How do I texture map a cube in OpenGL ES? - iphone

Having a lot of trouble getting texture maps to work in openGL ES (iphone).
Here's what I've done:
built an array of vertexes
built an array of faces that reference the indices of the array of vertexes for each face
built an array of colors so I can be sure I know which vertex on the cube is which.
All of this following Jeff Lamarche's tutorials. Getting the objects rendering and moving is not a problem.
Now I'm trying to get the cube (actually a tile, narrower in Z that X or Y) to stick a texture on two opposite faces (the others can come later). I have been able to get one face to work, but I am not getting workable results on any other face.
What is the most systematic way to texture map an object in OpenGL ES, and can anyone see where the errors in my code are?
#import "GLViewController.h"
#import "ConstantsAndMacros.h"
#import "OpenGLCommon.h"
#import "Cube.h"
#implementation GLViewController
#synthesize initDone;
#synthesize tileArray;
#synthesize tileRows;
#synthesize tileCols;
#synthesize cubes;
#synthesize gridOffsetX;
#synthesize gridOffsetY;
#synthesize gridOffsetZ;
#synthesize tileSpacing;
- (void)drawView:(UIView *)theView
{
static GLfloat rot = 0.0;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// This is the same result as using Vertex3D, just faster to type and
// can be made const this way
static const Vertex3D vertices[]= {
{1.0f, -1.0f, 0.2f},
{1.0f, -1.0f, -0.2f},
{1.0f, 1.0f, -0.2f},
{1.0f, 1.0f, 0.2f},
{-1.0f, -1.0f, 0.2f},
{-1.0f, -1.0f, -0.2f},
{-1.0f, 1.0f, -0.2f},
{-1.0f, 1.0f, 0.2f}
};
static const Color3D colors[] = {
{1.0, 0.0, 0.0, 20.0},
{1.0, 1.0, 1.0, 20.0},
{1.0, 1.0, 1.0, 20.0},
{0.0, 0.0, 1.0, 20.0},
{0.0, 1.0, 0.0, 20.0},
{1.0, 1.0, 1.0, 20.0},
{1.0, 1.0, 1.0, 20.0},
{1.0, 1.0, 1.0, 20.0},
};
static const GLubyte cubeFaces[] = {
0, 1, 3,
2, 3, 1,
0, 3, 4,
3, 4, 7, // first main face
2, 1, 6, // second main face
1, 6, 5,
5, 6, 7,
5, 4, 7,
7, 6, 3,
6, 3, 2,
4, 0, 5,
1, 0, 5,
};
static const Vector3D normals[] = {
{0.200000, -0.400000, 0.000000},
{0.400000, -0.200000, -0.400000},
{0.333333, 0.333333, -0.333333},
{0.400000, 0.400000, -0.200000},
{-0.333333, -0.333333, 0.333333},
{-0.400000, -0.400000, -0.200000},
{-0.200000, 0.400000, -0.400000},
{-0.400000, 0.200000, 0.000000},
};
static const GLfloat texCoords[] = {
0.0, 0.0, // texture face
1.0, 1.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 0.0, // texture face
1.0, 1.0,
1.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0, // texture face
1.0, 1.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 0.0, // texture face
1.0, 1.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 0.0, // texture face
1.0, 1.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 0.0, //
1.0, 1.0,
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0,
};
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glLoadIdentity();
glClearColor(0.7, 0.7, 0.7, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_FLOAT, 0, colors);
glNormalPointer(GL_FLOAT, 0, normals);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
