADER, it should be GL_FRAGMENT_SHADER, and just below that you are sending the source of the vertex shader in place of the fragment shader. version 210 of the GLSL language doesn't exist, change it to version 130. The thing with the GLSL version is that it is independent from the OpenGL version, https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions #version 130 Now add to the end of the init method sc.attachShader(gl) and change fragmentShaderProg = gl.glCreateShader(GL2.GL_VERTEX_SHADER); gl.glShaderSource(fragmentShaderProg, 1, vSrc, null); for fragmentShaderProg = gl.glCreateShader(GL2.GL_FRAGMENT_SHADER); gl.glShaderSource(fragmentShaderProg, 1, fSrc, null); now it works.
Testing out some LWJGL OpenGL, won't make box. What should I do?
Had this working on OpenGL ES 1.0 & 2.0. Goal: Make a box, then display it Won't work with LWJGL on Win 7. Loads a green box (as it should), and then starts to display a bunch of really thick white lines that won't stay as a box. There is a lot of flickering. Here is a picture. Here is the code for windows. Main.java package play.box; import org.lwjgl.LWJGLException; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.DisplayMode; import org.lwjgl.opengl.GL11; public class Main { public static final boolean VSYNC = true; public static final int WIDTH = 800; public static final int HEIGHT = 600; public static final boolean FULLSCREEN = false; protected boolean running = false; public static void main(String[] args) { try { start(); } catch (LWJGLException e) { e.printStackTrace(); } } public static void start() throws LWJGLException { Display.setTitle("Display example"); Display.setResizable(false); Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT)); Display.setVSyncEnabled(VSYNC); Display.setFullscreen(FULLSCREEN); Display.create(); // Setup OpenGL GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glLoadIdentity(); GL11.glOrtho(-3, 3, -2, 2, -1, 1); GL11.glMatrixMode(GL11.GL_MODELVIEW); new Renderer().run(); } } Renderer.java package play.box; import org.lwjgl.input.Keyboard; import org.lwjgl.opengl.Display; import org.lwjgl.opengl.GL11; public class Renderer implements Runnable { public Renderer() { } #Override public void run() { while(!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT | GL11.GL_STENCIL_BUFFER_BIT); GL11.glClearColor(0.0f, 0.5f, 0.0f, 1.0f); // Rendering // /*GL11.glBegin(GL11.GL_TRIANGLES); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex2f(0.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex2f(1.0f, 1.0f); GL11.glColor3f(1.0f, 0.0f, 0.0f); GL11.glVertex2f(1.0f, -1.0f); GL11.glEnd();*/ Box box = new Box(); box.draw(); // End of Rendering // Display.update(); try { Thread.sleep(1000); } catch(Exception e) { e.printStackTrace(); } } } } Box.java package play.box; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import org.lwjgl.opengl.GL11; public class Box { private float verticies[] = { -1.0f, 1.0f, // Left Top (0) -1.0f, -1.0f, // Left Bottom (1) 1.0f, -1.0f, // Right Bottom (2) 1.0f, 1.0f // Right Top (4) }; private short indicies[] = { 0, 1, 2, 2, 3, 0 }; private FloatBuffer vertBuff; private ShortBuffer indexBuff; public Box() { this.setupBuffers(); } private void setupBuffers() { ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4); bBuff.order(ByteOrder.nativeOrder()); this.vertBuff = bBuff.asFloatBuffer(); this.vertBuff.put(this.verticies); this.vertBuff.position(0); ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2); pbBuff.order(ByteOrder.nativeOrder()); this.indexBuff = pbBuff.asShortBuffer(); this.indexBuff.put(this.indicies); this.indexBuff.position(0); } public void draw() { GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glVertexPointer(2, GL11.GL_FLOAT, this.vertBuff); GL11.glDrawElements(GL11.GL_TRIANGLES, this.indexBuff); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); } } Updated Code: package play.box; import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL15; import org.lwjgl.opengl.GL20; import org.lwjgl.opengl.GL30; public class Box { private float verticies[] = { -1.0f, 1.0f, // Left Top (0) -1.0f, -1.0f, // Left Bottom (1) 1.0f, -1.0f, // Right Bottom (2) 1.0f, 1.0f // Right Top (4) }; private short indicies[] = { 0, 1, 2, 2, 3, 0 }; private FloatBuffer vertBuff; private ShortBuffer indexBuff; private int vbo_handle; private int ibo_handle; private int vao_handle; private String vShaderStr = "attribute vec4 vPosition; \n" + "void main() { \n" + " gl_Position = vPosition;\n" + "} \n"; private String fShaderStr = "precision mediump float; \n" + "void main() { \n" + " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0); \n" + "} \n"; private