我正在尝试实现一个ModelViewer,它可以用逼真的照明可视化三角形状。 由于使用OpenGL ES 1.0似乎无法实现逼真的照明,并且我需要一种表示单个彩色对象深度的方法,因此该项目使用了OpenGL ES 2.0,这对我来说是新的。 对象本身由使用以下元素绘制的三角形组成:
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
对于一个测试项目,我已经设置了简单的着色器,该着色器考虑了模型-视图-投影矩阵来绘制对象。在那之后,我的意图是实施照明,但我无法超越第一步。 当使用可变变量时,将找不到顶点属性。 删除各种属性的作品,但我需要传递数据。我已经搜寻了几天的时间来实现顶点着色和片段着色器,这些着色器不仅可以在某个位置显示对象,还可以做更多的事情。
// VERTEX SHADER CODE
attribute vec4 v_Position;
uniform mat4 u_MVPMatrix;
uniform vec4 u_Color;
varying vec4 v_Color;
void main() {
gl_Position = u_MVPMatrix * v_Position;
v_Color = u_Color;
};
// FRAGMENT SHADER CODE
precision mediump float;
varying vec4 v_Color;
void main() {
gl_FragColor = v_Color;
}
整个班级
public class Object3D {
private FloatBuffer vertexBuffer;
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
// static float triangleCoords[] = { // in counterclockwise order:
// 0.0f, 0.622008459f, 0.0f, // top
// -0.5f, -0.311004243f, 0.0f, // bottom left
// 0.5f, -0.311004243f, 0.0f // bottom right
// };
float[] triangleCoords;
// Set color with red, green, blue and alpha (opacity) values
float[] colors = { 0.63671875f, 0.76953125f, 0.22265625f, 1.0f };
private final String vertexShaderCode =
"attribute vec4 v_Position;" +
"uniform float u_Color" +
"uniform mat4 u_MVPMatrix;" +
// outgoing
"varying vec4 v_Color" +
"void main() {" +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
"gl_Position = u_MVPMatrix * v_Position;" +
"v_Color = u_Color;" +
"}";
private final String fragmentShaderCode =
"precision mediump float;" +
"varying vec4 v_Color;" +
"void main() {" +
"gl_FragColor = v_Color;" +
"}";
// Use to access and set the view transformation
private int mMVPMatrixHandle;
private final int mProgram;
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount;
private final int vertexStride;
public Object3D(float[] triangleCoords) {
this.triangleCoords = triangleCoords;
vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
this.colors = new float[4*vertexCount];
for (int i = 0; i < colors.length; i+=4) {
colors[i] = 0.63671875f;
colors[i+1] = 0.76953125f;
colors[i+2] = 0.22265625f;
colors[i+3] = 1.0f;
}
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.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(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
int vertexShader = MyGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);
GLES20.glBindAttribLocation(mProgram, 0, "v_Position");
// GLES20.glBindAttribLocation(mProgram, 1, "vColor");
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
}
public void draw(float[] mvpMatrix) { // pass in the calculated transformation matrix
// Add program to OpenGL environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "v_Position");
// if (mPositionHandle == -1) {
// throw new RuntimeException(
// "Could not get attrib location for v_Position");
// }
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "v_Color");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, colors, 0);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "u_MVPMatrix");
// Apply the projection and view transformation
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// // get handle to shape's transformation matrix
// int mColorHandleU = GLES20.glGetUniformLocation(mProgram, "u_Color");
//
// // Apply the projection and view transformation
// GLES20.glUniform4fv(mColorHandleU, 1, new float[] {}, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
}
}
如果我想进行一些必要的颜色计算,则需要使用变量来将信息从顶点传递到片段着色器。但是,我似乎无法完成这项工作。
我不断收到的错误是:
2019-05-14 21:54:25.122 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glEnableVertexAttribArray:892 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
2019-05-14 21:54:25.123 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glVertexAttribPointer:604 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
2019-05-14 21:54:25.124 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glDisableVertexAttribArray:901 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
2019-05-14 21:54:25.237 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glEnableVertexAttribArray:892 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
2019-05-14 21:54:25.237 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glVertexAttribPointer:604 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
2019-05-14 21:54:25.238 8281-8316/com.example.opengles20 E/emuglGLESv2_enc: device/generic/goldfish-opengl/system/GLESv2_enc/GL2Encoder.cpp:s_glDisableVertexAttribArray:901 GL error 0x501
Info: Invalid vertex attribute index. Wanted index: 4294967295. Max index: 16
此外,在实现后会引发以下异常:
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "v_Position");
if (mPositionHandle == -1) {
throw new RuntimeException(
"Could not get attrib location for v_Position");
}
我知道对于属性,指令流如下:
GLES20.glBindAttribLocation(...);
-- Link Shader Program --
attributeHandle = GLES20.glGetAttribLocation(programHandle, "a_AttributenName");
GLES20.glEnableVertexAttribArray(attributeHandle);
GLES20.glVertexAttribPointer(programHandle, ..., buffer);
制服的指令顺序如下:
uniformHandle = GLES20.glGetUniformLocation(mProgram, "u_UniformName");
// do something with it, for example:
GLES20.glUniform4fv(uniformHandle, ...);
但是对于可变变量该怎么办?
谢谢!
答案 0 :(得分:0)
private final String vertexShaderCode =
"attribute vec4 v_Position;" +
"uniform float u_Color" +
"uniform mat4 u_MVPMatrix;" +
// outgoing
"varying vec4 v_Color" +
"void main() {" +
在u_Color和v_Color之后,您缺少分号。大概是您的顶点着色器未编译,并且正在级联为您所看到的错误。
这很痛苦,但是从长远来看,每次OpenGLES调用(glGetError
之后检查错误,确实确实节省了时间。获取详细的着色器编译错误日志也很麻烦,但是值得放置-请参见here(glGetShaderInfoLog
,GL_COMPILE_STATUS
)。