NSMutableArray *tempRow;
Cube *tempCube;
for (int i = 1; i <= cubes.tileRows; i++)
{
tempRow = [cubes rowAtIndex:i-1];
for (int j = 1; j <= cubes.tileCols; j++)
{
tempCube = [tempRow objectAtIndex:j-1];
glLoadIdentity();
glTranslatef(gridOffsetX + (tileSpacing * (GLfloat)i), gridOffsetY + (tileSpacing * (GLfloat)j), gridOffsetZ);
glRotatef(rot, 1.0, 0.0, 0);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_BYTE, cubeFaces);
}
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
static NSTimeInterval lastDrawTime;
if (lastDrawTime)
{
NSTimeInterval timeSinceLastDraw = [NSDate timeIntervalSinceReferenceDate] - lastDrawTime;
rot+=30 * timeSinceLastDraw;
}
//NSLog(#"rot is %f", rot);
lastDrawTime = [NSDate timeIntervalSinceReferenceDate];
}
-(void)setupView:(GLView*)view
{
initDone = NO;
tileRows = 5;
tileCols = 7;
gridOffsetX = 5.2f;
gridOffsetY = 6.9f;
gridOffsetZ = -14.0;
tileSpacing = -2.15f;
cubes = [[Cubes alloc] initWithRowCount:tileRows colCount: tileCols ];
const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 50.0;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = view.bounds;
// glOrthof(-5.0, // Left
// 5.0, // Right
// -5.0 / (rect.size.width / rect.size.height), // Bottom
// 5.0 / (rect.size.width / rect.size.height), // Top
// 0.01, // Near
// 10000.0); // Far
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size /
(rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_COLOR_MATERIAL);
// Enable lighting
glEnable(GL_LIGHTING);
// Turn the first light on
glEnable(GL_LIGHT0);
// Define the ambient component of the first light
const GLfloat light0Ambient[] = {0.5, 0.5, 0.5, 1.0};
glLightfv(GL_LIGHT0, GL_AMBIENT, light0Ambient);
// Define the diffuse component of the first light
const GLfloat light0Diffuse[] = {0.7, 0.7, 0.7, 1.0};
glLightfv(GL_LIGHT0, GL_DIFFUSE, light0Diffuse);
// Define the specular component and shininess of the first light
const GLfloat light0Specular[] = {0.7, 0.7, 0.7, 1.0};
const GLfloat light0Shininess = 0.4;
glLightfv(GL_LIGHT0, GL_SPECULAR, light0Specular);
// Define the position of the first light
const GLfloat light0Position[] = {0.0, 10.0, 10.0, 0.0};
glLightfv(GL_LIGHT0, GL_POSITION, light0Position);
// Define a direction vector for the light, this one points right down the Z axis
const GLfloat light0Direction[] = {0.0, 0.0, -1.0};
glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, light0Direction);
// Define a cutoff angle. This defines a 90° field of vision, since the cutoff
// is number of degrees to each side of an imaginary line drawn from the light's
// position along the vector supplied in GL_SPOT_DIRECTION above
glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 45.0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
NSString *path = [[NSBundle mainBundle] pathForResource:#"a-tile-64" ofType:#"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(#"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
[texData release];
glLoadIdentity();
};
- (void)dealloc
{
[tileArray release];
[cubes release];
[super dealloc];
}
#end