int vertexShader; private int fragmentShader; private int programObject; public Box() { } public void create() { ByteBuffer bBuff = ByteBuffer.allocateDirect(this.verticies.length * 4); bBuff.order(ByteOrder.nativeOrder()); this.vertBuff = bBuff.asFloatBuffer(); this.vertBuff.put(this.verticies); //this.vertBuff.flip(); this.vertBuff.position(0); ByteBuffer pbBuff = ByteBuffer.allocateDirect(this.indicies.length * 2); pbBuff.order(ByteOrder.nativeOrder()); this.indexBuff = pbBuff.asShortBuffer(); this.indexBuff.put(this.indicies); //this.indexBuff.flip(); this.indexBuff.position(0); // Create VBO this.vbo_handle = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle); GL15.glBufferData(GL15.GL_ARRAY_BUFFER, this.vertBuff, GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0); // Create IBO this.ibo_handle = GL15.glGenBuffers(); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle); GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER, this.indexBuff, GL15.GL_DYNAMIC_DRAW); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, 0); // Create VAO this.vao_handle = GL30.glGenVertexArrays(); GL30.glBindVertexArray(vao_handle); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vbo_handle); GL20.glEnableVertexAttribArray(0); GL20.glVertexAttribPointer(0, 2, GL11.GL_FLOAT, false, 0, 0); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, ibo_handle); GL30.glBindVertexArray(0); // Setup Shaders this.vertexShader = this.loadShader(GL20.GL_VERTEX_SHADER, this.vShaderStr); this.fragmentShader = this.loadShader(GL20.GL_FRAGMENT_SHADER, this.fShaderStr); // Setup Program int program = GL20.glCreateProgram(); if(program == 0) { return; } GL20.glAttachShader(program, this.vertexShader); GL20.glAttachShader(program, this.fragmentShader); GL20.glBindAttribLocation(program, 0, "vPosition"); GL20.glLinkProgram(program); if(GL20.glGetProgrami(program, GL20.GL_LINK_STATUS) == 0) { System.out.println("Error Creating Program: " + GL20.glGetProgramInfoLog(program, Integer.MAX_VALUE)); GL20.glDeleteProgram(program); return; } this.programObject = program; } public void draw() { this.create(); GL20.glUseProgram(this.programObject); GL30.glBindVertexArray(vao_handle); GL11.glDrawElements(GL11.GL_TRIANGLES, 2, GL11.GL_FLOAT, 0); GL30.glBindVertexArray(0); this.dispose(); } public void draw(boolean useVAO) { if(useVAO) { this.draw(); } else { this.create(); GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, this.vbo_handle); GL11.glVertexPointer(2, GL11.GL_FLOAT, 0, 0L); GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER, this.ibo_handle); GL11.glEnableClientState(GL11.GL_VERTEX_ARRAY); GL11.glDrawElements(GL11.GL_TRIANGLES, this.indicies.length, GL11.GL_UNSIGNED_SHORT, 0L); GL11.glDisableClientState(GL11.GL_VERTEX_ARRAY); this.dispose(); } } public void dispose() { GL30.glDeleteVertexArrays(vao_handle); GL30.glDeleteVertexArrays(vbo_handle); GL30.glDeleteVertexArrays(ibo_handle); this.vao_handle = -1; this.vbo_handle = -1; this.ibo_handle = -1; } private int loadShader(int type, String shaderSrc) { int shader; shader = GL20.glCreateShader(type); if(shader == 0) { return 0; } GL20.glShaderSource(shader, shaderSrc); GL20.glCompileShader(shader); if(GL20.glGetShaderi(shader, GL20.GL_COMPILE_STATUS) == 0) { System.out.println("Error Loading Shader: " + GL20.glGetShaderInfoLog(shader, Integer.MAX_VALUE)); GL20.glDeleteShader(shader); return 0; } return shader; } }
Instead of just showing you what you asked for in the comments, I will demonstrate how you create, render and dispose a VAO using a VBO and IBO. VAO <=> Vertex Array Object VBO <=> Vertex Buffer Object IBO <=> Index Buffer Object Creating VAO, VBO & IBO The vao_handle, vbo_handle and ibo_handle is 3 integers containing the id/handle, these 3 variables are used in the whole following code. vbo_data <=> FloatBuffer containing the vertices ibo_data <=> IntBuffer containing the indices The two above variables are used in the following code. // Creating the VBO vbo_handle = glGenBuffers(); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); glBufferData(GL_ARRAY_BUFFER, vbo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); // Creating the IBO ibo_handle = glGenBuffers(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle ); glBufferData(GL_ELEMENT_ARRAY_BUFFER, ibo_data, GL_DYNAMIC_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); // Creating the VAO vao_handle = glGenVertexArrays(); glBindVertexArray(vao_handle); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); glEnableVertexAttribArray(INDEX); // Place your own INDEX value in the parenthesis glVertexAttribPointer(INDEX, SIZE, TYPE, NORMALIZED, STRIDE, OFFSET); // Replace