【发布时间】:2015-01-13 13:37:41
【问题描述】:
我是 android 上的 opengl 的新手,通过做一些例子来学习 opengl。我正在使用两个程序来绘制 3 个对象。以下代码加载纹理并绘制一个正方形。但它显示为黑色方块,而不是将纹理应用于身体。
我的片段着色器代码
precision mediump float;
uniform sampler2D u_Texture;
varying vec2 v_TexCoordinate;
void main() {
gl_FragColor = texture2D(u_Texture, v_TexCoordinate);
}
我的顶点着色器代码
attribute vec2 a_TexCoordinate;
varying vec2 v_TexCoordinate;
attribute vec4 a_Position;
uniform mat4 u_Matrix;
void main() {
gl_Position = u_Matrix * a_Position;
v_TexCoordinate = a_TexCoordinate;
}
我的对象顶点缓冲区
float [] vBufferFloat = new float[] {
-0.2f, -0.2f, 1f,
0.2f, -0.2f, 1f,
0.2f, 0.2f, 1f,
-0.2f, 0.2f, 1f,
-0.2f, -0.2f, 1f,
};
我的纹理缓冲区
float [] texCoordinate = new float[] {
-0.2f, -0.2f,
0.2f, -0.2f,
0.2f, 0.2f,
-0.2f, 0.2f,
-0.2f, -0.2f,
};
我的 onSurfaceCreated && onDrawFrame 代码
public void onSurfaceCreated() {
cloudRendereProgram = ShaderHelper.createProgram(mContext, R.raw.sky_texture_vertex_shader, R.raw.sky_texture_fragment_shader);
cloudTextureId = Utils.loadTexture(mContext, com.elpis.gamecontroller.R.drawable.cloud);
aTextureLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_TexCoordinate");
uMatrixLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Matrix");
aPositionLocation = GLES20.glGetAttribLocation(cloudRendereProgram, "a_Position");
uTextureLocation = GLES20.glGetUniformLocation(cloudRendereProgram, "u_Texture");
}
public void onDrawFrame() {
float [] mVMatrix = new float[16];
GLES20.glUseProgram(cloudRendereProgram);
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 0, vBuff.buffer);
GLES20.glEnableVertexAttribArray(aPositionLocation);
Matrix.multiplyMM(mVMatrix, 0, modelMatrix, 0, projectionMatrix, 0);
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, mVMatrix, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.cloudTextureId);
GLES20.glUniform1i(uTextureLocation, 0);
GLES20.glVertexAttribPointer(aTextureLocation, 2, GLES20.GL_FLOAT, false, 0, texBuff.buffer);
GLES20.glEnableVertexAttribArray(aTextureLocation);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 5);
}
还有我的纹理加载器帮助代码
public static int loadTexture(Context ctx, int resId) {
final int [] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] == 0)
return 0;
final BitmapFactory.Options options = new Options();
options.inScaled = false;
final Bitmap imgTexture = BitmapFactory.decodeResource(ctx.getResources(), resId);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_NEAREST);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, imgTexture, 0);
imgTexture.recycle();
return textureHandle[0];
}
当我运行 android 应用程序时,我看到的只是一个黑色方块,而不是云的纹理。所以,如果有人指出我正确的方向,我将不胜感激。
两个小问题;使用不同的着色器创建多个opengl程序对象并同时运行它们是否有效?
[更新]
问题出在 onDrawFrame() 上。我必须使用 vBuff.buffer.position(0) 和 texBuff.buffer.position(0) 才能正确绘制纹理。
public void onDrawFrame() {
float [] mVMatrix = new float[16];
GLES20.glUseProgram(cloudRendereProgram);
// FIX
vBuff.buffer.position(0);
texBuff.buffer.position(0);
// END FIX
GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 0, vBuff.buffer);
GLES20.glEnableVertexAttribArray(aPositionLocation);
Matrix.multiplyMM(mVMatrix, 0, modelMatrix, 0, projectionMatrix, 0);
GLES20.glUniformMatrix4fv(uMatrixLocation, 1, false, mVMatrix, 0);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, this.cloudTextureId);
GLES20.glUniform1i(uTextureLocation, 0);
GLES20.glVertexAttribPointer(aTextureLocation, 2, GLES20.GL_FLOAT, false, 0, texBuff.buffer);
GLES20.glEnableVertexAttribArray(aTextureLocation);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_FAN, 0, 5);
}
【问题讨论】:
-
你在调用 setEGLContextClientVersion(2);什么地方?
-
是的,它在 MainActivity onCreate 函数中调用