使用Android模拟器完成一些OpenGL-ES教程。我已经完成了纹理映射,并且在映射到多维数据集时遇到了一些麻烦。是否可以将纹理映射到具有8个顶点和12个三角形的立方体的所有面,如下所述?
// Use half as we are going for a 0,0,0 centre.
width /= 2;
height /= 2;
depth /= 2;
float vertices[] = { -width, -height, depth, // 0
width, -height, depth, // 1
width, height, depth, // 2
-width, height, depth, // 3
-width, -height, -depth, // 4
width, -height, -depth, // 5
width, height, -depth, // 6
-width, height, -depth, // 7
};
short indices[] = {
// Front
0,1,2,
0,2,3,
// Back
5,4,7,
5,7,6,
// Left
4,0,3,
4,3,7,
// Right
1,5,6,
1,6,2,
// Top
3,2,6,
3,6,7,
// Bottom
4,5,1,
4,1,0,
};
float texCoords[] = {
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
我已经让正面和背面正常工作,但是,没有其他面部正在显示纹理。
alt text http://www.freeimagehosting.net/uploads/60d292613d.jpg
绘图代码
public void draw(GL10 gl) {
// Counter-clockwise winding.
gl.glFrontFace(GL10.GL_CCW);
// Enable face culling.
gl.glEnable(GL10.GL_CULL_FACE);
// What faces to remove with the face culling.
gl.glCullFace(GL10.GL_BACK);
// Enabled the vertices buffer for writing and to be used during
// rendering.
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
// Specifies the location and data format of an array of vertex
// coordinates to use when rendering.
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, verticesBuffer);
if (normalsBuffer != null) {
// Enabled the normal buffer for writing and to be used during rendering.
gl.glEnableClientState(GL10.GL_NORMAL_ARRAY);
// Specifies the location and data format of an array of normals to use when rendering.
gl.glNormalPointer(GL10.GL_FLOAT, 0, normalsBuffer);
}
// Set flat color
gl.glColor4f(rgba[0], rgba[1], rgba[2], rgba[3]);
// Smooth color
if ( colorBuffer != null ) {
// Enable the color array buffer to be used during rendering.
gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
// Point out the where the color buffer is.
gl.glColorPointer(4, GL10.GL_FLOAT, 0, colorBuffer);
}
// Use textures?
if ( textureBuffer != null) {
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);
}
// Translation and rotation before drawing
gl.glTranslatef(x, y, z);
gl.glRotatef(rx, 1, 0, 0);
gl.glRotatef(ry, 0, 1, 0);
gl.glRotatef(rz, 0, 0, 1);
gl.glDrawElements(GL10.GL_TRIANGLES, numOfIndices, GL10.GL_UNSIGNED_SHORT, indicesBuffer);
// Disable the vertices buffer.
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
gl.glDisableClientState(GL10.GL_NORMAL_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
// Disable face culling.
gl.glDisable(GL10.GL_CULL_FACE);
}
答案 0 :(得分:6)
你必须使用24个顶点。在OpenGL中,顶点不仅仅是位置,它是所有顶点属性的集合。使用相同的索引访问每个顶点数组。
臭名昭着的多维数据集示例几乎每个人都认为在开始使用OpenGL时效率低下,但在现实世界中,更复杂的模型中,重复程度非常低。
答案 1 :(得分:0)
我“仅”将GLES20TriangleRenderer.java文件修改为SDK示例BasicGLSurfaceView,编译并在两个Android设备,Android手机和Nexus 7上进行测试,这在两个设备上运行良好:)
/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
Modified by YLP (06 January 2014) for to handle a rotated texture mapped cube
*/
package com.example.android.basicglsurfaceview;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
public GLES20TriangleRenderer(Context context) {
mContext = context;
// mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
// mTriangleVertices.put(mTriangleVerticesData).position(0);
mTriangleVertices = ByteBuffer.allocateDirect(cubeVerticesStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(cubeVerticesStrip).position(0);
mTriangleTexcoords = ByteBuffer.allocateDirect(cubeTexCoordsStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleTexcoords.put(cubeTexCoordsStrip).position(0);
}
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glEnable( GLES20.GL_DEPTH_TEST );
GLES20.glDepthFunc( GLES20.GL_LEQUAL );
GLES20.glDepthMask( true );
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
// mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
// GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
// TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
// checkGlError("glVertexAttribPointer maPosition");
// mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
