Providing multiple 2D images in OpenGL-ES 2.0

I am new to OpenGL and trying to learn ES 2.0.

For starters, I’m working on a card game where I need to display several card images. I followed this http://www.learnopengles.com/android-lesson-four-introducing-basic-texturing/

I created several classes for processing data and actions.

  • MySprite contains texture information, including location and scale factors.
  • The dispenser takes all the sprites in one go. This is a crude implementation.
  • ShaderHelper controls the creation of shaders and their binding to the program.
  • GLRenderer is where rendering is handled (it implements "Renderer".)

Q1

My program displays one image correctly. The problem is that when rendering two images, the first one is replaced with a later one, and the second one is displayed twice instead.

I suspect this is due to the way I create textures in the class MySprite. But I do not know why. You can help?

Q2

I read that if I need to make 2 images, I need to use GL_TEXTURE0and GL_TEXTURE1instead of just using GL_TEXTURE0.

_GLES20.glActiveTexture(GLES20.GL_TEXTURE0);

But since these constants are limited (from 0 to 31), is there a better way to display over 32 small images without losing the uniqueness of the images?

Please direct me in the right direction.


Code

GLRenderer:

public class GLRenderer implements Renderer {
    ArrayList<MySprite> images = new ArrayList<MySprite>();
    Batcher batch;
    int x = 0;
...
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        batch = new Batcher();
        MySprite s = MySprite.createGLSprite(mContext.getAssets(), "menu/back.png");
        images.add(s);
        s.XScale = 2;
        s.YScale = 3;

        images.add(MySprite.createGLSprite(mContext.getAssets(), "menu/play.png"));

        // Set the clear color to black
        GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1);

        ShaderHelper.initGlProgram();
    }

    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        mScreenWidth = width;
        mScreenHeight = height;

        // Redo the Viewport, making it fullscreen.
        GLES20.glViewport(0, 0, mScreenWidth, mScreenHeight);

        batch.setScreenDimension(width, height);

        // Set our shader programm
        GLES20.glUseProgram(ShaderHelper.programTexture);
    }

    @Override
    public void onDrawFrame(GL10 unused) {
        // clear Screen and Depth Buffer, we have set the clear color as black.
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

        batch.begin();
        int y = 0;
        for (MySprite s : images) {
            s.X = x;
            s.Y = y;
            batch.draw(s);

            y += 200;
        }
        batch.end();

        x += 1;
    }
}

Dispensers:

public class Batcher {
    // Store the model matrix. This matrix is used to move models from object space (where each model can be thought
    // of being located at the center of the universe) to world space.
    private final float[] mtrxModel = new float[16];
    // Store the projection matrix. This is used to project the scene onto a 2D viewport.
    private static final float[] mtrxProjection = new float[16];
    // Allocate storage for the final combined matrix. This will be passed into the shader program.
    private final float[] mtrxMVP = new float[16];

    // Create our UV coordinates.
    static float[] uvArray = new float[]{
            0.0f, 0.0f,
            0.0f, 1.0f,
            1.0f, 1.0f,
            1.0f, 0.0f
    };
    static FloatBuffer uvBuffer;
    static FloatBuffer vertexBuffer;
    static boolean staticInitialized = false;
    static short[] indices = new short[]{0, 1, 2, 0, 2, 3}; // The order of vertexrendering.
    static ShortBuffer indicesBuffer;

    ArrayList<MySprite> sprites = new ArrayList<MySprite>();

    public Batcher() {
        if (!staticInitialized) {
            // The texture buffer
            uvBuffer = ByteBuffer.allocateDirect(uvArray.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer();
            uvBuffer.put(uvArray)
                    .position(0);

            // initialize byte buffer for the draw list
            indicesBuffer = ByteBuffer.allocateDirect(indices.length * 2)
                    .order(ByteOrder.nativeOrder())
                    .asShortBuffer();
            indicesBuffer.put(indices)
                    .position(0);

            float[] vertices = new float[] {
                    0, 0, 0,
                    0, 1, 0,
                    1, 1, 0,
                    1, 0, 0
            };

