使用OpenGL ES 3.0渲染三角形

时间:2014-07-16 02:14:33

标签: java android opengl-es

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>

2 个答案:

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());