// GLES20.glEnableVertexAttribArray(maPositionHandle);
// checkGlError("glEnableVertexAttribArray maPositionHandle");
// GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
// TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
// checkGlError("glVertexAttribPointer maTextureHandle");
// GLES20.glEnableVertexAttribArray(maTextureHandle);
// checkGlError("glEnableVertexAttribArray maTextureHandle");
// From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube
// (but slighty modified)
mTriangleVertices.position(0);
// GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 0, mTriangleVertices);
GLES20.glEnableVertexAttribArray(maPositionHandle);
mTriangleTexcoords.position(0);
// GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 0, mTriangleTexcoords);
GLES20.glEnableVertexAttribArray(maTextureHandle);
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
float scale = 0.7f;
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
// YLP : add others movements cycles
Matrix.rotateM(mMMatrix, 0, angle, 1.0f, 0.0f, 0.0f );
// Matrix.rotateM(mMMatrix, 0, angle, 0.0f, 1.0f, 0.0f );
// float scale = (float)( Math.abs( Math.sin( ((float)time) * (6.28f/4000.0f) ) ));
Matrix.scaleM(mMMatrix, 0, scale, scale, scale);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Somes tests with only somes triangles
// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); // worked initialy but only one triangle
// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); // worked initialy but only two triangles
// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); // GL_QUADS does not exist in GL 2.0 :(
// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 8); // GL_QUADS does not exist in GL 2.0 :(
// Draw the cube
// TODO : make only one glDraWArrays() call instead one per face
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4);
checkGlError("glDrawArrays");
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0) {
return;
}
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
checkGlError("glGetAttribLocation aPosition");
if (maPositionHandle == -1) {
throw new RuntimeException("Could not get attrib location for aPosition");
}
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
checkGlError("glGetAttribLocation aTextureCoord");
if (maTextureHandle == -1) {
throw new RuntimeException("Could not get attrib location for aTextureCoord");
}
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkGlError("glGetUniformLocation uMVPMatrix");
if (muMVPMatrixHandle == -1) {
throw new RuntimeException("Could not get attrib location for uMVPMatrix");
}
/*
* Create our texture. This has to be done each time the
* surface is created.
*/
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
InputStream is = mContext.getResources()
.openRawResource(R.raw.robot);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch(IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
private int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return 0;
}
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
private static final int FLOAT_SIZE_BYTES = 4;
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private static final int TRIANGLE_TEXCOORDS_DATA_STRIDE_BYTES = 2 * FLOAT_SIZE_BYTES;
private final float[] mTriangleVerticesData =
{
// X, Y, Z, U, V
// initial triangle from the source
// -1.0f, -0.5f, 0, -0.5f, 0.0f,
// 1.0f, -0.5f, 0, 1.5f, -0.0f,
// 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f,
// YLP : transform this to two triangles for to have a quad
// -1, -1, 0, 0, 0,
// 1, -1, 0, 1, 0,
// -1, 1, 0, 0, 1,
// 1, 1, 0, 1, 1,
// -1, 1, 0, 0, 1,
// 1, -1, 0, 1, 0
// YLP : use two quads with GL_TRIANGLE_STRIP
// Don't work because this make one accordeon effect :(
-1, -1, -1, 0, 0,
1, -1, -1, 1, 0,
-1, 1, -1, 0, 1,
1, 1, -1, 1, 1,
-1, -1, 1, 0, 0,
1, -1, 1, 1, 0,
-1, 1, 1, 0, 1,
1, 1, 1, 1, 1,
};
// From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube/
// (only moodify "static const GLfloat" to "private final float" on it)
