Android OpenGL ES 2.0: the Cube model is not only distorted (is the perspective wrong?), But the faces load incorrectly (are the vertices wrong?)

I ran into some problems that I can’t explain very well if you guys don’t try it.

I cannot load the cube correctly. However, I was able to make it rotate on all axes. (plural "axis" is the "axis"?)

I did not dare to highlight and texture, so I'm sorry if you do not see the model.

This is what it looks like now (snapshot of a freely rotating model):

Snapshot of the cube.  No depth shown yet.

This is the expected result:

Blender model.  Expectations are too high, sir.

This is the code for mine GLSurfaceView.Renderer:

package dd.ww;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView.Renderer;
import android.opengl.Matrix;

public class Render implements Renderer {

    private Context context;
    private Cube cube;

    private float[] modelViewProjectionMatrix = new float[16];
    private float[] projectionMatrix = new float[16];
    private float[] viewMatrix = new float[16];
    private float[] rotationMatrix = new float[16];
    private float angle = 0f;

    public Render(Context context) {
        this.context = context;
    }

    @Override
    public void onSurfaceCreated(GL10 unused, EGLConfig config) {
        GLES20.glClearColor(1f, 1f, 1f, 1f);
        cube = new Cube(context);
    }

    @Override
    public void onSurfaceChanged(GL10 unused, int width, int height) {
        GLES20.glViewport(0, 0, width, height);
        float ratio = (float) width / (float) height;
        Matrix.frustumM(projectionMatrix, 0, -3f, 3f, -3f, 3f, 1f, 10f);
    }

    @Override
    public void onDrawFrame(GL10 unused) {
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        //Camera position
        Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, -4f, 0f, 0f, 0f, 0f, 1f, 0f);
        // projection x view = modelView
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
        //Creating rotation matrix
        Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);
        //rotation x camera = modelView
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);
        Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);
        Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
        Matrix.multiplyMM(modelViewProjectionMatrix, 0, rotationMatrix, 0, modelViewProjectionMatrix, 0);

        cube.draw(modelViewProjectionMatrix);

        angle += 0.7f;
        if (angle > 360f)
            angle = 0f;
    }

}

Cube, OBJ-. OBJ Loader OBJ, Blender ( , Blender.):

package dd.ww;

import java.io.BufferedReader;
import java.io.InputStreamReader;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import java.util.ArrayList;
import android.content.Context;
import android.content.res.AssetManager;
import android.opengl.GLES20;
import android.util.Log;

public class Cube {
    private Context context;
    private FloatBuffer vertexBuffer;
    private ShortBuffer indexBuffer;

    private int shaderProgram;

    //TODO: Go to Google Code, find OpenGL ES 2.0 Programming Guide source code, Android,
    //check in the ESShapes.java, and study the FloatBuffers...

    public Cube(Context c) {
        context = c;
        loadCube("cube/cube.obj");
    }

    private void loadCube(String filename) {

        ArrayList<Float> tempVertices = new ArrayList<Float>();
        //ArrayList<Float> tempNormals = new ArrayList<Float>();
        ArrayList<Short> vertexIndices = new ArrayList<Short>();
        //ArrayList<Short> normalIndices = new ArrayList<Short>();

        try {
            AssetManager manager = context.getAssets();
            BufferedReader reader = new BufferedReader(new InputStreamReader(manager.open(filename)));
            String line;
            while ((line = reader.readLine()) != null) {
                if (line.startsWith("v")) {
                    tempVertices.add(Float.valueOf(line.split(" ")[1])); //vx
                    tempVertices.add(Float.valueOf(line.split(" ")[2])); //vy
                    tempVertices.add(Float.valueOf(line.split(" ")[3])); //vz
                }
                //              else if (line.startsWith("vn")) {
                //                  tempNormals.add(Float.valueOf(line.split(" ")[1])); //nx
                //                  tempNormals.add(Float.valueOf(line.split(" ")[2])); //ny
                //                  tempNormals.add(Float.valueOf(line.split(" ")[3])); //nz
                //              }
                else if (line.startsWith("f")) {

                    /*
                    vertexIndices.add(Short.valueOf(tokens[1].split("/")[0])); //first point of a face
                    vertexIndices.add(Short.valueOf(tokens[2].split("/")[0])); //second point
                    vertexIndices.add(Short.valueOf(tokens[3].split("/")[0])); //third point
                    normalIndices.add(Short.valueOf(tokens[1].split("/")[2])); //first normal
                    normalIndices.add(Short.valueOf(tokens[2].split("/")[2])); //second normal
                    normalIndices.add(Short.valueOf(tokens[3].split("/")[2])); //third
                     */
                    //                  for (int i = 1; i <= 3; i++) {
                    //                      //String[] s = tokens[i].split("/");
                    //                      vertexIndices.add(Short.valueOf());
                    //                      //normalIndices.add(Short.valueOf(s[2]));
                    //                  }

                    vertexIndices.add(Short.valueOf(line.split(" ")[1]));
                    vertexIndices.add(Short.valueOf(line.split(" ")[2]));
                    vertexIndices.add(Short.valueOf(line.split(" ")[3]));
                }
            }

            float[] vertices = new float[tempVertices.size()];
            for (int i = 0; i < tempVertices.size(); i++) {
                Float f = tempVertices.get(i);
                vertices[i] = (f != null ? f : Float.NaN);
            }

            short[] indices = new short[vertexIndices.size()];
            for (int i = 0; i < vertexIndices.size(); i++) {
                Short s = vertexIndices.get(i);
                indices[i] = (s != null ? s : 1);
            }

