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tRicky060606

OpenGL Texture help in JOGL

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I am having problems with textures. Please tell me where I'm going wrong. Here is all the code I used.

I'm trying to add a texture to the square. This will eventually be part of an object making program.

package ObjectMaker;

import com.sun.opengl.util.Animator;
import java.awt.Frame;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.nio.IntBuffer;
import java.util.Random;
import javax.media.opengl.GL;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCanvas;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.glu.GLU;



/**
 * ObjectMaker.java <BR>
 * author: Brian Paul (converted to Java by Ron Cemer and Sven Goethel) <P>
 *
 * This version is equal to Brian Paul's version 1.2 1999/10/21
 */
public class ObjectMaker implements GLEventListener {
    public static final Random rnd = new _Random( System.currentTimeMillis() );
    public static final ObjectMaker objectmaker = new ObjectMaker();

    private int[] textures, image;
    int width, height;
    private IntBuffer ib;
    private GLU glu;

    public ObjectMaker(){
        width = 32;
        height = 32;
        image = new int[ width * height ];
        for( int o = 0; o < image.length; o++ ){
            int x = o % width, y = o / width;
            image[ o ] = (int)Math.floor(
                    Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
        }
        ib  = IntBuffer.wrap( image );
        glu = new GLU();
    }

    public static void main(String[] args) {
        Frame frame = new Frame("Simple JOGL Application");
        GLCanvas canvas = new GLCanvas();

        canvas.addGLEventListener( objectmaker );
        frame.add(canvas);
        frame.setSize(640, 480);
        final Animator animator = new Animator(canvas);
        frame.addWindowListener(new WindowAdapter() {

            @Override
            public void windowClosing(WindowEvent e) {
                // Run this on another thread than the AWT event queue to
                // make sure the call to Animator.stop() completes before
                // exiting
                new Thread(new Runnable() {

                    public void run() {
                        animator.stop();
                        System.exit(0);
                    }
                }).start();
            }
        });
        // Center frame
        frame.setLocationRelativeTo(null);
        frame.setVisible(true);
        animator.start();
    }

    public void init(GLAutoDrawable drawable) {
        // Use debug pipeline
        // drawable.setGL(new DebugGL(drawable.getGL()));

        GL gl = drawable.getGL();
        System.err.println("INIT GL IS: " + gl.getClass().getName());

        // Enable VSync
        gl.setSwapInterval(1);

        // Setup the drawing area and shading mode
        gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        gl.glShadeModel(GL.GL_SMOOTH); // try setting this to GL_FLAT and see what happens.

        textures = new int[ ]{ 0 };
        buildTestTexture(gl);
    }

    public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
        GL gl = drawable.getGL();
        GLU glu = new GLU();

        if (height <= 0) { // avoid a divide by zero error!

            height = 1;
        }
        final float h = (float) width / (float) height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL.GL_PROJECTION);
        gl.glLoadIdentity();
        glu.gluPerspective(45.0f, h, 1.0, 20.0);
        gl.glMatrixMode(GL.GL_MODELVIEW);
        gl.glLoadIdentity();
    }

    public void display(GLAutoDrawable drawable) {
        GL gl = drawable.getGL();

        // Clear the drawing area
        gl.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT);
        // Reset the current matrix to the "identity"
        gl.glLoadIdentity();

        // Move the "drawing cursor" around
        gl.glTranslatef(-1.5f, 0.0f, -6.0f);

        // Drawing Using Triangles
        gl.glBegin(GL.GL_TRIANGLES);
            gl.glColor3f(1.0f, 0.0f, 0.0f);    // Set the current drawing color to red
            gl.glVertex3f(0.0f, 1.0f, 0.0f);   // Top
            gl.glColor3f(0.0f, 1.0f, 0.0f);    // Set the current drawing color to green
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
            gl.glColor3f(0.0f, 0.0f, 1.0f);    // Set the current drawing color to blue
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
        // Finished Drawing The Triangle
        gl.glEnd();