private final float cubeVerticesStrip[] = {
// Front face
-1,-1,1, 1,-1,1, -1,1,1, 1,1,1,
// Right face
1,-1,1, 1,-1,-1, 1,1,1, 1,1,-1,
// Back face
1,-1,-1, -1,-1,-1, 1,1,-1, -1,1,-1,
// Left face
-1,-1,-1, -1,-1,1, -1,1,-1, -1,1,1,
// Bottom face
-1,-1,-1, 1,-1,-1, -1,-1,1, 1,-1,1,
// Top face
-1,1,1, 1,1,1, -1,1,-1, 1,1,-1
};
private final float cubeTexCoordsStrip[] = {
// Front face
0,0, 1,0, 0,1, 1,1,
// Right face
0,0, 1,0, 0,1, 1,1,
// Back face
0,0, 1,0, 0,1, 1,1,
// Left face
0,0, 1,0, 0,1, 1,1,
// Bottom face
0,0, 1,0, 0,1, 1,1,
// Top face
0,0, 1,0, 0,1, 1,1
};
private FloatBuffer mTriangleVertices;
private FloatBuffer mTriangleTexcoords;
private final String mVertexShader =
"uniform mat4 uMVPMatrix;\n" +
"attribute vec4 aPosition;\n" +
"attribute vec2 aTextureCoord;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" gl_Position = uMVPMatrix * aPosition;\n" +
" vTextureCoord = aTextureCoord;\n" +
"}\n";
private final String mFragmentShader =
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform sampler2D sTexture;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
"}\n";
private float[] mMVPMatrix = new float[16];
private float[] mProjMatrix = new float[16];
private float[] mMMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mMMatrix2 = new float[16];
private int mProgram;
private int mTextureID;
private int muMVPMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private Context mContext;
private static String TAG = "GLES20TriangleRenderer";
}
/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
Modified by YLP (06 January 2014) for to handle a rotated texture mapped cube
*/
package com.example.android.basicglsurfaceview;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.BitmapFactory;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.opengl.GLUtils;
import android.opengl.Matrix;
import android.os.SystemClock;
import android.util.Log;
class GLES20TriangleRenderer implements GLSurfaceView.Renderer {
public GLES20TriangleRenderer(Context context) {
mContext = context;
// mTriangleVertices = ByteBuffer.allocateDirect(mTriangleVerticesData.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
// mTriangleVertices.put(mTriangleVerticesData).position(0);
mTriangleVertices = ByteBuffer.allocateDirect(cubeVerticesStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleVertices.put(cubeVerticesStrip).position(0);
mTriangleTexcoords = ByteBuffer.allocateDirect(cubeTexCoordsStrip.length * FLOAT_SIZE_BYTES).order(ByteOrder.nativeOrder()).asFloatBuffer();
mTriangleTexcoords.put(cubeTexCoordsStrip).position(0);
}
public void onDrawFrame(GL10 glUnused) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glClearColor(0.0f, 0.0f, 1.0f, 1.0f);
GLES20.glClear( GLES20.GL_DEPTH_BUFFER_BIT | GLES20.GL_COLOR_BUFFER_BIT);
GLES20.glEnable( GLES20.GL_DEPTH_TEST );
GLES20.glDepthFunc( GLES20.GL_LEQUAL );
GLES20.glDepthMask( true );
GLES20.glUseProgram(mProgram);
checkGlError("glUseProgram");
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
// mTriangleVertices.position(TRIANGLE_VERTICES_DATA_POS_OFFSET);
// GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false,
// TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
// checkGlError("glVertexAttribPointer maPosition");
// mTriangleVertices.position(TRIANGLE_VERTICES_DATA_UV_OFFSET);
// GLES20.glEnableVertexAttribArray(maPositionHandle);
// checkGlError("glEnableVertexAttribArray maPositionHandle");
// GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,
// TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
// checkGlError("glVertexAttribPointer maTextureHandle");
// GLES20.glEnableVertexAttribArray(maTextureHandle);
// checkGlError("glEnableVertexAttribArray maTextureHandle");
// From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube
// (but slighty modified)
mTriangleVertices.position(0);
// GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 0, mTriangleVertices);
GLES20.glEnableVertexAttribArray(maPositionHandle);
