这是我最近提出的一个问题的更新,但在我尝试了一些问题之后出现了新的问题。我想要的是在屏幕上绘制多个圆圈。我为圆形对象创建了一个类。在我的渲染器类中,我创建了一个这些圆的数组列表,每个圆都有不同的位置。当调用draw时,它只绘制其中一个。我记录了正在进行的操作,并且每个对象都被调用以进行绘制,但似乎只有一个出现在屏幕上。这不仅仅是我的圈子。它出现在整个个人测试中,OpenGL ES 2.0只会在屏幕上绘制一个对象。我不知道如何解决这个问题。在OpenGL ES 2.0中我有什么特别之处吗?这是我的代码。现在忽略令人难以置信的草率和低效的代码。我知道它并将在以后修复它。这是我的圈子对象类:
GLCircle:
package com.background.gl.objects;
import static android.opengl.GLES20.GL_TRIANGLE_FAN;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.Matrix.multiplyMM;
import static android.opengl.Matrix.setIdentityM;
import static android.opengl.Matrix.translateM;
import static com.background.gl.glcirclebackgroundanimation.Constants.BYTES_PER_FLOAT;
import java.util.Random;
import android.opengl.Matrix;
import android.util.Log;
import com.background.gl.data.VertexArray;
import com.background.gl.helper.TextureShaderProgram;
public class GLCircle {
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2;
private static final int STRIDE = (POSITION_COMPONENT_COUNT
+ TEXTURE_COORDINATES_COMPONENT_COUNT) * BYTES_PER_FLOAT;
public float x;
public float y;
protected float[] wallBounds;
protected boolean positiveX, positiveY;
public boolean nullify;
protected float xCounter = 0f;
protected float yCounter = 0f;
public float[] bounds;
protected Random ran;
private float[] VERTEX_DATA = {
// Order of coordinates: X, Y, S, T
// Triangle Fan
0f, 0f, 0.5f, 0.5f,
-0.25f, -0.25f, 0f, 0.9f,
0.25f, -0.25f, 1f, 0.9f,
0.25f, 0.25f, 1f, 0.1f,
-0.25f, 0.25f, 0f, 0.1f,
-0.25f, -0.25f, 0f, 0.9f };
private final VertexArray vertexArray;
public GLCircle(float x, float y) {
vertexArray = new VertexArray(VERTEX_DATA);
ran = new Random();
wallBounds = new float[4];
nullify = false;
this.x = x;
this.y = y;
}
public void bindData(TextureShaderProgram textureProgram) {
//Bind the position data to the shader attribute
vertexArray.setVertexAttribPointer(
0,
textureProgram.getPositionAttributeLocation(),
POSITION_COMPONENT_COUNT,
STRIDE);
//Bind the texture coordinate data to the shader attribute
vertexArray.setVertexAttribPointer(
POSITION_COMPONENT_COUNT,
textureProgram.getTextureCoordinatesAttributeLocation(),
TEXTURE_COORDINATES_COMPONENT_COUNT,
STRIDE);
}
public void drawCircle() {
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
}
public float getX() {
return this.x;
}
public float getY() {
return this.y;
}
public boolean isPositiveX() {
return positiveX;
}
public boolean isPositiveY() {
return positiveY;
}
public float[] getBounds(float ranX, float ranY) {
if(!positiveX) {
/*if(ranX >= 0f) {
wallBounds[0] = 1.05f + ranX;
} else {*/
this.wallBounds[0] = 1.05f + ranX;
//}
} else {
/*
if(ranX >= 0f) {
wallBounds[0] = 1.05f - ranX;
} else {*/
this.wallBounds[1] = 1.05f - ranX;
//}
}
if(!positiveY) {
this.wallBounds[2] = 1.75f + ranY;
} else {
this.wallBounds[3] = 1.75f - ranY;
}
return this.wallBounds;
}
public void setPos(float[] modelMatrix,
float[] projectionMatrix, TextureShaderProgram textureProgram,
int texture, float x, float y, String log) {
setIdentityM(modelMatrix, 0);
translateM(modelMatrix, 0, 0f, 0.01f, 0f);
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);
textureProgram.useProgram();
textureProgram.setUniforms(projectionMatrix, texture);
bindData(textureProgram);
drawCircle();
Log.d("Drawing", "Drawing " + log);
}
public void scaleCircle(float[] modelMatrix, float x, float y, float z) {
Matrix.scaleM(modelMatrix, 0, x, y, z);
}
public void storeResults(float[] results) {
this.x = results[0];
this.y = results[1];
}
public void translateCircle(float x, float[] modelMatrix, float[] projectionMatrix) {
setIdentityM(modelMatrix, 0);
translateM(modelMatrix, 0, /*-0.001f*/ x, -3f, -2f);
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);
}
}
同样,我知道大多数事情我做得不正确,但目前我只需要找出为什么我不能在屏幕上绘制多个对象。这是我的渲染器代码:
package com.background.gl.glcirclebackgroundanimation;
import static android.opengl.GLES20.GL_COLOR_BUFFER_BIT;
