java opengl: glDrawElements() with >32767 vertices - java

I have a complex model that has >32767 vertices. now, the indices can only be passed to opengl as type GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT. java has no concept of unsigned, so the unsigned short option maps to simply (signed) short, which is 16 bits, or +32767. when I specify the vertices, i need to pass opengl a short[], where the values in the array point to a vertex in the vertice array. however, if there are >32767 vertices, the value won't fit in the short[].
Is there another way to specify the indices? code snippet is below,
short[] shorts = ... read the indices ...;
...
ShortBuffer indicesBuffer = null;
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * Short.SIZE / 8);
ibb.order(ByteOrder.nativeOrder());
indicesBuffer = ibb.asShortBuffer();
indicesBuffer.put(indices);
indicesBuffer.position(0);
...
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices, GL10.GL_UNSIGNED_SHORT, indicesBuffer);
...

I haven't used OpenGL from Java so I'm speculating here, but there's a good chance that you can just use the negative numbers whose binary reprentation is the same as the unsigned positive numbers you really want. You're giving GL some byte pairs and telling it to interpret them as unsigned, and as long as they have the right value when interpreted that way, it should work. It doesn't matter if Java thought they meant something different when it stored those bits in memory.
If you're iterating, just ignore the wraparound and keep on incrementing. When you get to -1, you're done.
If you're calculating the index numbers as ints (which don't have this range problem) and then casting to short, subtract 65536 from any number that's greater than 32767.

Related

random byte to int java

In the Random class, define a nextByte method that returns a value of the primitive type
byte. The values returned in a sequence of calls should be uniformly distributed over all the
possible values in the type.
In the Random class, define a nextInt method that returns a value of the primitive type
int. The values returned in a sequence of calls should be uniformly distributed over all the possible
values in the type.
(Hint: Java requires implementations to use the twos-complement representation for integers.
Figure out how to calculate a random twos-complement representation from four random byte
values using Java’s shift operators.)
Hi I was able to do part 3 and now I need to use 3. to solve 4. but I do not know what to do. I was thinking of using nextByte to make an array of 4 bytes then would I take twos complement of each so I wouldn't have negative numbers and then I would put them together into one int.
byte[] bytes = {42,-15,-7, 8} Suppose nextByte returns this bytes.
Then I would take the twos complement of each which i think would be {42, 241, 249, 8}. Is this what it would look like and why doesn't this code work:
public static int twosComplement(int input_value, int num_bits){
int mask = (int) Math.pow(2, (num_bits - 1));
return -(input_value & mask) + (input_value & ~mask);
}
Then I would use the following to put all four bytes into an int, would this work:
int i= (bytes[0]<<24)&0xff000000|
(bytes[1]<<16)&0x00ff0000|
(bytes[2]<< 8)&0x0000ff00|
(bytes[3]<< 0)&0x000000ff;
Please be as specific as possible.
The assignment says that Java already uses two's complement integers. This is a useful property that simplifies the rest of the code: it guarantees that if you group together 32 random bits (or in general however many bits your desired output type has), then this covers all possible values exactly once and there are no invalid patterns.
That might not be true of some other integer representations, which might only have 2³²-1 different values (leaving an invalid pattern that you would have to avoid) or have 2³² valid patterns but both a "positive" and a "negative" zero, which would cause a random bit pattern to have a biased "interpreted value" (with zero occurring twice as often as it should).
So that it not something for you to do, it is a convenient property for you to use to keep the code simple. Actually you already used it. This code:
int i= (bytes[0]<<24)&0xff000000|
(bytes[1]<<16)&0x00ff0000|
(bytes[2]<< 8)&0x0000ff00|
(bytes[3]<< 0)&0x000000ff;
Works properly thanks to those properties. By the way it can be simplified a bit: after shifting left by 24, there is no more issue with sign-extension, all the extended bits have been shifted out. And shifting left by 0 is obviously a no-op. So (bytes[0]<<24)&0xff000000 can be written as (bytes[0]<<24), and (bytes[3]<< 0)&0x000000ff as bytes[3]&0xff. But you can keep it as it was, with the nice regular structure.
The twosComplement function is not necessary.

