363번 포스트에 대한 질문을 정리해 봅니다.

  질문은 3D 모델을 안드로이드에 가져왔을때

  배경이 검게 나오는 상황입니다.

  모델은 어떤 그래픽 툴에서 그렸건 상관없을 것 

  같네요. 지금 전 Blender 를 선호하고 있지만,

  익숙한 툴을 사용하는게 제일 좋을 것 같고요.

  어찌됐건 안드로이드에서 보이기 위한 데이터는 

  vertices, colors, indices 로 각각 배열값을 가지고 있을 거라고 봅니다.

  모델은 잘보이는 것 같고요. 단지 배경이 검게 나오는 것이 문제로 보이는데

  363포스트에서 코드앞에 언급했다시피, 

  Cube.java 와 CubeRenderer.java 를 참조하고 있습니다.

  Cube.java 는 단지 모델을 그리는 용도이고, CubeRenderer.java 는 

  렌더링하는 속성들을 가지고 있다고 볼 수 있지요.

  카메라와 OpenGL을 동시에 오버레이 해서 보여줄려면, 

  우선 OpenGL의 그리는 배경속성이 투명해야 합니다.

  그래서 CubeRenderer.java 파일을 한번 보겠습니다.
----------------------------------------------------------------------------
package com.google.android.XXXXXX;

import javax.microedition.khronos.egl.EGL10;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.opengl.GLSurfaceView;

/**
 * Render a pair of tumbling cubes.
 */

class CubeRenderer implements GLSurfaceView.Renderer {
    public CubeRenderer(boolean useTranslucentBackground) {
        mTranslucentBackground = useTranslucentBackground;
        mCube = new Cube();
    }

    public void onSensor(float x, float y){
     //float dx = x - mPreviousX;
        //float dy = y - mPreviousY;
     mAngleX = x; //+= dx ;
        mAngleY = y;//+= dy ;
     //return true;
    }
    
    public void onDrawFrame(GL10 gl) {
        /*
         * Usually, the first thing one might want to do is to clear
         * the screen. The most efficient way of doing this is to use
         * glClear().
         */

        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

        /*
         * Now we're ready to draw some 3D objects
         */

        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
       
        gl.glTranslatef(0, 0, -3.0f);
        gl.glRotatef(mAngleX, 0, 1, 0);
        gl.glRotatef(mAngleY, 1, 0, 0);

        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);

        mCube.draw(gl);

    }

    public int[] getConfigSpec() {
        if (mTranslucentBackground) {
                // We want a depth buffer and an alpha buffer
                int[] configSpec = {
                        EGL10.EGL_RED_SIZE,      8,
                        EGL10.EGL_GREEN_SIZE,    8,
                        EGL10.EGL_BLUE_SIZE,     8,
                        EGL10.EGL_ALPHA_SIZE,    8,
                        EGL10.EGL_DEPTH_SIZE,   16,
                        EGL10.EGL_NONE
                };
                return configSpec;
            } else {
                // We want a depth buffer, don't care about the
                // details of the color buffer.
                int[] configSpec = {
                        EGL10.EGL_DEPTH_SIZE,   16,
                        EGL10.EGL_NONE
                };
                return configSpec;
            }
    }

    public void onSurfaceChanged(GL10 gl, int width, int height) {
         gl.glViewport(0, 0, width, height);

         /*
          * Set our projection matrix. This doesn't have to be done
          * each time we draw, but usually a new projection needs to
          * be set when the viewport is resized.
          */

         float ratio = (float) width / height;
         gl.glMatrixMode(GL10.GL_PROJECTION);
         gl.glLoadIdentity();
         gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
    }

    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        /*
         * By default, OpenGL enables features that improve quality
         * but reduce performance. One might want to tweak that
         * especially on software renderer.
         */
        gl.glDisable(GL10.GL_DITHER);

        /*
         * Some one-time OpenGL initialization can be made here
         * probably based on features of this particular context
         */
         gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT,
                 GL10.GL_FASTEST);

         if (mTranslucentBackground) {
             gl.glClearColor(0,0,0,0);
         } else {
             gl.glClearColor(1,1,1,1);
         }
         gl.glEnable(GL10.GL_CULL_FACE);
         gl.glShadeModel(GL10.GL_SMOOTH);
         gl.glEnable(GL10.GL_DEPTH_TEST);
    }
    private boolean mTranslucentBackground;
    private Cube mCube;
    public float mAngleX;
    public float mAngleY;
}

  위의 코드에서 녹색으로 표시된 부분이 투명한 처리를 하는 부분입니다.