all the VARIABLES with the values which fit to your VAO, VBO and IBO glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo_handle); glBindVertexArray(0); /* * Remember that the INDEX given in the * glEnableVertexAttribArray() and in * glVertexAttribPointer() is the same * INDEX used in Shaders (GLSL) * * If the INDEX is 0 then in GLSL it * should look like this * GLSL: layout(location = 0) in vec3 position; * * ^ we can ignore this if you aren't * using Shaders, though keep it in mind * since we might need it in the future */ Rendering VAO glBindVertexArray(vao_handle); glDrawElements(MODE, SIZE, TYPE, OFFSET); // Again replace the variables, so it fits to your VAO, VBO and IBO glBindVertexArray(0); Dispose VAO, VBO & IBO This is how you delete the different buffers, which is a good thing to do, when you close the program or if at some point you don't need them anymore. glDeleteVertexArrays(vao_handle); // Deletes the VAO glDeleteBuffers(vbo_handle); // Deletes the VBO glDeleteBuffers(ibo_handle); // Deletes the IBO vao_handle = -1; vbo_handle = -1; ibo_handle = -1;
VBO with textures, without deprecated functions
I am trying to write a basic Quad-renderer, using VBO, VAO, IBO and shaders. I am trying to use mainly only one VBO, VAO, IBO and rebuffer the data when an element is added/removed. Mostly everything worked fine, until I decided to implement textures, instead of color gradings. It just doesn't draw anyhting, no matter what I try, because I want to avoid using deprecated functions like ClientStates and maybe use the textures inside the shaders. Next to the problem, that nothing is being drawn, I have the problem that the Textures are saved inside the BRectangle class, and now I don't know, how to access them while using DrawElements. And can I reuse my IBO, so I don't have to add the additional indices? My current approach: The Renderer, you can add a Rectangle atm and it will buffer the needed data. public class ShaderRenderer { public static final int POSITION_INDEX = 0; // index of vertex attribute "in_Position" public static final int TEXTURE_INDEX = 1; // index of vertex attribute "in_Texture" public static final int FLOAT_NUM_BYTES; // sizeof(float) in bytes public static final int INT_NUM_BYTES; // sizeof(int) in bytes public static final int VEC4_BYTES; // sizeof(vec4) in bytes static { FLOAT_NUM_BYTES = Float.SIZE / Byte.SIZE; INT_NUM_BYTES = Integer.SIZE / Byte.SIZE; VEC4_BYTES = 4 * FLOAT_NUM_BYTES; } private VAO vao = new VAO(); private VBO vbo = new VBO(); private IBO ibo = new IBO(); private int elements = 0; public ShaderRenderer() { try { ShaderUtilities.compileShader("shaders/screen.vert", "shaders/screen.frag", POSITION_INDEX, TEXTURE_INDEX); } catch (IOException e) { // TODO Auto-generated catch block e.printStackTrace(); } } public void add( BRectangle rect ) { // Bind the VAO // This OpenGL-object groups the "in_Position" and "in_Color" // vertex attributes. vao.bind(); // Bind the VBO and add the FloatBuffer from the Rect vbo.bind(); vbo.addBuffer(rect.vertexData); ibo.bind(); ibo.addIndices(generateIndices()); ibo.buffer(); //============================================================== // Now we tell OpenGL that we will use POSITION_INDEX and COLOR_INDEX // to communicate respectively the vertex positions and vertex colors // to our shaders. { // First we enable the indices. This will affect the vertex // array object from above. glEnableVertexAttribArray(POSITION_INDEX); Util.checkGLError(); // Then we tell OpenGL how it should read the GL_ARRAY_BUFFER // (to which we have bound our vertex data, see above). // The position data starts at the beginning of the vertex data glVertexAttribPointer(POSITION_INDEX, 4, GL_FLOAT, false, 2 * VEC4_BYTES, 0); Util.checkGLError(); // The color data starts after the first 4 floats of position data glVertexAttribPointer(TEXTURE_INDEX, 2, GL_FLOAT, false, 0, VEC4_BYTES); Util.checkGLError(); } vbo.bufferData(); // Just to be VERY clean, we will unbind the vertex attribute object // and only bind it when we render. This way we cannot accidentally modify // it anymore. vao.unbind(); // Only after the vertex array is disabled, we unbind the buffers // to the GL_ARRAY_BUFFER and GL_ELEMENT_ARRAY_BUFFER targets, because // otherwise the vertex array object would become invalid again. vbo.unbind(); ibo.unbind(); } void DestroyVBO() { glDisableVertexAttribArray(POSITION_INDEX); Util.checkGLError(); glDisableVertexAttribArray(TEXTURE_INDEX); Util.checkGLError(); glBindBuffer(GL_ARRAY_BUFFER, 