我在使用OpenGL ES 3.0在Android设备上渲染三角形时遇到了麻烦。
我正在使用Google Nexus 5进行测试。 下面是我的代码 - 但它呈现的是蓝屏(这是我指定的清晰颜色)。我希望看到一个红色三角形,但它没有出现。
有人可以指出我的代码中的缺陷吗?着色器成功编译和链接。
public class MainActivity extends Activity
{
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
requestWindowFeature(Window.FEATURE_NO_TITLE);
getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN);
setContentView(new TestSurfaceView(this));
}
public boolean onCreateOptionsMenu(Menu menu)
{
return false;
}
public boolean onOptionsItemSelected(MenuItem item)
{
return false;
}
private class TestSurfaceView extends GLSurfaceView implements Renderer
{
private final String vertexShaderCode =
"#version 300 es\n\n"+
"in vec3 inPosition;\n" +
"void main()\n" +
"{\n" +
" gl_Position = vec4(inPosition.xyz, 1.0);\n" +
"} \n";
private final String fragmentShaderCode =
"#version 300 es\n\n"+
"out vec4 outColor;\n"+
"void main()\n" +
"{\n" +
" outColor = vec4(1.0, 0.0, 0.0, 1.0); \n" +
"} \n";
public TestSurfaceView(Context context)
{
super(context);
super.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
setEGLContextClientVersion(3);
setRenderer(this);
setRenderMode(GLSurfaceView.RENDERMODE_CONTINUOUSLY);
}
public void onDrawFrame(GL10 gl)
{
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glDrawArraysInstanced(GL_TRIANGLES, 0, 3, 1);
}
public void onSurfaceChanged(GL10 gl, int width, int height)
{
glViewport(0, 0, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// States
glClearColor(0f, 0f, 1f, 0f); // Set background to blue
glEnable(GL_DEPTH_TEST); // Enable Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do //TODO check
glEnable(GL_BLEND); // Enable Blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // The Type Of Blending To Do (for translucency)
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glActiveTexture(0);
// Shaders
int vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, vertexShaderCode);
glCompileShader(vertexShader);
System.out.println("Vertex shader compile log:\n"+glGetShaderInfoLog(vertexShader));
int fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, fragmentShaderCode);
glCompileShader(fragmentShader);
System.out.println("Fragment shader compile log:\n"+glGetShaderInfoLog(vertexShader));
int shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glBindAttribLocation(shaderProgram, 0, "inPosition");
glLinkProgram(shaderProgram);
glValidateProgram(shaderProgram);
System.out.println("Shader program validate log:\n"+glGetProgramInfoLog(shaderProgram));
glUseProgram(shaderProgram);
// VAO
float floatSize = Float.SIZE/8;
float vertexSize = 3*floatSize;
int[] arrays = new int[1];
glGenVertexArrays(1, arrays, 0);
int modelVao = arrays[0];
glBindVertexArray(modelVao);
int[] buffers = new int[3];
glGenBuffers(3, buffers, 0);
int modelVertexVbo = buffers[0];
glBindBuffer(GL_ARRAY_BUFFER, modelVertexVbo);
glBufferData(GL_ARRAY_BUFFER, (int)(vertexSize*3f), null, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Triangle
glBindBuffer(GL_ARRAY_BUFFER, modelVertexVbo);
ByteBuffer b = (ByteBuffer)glMapBufferRange(GL_ARRAY_BUFFER, 0, (int)(vertexSize*3), GL_MAP_WRITE_BIT);
b.putFloat(-1f);
b.putFloat(1f);
b.putFloat(0f);
b.putFloat(-1f);
b.putFloat(-1f);
b.putFloat(0f);
b.putFloat(1f);
b.putFloat(-1f);
b.putFloat(0f);
b.flip();
glUnmapBuffer(GL_ARRAY_BUFFER);
System.out.println("DONE");
}
}
}
我的清单如下:
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.example"
android:versionCode="1"
android:versionName="1.0" >
<uses-sdk
android:minSdkVersion="18"
android:targetSdkVersion="21" />
<uses-feature android:glEsVersion="0x00030000" android:required="true" />
<application
android:allowBackup="true"
android:icon="@drawable/ic_launcher"
android:label="@string/app_name"
android:theme="@style/AppTheme" >
<activity
android:name=".MainActivity"
android:label="@string/app_name"
android:screenOrientation="landscape">
<intent-filter>
<action android:name="android.intent.action.MAIN" />
<category android:name="android.intent.category.LAUNCHER" />
</intent-filter>
</activity>
</application>
</manifest>
答案 0 :(得分:2)
您可以在onSurfaceCreated()
中启用背面剔除:
glEnable(GL_CULL_FACE);
OpenGL中正面的默认绕线顺序是逆时针方向。这意味着如果启用背面剔除,则会消除所有顺时针缠绕的三角形。因此代码中的三角形将不会被渲染,因为它具有顺时针缠绕:
(1f, -1f, 0f)
(-1f, -1f, 0f)
(-1f, 1f, 0f)
在ASCII艺术中,三角形看起来像这样,顶点编号从0到2:
2
| \
| \
| \
| \
1-----0
如果按照索引顺序跟踪顶点,则可以判断绕组是顺时针方向。
答案 1 :(得分:1)
感谢Reto Koradi和Colonel Thirty Two用我的代码找到了两个重要的缺陷。 我发现的最后一个缺陷是我需要在写入之前指定从 glMapBufferRange 获得的字节缓冲区的本机排序。
ByteBuffer b = (ByteBuffer)glMapBufferRange(GL_ARRAY_BUFFER, 0, (int)(vertexSize*3), GL_MAP_WRITE_BIT);
b.order(ByteOrder.nativeOrder());