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Thread: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

  1. #1
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    Unhappy error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    hi i am interested in create AR app and i copied my codes from a book titled: "Learn ARCore fundamentals of Google ARCore" 2018 by Micheal Lanham.
    public void update(PointCloud images) throws IllegalArgumentException {
        try {
          GLES30.glBindTexture(GLES30.GL_TEXTURE_CUBE_MAP, radianceCubemap.getTextureId());
          GLError.maybeThrowGLException("Failed to bind radiance cubemap texture", "glBindTexture");
     
     
          if (!(images. = NUMBER_OF_CUBE_FACES)) {
            throw new IllegalArgumentException(
                "Number of images differs from the number of sides of a cube.");
          }
    and android studio gives me error as :
    error: <identifier> expected
    if (!(images. == NUMBER_OF_CUBE_FACES)) {
    i dont know what i must write after . in 'images. ?

    --- Update ---

    i studied a solution in https://www.hellocodeclub.com/how-to...fier-expected/
    and i understood that this error appear when " that you wrote a block of code somewhere where java doesn’t expect it."
    code is not in the correct place.
    Java expects the code always inside a method. Therefore, all necessary to fix this problem is adding a class method and place the code inside.
    but i dont understand how to modify my codes according to above solution?
    please see my codes and explain adding a class method into below codes:
     
    public void update(PointCloud images) throws IllegalArgumentException {
        final PointCloud images1 = images;
        try {
          GLES30.glBindTexture(GLES30.GL_TEXTURE_CUBE_MAP, radianceCubemap.getTextureId());
          GLError.maybeThrowGLException("Failed to bind radiance cubemap texture", "glBindTexture");
     
     
          if (images.;== NUMBER_OF_CUBE_FACES)) {
            throw new IllegalArgumentException(
                "Number of images differs from the number of sides of a cube.");
          }

  2. #2
    Super Moderator Norm's Avatar
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    Look at the API doc for the PointCloud class (images is an instance of that class) and see what field or method will provide the value you want to compare in the if statement.
    Then add that after the .
    if(images.someField == ...
    if(images.someMethod() == ...
    If you don't understand my answer, don't ignore it, ask a question.

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    Red face Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    hi thanks for your help.
    Point Cloud is a library .thats right?
    The Point Cloud Library (PCL) is a standalone, large scale, open project for 2D/3D image and point cloud processing.
    in https://pointclouds.org/documentatio...alization.html
    i Searched "IF Statement" but did not find any content.
    Last edited by hoseinjava; March 18th, 2021 at 09:51 AM. Reason: more explain

  4. #4
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    i Searched "IF Statement" but did not find any content.
    The if statement is a generic part of the java language (and of many other languages).

    final PointCloud images1 = images;
    What you need to find is the API doc for the PointCloud class.
    Then look in that class for a field whose value is of interest
    or for a method that returns a value of interest.
    The "of interest" means something that can have a value to be compared to NUMBER_OF_CUBE_FACES

    what i must write after . in 'images. ?
    Which ever you find(field or method) is what goes after the .
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    hi in links of https://pointclouds.org/documentatio...alization.html I am confused.
    please tell me what method or field must use if(images.someField == ...
    if(images.someMethod() == ... After images. ??

  6. #6
    Super Moderator Norm's Avatar
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    Can you copy the API doc for the PointCloud class that shows what fields it has and paste it here?
    Also copy and paste here the API doc for the methods.
    I do not go to other sites.

    Which of them have a value that can be compared to NUMBER_OF_CUBE_FACES?
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    hi error relates to images solved due to below line:
    [code=java]
    if (images.update == NUMBER_OF_CUBE_FACES == NUMBER_OF_CUBE_FACES);
    else; {
    throw new IllegalArgumentException(
    "Number of images differs from the number of sides of a cube.");
    }
    } catch (IllegalArgumentException e) {
    e.printStackTrace();
    }
    i write update after image.
    now give error in below line:
    for (int i = 0; i < NUMBER_OF_CUBE_FACES, i++)
    error message : error: illegal start of type
          for (int i = 0; i < NUMBER_OF_CUBE_FACES, i++) {
    please guide me most Clear. because i am beginner in java.
    Last edited by Norm; March 18th, 2021 at 11:17 AM. Reason: Fixed ending code tag

  8. #8
    Super Moderator Norm's Avatar
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    give error in below line:
    Use a ; to separate the three parts of the for loop statement.
    If you don't understand my answer, don't ignore it, ask a question.

