我跟随" OpenGL ES 2 for Android_快速入门指南"并使用opengl创建了构建简单矩形表所需的一切。但是,当我运行应用程序时,我得到glCreateShader返回0.还有一个其他错误被记录,这是程序验证返回0但这取决于有一个工作着色器对象。 background / surfaceview似乎工作正常,因为当我更改glClear()的值时它会改变颜色;
这是我的代码:
openGL_hockeyMain
package earthhero.com.openglfirst;
import android.app.ActivityManager;
import android.content.Context;
import android.content.pm.ConfigurationInfo;
import android.opengl.GLSurfaceView;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.widget.Toast;
public class OpenGL_hockeyMain extends AppCompatActivity {
private GLSurfaceView glSurfaceView;
private boolean rendererSet = false;
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glSurfaceView = new GLSurfaceView(this);
setContentView(glSurfaceView);
final ActivityManager activityManager =
(ActivityManager)getSystemService(Context.ACTIVITY_SERVICE);
final ConfigurationInfo configurationInfo = activityManager.getDeviceConfigurationInfo();
final boolean supportsEs2 = configurationInfo.reqGlEsVersion >= 0x20000;
if (supportsEs2) {
// Request an OpenGL ES 2.0 compatible context. glSurfaceView.setEGLContextClientVersion(2);
// Assign our renderer.
glSurfaceView.setEGLConfigChooser(8, 8, 8, 8, 16, 0);
glSurfaceView.setRenderer(new openGL_hockeyRenderer(this));
rendererSet = true;
}
else {
Toast.makeText(this, "This device does not support OpenGL ES 2.0.", Toast.LENGTH_LONG).show();
return;
}
}
@Override
protected void onPause(){
super.onPause();
if (rendererSet){
glSurfaceView.onPause();
}
};
@Override
protected void onResume(){
super.onResume();
if (rendererSet){
glSurfaceView.onResume();
}
};
}
openGL_hockeyRenderer
package earthhero.com.openglfirst;
import android.content.Context;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;
import static android.opengl.GLES20.GL_FLOAT;
import static android.opengl.GLES20.GL_LINES;
import static android.opengl.GLES20.GL_POINTS;
import static android.opengl.GLES20.GL_TRIANGLES;
import static android.opengl.GLES20.glClearColor;
import static android.opengl.GLES20.GL_COLOR_BUFFER_BIT; import static android.opengl.GLES20.glClear;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.GLES20.glEnableVertexAttribArray;
import static android.opengl.GLES20.glGetAttribLocation;
import static android.opengl.GLES20.glGetUniformLocation;
import static android.opengl.GLES20.glUniform4f;
import static android.opengl.GLES20.glUseProgram;
import static android.opengl.GLES20.glVertexAttribPointer;
import static android.opengl.GLES20.glViewport;
import android.opengl.GLSurfaceView.Renderer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.FloatBuffer;
/**
* Created by Admin on 12/2/17.
*/
public class openGL_hockeyRenderer implements Renderer {
private static final int BYTES_PER_FLOAT = 4;
private final FloatBuffer vertexData;
private final Context context;
private int program;
private static final String U_COLOR = "u_Color";
private int uColorLocation;
private static final String A_POSITION = "a_Position";
private int aPositionLocation;
private static final int POSITION_COMPONENT_COUNT=2;
public openGL_hockeyRenderer(Context context){
this.context = context;
//table
float[] tableVertices_Triangles = {
// Triangle 1
0f, 0f,
9f, 14f,
0f, 14f,
// Triangle 2
0f, 0f,
9f, 0f,
9f, 14f,
// Line 1
0f, 7f,
9f, 7f,
// Mallets
4.5f, 2f,
4.5f, 12f
// // Triangle 1
// -0.5f, -0.5f,
// 0.5f, 0.5f,
// -0.5f, 0.5f,
//
// // Triangle 2
// -0.5f, -0.5f,
// 0.5f, -0.5f,
// 0.5f, 0.5f,
//
// // Line 1
// -0.5f, 0f,
// 0.5f, 0f,
//
// // Mallets
// 0f, -0.25f,
// 0f, 0.25f
};
//ByteBuffer creates the buffer(memory) that will be used to store our vertices
//Each Float will be 4 bytes in length because the Dalvik works with 32 bit(4 byte) floats.
//Create a large enough buffer by calling tableVertices_Triangles.length * BYTES_PER_FLOAT
//order those bits using the native order(little Endian or Big Endian)
//Finally, to not deal with the bits directly we call asFloatBuffer to deal with just the floats rather than the bits
// it represents.
