所以,我从另一篇文章收到了这个代码。它似乎是在Android中使用着色器在openGl 2.0中添加纹理的最完整的工作代码。他如何知道要传递给textureResourceId的整数,以及如何将资源ID设置为我放入项目的.png文件?
这是我正在努力的SO帖子的链接:
Android OpenGL|ES 2.0 Texturing
这是Square Code:
public class Square{
private static final String TAG = "Square";
public float[] rotation = {0.0f,0.0f,45.0f};
public float[] scale = {100.0f,100f,100f};
public float[] position = {0.0f,0.0f,100f};
public float[] color = { 0.0f, 0.0f, 1.0f, 1.0f };
private int textureRef = -1;
private int mMVPMatrixHandle;
protected int DRAW_MODE = GLES20.GL_TRIANGLES;
protected int mProgram;
protected int mPositionHandle;
protected Vertex vertices;
protected Vertex texture;
private int mColorHandle;
private int vsTextureCoord;
private int fsTexture;
protected float[] result_matrix = new float[16];
private final String vertexShaderCode =
"uniform mat4 uMVPMatrix;" +
"attribute vec3 vPosition;" +
"attribute vec2 TexCoordIn;" +
"varying vec2 TexCoordOut;" +
"void main() {" +
//the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vec4(vPosition,1.0);" +
" TexCoordOut = TexCoordIn;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"uniform sampler2D Texture;" +
"varying lowp vec2 TexCoordOut;" +
"void main() {" +
" gl_FragColor = vColor*TexCoordOut*Texture;" +
"}";
//I am fully aware that I am not using the texture by assigning the colour, but until I can actually SEND the texture through, there would be no point.
static float squareCoords[] = { -0.5f, 0.5f, 0.0f, // top left
-0.5f, -0.5f, 0.0f, // bottom left
0.5f, -0.5f, 0.0f, // bottom right
0.5f, 0.5f, 0.0f }; // top right
private short drawOrder[] = { 0, 1, 2, 0, 2, 3 }; // order to draw vertices
public Square(int textureResourceId) {
int vertexShader = GFXUtils.loadShader(GLES20.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = GFXUtils.loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentShaderCode);
mProgram = GLES20.glCreateProgram(); // create empty OpenGL ES Program
GLES20.glAttachShader(mProgram, vertexShader); // add the vertex shader to program
GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
GLES20.glLinkProgram(mProgram); // creates OpenGL ES program executables
textureRef = GFXUtils.textures.get(textureResourceId);
// initialize vertex byte buffer for shape coordinates
vertices = new Vertex(squareCoords, drawOrder, GFXUtils.COORDS_PER_VERTEX);
texture = new Vertex (new float[]
{
1.0f, 0.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
}, GFXUtils.COORDS_PER_TEXTURE);
DRAW_MODE = GLES20.GL_TRIANGLE_FAN;
}
private void getHandles()
{
//get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
if (mPositionHandle == -1) Log.e(TAG, "vPosition not found");
//get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
if (mColorHandle == -1) Log.e(TAG, "vColor not found");
//get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
if (mMVPMatrixHandle == -1) Log.e(TAG, "uMVPMatrix not found");
//get handle to texture coordinate variable
vsTextureCoord = GLES20.glGetAttribLocation(mProgram, "TexCoordIn");
if (vsTextureCoord == -1) Log.e(TAG, "TexCoordIn not found");
//get handle to shape's texture reference
fsTexture = GLES20.glGetUniformLocation(mProgram, "Texture");
if (fsTexture == -1) Log.e(TAG, "Texture not found");
}
private void translateRotateScale(float[] matrix, float[] perspectiveMatrix)
{
for (int i= 0; i < perspectiveMatrix.length;i++)
matrix[i] = perspectiveMatrix[i];
Matrix.translateM(matrix, 0, position[0], position[1], position[2]);
Matrix.rotateM(matrix, 0, rotation[0], 1.0f, 0.0f, 0.0f);
Matrix.rotateM(matrix, 0, rotation[1], 0.0f, 1.0f, 0.0f);
Matrix.rotateM(matrix, 0, rotation[2], 0.0f, 0.0f, 1.0f);
Matrix.scaleM(matrix, 0, scale[0], scale[1], scale[2]);
}
public void draw(float[] mvpMatrix) {
rotation[2]+=0.5;
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
GFXUtils.checkGlError("using program");
//Housekeeping
getHandles();
translateRotateScale(result_matrix, mvpMatrix);
//end housekeeping
// Set color for drawing the shape
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, result_matrix, 0);
GFXUtils.checkGlError("glUniformMatrix4fv");
// Prepare the shape coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, GFXUtils.COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
GFXUtils.vertexStride, vertices.floatBuffer);
GFXUtils.checkGlError("load vertex buffer");
GLES20.glVertexAttribPointer(vsTextureCoord, GFXUtils.COORDS_PER_TEXTURE,
GLES20.GL_FLOAT, false,
GFXUtils.textureStride, texture.floatBuffer);
GFXUtils.checkGlError("load texture buffer - " + vsTextureCoord);
// Enable a handle to the shape vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
GFXUtils.checkGlError("enable position handle");
GLES20.glEnableVertexAttribArray(vsTextureCoord);
GFXUtils.checkGlError("enable texture handle");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GFXUtils.checkGlError("activtexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureRef);
GFXUtils.checkGlError("bindtexture");
GLES20.glUniform1i(fsTexture, 0);
GFXUtils.checkGlError("uniformi");
//Draw the shape
GLES20.glDrawElements(DRAW_MODE, vertices.numIndeces, GLES20.GL_UNSIGNED_SHORT, vertices.indexBuffer);
GFXUtils.checkGlError("glDrawArrays with " + vertices.numVertices + " vertices");
//Disable vertex array
GLES20.glDisableVertexAttribArray(vsTextureCoord);
GLES20.glDisableVertexAttribArray(mPositionHandle);
GFXUtils.checkGlError("glDisableVertexAttribArray for position");
}
}
我的主要活动类:
public class MainActivity extends ActionBarActivity {
GLSurfaceView myGL;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
myGL=new MySurface(this);
setContentView(myGL);
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.main, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
/**
* A placeholder fragment containing a simple view.
*/
public static class PlaceholderFragment extends Fragment {
public PlaceholderFragment() {
}
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState) {
View rootView = inflater.inflate(R.layout.fragment_main, container,
false);
return rootView;
}
}
//---------------------------------Open GL-------------------------------------------------------
class MySurface extends GLSurfaceView
{
private MyRenderer myRend;
public MySurface(Context context)
{
super(context);
myRend=new MyRenderer();
setEGLContextClientVersion(2);
setRenderer(myRend);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
Square mSquare;
float [] mViewMatrix=new float[16];
float [] mMVPMatrix=new float[16];
float [] mProjectionMatrix=new float[16];
private float[] mRotationMatrix=new float[16];
class MyRenderer implements GLSurfaceView.Renderer
{
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1f);
mSquare=new Square(R.drawable.brick_texture);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);
mSquare.draw(mMVPMatrix);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 2, 50);
}
}
}