I have a TIN Model consisting of Triangles as defined by their Vertexes. I would like to display this as a 3D Model using OpenGL, but my code is full of errors. If somebody could please give me a push in the right direction. Here is my code:
And my screen is black.
Thanks
Michael
B4X:
Sub Render3D
If GlSV.DeviceAPILevel < 8 Then
MsgboxAsync("OpenGL Is Not Supported On This Device", "OpenGL Error")
Panels
Panel1.Visible=True
End If
Panels
Panel6.Visible = True
Pnl3DView.Visible = True
ProgressDialogShow("Generating 3D Model...")
Sleep(0)
CalculateScalingFactors
GetVertices
GlSV.Initialize2(GlSV.RENDERMODE_WHEN_DIRTY, "glsv", 16, 0)
Pnl3DView.AddView(GlSV, 0, 0, Pnl3DView.Width, Pnl3DView.Height)
ProgressDialogHide
End Sub
Sub Butt3_Click
' Timer1.Enabled = False
Panels
Panel1.Visible=True
End Sub
Sub GLSV_Draw(gl As GL2)
Try
gl.glClear(Bit.Or(gl.GL_COLOR_BUFFER_BIT, gl.GL_DEPTH_BUFFER_BIT))
' gl.glLoadIdentity()
' gl.glTranslatef(0, 0, -5)
' gl.glRotatef(EyeAngle * (180 / 3.14159), 0, 1, 0)
DrawTINModel(gl)
Catch
Log(LastException)
End Try
End Sub
Sub glsv_SurfaceChanged(gl As GL2, width As Int, height As Int)
Log("Changed")
Try
gl.glViewport(0, 0, width, height)
Dim ratio As Float = width / height
gl.gluPerspective(45, ratio, 1, 100)
Catch
Log(LastException)
End Try
End Sub
Sub glsv_SurfaceCreated(gl As GL2)
Log("Created")
Try
gl.glClearColor(0, 0, 0, 1)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glDepthFunc(gl.GL_LESS)
Catch
Log(LastException)
End Try
End Sub
Sub Timer1_Tick
EyeAngle = EyeAngle + 0.1
If EyeAngle > (2 * 3.14159) Then EyeAngle = EyeAngle - (2 * 3.14159)
GlSV.RequestRender
End Sub
Sub GetVertices
Dim i As Int
i=0
vertixes.Initialize
Do While i<=CGlobals.MaxTins
Y1=ConvertPhysicToCADX(CGlobals.Tin3D(i).East)
X1=ConvertPhysicToCADY(CGlobals.Tin3D(i).North)
vertixes.Add(Array As Float(X1, Y1, CGlobals.Tin3D(i).Elev)) ' x, y, height
Y1=ConvertPhysicToCADX(CGlobals.Tin3D(i).East1)
X1=ConvertPhysicToCADY(CGlobals.Tin3D(i).North1)
vertixes.Add(Array As Float(X1, Y1, CGlobals.Tin3D(i).Elev1)) ' x, y, he
Y1=ConvertPhysicToCADX(CGlobals.Tin3D(i).East2)
X1=ConvertPhysicToCADY(CGlobals.Tin3D(i).North2)
vertixes.Add(Array As Float(X1, Y1, CGlobals.Tin3D(i).Elev2)) ' x, y, he
i=i+1
Loop
MinX=PntMinX
MinY=PntMinY
MaxX=PntMaxX
MaxY=PntMaxY
MinZ=CGlobals.ZMinCont
MaxZ=CGlobals.ZMaxCont
End Sub
Sub CalculateScalingFactors
' Determine the range of your world coordinates
Dim rangeX As Float = PntMaxX - PntMinX
Dim rangeY As Float = PntMaxY - PntMinY
Dim rangeZ As Float = CGlobals.ZMaxCont- CGlobals.ZMinCont
' Determine the dimensions of your screen or viewport
Dim screenWidth As Float = Pnl3DView.Width
Dim screenHeight As Float = Pnl3DView.Height
' Calculate the scaling factors
Dim scaleFactorX As Float = screenWidth / rangeX
Dim scaleFactorY As Float = screenHeight / rangeY
' Use the minimum of the two scaling factors to maintain aspect ratio
Dim scaleFactor As Float = Min(scaleFactorX, scaleFactorY)
' Apply the same scaling factor to all axes
ScaleX1 = scaleFactor
ScaleY1 = scaleFactor
ScaleZ1 = scaleFactor ' Assuming Z scaling is proportional to X and Y
End Sub
Sub DrawTINModel(gl As GL2)
' If vertixes.Size < 3 Then
' Log("Not enough vertices to draw a triangle")
' Return
' End If
'
' Try
' Dim jo As JavaObject = gl
' jo.RunMethod("glEnableClientState", Array(gl.GL_VERTEX_ARRAY)) ' Enable vertex array
'
' ' Define vertex pointer
' jo.RunMethod("glVertexPointer", Array(3, gl.GL_FLOAT, 0, vertixes)) ' Assuming vertices is a Float array
'
' ' Draw the vertices as triangles
' jo.RunMethod("glDrawArrays", Array(gl.GL_TRIANGLES, 0, vertixes.Size / 3))
'
' jo.RunMethod("glDisableClientState", Array(gl.GL_VERTEX_ARRAY)) ' Disable vertex array
' Catch
' Log("Exception during drawing: " & LastException)
' End Try
End Sub
And my screen is black.
Thanks
Michael