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Opengl Es - Texture Map All Faces Of An 8 Vertex Cube?

Working through some OpenGL-ES tutorials, using the Android emulator. I've gotten up to texture mapping and am having some trouble mapping to a cube. Is it possible to map a textur

Solution 1:

You have to use 24 vertexes. In OpenGL, a vertex is more than just position, it is the collection of all vertex attributes. Every vertex array is accessed with the same index.

The infamous cube example is something almost everyone feels is inefficient when starting to use OpenGL, but in real-world, more complex models, the degree of duplication is quite low.

Solution 2:

I have "only" modified the GLES20TriangleRenderer.java file into the SDK example BasicGLSurfaceView, compile it and test it on two Android devices, an Android Phone and a Nexus 7 and this work good on the two devices :)

/*
 * Copyright (C) 2011 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.

   Modified by YLP (06 January 2014) for to handle a rotated texture mapped cube

 */package com.example.android.basicglsurfaceview;

import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;

classGLES20TriangleRendererimplementsGLSurfaceView.Renderer {

    publicGLES20TriangleRenderer(Context context) {
        mContext = context;

        // mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();// mTriangleVertices.put(mTriangleVerticesData).position(0);

        mTriangleVertices = ByteBuffer.allocateDirect(cubeVerticesStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        mTriangleVertices.put(cubeVerticesStrip).position(0);

        mTriangleTexcoords = ByteBuffer.allocateDirect(cubeTexCoordsStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
        mTriangleTexcoords.put(cubeTexCoordsStrip).position(0);

    }

    publicvoidonDrawFrame(GL10 glUnused) {
        // Ignore the passed-in GL10 interface, and use the GLES20// class's static methods instead.
        GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
        GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);

        GLES20.glEnable( GLES20.GL_DEPTH_TEST );
        GLES20.glDepthFunc( GLES20.GL_LEQUAL );
        GLES20.glDepthMask( true );

        GLES20.glUseProgram(mProgram);
        checkGlError("glUseProgram");

        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);

        // mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);// GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,//        TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);// checkGlError("glVertexAttribPointer maPosition");// mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);// GLES20.glEnableVertexAttribArray(maPositionHandle);// checkGlError("glEnableVertexAttribArray maPositionHandle");// GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,//         TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);// checkGlError("glVertexAttribPointer maTextureHandle");// GLES20.glEnableVertexAttribArray(maTextureHandle);// checkGlError("glEnableVertexAttribArray maTextureHandle");// From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube// (but slighty modified)
        mTriangleVertices.position(0);
        // GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
           GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 0, mTriangleVertices);
        GLES20.glEnableVertexAttribArray(maPositionHandle);

        mTriangleTexcoords.position(0);
        // GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
           GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 0, mTriangleTexcoords);
        GLES20.glEnableVertexAttribArray(maTextureHandle);

        longtime= SystemClock.uptimeMillis() % 4000L;
        floatangle=0.090f * ((int) time);
        floatscale=0.7f;

        Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);

        // YLP : add others movements cycles
        Matrix.rotateM(mMMatrix, 0, angle, 1.0f, 0.0f, 0.0f );
        // Matrix.rotateM(mMMatrix, 0, angle, 0.0f, 1.0f, 0.0f );// float scale = (float)( Math.abs( Math.sin( ((float)time) * (6.28f/4000.0f) ) ));
        Matrix.scaleM(mMMatrix, 0, scale, scale, scale);


        Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
        Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);

        GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);

