Reputation: 319
I have successfully displayed a Cube with the same texture on all 6 sides (e.g a crate) but I am now trying to make a skybox (6 different textures 1 for each side). The skybox is only displaying white on all sides. each texture works on the crate cube so the textures are fine (i think.) Here is my code and some screen shots.
TexturedCube class (the one for a crate etc)
package com.dissertation.dnativeapp;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.util.Log;
/*
* A cube with texture.
* Define the vertices for only one representative face.
* Render the cube by translating and rotating the face.
*/
public class TexturedCube {
private static final String TAG = "texcube";
private FloatBuffer vertexBuffer; // Buffer for vertex-array
private FloatBuffer texBuffer; // Buffer for texture-coords-array (NEW)
private float[] vertices = { // Vertices for a face
-1.0f, -1.0f, 0.0f, // 0. left-bottom-front
1.0f, -1.0f, 0.0f, // 1. right-bottom-front
-1.0f, 1.0f, 0.0f, // 2. left-top-front
1.0f, 1.0f, 0.0f // 3. right-top-front
};
float[] texCoords = { // Texture coords for the above face (NEW)
0.0f, 1.0f, // A. left-bottom (NEW)
1.0f, 1.0f, // B. right-bottom (NEW)
0.0f, 0.0f, // C. left-top (NEW)
1.0f, 0.0f // D. right-top (NEW)
};
int[] textureIDs = new int[1]; // Array for 1 texture-ID (NEW)
// Constructor - Set up the buffers
public TexturedCube() {
// Setup vertex-array buffer. Vertices in float. An float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder()); // Use native byte order
vertexBuffer = vbb.asFloatBuffer(); // Convert from byte to float
vertexBuffer.put(vertices); // Copy data into buffer
vertexBuffer.position(0); // Rewind
// Setup texture-coords-array buffer, in float. An float has 4 bytes (NEW)
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asFloatBuffer();
texBuffer.put(texCoords);
texBuffer.position(0);
}
// Draw the shape
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW); // Front face in counter-clockwise orientation
gl.glEnable(GL10.GL_CULL_FACE); // Enable cull face
gl.glCullFace(GL10.GL_BACK); // Cull the back face (don't display)
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Enable texture-coords-array (NEW)
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer); // Define texture-coords buffer (NEW)
// front
gl.glPushMatrix();
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// left
gl.glPushMatrix();
gl.glRotatef(270.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// back
gl.glPushMatrix();
gl.glRotatef(180.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// right
gl.glPushMatrix();
gl.glRotatef(90.0f, 0.0f, 1.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// top
gl.glPushMatrix();
gl.glRotatef(270.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// bottom
gl.glPushMatrix();
gl.glRotatef(90.0f, 1.0f, 0.0f, 0.0f);
gl.glTranslatef(0.0f, 0.0f, 1.0f);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY); // Disable texture-coords-array (NEW)
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisable(GL10.GL_CULL_FACE);
}
// Load an image into GL texture
public void loadTexture(GL10 gl, Context context) {
gl.glGenTextures(1, textureIDs, 0); // Generate texture-ID array
Log.d(TAG, "gen number = " + textureIDs[0]);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]); // Bind to texture ID
// Set up texture filters
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
// Construct an input stream to texture image "res\drawable\nehe.png"
InputStream istream = context.getResources().openRawResource(R.drawable.crate);
Bitmap bitmap;
try {
// Read and decode input as bitmap
bitmap = BitmapFactory.decodeStream(istream);
} finally {
try {
istream.close();
} catch(IOException e) { }
}
// Build Texture from loaded bitmap for the currently-bind texture ID
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
}
SkyBox class
package com.dissertation.dnativeapp;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLUtils;
import android.util.Log;
/*
* A photo cube with 6 pictures (textures) on its 6 faces.