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    Default Methods of PointCloud Class

    hi i found PointCloud Class API doc , but there are many methods and i dont know which method is useful for my codes. below link contain many methods for PointCloud Class. but i dont know which method??
    https://developer.rhino3d.com/api/Rh...PointCloud.htm

  10. #10
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    which method is useful
    What value does the code need to work? Which methods return that value?

    The message from the code says:
    "Number of images differs from the number of sides of a cube."
    So that would say the code needs a count of the number of images. What method gives that?
    If you don't understand my answer, don't ignore it, ask a question.

  11. #11
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    Default Correct using of Count method in PointCloud Class

     
    /*
     * Copyright 2020 Google LLC
     *
     * Licensed under the Apache License, Version 2.0 (the "License");
     * you may not use this file except in compliance with the License.
     * You may obtain a copy of the License at
     *
     *   [url]http://www.apache.org/licenses/LICENSE-2.0[/url]
     *
     * Unless required by applicable law or agreed to in writing, software
     * distributed under the License is distributed on an "AS IS" BASIS,
     * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     * See the License for the specific language governing permissions and
     * limitations under the License.
     */
    package com.google.ar.core.examples.java.common.samplerender.arcore;
     
    import static java.lang.Math.max;
    import static java.lang.Math.min;
     
    import android.opengl.GLES30;
    import android.util.Log;
    import android.util.Range;
     
    import com.google.ar.core.ArImage;
    import com.google.ar.core.ImageFormat;
    import com.google.ar.core.PointCloud;
    import com.google.ar.core.examples.java.common.samplerender.GLError;
    import com.google.ar.core.examples.java.common.samplerender.Mesh;
    import com.google.ar.core.examples.java.common.samplerender.SampleRender;
    import com.google.ar.core.examples.java.common.samplerender.Shader;
    import com.google.ar.core.examples.java.common.samplerender.Texture;
    import com.google.ar.core.examples.java.common.samplerender.VertexBuffer;
    import java.io.Closeable;
    import java.io.IOException;
    import java.nio.ByteBuffer;
    import java.nio.ByteOrder;
    import java.nio.FloatBuffer;
    import java.util.ArrayList;
    import java.util.HashMap;
    import java.util.Iterator;
     
    /**
     * Filters a provided cubemap into a cubemap lookup texture which is a function of the direction of
     * a reflected ray of light and material roughness, i.e. the LD term of the specular IBL
     * calculation.
     *
     * <p>See [url]https://google.github.io/filament/Filament.md.html#lighting/imagebasedlights[/url] for a more
     * detailed explanation.
     */
    public class SpecularCubemapFilter<i> implements Closeable {
      private static final String TAG = SpecularCubemapFilter.class.getSimpleName();
     
      private static final int COMPONENTS_PER_VERTEX = 2;
      private static final int NUMBER_OF_VERTICES = 4;
      private static final int FLOAT_SIZE = 4;
      private static final int COORDS_BUFFER_SIZE =
          COMPONENTS_PER_VERTEX * NUMBER_OF_VERTICES * FLOAT_SIZE;
     
      private static final PointCloud NUMBER_OF_CUBE_FACES = 6;
     
      private static final FloatBuffer COORDS_BUFFER =
          ByteBuffer.allocateDirect(COORDS_BUFFER_SIZE).order(ByteOrder.nativeOrder()).asFloatBuffer();
     
      static {
        COORDS_BUFFER.put(
            new float[] {
              /*0:*/ -1f, -1f, /*1:*/ +1f, -1f, /*2:*/ -1f, +1f, /*3:*/ +1f, +1f,
            });
      }
     
      private static final String[] ATTACHMENT_LOCATION_DEFINES = {
        "PX_LOCATION", "NX_LOCATION", "PY_LOCATION", "NY_LOCATION", "PZ_LOCATION", "NZ_LOCATION",
      };
     
      private static final int[] ATTACHMENT_ENUMS = {
        GLES30.GL_COLOR_ATTACHMENT0,
        GLES30.GL_COLOR_ATTACHMENT1,
        GLES30.GL_COLOR_ATTACHMENT2,
        GLES30.GL_COLOR_ATTACHMENT3,
        GLES30.GL_COLOR_ATTACHMENT4,
        GLES30.GL_COLOR_ATTACHMENT5,
      };
     