        // Move the "drawing cursor" to another position
        gl.glTranslatef(3.0f, 0.0f, 0.0f);
        gl.glColor3f( 1.0f, 1.0f, 1.0f);
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );
        // Draw A Quad
        gl.glBegin(GL.GL_QUADS);
            gl.glTexCoord2i( 0, 0 );
            gl.glVertex3f(-1.0f, 1.0f, 0.0f);  // Top Left
            gl.glTexCoord2i( 1, 0 );
            gl.glVertex3f(1.0f, 1.0f, 0.0f);   // Top Right
            gl.glTexCoord2i( 1, 1 );
            gl.glVertex3f(1.0f, -1.0f, 0.0f);  // Bottom Right
            gl.glTexCoord2i( 0, 1 );
            gl.glVertex3f(-1.0f, -1.0f, 0.0f); // Bottom Left
        // Done Drawing The Quad
        gl.glEnd();

        // Flush all drawing operations to the graphics card
        gl.glFlush();
    }

    public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {
    }

    private void buildTestTexture( GL gl ){
        gl.glGenTextures( textures.length, textures, 0 );
        gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );

        //gl.glPixelStorei( GL.GL_UNPACK_ALIGNMENT, textures.length );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_REPEAT );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_REPEAT );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR );
        gl.glTexParameteri
                ( GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR );
        gl.glTexEnvf
                ( GL.GL_TEXTURE_ENV, GL.GL_TEXTURE_ENV_MODE, GL.GL_MODULATE );
        /*glu.gluBuild2DMipmaps( GL.GL_TEXTURE_2D,
                               3,
                               width,
                               height,
                               GL.GL_RGBA,
                               GL.GL_UNSIGNED_BYTE,
                               ib );*/
        gl.glTexImage2D
                ( GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0,
                  GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, ib );
        gl.glEnable( GL.GL_TEXTURE_2D );
    }
}

package ObjectMaker;

import java.util.Random;

/**
 *
 * @author rda060606
 */
public class _Random extends Random {
    private static final int MAXCOUNTB4RESEEDING = 1000;
    private int count;

    public _Random(long seed) {
        super( seed );
        count = 0;
        //setuFlatteningArray();
    }

    @Override
    protected int next(int i) {
        count++;
        count %= MAXCOUNTB4RESEEDING;
        if( count == 0 ) setSeed( System.currentTimeMillis() );
        return super.next(i);
    }
}

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Some extra information about what isn't working, or a stack trace, or picture, or something like that will be good for future readers...

 

Without spending too much time on this, my first guess would be that the random values you're generating in the texture array aren't mapping to colors you'll see.  Try hard coding to white 0xFFFFFFFF first to see if that's working.

Edited by Glass_Knife

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Now I don't use Java so I don't really know how OpenGL works on it, but I will give my best shot. Also I have no clue what your program does when you try to run it(crash/odd color behavior) so bare with me.

 

 

This code here

  • width = 32;
  • height = 32;
  • image = new int[ width * height ];
  • for( int o = 0; o < image.length; o++ ){
  • int x = o % width, y = o / width;

Right here actually

//////////////////

  • image[ o ] = (int)Math.floor(
  • Math.sqrt(x * rnd.nextFloat() + y * rnd.nextFloat() ));
  • }

/////////////////

  • ib = IntBuffer.wrap( image );
  • glu = new GLU();

It seems to only write one int per pixel in a 32*32 grid

 

 

Then down here

 

//////

  • private void buildTestTexture( GL gl ){
  • gl.glGenTextures( textures.length, textures, 0 );
  • gl.glBindTexture( GL.GL_TEXTURE_2D, textures[ 0 ] );

//////

Your trying to load a 32*32 pixel texture into it but there are problems.

1. The code above only wrote one color per pixel (32*32=1024 ints) so the texture loader (I am only guessing) is that it tries to load a 32*32 3 channel texture (32*32*3=3072ints) so it will read 1024 of your data and the rest of the 2048 ints of whatever is stored in your system memory.

2.Even if OpenGl knew it had to convert 32*32 ints into 3 channels it can't because you need at 33*33 ints to make a 11*11 color pixel texture or 30*30 ints to make a 10*10 texture.

 

Hope this helps you!

Edited by Thorim

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@Thorim a 32~*32 colours is 1024 int and 4096 bytes using arga. So I don't know what you are thinling but thanks for trying.

@Glass_Knife thank you for pointing out my stupidity. I'm such a fool!

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