0); Util.checkGLError(); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); Util.checkGLError(); glDeleteBuffers(ibo.id); Util.checkGLError(); glDeleteBuffers(vbo.id); Util.checkGLError(); glBindVertexArray(0); Util.checkGLError(); glDeleteVertexArrays(vao.id); Util.checkGLError(); } private int[] generateIndices() { int c = elements * 3; int v[] = { c, c+1, c+2, c, c+3, c+2}; elements++; return v; } public void render () { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); Util.checkGLError(); vao.bind(); glDrawElements( GL_TRIANGLES, ibo.size, GL_UNSIGNED_INT, 0); Util.checkGLError(); vao.unbind(); } } My basic Rectangle class public class BRectangle { final int amountOfVertices = 8; final int vertexSize = 3; final int textureSize = 2; public FloatBuffer vertexData; Texture texture; public BRectangle(float x, float y ) { float[] VerticesArray = new float[]{ -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -0.1f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, -0.1f, 0.4f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.4f, 0.0f, 1.0f, 0.0f, 1.0f }; vertexData = BufferUtils.createFloatBuffer(24); vertexData.put(VerticesArray); try { texture = Textures.loadTexture("data/floor.jpg"); } catch (IOException e) { e.printStackTrace(); } glBindTexture(GL_TEXTURE_2D, texture.getTextureID()); } } The test with main[] public class ShaderTest { ShaderRenderer sr; FpsCounter c; public ShaderTest() { } public void create() throws LWJGLException, Exception { new SimpleDisplay(800, 600, "test", false, false); glOrtho(0, 800, 0, 600, 1, -1); //Keyboard Keyboard.create(); c = new FpsCounter(); Textures.setUpTextureLoader(); //Mouse Mouse.setGrabbed(false); Mouse.create(); sr = new ShaderRenderer(); //OpenGL initGL(); } public void destroy() { Mouse.destroy(); Keyboard.destroy(); Display.destroy(); } public void initGL() throws IOException { ShaderUtilities.compileShader("shaders/screen.vert", "shaders/screen.frag", ShaderRenderer.POSITION_INDEX, ShaderRenderer.TEXTURE_INDEX); sr.add(new BRectangle(0f, 0f)); } public void processKeyboard() { } public void processMouse() { } public void render() throws LWJGLException { sr.render(); } public void run() throws LWJGLException { while (!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) { if (Display.isVisible()) { processKeyboard(); processMouse(); update(); render(); } else { if (Display.isDirty()) { render(); } try { Thread.sleep(100); } catch (InterruptedException ex) { } } Display.update(); //Display.sync(60); } } public void update() { c.updateFPS(); } public static void main(String[] args) { ShaderTest main = null; try { main = new ShaderTest(); main.create(); main.run(); } catch (Exception ex) { ex.printStackTrace(); } finally { if (main != null) { main.destroy(); } } } } and the openglinit public static void initGLSlim() { glClearColor(0, 0, 0, 0); glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glEnable(GL11.GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrtho(0, 800, 600, 0, 1, -1); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } vertex shader #version 140 in vec4 in_Position; in vec2 in_Texture; out vec2 out_Texture; void main(void) { gl_Position = vec4(in_Position.x *0.75 ,in_Position.y, in_Position.z, in_Position.w); out_Texture = in_Texture; } fragment shader #version 140 in vec2 out_Texture; uniform sampler2D mytexture; out vec4 fragColor; void main(void) { fragColor = texture2D(mytexture, out_Texture); }
Your stride parameters are not correct. Here's what you have: glVertexAttribPointer(POSITION_INDEX, 4, GL_FLOAT, false, 2 * VEC4_BYTES, 0); glVertexAttribPointer(TEXTURE_INDEX, 2, GL_FLOAT, false, 0, VEC4_BYTES); You're telling the position index that it has 8 float stride, which is not correct. As far as I can tell you're uploading 4 vertices, with 6 floats per vertex (4x position + 2x texture). That means your POSITION stride should be 6 * FLOAT_NUM_BYTES. Your texture stride should be the same, as it's packed into the same array. Here you're telling it that the texcoords are tightly packed, but in reality theres only one pair of texcoords per 6 floats. So again you need 6 * FLOAT_NUM_BYTES here. And can I reuse my IBO, so I don't have to add the additional indices? Yes, you can use an IBO to draw as many objects as you want, provided that they all want the same indices. Other less serious comments: You don't need to clearColor to zero in initialization, it's zero by default. You don't need to disable depth_test/lighting in initialization, they are off by default. Don't call glEnable(GL_TEXTURE_2D) when you're using shaders. This switch only enables texturing for the fixed pipeline, and it has no effect on shader programs. This will generate an error if you ever move to a core profile, so just get rid of it.