            // The vertex buffer.
            vertexBuffer = ByteBuffer.allocateDirect(vertices.length * 4)
                    .order(ByteOrder.nativeOrder())
                    .asFloatBuffer();
            vertexBuffer.put(vertices)
                    .position(0);

            staticInitialized = true;
        }
    }

    public void setScreenDimension(int screenWidth, int screenHeight) {
        Matrix.setIdentityM(mtrxProjection, 0);
        // (0,0)--->
        //   |
        //   v
        //I want it to be more natural like desktop screen
        Matrix.orthoM(mtrxProjection, 0,
                -1f, screenWidth,
                screenHeight, -1f,
                -1f, 1f);
    }

    public void begin() {
        sprites.clear();
    }

    public void draw(MySprite sprite) {
        sprites.add(sprite);
    }

    public void end() {
        // Get handle to shape transformation matrix
        int u_MVPMatrix = GLES20.glGetUniformLocation(ShaderHelper.programTexture, "u_MVPMatrix");
        int a_Position = GLES20.glGetAttribLocation(ShaderHelper.programTexture, "a_Position");
        int a_texCoord = GLES20.glGetAttribLocation(ShaderHelper.programTexture, "a_texCoord");
        int u_texture = GLES20.glGetUniformLocation(ShaderHelper.programTexture, "u_texture");

        GLES20.glEnableVertexAttribArray(a_Position);
        GLES20.glEnableVertexAttribArray(a_texCoord);

        //loop all sprites
        for (int i = 0; i < sprites.size(); i++) {
            MySprite ms = sprites.get(i);

            // Matrix op - start
                Matrix.setIdentityM(mtrxMVP, 0);
                Matrix.setIdentityM(mtrxModel, 0);

                Matrix.translateM(mtrxModel, 0, ms.X, ms.Y, 0f);
                Matrix.scaleM(mtrxModel, 0, ms.getWidth() * ms.XScale, ms.getHeight() * ms.YScale, 0f);

                Matrix.multiplyMM(mtrxMVP, 0, mtrxModel, 0, mtrxMVP, 0);
                Matrix.multiplyMM(mtrxMVP, 0, mtrxProjection, 0, mtrxMVP, 0);
            // Matrix op - end

            // Pass the data to shaders - start
                // Prepare the triangle coordinate data
                GLES20.glVertexAttribPointer(a_Position, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);

                // Prepare the texturecoordinates
                GLES20.glVertexAttribPointer(a_texCoord, 2, GLES20.GL_FLOAT, false, 0, uvBuffer);

                GLES20.glUniformMatrix4fv(u_MVPMatrix, 1, false, mtrxMVP, 0);

                // Set the sampler texture unit to where we have saved the texture.
                GLES20.glUniform1i(u_texture, ms.getTextureId());
            // Pass the data to shaders - end

            // Draw the triangles
            GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_UNSIGNED_SHORT, indicesBuffer);
        }
    }
}

Shaderhelper

public class ShaderHelper {
    static final String vs_Image =
        "uniform mat4 u_MVPMatrix;" +
        "attribute vec4 a_Position;" +
        "attribute vec2 a_texCoord;" +
        "varying vec2 v_texCoord;" +
        "void main() {" +
        "  gl_Position = u_MVPMatrix * a_Position;" +
        "  v_texCoord = a_texCoord;" +
        "}";

    static final String fs_Image =
        "precision mediump float;" +
        "uniform sampler2D u_texture;" +
        "varying vec2 v_texCoord;" +
        "void main() {" +
        "  gl_FragColor = texture2D(u_texture, v_texCoord);" +
        "}";

    // Program variables
    public static int programTexture;
    public static int vertexShaderImage, fragmentShaderImage;

    public static int loadShader(int type, String shaderCode){

        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);

        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);