mTriangleTexcoords.position(0);
// GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false,TRIANGLE_VERTICES_DATA_STRIDE_BYTES, mTriangleVertices);
GLES20.glVertexAttribPointer(maTextureHandle, 2, GLES20.GL_FLOAT, false, 0, mTriangleTexcoords);
GLES20.glEnableVertexAttribArray(maTextureHandle);
long time = SystemClock.uptimeMillis() % 4000L;
float angle = 0.090f * ((int) time);
float scale = 0.7f;
Matrix.setRotateM(mMMatrix, 0, angle, 0, 0, 1.0f);
// YLP : add others movements cycles
Matrix.rotateM(mMMatrix, 0, angle, 1.0f, 0.0f, 0.0f );
// Matrix.rotateM(mMMatrix, 0, angle, 0.0f, 1.0f, 0.0f );
// float scale = (float)( Math.abs( Math.sin( ((float)time) * (6.28f/4000.0f) ) ));
Matrix.scaleM(mMMatrix, 0, scale, scale, scale);
Matrix.multiplyMM(mMVPMatrix, 0, mVMatrix, 0, mMMatrix, 0);
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mMVPMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
// Somes tests with only somes triangles
// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 3); // worked initialy but only one triangle
// GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, 6); // worked initialy but only two triangles
// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4); // GL_QUADS does not exist in GL 2.0 :(
// GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 8); // GL_QUADS does not exist in GL 2.0 :(
// Draw the cube
// TODO : make only one glDraWArrays() call instead one per face
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 4, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 8, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 12, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 16, 4);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 20, 4);
checkGlError("glDrawArrays");
}
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
GLES20.glViewport(0, 0, width, height);
float ratio = (float) width / height;
Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
}
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
// Ignore the passed-in GL10 interface, and use the GLES20
// class's static methods instead.
mProgram = createProgram(mVertexShader, mFragmentShader);
if (mProgram == 0) {
return;
}
maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
checkGlError("glGetAttribLocation aPosition");
if (maPositionHandle == -1) {
throw new RuntimeException("Could not get attrib location for aPosition");
}
maTextureHandle = GLES20.glGetAttribLocation(mProgram, "aTextureCoord");
checkGlError("glGetAttribLocation aTextureCoord");
if (maTextureHandle == -1) {
throw new RuntimeException("Could not get attrib location for aTextureCoord");
}
muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
checkGlError("glGetUniformLocation uMVPMatrix");
if (muMVPMatrixHandle == -1) {
throw new RuntimeException("Could not get attrib location for uMVPMatrix");
}
/*
* Create our texture. This has to be done each time the
* surface is created.
*/
int[] textures = new int[1];
GLES20.glGenTextures(1, textures, 0);
mTextureID = textures[0];
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, mTextureID);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER,
GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER,
GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S,
GLES20.GL_REPEAT);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T,
GLES20.GL_REPEAT);
InputStream is = mContext.getResources()
.openRawResource(R.raw.robot);
Bitmap bitmap;
try {
bitmap = BitmapFactory.decodeStream(is);
} finally {
try {
is.close();
} catch(IOException e) {
// Ignore.
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
bitmap.recycle();
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
}
private int loadShader(int shaderType, String source) {
int shader = GLES20.glCreateShader(shaderType);
if (shader != 0) {
GLES20.glShaderSource(shader, source);
GLES20.glCompileShader(shader);
int[] compiled = new int[1];
GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
if (compiled[0] == 0) {
