我使用来自learnopengles的教程在android中创建对象3d,我从该教程的第六课(纹理过滤)创建立方体,之后我想用我的对象替换多维数据集(我创建草莓对象) )。我希望我的对象可以在视图中显示,所以我将我的对象(我的对象使用扩展文件.obj)解析为我的渲染器类,但是视图中的对象显示随机三角形对象。 这是我的解析代码:
public ObjLoader(Context mActivityContext) {
FileReader fr;
String str;
ArrayList<Float> tempModelVertices = new ArrayList<Float>();
ArrayList<Float> tempTextureVertices = new ArrayList<Float>();
ArrayList<Float> tempNormalVertices = new ArrayList<Float>();
ArrayList<Integer> facesM = new ArrayList<Integer>();
ArrayList<Integer> facesT = new ArrayList<Integer>();
ArrayList<Integer> facesN = new ArrayList<Integer>();
try {
fr = new FileReader(new File("model/straw_obj"));
BufferedReader br = new BufferedReader(fr);
while((str = br.readLine())!=null){
if(str.startsWith("f")){
String[] strAr = str.replaceAll("f", "").trim().split(" ");
for(String s : strAr){
String[] cornerAr = s.split("/");
facesM.add(Integer.parseInt(cornerAr[0].trim())-1);
facesT.add(Integer.parseInt(cornerAr[1].trim())-1);
facesN.add(Integer.parseInt(cornerAr[2].trim())-1);
}
}
else if(str.startsWith("vt")){
String[] strAr = str.replaceAll("vt", "").trim().split(" ");
tempTextureVertices.add(Float.valueOf(strAr[0].trim()));
tempTextureVertices.add(-1*Float.valueOf(strAr[1].trim()));
}
else if(str.startsWith("vn")){
String[] strAr = str.replaceAll("vn", "").trim().split(" ");
tempNormalVertices.add(Float.valueOf(strAr[0].trim()));
tempNormalVertices.add(Float.valueOf(strAr[1].trim()));
tempNormalVertices.add(Float.valueOf(strAr[2].trim()));
}
else if(str.startsWith("v")){
String[] strAr = str.replaceAll("v", "").trim().split(" ");
tempModelVertices.add(Float.valueOf(strAr[0].trim()));
tempModelVertices.add(Float.valueOf(strAr[1].trim()));
tempModelVertices.add(Float.valueOf(strAr[2].trim()));
}
}
//Log.v(LOG_TAG, "v :"+ String.valueOf(v) + "vt :"+ String.valueOf(vt) + "vn :"+ String.valueOf(vn) + "f :"+ String.valueOf(f));
} catch (IOException e) {
// TODO Auto-generated catch block
Log.v(TAG, "error");
}
Log.v(TAG, "vt " + String.valueOf(tempTextureVertices.size()) + " vn " + String.valueOf(tempNormalVertices.size()) + " v " + String.valueOf(tempModelVertices.size()));
ModelPositionData = new float[facesM.size()];
ModelTextureCoordinateData = new float[facesT.size()];
ModelNormalData = new float[facesN.size()];
for(int i=0; i<facesM.size(); i++){
ModelPositionData[i] = tempModelVertices.get(facesM.get(i));
}
for(int i=0; i<facesT.size(); i++){
ModelTextureCoordinateData[i] = tempTextureVertices.get(facesT.get(i));
}
for(int i=0; i<facesN.size(); i++){
ModelNormalData[i] = tempNormalVertices.get(facesN.get(i));
}
}
这就是我创建glsurface渲染器的方法
public class TesterRenderer implements GLSurfaceView.Renderer{
private static final String TAG = "TesterRenderer";
private final Context mActivityContext;
/**
* Store the model matrix. This matrix is used to move models from object space (where each model can be thought
* of being located at the center of the universe) to world space.
*/
private float[] mModelMatrix = new float[16];
/**
* Store the view matrix. This can be thought of as our camera. This matrix transforms world space to eye space;
* it positions things relative to our eye.
*/
private float[] mViewMatrix = new float[16];
/** Store the projection matrix. This is used to project the scene onto a 2D viewport. */
private float[] mProjectionMatrix = new float[16];
/** Allocate storage for the final combined matrix. This will be passed into the shader program. */
private float[] mMVPMatrix = new float[16];
/** Store the accumulated rotation. */
private final float[] mAccumulatedRotation = new float[16];
/** Store the current rotation. */
private final float[] mCurrentRotation = new float[16];
/** A temporary matrix. */
private float[] mTemporaryMatrix = new float[16];
/**
* Stores a copy of the model matrix specifically for the light position.
