我试图在四边形上显示单个纹理。 我有一个工作的VertexObject,它画了一个正方形(或任何几何对象)。现在我尝试扩展它以处理纹理,并且纹理不起作用。我只看到一个纯色的四边形。
坐标数据位于arrayList:
中/*the vertices' coordinates*/
public int coordCount = 0;
/*float array of 3(x,y,z)*/
public ArrayList<Float> coordList = new ArrayList<Float>(coordCount);
/*the coordinates' indexes(if used)*/
/*maximum limit:32767*/
private int orderCount = 0;
private ArrayList<Short> orderList = new ArrayList<Short>(orderCount);
/*textures*/
public boolean textured;
private boolean textureIsReady;
private ArrayList<Float> textureList = new ArrayList<Float>(coordCount);
private Bitmap bitmap; //the image to be displayed
private int textures[]; //the textures' ids
缓冲区在以下函数中初始化:
/*Drawing is based on the buffers*/
public void refreshBuffers(){
/*Coordinates' List*/
float coords[] = new float[coordList.size()];
for(int i=0;i<coordList.size();i++){
coords[i]= coordList.get(i);
}
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
coords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(coords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
/*Index List*/
short order[] = new short[(short)orderList.size()];
for(int i=0;i<order.length;i++){
order[i] = (short) orderList.get(i);
}
// initialize byte buffer for the draw list
ByteBuffer dlb = ByteBuffer.allocateDirect(
// (# of coordinate values * 2 bytes per short)
order.length * 2);
dlb.order(ByteOrder.nativeOrder());
orderBuffer = dlb.asShortBuffer();
orderBuffer.put(order);
orderBuffer.position(0);
/*texture list*/
if(textured){
float textureCoords[] = new float[textureList.size()];
for(int i=0;i<textureList.size();i++){
textureCoords[i] = textureList.get(i);
}
ByteBuffer byteBuf = ByteBuffer.allocateDirect(textureCoords.length * 4);
byteBuf.order(ByteOrder.nativeOrder());
textureBuffer = byteBuf.asFloatBuffer();
textureBuffer.put(textureCoords);
textureBuffer.position(0);
}
}
我使用以下代码将图像加载到对象中:
public void initTexture(GL10 gl, Bitmap inBitmap){
bitmap = inBitmap;
loadTexture(gl);
textureIsReady = true;
}
/*http://www.jayway.com/2010/12/30/opengl-es-tutorial-for-android-part-vi-textures/*/
public void loadTexture(GL10 gl){
gl.glGenTextures(1, textures, 0);
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MIN_FILTER,
GL10.GL_LINEAR);
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterx(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
/*bind bitmap to texture*/
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
}
根据以下代码进行绘图:
public void draw(GL10 gl){
if(textured && textureIsReady){
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);
//loadTexture(gl);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0,
vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0,
textureBuffer);
}else{
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glColor4f(color[0], color[1], color[2], color[3]);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0,
vertexBuffer);
}
if(!indexed)gl.glDrawArrays(drawMode, 0, coordCount);
else gl.glDrawElements(drawMode, orderCount, GL10.GL_UNSIGNED_SHORT, orderBuffer);
if(textured && textureIsReady){
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glDisable(GL10.GL_TEXTURE_2D);
}else{
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
}
}
初始化如下:
pic = new VertexObject();
pic.indexed = true;
pic.textured = true;
pic.initTexture(gl,MainActivity.bp);
pic.color[0] = 0.0f;
pic.color[1] = 0.0f;
pic.color[2] = 0.0f;
float inputVertex[] = {2.0f,2.0f,0.0f};
float inputTexture[] = {0.0f,0.0f};
pic.addTexturedVertex(inputVertex,inputTexture);
inputVertex[0] = 2.0f;
inputVertex[1] = 8.0f;
inputTexture[0] = 0.0f;
inputTexture[0] = 1.0f;
pic.addTexturedVertex(inputVertex,inputTexture);
inputVertex[0] = 8.0f;
inputVertex[1] = 8.0f;
inputTexture[0] = 1.0f;
inputTexture[0] = 1.0f;
pic.addTexturedVertex(inputVertex,inputTexture);
inputVertex[0] = 8.0f;
inputVertex[1] = 2.0f;
inputTexture[0] = 1.0f;
inputTexture[0] = 0.0f;
pic.addTexturedVertex(inputVertex,inputTexture);
pic.addIndex((short)0);
pic.addIndex((short)1);
pic.addIndex((short)2);
pic.addIndex((short)0);
pic.addIndex((short)2);
pic.addIndex((short)3);
将坐标简单地添加到arrayList中,然后刷新缓冲区。 位图有效,因为它显示在imageView上。 该图像是可绘制文件夹中大小为128x128的png文件。 对于我收集的内容,图像将转到vertexObject,但是纹理映射不正确。关于我做错了什么的指示?
答案 0 :(得分:0)
好的,我明白了!
我从互联网上下载了working example并重写了它,以便逐步类似于对象(如上所示)。我观察它是否适用于每一步。事实证明,问题不在于图形部分,因为该对象在具有不同坐标的另一个上下文中工作。长话短说:
这就是为什么我得到纯色,纹理被加载,但UV贴图不正确。