Log.e(TAG, "Could not compile shader " + shaderType + ":");
Log.e(TAG, GLES20.glGetShaderInfoLog(shader));
GLES20.glDeleteShader(shader);
shader = 0;
}
}
return shader;
}
private int createProgram(String vertexSource, String fragmentSource) {
int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
if (vertexShader == 0) {
return 0;
}
int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
if (pixelShader == 0) {
return 0;
}
int program = GLES20.glCreateProgram();
if (program != 0) {
GLES20.glAttachShader(program, vertexShader);
checkGlError("glAttachShader");
GLES20.glAttachShader(program, pixelShader);
checkGlError("glAttachShader");
GLES20.glLinkProgram(program);
int[] linkStatus = new int[1];
GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
if (linkStatus[0] != GLES20.GL_TRUE) {
Log.e(TAG, "Could not link program: ");
Log.e(TAG, GLES20.glGetProgramInfoLog(program));
GLES20.glDeleteProgram(program);
program = 0;
}
}
return program;
}
private void checkGlError(String op) {
int error;
while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
Log.e(TAG, op + ": glError " + error);
throw new RuntimeException(op + ": glError " + error);
}
}
private static final int FLOAT_SIZE_BYTES = 4;
private static final int TRIANGLE_VERTICES_DATA_STRIDE_BYTES = 5 * FLOAT_SIZE_BYTES;
private static final int TRIANGLE_VERTICES_DATA_POS_OFFSET = 0;
private static final int TRIANGLE_VERTICES_DATA_UV_OFFSET = 3;
private static final int TRIANGLE_TEXCOORDS_DATA_STRIDE_BYTES = 2 * FLOAT_SIZE_BYTES;
private final float[] mTriangleVerticesData =
{
// X, Y, Z, U, V
// initial triangle from the source
// -1.0f, -0.5f, 0, -0.5f, 0.0f,
// 1.0f, -0.5f, 0, 1.5f, -0.0f,
// 0.0f, 1.11803399f, 0, 0.5f, 1.61803399f,
// YLP : transform this to two triangles for to have a quad
// -1, -1, 0, 0, 0,
// 1, -1, 0, 1, 0,
// -1, 1, 0, 0, 1,
// 1, 1, 0, 1, 1,
// -1, 1, 0, 0, 1,
// 1, -1, 0, 1, 0
// YLP : use two quads with GL_TRIANGLE_STRIP
// Don't work because this make one accordeon effect :(
-1, -1, -1, 0, 0,
1, -1, -1, 1, 0,
-1, 1, -1, 0, 1,
1, 1, -1, 1, 1,
-1, -1, 1, 0, 0,
1, -1, 1, 1, 0,
-1, 1, 1, 0, 1,
1, 1, 1, 1, 1,
};
// From http://www.endodigital.com/opengl-es-2-0-on-the-iphone/part-fourteen-creating-the-cube/
// (only moodify "static const GLfloat" to "private final float" on it)
private final float cubeVerticesStrip[] = {
// Front face
-1,-1,1, 1,-1,1, -1,1,1, 1,1,1,
// Right face
1,-1,1, 1,-1,-1, 1,1,1, 1,1,-1,
// Back face
1,-1,-1, -1,-1,-1, 1,1,-1, -1,1,-1,
// Left face
-1,-1,-1, -1,-1,1, -1,1,-1, -1,1,1,
// Bottom face
-1,-1,-1, 1,-1,-1, -1,-1,1, 1,-1,1,
// Top face
-1,1,1, 1,1,1, -1,1,-1, 1,1,-1
};
private final float cubeTexCoordsStrip[] = {
// Front face
0,0, 1,0, 0,1, 1,1,
// Right face
0,0, 1,0, 0,1, 1,1,
// Back face
0,0, 1,0, 0,1, 1,1,
// Left face
0,0, 1,0, 0,1, 1,1,
// Bottom face
0,0, 1,0, 0,1, 1,1,
// Top face
0,0, 1,0, 0,1, 1,1
};
private FloatBuffer mTriangleVertices;
private FloatBuffer mTriangleTexcoords;
private final String mVertexShader =
"uniform mat4 uMVPMatrix;\n" +
"attribute vec4 aPosition;\n" +
"attribute vec2 aTextureCoord;\n" +
"varying vec2 vTextureCoord;\n" +
"void main() {\n" +
" gl_Position = uMVPMatrix * aPosition;\n" +
" vTextureCoord = aTextureCoord;\n" +
"}\n";
private final String mFragmentShader =
"precision mediump float;\n" +
"varying vec2 vTextureCoord;\n" +
"uniform sampler2D sTexture;\n" +
"void main() {\n" +
" gl_FragColor = texture2D(sTexture, vTextureCoord);\n" +
"}\n";
private float[] mMVPMatrix = new float[16];
private float[] mProjMatrix = new float[16];
private float[] mMMatrix = new float[16];
private float[] mVMatrix = new float[16];
private float[] mMMatrix2 = new float[16];
private int mProgram;
private int mTextureID;
private int muMVPMatrixHandle;
private int maPositionHandle;
private int maTextureHandle;
private Context mContext;
private static String TAG = "GLES20TriangleRenderer";
}
=>我设法在几个小时内实现了这个工作:)
==>因此,如果Android不是最好的平台,那么这似乎是一个非常好的和可行的平台,我开始在Android的设备上进行一些多媒体开发更多一点:)