I also kick-started OpenGL ES using Jeff's tutorials.
I would suggest simplifying what you're trying to do. For example:
Forget the Normals
Forget the Colors
Forget the indices
Create a structure that binds the vertices to their attributes
Jeff provides a useful TexturedVertexData3D Struct that does this. You don't have to fill in the normal part if you don't want to.
Then, set up your strides appropriately:
glVertexPointer(3, GL_FLOAT, sizeof(TexturedVertexData3D), &vertices[0]);
glTexCoordPointer(2, GL_FLOAT, sizeof(TexturedVertexData3D), &vertices[0].texCoords);
And use glDrawArrays to draw your object:
glDrawArrays(GL_TRIANGLES, 0, nVertices);
Once you have this working, go ahead and add the normals and colors into the TexturedVertexData3D struct, and set your texture and color pointers appropriately. Then test again, or post an update if things don't work.
At this point you can start to think about how to use indices. Indices don't really make sense until you are rendering thousands of vertices. But, when the time comes, you can get a nice performance increase by using them.

I've been watching this question as I'm learning OpenGL at the moment and will be moving on to OpenGL ES. As nobody has answered yet, I'll give you my thoughts, don't consider this an expert opinion though.
Something to consider is that as it stands, your Vertex, Color & Normal arrays contains 8 'items', however your TexCoord array has 36 'items'. I'm pretty sure when you use glDrawElements with a list of indices, it uses those indices to pick items from ALL of the activated arrays. So the last 28 items of your TexCoord array will never be used, they will be picked out according to the indices specified by cubeFaces. In the tutorial you linked, there are four items in all the arrays, which works nicely for a single face of an object.
However this is a bit of an issue with using indices for 3D objects, because although several vertices are re-used in a cube, their texture co-ordinates will not necessarily be the same for the different triangles they are used for. In fact neither will their normals, so that may be another issue with your code when it comes to lighting the object.
I don't know what the best solution to this is, which is why I'm interested in any other answers to this question... drawing the cube vertex by vertex is an option. I'm also wondering whether it's possible to draw each face of the cube separately, and change the TexCoord array each time. Or perhaps there is some easier or standard way of doing this kind of thing that I am not yet aware of!

Related

Shaders iOS, OSX

I have problem with OpenGL's shaders.
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_fragmentColor;
void main()
{
gl_FragColor = v_fragmentColor;
}
and the second one
attribute vec4 a_position;
attribute vec4 a_color;
uniform mat4 u_MVPMatrix;
#ifdef GL_ES
varying lowp vec4 v_fragmentColor;
#else
varying vec4 v_fragmentColor;
#endif
void main()
{
gl_Position = u_MVPMatrix * a_position;
v_fragmentColor = a_color;
}
Firs I make 2d projection
- (void)makeProjection2D
{
float scaleFactor = 1.0;
CGSize size = self.bounds.size;
glViewport(0, 0, size.width, size.height);
kmGLMatrixMode(KM_GL_PROJECTION);
kmGLLoadIdentity();
kmMat4 orthoMatrix;
kmMat4OrthographicProjection(&orthoMatrix, 0, size.width / scaleFactor, 0, size.height / scaleFactor, -size.width, size.width);
kmGLMultMatrix( &orthoMatrix );
kmGLMatrixMode(KM_GL_MODELVIEW);
kmGLLoadIdentity();
}
Next step is shaders creation.
Folowed by OpenGL initialization.
GLint dim[2] = {1025, 769};
CGLSetParameter([[self openGLContext] CGLContextObj], kCGLCPSurfaceBackingSize, dim);
CGLEnable([[self openGLContext] CGLContextObj], kCGLCESurfaceBackingSize);
// Setup OpenGL states
glMatrixMode(GL_PROJECTION);
CGRect frame = self.bounds;
glGetError();
// Setup the view port in Pixels
glOrtho(0, frame.size.width, 0, frame.size.height, -1, 1);
glViewport(0, 0, frame.size.width, frame.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
self.pointSize = pointSizeForDrawing;
GLint zeroOpacity = 0;
[[self openGLContext] setValues:&zeroOpacity forParameter:NSOpenGLCPSurfaceOpacity];
If I try to draw domething on the screen like four big pixels
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, framebuffer);
glClearColor(1.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPointSize(100.0);
glColor3b(1.0, 1.0, 1.0);
GLfloat i[8] = {44.0, 44.0, 100.0, 100.0, 300.0, 300.0, 500.0, 500.0};
glVertexPointer(2, GL_FLOAT, 0, i);
glDrawArrays(GL_POINTS, 0, 4);
glBindFramebufferEXT( GL_READ_FRAMEBUFFER_EXT, framebuffer );
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, 0 );
glViewport(0, 0, self.bounds.size.width, self.bounds.size.height);
glBlitFramebufferEXT( 0, 0, self.bounds.size.width, self.bounds.size.height, 0, 0, self.bounds.size.width, self.bounds.size.height, GL_COLOR_BUFFER_BIT, GL_NEAREST );
glSwapAPPLE();
Only one is visible, if I remove making 2d projection and shaders then all 4 are visible.
The code, which uses the shaders works on iOS, but not on OSX, any idea why? To initialize shaders I use CCGLProgram from cocos2d If you need more info, please let me know.