import static android.opengl.GLES20.glClear;
import static android.opengl.GLES20.glClearColor;
import static android.opengl.GLES20.glViewport;
import static android.opengl.Matrix.multiplyMM;
import static android.opengl.Matrix.setIdentityM;
import static android.opengl.Matrix.translateM;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;
import com.background.gl.helper.TextureShaderProgram;
import com.background.gl.objects.GLCircle;
import com.background.gl.objects.Mallet;
import com.background.gl.objects.Table;
import com.background.gl.util.MatrixHelper;
import com.background.gl.util.TextureHelper;
public class CircleDynamicBackgroundRenderer implements Renderer {
private final Context context;
private final float[] projectionMatrix = new float[16];
private final float[] modelMatrix = new float[16];
protected static float ranX,
ranY, ranSignX, ranSignY, ranSignVeloX, ranSignVeloY;
public boolean logNums;
private Table table;
private Mallet mallet;
private List<GLCircle> circles;
private GLCircle circle2;
float xPos, yPos;
int x = 1;
float[] bounds;
Random ran;
private TextureShaderProgram textureProgram;
private int texture;
public CircleDynamicBackgroundRenderer(Context context) {
this.context = context;
circles = new ArrayList<GLCircle>();
xPos = 0.1f;
ran = new Random();
logNums = true;
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
glViewport(0, 0, width, height);
Log.w("Width and height", Integer.toString(width) + ", " + Integer.toString(height));
MatrixHelper.perspectiveM(projectionMatrix, 90, (float) width
/ (float) height, 1f, 10f);
for(int i = 0; i < circles.size(); i++) {
circles.get(i).translateCircle(circles.get(i).x, modelMatrix, projectionMatrix);
}
// /circle2.translateCircle(circle2.x, modelMatrix);
/*final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);*/
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);
table = new Table();
mallet = new Mallet();
textureProgram = new TextureShaderProgram(context);
texture = TextureHelper.loadTexture(context, R.drawable.air_hockey_surface);
//texture2 = TextureHelper.loadTexture(context, R.drawable.air_hockey_surface_2);
for(int i = 0; i < 3; i++) {
GLCircle circle = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
circles.add(circle);
/*circle[i].x = circle[i].getX();
circle[i].y = circle[i].getY();
circle[i].bounds = circle[i].getBounds();*/
}
//circle2 = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
Log.d("Circles size", Integer.toString(circles.size()));
Log.d("circles", Float.toString(circles.get(1).getX()) + " " + Float.toString(circles.get(2).getX()));
}
@Override
public void onDrawFrame(GL10 glUnused) {
//Clear the rendering surface
glClear(GL_COLOR_BUFFER_BIT);
for(int i = 0; i < circles.size(); i++) {
circles.get(i).setPos(modelMatrix, projectionMatrix, textureProgram, texture, circles.get(i).x, circles.get(i).y, "1"); if(logNums) {
Log.d("Circle1, c2", Float.toString(circles.get(i).x) + ", " + Float.toString(circles.get(i).x));
logNums = false;
}
//Log.d("Circles", Float.toString(circles.get(i).x));
}
}
public float[] generateRanFloats() {
ranSignX = ran.nextFloat();
ranSignY = ran.nextFloat();
ranSignX = ranSignX > 0.5f? -1:1;
ranSignY = ranSignY > 0.5f? -1:1;
ranSignVeloX = ran.nextFloat();
ranSignVeloY = ran.nextFloat();
ranX = ran.nextFloat() * 1.05f;
ranY = ran.nextFloat() * 1.75f;
ranX = ranSignX > 0.5? -ranX:ranX;
ranY = ranSignY > 0.5? -ranY:ranY;
Log.d("Generated", Float.toString(ranX));
return new float[] {ranX, ranY};
}
}
现在已经两天了,我不能为我的生活弄清楚出了什么问题以及如何解决这个问题。我真的需要找到解决这个问题的方法。任何帮助将不胜感激。如果您需要查看更多代码,请与我们联系。
答案 0 :(得分:0)
根据最后的讨论 - 您是否参与了透视矩阵?我建议先从ortho投影开始,让你的代码工作,然后转向使用透视投影。您可以使用以下作为正投影的起点。
mat4.ortho(-1.0,1.0,-1,1.0,-10.0,100.0,projectionMatrix);
同时删除代码中的所有z翻译,使代码在xy上运行,然后添加z翻译。
PS:继续与(OpenGL ES 2.0 only draws the object once)相同的线程更好吗?