我有一个实现GLSurfaceView.Renderer接口的渲染器; GLSurfaceView的子类和一些表示我想要绘制的对象的类。我有来自http://developer.android.com/training/graphics/opengl/motion.html的代码 我想扩展它并添加一些沿轴移动而无法管理它。该对象仅旋转。 这是我的代码:
public class NotMyCoolRenderer implements GLSurfaceView.Renderer {
public GLShip mTriangle;
private GLBackgroundStar mSquare;
private final float[] mMVPMatrix = new float[16];
private final float[] mProjMatrix = new float[16];
private final float[] mVMatrix = new float[16];
private final float[] mModelMatrix = new float[16];
private final float[] tempMatrix = new float[16];
public void onDrawFrame(GL10 unused) {
// Draw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
// Draw square
mSquare.draw(mMVPMatrix);
// Now moving on to triangle aka ship
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.1f, 0f, 0);
Matrix.rotateM(mModelMatrix, 0, mTriangle.mAngle, 0, 0, -1.0f);
Matrix.multiplyMM(tempMatrix, 0, mVMatrix, 0, mProjMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mModelMatrix , 0, tempMatrix , 0);
// Draw triangle
mTriangle.draw(mMVPMatrix);
}
public void onSurfaceChanged(GL10 unused, int width, int height) {
// Adjust the viewport based on geometry changes,
// such as screen rotation
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
// this projection matrix is applied to object coordinates
// in the onDrawFrame() method
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public class GLShip {
public volatile float mAngle;
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vPosition;" +
"}";
public void draw(float[] mvpMatrix) {
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
NotMyCoolRenderer.checkGlError("glGetUniformLocation");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
NotMyCoolRenderer.checkGlError("glUniformMatrix4fv");
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
我的期望是,在每次重绘时,对象将通过mAngle旋转并沿Y轴移动1f。我只能看到旋转(有点投射)。 我实际上有一些问题: 我如何应用我的翻译矩阵和 划分opengl功能的最佳做法是什么? modelMatrix不应该存储在对象本身而不是存储在渲染器中吗?矩阵运算应该在渲染器类中执行吗? 我将它们组合在一起,因为我猜它们都是相关的。
答案 0 :(得分:17)
我一直在使用Android培训中的示例,以下方法最终适用于我。 (基于Android Training > Displaying Graphics with OpenGL ES > Adding Motion)
使用正确的顶点着色器:
private final String vertexShaderCode =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
" gl_Position = uMVPMatrix * vPosition;" +
"}";
在渲染器类中:
public class MyGL20Renderer implements GLSurfaceView.Renderer {
[...]
// create a model matrix for the triangle
private final float[] mModelMatrix = new float[16];
// create a temporary matrix for calculation purposes,
// to avoid the same matrix on the right and left side of multiplyMM later
// see https://stackoverflow.com/questions/13480043/opengl-es-android-matrix-transformations#comment18443759_13480364
private float[] mTempMatrix = new float[16];
[...]
在 onDrawFrame 中应用转换,以翻译开头:
public void onDrawFrame(GL10 unused) {
[...]
Matrix.setIdentityM(mModelMatrix, 0); // initialize to identity matrix
Matrix.translateM(mModelMatrix, 0, -0.5f, 0, 0); // translation to the left
然后轮换:
// Create a rotation transformation for the triangle
long time = SystemClock.uptimeMillis() % 4000L;
float mAngle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
合并轮播和翻译,避免使用 mModelMatrix
“作为multiplyMM右侧和左侧的相同矩阵”(见2)
// Combine Rotation and Translation matrices
mTempMatrix = mModelMatrix.clone();
Matrix.multiplyMM(mModelMatrix, 0, mTempMatrix, 0, mRotationMatrix, 0);
将模型矩阵与投影和摄像机视图相结合; 再次避免使用 mModelMatrix
“作为multiplyMM右侧和左侧的相同矩阵”(见2)
// Combine the model matrix with the projection and camera view
mTempMatrix = mMVPMatrix.clone();
Matrix.multiplyMM(mMVPMatrix, 0, mTempMatrix, 0, mModelMatrix, 0);
绘制形状
// Draw shape
mTriangle.draw(mMVPMatrix);
谢谢大家,我可以从这个帖子中得到所有有用的输入。
答案 1 :(得分:2)
如果你想看到移动,你应该每帧更新mTriangle.mAngle(最好是时间的函数来对抗由其他进程引起的速度差异或延迟......)。
注意Matrix.setIdentityM(mModelMatrix,0);将所有累积的旋转和翻译恢复为“零”或实际上恢复到身份矩阵...... 相同的约定将btw应用于所有 set 函数。 为了积累所有的变换,必须
还应该在每个调用之间保留对象转换向量[ox,oy,oz]的值,并将它们提供给Matrix.translateM(mModelMatrix,ox,oy,oz,0);
通常,尽可能早地连接所有“翻译,旋转,缩放”等矩阵,并按每个对象缓存它们,或者按照具有多个对象并具有边界框的复杂容器进行分层,以便可以剔除多个对象当在相机后面(或通常在观看视锥体外)时。
通常一个人将一个移动的摄像机保持在一个矩阵中,每帧将它与投影矩阵相乘。
您可以从以下内容开始:
float Time = System.currentTimeMillis() * 0.01f; // 10 radians / second == fast!
Matrix.translateM(mModelMatrix, Math.sin(Time)*2.0f, 0, 1f, 0);
...
正如蒂姆所注意到的那样,没有涉及投影矩阵,这意味着所有z值都在这个代码中完全表现,即使改变x& y值会产生影响。
我很想说,MVP矩阵意味着成倍增加 按顺序M * V * P =(M * V)* P = M *(V * P)。
答案 2 :(得分:0)
请注意,您没有将投影矩阵应用于您正在绘制的三角形,这可能会导致问题。
应该是:
Matrix.multiplyMM(mMVMatrix, 0, mVMatrix, 0, mModelMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVMatrix, 0);