iPhone OpenGL ES background texture problems

I am trying to set a .png file as my background in OpenGL, with the hopes of drawing more objects on top of it. I have an image that is a 320x480 RGB image. I setup my vertices, as follows:
- (void)drawView:(GLView*)view;
{
static GLfloat rot = 0.0;
glColor4f(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Vertices
static const Vertex3D vertices[] = {
{-1.0, 1.0, -0.0},
{ 1.0, 1.0, -0.0},
{-1.0, -1.0, -0.0},
{ 1.0, -1.0, -0.0}
};
// Normals
static const Vector3D normals[] = {
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f},
{0.0f, 0.0f, 1.0f}
};
// Tex Coords
static const GLfloat texCoords[] = {
0.1875f, 0.03125f, // image is 320x480, but texture is 512x512. Image is offset by 96x32
0.1875f, 0.96875,
0.8125f, 0.03125f,
0.8125f, 0.96875
};
glLoadIdentity();
glTranslatef(0.0, 0.0, -3.0);
glScalef(320.0f / 512.0f, 480.0f / 512.0f, 1.0f);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
static NSTimeInterval lastDrawTime;
if (lastDrawTime)
{
NSTimeInterval timeSinceLastDraw = [NSDate timeIntervalSinceReferenceDate] - lastDrawTime;
rot+= 60 * timeSinceLastDraw;
}
lastDrawTime = [NSDate timeIntervalSinceReferenceDate];
}
-(void)setupView:(GLView*)view
{
const GLfloat zNear = 0.01, zFar = 1000.0, fieldOfView = 45.0;
GLfloat size;
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = view.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size /
(rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
// Turn necessary features on
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_ONE, GL_SRC_COLOR);
//glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
// Bind the number of textures we need, in this case one.
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
NSString *path = [[NSBundle mainBundle] pathForResource:#"texture" ofType:#"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(#"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
// Flip the Y-axis
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
[texData release];
glEnable(GL_LIGHTING);
// Turn the first light on
glEnable(GL_LIGHT0);
// Define the ambient component of the first light
static const Color3D light0Ambient[] = {{0.4, 0.4, 0.4, 1.0}};
glLightfv(GL_LIGHT0, GL_AMBIENT, (const GLfloat *)light0Ambient);
// Define the diffuse component of the first light
static const Color3D light0Diffuse[] = {{0.8, 0.8, 0.8, 1.0}};
glLightfv(GL_LIGHT0, GL_DIFFUSE, (const GLfloat *)light0Diffuse);
// Define the position of the first light
// const GLfloat light0Position[] = {10.0, 10.0, 10.0};
static const Vertex3D light0Position[] = {{10.0, 10.0, 10.0}};
glLightfv(GL_LIGHT0, GL_POSITION, (const GLfloat *)light0Position);
}
when I run the code it shows as less than a full screen grey box, instead of my image. Any ideas what I am doing wrong ?

Explain how OpenGL ES background images work

Could someone please explain how you render background images on an OpenGL ES view? From the basics of setting up the OpenGL environment. I'm a newbie to OpenGL here.
I'm seeing a few questions/answers on stackoverflow about creating background images, but I'm trying to modify existing code at the moment (Apple's GLPaint in particular), and I'm not sure what is needed and what is not. Having tried the solutions, with no success, I thought I should take a step back and actually try and understand what is going on. Mindlessly hacking hasn't gotten me far =(
Are there any simple apps that show this? Or reference manuals would be useful too (preferably ones for newbies) - I tried looking at the references for this answer, but I don't get it =(
you need to render an image (dimensions need to be powers of 2) to opengl.
you can either place the image in your 3d world so that it appears to be background (I do this because my camera angle is fixed.) or you can push some matrices to make use of glOrthof before drawing the images and pop the matrices off after.
Here is some code to help you with the image draw to opengl
glPushMatrix();
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
UIImage *image = [UIImage imageNamed:#"map1.jpg"];
if (image == nil)
NSLog(#"Do real error checking here");
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc( height * width * 4 );
CGContextRef context = CGBitmapContextCreate( imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGContextTranslateCTM (context, 0, height);
CGContextScaleCTM (context, 1.0, -1.0);
CGColorSpaceRelease( colorSpace );
CGContextClearRect( context, CGRectMake( 0, 0, width, height ) );
CGContextTranslateCTM( context, 0, height - height );
CGContextDrawImage( context, CGRectMake( 0, 0, width, height ), image.CGImage );
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(context);
free(imageData);
[image release];
static const GLfloat texCoords[] = {
0.0, 1.0,
1.0, 1.0,
0.0, 0.0,
1.0, 0.0
};
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
static const GLfloat vertices[] = {
-1.0, 1.0, -0.0,
1.0, 1.0, -0.0,
-1.0, -1.0, -0.0,
1.0, -1.0, -0.0
};
static const GLfloat normals[] = {
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0
};
glBindTexture(GL_TEXTURE_2D, texture[0]);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glNormalPointer(GL_FLOAT, 0, normals);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glPopMatrix();
I recommend you to read this articles from the very beginning link if you want to understand the basics of OpenGL ES 1.1 . There are also lots of sample projects provided.

