I can display a texture using shaders, glVertexAttribPointer and glDrawArrays like so:
Init
const GLfloat squareVertices[] = {
-0.5f, -0.33f,
0.5f, -0.33f,
-0.5f, 0.33f,
0.5f, 0.33f
};
const GLfloat squareTex[] = {
0, 0,
1, 0,
0, 1,
1, 1
};
glEnableVertexAttribArray(PositionTag);
glEnableVertexAttribArray(TexCoord0Tag);
glVertexAttribPointer(PositionTag, 2, GL_FLOAT, GL_FALSE, 0, squareVertices);
glVertexAttribPointer(TexCoord0Tag, 2, GL_FLOAT, GL_FALSE, 0, squareTex);
And for draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
But I'm having difficulty converting to VBOs, shaders and glDrawElements. This is the code I have so far, but nothing displays:
Header
typedef struct MyVertex
{
float x, y, z; //Vertex
float nx, ny, nz; //Normal
float s0, t0; //Texcoord0
} MyVertex;
#define BUFFER_OFFSET(i) ((char *)NULL + (i))
Init
glGenBuffers(1, &VertexVBOID);
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
MyVertex pvertices[4];
//Fill the pvertices array
pvertices[0].x = -0.5f;
pvertices[0].y = -0.33f;
pvertices[0].z = 0.0;
pvertices[0].nx = 0.0;
pvertices[0].ny = 0.0;
pvertices[0].nz = 1.0;
pvertices[0].s0 = 0.0;
pvertices[0].t0 = 0.0;
pvertices[1].x = 0.5f;
pvertices[1].y = -0.33f;
pvertices[1].z = 0.0;
pvertices[1].nx = 0.0;
pvertices[1].ny = 0.0;
pvertices[1].nz = 1.0;
pvertices[1].s0 = 1.0;
pvertices[1].t0 = 0.0;
pvertices[2].x = -0.5f;
pvertices[2].y = 0.33f;
pvertices[2].z = 0.0;
pvertices[2].nx = 0.0;
pvertices[2].ny = 0.0;
pvertices[2].nz = 1.0;
pvertices[2].s0 = 0.0;
pvertices[2].t0 = 1.0;
pvertices[3].x = 0.5f;
pvertices[3].y = 0.33f;
pvertices[3].z = 0.0;
pvertices[3].nx = 0.0;
pvertices[3].ny = 0.0;
pvertices[3].nz = 1.0;
pvertices[3].s0 = 1.0;
pvertices[3].t0 = 1.0;
glBufferData(GL_ARRAY_BUFFER, sizeof(MyVertex)*4, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(MyVertex)*4, pvertices);
glGenBuffers(1, &IndexVBOID);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
int pindices[6];
pindices[0]=0;
pindices[1]=1;
pindices[2]=2;
pindices[3]=2;
pindices[4]=1;
pindices[5]=3;
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int)*6, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int)*6, pindices);
Draw
glBindBuffer(GL_ARRAY_BUFFER, VertexVBOID);
glEnableVertexAttribArray(PositionTag);
glEnableVertexAttribArray(NormalTag);
glEnableVertexAttribArray(TexCoord0Tag);
glVertexAttribPointer(PositionTag, 3, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(0));
glVertexAttribPointer(NormalTag, 3, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(12));
glVertexAttribPointer(TexCoord0Tag, 2, GL_FLOAT, GL_FALSE, 32, BUFFER_OFFSET(24));
// glDrawRangeElements(GL_TRIANGLES, x, y, z, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IndexVBOID);
glDrawElements(GL_TRIANGLES, 3, GL_INT, 0);
According to here, GL_INT is not a valid type to use for indices in glDrawElements. Try using unsigned ints for your indices (and of course GL_UNSIGNED_INT in glDrawElements). You may still use your int data as indices, but as glDrawElements needs GL_UNSIGNED_INT, it would be more consistent to make the array unsigned int.
EDIT: After looking into the specification (based on your tags I took the ES 2.0 spec), they seem to further limit it to unsigned byte and unsigned short. I don't know if it is that limited in iOS, but we can conclude that the data has at least to be unsigned. On the other hand I haven't found any statement about a possible GL_INVALID_ENUM error that is thrown on a wrong type argument, but it would be reasonable to get one.
