I am creating a simple traingle strip to cover the whole viewport with a single rectangle. Then I am applying a 100x100 texture to this surface which changes with every frame.
I set up viewPort and initialise my vertexBuffer etc. in the onSurfaceChanged method of my GLSurfaceView class, then call my rendering function from onDrawFrame.
This setup works as it should, but at random occasions only the right lower quarter of my rectangle gets rendered, the other 3/4th of the canvas is filled with background color! It doesn't happen every time, and the anomaly disappears after rotating the device back and forth (I guess because everything gets a reset in onSurfaceChanged)
I have tried to re-upload all vertices at every frame update with GLES20.glBufferData, which seems to get rid of this bug, although it might be that I just wasn't patient enough to observe it happening (as it is quite unpredictible). It's a very simple triangle strip, so I don't think that it consumes a lot of time, but it just feels bad practice to upload a data 60/sec which isn't changing at all!
//called from onSurfaceChanged
private fun initGL (side:Int) {
/*======== Defining and storing the geometry ===========*/
//vertices for TRIANGLE STRIP
val verticesData = floatArrayOf(
-1.0f,1.0f,//LU
-1.0f,-1.0f,//LL
1.0f,1.0f,//RU
1.0f,-1.0f//RL
)
//float : 32 bit -> 4 bytes
val vertexBuffer : FloatBuffer = ByteBuffer.allocateDirect(verticesData.size * 4)
.order(ByteOrder.nativeOrder()).asFloatBuffer()
vertexBuffer.put(verticesData).position(0)
val buffers = IntArray(1)
GLES20.glGenBuffers(1, buffers, 0)
vertexBufferId = buffers[0]
//upload vertices to GPU
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
GLES20.glBufferData(GLES20.GL_ARRAY_BUFFER,
vertexBuffer.capacity() * 4, // 4 = bytes per float
vertexBuffer,
GLES20.GL_STATIC_DRAW)
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0)
/*================ Shaders ====================*/
// Vertex shader source code
val vertCode =
"""
attribute vec4 aPosition;
void main(void) {
gl_Position = aPosition;
}
"""
val fragCode =
"""
precision mediump float;
varying vec2 vCoord;
uniform sampler2D u_tex;
void main(void) {
//1-Y, because we need to flip the Y-axis!!
vec4 color = texture2D(u_tex, vec2(gl_FragCoord.x/$side.0, 1.0-(gl_FragCoord.y/$side.0)));
gl_FragColor = color;
}
"""
// Create a shader program object to store
// the combined shader program
val shaderProgram = createProgram(vertCode, fragCode)
// Use the combined shader program object
GLES20.glUseProgram(shaderProgram)
val vertexCoordLocation = GLES20.glGetAttribLocation(shaderProgram, "aPosition")
GLES20.glVertexAttribPointer(vertexCoordLocation, 2, GLES20.GL_FLOAT, false, 0, vertexBuffer)
GLES20.glEnableVertexAttribArray(vertexCoordLocation)
//set ClearColor
GLES20.glClearColor(1f,0.5f,0.5f,0.9f)
//setup a texture buffer array
val texArray = IntArray(1)
GLES20.glGenTextures(1,texArray,0)
textureId = texArray[0]
if (texArray[0]==0) Log.e(TAG, "Error with Texture!")
else Log.e(TAG, "Texture id $textureId created!")
GLES20.glActiveTexture(GLES20.GL_TEXTURE0)
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST)
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST)
GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT,1)
}
//called from onDrawFrame
private fun updateGLCanvas (matrix : ByteArray, side : Int) {
//create ByteBuffer from updated texture matrix
val textureImageBuffer : ByteBuffer = ByteBuffer.allocateDirect(matrix.size * 1)//Byte = 1 Byte
.order(ByteOrder.nativeOrder())//.asFloatBuffer()
textureImageBuffer.put(matrix).position(0)
//do I need to bind the texture in every frame?? I am desperate XD
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId)
GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0,GLES20.GL_RGB, side, side, 0, GLES20.GL_RGB, GLES20.GL_UNSIGNED_BYTE, textureImageBuffer)
//bind vertex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
// Clear the color buffer bit
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
//draw from vertex buffer
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP,0,4)
//unbind vertex buffer
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, 0)
}
There are no error messages and most of the time the code is behaving as it should ... which makes this a bit difficult to track ...
If you want to use a vertex buffer, then the buffer object has to be the currently bound to the target GLES20.GL_ARRAY_BUFFER
, when the array of generic vertex attribute data is specified by glVertexAttribPointer
. The vertex attribute specification refers to this buffer.
In this case the last parameter of glVertexAttribPointer
is treated as a byte offset into the buffer object's data store.
In your case this means the last parameter has to be 0.
GLES20.glBindBuffer(GLES20.GL_ARRAY_BUFFER, vertexBufferId)
GLES20.glVertexAttribPointer(vertexCoordLocation, 2, GLES20.GL_FLOAT, false, 0, 0)
Note, if no named buffer buffer object is bound (zero), then the last parameter is a pointer to the buffer memory. Every time when a draw call is performed, this buffer is read.
In your implementation, the data which was uploaded to the GPU is never used, because it isn't referenced by the vertex array specification.
See also Vertex Specification.