Good day!
I am doing some simple tests with OpenGL ES 2.0 for Android. I am using a model loader that works well in the Emulator. However, when I try to use it on a ASUS ZenFone 2E (Android 5.0.1) (Prepaid Phone) it simply shows the clear color of the background with no rotating model. I am hoping that someone who is well experienced in both OpenGL ES 2.0 and Android will assist me. Sorry for the verbosity, I really have no idea why it isn't working on the phone. Here is the source (I'm an extreme novice):
GameView.java:
package wise.child.dials;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.Matrix;
import android.os.SystemClock;
import java.io.IOException;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import model.Model;
import render.Program;
import render.Shader;
import util.OBJLoader;
public class GameView extends GLSurfaceView implements GLSurfaceView.Renderer {
// App Context
private Context mContext;
// Handles
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// Program & Shaders
private Program testProgram;
private Shader testVertexShader;
private Shader testFragmentShader;
// Model
private Model model;
private FloatBuffer vertexFloatBuffer;
private int vertexCount;
// Matrices
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private float[] mRotationMatrix = new float[16];
// Constructor
public GameView(Context context) {
super(context);
// App Context
mContext = context;
// OpenGL ES 2.0 Context
setEGLContextClientVersion(2);
// Renderer
setRenderer(this);
}
/*-------------------*/
/* Rendering Methods */
/*-------------------*/
// One Time Initialization
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.95f, 0.95f, 0.95f, 1f);
// Initialize Shaders
testVertexShader = new Shader(GLES20.GL_VERTEX_SHADER, mContext, R.raw.test_vertex_shader);
testFragmentShader = new Shader(GLES20.GL_FRAGMENT_SHADER, mContext, R.raw.test_fragment_shader);
// Create Program
testProgram = new Program(testVertexShader, testFragmentShader);
testProgram.use();
// Get Handles - Uniforms & Attributes
mPositionHandle = testProgram.getAttribute("vPosition");
mColorHandle = testProgram.getUniform("vColor");
mMVPMatrixHandle = testProgram.getUniform("uMVPMatrix");
// Model
try {
model = OBJLoader.loadOBJ(mContext, R.raw.spider);
vertexFloatBuffer = model.getVerticesFromIndices();
vertexCount = model.getVertexCount();
} catch (IOException e) {
e.printStackTrace();
}
}
// Drawing Call
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
// Time and Rotation Animation
float[] scratch = new float[16];
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, angle, angle, angle, angle);
// Set and Bind Data
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, 3, GLES20.GL_FLOAT, false, 12, vertexFloatBuffer);
// Set Color
float[] color = {.75f, 0f, 0f, 1f};
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// Camera Position - View Matrix
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -15, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Projection x View
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
// Rotation x MVP
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Final Matrix
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, scratch, 0);
// Draw
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
// GLSurface Changed
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
// GL Viewport & Aspect Ratio
GLES20.glViewport(0, 0, width, height);
float aspectRatio = (float) width / height;
// Calculate Projection
Matrix.frustumM(mProjectionMatrix, 0, -aspectRatio, aspectRatio, -1, 1, 3, 50);
}
}
Shader.java
package render;
import android.content.Context;
import android.opengl.GLES20;
import android.util.Log;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
public class Shader {
// Shader Source Code
public String shaderSource;
// Shader Handle
public int shaderHandle;
public int programHandle;
public Shader(int type, Context context, int resID) {
try {
