我正在尝试通过使用数组访问它来在纹理旧学校中做一些像素工作。我的方法是生成一个纹理,然后使用该纹理每个连续的帧写入并根据需要修改我的纹理。但是,当我在Android模拟器中运行此代码时,我得到的只是一张白色图像。我的纹理大小是2的幂,所以我有点惊讶。如果有的话,我本来希望看到一个完全黑色的图像。这是我的自定义渲染器代码:
package com.gltest;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.opengl.GLU;
import android.opengl.GLSurfaceView.Renderer;
public class OpenGLRenderer implements Renderer {
private ByteBuffer buf;
private int cwidth, cheight;
private FloatBuffer vertexBuffer, texelBuffer;
private ShortBuffer indexBuffer;
int[] textures = new int[1];
float vertices[] = {
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f
};
private float texels[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
private short[] indices = { 0, 1, 2, 0, 2, 3 };
@Override
public void onDrawFrame(GL10 gl) {
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
updateTexture(gl);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
GLU.gluOrtho2D(gl, 0, width, 0, height);
gl.glMatrixMode(GL10.GL_MODELVIEW);
gl.glLoadIdentity();
buf = ByteBuffer.allocateDirect(128 * 128 * 3).order(ByteOrder.nativeOrder());
cwidth = width;
cheight= height;;
for( int i=0; i<vertices.length; i+=3 ) {
vertices[i] *= cwidth;
vertices[i+1] *= cheight;
}
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, 3, 128, 128, 0, GL10.GL_RGB, GL10.GL_UNSIGNED_BYTE, buf);
ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
vbb.order(ByteOrder.nativeOrder());
vertexBuffer = vbb.asFloatBuffer();
vertexBuffer.put(vertices);
vertexBuffer.position(0);
ByteBuffer tbb = ByteBuffer.allocateDirect(texels.length * 4);
tbb.order(ByteOrder.nativeOrder());
texelBuffer = tbb.asFloatBuffer();
texelBuffer.put(texels);
texelBuffer.position(0);
ByteBuffer ibb = ByteBuffer.allocateDirect(indices.length * 2);
ibb.order(ByteOrder.nativeOrder());
indexBuffer = ibb.asShortBuffer();
indexBuffer.put(indices);
indexBuffer.position(0);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
gl.glClearColor(1.0f, 0.0f, 0.0f, 0.5f);
gl.glShadeModel(GL10.GL_SMOOTH);
gl.glClearDepthf(1.0f);
gl.glEnable(GL10.GL_DEPTH_TEST);
gl.glDepthFunc(GL10.GL_LEQUAL);
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);
}
void updateTexture(GL10 gl)
{
// Update pixels
// write random r g or b values to random locations
for(int y = 0; y < 128; ++y)
for(int x = 0; x < 128; ++x)
buf.put(x+y*128, (byte)(Math.random()*255));
buf.position(0);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(gl.GL_TEXTURE_2D, textures[0]);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexSubImage2D(GL10.GL_TEXTURE_2D, 0, 0, 0, 128, 128, GL10.GL_RGB, GL10.GL_UNSIGNED_BYTE, buf);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texelBuffer);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glDrawElements(GL10.GL_TRIANGLES, indices.length, GL10.GL_UNSIGNED_SHORT, indexBuffer);
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}
答案 0 :(得分:0)
经过一番探讨之后,我发现在Android上的GLES 1.1中不支持gl.glTexSubImage2D(它是内置的,但它没有做任何事情:https://www.google.com/search?ix=hea&sourceid=chrome&ie=UTF-8&q=android+opengl+glTexSubImage2D)
此外,没有其他人在将来浪费时间,忘记尝试使用glDrawPixels发送到帧缓冲区。在任何 GLES 1.1 / 2.0实现(Android,iPhone)等中也不支持。
解决方案是使用名为“Richard Quirk”的优秀文章中所述的NDK,他有自己的博客:http://quirkygba.blogspot.com/2010/10/android-native-coding-in-c.html,并且碰巧也是Stack Overflow常规:{{ 3}}
谢谢理查德!
答案 1 :(得分:0)
老实说,我认为这不是一个非常方便的解决方案。
这种改变/效果应该在可编程管道模型中完成,例如使用顶点和片段着色器的OPENGL ES 2.0。
由于以下原因,您尝试实现的解决方案不方便:
我强烈建议您在片段着色器中实现效果,以获得最佳性能。