        // return the shader
        return shader;
    }

    public static void initGlProgram() {
        // Create the shaders, images
        vertexShaderImage = ShaderHelper.loadShader(GLES20.GL_VERTEX_SHADER, ShaderHelper.vs_Image);
        fragmentShaderImage = ShaderHelper.loadShader(GLES20.GL_FRAGMENT_SHADER, ShaderHelper.fs_Image);

        ShaderHelper.programTexture = GLES20.glCreateProgram();             // create empty OpenGL ES Program
        GLES20.glAttachShader(ShaderHelper.programTexture, vertexShaderImage);   // add the vertex shader to program
        GLES20.glAttachShader(ShaderHelper.programTexture, fragmentShaderImage); // add the fragment shader to program
        GLES20.glLinkProgram(ShaderHelper.programTexture);                  // creates OpenGL ES program executables
    }

    public static void dispose() {
        GLES20.glDetachShader(ShaderHelper.programTexture, ShaderHelper.vertexShaderImage);
        GLES20.glDetachShader(ShaderHelper.programTexture, ShaderHelper.fragmentShaderImage);

        GLES20.glDeleteShader(ShaderHelper.fragmentShaderImage);
        GLES20.glDeleteShader(ShaderHelper.vertexShaderImage);

        GLES20.glDeleteProgram(ShaderHelper.programTexture);
    }
}

Myprite

public class MySprite {
    public int X, Y;
    public float XScale, YScale;
    private int w, h;

    int textureId = -1;

    private MySprite(Bitmap bmp, int textureId) {
        this.w = bmp.getWidth();
        this.h = bmp.getHeight();
        this.textureId = textureId;
        this.XScale = this.YScale = 1f;
    }

    public static MySprite createGLSprite(final AssetManager assets, final String assetImagePath) {
        Bitmap bmp = TextureHelper.getBitmapFromAsset(assets, assetImagePath);
        if (bmp == null) return null;

        MySprite ms = new MySprite(bmp, createGlTexture());
        Log.d("G1", "image id = " + ms.getTextureId());

        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);

        // Load the bitmap into the bound texture.
        GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);

        bmp.recycle();
        return ms;
    }

    private static int createGlTexture() {
        // Generate Textures, if more needed, alter these numbers.
        final int[] textureHandles = new int[1];
        GLES20.glGenTextures(1, textureHandles, 0);

        if (textureHandles[0] != 0) {
            GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandles[0]);
            return textureHandles[0];
        } else {
            throw new RuntimeException("Error loading texture.");
        }
    }
...
}
+1
2

: ids (, OpenGL, )

  • , , . , .
  • - , . - , glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, ...). ES 2.0 - 8.

, id glGenTextures(), glBindTexture(), .

, :

GLES20.glUniform1i(u_texture, ms.getTextureId());

, . , , .

0, :

GLES20.glUniform1i(u_texture, 0);
GLES20.glActiveTexture(GL_TEXTURE0);
GLES20.glBindTexture(ms.getTextureId());

:

  • , (0), glActiveTexture() (GL_TEXTURE0). , ... . API, IMHO, .
  • glBindTexture() , glActiveTexture().
  • glActiveTexture() , . GL_TEXTURE0 - . , , .

, .

+2

OpenGL:

. gpu , gpu .

Q1: , , ​​ :

GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bmp, 0);

, texture0 , .

, , , . , , gpu. Android 1024 ^ 2 4096 ^ 2 .

, uvArray, .

, 4 , :

 (0.0, 0.0) top left   _____ (1.0, 0.0) top right
                      |__|__| middle of the square is (0.5, 0.5) middle
 (0.0, 1.0) bot left  |__|__|(1.0, 1.0) bot right

, uv :

static float[] uvArray = new float[]{
        0.0f, 0.0f, //top left
        0.0f, 0.5f, //bot left
        0.5f, 0.5f, //bot right
        0.5f, 0.0f  //top right
};

, , , .

- , , uvs, .

0

Source: https://habr.com/ru/post/1626772/


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