*/
public class SkyBox {
private static final String TAG = "skybox";
private FloatBuffer vertexBuffer; // Vertex Buffer
private FloatBuffer texBuffer; // Texture Coords Buffer
private int numFaces = 6;
private int[] imageFileIDs = { // Image file IDs
R.drawable.front3,
R.drawable.left3,
R.drawable.back3,
R.drawable.right3,
R.drawable.top3,
R.drawable.bot3
};
private int[] textureIDs = new int[numFaces];
private Bitmap[] bitmap = new Bitmap[numFaces];
private float cubeHalfSize = 1.2f;
// Constructor - Set up the vertex buffer
public SkyBox(Context context) {
// Allocate vertex buffer. An float has 4 bytes
ByteBuffer vbb = ByteBuffer.allocateDirect(12 * 4 * numFaces);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
// Read images. Find the aspect ratio and adjust the vertices accordingly.
for (int face = 0; face < numFaces; face++) {
bitmap[face] = BitmapFactory.decodeStream(
context.getResources().openRawResource(imageFileIDs[face]));
int imgWidth = bitmap[face].getWidth();
int imgHeight = bitmap[face].getHeight();
float faceWidth = 2.0f;
float faceHeight = 2.0f;
// Adjust for aspect ratio
if (imgWidth > imgHeight) {
faceHeight = faceHeight * imgHeight / imgWidth;
} else {
faceWidth = faceWidth * imgWidth / imgHeight;
}
float faceLeft = -faceWidth / 2;
float faceRight = -faceLeft;
float faceTop = faceHeight / 2;
float faceBottom = -faceTop;
// Define the vertices for this face
float[] vertices = {
faceLeft, faceBottom, 0.0f, // 0. left-bottom-front
faceRight, faceBottom, 0.0f, // 1. right-bottom-front
faceLeft, faceTop, 0.0f, // 2. left-top-front
faceRight, faceTop, 0.0f, // 3. right-top-front
};
vertexBuffer.put(vertices); // Populate
}
vertexBuffer.position(0); // Rewind
// Allocate texture buffer. An float has 4 bytes. Repeat for 6 faces.
float[] texCoords = {
0.0f, 1.0f, // A. left-bottom
1.0f, 1.0f, // B. right-bottom
0.0f, 0.0f, // C. left-top
1.0f, 0.0f // D. right-top
};
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4 * numFaces);
tbb.order(ByteOrder.nativeOrder());
texBuffer = tbb.asFloatBuffer();
for (int face = 0; face < numFaces; face++) {
texBuffer.put(texCoords);
}
texBuffer.position(0); // Rewind
}
// Render the shape
public void draw(GL10 gl) {
gl.glFrontFace(GL10.GL_CCW);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texBuffer);
// front
gl.glPushMatrix();
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[0]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
gl.glPopMatrix();
// left
gl.glPushMatrix();
gl.glRotatef(270.0f, 0f, 1f, 0f);
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[1]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 4, 4);
gl.glPopMatrix();
// back
gl.glPushMatrix();
gl.glRotatef(180.0f, 0f, 1f, 0f);
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[2]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 8, 4);
gl.glPopMatrix();
// right
gl.glPushMatrix();
gl.glRotatef(90.0f, 0f, 1f, 0f);
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[3]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 12, 4);
gl.glPopMatrix();
// top
gl.glPushMatrix();
gl.glRotatef(270.0f, 1f, 0f, 0f);
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[4]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 16, 4);
gl.glPopMatrix();
// bottom
gl.glPushMatrix();
gl.glRotatef(90.0f, 1f, 0f, 0f);