      // We need to create enough shaders and framebuffers to encompass every face of the cubemap. Each
      // color attachment is used by the framebuffer to render to a different face of the cubemap, so we
      // use "chunks" which define as many color attachments as possible for each face. For example, if
      // we have a maximum of 3 color attachments, we must create two shaders with the following color
      // attachments:
      //
      // layout(location = 0) out vec4 o_FragColorPX;
      // layout(location = 1) out vec4 o_FragColorNX;
      // layout(location = 2) out vec4 o_FragColorPY;
      //
      // and
      //
      // layout(location = 0) out vec4 o_FragColorNY;
      // layout(location = 1) out vec4 o_FragColorPZ;
      // layout(location = 2) out vec4 o_FragColorNZ;
      private static class Chunk {
        public final int chunkIndex;
        public final int chunkSize;
        public final int firstFaceIndex;
     
        public Chunk(int chunkIndex, int maxChunkSize) {
          this.chunkIndex = chunkIndex;
          this.firstFaceIndex = chunkIndex * maxChunkSize;
          this.chunkSize = min(maxChunkSize, NUMBER_OF_CUBE_FACES - this.firstFaceIndex);
        }
      }
     
      private static class ChunkIterable implements Iterable<Chunk> {
        public final int maxChunkSize;
        public final int numberOfChunks;
     
        public ChunkIterable(int maxNumberOfColorAttachments) {
          this.maxChunkSize = min(maxNumberOfColorAttachments, NUMBER_OF_CUBE_FACES);
          int numberOfChunks = NUMBER_OF_CUBE_FACES / this.maxChunkSize;
          if (NUMBER_OF_CUBE_FACES % this.maxChunkSize != 0) {
            numberOfChunks++;
          }
          this.numberOfChunks = numberOfChunks;
        }
     
        @Override
        public Iterator<Chunk> iterator() {
          return new Iterator<Chunk>() {
            private Chunk chunk = new Chunk(/*chunkIndex=*/ 0, maxChunkSize);
     
            @Override
            public boolean hasNext() {
              return chunk.chunkIndex < numberOfChunks;
            }
     
            @Override
            public Chunk next() {
              Chunk result = this.chunk;
              this.chunk = new Chunk(result.chunkIndex + 1, maxChunkSize);
              return result;
            }
          };
        }
      }
     
      private static class ImportanceSampleCacheEntry {
        public float[] direction;
        public float contribution;
        public float level;
      }
     
      private final int resolution;
      private final int numberOfImportanceSamples;
      private final int numberOfMipmapLevels;
     
      private final Texture radianceCubemap;
      private final Texture ldCubemap;
      // Indexed by attachment chunk.
      private final Shader[] shaders;
      private final Mesh mesh;
     
      // Using OpenGL directly here since cubemap framebuffers are very involved. Indexed by
      // [mipmapLevel][attachmentChunk].
      private final int[][] framebuffers;
     
      /**
       * Constructs a {@link SpecularCubemapFilter}.
       *
       * <p>The provided resolution refers to both the width and height of the input resolution and the
       * resolution of the highest mipmap level of the filtered cubemap texture.
       *
       * <p>Ideally, the cubemap would need to be filtered by computing a function of every sample over
       * the hemisphere for every texel. Since this is not practical to compute, a limited, discrete
       * number of importance samples are selected instead. A larger number of importance samples will
       * generally provide more accurate results, but in the case of ARCore, the cubemap estimations are
       * already very low resolution, and higher values provide rapidly diminishing returns.
       */
      public SpecularCubemapFilter(SampleRender render, int resolution, int numberOfImportanceSamples)
          throws IOException {
        this.resolution = resolution;
        this.numberOfImportanceSamples = numberOfImportanceSamples;
        this.numberOfMipmapLevels = log2(resolution) + 1;
     
        try {
          radianceCubemap =
              new Texture(render, Texture.Target.TEXTURE_CUBE_MAP, Texture.WrapMode.CLAMP_TO_EDGE);
          ldCubemap =
              new Texture(render, Texture.Target.TEXTURE_CUBE_MAP, Texture.WrapMode.CLAMP_TO_EDGE);
     
