Android的opengl es 2.o代码有什么问题吗?

时间:2014-09-02 22:24:23

标签: android opengl-es-2.0

我正在按照教程从OpenGL ES 2 for Android快速入门指南中学习用于Android的opengl es 2.0。我在3.5节,我的“编译”代码将无法编译。我已经检查过并仔细检查了但是我的代码与本书匹配。我搜索了SO和其他网站,但似乎只是我有这个代码的问题。我已经在AVD和一个软糖的物理设备上尝试了它,但我总是得到Compilation of shader failed这是我正在尝试编译的代码。

顶点代码:

 attribute vec4 a_Position;
 void main(){
 gl_Position = a_Position;
 }

片段代码:

precision mediump float;
uniform vec4 u_Color;
void main(){
gl_FragColor = u_Color;
}

帮助程序类,它定位资源并编译opengl的代码:

public class ShaderHelper {

private static final String TAG = "ShaderHelper";

public static int compileVertexShader(String shaderCode){
    return compileShader(GL_VERTEX_SHADER, shaderCode);
}

public static int compileFragmentShader(String shaderCode){
    return compileShader(GL_FRAGMENT_SHADER, shaderCode);
}

public static int compileShader(int type, String shaderCode){
    final int shaderObjectId = glCreateShader(type);
    if(shaderObjectId == 0){
        if(LoggerConfig.ON){
            Log.w(TAG, "Could not create new shader.");

        }
    }

    final int[] compileStatus = new int[1];
    glGetShaderiv(shaderObjectId, GL_COMPILE_STATUS, compileStatus, 0);

    if(LoggerConfig.ON){
        Log.v(TAG, "Results of compiling source:" + "\n" + shaderCode + "\n:" + glGetShaderInfoLog(shaderObjectId));
    }

    if(compileStatus[0] == 0){
        glDeleteShader(shaderObjectId);
        if(LoggerConfig.ON){
            Log.w(TAG, "Compilation of shader failed."); <--This is where I get notification that the code did not compile...
        }
        return 0;
    }
    return shaderObjectId;
}

public static int linkProgram(int vertexShaderId, int fragmentShaderId){
    final int programObjectId = glCreateProgram();
    if(programObjectId == 0){
        if (LoggerConfig.ON){
            Log.w(TAG, "Could not create new program.");
        }
        return 0;
    }
    glAttachShader(programObjectId, vertexShaderId);
    glAttachShader(programObjectId, fragmentShaderId);

    final int[] linkStatus = new int[1];
    glGetProgramiv(programObjectId, GL_LINK_STATUS, linkStatus, 0);

    if(LoggerConfig.ON){
        Log.v(TAG, "Results of linking program:\n" + glGetProgramInfoLog(programObjectId));
    }

    if(linkStatus[0] == 0){
        glDeleteProgram(programObjectId);
        if(LoggerConfig.ON){
            Log.w(TAG, "Linking of program failed.");
        }
        return 0;
    }

    return programObjectId;
}

public static boolean validateProgram(int programObjectId){
    glValidateProgram(programObjectId);

    final int[] validateStatus = new int[1];
    glGetProgramiv(programObjectId, GL_VALIDATE_STATUS, validateStatus, 0);
    Log.v(TAG, "Results of validating program: " + "\nLog:" + glGetProgramInfoLog(programObjectId));
    return validateStatus[0] != 0;
}

}

1 个答案:

答案 0 :(得分:0)

在本书中发现了一些错误,后面的章节中提供了额外的代码行,这使得以前的版本工作。