glFrustumf displays only clear color, glOrthof displays as expected (OpenGL ES)

I'm new to OpenGL, so I'm sure this is a dummy mistake, but I've read every post, and reviewed sample code, and I can't find a difference, explaining why glFrustum wont display as I'd like it to.
I initialize OpenGL like:
- (void) initOpenGL{
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
//glLoadIdentity();
//glOrthof(0.0f, self.bounds.size.width, self.bounds.size.height, 0.0f, -10.0f, 10.0f);
const GLfloat zNear = -0.1, zFar = 1000.0, fieldOfView = 60.0;
GLfloat size;
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
// This give us the size of the iPhone display
CGRect rect = self.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#if 0
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
#endif
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
#if TARGET_IPHONE_SIMULATOR
glColor4f(0.0, 0.0, 0.0, 0.0f);
#else
glColor4f(0.0, 0.0, 0.0, 0.0f);
#endif
[[Texture2D alloc] initWithImage:[UIImage imageNamed:#"GreenLineTex.png"] filter:GL_LINEAR];
glInitialised = YES;
And my drawing is done like:
- (void)drawView {
if(!glInitialised) {
[self initOpenGL];
}
[EAGLContext setCurrentContext:context];
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
static const GLfloat texCoords[] = {
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 1.0
};
// draw the edges
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glBindTexture(GL_TEXTURE_2D, 1);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
for (int i = 0; i < connectionNumber; i++){
Vertex2DSet(&vertices[0], connectionLines[i].lineVertexBeginPoint.x, connectionLines[i].lineVertexBeginPoint.y);
Vertex2DSet(&vertices[1], connectionLines[i].lineVertexBeginPoint.x+connectionLines[i].normalVector.x, connectionLines[i].lineVertexBeginPoint.y+connectionLines[i].normalVector.y);
Vertex2DSet(&vertices[2], connectionLines[i].lineVertexEndPoint.x, connectionLines[i].lineVertexEndPoint.y);
Vertex2DSet(&vertices[3], connectionLines[i].lineVertexEndPoint.x+connectionLines[i].normalVector.x, connectionLines[i].lineVertexEndPoint.y+connectionLines[i].normalVector.y);
glVertexPointer(2, GL_FLOAT, 0, vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
Where the block in the for loop is a set of vertices that make up some triangle strips.
If I uncomment the glOrthof() line, then I can see my display, however it's orthographic, and I'd like to move the camera in and out, to change the scaling of the whole scene.
What have I done incorrectly that causes glFrustumf() to display only the clear color?
Short answer: you are looking in the wrong direction.
Long answer:
Your frustum is symmetric while your orthographic matrix isn't. So if your model is set up to be visible in the glOrtho case, it may not be visible with your glFrustum.
Also you shouldn't use glOrtho AND glFrustum together, because the matrices are multiplied and will surely yield a funny projection matrix.
You can use Nate Robins' GL tutors at http://www.xmission.com/~nate/tutors.html to experiment with glFrustum and glOrtho (in the "projection" application).