Invert image pixels

I'm currently trying to convert a piece of matlab code to java. The purpose of the code is to invert and normalize the image pixels of an image file. In java, the pixels are stored in a byte array. Below is the Matlab code of importance:
inp2=1024.-inp.-min; %inp is the input array (double precision). min is the minimum value in that matrix.
The image is 16 bit, but is using only 10 bits for storage, so that's where the 1024 comes from (2^10). I know definitively that this code works in matlab. However, I'm personally not proficient in matlab, and my java translation isn't behaving the same way as its counterpart.
Below is the method where I've tried inverting the image matrix:
//bitsStored is the bit depth. In this test, it is 10.
//imageBytes is the pixel data in a byte array
public static short[] invert(int bitsStored) {
short min = min(imageBytes);//custom method. Gets the minimum value in the byte array.
short range = (short) (2 << bitsStored);
short[] holder = new short[imageBytes.length];
for (int i = 0; i < imageBytes.length; i++) {
holder[i] = (short) (range - imageBytes[i] - min);
}
imageBytes = holder;
return imageBytes;
}
However, instead of inverting the color channels, the image loses some data and becomes much harsher looking (higher contrast, less blend, etc). What am I doing wrong here?
Let me know if I can make anything clearer for you. Thank you.
UPDATE:
Hi, I have another question regarding this code. Can the above code (fixed to short[] not byte[]) be used in reverse on the same file? As in, if I rerun through this code using an inverted version of the original image, should I get the original input/image from the start of the program? The only problem with it I think is that the min value changes between runs.
byte has range from -128 to 127, it cannot hold 1024 different values. So either you need to use a wider type (like short) to model your points, or your byte array has to be unpacked before processing.
One more thing: double is floating point and it does not play well with integers used in the rest of your code. The following seems better:
short range = 1 << bitsStored; // 2^bitsStored
Correct equation for inversion is:
newValue[i] = maxPossibleValue - currentValue[i]
Your maxPossibleValue is 1024.
Other thing is that you can't have image with depth of 10 bits in array of bytes (cause they've 8 bits)
On your second question about the reversibility of your algorithm.
Your formula looks like result[i] = 1024 - min(data) - data[i] where data ranges from 0 to 1023. Let's imagine that all your data points are 1023. Then min is 1023, so all the result[i] will be -1022.
So the result does not even fit in the same range as the data.
Then, if you run your algorithm with that result array to produce result1, all its points will be 1024 - (-1022) - (-1022) i.e. 3068, and not the original 1023.
So the answer is not, double application of this algorithm does not produce result equal to the input.
Please note that the algorithm mentioned in another answer (maxPossibleValue - currentValue[i]) keeps range and it is reverses when applied twice.
BTW, it should be
short range = (short) (1 << bitsStored);
instead of
short range = (short) (2 << bitsStored);
to produce 2^bitsStored.