Your code doesn't look terribly wrong, so this time the devil is somewhere in the details. My guess is, that your use of a struct and its data fields' alignments don't match the offsets passed to OpenGL.
I suggest you use the offsetof() macro found in stddef.h to portably get the offsets of the data fields.
Related
I am using the following code to render a .h file for Open GL.
However, The eventual result comes in triangles and not the whole thing. Please see the attached image. Can anyone please guide me why this is happening. As I am new to Open GL.
I want to develop an app like - https://itunes.apple.com/us/app/mclaren-p1/id562173543?mt=8
- (void)renderFrameQCAR
{
[self setFramebuffer];
// Clear colour and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render video background and retrieve tracking state
QCAR::State state = QCAR::Renderer::getInstance().begin();
QCAR::Renderer::getInstance().drawVideoBackground();
//NSLog(#"active trackables: %d", state.getNumActiveTrackables());
if (QCAR::GL_11 & qUtils.QCARFlags) {
glEnable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glEnable(GL_DEPTH_TEST);
// We must detect if background reflection is active and adjust the culling direction.
// If the reflection is active, this means the pose matrix has been reflected as well,
// therefore standard counter clockwise face culling will result in "inside out" models.
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
if(QCAR::Renderer::getInstance().getVideoBackgroundConfig().mReflection == QCAR::VIDEO_BACKGROUND_REFLECTION_ON)
glFrontFace(GL_CW); //Front camera
else
glFrontFace(GL_CCW); //Back camera
for (int i = 0; i < state.getNumTrackableResults(); ++i) {
// Get the trackable
const QCAR::TrackableResult* result = state.getTrackableResult(i);
const QCAR::Trackable& trackable = result->getTrackable();
QCAR::Matrix44F modelViewMatrix = QCAR::Tool::convertPose2GLMatrix(result->getPose());
// Choose the texture based on the target name
int targetIndex = 0; // "stones"
if (!strcmp(trackable.getName(), "chips"))
targetIndex = 1;
else if (!strcmp(trackable.getName(), "tarmac"))
targetIndex = 2;
Object3D *obj3D = [objects3D objectAtIndex:targetIndex];
// Render using the appropriate version of OpenGL
if (QCAR::GL_11 & qUtils.QCARFlags) {
// Load the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(qUtils.projectionMatrix.data);
// Load the model-view matrix
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(modelViewMatrix.data);
glTranslatef(0.0f, 0.0f, -kObjectScale);
glScalef(kObjectScale, kObjectScale, kObjectScale);
// Draw object
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glTexCoordPointer(2, GL_FLOAT, 0, (const GLvoid*)obj3D.texCoords);
glVertexPointer(3, GL_FLOAT, 0, (const GLvoid*)obj3D.vertices);
glVertexPointer(3, GL_FLOAT, 0, MclarenInfoVerts);
glNormalPointer(GL_FLOAT, 0, MclarenInfoNormals);
glTexCoordPointer(2, GL_FLOAT, 0, MclarenInfoTexCoords);
// draw data
glDrawArrays(GL_TRIANGLES, 0, MclarenInfoNumVerts);
}
#ifndef USE_OPENGL1
else {
// OpenGL 2
QCAR::Matrix44F modelViewProjection;
ShaderUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::multiplyMatrix(&qUtils.projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
glUseProgram(shaderProgramID);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.vertices);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.normals);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.texCoords);
glEnableVertexAttribArray(vertexHandle);
glEnableVertexAttribArray(normalHandle);
glEnableVertexAttribArray(textureCoordHandle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
glVertexPointer(3, GL_FLOAT, 0, MclarenInfoVerts);
glNormalPointer(GL_FLOAT, 0, MclarenInfoNormals);
glTexCoordPointer(2, GL_FLOAT, 0, MclarenInfoTexCoords);
// draw data
glDrawArrays(GL_TRIANGLES, 0, MclarenInfoNumVerts);
ShaderUtils::checkGlError("EAGLView renderFrameQCAR");
}
#endif
}
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
if (QCAR::GL_11 & qUtils.QCARFlags) {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
#ifndef USE_OPENGL1
else {
glDisableVertexAttribArray(vertexHandle);
glDisableVertexAttribArray(normalHandle);
glDisableVertexAttribArray(textureCoordHandle);
}
#endif
QCAR::Renderer::getInstance().end();
[self presentFramebuffer];
}
Ok. I found the issue. It so happened that my designer was giving me a file with quadilateral rendering, where as Vuforia-Qualcomm-Unity etc recognizes just triangulated .obj. For anyone who gets stuck here :) Just let your designer know to render in triangulation and not Quad.