How do I implement AABB ray cast hit checking on the iPhone

Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched.
I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5.
Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d.
//
// GLViewController.h
// NeHe Lesson 05
//
// Created by Jeff LaMarche on 12/12/08.
// Copyright Jeff LaMarche Consulting 2008. All rights reserved.
//
#import "GLViewController.h"
#import "GLView.h"
#implementation GLViewController
- (void)drawBox
{
static const GLfloat cubeVertices[] = {
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f,-1.0f, 1.0f,
-1.0f,-1.0f, 1.0f,
-1.0f, 1.0f,-1.0f,
1.0f, 1.0f,-1.0f,
1.0f,-1.0f,-1.0f,
-1.0f,-1.0f,-1.0f
};
static const GLubyte cubeNumberOfIndices = 36;
const GLubyte cubeVertexFaces[] = {
0, 1, 5, // Half of top face
0, 5, 4, // Other half of top face
4, 6, 5, // Half of front face
4, 6, 7, // Other half of front face
0, 1, 2, // Half of back face
0, 3, 2, // Other half of back face
1, 2, 5, // Half of right face
2, 5, 6, // Other half of right face
0, 3, 4, // Half of left face
7, 4, 3, // Other half of left face
3, 6, 2, // Half of bottom face
6, 7, 3, // Other half of bottom face
};
const GLubyte cubeFaceColors[] = {
0, 255, 0, 255,
255, 125, 0, 255,
255, 0, 0, 255,
255, 255, 0, 255,
0, 0, 255, 255,
255, 0, 255, 255
};
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, cubeVertices);
int colorIndex = 0;
for(int i = 0; i < cubeNumberOfIndices; i += 3)
{
glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]);
int face = (i / 3.0);
if (face%2 != 0.0)
colorIndex+=4;
glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]);
}
glDisableClientState(GL_VERTEX_ARRAY);
}
//move this to a data model later!
- (GLfixed)floatToFixed:(GLfloat)aValue;
{
return (GLfixed) (aValue * 65536.0f);
}
- (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view;
{
glMatrixMode(GL_MODELVIEW);
GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0,
-25149, 26775,-54274, 0,
-40303, 36435, 36650, 0,
0, 0, 0, 65536 };
/*
GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 65536 };
*/
//glLoadIdentity();
//glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f);
// Reset rotation system
if (isFirstDrawing)
{
//glLoadIdentity();
glMultMatrixx(currentModelViewMatrix);
[self configureLighting];
isFirstDrawing = NO;
}
// Scale the view to fit current multitouch scaling
GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor];
glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor);
// Perform incremental rotation based on current angles in X and Y
glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation);
glRotatex([self floatToFixed:totalRotation],
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]),
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]),
(GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8])
);
// Translate the model by the accumulated amount
glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix);
float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f));
xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor);
yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor);
// Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that
glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f);
// Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that
glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f);
// Black background, with depth buffer enabled
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
[self drawBox];
}
- (void)configureLighting;
{
const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535};
const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535};
const GLfixed matAmbient[] = {65535, 65535, 65535, 65535};
const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535};
const GLfixed lightPosition[] = {30535, -30535, 0, 0};
const GLfixed lightShininess = 20;
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_COLOR_MATERIAL);
glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient);
glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse);
glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess);
glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient);
glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse);
glLightxv(GL_LIGHT0, GL_POSITION, lightPosition);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_SMOOTH);
glEnable(GL_NORMALIZE);
}
-(void)setupView:(GLView*)view
{
const GLfloat zNear = 0.1,
zFar = 1000.0,
fieldOfView = 60.0;
GLfloat size;
glMatrixMode(GL_PROJECTION);
glEnable(GL_DEPTH_TEST);
size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0);
CGRect rect = view.bounds;
glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size /
(rect.size.width / rect.size.height), zNear, zFar);
glViewport(0, 0, rect.size.width, rect.size.height);
glScissor(0, 0, rect.size.width, rect.size.height);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glTranslatef(0.0f, 0.0f, -6.0f);
isFirstDrawing = YES;
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
- (void)dealloc
{
[super dealloc];
}
#end
In order to implement Ray cast hit checking, you should check these sources:
http://www.mvps.org/directx/articles/rayproj.htm
http://bookofhook.com/mousepick.pdf
http://eigenclass.blogspot.com/2008/10/opengl-es-picking-using-ray-boundingbox.html
Basically, first, create a 3D ray from a 2D touch. Then use that ray to check for intersection with objects in your world. You should create the matrix inverse of your current matrix, and from the inverse matrix you can create start and end position using your near and far clip plane. and then when calculating the near and far points you should apply the projection settings.
BTW: In my project, my point recognition is based on color unique pixel comparison rather than ray cast hit check. It is much easier to implement hit check with just finding unique colors. Only a suggestion, hope it helps :)
cheers,
Guvener