shaderSource = loadShader(context, resID);
Log.d("Shader Load", "Success!");
System.out.println(shaderSource);
} catch (IOException e) {
Log.d("Shader Load", "Failed.");
e.printStackTrace();
}
shaderHandle = GLES20.glCreateShader(type);
GLES20.glShaderSource(shaderHandle, shaderSource);
GLES20.glCompileShader(shaderHandle);
}
// Get From Raw Folder
private String loadShader(Context context, int resID) throws IOException {
BufferedReader reader = new BufferedReader(
new InputStreamReader(context.getResources().openRawResource(resID))
);
String line, shader;
StringBuilder builder = new StringBuilder();
while ((line = reader.readLine()) != null) {
builder.append(line).append('\n');
}
reader.close();
shader = builder.toString();
return shader;
}
// Associated Program
public void setProgram(int handle) {
programHandle = handle;
}
}
Program.java
package render;
import android.opengl.GLES20;
import java.util.ArrayList;
import java.util.List;
public class Program {
public int handle;
private Shader vertexShader;
private Shader fragmentShader;
private List<String> attributes = new ArrayList<String>();
private List<String> uniforms = new ArrayList<String>();
public Program(Shader vertexShader, Shader fragmentShader) {
this.vertexShader = vertexShader;
this.fragmentShader = fragmentShader;
this.vertexShader.setProgram(handle);
this.fragmentShader.setProgram(handle);
handle = GLES20.glCreateProgram();
GLES20.glAttachShader(handle, vertexShader.shaderHandle);
GLES20.glAttachShader(handle, fragmentShader.shaderHandle);
GLES20.glLinkProgram(handle);
}
public void use() {
GLES20.glUseProgram(handle);
}
public int getAttribute(String name) {
return GLES20.glGetAttribLocation(handle, name);
}
public void setAttribute(String name) {
}
public int getUniform(String name) {
return GLES20.glGetUniformLocation(handle, name);
}
}
Model.java
package model;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.List;
public class Model {
private static final int NUM_OF_COORDS = 3;
public List<Vertex> vertices = new ArrayList<Vertex>();
public List<Vertex> normals = new ArrayList<Vertex>();
public List<Face> faces = new ArrayList<Face>();
public Model() {}
public int getVertexCount() {
return faces.size() * NUM_OF_COORDS;
}
public FloatBuffer getVerticesFromIndices() {
int numOfVertices = 3;
int bytesPerFloat = 4;
ByteBuffer bb = ByteBuffer.allocateDirect(faces.size() * numOfVertices * NUM_OF_COORDS * bytesPerFloat);
bb.order(ByteOrder.nativeOrder());
FloatBuffer vertexFloatBuffer = bb.asFloatBuffer();
// Use indices to find proper vertex
for (Face face : faces) {
// VERTEX 1
vertexFloatBuffer.put(vertices.get((int) (face.vertex.x - 1)).x);
vertexFloatBuffer.put(vertices.get((int) (face.vertex.x - 1)).y);
vertexFloatBuffer.put(vertices.get((int)(face.vertex.x - 1)).z);
// VERTEX 2
vertexFloatBuffer.put(vertices.get((int)(face.vertex.y - 1)).x);
vertexFloatBuffer.put(vertices.get((int)(face.vertex.y - 1)).y);
vertexFloatBuffer.put(vertices.get((int)(face.vertex.y - 1)).z);
// VERTEX 3
vertexFloatBuffer.put(vertices.get((int)(face.vertex.z - 1)).x);
vertexFloatBuffer.put(vertices.get((int)(face.vertex.z - 1)).y);
vertexFloatBuffer.put(vertices.get((int)(face.vertex.z - 1)).z);
}
vertexFloatBuffer.position(0);
return vertexFloatBuffer;
}
public FloatBuffer getNormalsFromIndices() {
int numOfVertices = 3;
int bytesPerFloat = 4;
ByteBuffer bb = ByteBuffer.allocateDirect(faces.size() * numOfVertices * NUM_OF_COORDS * bytesPerFloat);
bb.order(ByteOrder.nativeOrder());
FloatBuffer normalFloatBuffer = bb.asFloatBuffer();
// Use indices to find proper normal
for (Face face : faces) {
// VERTEX 1
normalFloatBuffer.put(normals.get((int) (face.normal.x - 1)).x);
normalFloatBuffer.put(normals.get((int) (face.normal.x - 1)).y);
normalFloatBuffer.put(normals.get((int)(face.normal.x - 1)).z);
// VERTEX 2
normalFloatBuffer.put(normals.get((int)(face.normal.y - 1)).x);
normalFloatBuffer.put(normals.get((int)(face.normal.y - 1)).y);