        // Somes tests with only somes triangles// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); // worked initialy but only one triangle// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); // worked initialy but only two triangles// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); // GL_QUADS does not exist in GL 2.0  :(// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 8); // GL_QUADS does not exist in GL 2.0  :(// Draw the cube// TODO : make only one glDraWArrays() call instead one per face
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4);
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4);

        checkGlError("glDrawArrays");
    }

    publicvoidonSurfaceChanged(GL10 glUnused, int width, int height) {
        // Ignore the passed-in GL10 interface, and use the GLES20// class's static methods instead.
        GLES20.glViewport(0, 0, width, height);
        floatratio= (float) width / height;
        Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
    }

    publicvoidonSurfaceCreated(GL10 glUnused, EGLConfig config) {
        // Ignore the passed-in GL10 interface, and use the GLES20// class's static methods instead.
        mProgram = createProgram(mVertexShader, mFragmentShader);
        if (mProgram == 0) {
            return;
        }
        maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
        checkGlError("glGetAttribLocation aPosition");
        if (maPositionHandle == -1) {
            thrownewRuntimeException("Could not get attrib location for aPosition");
        }
        maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
        checkGlError("glGetAttribLocation aTextureCoord");
        if (maTextureHandle == -1) {
            thrownewRuntimeException("Could not get attrib location for aTextureCoord");
        }

        muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
        checkGlError("glGetUniformLocation uMVPMatrix");
        if (muMVPMatrixHandle == -1) {
            thrownewRuntimeException("Could not get attrib location for uMVPMatrix");
        }

        /*
         * Create our texture. This has to be done each time the
         * surface is created.
         */int[] textures = newint[1];
        GLES20.glGenTextures(1, textures, 0);

        mTextureID = textures[0];
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);

        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
                GLES20.GL_NEAREST);
        GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
                GLES20.GL_TEXTURE_MAG_FILTER,
                GLES20.GL_LINEAR);

        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
                GLES20.GL_REPEAT);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
                GLES20.GL_REPEAT);

        InputStreamis= mContext.getResources()
            .openRawResource(R.raw.robot);
        Bitmap bitmap;
        try {
            bitmap = BitmapFactory.decodeStream(is);
        } finally {
            try {
                is.close();
            } catch(IOException e) {
                // Ignore.
            }
        }

        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
        bitmap.recycle();

        Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
    }

    privateintloadShader(int shaderType, String source) {
        intshader= GLES20.glCreateShader(shaderType);
        if (shader != 0) {
            GLES20.glShaderSource(shader, source);
            GLES20.glCompileShader(shader);
            int[] compiled = newint[1];
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0) {
                Log.e(TAG, "Could not compile shader " + shaderType + ":");
                Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
                GLES20.glDeleteShader(shader);
                shader = 0;
            }
        }
        return shader;
    }

    privateintcreateProgram(String vertexSource, String fragmentSource) {
        intvertexShader= loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        if (vertexShader == 0) {
            return0;
        }

        intpixelShader= loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        if (pixelShader == 0) {
            return0;
        }

        intprogram= GLES20.glCreateProgram();
        if (program != 0) {
            GLES20.glAttachShader(program, vertexShader);
            checkGlError("glAttachShader");
            GLES20.glAttachShader(program, pixelShader);
            checkGlError("glAttachShader");
            GLES20.glLinkProgram(program);
            int[] linkStatus = newint[1];
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            if (linkStatus[0] != GLES20.GL_TRUE) {
                Log.e(TAG, "Could not link program: ");
                Log.e(TAG, GLES20.glGetProgramInfoLog(program));
                GLES20.glDeleteProgram(program);
                program = 0;
            }
        }
        return program;
    }

    privatevoidcheckGlError(String op) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e(TAG, op + ": glError " + error);
            thrownewRuntimeException(op + ": glError " + error);
        }
    }

    privatestaticfinalintFLOAT_SIZE_BYTES=4;
    privatestaticfinalintTRIANGLE_VERTICES_DATA_STRIDE_BYTES=5 * FLOAT_SIZE_BYTES;
    privatestaticfinalintTRIANGLE_VERTICES_DATA_POS_OFFSET=0;
    privatestaticfinalintTRIANGLE_VERTICES_DATA_UV_OFFSET=3;
    privatestaticfinalintTRIANGLE_TEXCOORDS_DATA_STRIDE_BYTES=2 * FLOAT_SIZE_BYTES;