In my app I am using OpenGL ES to render a file downloaded from the internet that is then parsed into a vertex array, so I have to input vertex and normals data after launch. I am new to OpenGL ES but I have been reading and learning. I have setup a vertex and normals buffer that seem to be working fine, but I think that I am putting the vertex and normals data into the buffers incorrectly because when I load the view there is an object there that vaguely resembles the shape that I want but with triangles veering off in various directions and parts of the shape missing. Here is my code for inputting my data into the buffers:
for (int i = 0; i < triangle_cnt; i++) {
int base = i * 18;
GLfloat x1 = vertices[base];
GLfloat y1 = vertices[base + 1];
GLfloat z1 = vertices[base + 2];
GLfloat x2 = vertices[base + 6];
GLfloat y2 = vertices[base + 7];
GLfloat z2 = vertices[base + 8];
GLfloat x3 = vertices[base + 12];
GLfloat y3 = vertices[base + 13];
GLfloat z3 = vertices[base + 14];
vector_t normal;
vector_t U;
vector_t V;
GLfloat length;
U.x = x2 - x1;
U.y = y2 - y1;
U.z = z2 - z1;
V.x = x3 - x1;
V.y = y3 - y1;
V.z = z3 - z1;
normal.x = U.y * V.z - U.z * V.y;
normal.y = U.z * V.x - U.x * V.z;
normal.z = U.x * V.y - U.y * V.x;
length = normal.x * normal.x + normal.y * normal.y + normal.z * normal.z;
length = sqrt(length);
base = i * 9;
verticesBuff[base] = x1;
verticesBuff[base + 1] = y1;
verticesBuff[base + 2] = z1;
normalsBuff[base] = normal.x;
normalsBuff[base + 1] = normal.y;
normalsBuff[base + 2] = normal.z;
verticesBuff[base + 3] = x2;
verticesBuff[base + 4] = y2;
verticesBuff[base + 5] = z2;
normalsBuff[base + 3] = normal.x;
normalsBuff[base + 4] = normal.y;
normalsBuff[base + 5] = normal.z;
verticesBuff[base + 6] = x3;
verticesBuff[base + 7] = y3;
verticesBuff[base + 8] = z3;
normalsBuff[base + 6] = normal.x;
normalsBuff[base + 7] = normal.y;
normalsBuff[base + 8] = normal.z;
fprintf(stderr, "%ff, %ff, %ff, %ff, %ff, %ff, \n", x1, y1, z1, normal.x, normal.y, normal.z);
fprintf(stderr, "%ff, %ff, %ff, %ff, %ff, %ff, \n", x2, y2, z2, normal.x, normal.y, normal.z);
fprintf(stderr, "%ff, %ff, %ff, %ff, %ff, %ff, \n", x3, y3, z3, normal.x, normal.y, normal.z);
}
And here is the code I use for using those buffers:
- (void)setupGL {
[EAGLContext setCurrentContext:self.context];
[self loadShaders];
self.effect = [[GLKBaseEffect alloc] init];
self.effect.light0.enabled = GL_TRUE;
self.effect.light0.diffuseColor = GLKVector4Make(.05f, .55f, 1.0f, 1.0f);
glEnable(GL_DEPTH_TEST);
glGenVertexArraysOES(1, &_vertexArray);
glBindVertexArrayOES(_vertexArray);
glGenBuffers(1, &_vertexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, vertCount*sizeof(verticesBuff)*3*2, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(verticesBuff) * vertCount * 3, verticesBuff);
glBufferData(GL_ARRAY_BUFFER, vertCount*sizeof(normalsBuff)*3*2, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, sizeof(GLfloat) * vertCount * 3, sizeof(normalsBuff) * vertCount * 3, normalsBuff);
glEnableVertexAttribArray(GLKVertexAttribPosition);
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
glEnableVertexAttribArray(GLKVertexAttribNormal);
glVertexAttribPointer(GLKVertexAttribNormal, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(12));
glBindVertexArrayOES(0);
_rotMatrix = GLKMatrix4Identity;
_quat = GLKQuaternionMake(0, 0, 0, 1);
_quatStart = GLKQuaternionMake(0, 0, 0, 1);
}
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect {
glClearColor(0.78f, 0.78f, 0.78f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArrayOES(_vertexArray);
// Render the object with GLKit
[self.effect prepareToDraw];
glVertexPointer(3, GL_FLOAT, 0, verticesBuff);
glNormalPointer(GL_FLOAT, 0, normalsBuff);
glDrawArrays(GL_TRIANGLES, 0, vertCount); //*******************************
// Render the object again with ES2
glUseProgram(_program);
glUniformMatrix4fv(uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, _modelViewProjectionMatrix.m);
glUniformMatrix3fv(uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, _normalMatrix.m);
glDrawArrays(GL_TRIANGLES, 0, vertCount);
}
If I take those logs and paste them into the vertex array of a sample app using the code Apple supplies when creating an OpenGL ES app then the object renders beautifully, so I have deduced that I must just be putting the vertex data in wrong.
