Reputation: 1525
EDIT 2: Take a look on the Triangle2d sample of this GitHub project for a complete, working sample.
EDIT: See the accepted answer for a link with a good explanation on how the ortographic matrix works. In the end, I tweaked the provided code a little:
float[] mvp = {
2f/width, 0f, 0f, 0f,
0f, -2f/height, 0f, 0f,
0f, 0f, 0f, 0f,
-1f, 1f, 0f, 1f
};
Please note that my z is fixed in 0 and w fixed in 1. This matrix make the origin (0,0) at the bottom-left of the screen; if you want the origin at top-left, try:
float[] mvp = {
2f/width, 0f, 0f, 0f,
0f, 2f/height, 0f, 0f,
0f, 0f, 0f, 0f,
-1f, -1f, 0f, 1f
};
Another problem was the call to GLES20.glUniformMatrix4fv
which I changed to:
FloatBuffer b = ByteBuffer.allocateDirect(mvp.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
b.put(mvp).position(0);
GLES20.glUniformMatrix4fv(uMvpPos, b.limit() / mvp.length, false, b);
If you want to mess with this a bit, try this online calculator. Just remember that the rows in your sorce file will be columns in the calculator.
Original Problem: I'm trying to draw a 2d triangle using OpenGLES 2.0 on android, but so far, not much success. These are my shaders:
(Vertex shader)
uniform mat4 uMvp;
attribute vec3 aPosition;
attribute vec3 aColor;
varying vec4 vColor;
void main() {
vColor = vec4(aColor.xyz, 1.0);
vec4 position = vec4(aPosition.xyz, 1.0);
gl_Position = uMvp * position;
};
(Fragment shader)
precision mediump float;
varying vec4 vColor;
void main(void)
{
gl_FragColor = vColor;
};
Then, in the onSurfaceChanged method of GLSurfaceView.Renderer, I put the following:
public void onSurfaceChanged(GL10 gl, int width, int height)
{
// here I load and compile the shaders and link the program.
// in the end, I use GLES20.glUseProgram(programHandle);
// (code omitted)
// create the matrix for the uniform
int uMvpPos = GLES20.glGetUniformLocation(programHandle, "uMvp");
float[] mvp = {width, 0f, 0f, 0f,
0f, -height, 0f, 0f,
0f, 0f, -2f, 0f,
-1f, 1, -1f, 1};
GLES20.glUniformMatrix4fv(uMvpPos, mvp.length * 4, false, mvp, 0);
// set viewport and clear color to white
GLES20.glViewport(0, 0, width, height);
GLES20.glClearColor(1f, 1f, 1f,1.0f);
}
I used the values of the matrix showed on this question. My intent here is to work with coordinates in the same way as a canvas works: (0,0) on top-left of screen and (width, height) on bottom-right.
And last but not least, this is the code of onDrawFrame:
public void onDrawFrame(GL10 gl)
{
int aPos = GLES20.glGetAttribLocation(programHandle,"aPosition");
int aColor = GLES20.glGetAttribLocation(programHandle,"aColor");
// assuming I correctly set up my coordinate system,
// these are the triangle coordinates and color
float[] data =
{
// XYZ, RGB
100f, 100f, 0f,
1f, 0f, 0f,
50f, 50f, 0f,
1f, 0f, 0f,
150f, 50f, 0f,
1f, 0f, 0f,
};
// put all my data into a float buffer
// the '* 4' is because a float has 4 bytes
FloatBuffer dataVertex = ByteBuffer.allocateDirect(data.length * 4).order(ByteOrder.nativeOrder()).asFloatBuffer();
dataVertex.put(data).position(0);
// set the POSITION values
// attribute, dataSize(number of elements), data type, normalized?, size(bytes), data
GLES20.glEnableVertexAttribArray(aPos);
GLES20.glVertexAttribPointer(aPos, 3, GLES20.GL_FLOAT, false, 6 * 4, dataVertex);
// set the COLOR values
dataVertex.position(3); // offset
GLES20.glEnableVertexAttribArray(aColor);
GLES20.glVertexAttribPointer(aColor, 3, GLES20.GL_FLOAT, false, 6 * 4, dataVertex);
// put a white background
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// and finally draw the triangle!
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3);
}
The end result is... a boring white screen, without the triangle. I guess I'm committing a very simple mistake, but I just can't spot it. Any thoughts?
Upvotes: 0
Views: 924
Reputation: 14099
Your orthographic projection matrix is wrong. Orthographic projection is defined as (in column major order):
2/(r-l), 0, 0, 0,
0, 2/(t-b), 0, 0,
0, 0, 2/(f-n), 0,
(r+l)/(l-r), (t+b)/(b-t), (f+n)/(n-f), 1
In your case r=0, l=width, t=height, b=0, f=1, n=0
and you get:
-2/width, 0, 0, 0,
0, 2/height, 0, 0,
0, 0, 2, 0,
1, -1, -1, 1
Upvotes: 1