    privatefinalfloat[] mTriangleVerticesData =
    {
            // X, Y, Z, U, V// initial triangle from the source// -1.0f,   -0.5f,          0,  -0.5f,   0.0f,//  1.0f,   -0.5f,          0,   1.5f,  -0.0f,// 0.0f,    1.11803399f,   0,   0.5f,   1.61803399f,// YLP : transform this to two triangles for to have a quad// -1, -1, 0,    0, 0,// 1, -1, 0,    1, 0,// -1,  1, 0,    0, 1,// 1,  1, 0,    1, 1,// -1,  1, 0,    0, 1,// 1, -1, 0,    1, 0// YLP :  use two quads with GL_TRIANGLE_STRIP// Don't work because this make one accordeon effect :(
            -1, -1, -1,    0, 0,
             1, -1, -1,    1, 0,
            -1,  1, -1,    0, 1,
             1,  1, -1,    1, 1,
            -1, -1,  1,    0, 0,
             1, -1,  1,    1, 0,
            -1,  1,  1,    0, 1,
             1,  1,  1,    1, 1,
    };

    // From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube/// (only moodify "static const GLfloat" to "private final float" on it)privatefinalfloat cubeVerticesStrip[] = {
            // Front face
            -1,-1,1, 1,-1,1, -1,1,1, 1,1,1,
            // Right face1,-1,1, 1,-1,-1, 1,1,1, 1,1,-1,
            // Back face1,-1,-1, -1,-1,-1, 1,1,-1, -1,1,-1,
            // Left face
            -1,-1,-1, -1,-1,1, -1,1,-1, -1,1,1,
            // Bottom face
            -1,-1,-1, 1,-1,-1, -1,-1,1, 1,-1,1,
            // Top face
            -1,1,1, 1,1,1, -1,1,-1, 1,1,-1

    };

    privatefinalfloat cubeTexCoordsStrip[] = {
            // Front face0,0, 1,0, 0,1, 1,1,
            // Right face0,0, 1,0, 0,1, 1,1,
            // Back face0,0, 1,0, 0,1, 1,1,
            // Left face0,0, 1,0, 0,1, 1,1,
            // Bottom face0,0, 1,0, 0,1, 1,1,
            // Top face0,0, 1,0, 0,1, 1,1
    };

    private FloatBuffer mTriangleVertices;
    private FloatBuffer mTriangleTexcoords;

    privatefinalStringmVertexShader="uniform mat4 uMVPMatrix;\n" +
        "attribute vec4 aPosition;\n" +
        "attribute vec2 aTextureCoord;\n" +
        "varying vec2 vTextureCoord;\n" +
        "void main() {\n" +
        "  gl_Position = uMVPMatrix * aPosition;\n" +
        "  vTextureCoord = aTextureCoord;\n" +
        "}\n";

    privatefinalStringmFragmentShader="precision mediump float;\n" +
        "varying vec2 vTextureCoord;\n" +
        "uniform sampler2D sTexture;\n" +
        "void main() {\n" +
        "  gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
        "}\n";

    privatefloat[] mMVPMatrix = newfloat[16];
    privatefloat[] mProjMatrix = newfloat[16];
    privatefloat[] mMMatrix = newfloat[16];
    privatefloat[] mVMatrix = newfloat[16];

    privatefloat[] mMMatrix2 = newfloat[16];

    privateint mProgram;
    privateint mTextureID;
    privateint muMVPMatrixHandle;
    privateint maPositionHandle;
    privateint maTextureHandle;

    private Context mContext;
    privatestaticStringTAG="GLES20TriangleRenderer";
}

=> I managed to implement this in just a few hours and this work :)

==> so if Android is not the best platform, this seem however a really good and viable plateform for that I begin to play a little more with some multimédia developments on Android's devices :)

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