OpenGL ES Object is Displaying Strangely / Distorted - Android
EDIT OK - I grabbed a device and..guess what...it displays correctly ? Does anyone know why this would be happening on the simulator only ? Thank you. I am trying to draw an object using glDrawElements on Android. I am using the code below to read in my vertice and indice data and then draw the object in my render method. I am testing this on the simulator rather than a real device. This is my scene object code : import java.nio.ByteBuffer; import java.nio.ByteOrder; import java.nio.FloatBuffer; import java.nio.IntBuffer; import java.nio.ShortBuffer; import javax.microedition.khronos.opengles.GL10; public class SceneObject { public FloatBuffer mVertexBuffer; public FloatBuffer mTextureBuffer; public ShortBuffer indexBuffer; public FloatBuffer mMatriceBuffer; public FloatBuffer mPivotBuffer; public short[] indicesTest = {0,1,2,3,4,5,3,5,6,7,5,8,7,8,9,10,7,9,11,10,9,12,1,0,13,12,14,15,13,14,14,10,11,15,14,11,0,14,12,16,17,18,19,16,18,18,20,19,21,16,19,22,21,19,22,19,23,4,24,25,25,26,27,25,27,28,4,25,28,5,4,28,5,28,8,29,30,31,29,31,19,29,19,20,32,33,31,32,31,30,32,34,33,35,22,23,36,35,23,37,36,23,37,23,38,39,37,38,40,39,38,41,40,38,41,38,1,42,41,1,12,43,1,42,1,43,17,27,26,26,18,17,44,45,46,46,47,44,48,49,50,51,52,53,53,54,51,55,51,54,54,56,55,57,48,50,50,58,57,52,59,60,60,53,52,59,44,47,47,60,59,61,62,63,63,64,61,65,66,67,67,68,65,69,70,71,71,72,69,66,69,72,72,67,66,73,65,68,68,74,73,70,75,76,76,71,70,75,61,64,64,76,75,77,78,79,79,80,77,81,82,62,62,61,81,83,81,61,61,75,83,84,63,62,62,82,84,63,84,85,86,87,88,89,90,91,92,93,87,87,86,92,94,95,96,96,97,94,98,99,100,100,101,98,102,103,104,104,105,102,106,107,108,108,109,106,110,111,112,78,77,113,114,115,78,112,111,116,117,118,115,119,116,120,121,122,123,123,124,121,125,126,127,127,128,125,129,130,131,132,133,5,5,133,6,5,134,135,135,134,136,134,137,136,137,138,136,129,139,130,139,140,141,140,142,141,137,141,138,141,142,138,141,130,139,143,144,145,144,146,145,147,145,146,144,148,146,148,149,146,146,149,150,151,132,152,153,152,154,154,152,155,152,132,155,132,5,155,155,5,135,156,157,158,158,157,146,146,157,147,159,160,158,158,160,156,34,160,159,149,161,150,161,162,150,162,163,150,150,163,164,163,165,164,165,166,164,166,167,164,164,167,129,167,168,129,169,139,129,129,168,169,154,143,153,145,153,143,170,171,172,173,172,171,174,175,176,177,178,179,180,179,178,178,181,180,182,180,181,175,183,176,184,176,183,185,177,186,179,186,177,171,185,173,186,173,185,187,188,189,190,189,188,191,192,193,194,193,192,195,196,197,198,197,196,196,191,198,193,198,191,192,199,194,200,194,199,201,195,202,197,202,195,188,201,190,202,190,201,203,204,205,206,205,204,207,208,187,188,187,208,208,209,188,201,188,209,189,210,187,207,187,210,210,189,211,212,213,214,215,216,217,218,219,220,221,220,219,222,223,224,225,226,227,228,229,230,231,230,229,232,233,234,235,236,237,238,239,240,241,242,243,123,244,124,245,246,203,204,203,246,247,248,203,249,250,251,252,253,247,248,247,253,159,33,34,254,255,256,256,257,254,255,244,123,123,256,255,244,258,121,121,124,244,259,260,125,125,128,259}; public float[] verticeTest = 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}; public String objectName; public int triangleCount; public int verticeCount; public float[] vertices; public float[] normals; public float[] textures; public short[] indices; public float[] matrices; public float[] pivots; public float[] animations; public void awake() { ByteBuffer vbb = ByteBuffer.allocateDirect(verticeTest.length * 4); vbb.order(ByteOrder.nativeOrder()); mVertexBuffer = vbb.asFloatBuffer(); mVertexBuffer.put(verticeTest); mVertexBuffer.position(0); ByteBuffer tbb = ByteBuffer.allocateDirect(textures.length * 4); tbb.order(ByteOrder.nativeOrder()); mTextureBuffer = tbb.asFloatBuffer(); mTextureBuffer.put(textures); mTextureBuffer.position(0); //short has 2 bytes ByteBuffer ibb = ByteBuffer.allocateDirect(indicesTest.length*2); ibb.order(ByteOrder.nativeOrder()); indexBuffer = ibb.asShortBuffer(); indexBuffer.put(indicesTest); indexBuffer.position(0); verticeCount = (triangleCount*3); } public void draw(GL10 gl) { System.out.println("Draw Method Called in Object"); gl.glEnable(GL10.GL_TEXTURE_2D); //workaround bug 3623 gl.glVertexPointer(3, GL10.GL_FLOAT, 0, mVertexBuffer); System.out.println("Triangle Vertice Count is "+verticeCount); int x = vertices.length; System.out.println("Rendering following number of vertices "+x); int y = indices.length; System.out.println("Rendering following number of indices "+y); gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer); } } And here is the code where I call the draw method : import java.nio.FloatBuffer; import java.util.ArrayList; import java.util.Iterator; import javax.microedition.khronos.egl.EGLConfig; import javax.microedition.khronos.opengles.GL10; import android.content.Context; import