我一直在尝试使用开发者网站上的android opengl 2.0教程创建一个基本三角形。但无法创造三角形。只创建了GLSurface,但没有渲染Triangle。我使用Android Studio 1.2.1.1与Target SDK版本22并在Android 4.4.4上运行。任何人都可以指出我的错误吗?
import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.support.v7.app.AppCompatActivity;
import android.view.Menu;
import android.view.MenuItem;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
import java.nio.ShortBuffer;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
public class MainActivity extends AppCompatActivity {
private GLSurfaceView mGLview;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
mGLview = new MyGLSurfaceView(this);
setContentView(mGLview);
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.menu_main, menu);
return true;
}
@Override
public boolean onOptionsItemSelected(MenuItem item) {
// Handle action bar item clicks here. The action bar will
// automatically handle clicks on the Home/Up button, so long
// as you specify a parent activity in AndroidManifest.xml.
int id = item.getItemId();
//noinspection SimplifiableIfStatement
if (id == R.id.action_settings) {
return true;
}
return super.onOptionsItemSelected(item);
}
public class MyGLSurfaceView extends GLSurfaceView {
private final MyGLRenderer mRenderer;
public MyGLSurfaceView(Context context) {
super(context);
setEGLContextClientVersion(2);
mRenderer = new MyGLRenderer();
setRenderer(mRenderer);
setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
}
}
public static class MyGLRenderer implements GLSurfaceView.Renderer {
private Triangle mTriangle;
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
mTriangle = new Triangle();
GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
mTriangle.draw();
//mSquare.draw();
}
public static int loadShader(int type, String shaderCode) {
int shader = GLES20.glCreateShader(type);
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
}
}
public static class Triangle {
private FloatBuffer vertexBuffer;
static final int COORDS_PER_VERTEX = 3;
float[] triangleCoords =
{
0.0f, 0.622008459f, 0.0f,
-0.5f, -0.311004243f, 0.0f,
0.5f, -0.311004243f, 0.0f
};
float color[] = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() {" +
" gl_Position = vPosition;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() {" +
" gl_FragColor = vColor;" +
"}";
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length/COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX*4;
public Triangle() {
ByteBuffer bb = ByteBuffer.allocateDirect(triangleCoords.length * 4);
bb.order(ByteOrder.nativeOrder());
vertexBuffer = bb.asFloatBuffer();
vertexBuffer.put(triangleCoords);
vertexBuffer.position();
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,fragmentShaderCode);
mProgram = GLES20.glCreateProgram();
GLES20.glAttachShader(mProgram,vertexShader);
GLES20.glAttachShader(mProgram,fragmentShader);
GLES20.glLinkProgram(mProgram);
}
public void draw() {
GLES20.glUseProgram(mProgram);
mPositionHandle = GLES20.glGetAttribLocation(mProgram,"vPosition");
GLES20.glEnableVertexAttribArray(mPositionHandle);
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX, GLES20.GL_FLOAT, false, vertexStride, vertexBuffer);
mColorHandle=GLES20.glGetUniformLocation(mProgram, "vColor");
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
GLES20.glEnableVertexAttribArray(mPositionHandle);
}
}
}