          ChunkIterable chunks = new ChunkIterable(getMaxColorAttachments());
          initializeLdCubemap();
          shaders = createShaders(render, chunks);
          framebuffers = createFramebuffers(chunks);
     
          // Create the quad mesh that encompasses the entire view.
          VertexBuffer coordsBuffer = new VertexBuffer(render, COMPONENTS_PER_VERTEX, COORDS_BUFFER);
          mesh =
              new Mesh(
                  render,
                  Mesh.PrimitiveMode.TRIANGLE_STRIP,
                  /*indexBuffer=*/ null,
                  new VertexBuffer[] {coordsBuffer});
        } catch (Throwable t) {
          close();
          throw t;
        }
      }
     
      @Override
      public void close() {
        if (framebuffers != null) {
          for (int[] framebufferChunks : framebuffers) {
            GLES30.glDeleteFramebuffers(framebufferChunks.length, framebufferChunks, 0);
            GLError.maybeLogGLError(
                Log.WARN, TAG, "Failed to free framebuffers", "glDeleteFramebuffers");
          }
        }
        if (radianceCubemap != null) {
          radianceCubemap.close();
        }
        if (ldCubemap != null) {
          ldCubemap.close();
        }
        if (shaders != null) {
          for (Shader shader : shaders) {
            shader.close();
          }
        }
      }
     
      /**
       * Updates and filters the provided cubemap textures from ARCore.
       *
       * <p>This method should be called every frame with the result of {@link
       * com.google.ar.core.LightEstimate.acquireEnvironmentalHdrCubeMap()} to update the filtered
       * cubemap texture, accessible via {@link getFilteredCubemapTexture()}.
       *
       * <p>The given {@link ArImage}s will be closed by this method, even if an exception occurs.
       * @param images
       */
      public static class PointCloud {
     
        private boolean images;
        private Object PointCloud;
        private SpecularCubemapFilter.PointCloud update;
        private SpecularCubemapFilter.PointCloud PointCloudoArray;
     
        public void update() throws IllegalArgumentException {
          update();
        }
     
        public void update(PointCloud images) throws IllegalArgumentException {
     
          try {
            GLES30.glBindTexture(GLES30.GL_TEXTURE_CUBE_MAP, radianceCubemap.getTextureId());
            GLError.maybeThrowGLException("Failed to bind radiance cubemap texture", "glBindTexture");
            )
     
     258 line-   if (images.     NUMBER_OF_CUBE_FACES == NUMBER_OF_CUBE_FACES);
            else; {
              throw new IllegalArgumentException(
                      "Number of images differs from the number of sides of a cube.");
            }
          } catch (IllegalArgumentException e) {
            e.printStackTrace();
          }
     
      }
      }
     
     
     
     
          for (int i = 0; i < NUMBER_OF_CUBE_FACES, i++) {
            ArImage image = images[i];
            // Sanity check for the format of the cubemap.
            if (image.getFormat() != ImageFormat.RGBA_FP16) {
              throw new IllegalArgumentException(
                  "Unexpected image format for cubemap: " + image.getFormat());
            }
            if (image.getHeight() != image.getWidth()) {
              throw new IllegalArgumentException("Cubemap face is not square.");
            }
            if (image.getHeight() != resolution) {
              throw new IllegalArgumentException(
                  "Cubemap face resolution ("
                      + image.getHeight()
                      + ") does not match expected value ("
                      + resolution
                      + ").");
            }
     