So can someone help me understand what I am doing wrong when entering the vertices and normals? Any help is appreciated.
Also this is what my render looks like:
And this is, in shape at least, what it should look like:
It's a bit messy and there might be quite a few problems. The one you are currently facing would seem to be:
glVertexAttribPointer(GLKVertexAttribPosition, 3, GL_FLOAT, GL_FALSE, 24, BUFFER_OFFSET(0));
The stride parameter (24) should be sizeof(GLfloat)*3 and same goes for normals. This is because you don't use interleaved vertex structure any more and now your position coordinates are tightly packed (that being said you can also use 0 as a stride parameter now). The result you produced with this bug is that only every second vertex was taken, others were dropped and when positions are all taken it starts drawing normals. Also if your normal pointer and offset are set correctly you are reading them beyond the buffer and should produce either crash or reading some other resources.
I am trying to render some vertices to an Open GL ES window. My program keeps crashing on the GLDrawElements command. I am trying to pass some VBOs for the vertices "bindPosition", "bindNorml" and "Index" of type GLFloat.
Here is a link to my rendering method:
- (void)render:(CADisplayLink*)displayLink {
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glClearColor(0.3, 0.5, 0.9, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
GLKMatrix4 modelView = GLKMatrix4Make(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, -10, -30, 1);
GLKMatrix4 projectionView = GLKMatrix4Make(3.6213202476501465, 0, 0, 0, 0, 2.4142136573791504, 0, 0, 0, 0, -1.0020020008087158, -1, 0, -24.142135620117188, 28.05805778503418, 30);
// Upload Transforms
glUniformMatrix4fv(_modelViewMatrixUniform, 1, 0, modelView.m);
glUniformMatrix4fv(_modelViewProjMatrixUniform, 1, 0, projectionView.m);
// Upload Bones
glUniformMatrix4fv(_bonesUniform, 1, 0, bones);
glBindBuffer(GL_ARRAY_BUFFER, _bindPositionBuffer);
glVertexAttribPointer(_VertexPositionAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(bindPosition), 0);
glBindBuffer(GL_ARRAY_BUFFER, _bindNormalBuffer);
glVertexAttribPointer(_VertexNormalAttribute, 3, GL_FLOAT, GL_FALSE, sizeof(bindNormal), 0);
// 3
glBindBuffer(GL_ARRAY_BUFFER, _indexBuffer);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(Index)/sizeof(Index[0]), GL_UNSIGNED_SHORT, 0);
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
Setting up VBOS:
- (void)setupVBOs {
glGenBuffers(1, &_bindPositionBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _bindPositionBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(bindPosition), bindPosition, GL_STATIC_DRAW);
glGenBuffers(1, &_bindNormalBuffer);
glBindBuffer(GL_ARRAY_BUFFER, _bindNormalBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(bindNormal), bindNormal, GL_STATIC_DRAW);
glGenBuffers(1, &_indexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexBuffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Index), Index, GL_STATIC_DRAW);
}
Compiling Shaders:
- (void)compileShaders {
// 1
GLuint vertexShader = [self compileShader:#"SimpleVertex" withType:GL_VERTEX_SHADER];
GLuint fragmentShader = [self compileShader:#"SimpleFragment" withType:GL_FRAGMENT_SHADER];
// 2
GLuint programHandle = glCreateProgram();
glAttachShader(programHandle, vertexShader);