*/
private float[] mLightModelMatrix = new float[16];
/** Store our model data in a float buffer. */
private final FloatBuffer mModelPositions;
private final FloatBuffer mModelNormals;
private final FloatBuffer mModelTextureCoordinates;
// private final FloatBuffer mModelTextureCoordinatesForPlane;
/** This will be used to pass in the transformation matrix. */
private int mMVPMatrixHandle;
/** This will be used to pass in the modelview matrix. */
private int mMVMatrixHandle;
/** This will be used to pass in the light position. */
private int mLightPosHandle;
/** This will be used to pass in the texture. */
private int mTextureUniformHandle;
/** This will be used to pass in model position information. */
private int mPositionHandle;
/** This will be used to pass in model normal information. */
private int mNormalHandle;
/** This will be used to pass in model texture coordinate information. */
private int mTextureCoordinateHandle;
/** How many bytes per float. */
private final int mBytesPerFloat = 4;
/** Size of the position data in elements. */
private final int mPositionDataSize = 3;
/** Size of the normal data in elements. */
private final int mNormalDataSize = 3;
/** Size of the texture coordinate data in elements. */
private final int mTextureCoordinateDataSize = 2;
/** Used to hold a light centered on the origin in model space. We need a 4th coordinate so we can get translations to work when
* we multiply this by our transformation matrices. */
private final float[] mLightPosInModelSpace = new float[] {0.0f, 0.0f, 0.0f, 1.0f};
/** Used to hold the current position of the light in world space (after transformation via model matrix). */
private final float[] mLightPosInWorldSpace = new float[4];
/** Used to hold the transformed position of the light in eye space (after transformation via modelview matrix) */
private final float[] mLightPosInEyeSpace = new float[4];
/** This is a handle to our cube shading program. */
private int mProgramHandle;
/** This is a handle to our light point program. */
private int mPointProgramHandle;
/** These are handles to our texture data. */
private int mTextureDataHandle;
// private int mGrassDataHandle;
/** Temporary place to save the min and mag filter, in case the activity was restarted. */
private int mQueuedMinFilter;
private int mQueuedMagFilter;
// These still work without volatile, but refreshes are not guaranteed to happen.
public volatile float mDeltaX;
public volatile float mDeltaY;
public TesterRenderer(final Context activityContext)
{
mActivityContext = activityContext;
ObjLoader obj = new ObjLoader(mActivityContext);
mModelPositions = ByteBuffer.allocateDirect(obj.ModelPositionData.length * mBytesPerFloat)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mModelPositions.put(obj.ModelPositionData).position(0);
mModelNormals = ByteBuffer.allocateDirect(obj.ModelNormalData.length * mBytesPerFloat)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mModelNormals.put(obj.ModelNormalData).position(0);
mModelTextureCoordinates = ByteBuffer.allocateDirect(obj.ModelTextureCoordinateData.length * mBytesPerFloat)
.order(ByteOrder.nativeOrder()).asFloatBuffer();
mModelTextureCoordinates.put(obj.ModelTextureCoordinateData).position(0);
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config)
{
// Set the background clear color to black.
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Use culling to remove back faces.
GLES20.glEnable(GLES20.GL_CULL_FACE);
// Enable depth testing
GLES20.glEnable(GLES20.GL_DEPTH_TEST);
// The below glEnable() call is a holdover from OpenGL ES 1, and is not needed in OpenGL ES 2.
// Enable texture mapping
// GLES20.glEnable(GLES20.GL_TEXTURE_2D);
// Position the eye in front of the origin.
final float eyeX = 0.0f;
final float eyeY = 0.0f;
final float eyeZ = -0.5f;
// We are looking toward the distance
final float lookX = 0.0f;
final float lookY = 0.0f;
final float lookZ = -5.0f;
// Set our up vector. This is where our head would be pointing were we holding the camera.
final float upX = 0.0f;
final float upY = 1.0f;
final float upZ = 0.0f;
// Set the view matrix. This matrix can be said to represent the camera position.
// NOTE: In OpenGL 1, a ModelView matrix is used, which is a combination of a model and
// view matrix. In OpenGL 2, we can keep track of these matrices separately if we choose.