gl.glTranslatef(0f, 0f, cubeHalfSize);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[5]);
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 20, 4);
gl.glPopMatrix();
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
// Load images into 6 GL textures
public void loadTexture(GL10 gl) {
gl.glGenTextures(6, textureIDs, 0); // Generate texture-ID array for 6 IDs
Log.d(TAG, "gen number = " + textureIDs[0]);
// Generate OpenGL texture images
for (int face = 0; face < numFaces; face++) {
Log.d(TAG, "gen number " + face + " = " + textureIDs[face]);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textureIDs[face]);
// Build Texture from loaded bitmap for the currently-bind texture ID
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap[face], 0);
bitmap[face].recycle();
}
}
}
MyGLRenderer
package com.dissertation.dnativeapp;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView;
import android.opengl.GLU;
import android.util.Log;
import com.dissertation.dnativeapp.GVariables;
public class MyGLRenderer implements GLSurfaceView.Renderer {
private static final String TAG = "render";
private Context context; // Application context needed to read image (NEW)
private TexturedCube cube;
private Cube cube1;
private SkyBox skybox;
private int scene;
private int number;
// For controlling cube's z-position, x and y angles and speeds (NEW)
float angleX = 0;
float angleY = 0;
float speedX = 0;
float speedY = 0;
float z = -6.0f;
// Constructor
public MyGLRenderer(Context context) {
this.context = context; // Get the application context (NEW)
cube = new TexturedCube();
cube1 = new Cube();
skybox = new SkyBox(context);
//get scene value
scene = GVariables.getScene();
}
// Call back when the surface is first created or re-created.
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set color's clear-value to black
gl.glClearDepthf(1.0f); // Set depth's clear-value to farthest
gl.glEnable(GL10.GL_DEPTH_TEST); // Enables depth-buffer for hidden surface removal
gl.glDepthFunc(GL10.GL_LEQUAL); // The type of depth testing to do
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST); // nice perspective view
gl.glShadeModel(GL10.GL_SMOOTH); // Enable smooth shading of color
gl.glDisable(GL10.GL_DITHER); // Disable dithering for better performance
if(scene == 1)
{
// Setup Texture, each time the surface is created (NEW)
cube.loadTexture(gl, context); // Load image into Texture (NEW)
}
if(scene == 2)
{
skybox.loadTexture(gl);
}
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture (NEW)
}
// Call back after onSurfaceCreated() or whenever the window's size changes.
public void onSurfaceChanged(GL10 gl, int width, int height) {
if (height == 0) height = 1; // To prevent divide by zero
float aspect = (float)width / height;
// Set the viewport (display area) to cover the entire window
gl.glViewport(0, 0, width, height);
// Setup perspective projection, with aspect ratio matches viewport
gl.glMatrixMode(GL10.GL_PROJECTION); // Select projection matrix
gl.glLoadIdentity(); // Reset projection matrix
// Use perspective projection
GLU.gluPerspective(gl, 45, aspect, 0.1f, 100.f);
gl.glMatrixMode(GL10.GL_MODELVIEW); // Select model-view matrix
gl.glLoadIdentity(); // Reset
// You OpenGL|ES display re-sizing code here
// ......
}
// Call back to draw the current frame.