android.opengl.GLSurfaceView; import android.opengl.GLU; class GLRenderer implements GLSurfaceView.Renderer { private static final String TAG = "GLRenderer"; private final Context context; private final GLCube cube = new GLCube(); private long startTime; private long fpsStartTime; private long numFrames; SceneObject drawObject; SceneObject object; //Used for object position and rotation. float zRotation; float xRotation; float yRotation; float kxRotation = 0.0f; float kyRotation = 0.0f; ArrayList<SceneObject> sceneObjects = new ArrayList<SceneObject>(); boolean SEE_THRU = false; GLRenderer(Context context) { this.context = context; } public void onSurfaceCreated(GL10 gl, EGLConfig config) { // Setup any OpenGL Options that are required. gl.glEnable(GL10.GL_DEPTH_TEST); gl.glDepthFunc(GL10.GL_LEQUAL); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); if (SEE_THRU) { gl.glDisable(GL10.GL_DEPTH_TEST); gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE); } //Optional - disable dither to boost peformance. //gl.glDisable(GL10.GL_DITHER); //Dithering enabled by default. //Turn on the lights. float lightAmbient[] = new float[] { 0.2f, 0.2f, 0.2f, 1}; float lightDiffuse[] = new float[] {1, 1, 1, 1}; float[] lightPos = new float[] {1 ,1 ,1 , 1}; gl.glEnable(GL10.GL_LIGHTING); gl.glEnable(GL10.GL_LIGHT0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbient, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuse, 0); gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPos, 0); //Specify which materials we should use. float matAmbient[] = new float[] {1, 1, 1, 1}; float matDiffuse[] = new float[] {1, 1, 1, 1}; gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_AMBIENT, matAmbient, 0); gl.glMaterialfv(GL10.GL_FRONT_AND_BACK, GL10.GL_DIFFUSE, matDiffuse, 0); } public void onSurfaceChanged(GL10 gl, int width, int height) { //Define the view frustrum gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); float ratio = (float)width/height; gl.glLoadIdentity(); //gl.glOrthof(0, 480f, 800f, 0, 0, 1); GLU.gluPerspective(gl, 45.0f, ratio, 1.0f, 100f); } public void onDrawFrame (GL10 gl) { //Defs for rotation of object. float kzRotation = 0.0f; kyRotation +=1.0f; kxRotation =280.0f; gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT); SceneObject object = sceneObjects.get(13); //Get the object //Position the model. gl.glMatrixMode(GL10.GL_MODELVIEW); gl.glLoadIdentity(); gl.glTranslatef(0.0f, 0.0f, -30.0f); gl.glScalef(0.0001f, 0.0001f, 0.0001f); zRotation = kzRotation; xRotation = kxRotation; yRotation = kyRotation; gl.glRotatef(yRotation, 0.0f, 1.0f, 0.0f); gl.glRotatef(xRotation, 1.0f, 0.0f, 0.0f); gl.glRotatef(zRotation, 0.0f, 0.0f, 1.0f); object.draw(gl); } } } The problem is that the object is not displaying as it should, but instead looks warped and squashed. Can anyone spot what might be wrong ? EDIT - Changed the onSufaceChanged method as per Tim's answer below, however no improvement. I've added an image of how the object is rendering on Android and the same object rendering correct on the iPhone. The most noticeable problem is that the "legs" should be straight and not bend and overall the object should be much longer. I'm sure the vertices and indices in the code above are correct (they are exactly the same as the iPhone ones). In case it is relevant here is how I am setting up the surfaceview / view: public class SaxParserActivity extends Activity { /** Called when the activity is first created. */ ArrayList<SceneObject> sceneObjects = new ArrayList<SceneObject>(); #Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); //setContentView(R.layout.main); GLView view; view = new GLView(this, sceneObjects); //Pass down our sceneObjects into the view class. //view.sceneObjects = sceneObjects; setContentView(view); } } class GLView extends GLSurfaceView { private final GLRenderer renderer; ArrayList<SceneObject> sceneObjects = new ArrayList<SceneObject>(); GLView(Context context, ArrayList<SceneObject> sceneObjects) { super (context); //Uncomment this to turn on error-checking and logging. //setDebugFlags(DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS); renderer = new GLRenderer(context); //Pass down our sceneObjects. renderer.sceneObjects = sceneObjects; setRenderer(renderer); } }
I'm a bit confused by what you're doing. Why do you wipe on the projection matrix in onDrawFrame, after setting it in onSurfaceChanged? You should set projection in onSurfaceChanged like so: public void onSurfaceChanged(GL10 gl, int width, int height) { gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL10.GL_PROJECTION); gl.glLoadIdentity(); //make sure to reset before glOrthof gl.glOrthof(0, 320f, 480f, 0, 0, 1); } And then change back to modelview and don't disturb the projection matrix during onDrawFrame. You'll probably need to recalibrate your scale and translate in onDrawFrame as well after doing this.
