Edit 6 - Complete re-write in relation to comments/ongoing research
Edit 7 - Added projection / view matrix.....
As I'm not getting far with this, I added view/projection matrix from the Google demo - please see code below: If anyone can point out where I'm going wrong it really would be appreciated, as I'm still getting a blank screen when I put ""gl_position = a_position * uMVPMatrix;" + into my vertex shader (with "gl_position = a_position;" + my quad is displayed at least.......)
Declared at class level: (Quad class)
private final float[] rotationMat = new float[16];
private FloatBuffer flotRotBuf;
ByteBuffer rotBuf;
private int muRotationHandle = -1; // Handle to the rotation matrix in the vertex shader called "uRotate"
Declared at class lever: (Renderer class)
private final float[] mVMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mMVPMatrix = new float[16];
Routine that sets texture and does (or is supposed to do) rotation (This is in my Quad class
public void setTexture(GLSurfaceView view, Bitmap imgTexture, float[] mvpMatrix){
this.imgTexture=imgTexture;
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(iProgId, "uMVPMatrix");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Matrix.setRotateM(rotationMat, 0, 45f, 0, 0, 1.0f); //Set rotation matrix with angle and (z) axis
// rotBuf = ByteBuffer.allocateDirect(rotationMat.length * 4);
// use the device hardware's native byte order
// rotBuf.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
// flotRotBuf = rotBuf.asFloatBuffer();
// add the coordinates to the FloatBuffer
// flotRotBuf.put(rotationMat);
// set the buffer to read the first coordinate
// flotRotBuf.position(0);
// muRotationHandle = GLES20.glGetUniformLocation(iProgId, "uRotation"); // grab the variable from the shader
// GLES20.glUniformMatrix4fv(muRotationHandle, 1, false, flotRotBuf); //Pass floatbuffer contraining rotation matrix info into vertex shader
//GLES20.glUniformMatrix4fv(muRotationHandle, 1, false, rotationMat, 1); //Also tried this ,not use floatbuffer
//Vertex shader
String strVShader =
// "uniform mat4 uRotation;" +
"uniform mat4 uMVPMatrix;" +
"attribute vec4 a_position;\n"+
"attribute vec2 a_texCoords;" +
"varying vec2 v_texCoords;" +
"void main()\n" +
"{\n" +
"gl_Position = a_Position * uMVPMatrix;"+ //This is where it all goes wrong....
"v_texCoords = a_texCoords;" +
"}";
//Fragment shader
String strFShader =
"precision mediump float;" +
"varying vec2 v_texCoords;" +
"uniform sampler2D u_baseMap;" +
"void main()" +
"{" +
"gl_FragColor = texture2D(u_baseMap, v_texCoords);" +
"}";
iProgId = Utils.LoadProgram(strVShader, strFShader);
iBaseMap = GLES20.glGetUniformLocation(iProgId, "u_baseMap");
iPosition = GLES20.glGetAttribLocation(iProgId, "a_position");
iTexCoords = GLES20.glGetAttribLocation(iProgId, "a_texCoords");
texID = Utils.LoadTexture(view, imgTexture);
}
From my renderer class:
public void onSurfaceChanged(GL10 gl, int width, int height) {
// TODO Auto-generated method stub
//Set viewport size based on screen dimensions
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public void onDrawFrame(GL10 gl) {
// TODO Auto-generated method stub
//Paint the screen the colour defined in onSurfaceCreated
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
quad1.setTexture(curView, myBitmap, mMVPMatrix); //SetTexture now modified to take a float array (See above) - Note I know it's not a good idea to have this in my onDrawFrame method - will move it once I have it working!
quad1.drawBackground();
}
I've now removed all rotation related stuff and am now just attempting to get a static quad to display after applying the uMVPMatrix in the vertex shader. But still nothing :-(
If I simply change that line back to the 'default' :
"gl_Position = a_position;\n"+
Then I at least get my textured quad displayed (Obviously no rotation and I would expect that).
Also just to point out, that mvpMatrix is definately being received intact into the setTexture method is valid (contains the same data as appears when I log the contents of mvpMatrix from the Google developers code). I'm not sure how to check if the shader is receiving it intact? I have no reason to believe it isn't though.
Really do appreciate and and all help - I must be going very wrong somewhere but I just can't spot it. Thank you!
EDIT 2: Having added a bounty to this question, I would just like to know how how to rotate my textured quad sprite (2D) keeping the code I have to render it as a base. (ie, what do I need to add to it in order to rotate and why). Thanks!
EDIT 3 N/A
EDIT 4 Re-worded / simplified question
EDIT 5 Added error screenshot