//Finally, into our buffer we enter our information.
vertexData = ByteBuffer.allocateDirect(tableVertices_Triangles.length * BYTES_PER_FLOAT).order(ByteOrder.nativeOrder()).asFloatBuffer();
vertexData.put(tableVertices_Triangles);
}
@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
glClearColor(0f, 0f, 0f, 0f);
String vertexShaderSource = TextResourceReader.readTextFileFromResource(context, R.raw.simple_vertex_shader);
String fragmentShaderSource = TextResourceReader.readTextFileFromResource(context, R.raw.simple_fragment_shader);
int vertexShader = ShaderHelper.compileVertexShader(vertexShaderSource);
int fragmentShader = ShaderHelper.compileFragmentShader(fragmentShaderSource);
program = ShaderHelper.linkProgram(vertexShader, fragmentShader);
if (LoggerConfig.ON) { ShaderHelper.validateProgram(program);
}
glUseProgram(program);
uColorLocation = glGetUniformLocation(program, U_COLOR);
aPositionLocation = glGetAttribLocation(program, A_POSITION);
vertexData.position(0);
glVertexAttribPointer(aPositionLocation, POSITION_COMPONENT_COUNT, GL_FLOAT,
false, 0, vertexData);
glEnableVertexAttribArray(aPositionLocation);
}
@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// Set the OpenGL viewport to fill the entire surface.
glViewport(0, 0, width, height);
}
@Override
public void onDrawFrame(GL10 glUnused) {
// Clear the rendering surface.
glClear(GL_COLOR_BUFFER_BIT);
//Table
glUniform4f(uColorLocation, 1.0f, 1.0f, 1.0f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
//Dividing Line
glUniform4f(uColorLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_LINES, 6, 2);
//Mallet 1
glUniform4f(uColorLocation, 0.0f, 0.0f, 1.0f, 1.0f);
glDrawArrays(GL_POINTS, 8, 1);
//Mallet 2
glUniform4f(uColorLocation, 1.0f, 0.0f, 0.0f, 1.0f);
glDrawArrays(GL_POINTS, 9, 1);
}
}
ShaderHelper
package earthhero.com.openglfirst;
import android.util.Log;
import static android.opengl.GLES20.GL_COMPILE_STATUS;
import static android.opengl.GLES20.GL_FRAGMENT_SHADER;
import static android.opengl.GLES20.GL_INVALID_OPERATION;
import static android.opengl.GLES20.GL_INVALID_VALUE;
import static android.opengl.GLES20.GL_LINK_STATUS;
import static android.opengl.GLES20.GL_VALIDATE_STATUS;
import static android.opengl.GLES20.GL_VERTEX_SHADER;
import static android.opengl.GLES20.glAttachShader;
import static android.opengl.GLES20.glCompileShader;
import static android.opengl.GLES20.glCreateProgram;
import static android.opengl.GLES20.glCreateShader;
import static android.opengl.GLES20.glGetError;
import static android.opengl.GLES20.glGetProgramInfoLog;
import static android.opengl.GLES20.glGetProgramiv;
import static android.opengl.GLES20.glGetShaderInfoLog;
import static android.opengl.GLES20.glGetShaderiv;
import static android.opengl.GLES20.glLinkProgram;
import static android.opengl.GLES20.glShaderSource;
import static android.opengl.GLES20.glValidateProgram;
/**
* Created by Admin on 12/2/17.
*/
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);
}
private static int compileShader(int type, String shaderCode) {
//glCreateShader creates an empty shader object and returns a non-zero reference value.
final int shaderObjectId = glCreateShader(type);
//If it is a zero something went wrong.
if (shaderObjectId == 0) {
if (LoggerConfig.ON) {
Log.w(TAG, "Could not create new shader");
}
return 0;
}
//connect the shader source code with the shader object
glShaderSource(shaderObjectId, shaderCode);
int err = glGetError();
if (LoggerConfig.ON && (err == GL_INVALID_VALUE || err == GL_INVALID_OPERATION)){
Log.v(TAG, "Couldn't attach source to shader." + "\n" + glGetError());
}
glCompileShader(shaderObjectId);
final int[] compileStatus = new int[1];
glGetShaderiv(shaderObjectId, GL_COMPILE_STATUS, compileStatus, 0);
if (LoggerConfig.ON) {
// Print the shader info log to the Android log output.
Log.v(TAG, "Results of compiling source:" + "\n" + shaderCode + "\n:"
+ glGetShaderInfoLog(shaderObjectId));
}
if (compileStatus[0] == 0) {
// If it failed, delete the shader object. glDeleteShader(shaderObjectId);
if (LoggerConfig.ON) {
Log.w(TAG, "Compilation of shader failed.");
}
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);
glLinkProgram(programObjectId);
final int[] linkStatus = new int[1]; glGetProgramiv(programObjectId, GL_LINK_STATUS, linkStatus, 0);
if (LoggerConfig.ON) {
// Print the program info log to the Android log output.
Log.v(TAG, "Results of linking program:\n"
+ glGetProgramInfoLog(programObjectId));
}
if (linkStatus[0] == 0) {
// If it failed, delete the program object. 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: " + validateStatus[0]
+ "\nLog:" + glGetProgramInfoLog(programObjectId));
return validateStatus[0] != 0;
}
}
答案 0 :(得分:1)
请求OpenGLES2渲染器的行最终作为评论的一部分。
// Request an OpenGL ES 2.0 compatible context. glSurfaceView.setEGLContextClientVersion(2);
应该是
// Request an OpenGL ES 2.0 compatible context.
glSurfaceView.setEGLContextClientVersion(2);