glAttachShader(programHandle, fragmentShader);
glLinkProgram(programHandle);
// 3
GLint linkSuccess;
glGetProgramiv(programHandle, GL_LINK_STATUS, &linkSuccess);
if (linkSuccess == GL_FALSE) {
GLchar messages[256];
glGetProgramInfoLog(programHandle, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(#"%#", messageString);
exit(1);
}
// 4
glUseProgram(programHandle);
// 5
// Uniform Locations
_bonesUniform = glGetUniformLocation(programHandle, "Bones[0]");
_modelViewMatrixUniform = glGetUniformLocation(programHandle, "ModelViewMatrix");
_modelViewProjMatrixUniform = glGetUniformLocation(programHandle, "ModelViewProjMatrix");
_textureUniform = glGetUniformLocation(programHandle, "Texture");
// Attribute Locations
_VertexBoneWeightAttribute = glGetAttribLocation(programHandle, "VertexBoneWeight");
_VertexBoneIDAttribute = glGetAttribLocation(programHandle, "VertexBoneID");
_VertexTexCoord0Attribute = glGetAttribLocation(programHandle, "VertexTexCoord0");
_VertexNormalAttribute = glGetAttribLocation(programHandle, "VertexNormal");
_VertexPositionAttribute = glGetAttribLocation(programHandle, "VertexPosition");
// Enable vertex pointers
glEnableVertexAttribArray(_VertexBoneWeightAttribute);
glEnableVertexAttribArray(_VertexBoneIDAttribute);
glEnableVertexAttribArray(_VertexTexCoord0Attribute);
glEnableVertexAttribArray(_VertexNormalAttribute);
glEnableVertexAttribArray(_VertexPositionAttribute);
}
Here is a link to my shaders:
attribute vec3 VertexPosition;
attribute vec3 VertexNormal;
attribute vec2 VertexTexCoord0;
attribute vec4 VertexBoneID;
attribute vec4 VertexBoneWeight;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjMatrix;
uniform vec4 Bones[222];
varying vec3 Normal;
varying vec2 TexCoord0;
void main(void)
{
TexCoord0 = VertexTexCoord0;
// Build 4x3 skinning matrix.
vec4 r0 = Bones[int(VertexBoneID.x) * 3 + 0] * VertexBoneWeight.x;
vec4 r1 = Bones[int(VertexBoneID.x) * 3 + 1] * VertexBoneWeight.x;
vec4 r2 = Bones[int(VertexBoneID.x) * 3 + 2] * VertexBoneWeight.x;
r0 += Bones[int(VertexBoneID.y) * 3 + 0] * VertexBoneWeight.y;
r1 += Bones[int(VertexBoneID.y) * 3 + 1] * VertexBoneWeight.y;
r2 += Bones[int(VertexBoneID.y) * 3 + 2] * VertexBoneWeight.y;
r0 += Bones[int(VertexBoneID.z) * 3 + 0] * VertexBoneWeight.z;
r1 += Bones[int(VertexBoneID.z) * 3 + 1] * VertexBoneWeight.z;
r2 += Bones[int(VertexBoneID.z) * 3 + 2] * VertexBoneWeight.z;
r0 += Bones[int(VertexBoneID.w) * 3 + 0] * VertexBoneWeight.w;
r1 += Bones[int(VertexBoneID.w) * 3 + 1] * VertexBoneWeight.w;
r2 += Bones[int(VertexBoneID.w) * 3 + 2] * VertexBoneWeight.w;
// Skin and transform position.
float px = dot(r0, vec4(VertexPosition, 1.0));
float py = dot(r1, vec4(VertexPosition, 1.0));
float pz = dot(r2, vec4(VertexPosition, 1.0));
gl_Position = ModelViewProjMatrix * vec4(px, py, pz, 1.0);
/* Skin and transform normal into view-space. We assume that the modelview matrix
doesn't contain a scale. Should pass pass in the inverse-transpose really. */
float nx = dot(r0, vec4(VertexNormal, 0.0));
float ny = dot(r1, vec4(VertexNormal, 0.0));
float nz = dot(r2, vec4(VertexNormal, 0.0));
Normal = normalize((ModelViewMatrix * vec4(nx, ny, nz, 0.0)).xyz);
}
Frag Shader:
#ifdef GL_ES
precision highp float;
#endif
uniform sampler2D Texture;
varying vec3 Normal;
varying vec2 TexCoord0;
void main(void)
{
// Ambient term.
