Reputation: 4188
I am working on fixing the following project: objLoader
It works well, loading in an OBJ I found.
However, the project was missing code to deal with mapping a texture onto the object, so I have been adding it in.
I can now load my OBJ (a banana) and I can in fact see a texture on it!
BUT, the texture is not mapped properly. It appears to be tiled and distorted (see below)
Below is my code:
TDModel.java
public void draw(GL10 gl) {
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]); // bind texture
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
for(int i=0; i<parts.size(); i++){
TDModelPart t=parts.get(i);
Material m=t.getMaterial();
if(m!=null){
FloatBuffer a=m.getAmbientColorBuffer();
FloatBuffer d=m.getDiffuseColorBuffer();
FloatBuffer s=m.getSpecularColorBuffer();
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,GL10.GL_AMBIENT,a);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,GL10.GL_SPECULAR,s);
gl.glMaterialfv(GL10.GL_FRONT_AND_BACK,GL10.GL_DIFFUSE,d);
}
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
gl.glNormalPointer(GL10.GL_FLOAT, 0, t.getNormalBuffer());
gl.glDrawElements(GL10.GL_TRIANGLES,t.getFacesCount(),GL10.GL_UNSIGNED_SHORT,t.getFaceBuffer());
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
public void loadGLTexture(GL10 gl, Context context) {
// loading texture
InputStream is = null;
Bitmap bitmap = null;
try {
is = context.getAssets().open("banana.jpg");
bitmap = BitmapFactory.decodeStream(is);
} catch (IOException e) {
e.printStackTrace();
}
gl.glGenTextures(1, textures, 0);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
// create nearest filtered texture
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);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_CLAMP_TO_EDGE);
// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
// Clean up
bitmap.recycle();
}
MyRenderer.java
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
model.loadGLTexture(gl, getContext()); // load texture
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_AMBIENT, lightAmbientBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_DIFFUSE, lightDiffuseBuffer);
gl.glLightfv(GL10.GL_LIGHT0, GL10.GL_POSITION, lightPositionBuffer);
gl.glEnable(GL10.GL_LIGHT0);
gl.glEnable(GL10.GL_TEXTURE_2D); // Enable texture
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
Any ideas why its not wrapping correctly?
Here is the texture
Upvotes: 2
Views: 1286
Reputation: 2172
The real problem is with indices in your OBJ file.
Every attribute: pos, normal, texcoord use separate indexing.
So your faces specify which index should be used for every attribute separately on each of its 3 vertices.
You need to rearrange normals and texcoords so their indices will match vertex position indices.
Simplest solution is to allocate new array (not indexed with vertices count = 3 * face count) and fill it manually looking up attributes from indexed data.
Then you can draw it using DrawArrays (instead of DrawElements)
int faces, vertices, normals, texcoords;
int indexes[faces][3][3]; // currently your indices [face][vertex][attrib_index]
float vertex[vertices][3]; // your vertex positions
float normal[normals][3]; // your normals
float texcoord[texcoords][3]; // your texcoords
you need to convert to:
int vertices = 3*faces;
float vertex2[vertices][3]; // your vertex positions
float normal2[vertices][3]; // your normals
float texcoord2[vertices][2]; // your texcoords
in following way:
int v=0;
for (int f=0; f<faces; f++)
{
for (int fv=0; fv<3; fv++,v++)
{
vertex2[v][0] = vertex[ indexes[f][fv][0] ][0];
vertex2[v][1] = vertex[ indexes[f][fv][0] ][1];
vertex2[v][2] = vertex[ indexes[f][fv][0] ][2];
normal2[v][0] = normal[ indexes[f][fv][1] ][0];
normal2[v][1] = normal[ indexes[f][fv][1] ][1];
normal2[v][2] = normal[ indexes[f][fv][1] ][2];
texcoord2[v][0] = texcoord[ indexes[f][fv][2] ][0];
texcoord2[v][1] = texcoord[ indexes[f][fv][2] ][1];
}
}
Upvotes: 1