When using textures in a JOGL application, ati graphics cards all eventually crash
I have an application written in Java with JOGL that works fine on nvidia cards, but when I run it on an ati card, it works perfect until I add textures on 1 or more faces. Eventually, the java vm crashes hard, and it either says it is a crash in the ati driver thread or in the kernel system thread. I managed to recreate it in a simpler bit of code, but it takes a couple minutes to get the crash. up/ down rotates the image, return toggles the textures. keep doing that for a couple of minutes with an ati card and it will crash. I've tried it on about 10 or 15 machines. package org.yourorghere; import com.sun.opengl.util.Animator; import com.sun.opengl.util.texture.Texture; import com.sun.opengl.util.texture.TextureIO; import java.awt.Color; import java.awt.Frame; import java.awt.Graphics2D; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.geom.Rectangle2D; import java.awt.image.BufferedImage; import javax.media.opengl.GL; import javax.media.opengl.GLAutoDrawable; import javax.media.opengl.GLCanvas; import javax.media.opengl.GLEventListener; import javax.media.opengl.glu.GLU; /** * SimpleJOGL.java <BR> * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P> * * This version is equal to Brian Paul's version 1.2 1999/10/21 */ public class SimpleJOGL implements GLEventListener, KeyListener { GLCanvas canvas; int lists; float angle = 0.f; boolean needsRotate = false; boolean needsTexture = false; Texture texture1; Texture texture2; Color c1 = Color.red; Color c2 = Color.green; public SimpleJOGL(GLCanvas canvas) { this.canvas = canvas; } public static void main(String[] args) { Frame frame = new Frame("Simple JOGL Application"); GLCanvas canvas = new GLCanvas(); SimpleJOGL sjogl = new SimpleJOGL(canvas); canvas.addKeyListener(sjogl); canvas.addGLEventListener(sjogl); frame.add(canvas); frame.setSize(640, 480); final Animator animator = new Animator(canvas); frame.addWindowListener(new WindowAdapter() { #Override public void windowClosing(WindowEvent e) { // Run this on another thread than the AWT event queue to // make sure the call to Animator.stop() completes before // exiting new Thread(new Runnable() { public void run() { animator.stop(); System.exit(0); } }).start(); } }); // Center frame frame.setLocationRelativeTo(null); frame.setVisible(true); animator.start(); } public void init(GLAutoDrawable drawable) { // Use debug pipeline // drawable.setGL(new DebugGL(drawable.getGL())); GL gl = drawable.getGL(); System.err.println("INIT GL IS: " + gl.getClass().getName()); // Enable VSync gl.setSwapInterval(1); // double buffer gl.glEnable(GL.GL_DOUBLEBUFFER); drawable.setAutoSwapBufferMode(false); // Enable VSync gl.setSwapInterval(1); // Setup the drawing area and shading mode gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens. gl.glTexEnvi(GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_REPLACE); gl.glEnable(GL.GL_TEXTURE_2D); gl.glDisable(GL.GL_BLEND); // -- lighting -- gl.glEnable(GL.GL_COLOR_MATERIAL); gl.glLightModelf(GL.GL_LIGHT_MODEL_TWO_SIDE, 1.0f); gl.glColorMaterial(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE); gl.glEnable(GL.GL_MAP1_VERTEX_3); gl.glHint(GL.GL_POLYGON_SMOOTH_HINT, GL.GL_NICEST); gl.glLightfv(GL.GL_LIGHT0, GL.GL_AMBIENT, new float[]{.3f,.3f,.3f,1.f},0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_DIFFUSE, new float[]{.55f,.55f,.55f,1.f},0); gl.glLightfv(GL.GL_LIGHT0, GL.GL_SPECULAR, new float[]{.05f,.05f,.05f,1.f}, 0); gl.glFrontFace(GL.GL_CCW); gl.glEnable(GL.GL_LIGHT0); gl.glEnable(GL.GL_LIGHTING); gl.glEnable(GL.GL_DEPTH_TEST); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_AMBIENT_AND_DIFFUSE, new float[]{.5f,.5f,.5f,1.0f}, 0); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SPECULAR, new float[]{.05f, .05f, .05f, 1.0f}, 0); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_EMISSION, new float[]{0.01f, 0.01f, 0.01f, 1.f}, 0); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_SHININESS, new float[]{30}, 0); gl.glMaterialfv(GL.GL_FRONT_AND_BACK, GL.GL_COLOR_INDEXES, new float[]{1.0f, 