vec3 lighting = vec3(0.5,0.5,0.5) * 0.7;
/* Very cheap lighting. Three directional lights, one shining slighting upwards to illuminate
underneath the chin, and then one each shining from the left and right. Light directional
are in view-space and follow the camera rotation by default. */
lighting += dot(Normal, normalize(vec3( 0.0, -0.2, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.6; // Shines forwards and slightly upwards.
lighting += dot(Normal, normalize(vec3(-0.8, 0.4, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.4; // Shines forwards and from left to right.
lighting += dot(Normal, normalize(vec3( 0.8, 0.4, 0.8))) * vec3(0.8, 0.8, 0.6) * 0.4; // Shines forwards and from right to left.
//gl_FragColor = vec4(Normal * 0.5 + vec3(0.5), 1.0);
gl_FragColor = vec4(texture2D(Texture, TexCoord0).xyz * lighting, 1.0);
}
Can anyone see anything in my render method which i have done wrong?
If you bind GLFloat values to your GL_ELEMENT_ARRAY_BUFFER, that could be a problem. You should bind GL_UNSIGNED_BYTE or GL_UNSIGNED_SHORT. http://www.khronos.org/opengles/sdk/docs/man/xhtml/glDrawElements.xml
When binding the index buffer in your render method, you should use GL_ELEMENT_ARRAY_BUFFER instead of GL_ARRAY_BUFFER.
Your call to glDrawElements doesn't look to be correct. Nor does your call to glBufferData.
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Index), Index, GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLE_STRIP, sizeof(Index)/sizeof(Index[0]), GL_UNSIGNED_SHORT, 0);
It looks like you're passing a struct to glBufferData rather than an array of indices. Unless your parameter is called Index but it doesn't seem that way due to how you're using it. You need to build an array of vertex indices and pass this in to tell the GPU what you want to draw.
The second parameter to glDrawElement should be the number of elements you want to render. I had a similar problem in this question which someone helpfully pointed out I was making the same mistake. Hopefully it will be helpful to you too.
I'm developing an iOS app using Vuforia iOS SDK (not the unity plugin).
I want to mix the VideoPlayback and ImageTargets sample together. From the forum suggestion I started with the videoplayback sample and integrate imageTarget on it. After editing the EAGLView files the app gets both video and 3D model but doesn't show the 3D model. When the image is tracked, it gets the 3D object inside renderFrameQCAR and prints log.
I can't understand where to look at. Has anyone tried and done this without Unity support? Any help is appreciated.
This answer is based on real experience.
I call the 3d model in the videoplayback call, i mean like this
if (strcmp(imageTarget.getName(), "affogato") == 0)
{
const int kObjectScale = 500;
[self secondSetup3dObjects];
playerIndex = 99;
const QCAR::TrackableResult* result = state.getTrackableResult(i);
QCAR::Matrix44F modelViewMatrix = QCAR::Tool::convertPose2GLMatrix(result->getPose());
int targetIndex = 9;
Object3D *obj3D = [objects3D objectAtIndex:targetIndex];
QCAR::Matrix44F modelViewProjection;
ShaderUtils::translatePoseMatrix(0.0f, 0.0f, 50.0f, &modelViewMatrix.data[0]);
ShaderUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::multiplyMatrix(&qUtils.projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
glUseProgram(shaderProgramID);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.vertices);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.normals);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.texCoords);
glEnableVertexAttribArray(vertexHandle);
glEnableVertexAttribArray(normalHandle);
glEnableVertexAttribArray(textureCoordHandle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
glDrawArrays(GL_TRIANGLES, 0, obj3D.numVertices);
ShaderUtils::checkGlError("EAGLView renderFrameQCAR");
I hope this can help anyone...