            GLES30.glTexImage2D(
                GLES30.GL_TEXTURE_CUBE_MAP_POSITIVE_X + i,
                /*level=*/ 0,
                GLES30.GL_RGBA16F,
                /*width=*/ resolution,
                /*height=*/ resolution,
                /*border=*/ 0,
                GLES30.GL_RGBA,
                GLES30.GL_HALF_FLOAT,
                image.getPlanes()[0].getBuffer());
            GLError.maybeThrowGLException("Failed to populate cubemap face", "glTexImage2D");
          }
     
          GLES30.glGenerateMipmap(GLES30.GL_TEXTURE_CUBE_MAP);
          GLError.maybeThrowGLException("Failed to generate cubemap mipmaps", "glGenerateMipmap");
     
          // Do the filtering operation, filling the mipmaps of ldTexture with the roughness filtered
          // cubemap.
          for (int level = 0; level < numberOfMipmapLevels; ++level) {
            int mipmapResolution = resolution >> level;
            GLES30.glViewport(0, 0, mipmapResolution, mipmapResolution);
            GLError.maybeThrowGLException("Failed to set viewport dimensions", "glViewport");
            for (int chunkIndex = 0; chunkIndex < shaders.length; ++chunkIndex) {
              GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, framebuffers[level][chunkIndex]);
              GLError.maybeThrowGLException("Failed to bind cubemap framebuffer", "glBindFramebuffer");
              shaders[chunkIndex].setInt("u_RoughnessLevel", level);
              shaders[chunkIndex].lowLevelUse();
              mesh.lowLevelDraw();
            }
          }
        } finally {
          for (ArImage image : images1) {
            image.close();
          }
        }
      }
     
      /** Returns the number of mipmap levels in the filtered cubemap texture. */
      public int getNumberOfMipmapLevels() {
        return numberOfMipmapLevels;
      }
     
      /**
       * Returns the filtered cubemap texture whose contents are updated with each call to {@link
       * #update(PointCloud)}.
       */
      public Texture getFilteredCubemapTexture() {
        return ldCubemap;
      }
     
      private void initializeLdCubemap() {
        // Initialize mipmap levels of LD cubemap.
        GLES30.glBindTexture(GLES30.GL_TEXTURE_CUBE_MAP, ldCubemap.getTextureId());
        GLError.maybeThrowGLException("Could not bind LD cubemap texture", "glBindTexture");
        for (int level = 0; level < numberOfMipmapLevels; ++level) {
          int mipmapResolution = resolution >> level;
          for (int face = 0; face < NUMBER_OF_CUBE_FACES; ++face) {
            GLES30.glTexImage2D(
                GLES30.GL_TEXTURE_CUBE_MAP_POSITIVE_X + face,
                level,
                GLES30.GL_RGB16F,
                /*width=*/ mipmapResolution,
                /*height=*/ mipmapResolution,
                /*border=*/ 0,
                GLES30.GL_RGB,
                GLES30.GL_HALF_FLOAT,
                /*data=*/ null);
            GLError.maybeThrowGLException("Could not initialize LD cubemap mipmap", "glTexImage2D");
          }
        }
      }
     
      private Shader[] createShaders(SampleRender render, ChunkIterable chunks) throws IOException {
        ImportanceSampleCacheEntry[][] importanceSampleCaches = generateImportanceSampleCaches();
     
        HashMap<String, String> commonDefines = new HashMap<>();
        commonDefines.put("NUMBER_OF_IMPORTANCE_SAMPLES", Integer.toString(numberOfImportanceSamples));
        commonDefines.put("NUMBER_OF_MIPMAP_LEVELS", Integer.toString(numberOfMipmapLevels));
     
        Shader[] shaders = new Shader[chunks.numberOfChunks];
        for (Chunk chunk : chunks) {
          HashMap<String, String> defines = new HashMap<>(commonDefines);
          for (int location = 0; location < chunk.chunkSize; ++location) {
            defines.put(
                ATTACHMENT_LOCATION_DEFINES[chunk.firstFaceIndex + location],
                Integer.toString(location));
          }
     
