I am trying to change my OpenGL square's color only when it is touched. I looked around online at some good sources to see how I could find the coordinates to change its color, Converting pixel co-ordinates to normalized co-ordinates at draw time in OpenGL 3.0. However, I am still confused about how to get my square's or onTouchEvent inputs coordinates to be translated in OpenGL code(vertexShaderCode). I have tried to directly track my square coordinates in the onTouchEvent activity, but it wrongly tracks the position since I am working with two different coordinate systems(OpenGl, Android Studios).
//THIS IS NOT MY FULL CODE
public boolean onTouchEvent(MotionEvent e) {
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
colorHolder = renderer.getmSquare().getColor();
switch (e.getAction()) {
case MotionEvent.ACTION_DOWN:
//THIS IS MY PROBLEM. I DON'T KNOW A GOOD WAY OF TRACKING THE SQUARE'S POSITION BESIDES
//ADDING VARIBLE TO IT'S MAIN CLASS THEN REFERENCING THEM HERE
if(renderer.mSquareY > (y / getHeight()) && renderer.mSquareX > (x / getWidth()))
renderer.getmSquare().color = tempColor;
case MotionEvent.ACTION_MOVE:
float dx = x - previousX;
float dy = y - previousY;
float tempHeight = y / getHeight();
float tempWidth = x / getWidth();
//THIS IS MY PROBLEM. I DON'T KNOW A GOOD WAY OF TRACKING THE SQUARE'S POSITION BESIDES ADDING VARIBLE TO IT'S MAIN CLASS THEN REFERENCING THEM HERE
if(renderer.mSquareY < (y / getHeight()) && renderer.mSquareX < (x / getWidth()))
renderer.getmSquare().color = tempColor;
renderer.mSquareX = (x / getWidth());
renderer.mSquareY = (y / getHeight());
...
I have three classes that handle creating the square, handles rendering, and the main activity in the corresponding order: Square.java, MyGLRenderer.java, MyGLSurfaceView.java.
public class Square {
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// The matrix must be included as a modifier of gl_Position.
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private FloatBuffer vertexBuffer;
private ShortBuffer drawListBuffer;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private int mMVPMatrixHandle;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float squareCoords[] = {
0.5f, 0.5f, 0.0f, // top left
0.5f, -0.5f, 0.0f, // bottom left
-0.5f, -0.5f, 0.0f, // bottom right
-0.5f, 0.5f, 0.0f }; // top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
public float[] getColor() {
return color;
}
public void setColor(float[] color) {
this.color = color;
}
float color[] = { 0.2f, 0.709803922f, 0.898039216f, 1.0f };
public Square() {
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (# of coordinate values * 4 bytes per float)
squareCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(squareCoords);
vertexBuffer.position(0);
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
drawOrder.length * 2);
dlb.order(ByteOrder.nativeOrder());
drawListBuffer = dlb.asShortBuffer();
drawListBuffer.put(drawOrder);
drawListBuffer.position(0);
// prepare shaders and OpenGL program
int vertexShader = MyGLRenderer.loadShader(
GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(
GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // create OpenGL program executables
}
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(
mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//MyGLRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
//MyGLRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(
GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
public class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
public Square getmSquare() {
return mSquare;
}
public void setmSquare(Square mSquare) {
this.mSquare = mSquare;
}
private Square mSquare;
private Circle mCircle;
// vPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] vPMatrix = new float[16];
private final float[] projectionMatrix = new float[16];
private final float[] viewMatrix = new float[16];
private float[] rotationMatrix = new float[16];
private float[] translationMatrix = new float[16];
private float[] scaleMatrix = new float[16];
public volatile float mAngle;
public float mSquareX = 1.5f;
public float mSquareY = 0.0f;
public float mRadius = 1.0f;
public float getAngle() {
return mAngle;
}
public void setAngle(float angle) {
mAngle = angle;
}
public void onSurfaceCreated(GL10 unused, EGLConfig eglconfig) {
// Set the background frame color
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
// initialize a triangle
mTriangle = new Triangle();
// initialize a square
mSquare = new Square();
// initialize a square
mCircle = new Circle();
}
@Override
public void onDrawFrame(GL10 unused) {
float[] scratch = new float[16];
float[] movementSquare = new float[16];
float[] scaleCircle = new float[16];
float tempscaleFactor = 1.0f * mRadius;
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(viewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(vPMatrix, 0, projectionMatrix, 0, viewMatrix, 0);
// Create a rotation transformation for the triangle
//long time = SystemClock.uptimeMillis() % 4000L;
//float angle = 0.090f * ((int) time);
Matrix.setRotateM(rotationMatrix, 0, mAngle, 0, 0, -1.0f);
Matrix.setIdentityM(translationMatrix,0);
Matrix.translateM(translationMatrix, 0, mSquareX, mSquareY,0);
//THIS PROBLEM HERE IS THAT MY CIRCLE TRANSLATE'S ON THE X-AXIS WHEN SCALING. MY GOAL IS TO TRY AND KEEP IT IN PLACE WHILE IT'S BEING SCALED. Y-AXIS HAS NOT ISSUES
Matrix.setIdentityM(scaleMatrix, 0);
Matrix.scaleM(scaleMatrix, 0, mRadius, mRadius, 0);
if(mRadius != 1f)
Matrix.translateM(scaleMatrix, 0, -(1 + (mRadius / 2)),0,0);
// Combine the rotation matrix with the projection and camera view
// Note that the vPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(movementSquare, 0, vPMatrix, 0, translationMatrix, 0);
Matrix.multiplyMM(scratch, 0, vPMatrix, 0, rotationMatrix, 0);
Matrix.multiplyMM(scaleCircle, 0, vPMatrix, 0, scaleMatrix, 0);
// Draw shape
mTriangle.draw(scratch);
mSquare.draw(movementSquare);
mCircle.draw(scaleCircle);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(projectionMatrix, 0, -ratio, ratio, -1, 1, 2, 7);
}
public static int loadShader(int type, String shaderCode){
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}