0.0f, 0.0f, 1.0f}, 0); gl.glCullFace(GL.GL_BACK); gl.glDisable(GL.GL_BLEND); gl.glEnable(GL.GL_RESCALE_NORMAL); lists = gl.glGenLists(3); this.needsRotate = true; this.needsTexture = true; } private void reTexture(GL gl) { BufferedImage image1 = makeImage(c1); BufferedImage image2 = makeImage(c2); makeShape(gl, image1, image2); } private BufferedImage makeImage(Color c) { int y = 1200; int x = 1024; BufferedImage image = new BufferedImage(y, y, BufferedImage.TYPE_INT_RGB); Graphics2D g = image.createGraphics(); g.setBackground(Color.white); g.clearRect(0, 0, y,y); Rectangle2D r = new Rectangle2D.Float(128,128,x-256,x-256); g.setColor(c); g.fill(r); g.dispose(); return image; } private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) { float x = 1024.f/1200.f; texture1 = TextureIO.newTexture(image1, false) ; texture2 = TextureIO.newTexture(image2, false) ; gl.glNewList(lists+1, GL.GL_COMPILE); gl.glColor3f(0f, .8f, .4f); // Drawing Using Triangles gl.glBegin(GL.GL_POLYGON); gl.glTexCoord2f(0, 0); gl.glVertex3f(0.0f, 0.0f, 0.0f); // Top gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(x, 0); gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(x, x); gl.glVertex3f(1.0f, 1.0f, 0.0f); // Bottom Right gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(0, x); gl.glVertex3f(0f, 1.0f, 0.0f); // Bottom Right gl.glNormal3f(0, 0, 1); gl.glEnd(); texture1.disable(); gl.glEndList(); gl.glNewList(lists+2, GL.GL_COMPILE); texture2.enable(); texture2.bind(); gl.glBegin(GL.GL_POLYGON); gl.glTexCoord2f(0, 0); gl.glVertex3f(0.0f, 0.0f, 0.0f); // Top gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(x, 0); gl.glVertex3f(1.0f, 0.0f, 0.0f); // Bottom Left gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(x, x); gl.glVertex3f(1.0f, -1.0f, 0.0f); // Bottom Right gl.glNormal3f(0, 0, 1); gl.glTexCoord2f(0, x); gl.glVertex3f(0f, -1.0f, 0.0f); // Bottom Right gl.glNormal3f(0, 0, 1); gl.glEnd(); texture2.disable(); gl.glEndList(); } public void rotate(GL gl) { gl.glNewList(lists, GL.GL_COMPILE); gl.glLoadIdentity(); gl.glTranslatef(-2.f, 0.f, -6.f); gl.glRotatef(angle, 1.0f, 0.f, 0.f); gl.glCallList(lists+1); gl.glRotatef(-45, 1.f, 0.f, 0.f); gl.glCallList(lists+2); gl.glEndList(); } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { GL gl = drawable.getGL(); GLU glu = new GLU(); if (height <= 0) { // avoid a divide by zero error! height = 1; } final float h = (float) width / (float) height; gl.glViewport(0, 0, width, height); gl.glMatrixMode(GL.GL_PROJECTION); gl.glLoadIdentity(); glu.gluPerspective(45.0f, h, 1.0, 20.0); gl.glMatrixMode(GL.GL_MODELVIEW); gl.glLoadIdentity(); } public void display(GLAutoDrawable drawable) { GL gl = drawable.getGL(); if (needsTexture) { reTexture(gl); needsTexture = false; } gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT); gl.glLightfv(GL.GL_LIGHT0, GL.GL_POSITION, new float[]{1.f, 1.f, 1.f, 0.f}, 0); gl.glLoadIdentity(); gl.glTranslatef(-2.f, 0.f, -6.f); gl.glRotatef(angle, 1.0f, 0.f, 0.f); texture1.enable(); texture1.bind(); gl.glCallList(lists+1); texture1.disable(); gl.glRotatef(-45, 1.f, 0.f, 0.f); gl.glCallList(lists+2); // Flush all drawing operations to the graphics card drawable.swapBuffers(); } public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) { } public void keyPressed(KeyEvent e) { if (e.getKeyCode() == KeyEvent.VK_DOWN) { angle -= 5; needsRotate = true; } if (e.getKeyCode() == KeyEvent.VK_UP) { angle += 5; needsRotate = true; } if (e.getKeyCode() == KeyEvent.VK_ENTER) { Color c = c1; c1 = c2; c2 = c; needsTexture = true; } } public void keyReleased(KeyEvent e) { } public void keyTyped(KeyEvent e) { canvas.repaint(); } } thank you!
You need to dispose of the textures when you have finished with them, e.g. private void makeShape(GL gl, BufferedImage image1, BufferedImage image2) { if (texture1 != null) { texture1.dispose(); } texture1 = TextureIO.newTexture(image1, false) ; if (texture2 != null) { texture2.dispose(); } texture2 = TextureIO.newTexture(image2, false) ; // ... } otherwise you will eventually run out of texture names. Note: Texture does not have a finalizer.