          // Create the shader and populate its uniforms with the importance sample cache entries.
          shaders[chunk.chunkIndex] =
              Shader.createFromAssets(
                      render, "shaders/cubemap_filter.vert", "shaders/cubemap_filter.frag", defines)
                  .setTexture("u_Cubemap", radianceCubemap)
                  .setDepthTest(false)
                  .setDepthWrite(false);
        }
     
        for (Shader shader : shaders) {
          for (int i = 0; i < importanceSampleCaches.length; ++i) {
            ImportanceSampleCacheEntry[] cache = importanceSampleCaches[i];
            String cacheName = "u_ImportanceSampleCaches[" + i + "]";
            shader.setInt(cacheName + ".number_of_entries", cache.length);
            for (int j = 0; j < cache.length; ++j) {
              ImportanceSampleCacheEntry entry = cache[j];
              String entryName = cacheName + ".entries[" + j + "]";
              shader
                  .setVec3(entryName + ".direction", entry.direction)
                  .setFloat(entryName + ".contribution", entry.contribution)
                  .setFloat(entryName + ".level", entry.level);
            }
          }
        }
     
        return shaders;
      }
     
      private int[][] createFramebuffers(ChunkIterable chunks) {
        // Create the framebuffers for each mipmap level.
        int[][] framebuffers = new int[numberOfMipmapLevels][];
        for (int level = 0; level < numberOfMipmapLevels; ++level) {
          int[] framebufferChunks = new int[chunks.numberOfChunks];
          GLES30.glGenFramebuffers(framebufferChunks.length, framebufferChunks, 0);
          GLError.maybeThrowGLException("Could not create cubemap framebuffers", "glGenFramebuffers");
          for (Chunk chunk : chunks) {
            // Set the drawbuffers
            GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, framebufferChunks[chunk.chunkIndex]);
            GLError.maybeThrowGLException("Could not bind framebuffer", "glBindFramebuffer");
            GLES30.glDrawBuffers(chunk.chunkSize, ATTACHMENT_ENUMS, 0);
            GLError.maybeThrowGLException("Could not bind draw buffers", "glDrawBuffers");
            // Since GLES doesn't support glFramebufferTexture, we will use each cubemap face as a
            // different color attachment.
            for (int attachment = 0; attachment < chunk.chunkSize; ++attachment) {
              GLES30.glFramebufferTexture2D(
                  GLES30.GL_FRAMEBUFFER,
                  GLES30.GL_COLOR_ATTACHMENT0 + attachment,
                  GLES30.GL_TEXTURE_CUBE_MAP_POSITIVE_X + chunk.firstFaceIndex + attachment,
                  ldCubemap.getTextureId(),
                  level);
              GLError.maybeThrowGLException(
                  "Could not attach LD cubemap mipmap to framebuffer", "glFramebufferTexture");
            }
          }
          framebuffers[level] = framebufferChunks;
        }
     
        return framebuffers;
      }
     
      /**
       * Generate a cache of importance sampling terms in tangent space, indexed by {@code
       * [roughnessLevel-1][sampleIndex]}.
       */
      private ImportanceSampleCacheEntry[][] generateImportanceSampleCaches() {
        ImportanceSampleCacheEntry[][] result =
            new ImportanceSampleCacheEntry[numberOfMipmapLevels - 1][];
        for (int i = 0; i < numberOfMipmapLevels - 1; ++i) {
          int mipmapLevel = i + 1;
          float perceptualRoughness = mipmapLevel / (float) (numberOfMipmapLevels - 1);
          float roughness = perceptualRoughness * perceptualRoughness;
          int resolution = this.resolution >> mipmapLevel;
          float log4omegaP = log4((4.0f * PI_F) / (6 * resolution * resolution));
          float inverseNumberOfSamples = 1f / numberOfImportanceSamples;
     
          ArrayList<ImportanceSampleCacheEntry> cache = new ArrayList<>(numberOfImportanceSamples);
          float weight = 0f;
          for (int sampleIndex = 0; sampleIndex < numberOfImportanceSamples; ++sampleIndex) {
            float[] u = hammersley(sampleIndex, inverseNumberOfSamples);
            float[] h = hemisphereImportanceSampleDggx(u, roughness);
            float noh = h[2];
            float noh2 = noh * noh;
            float nol = 2f * noh2 - 1f;
            if (nol > 0) {
              ImportanceSampleCacheEntry entry = new ImportanceSampleCacheEntry();
              entry.direction = new float[] {2f * noh * h[0], 2 * noh * h[1], nol};
              float pdf = distributionGgx(noh, roughness) / 4f;
              float log4omegaS = log4(1f / (numberOfImportanceSamples * pdf));
              // K is a LOD bias that allows a bit of overlapping between samples
              float log4K = 1f; // K = 4
              float l = log4omegaS - log4omegaP + log4K;
              entry.level = min(max(l, 0f), (float) (numberOfMipmapLevels - 1));
              entry.contribution = nol;
     