즉, 363포스트에서 camGL 클래스에서 초기 생성시에 투명처리를 위해 아래와 같이 하는 부분이 있습니다.

                  mRenderer = new CubeRenderer(true);

        

        mGLSurfaceView = new GLSurfaceView(this);

                  //translucent

        mGLSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);

        mGLSurfaceView.getHolder().setFormat(PixelFormat.RGBA_8888);

        mGLSurfaceView.setRenderer(mRenderer);


translucent 부분이 투명처리하는 부분인데, 카메라부분인 preview 객체를 생성하지 않으면 바탕화면 위에


도형이 그려지는 것을 볼 수 있어야 합니다. 확인하려면, preview 객체 생성부분을 주석처리해서 확인해 보십시오.


만약 거기서도 바탕화면이 투명처리가 안된다면, 다음을 확인해 보시기 바랍니다. (AndroidManifest.xml, 적색코드)


<?xml version="1.0" encoding="utf-8"?>

<manifest xmlns:android="http://schemas.android.com/apk/res/android"

      package="com.google.android.XXXXX"

      android:versionCode="1"

      android:versionName="1.0">

    <application android:icon="@drawable/icon" android:label="@string/app_name">

        <activity android:name=".XXXXX"

                  android:label="@string/app_name"

                  android:theme="@android:style/Theme.Translucent">

            <intent-filter>

                <action android:name="android.intent.action.MAIN" />

                <category android:name="android.intent.category.LAUNCHER" />

            </intent-filter>

        </activity>

    </application>

    <uses-sdk android:minSdkVersion="3" />

</manifest> 


한번 해보시고 결과를 댓글로 남겨주세요.


Interesting/iPhone | Posted by hyena0 2010. 3. 7. 13:16

[iPhone] iDarter v0.6 업데이트




  iDarter v0.6이 업데이트 되었습니다.

  Advanced 모드를 추가 했는데요.

  기존 모드는 Easy 모드로 변경하고

  움직이는 타겟을 맞출 수 있도록 한 것이

  추가된 내용입니다.

  수평과 수직으로 움직여야 하는 것이 

  게임의 불편한 요소일 수도 있는데,

  그 부분을 수정해야 할지는 좀 고민해야 할 것 같네요.






  Blender 로 3D 도형만들기 .. 2

  Blender 의 사용법을 좀 익히고 이 내용을 보는

  것이 무엇보다 좋을 것 같습니다.

  하지만, 이 프로그램이 기능이 많아서 단지 도형을

  포팅하는 목적이라면 전체 기능을 다 익힐 필요는 없습니다.

  원통에 대해 꼭지점과 모서리에 대한 정보를 추출하기 위해

  파이썬의 스크립트를 이용할 수 있습니다.

  그에 앞서 Blender 에서 화면을 보기 좋게 분할해 보면

  아래와 같습니다. 여기서는 간단히 단색의 텍스쳐를 입혀보았습니다.

  특정한 이미지를 덮혀씌우는 방법은 좀 까다롭습니다만, Blender 홈페이지를 

  참조하시고 그래도 잘 모르시겠다면 요청하시면 한번 다뤄보겠습니다.

  지금은 텍스쳐 설정되었다고 보고 갑니다.


  그림에서 우측의 분할된 부분은 텍스트 상자를 선택한 것인데, 거기서 파이션의 스크립트를 이용할 수 있습니다.

  스크립트 실행은 Mac 에서는 "option + p", PC 에서는 "alt + p" 버튼을 누르면 파일이 생성됨을 알 수 있습니다.
  
  좀더 자세한 내용은 JEFF LAMARCHE의 Blog를 방문하시면 찾을 수 있습니다.

  저도 여기에서 참조하여 나름대로 수정했기 때문이지요.

  스크립트는 아래와 같습니다. 사실 저도 파이썬의 문법을 잘 모르기 때문에

  기초문법의 아는 범위에서만 수정해봤습니다. C 코드나 자바에 익숙하시다면

  대강 보고도 어떻게 되는지 추측할 수 있을거라 생각됩니다.

==================================================

#!BPY


"""

Name: 'Objective-C Header (.h)'

Blender: 244

Group: 'Export'

Tooltip: 'Exports header file for use with the OpenGL ES template for iPhone available from http://iphonedevelopment.blogspot.com/'

"""

import Blender

from Blender import *

import bpy

import bpy

import os


        

def write_obj(filepath):    

    out = file(filepath, 'w')

    sce = bpy.data.scenes.active

    ob = sce.objects.active

    mesh = Mesh.New()        

    mesh.getFromObject(ob.name)


    editmode = Window.EditMode()

    if editmode: Window.EditMode(0)

    has_quads = False

    for f in mesh.faces:

        if len(f) == 4:

            has_quads = True

            break

    

    if has_quads:

        oldmode = Mesh.Mode()

        Mesh.Mode(Mesh.SelectModes['FACE'])