public void onDrawFrame(GL10 gl) {
//get number of objects
Log.d(TAG, "getting number");
number = GVariables.getNumberOfObjects();
Log.d(TAG, "number got");
// Clear color and depth buffers
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
if(scene == 1)
{
for(int i = 0; i < number; i++)
{
// ----- Render the Cube -----
gl.glLoadIdentity(); // Reset the current model-view matrix
gl.glTranslatef((-3 + (3*i)), 0.0f, z); // Translate into the screen
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate (NEW)
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate (NEW)
gl.glScalef(0.8f, 0.8f, 0.8f);
cube.draw(gl);
}
}
if(scene == 0)
{
for(int i = 0; i < number; i++)
{
gl.glLoadIdentity();
gl.glTranslatef((-3 + (3*i)), 0.0f, z);
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate (NEW)
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate (NEW)
gl.glScalef(0.8f, 0.8f, 0.8f);
cube1.draw(gl);
}
}
if(scene == 2)
{
gl.glLoadIdentity();
gl.glTranslatef(0.0f, 0.0f, z);
gl.glRotatef(angleX, 1.0f, 0.0f, 0.0f); // Rotate (NEW)
gl.glRotatef(angleY, 0.0f, 1.0f, 0.0f); // Rotate (NEW)
gl.glScalef(1.0f, 1.0f, 1.0f);
skybox.draw(gl);
}
// Update the rotational angle after each refresh (NEW)
angleX += speedX;
angleY += speedY;
}
}
and if you need it MainActivity
package com.dissertation.dnativeapp;
import android.os.Bundle;
import android.app.Activity;
import android.content.Context;
import android.content.Intent;
import android.view.Menu;
import android.view.View;
import android.widget.Button;
import android.widget.CheckBox;
import android.widget.CompoundButton;
import android.widget.CompoundButton.OnCheckedChangeListener;
import android.util.Log;
public class MainActivity extends Activity {
private static final String TAG = MainActivity.class.getSimpleName();
int scene;
int number;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
scene = 0;
Button basic = (Button) findViewById(R.id.Basic_Button);
Button textured = (Button) findViewById(R.id.Textured_Button);
Button complicated = (Button) findViewById(R.id.Complicated_Button);
final CheckBox cb1 = (CheckBox) findViewById(R.id.checkBox1);
final CheckBox cb2 = (CheckBox) findViewById(R.id.checkBox2);
final CheckBox cb3 = (CheckBox) findViewById(R.id.checkBox3);
cb1.setOnCheckedChangeListener(new OnCheckedChangeListener()
{
public void onCheckedChanged(CompoundButton buttonView,
boolean isChecked)
{
cb2.setChecked(false);
cb3.setChecked(false);
}
});
cb2.setOnCheckedChangeListener(new OnCheckedChangeListener()
{
public void onCheckedChanged(CompoundButton buttonView, boolean isChecked)
{
cb1.setChecked(false);
cb3.setChecked(false);
}
});
cb3.setOnCheckedChangeListener(new OnCheckedChangeListener()
{
public void onCheckedChanged(CompoundButton buttonView, boolean isChecked)
{
cb1.setChecked(false);
cb2.setChecked(false);
}
});
basic.setOnClickListener(new View.OnClickListener() {
public void onClick(View view) {
if(cb1.isChecked())
{
GVariables.setNumberOfObjects(1);
}
else if(cb2.isChecked())
{
GVariables.setNumberOfObjects(2);
}
else if(cb3.isChecked())
{
GVariables.setNumberOfObjects(3);
}
else
{
GVariables.setNumberOfObjects(1);
}
scene = 0;
GVariables.setScene(scene);
Intent myIntent = new Intent(view.getContext(), MyGLActivity.class);
startActivityForResult(myIntent, 0);
}
});
textured.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
if(cb1.isChecked())
{
GVariables.setNumberOfObjects(1);
}
else if(cb2.isChecked())
{
GVariables.setNumberOfObjects(2);
}
else if(cb3.isChecked())
{
GVariables.setNumberOfObjects(3);
}
else
{
GVariables.setNumberOfObjects(1);
}
scene = 1;
GVariables.setScene(scene);
Intent myIntent = new Intent(v.getContext(), MyGLActivity.class);
startActivityForResult(myIntent, 0);
}
});
complicated.setOnClickListener(new View.OnClickListener() {
public void onClick(View v) {
// TODO Auto-generated method stub
scene = 2;
GVariables.setScene(scene);
Intent myIntent = new Intent(v.getContext(), MyGLActivity.class);
startActivityForResult(myIntent, 0);
}
});
}
}
-edit I cant post images, but white faces for the skybox
Upvotes: 0
Views: 1260
Reputation: 16774
I am not too certain but it might be that you are missing setting parameters for textures:
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
in your "for" loop when creating textures (after every "bind" call).
Anyway, you posted much too much code to read this...
Upvotes: 2