Oh, BTW you need to put in the appdelegate a video to this target and a transparent Background to the texture to make this work like a charm
Regards
Start working on VideoPlayback project,change only in the EAGLView files for sample import the Teapot.h file in EAGLview.m
add code parts from ImageTargets the top within the namespace declaration:
const float kObjectScale = 3.0f;
const char* textureFilenames[] = {
"icon_play.png",
"icon_loading.png",
"icon_error.png",
"VuforiaSizzleReel_1.png",
"VuforiaSizzleReel_2.png",
// added for 3d model
"TextureTeapotBrass.png",
"TextureTeapotBlue.png",
"TextureTeapotRed.png"
};
add this function (from ImageTargets)
- (void)setup3dObjects
{
for (int i=0; i < [textures count]; ++i) {
Object3D* obj3D = [[Object3D alloc] init];
if (i >= 5)
{
obj3D.numVertices = NUM_TEAPOT_OBJECT_VERTEX;
obj3D.vertices = teapotVertices;
obj3D.normals = teapotNormals;
obj3D.texCoords = teapotTexCoords;
obj3D.numIndices = NUM_TEAPOT_OBJECT_INDEX;
obj3D.indices = teapotIndices;
}
obj3D.texture = [textures objectAtIndex:i];
[objects3D addObject:obj3D];
[obj3D release];
}
}
Then, in the RenderFrameQCAR, after:
int numActiveTrackables = state.getNumTrackableResults();
add codes for 3d model, comes from ImageTargets sample
for (int i = 0; i < state.getNumTrackableResults(); ++i) {
// Get the trackable
const QCAR::TrackableResult* result = state.getTrackableResult(i);
const QCAR::Trackable& trackable = result->getTrackable();
QCAR::Matrix44F modelViewMatrix = QCAR::Tool::convertPose2GLMatrix(result->getPose());
// Choose the texture based on the target name
int targetIndex = 0; // "stones"
if (!strcmp(trackable.getName(), "chips"))
targetIndex = 1;
else if (!strcmp(trackable.getName(), "tarmac"))
targetIndex = 2;
Object3D *obj3D = [objects3D objectAtIndex:targetIndex+5];
// OpenGL 2
QCAR::Matrix44F modelViewProjection;
ShaderUtils::translatePoseMatrix(0.0f, 0.0f, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::scalePoseMatrix(kObjectScale, kObjectScale, kObjectScale, &modelViewMatrix.data[0]);
ShaderUtils::multiplyMatrix(&qUtils.projectionMatrix.data[0], &modelViewMatrix.data[0], &modelViewProjection.data[0]);
glUseProgram(shaderProgramID);
glVertexAttribPointer(vertexHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.vertices);
glVertexAttribPointer(normalHandle, 3, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.normals);
glVertexAttribPointer(textureCoordHandle, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)obj3D.texCoords);
glEnableVertexAttribArray(vertexHandle);
glEnableVertexAttribArray(normalHandle);
glEnableVertexAttribArray(textureCoordHandle);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, [obj3D.texture textureID]);
glUniformMatrix4fv(mvpMatrixHandle, 1, GL_FALSE, (const GLfloat*)&modelViewProjection.data[0]);
glUniform1i(texSampler2DHandle, 0 /*GL_TEXTURE0*/);
glDrawElements(GL_TRIANGLES, obj3D.numIndices, GL_UNSIGNED_SHORT, (const GLvoid*)obj3D.indices);
ShaderUtils::checkGlError("EAGLView renderFrameQCAR");
}
just ensure all your stuff loaded correctly, should work just fine.
I am making use of Brad Larson's wonderful GPUImage library for image manipulation. So far, it's been great. However, I'm trying to add a filter to allow Mesh Deformation and running into quite a bit of issues. Specifically, I want to have a filter that uses VBO to render the Quad so I can ultimately dynamically change the vertices for the deformation.
The first step of using VBOs is causing a crash.
I created a subclass of GPUImageFilter overriding the - (void)newFrameReadyAtTime:(CMTime)frameTime method to render a quad via VBO. NOTE: I am simply trying to render a single Quad rather than a full mesh, that way I can tackle one issue at a time.