        

        mesh.sel = True

        tempob = sce.objects.new(mesh)

        mesh.quadToTriangle(0) # more=0 shortest length

        oldmode = Mesh.Mode(oldmode)

        sce.objects.unlink(tempob)

        

        Mesh.Mode(oldmode)

    

    objectname = ob.getData(True)

    basename = objectname.capitalize()


    out.write('#import "OpenGLCommon.h"\n\n\n')

        

    if (mesh.faceUV):

        out.write('static const TexturedVertexData3D %sVertexData[] = {\n' % basename)

        out.write('vertex\n')

        for face in mesh.faces:

            for (vert, uvert) in zip(face.verts, face.uv):

                out.write('%f, %f, %f, ' % (vert.co.x, vert.co.y, vert.co.z) )

                out.write('\n')

        out.write('};\n\n')

        out.write('normal\n')

        for face in mesh.faces:

            for (vert, uvert) in zip(face.verts, face.uv):

                out.write('%f, %f, %f, ' % (vert.no.x, vert.no.y, vert.no.z))

                out.write('\n')

        out.write('};\n\n')

        out.write('UV value \n')

        for face in mesh.faces:

            for (vert, uvert) in zip(face.verts, face.uv):

                out.write('%f, %f,' % ( uvert.x, uvert.y ) )

                out.write('\n')

        out.write('};\n\n')

        

    elif (mesh.vertexColors):

        out.write('static const ColoredVertexData3D %sVertexData[] = {\n' % basename)

        for face in mesh.faces:

            for (vert, color) in zip(face.verts, face.col):

                out.write('\t{/*v:*/{%f, %f, %f}, ' % (vert.co.x, vert.co.y, vert.co.z) )

                out.write('/*n:*/{%f, %f, %f}, ' % (vert.no.x, vert.no.y, vert.no.z))

                out.write('/*c:*/{%f, %f, %f, %f}' % ( color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0) )

                out.write('},\n')

        out.write('};\n\n')

    else:

        out.write

        out.write('static const VertexData3D %sVertexData[] = {\n' % basename)

        for face in mesh.faces:

            for vert in face.verts:

                out.write('\t{/*v:*/{%f, %f, %f}, ' % (vert.co.x, vert.co.y, vert.co.z) )

                out.write('/*n:*/{%f, %f, %f} ' % (vert.no.x, vert.no.y, vert.no.z))

                out.write('},\n')

        out.write('};\n\n')

    

    if editmode: Window.EditMode(1)

    out.write('#define k%sNumberOfVertices\t%i\n' % (basename, len(mesh.faces) * 3) )


    out.write('// Drawing Code:\n')

    out.write('// glEnableClientState(GL_VERTEX_ARRAY);\n')

    if (mesh.faceUV):

        out.write('// glEnableClientState(GL_TEXTURE_COORD_ARRAY);\n')

    elif (mesh.vertexColors):

        out.write('// glEnableClientState(GL_COLOR_ARRAY);\n')

        out.write('// glEnable(GL_COLOR_MATERIAL)\n')

    out.write('// glEnableClientState(GL_NORMAL_ARRAY);\n')

    out.write('// glVertexPointer(3, GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].vertex);\n' % basename)

    out.write('// glNormalPointer(GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].normal);\n' % basename)

    if (mesh.faceUV):

        out.write('// glTexCoordPointer(2, GL_FLOAT, sizeof(TexturedVertexData3D), &%sVertexData[0].texCoord);\n' % basename)

    elif (mesh.vertexColors):

        out.write('// glColorPointer(4, GL_FLOAT, sizeof(ColoredVertexData3D), &%sVertexData[0].color);\n' % basename)

    out.write('// glDrawArrays(GL_TRIANGLES, 0, k%sNumberOfVertices);\n' % basename)

    out.write('// glDisableClientState(GL_VERTEX_ARRAY);\n')

    if (mesh.faceUV):

        out.write('// glDisableClientState(GL_TEXTURE_COORD_ARRAY);\n')

    elif (mesh.vertexColors):

        out.write('// glDisableClientState(GL_NORMAL_ARRAY);\n')

        out.write('// glDisable(GL_COLOR_MATERIAL);\n')

    out.write('// glDisableClientState(GL_NORMAL_ARRAY);\n\n\n')

    

    out.close()



filename = os.path.splitext(Blender.Get('filename'))[0]

Blender.Window.FileSelector(write_obj, "Export", '%s.h' % filename)

==================================================

아래의 결과를 보시면 아시겠지만, header 파일 치고는 그냥 불러올 수 없게 문법적으로 안맞습니다.

out.write 구문을 적당히 고쳐보면 되는데, 좀 귀찮아서 놔뒀네요...^^

해당 스크립트 가져다가 입맛에 맞게 고쳐보시면 될 것 같네요.

