我在SO上看到过这样的一些问题,但迄今为止没有任何帮助我的事情。我已经制作了GLTriangle和GLRectangle类。我可以用颜色绘制这两种形状没问题。我正在尝试将纹理实现到它们中,并且我无法使其工作(和调试)。
我会尝试发布到目前为止我所拥有的相关代码,如果你需要了解更多,请告诉我。
编辑:好的,所以在用texcoord处理程序修复错误后,我仍然得到一个黑色方块。 glGetError报告任何内容的唯一时间是在调用GLES20.glEnable(GLES20.GL_TEXTURE_2D)之后;
GLRectangle相关代码:
@Override
public void onSurfaceCreated() {
ByteBuffer vertexByteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
vertexByteBuffer.order(ByteOrder.nativeOrder());
vertexBuffer = vertexByteBuffer.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
fragmentShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = createAndLinkProgram(VertexShaderHandle(), FragmentShaderHandle(), new String[] { "uMVPMatrix", "vPosition", "a_TexCoordinate" });
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
loadTexture(context, imageId);
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(texCoords.length * 4);
tbb.order(ByteOrder.nativeOrder());
textureCoordBuffer = tbb.asFloatBuffer();
textureCoordBuffer.put(texCoords).position(0);
}
在onDrawFrame中:
GLES20.glUseProgram(mProgram);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 12, vertexBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
Matrix.multiplyMM(mMVPMatrix, 0, projMatrix, 0, mvMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glUniform1i(mTextureUniformHandle, 0);
GLES20.glDrawElements(GLES20.GL_TRIANGLES, indices.length, GLES20.GL_UNSIGNED_SHORT, indexBuffer);
我知道,或者至少我确信正在加载位图,因为我在加载时返回了int句柄(如果int为0,则会导致运行时错误)。
我猜它与纹理坐标有关。
这就是我的tex coords:
texCoords = new float[] {
0, 0,
0, 1,
1, 1,
1, 0
};
以防它是纹理加载器的东西,这里是:
int[] textureHandle = new int[1];
GLES20.glGenTextures(1, textureHandle, 0);
if (textureHandle[0] != 0) {
final BitmapFactory.Options options = new BitmapFactory.Options();
options.inScaled = false;
final Bitmap bitmap = BitmapFactory.decodeResource(view.getContext().getResources(), resourceId, options);
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_LINEAR);
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
if (textureHandle[0] == 0) {
throw new RuntimeException("Unable to load texture!");
}
mTextureDataHandle = textureHandle[0];
编辑:忘记添加我的着色器,我现在只是通过代码设置字符串:
setVertexShader(
"uniform mat4 uMVPMatrix; \n" +
"uniform mat4 MVMatrix; \n" +
"attribute vec4 vPosition; \n" +
"attribute vec2 a_TexCoordinate; \n" +
"varying vec2 v_TexCoordinate; \n" +
"void main() { \n" +
"v_TexCoordinate = a_TexCoordinate; \n" +
"gl_Position = uMVPMatrix * vPosition; \n" +
"} \n");
setFragmentShader("precision mediump float; \n" +
"uniform sampler2D u_Texture; \n" +
"varying vec2 v_TexCoordinate; \n" +
"void main() { \n" +
"gl_FragColor = texture2D(u_Texture, v_TexCoordinate); \n" +
"} \n");
答案 0 :(得分:3)
mTextureCoordinateHandle = GLES20.glGetUniformLocation(mProgram, "u_Texture");
mTextureUniformHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
这都是落后的。您将获得texcoord位置并将其设置为制服,并获得统一位置并将其设置为texcoord。另外,你甚至没有使用texcoord属性做任何事情。
答案 1 :(得分:1)
您可能无法仅在第一时间获取图像数据。检查你的代码,你正在使用png / jpeg文件来填充你的纹理。
答案 2 :(得分:0)
要激活透明度,请添加
onSurfaceCreated(GL10 unused, EGLConfig config)
{
... // Set alpha blend on
GLES20.glEnable(GLES20.GL_BLEND);
GLES20.glBlendFunc(GLES20.GL_ONE, GLES20.GL_ONE_MINUS_SRC_ALPHA);
...