Matrix.setLookAtM(mViewMatrix, 0, eyeX, eyeY, eyeZ, lookX, lookY, lookZ, upX, upY, upZ);
final String vertexShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.per_pixel_vertex_shader_tex_and_light);
final String fragmentShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.per_pixel_fragment_shader_tex_and_light);
final int vertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, vertexShader);
final int fragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, fragmentShader);
mProgramHandle = ShaderHelper.createAndLinkProgram(vertexShaderHandle, fragmentShaderHandle,
new String[] {"a_Position", "a_Normal", "a_TexCoordinate"});
// Define a simple shader program for our point.
final String pointVertexShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.point_vertex_shader);
final String pointFragmentShader = RawResourceReader.readTextFileFromRawResource(mActivityContext, R.raw.point_fragment_shader);
final int pointVertexShaderHandle = ShaderHelper.compileShader(GLES20.GL_VERTEX_SHADER, pointVertexShader);
final int pointFragmentShaderHandle = ShaderHelper.compileShader(GLES20.GL_FRAGMENT_SHADER, pointFragmentShader);
mPointProgramHandle = ShaderHelper.createAndLinkProgram(pointVertexShaderHandle, pointFragmentShaderHandle,
new String[] {"a_Position"});
// Load the texture
mTextureDataHandle = TextureHelper.loadTexture(mActivityContext, R.drawable.strawberry_texture);
GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
// mGrassDataHandle = TextureHelper.loadTexture(mActivityContext,R.drawable.noisy_grass_public_domain); // GLES20.glGenerateMipmap(GLES20.GL_TEXTURE_2D);
if (mQueuedMinFilter != 0)
{
setMinFilter(mQueuedMinFilter);
}
if (mQueuedMagFilter != 0)
{
setMagFilter(mQueuedMagFilter);
}
// Initialize the accumulated rotation matrix
Matrix.setIdentityM(mAccumulatedRotation, 0);
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height)
{
// Set the OpenGL viewport to the same size as the surface.
GLES20.glViewport(0, 0, width, height);
// Create a new perspective projection matrix. The height will stay the same
// while the width will vary as per aspect ratio.
final float ratio = (float) width / height;
final float left = -ratio;
final float right = ratio;
final float bottom = -1.0f;
final float top = 1.0f;
final float near = 1.0f;
final float far = 1000.0f;
Matrix.frustumM(mProjectionMatrix, 0, left, right, bottom, top, near, far);
}
@Override
public void onDrawFrame(GL10 glUnused)
{
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
// Do a complete rotation every 10 seconds.
long time = SystemClock.uptimeMillis() % 10000L;
long slowTime = SystemClock.uptimeMillis() % 100000L;
float angleInDegrees = (360.0f / 10000.0f) * ((int) time);
float slowAngleInDegrees = (360.0f / 100000.0f) * ((int) slowTime);
// Set our per-vertex lighting program.
GLES20.glUseProgram(mProgramHandle);
// Set program handles for cube drawing.
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVPMatrix");
mMVMatrixHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_MVMatrix");
mLightPosHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_LightPos");
mTextureUniformHandle = GLES20.glGetUniformLocation(mProgramHandle, "u_Texture");
mPositionHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Position");
mNormalHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_Normal");
mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgramHandle, "a_TexCoordinate");
// Calculate position of the light. Rotate and then push into the distance.
Matrix.setIdentityM(mLightModelMatrix, 0);
Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, -2.0f);
Matrix.rotateM(mLightModelMatrix, 0, angleInDegrees, 0.0f, 1.0f, 0.0f);
Matrix.translateM(mLightModelMatrix, 0, 0.0f, 0.0f, 3.5f);
Matrix.multiplyMV(mLightPosInWorldSpace, 0, mLightModelMatrix, 0, mLightPosInModelSpace, 0);
Matrix.multiplyMV(mLightPosInEyeSpace, 0, mViewMatrix, 0, mLightPosInWorldSpace, 0);
// Draw a cube.
// Translate the cube into the screen.
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.0f, 0.0f, -7.0f);
// Set a matrix that contains the current rotation.
Matrix.setIdentityM(mCurrentRotation, 0);
Matrix.rotateM(mCurrentRotation, 0, mDeltaX, 0.0f, 1.0f, 0.0f);
Matrix.rotateM(mCurrentRotation, 0, mDeltaY, 1.0f, 0.0f, 0.0f);
mDeltaX = 0.0f;
mDeltaY = 0.0f;
// Multiply the current rotation by the accumulated rotation, and then set the accumulated rotation to the result.
Matrix.multiplyMM(mTemporaryMatrix, 0, mCurrentRotation, 0, mAccumulatedRotation, 0);
System.arraycopy(mTemporaryMatrix, 0, mAccumulatedRotation, 0, 16);
// Rotate the cube taking the overall rotation into account.
Matrix.multiplyMM(mTemporaryMatrix, 0, mModelMatrix, 0, mAccumulatedRotation, 0);
System.arraycopy(mTemporaryMatrix, 0, mModelMatrix, 0, 16);
// Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle, 0);
// Pass in the texture coordinate information
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
mModelTextureCoordinates.position(0);
GLES20.glVertexAttribPointer(mTextureCoordinateHandle, mTextureCoordinateDataSize, GLES20.GL_FLOAT, false,
0, mModelTextureCoordinates);
drawModel();
// Draw a plane
Matrix.setIdentityM(mModelMatrix, 0);
Matrix.translateM(mModelMatrix, 0, 0.0f, -2.0f, -5.0f);
Matrix.scaleM(mModelMatrix, 0, 25.0f, 1.0f, 25.0f);
Matrix.rotateM(mModelMatrix, 0, slowAngleInDegrees, 0.0f, 1.0f, 0.0f);
// Set the active texture unit to texture unit 0.