#import "OpenGLCommon.h"



static const TexturedVertexData3D Cylinder.001VertexData[] = {

vertex

0.000000, 0.000000, -0.500000

0.707107, 0.707107, -0.500000

0.831470, 0.555570, -0.500000

0.000000, 0.000000, 0.500000

0.831471, 0.555569, 0.500000

0.707108, 0.707105, 0.500000

0.000000, 0.000000, -0.500000

0.831470, 0.555570, -0.500000

0.923880, 0.382683, -0.500000

0.000000, 0.000000, 0.500000

0.923880, 0.382682, 0.500000

0.831471, 0.555569, 0.500000

0.000000, 0.000000, -0.500000

0.923880, 0.382683, -0.500000

0.980785, 0.195090, -0.500000

0.000000, 0.000000, 0.500000

0.980786, 0.195088, 0.500000

0.923880, 0.382682, 0.500000

0.000000, 0.000000, -0.500000

0.980785, 0.195090, -0.500000

1.000000, 0.000000, -0.500000

0.000000, 0.000000, 0.500000

1.000000, -0.000002, 0.500000

0.980786, 0.195088, 0.500000

0.000000, 0.000000, -0.500000

1.000000, 0.000000, -0.500000

0.980785, -0.195090, -0.500000

0.000000, 0.000000, 0.500000

0.980785, -0.195092, 0.500000

1.000000, -0.000002, 0.500000

0.000000, 0.000000, -0.500000

0.980785, -0.195090, -0.500000

0.923880, -0.382683, -0.500000

0.000000, 0.000000, 0.500000

0.923879, -0.382685, 0.500000

0.980785, -0.195092, 0.500000

0.000000, 0.000000, -0.500000

0.923880, -0.382683, -0.500000

0.831470, -0.555570, -0.500000

0.000000, 0.000000, 0.500000

0.831469, -0.555571, 0.500000

0.923879, -0.382685, 0.500000

0.000000, 0.000000, -0.500000

0.831470, -0.555570, -0.500000

0.707107, -0.707107, -0.500000

0.000000, 0.000000, 0.500000

0.707106, -0.707107, 0.500000

0.831469, -0.555571, 0.500000

0.000000, 0.000000, -0.500000

0.707107, -0.707107, -0.500000

0.555570, -0.831470, -0.500000

0.000000, 0.000000, 0.500000

0.555570, -0.831470, 0.500000

0.707106, -0.707107, 0.500000

0.000000, 0.000000, -0.500000

0.555570, -0.831470, -0.500000

0.382683, -0.923880, -0.500000

0.000000, 0.000000, 0.500000

0.382684, -0.923880, 0.500000

0.555570, -0.831470, 0.500000

0.000000, 0.000000, -0.500000

0.382683, -0.923880, -0.500000

0.195090, -0.980785, -0.500000

0.000000, 0.000000, 0.500000

0.195091, -0.980785, 0.500000

0.382684, -0.923880, 0.500000

0.000000, 0.000000, -0.500000

0.195090, -0.980785, -0.500000

-0.000000, -1.000000, -0.500000

0.000000, 0.000000, 0.500000

0.000001, -1.000000, 0.500000

0.195091, -0.980785, 0.500000

0.000000, 0.000000, -0.500000

-0.000000, -1.000000, -0.500000

-0.195091, -0.980785, -0.500000

0.000000, 0.000000, 0.500000

-0.195089, -0.980786, 0.500000

0.000001, -1.000000, 0.500000

0.000000, 0.000000, -0.500000

-0.195091, -0.980785, -0.500000

-0.382684, -0.923879, -0.500000

0.000000, 0.000000, 0.500000

-0.382682, -0.923880, 0.500000

-0.195089, -0.980786, 0.500000

0.000000, 0.000000, -0.500000

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#define kCylinder.001NumberOfVertices 384

// Drawing Code:

// glEnableClientState(GL_VERTEX_ARRAY);

// glEnableClientState(GL_TEXTURE_COORD_ARRAY);

// glEnableClientState(GL_NORMAL_ARRAY);

// glVertexPointer(3, GL_FLOAT, sizeof(TexturedVertexData3D), &Cylinder.001VertexData[0].vertex);

// glNormalPointer(GL_FLOAT, sizeof(TexturedVertexData3D), &Cylinder.001VertexData[0].normal);

// glTexCoordPointer(2, GL_FLOAT, sizeof(TexturedVertexData3D), &Cylinder.001VertexData[0].texCoord);

// glDrawArrays(GL_TRIANGLES, 0, kCylinder.001NumberOfVertices);

// glDisableClientState(GL_VERTEX_ARRAY);

// glDisableClientState(GL_TEXTURE_COORD_ARRAY);

// glDisableClientState(GL_NORMAL_ARRAY);