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

            indexBuffer = ByteBuffer.allocateDirect(indices.length * 2).order(ByteOrder.nativeOrder()).asShortBuffer();
            indexBuffer.put(indices).position(0);


            int vertexShader = GLES20.glCreateShader(GLES20.GL_VERTEX_SHADER);
            GLES20.glShaderSource(vertexShader, vertexCode);
            GLES20.glCompileShader(vertexShader);
            int fragmentShader = GLES20.glCreateShader(GLES20.GL_FRAGMENT_SHADER);
            GLES20.glShaderSource(fragmentShader, fragmentCode);
            GLES20.glCompileShader(fragmentShader);

            shaderProgram = GLES20.glCreateProgram();
            GLES20.glAttachShader(shaderProgram, vertexShader);
            GLES20.glAttachShader(shaderProgram, fragmentShader);
            GLES20.glLinkProgram(shaderProgram);

            int[] linked = new int[1];
            GLES20.glGetProgramiv(shaderProgram, GLES20.GL_LINK_STATUS, linked, 0);
            if (linked[0] == 0){
                Log.d("DEBUG", "Shader code error.");
                Log.d("DEBUG", GLES20.glGetProgramInfoLog(shaderProgram));
                GLES20.glDeleteProgram(shaderProgram);
                return;
            }

            GLES20.glDeleteShader(vertexShader);
            GLES20.glDeleteShader(fragmentShader);




        }
        catch (Exception e) {
            Log.d("DEBUG", "Error.", e);
        }
    }

    private String vertexCode = "" +
            "attribute vec4 a_position;  \n" +
            "uniform mat4 mvpMatrix;     \n" +
            "void main() {               \n" +
            "   gl_Position = a_position * mvpMatrix;\n" +
            "}                           \n";

    private String fragmentCode = "" +
            "precision mediump float;                   \n" +
            "void main() {                              \n" +
            "   gl_FragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" +
            "}                                          \n";

    private int attribute_Position;
    private int uniform_mvpMatrix;

    public void draw(float[] mvpMatrix){
        GLES20.glUseProgram(shaderProgram);
        attribute_Position = GLES20.glGetAttribLocation(shaderProgram, "a_position");
        GLES20.glVertexAttribPointer(attribute_Position, 3, GLES20.GL_FLOAT, false, 3 * 4, vertexBuffer);
        GLES20.glEnableVertexAttribArray(attribute_Position);
        uniform_mvpMatrix = GLES20.glGetUniformLocation(shaderProgram, "mvpMatrix");
        GLES20.glUniformMatrix4fv(uniform_mvpMatrix, 1, false, mvpMatrix, 0);
        GLES20.glDrawElements(GLES20.GL_TRIANGLES, indexBuffer.capacity(), GLES20.GL_UNSIGNED_SHORT, indexBuffer);
        GLES20.glDisableVertexAttribArray(attribute_Position);
    }
}

, , APK ( Mediafire, ). ). APK , Gingerbread . ( , OpenGL ES 2.0 ...): Mediafire APK.

- , , . , SO, 40% - , . , . , , -, , , .. , .

+5
1

...

- .

Snapshot 1

Snapshot 2

, OpenGL ES 2.0.

SO, Tim:

, mvpMatrix * mRotationMatrix, , , . Android.opengl.Matrix " float , lhs / rhs. undefined, lhs rhs." , .

, :

//Creating rotation matrix
Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);

//rotation x camera = modelView    
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, modelViewProjectionMatrix, 0, rotationMatrix, 0);

cube.draw(modelViewProjectionMatrix);

, . , lhs rhs .

:

//Creating rotation matrix
Matrix.setRotateM(rotationMatrix, 0, angle, 0f, 0f, -1f);

//rotation x camera = modelView
float[] duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);

Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, 0f, -1f, 0f);
duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

Matrix.setRotateM(rotationMatrix, 0, angle, -1f, 0f, 0f);
duplicateMatrix = Arrays.copyOf(modelViewProjectionMatrix, 16);
Matrix.multiplyMM(modelViewProjectionMatrix, 0, duplicateMatrix, 0, rotationMatrix, 0);

cube.draw(modelViewProjectionMatrix);

.

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