Combining elements of a byte[] array into 16-bit numbers

This is an excerpt of code from a music tuner application. A byte[] array is created, audio data is read into the buffer arrays, and then the for loop iterates through buffer and combines the values at indices n,n+1, to create an array of 16-bit numbers that is half the length.
byte[] buffer = new byte[2*1200];
targetDataLine.read(buffer, 0, buffer.length)
for ( int i = 0; i < n; i+=2 ) {
int value = (short)((buffer[i]&0xFF) | ((buffer[i+1]&0xFF) << 8)); //**Don't understand**
a[i >> 1] = value;
}
So far, what I have is this:
From a different SO post, I learned that every byte being stored in a larger type must be & with 0xFF, due to its conversion to a 32-bit number. I guess the leading 24 bits are filled with 1s (though I don't know why it isn't filled with zeros... wouldn't leading with 1s change the value of the number? 000000000010 (2) is different from 111111110010 (-14), after all.), so the purpose of 0xff is to only grab the last 8 bits (which is the whole byte).
When buffer[i+1] is shifted left by 8 bits, this makes it so that, when ORing, the eight bits from buffer[i+1] are in the most significant positions, and the eight bits from buffer[i] are in the least significant eight bits. We wind up with a 16-bit number that is of the form buffer[i+1] + buffer[i]. (I'm using + but I understand it's closer to concatenation.)
First, why are we ORing buffer[i] | buffer[i+1] << 8? This seems to destroy the original sound information unless we pull it back out in the same way; while I understand that OR will combine them into one value, I don't see how that value can be useful or used in calculations later. And the only way this data is accessed later is as its literal values:
diff += Math.abs(a[j]-a[i+j];
If I have 101 and 111, added together I should get 12, or 1100. Yet 101 | 111 << 3 gives 111101, which is equal to 61. The closest I got to understanding was that 101 (5) | 111000 (56) is the same as adding 5+56=61. But the order matters -- doing the reverse 101 <<3 | 111 is completely different. I really don't understand how the data can remain useful, when it is OR'd in this way.
The other problem I'm having is that, because Java uses signed bytes, the eighth position doesn't indicate the value, but the sign. If I'm ORing two binary signed numbers, then in the resulting 16-bit number, the bit at 2⁷ is now acting as a value instead of a placeholder. If I had a negative byte before running the OR, then in my final value post-operation, it would now erroneously be acting as though the original number had a positive 2⁷ in it. 0xff doesn't get rid of this, because it preserves the eighth, signed byte, so shouldn't this be a problem?
For example, 1111 (-1) and 0101, when OR'd, might give 01011111. But 1111 wasn't representing POSITIVE 1111, it was representing the signed version; yet in the final answer, it now is acting as a positive 2³.
UPDATE: I marked the accepted answer, but it took that + a little extra work to figure out where I went wrong. For anyone who may read this in the future:
As far as the signing goes, the code I have uses signed bytes. My only guess as to why this doesn't mess anything up is because all of the values received might be of positive sign. Except that this doesn't make sense, given a waveform varies amplitude from [-1,1]. I'm going to play around with this to try and figure it out. If there are negative signs, the implementation of code here doesn't seem to remove the 1 when ORing, so I suspect that it doesn't affect the computation too much (given that we're dealing with really large values (diff += means diff will be really large -- a few extra 1s shouldn't hurt the outcome given the code and the comparisons it relies on. So this was all wrong. I gave it some more thought and it's really simple, actually -- the only reason this was such a problem is because I didn't know about big-endian, and then once I read about it, I misunderstood exactly how it is implemented. Endian-ness explained in the next bulletpoint.
Regarding the order in which the bits are placed, destroying the sound, etc. The code I'm using sets bigEndian=false, meaning that the byte order goes from least significant byte to most significant byte. For this reason, combining the two indices of buffer requires taking the second index, placing its bits first, and placing the first index as second (so we are now in big-endian byte order). One of the problems I had was the impression that "endian-ness" determines the bit order. I thought 10010101 big-endian would become 10101001 small-endian. Turns out this is not the case -- the bits in each byte remain in their original order; the difference is that the bytes are ordered "backward". So 10110101 111000001 big-endian becomes 11100001 10110101 -- same bit order within each byte; however, different byte order.
Finally, I'm not sure why, but the accepted answer is correct: targetDataLine.read() may place the bits into a byte array only (not just in my code, but in all Java code using targetDataLine -- read() only accepts arguments where the destination var is a byte array), but the data is in fact one short split into two bytes. It is for this reason that every two indices must be combined together.
Coming back to the signing goes, it should be obvious by now why this isn't an issue. This is the commenting that I now have in the code, which more coherently explains what it took all of this^ to explain before:
/* The Javadoc explains that the targetDataLine will only read to a byte-typed array.
However, because the sample size is 16-bit, it is actually storing 16-bit numbers
there (shorts), auto-parsing them every eight bits. Additionally, because it is storing
them in little-endian, bits [2^0,2^7] are stored in index[i] in normal order (powers 76543210)
while bits [2^8,2^15] are stored in index[i+1]. So, together they currently read as [7-6-5-4-3-2-1-0 15-14-13-12-11-10-9-8],
which is a problem. In the next for loop, we take care of this and re-organize the bytes by swapping every pair (remember the bits are ok, but the bytes are out of order).
Also, although the array is signed, this will not matter when we combine bytes, because the sign-bit (2^15) will be placed
back at the beginning like it normally is; although 2^7 currently exists as the most significant bit in its byte,
it is not a sign-indicating bit,
because it is really the middle of the short which was split. */
This is combining the byte stream from input in low bytes first byte order to a stream of shorts in internal byte order.
With sign extesion it is more a question of the sign encoding of the original byte stream. If the original byte stream is unsigned (coding values from 0 to 255), then the overcomes the then unwanted effects of java treating values as signed. So educated guess is taht the external byte strem encodes unsigned bytes.
Judging whether the code is plausible needs information on what externel encoding is being treated and what internal encoding is used. E.g. (wild guess could be totally wrong!): the two byte junks read coud belong to 2 channels of a stereo sound encoding and are put into a single short for ease of internal processing. You should look at the encoding being read and the use of the converted data within the application.