              cache.add(entry);
              weight += nol;
            }
          }
          for (ImportanceSampleCacheEntry entry : cache) {
            entry.contribution /= weight;
          }
          result[i] = new ImportanceSampleCacheEntry[cache.size()];
          cache.toArray(result[i]);
        }
        return result;
      }
     
      private static int getMaxColorAttachments() {
        int[] result = new int[1];
        GLES30.glGetIntegerv(GLES30.GL_MAX_COLOR_ATTACHMENTS, result, 0);
        GLError.maybeThrowGLException("Failed to get max color attachments", "glGetIntegerv");
        return result[0];
      }
     
      // Math!
      private static final float PI_F = (float) Math.PI;
     
      private static int log2(int value) {
        if (value <= 0) {
          throw new IllegalArgumentException("value must be positive");
        }
        value >>= 1;
        int result = 0;
        while (value != 0) {
          ++result;
          value >>= 1;
        }
        return result;
      }
     
      private static float log4(float value) {
        return (float) (Math.log((double) value) / Math.log(4.0));
      }
     
      private static float sqrt(float value) {
        return (float) Math.sqrt((double) value);
      }
     
      private static float sin(float value) {
        return (float) Math.sin((double) value);
      }
     
      private static float cos(float value) {
        return (float) Math.cos((double) value);
      }
     
      private static float[] hammersley(int i, float iN) {
        float tof = 0.5f / 0x80000000L;
        long bits = i;
        bits = (bits << 16) | (bits >>> 16);
        bits = ((bits & 0x55555555L) << 1) | ((bits & 0xAAAAAAAAL) >>> 1);
        bits = ((bits & 0x33333333L) << 2) | ((bits & 0xCCCCCCCCL) >>> 2);
        bits = ((bits & 0x0F0F0F0FL) << 4) | ((bits & 0xF0F0F0F0L) >>> 4);
        bits = ((bits & 0x00FF00FFL) << 8) | ((bits & 0xFF00FF00L) >>> 8);
        return new float[] {i * iN, bits * tof};
      }
     
      private static float[] hemisphereImportanceSampleDggx(float[] u, float a) {
        // GGX - Trowbridge-Reitz importance sampling
        float phi = 2.0f * PI_F * u[0];
        // NOTE: (aa-1) == (a-1)(a+1) produces better fp accuracy
        float cosTheta2 = (1f - u[1]) / (1f + (a + 1f) * ((a - 1f) * u[1]));
        float cosTheta = sqrt(cosTheta2);
        float sinTheta = sqrt(1f - cosTheta2);
        return new float[] {sinTheta * cos(phi), sinTheta * sin(phi), cosTheta};
      }
     
      private static float distributionGgx(float noh, float a) {
        // NOTE: (aa-1) == (a-1)(a+1) produces better fp accuracy
        float f = (a - 1f) * ((a + 1f) * (noh * noh)) + 1f;
        return (a * a) / (PI_F * f * f);
      }
    }
    I pasted all of my codes. in Line 258 : images. after dot it has not "Count" method. why??

  12. #12
    Super Moderator Norm's Avatar
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    Default Re: error: <identifier> expected if (!(images. == NUMBER_OF_CUBE_FACES))

    Who wrote the code on line 258? Ask them why they left off the method after the .

    What happens if line 258 test is removed ?
            //  Remove if statements that has errors
            if (true)  {  // images.     NUMBER_OF_CUBE_FACES == NUMBER_OF_CUBE_FACES)
            }else{
              throw new IllegalArgumentException(
                      "Number of images differs from the number of sides of a cube.");
            }
    If you don't understand my answer, don't ignore it, ask a question.

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