首先,我为我愚蠢的英语能力道歉。
我在谷歌的Android开发者示例中学过openGL ES。
我测试代码并且它可以正常工作。
但是,我想创建自己的库,所以我修改了代码并分发它。
(像这样,Shader.java,ColorManager.java,ObjectManager.java ... Rectangle.java。)
我的渲染器绘制背景颜色,但它不会绘制我的数字。
这是我的GLSurfaceView
public class MenuView extends GraphicView{
EnhancedRenderer mRenderer;
public MenuView(Context context) {
super(context);
// TODO Auto-generated constructor stub
mRenderer = new EnhancedRenderer();
setEGLContextClientVersion(2);
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
public MenuView(Context context, EnhancedRenderer mRenderer){
super(context, mRenderer);
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
@Override
public boolean onTouchEvent(MotionEvent e){
return true;
}
}
GraphicView
只是扩展GLSurfaceView
并只添加一种自定义方法。
这是我的渲染器源代码
public class EnhancedRenderer extends GraphicRenderer{
protected final float[] mMVPMatrix = new float[16];
protected final float[] mProjMatrix = new float[16];
protected final float[] mVMatrix = new float[16];
protected final float[] mRotationMatrix = new float[16];
private Rectangle rect1;
private Rectangle
rect2;
private Triangle tri;
// private Circle circle;
public EnhancedRenderer(){
super();
}
public EnhancedRenderer(Context context){
// super(context);
}
public void setBackgroundColor(short r, short g, short b, float Alpha){
float[] Color = ColorManager.custom_COLOR(r, g, b, Alpha);
GLES20.glClearColor(Color[0], Color[1], Color[2], Color[3]);
}
@Override
public void onSurfaceCreated(GL10 unused, EGLConfig config){
setBackgroundColor((short)111,(short)0,(short)111,1000.0f);
rect1 = new Rectangle();
rect1.init_Figure();
rect2 = new Rectangle();
rect2.init_Figure();
tri = new Triangle();
tri.init_Figure();
}
@Override
public void onDrawFrame(GL10 unused){
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
Matrix.setLookAtM(mVMatrix, 0,
0.0f, 0.0f, -0.3f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
rect1.draw(mMVPMatrix);
Matrix.setLookAtM(mVMatrix, 0,
0.0f, 0.0f, -0.3f,
0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
tri.draw(mMVPMatrix);
}
@Override
public void onSurfaceChanged(GL10 unused, int width, int height){
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);
}
}
- GraphicRenderer
只是实施GLSurfaceView.Renderer
这里是'init_Figure()'方法
public boolean init_Figure(){
//only once Initialize
if(isProgramSetUp){return isProgramSetUp;}
//initialize the vertex and drawList buffer
vertexBuffer = BufferManager.makeFloatBuffer(coords);
drawListBuffer = BufferManager.makeShortBuffer(drawOrder);
//make Shader
vertexShader = Shader.get_VertexShader();
fragmentShader = Shader.get_FragmentShader();
//add Shader to Program
mProgram = Shader.makeProgram(vertexShader, fragmentShader);
//mProgram = Shader.makeProgram();
isProgramSetUp = true;
return isProgramSetUp;
}
这里是draw()方法
public void draw(float[] mMVPMatrix){
//Add program to OpenGL environment
Log.d("draw()-","draw");
GLES20.glUseProgram(mProgram);
Log.d("draw()-","draw -mProgram-"+mProgram);
// get handle to vertex shader's vPosition member
mPosition_Handle = GLES20.glGetAttribLocation(mProgram, "vPosition");
Log.d("draw()-","draw -mPosition Handle-"+mPosition_Handle);
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPosition_Handle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPosition_Handle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertex_Stribe, vertexBuffer);
// get handle to fragment shader's vColor member
mColor_Handle = GLES20.glGetUniformLocation(mProgram, "vColor");
Log.d("draw()-","draw -mColor Handle-"+mColor_Handle);
// Set color for drawing the Square
GLES20.glUniform4fv(mColor_Handle, 1, color, 0);
Log.d("draw()-", color[0]+", "+color[1]+", "+color[2]+" length- "+color.length);
// get handle to shape's transformation matrix
mMVPMatrix_Handle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
GraphicRenderer.checkGlError("glGetUniformLocation");
Log.d("draw()-","draw -mMVPMatrix_Handle-"+mMVPMatrix_Handle);
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrix_Handle, 1, false, mMVPMatrix, 0);
GraphicRenderer.checkGlError("glUniformMatrix4fv");
// Draw the square
GLES20.glDrawElements(GLES20.GL_TRIANGLES, drawOrder.length,
GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
Log.d("draw()-", drawOrder[0]+", "+drawOrder[1]+", "+drawOrder[2]+" length- "+drawOrder.length);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPosition_Handle);
}
当我检查logcat时,图的颜色,坐标,drawOrder,mProgram设置正确...
答案 0 :(得分:0)
我解决了问题
我改变了这部分......
Matrix.setLookAtM(mVMatrix,0,0.0f,0.0f,-0.3f,0.0f,0.0f,0.0f,0.0f,1.0f,0.0f);
像这样Matrix.setLookAtM(mVMatrix,0,0,0,-3,0f,0f,0f,0f,1.0f,0.0f);