Why are these signed bytes being read as unsigned bytes with LWJGL?

When you upload a ByteBuffer (java lang object) which stores signed bytes, with the LJWGL function, glBufferData(), it turns out the correct way for openGL to interpret the data on the corresponding buffer is with GL_UNSIGNED_BYTE.
Why is this? LWJGL does not seem to be converting the ByteBuffer to some other format, here is the source for the glBUfferData() function.
public static void glBufferData(int target, ByteBuffer data, int usage) {
ContextCapabilities caps = GLContext.getCapabilities();
long function_pointer = caps.glBufferData;
BufferChecks.checkFunctionAddress(function_pointer);
BufferChecks.checkDirect(data);
nglBufferData(target, data.remaining(), MemoryUtil.getAddress(data), usage, function_pointer);
}
Any idea why?
Edit:
I see why you guys may think there needs to be no conversion because unsigned bytes and bytes are stored the same way. But let me clarify, I put integral values of 1 2 3 4 5, etc, into this bytebuffer, presumably as signed bytes because that's what java handles. So these bytes are storing 12345 when using a signed interpretation, presumably. So why does openGL read 12345 with a unsigned interpretation instead of the signed interpretation, is the question.
note that the significance of the data is an index buffer.
To begin with, do not use GL_UNSIGNED_BYTE for vertex buffer indices. OpenGL supports this at the API level, but desktop GPU hardware manufactured in the past ~14 years generally do not support it at the hardware level. The driver will convert the indices to 16-bit in order to satisfy hardware constraints, so all you are actually doing is increasing the work-load on your driver. GL_UNSIGNED_SHORT is really the smallest index size you should use if you do not want to unnecessarily burden your driver. What it boils down to is unaligned memory access, you can use 8-bit indices if you want, but you will get better vertex performance if you use 16/32-bit instead.
To address the actual issue in this question, you are using GL_UNSIGNED_BYTE to interpret the vertex indices and in this case the range of the data type is irrelevant for values < 128. GL_UNSIGNED_BYTE vs. GL_SIGNED_BYTE really only matters for interpreting color values, because GL does fixed-point scaling in order to re-map the values from [-128, 127] -> [-1.0, 1.0] (signed) or [0, 255] -> [0.0, 1.0] (unsigned) for internal representation.
In the case of a vertex index, however, the number 5 is still 5 after it is converted from unsigned to signed or the other way around. There is no fixed-point to floating-point conversion necessary to interpret vertex indices, and so the range of values is not particularly important (assuming no overflow).
To that end, you have no choice in the matter when using vertex indices. The only valid enums are GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT and GL_UNSIGNED_INT. If your language cannot represent unsigned values, then the language binding for OpenGL will be responsible for figuring out exactly what these enums mean and how to handle them.
The main difference between signed and unsigned bytes is how you interpret the bits: negative values have the same bit patterns as values over 127. You don't need different types of storage for the two, and the conversion (which is really a no-op) works automatically using the two's complement system.

When casting a small integer type to a wider one, is it safe to rely on &ing with a mask to remove the sign?

I have code that stores values in the range 0..255 in a Java byte to save space in large data collections (10^9 records spread over a couple hundred arrays).
Without additional measures on recovery, the larger values are interpreted as being negative (because the Java integer types use two's complement representation).
I got this helpful hint from starblue in response to a related question, and I'm wondering if this technique is safe to rely on:
int iOriginal = 128, iRestore;
byte bStore = (byte) iOriginal; // reading this value directly would yield -128
iRestore = 0xff & bStore;
Yes, it's safe, indeed it's the most effective way of converting a byte into an (effectively) unsigned integer.
The byte half of the and operation will be sign-extended to an int, i.e. whatever was in bit 7 will be expanded into bits 8-31.
Masking off the bottom eight bits (i.e. & 0xff) then gives you an int that has zero in every bit from 8 - 31, and must therefore be in the range 0 ... 255.
See a related answer I gave here.

Categories