#implementation GPUMeshImageFilter {
GLuint _positionVBO;
GLuint _texcoordVBO;
GLuint _indexVBO;
BOOL isSetup_;
}
- (void)setupBuffers
{
static const GLsizeiptr verticesSize = 4 * 2 * sizeof(GLfloat);
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
static const GLsizeiptr textureSize = 4 * 2 * sizeof(GLfloat);
static const GLfloat squareTextureCoordinates[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
static const GLsizeiptr indexSize = 4 * sizeof(GLushort);
static const GLushort indices[] = {
0,1,2,3,
};
glGenBuffers(1, &_indexVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, _indexVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexSize, indices, GL_STATIC_DRAW);
glGenBuffers(1, &_positionVBO);
glBindBuffer(GL_ARRAY_BUFFER, _positionVBO);
glBufferData(GL_ARRAY_BUFFER, verticesSize, squareVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
glGenBuffers(1, &_texcoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, _texcoordVBO);
glBufferData(GL_ARRAY_BUFFER, textureSize, squareTextureCoordinates, GL_DYNAMIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
NSLog(#"Setup complete");
}
- (void)newFrameReadyAtTime:(CMTime)frameTime;
{
if (!isSetup_) {
[self setupBuffers];
isSetup_ = YES;
}
if (self.preventRendering)
{
return;
}
[GPUImageOpenGLESContext useImageProcessingContext];
[self setFilterFBO];
[filterProgram use];
glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
glClear(GL_COLOR_BUFFER_BIT);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture);
glUniform1i(filterInputTextureUniform, 2);
if (filterSourceTexture2 != 0)
{
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, filterSourceTexture2);
glUniform1i(filterInputTextureUniform2, 3);
}
NSLog(#"Draw VBO");
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, 0);
[self informTargetsAboutNewFrameAtTime:frameTime];
}
#end
Plugging in this filter, I see: "Setup complete" and "Draw VBO" displayed to the console. However, after it calls the target (in this case a GPUImageView) it crashes at the target's drawing call, which uses glDrawArrays.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
Here is the complete method that contains this line.
- (void)newFrameReadyAtTime:(CMTime)frameTime;
{
[GPUImageOpenGLESContext useImageProcessingContext];
[self setDisplayFramebuffer];
[displayProgram use];
glClearColor(backgroundColorRed, backgroundColorGreen, backgroundColorBlue, backgroundColorAlpha);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
static const GLfloat textureCoordinates[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
glActiveTexture(GL_TEXTURE4);
glBindTexture(GL_TEXTURE_2D, inputTextureForDisplay);
glUniform1i(displayInputTextureUniform, 4);
glVertexAttribPointer(displayPositionAttribute, 2, GL_FLOAT, 0, 0, imageVertices);
glVertexAttribPointer(displayTextureCoordinateAttribute, 2, GL_FLOAT, 0, 0, textureCoordinates);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[self presentFramebuffer];
}
Any help would be greatly appreciated, I've been banging my head against this for awhile.
It looks likely that the crash occurs because the GL_ARRAY_BUFFER is still bound when GPUImageView-newFrameReadyAtTime: executes.
Try unbinding the buffer (i.e. binding it to 0) at the end of -setupBuffers:
glBindBuffer(GL_ARRAY_BUFFER, 0);
The reason this is a problem is because GPUImage uses the same OpenGL context from one GPUImageInput (e.g. GPUImageFilter, GPUImageView) to the next. I believe largely in order that each step can output to an OpenGL texture and then have that texture directly available to the next GPUImageInput.
So because GL_ARRAY_BUFFER is still bound the behavior of glVertexAttribPointer inside GPUImageView-newFrameReadyAtTime changes, effectively trying point the displayPositionAttribute attribute to the populated VBO at an offset of imageVertices, which is nonsensical and likely to cause a crash. See the glVertexAttribPointer docs.
This code below doesn't look right to me at all. Why are you enabling vertex attrib array 4 & 5? You should enable the array at the attribute location you are intending to use.
//position vbo
glEnableVertexAttribArray(4);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
//texcoord vbo
glEnableVertexAttribArray(5);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2*sizeof(GLfloat), 0);
If your vertex attribute is at position 0, you should enable attrib 0 and set pointer for attrib 0. If it's at position 4 (which I doubt), then you should enable attrib 4 and set the pointer for position 4. I can't think of any reason it should be mismatched like you have it.
You should either get the proper position by either setting it via a layout attribute, using glBindAttribLocation before shader linking, or using glGetAttribLocation after linking.
Let me know if this doesn't make sense.