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
// Bind the texture to this unit.
//GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mGrassDataHandle);
// Tell the texture uniform sampler to use this texture in the shader by binding to texture unit 0.
GLES20.glUniform1i(mTextureUniformHandle, 0);
// Pass in the texture coordinate information
GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);
drawModel();
GLES20.glUseProgram(mPointProgramHandle);
drawLight();
}
public void setMinFilter(final int filter)
{
if (mTextureDataHandle != 0)
{
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, filter);
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,mGrassDataHandle); // GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,过滤器); } 其他 { mQueuedMinFilter = filter; } }
public void setMagFilter(final int filter)
{
if (mTextureDataHandle != 0)
{
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureDataHandle);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, filter);
// GLES20.glBindTexture(GLES20.GL_TEXTURE_2D,mGrassDataHandle); // GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,过滤器); } 其他 { mQueuedMagFilter = filter; } }
private void drawModel()
{
// Pass in the position information
GLES20.glEnableVertexAttribArray(mPositionHandle);
mModelPositions.position(0);
GLES20.glVertexAttribPointer(mPositionHandle, mPositionDataSize, GLES20.GL_FLOAT, false,
0, mModelPositions);
// Pass in the normal information
GLES20.glEnableVertexAttribArray(mNormalHandle);
mModelNormals.position(0);
GLES20.glVertexAttribPointer(mNormalHandle, mNormalDataSize, GLES20.GL_FLOAT, false,
0, mModelNormals);
// This multiplies the view matrix by the model matrix, and stores the result in the MVP matrix
// (which currently contains model * view).
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mModelMatrix, 0);
// Pass in the modelview matrix.
GLES20.glUniformMatrix4fv(mMVMatrixHandle, 1, false, mMVPMatrix, 0);
// This multiplies the modelview matrix by the projection matrix, and stores the result in the MVP matrix
// (which now contains model * view * projection).
Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);
// Pass in the combined matrix.
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Pass in the light position in eye space.
GLES20.glUniform3f(mLightPosHandle, mLightPosInEyeSpace[0], mLightPosInEyeSpace[1], mLightPosInEyeSpace[2]);
// Draw the cube.
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 36);
}
/**
* Draws a point representing the position of the light.
*/
private void drawLight()
{
final int pointMVPMatrixHandle = GLES20.glGetUniformLocation(mPointProgramHandle, "u_MVPMatrix");
final int pointPositionHandle = GLES20.glGetAttribLocation(mPointProgramHandle, "a_Position");
// Pass in the position.
GLES20.glVertexAttrib3f(pointPositionHandle, mLightPosInModelSpace[0], mLightPosInModelSpace[1], mLightPosInModelSpace[2]);
// Since we are not using a buffer object, disable vertex arrays for this attribute.
GLES20.glDisableVertexAttribArray(pointPositionHandle);
// Pass in the transformation matrix.
Matrix.multiplyMM(mMVPMatrix, 0, mViewMatrix, 0, mLightModelMatrix, 0);
Matrix.multiplyMM(mTemporaryMatrix, 0, mProjectionMatrix, 0, mMVPMatrix, 0);
System.arraycopy(mTemporaryMatrix, 0, mMVPMatrix, 0, 16);
GLES20.glUniformMatrix4fv(pointMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Draw the point.
GLES20.glDrawArrays(GLES20.GL_POINTS, 0, 1);
}
}
有人可以帮我解决这个问题吗?
答案 0 :(得分:0)
根据面孔中的指数重新排列坐标的方式看起来有问题:
for(int i=0; i<facesM.size(); i++){
ModelPositionData[i] = tempModelVertices.get(facesM.get(i));
}
每个位置由3个坐标组成。但是,此循环仅复制每个位置一个值。看起来应该是这样的:
for(int i=0; i<facesM.size(); i++){
ModelPositionData[3 * i ] = tempModelVertices.get(3 * facesM.get(i) );
ModelPositionData[3 * i + 1] = tempModelVertices.get(3 * facesM.get(i) + 1);
ModelPositionData[3 * i + 2] = tempModelVertices.get(3 * facesM.get(i) + 2);
}
您还需要相应地调整分配:
ModelPositionData = new float[3 * facesM.size()];
并对法线和纹理坐标进行等效更改。