No Display Android OpenGL ES ndk

990 views Asked by At

I am facing problem when I am trying to display an image using OpenGL ES in android ndk. What I am doing is reading RGB data of an bmp file of size 720x480 and trying to display on emulator.

Application is running properly (as Logcat shows this), but I am not able to see the image on emulator display

I have pasted my JNI code here.

Additional Information: RGB[0] is having RGB data of a BMP file.

                            Texture size: 1024, 512
        Frame size: 720 x 480
         Grabframe(); // functionality to draw textures 
                                Start-decoding(): // reading the RGB file (no headers)
                                 Some part of the code has been taken from: 

http://quirkygba.blogspot.com/2010/10/android-native-coding-in-c.html

Kindly refer this link.
I will really appreciate if you could give me some pointers, so that I can proceed further.

#include "com_sample_GlBufferView.h";
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <string.h>
#include <pthread.h>
#include <android/log.h>
#include <stdio.h>
#include <time.h>
#define FRAME_X 1024
#define FRAME_Y 512
#define FPS_TRIGGER 5

static pthread_cond_t s_vsync_cond;
static pthread_mutex_t s_vsync_mutex;

GLuint textures[1];
GLuint textureId;

int frame_counter = 0;
time_t last_time;
int StartDecoding();
/*****************************/
    FILE *fp;
    unsigned char *RGB[No_Threads];

/******************************/
static const GLfloat vertices[] = {

    -0.5f, 1.0f,
    0.5f, 1.0f,
    -0.5f, -0.5f,
    0.5f, -0.5f
};

static const GLfloat texCoords[] = {
    0.0f, 0.0f,
    1.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 1.0f
};


static void wait_vsync()
{
       pthread_mutex_lock(&s_vsync_mutex);
       pthread_cond_wait(&s_vsync_cond, &s_vsync_mutex);
       pthread_mutex_unlock(&s_vsync_mutex);
}

JNIEXPORT void JNICALL Java_com_sample_GlBufferView_native_1start(JNIEnv * env, jobject obj)

{
    /* init conditions */
    pthread_cond_init(&s_vsync_cond, NULL);
    pthread_mutex_init(&s_vsync_mutex, NULL);

    while (1) {
           /* game code goes here */
            wait_vsync();
    }
}

JNIEXPORT void JNICALL Java_com_sample_GlBufferView_native_1gl_1resize(JNIEnv * env, jobject obj, jint w, jint h)
{
    // THIS IS CALLED WHEN CHANGING FROM PORTRAIT TO LANDSCAPE...
    // height = h;
    // width = w;}

JNIEXPORT void JNICALL Java_com_sample_GlBufferView_native_1gl_1render(JNIEnv * env, jobject obj)
{
    __android_log_print(ANDROID_LOG_INFO,"JNI", "native_gl_render function is called");
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    //glOrthof(0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 1.0f);
    glEnableClientState(GL_VERTEX_ARRAY);
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
    glVertexPointer(2, GL_FLOAT, 0, vertices);
    glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glDisable(GL_DEPTH_TEST);

    grabFrame();

    glDisableClientState(GL_VERTEX_ARRAY);
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);

    printFramesPerSecond();

    /* tell the other thread to carry on */
    pthread_cond_signal(&s_vsync_cond);
}

void printFramesPerSecond() {
    frame_counter++;
    if(time(NULL)-last_time >= FPS_TRIGGER) {
        __android_log_print(ANDROID_LOG_DEBUG,"FPS #: ", "%.2f", (float)(frame_counter/(time(NULL)-last_time)));
        frame_counter = 0;
        last_time = time(NULL);
    }
}

void grabFrame() {

                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, FRAME_X, FRAME_Y, 0, GL_RGB, GL_UNSIGNED_BYTE, (void*)RGB[0]);
        }
JNIEXPORT void JNICALL Java_com_sample_GlBufferView_native_1init(JNIEnv * env, jobject obj, jstring filename)
{
    __android_log_print(ANDROID_LOG_INFO,"JNI", "native_init function is called");
    // TURN ON 2D TEXTURE
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_BLEND);
    glGenTextures(1, &textureId);

    // BIND THE TEXTURE
    glBindTexture(GL_TEXTURE_2D, textureId);


    // SET TEXTURE PARAMS
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
     RGB[0]=(unsigned char *)malloc(1036900);
    //ref[thread_no]=obj1;
    StartDecoding();

}

int StartDecoding()
{
    __android_log_print(ANDROID_LOG_INFO,"JNI", "StartDecoding function is called");
    fp=fopen("data/Image","rb");
    if(fp!=NULL)
    {
        fread(RGB[0],1,1036800,fp);
        fclose(fp);
    }
}

And My Android code is as follows

public class OpenGL_SampleActivity extends Activity {
    /** Called when the activity is first created. */
    private GlBufferView _glBufferview;
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);
        _glBufferview = new GlBufferView(this);
        setContentView(_glBufferview);
    }
}
class GlBufferView extends GLSurfaceView {
    private String filename="/data/Tiger.mpg";
    native void native_start();
    native void native_gl_resize(int w, int h);
    native void native_gl_render();
    native void native_init(String filename);

    public GlBufferView(Context context) {
        super(context);
        (new Thread() {
            @Override
            public void run() {
                native_start();
            }
        }).start();
        setRenderer(new MyRenderer());
        requestFocus();
        setFocusableInTouchMode(true);
    }

    class MyRenderer implements GLSurfaceView.Renderer {

        @Override
        public void onDrawFrame(GL10 gl) {
        native_gl_render();
        }

        @Override
        public void onSurfaceChanged(GL10 gl, int width, int height) {
            native_gl_resize(width, height);
        }

        @Override
        public void onSurfaceCreated(GL10 gl, EGLConfig config) {
            native_init(filename);
        }
    }

    static {
        System.loadLibrary("itv");
    }
}

Can anybody please tell me where is the problem in my code.

0

There are 0 answers