我正在尝试围绕其中心旋转纹理,但它没有给出预期的结果,请你看看代码,让我知道我错过了什么? 这是我的代码
public class GLRenderer implements Renderer {
Context context;
Square s;
float x = 100 ,y = 100 ;
float w,h;
public GLRenderer(Context c) {
context = c;
s = new Square(x,y);
}
@Override
public void onDrawFrame(GL10 gl) {
s.draw(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glOrthof(0, 320, 0, 480, 0, 1);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glEnable(GL10.GL_TEXTURE_2D);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
s.loadGLTexture(gl, R.drawable.ic_launcher);
}
public class Square{
int textures[] = new int[1];
FloatBuffer vertexbuffer;
FloatBuffer texturebuffer;
float texture[] ={
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 1.0f,
0.0f, 0.0f
};
public Square(float x, float y){
float vertices[] = {
x,y,0,
x,y+100,0,
x+100,y,0,
x+100,y+100,0
};
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length*4);
vbb.order(ByteOrder.nativeOrder());
vertexbuffer = vbb.asFloatBuffer();
vertexbuffer.put(vertices);
vertexbuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(texture.length*4);
tbb.order(ByteOrder.nativeOrder());
texturebuffer = tbb.asFloatBuffer();
texturebuffer.put(texture);
texturebuffer.position(0);
}
public void draw(GL10 gl) {
gl.glPushMatrix();
gl.glTranslatef(-150, -150, 0);
gl.glRotatef(30,0, 0,1 );
gl.glTranslatef(150, 150, 0);
// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Set the face rotation
gl.glFrontFace(GL10.GL_CW);
// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexbuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texturebuffer);
// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 4);
//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
r = r+10;
gl.glPopMatrix();
}
public void loadGLTexture(GL10 gl, int drawable) {
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
drawable);
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
}
}
}
答案 0 :(得分:2)
由于您的飞机面向Z轴,您实际上需要在Z轴上旋转它,而不是在X轴上旋转。
因此gl.glRotatef(30, 1, 0, 0)
将为gl.glRotatef(30, 0, 0, 1)
哦,翻译值实际上是-150和150,而不是-50& 50.由于你的飞机是100x100并且它在(100,100)中“开始”,所以150将成为飞机的中心。
但是你应该尝试不使用那个x和y变量。然后你的顶点会变成{ 0,0,0, 0,100,0, 100,0,0, 100,100,0 }
,在这种情况下,你将它翻译为(-50,-50,0)然后(50,50,0)。