normalFloatBuffer.put(normals.get((int)(face.normal.y - 1)).z);
// VERTEX 3
normalFloatBuffer.put(normals.get((int)(face.normal.z - 1)).x);
normalFloatBuffer.put(normals.get((int)(face.normal.z - 1)).y);
normalFloatBuffer.put(normals.get((int)(face.normal.z - 1)).z);
}
normalFloatBuffer.position(0);
return normalFloatBuffer;
}
}
OBJLoader.java
package util;
import android.content.Context;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import model.Face;
import model.Model;
import model.Vertex;
public class OBJLoader {
/* loads .obj data from file in res/raw folder */
public static Model loadOBJ(Context context, int resID) throws IOException {
Model model = new Model();
BufferedReader reader = new BufferedReader(
new InputStreamReader(context.getResources().openRawResource(resID))
);
String line;
while ((line = reader.readLine()) != null) {
if (line.startsWith("v ")) {
// Vertex
float x = Float.valueOf(line.split(" ")[1]);
float y = Float.valueOf(line.split(" ")[2]);
float z = Float.valueOf(line.split(" ")[3]);
model.vertices.add(new Vertex(x, y, z));
} else if (line.startsWith("vn ")) {
// Normal
float x = Float.valueOf(line.split(" ")[1]);
float y = Float.valueOf(line.split(" ")[2]);
float z = Float.valueOf(line.split(" ")[3]);
model.normals.add(new Vertex(x, y, z));
} else if (line.startsWith("f ")) {
// Face
Vertex vertexIndices = new Vertex(
Float.valueOf(line.split(" ")[1].split("/")[0]),
Float.valueOf(line.split(" ")[2].split("/")[0]),
Float.valueOf(line.split(" ")[3].split("/")[0])
);
Vertex normalIndices = new Vertex(
Float.valueOf(line.split(" ")[1].split("/")[2]),
Float.valueOf(line.split(" ")[2].split("/")[2]),
Float.valueOf(line.split(" ")[3].split("/")[2])
);
model.faces.add(new Face(vertexIndices, normalIndices));
}
}
reader.close();
return model;
}
}
MainActivity.java
package wise.child.dials;
import android.app.Activity;
import android.os.Bundle;
import android.view.Window;
import android.view.WindowManager;
public class MainActivity extends Activity {
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
// Fullscreen & No Title Bar
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
// Set OpenGL ES Drawing Surface (Game View)
setContentView(new GameView(this));
}
}
AndroidManifest.xml
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="wise.child.dials">
<uses-feature
android:glEsVersion="0x00020000"
android:required="true" />
<supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />
<supports-gl-texture android:name="GL_OES_compressed_paletted_texture" />
<application
android:allowBackup="true"
android:icon="@mipmap/ic_launcher"
android:label="@string/app_name"
android:supportsRtl="true"
android:theme="@style/AppTheme">
<activity
android:name=".MenuActivity"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen">
</activity>
<activity
android:name=".MainActivity"
android:screenOrientation="landscape"
android:theme="@android:style/Theme.Holo.NoActionBar.Fullscreen">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
<activity android:name=".SplashScreen" />
</application>
</manifest>
Vertex Shader
attribute vec4 vPosition;
uniform mat4 uMVPMatrix;
void main() {
gl_Position = uMVPMatrix * vPosition;
}
Fragment Shader
uniform vec4 vColor;
void main() {
gl_FragColor = vColor;
}
The Solution to this Particular Issue:
So, I added this line to my fragment shader:
precision mediump float;
to give us:
Fragment Shader
precision mediump float;
uniform vec4 vColor;
void main() {
gl_FragColor = vColor;
}
Why this worked, I'm embarrassed to say that I do not know. If anybody is willing to elaborate further, please do I am curious. I'm still learning OpenGL ES 2.0. In my reading of OpenGL ES 2.0 Programming Guide (Good Book), I came across that line. And they noted, "In OpenGL ES 2.0, nothing can be drawn unless a valid vertex and fragment shader have been loaded." The Android tutorial also included this line, so I know it's critical.
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