Android Opengl Point未绘制

时间:2016-09-08 09:46:04

标签: android opengl-es

我有两个类来绘制点和线。但是屏幕上没有绘制点数。 我收到如下错误,

  

DISTRIB /机器人-emugl /主机/库/翻译/ GLES_V2 / GLESv2Imp.cpp:glGetUniformLocation:1512   错误0x501

点类不能正常工作。在我的渲染类中,我有arraylist来控制点 行对象和代码通过arrrays迭代来绘制这些原语。

我的观点类

private FloatBuffer VertexBuffer;

private final String VertexShaderCode =
        // This matrix member variable provides a hook to manipulate
        // the coordinates of the objects that use this vertex shader
        "uniform mat4 uMVPMatrix;" +
                "attribute vec3 vPosition;" +
                "void main() {" +
                // the matrix must be included as a modifier of gl_Position
                "  gl_Position = uMVPMatrix * vec4(vPosition,1.0f);" +
                "gl_PointSize = 30.0;" +
                "}";

private final String FragmentShaderCode =
        "precision mediump float;" +
                "uniform vec4 vColor;" +
                "void main() {" +
                "  gl_FragColor = vColor;" +
                "}";

protected static int GlProgram;
protected int PositionHandle;
protected int ColorHandle;
protected int MVPMatrixHandle;

// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float PointCoords[] = {
        0.0f, 0.0f, 0.0f,
};

private final int VertexCount = PointCoords.length / COORDS_PER_VERTEX;
private final int VertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

// Set color with red, green, blue and alpha (opacity) values
float color[] = { 0.0f, 0.0f, 0.0f, 1.0f };

public Point() {
    // initialize vertex byte buffer for shape coordinates
    ByteBuffer bb = ByteBuffer.allocateDirect(
            // (number of coordinate values * 4 bytes per float)
            PointCoords.length * 4);
    // use the device hardware's native byte order
    bb.order(ByteOrder.nativeOrder());

    // create a floating point buffer from the ByteBuffer
    VertexBuffer = bb.asFloatBuffer();
    // add the coordinates to the FloatBuffer
    VertexBuffer.put(PointCoords);
    // set the buffer to read the first coordinate
    VertexBuffer.position(0);

    int vertexShader = GLRender.loadShader(GLES20.GL_VERTEX_SHADER, VertexShaderCode);
    int fragmentShader = GLRender.loadShader(GLES20.GL_FRAGMENT_SHADER, FragmentShaderCode);

    GlProgram = GLES20.glCreateProgram();             // create empty OpenGL ES Program
    GLES20.glAttachShader(GlProgram, vertexShader);   // add the vertex shader to program
    GLES20.glAttachShader(GlProgram, fragmentShader); // add the fragment shader to program
    GLES20.glLinkProgram(GlProgram);                  // creates OpenGL ES program executables
}

public void SetPointVerts(float v0, float v1, float v2) {
    PointCoords[0] = v0;
    PointCoords[1] = v1;
    PointCoords[2] = v2;

    VertexBuffer.put(PointCoords);
    // set the buffer to read the first coordinate
    VertexBuffer.position(0);
}

public void SetPointColor(float red, float green, float blue, float alpha) {
    color[0] = red;
    color[1] = green;
    color[2] = blue;
    color[3] = alpha;
}

public void draw(float[] mvpMatrix) {
    // Add program to OpenGL ES environment
    GLES20.glUseProgram(GlProgram);

    // get handle to vertex shader's vPosition member
    PositionHandle = GLES20.glGetAttribLocation(GlProgram, "vPosition");

    // Enable a handle to the triangle vertices
    GLES20.glEnableVertexAttribArray(PositionHandle);

    // Prepare the triangle coordinate data
    GLES20.glVertexAttribPointer(PositionHandle, COORDS_PER_VERTEX,
            GLES20.GL_FLOAT, false,
            VertexStride, VertexBuffer);

    // get handle to fragment shader's vColor member
    ColorHandle = GLES20.glGetUniformLocation(GlProgram, "vColor");

    // Set color for drawing the triangle
    GLES20.glUniform4fv(ColorHandle, 1, color, 0);

    // get handle to shape's transformation matrix
    MVPMatrixHandle = GLES20.glGetUniformLocation(GlProgram, "uMVPMatrix");
    //GLRender.checkGlError("glGetUniformLocation");

    // Apply the projection and view transformation
    GLES20.glUniformMatrix4fv(MVPMatrixHandle, 1, false, mvpMatrix, 0);
    //GLRender.checkGlError("glUniformMatrix4fv");


    // Draw the triangle
    GLES20.glDrawArrays(GLES20.GL_POINTS, 0, VertexCount);

    // Disable vertex array
    GLES20.glDisableVertexAttribArray(PositionHandle);
}

09-08 10:57:28.308 29430-29494 / com.timescale.lenovo.sds I / OpenGLRenderer:初始化的EGL,版本1.4 09-08 10:57:28.330 29430-29494 / com.timescale.lenovo.sds D / OpenGLRenderer:启用调试模式0 09-08 10:57:28.343 29430-29494 / com.timescale.lenovo.sds W / EGL_emulation:eglSurfaceAttrib未实现 09-08 10:57:28.343 29430-29494 / com.timescale.lenovo.sds W / OpenGLRenderer:无法在表面0xae54a080上设置EGL_SWAP_BEHAVIOR,错误= EGL_SUCCESS 09-08 10:57:28.498 29430-29438 / com.timescale.lenovo.sds W / art:暂停所有线程:9.892ms 09-08 10:57:38.010 29430-29494 / com.timescale.lenovo.sds W / EGL_emulation:eglSurfaceAttrib未实现 09-08 10:57:38.011 29430-29494 / com.timescale.lenovo.sds W / OpenGLRenderer:无法在表面0xa30640a0上设置EGL_SWAP_BEHAVIOR,错误= EGL_SUCCESS 09-08 10:57:39.324 29430-29430 / com.timescale.lenovo.sds E / libEGL:调用没有当前上下文的OpenGL ES API(每个线程记录一次) 09-08 10:57:39.392 29430-29493 / com.timescale.lenovo.sds E / emuglGLESv2_enc:glDrawArrays:没有数据绑定到命令 - 忽略 09-08 10:57:39.394 29430-29493 / com.timescale.lenovo.sds E / emuglGLESv2_enc:glDrawArrays:没有数据绑定到命令 - 忽略

1 个答案:

答案 0 :(得分:0)

您正在将vPosition属性声明为vec4(齐次坐标),但在Java代码中,您通过glVertexAttribPointer上传vec3顶点(COORDS_PER_VERTEX const设置为3)。更改几何定义或着色器代码以接受3个元素向量:

private final String VertexShaderCode =
        // This matrix member variable provides a hook to manipulate
        // the coordinates of the objects that use this vertex shader
        "uniform mat4 uMVPMatrix;" +
        "attribute vec3 vPosition;" +
        "void main() {" +
         // the matrix must be included as a modifier of gl_Position
         "  gl_Position = uMVPMatrix * vec4(vPosition, 1.0);" +
         "  gl_PointSize = 30.0;" +
         "}";

旁注,因为您的顶点仅包含位置数据,您只需将步幅设置为0(元素紧密包装)