带着色器的Hud(opengl-es 2.0)

时间:2011-04-23 12:44:39

标签: android opengl-es opengl-es-2.0

如何在opengl es 2.0上使用着色器绘制HUD?

我有一个在屏幕上绘制纹理四边形的着色器,它使用MVP矩阵。四边形有自己的顶点,与视图位置无关等等(MVP矩阵的原因)

Matrix.frustumM(mProjMatrix, 0, -ratio, ratio, -1, 1, 3f, 17);
Matrix.setLookAtM(mVMatrix, 0, 0, 0, -5, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

我想在右上角显示相同的四边形(如按钮或其他东西,HUD)。 据我所知,我需要创建一个ortho矩阵而不是“frustumM”,但我该怎么做呢?顶点着色器应如何使用四边形的顶点?

1 个答案:

答案 0 :(得分:4)

好的,你有你的正交矩阵和四边形,所以问题是什么,将四边形的模型视图矩阵转换为所需位置(x,y,z = 0),将其乘以正交矩阵,将乘法矩阵传递给顶点着色器,通过你的矩阵乘以垂直位置并完成:),我没有在我的代码中使用任何lookat函数来做到这一点,但是我有自己的代码用于矩阵计算它的部分代码来自一些bada教程,对于投影矩阵我有其他功能。 / p>

  void
    Letter::Ortho(Matrix* result, float fovy, float aspect, float nearZ, float farZ)
    {
        GLfloat frustumW, frustumH;

        frustumH = tanf(fovy / 360.0f * PI) * nearZ;
        frustumW = frustumH * aspect;

        Frustum(result, -frustumW, frustumW, -frustumH, frustumH, nearZ, farZ);
    }

    void
    Letter::LoadIdentity(Matrix* result)
    {
        memset(result, 0x0, sizeof(Matrix));
        result->m[0][0] = 1.0f;
        result->m[1][1] = 1.0f;
        result->m[2][2] = 1.0f;
        result->m[3][3] = 1.0f;
    }


    void
    Letter::Frustum(Matrix *result, float left, float right, float bottom, float top, float nearZ, float farZ)
    {
        float   deltaX = right - left;
        float   deltaY = top - bottom;
        float   deltaZ = farZ - nearZ;
        Matrix  frustum;

        if ((nearZ <= 0.0f) || (farZ <= 0.0f) ||
            (deltaX <= 0.0f) || (deltaY <= 0.0f) || (deltaZ <= 0.0f))
        {
             return;
        }

        frustum.m[0][0] = 2.0f * nearZ / deltaX;
        frustum.m[0][1] = frustum.m[0][2] = frustum.m[0][3] = 0.0f;

        frustum.m[1][1] = 2.0f * nearZ / deltaY;
        frustum.m[1][0] = frustum.m[1][2] = frustum.m[1][3] = 0.0f;

        frustum.m[2][0] = (right + left) / deltaX;
        frustum.m[2][1] = (top + bottom) / deltaY;
        frustum.m[2][2] = -(nearZ + farZ) / deltaZ;
        frustum.m[2][3] = -1.0f;

        frustum.m[3][2] = -2.0f * nearZ * farZ / deltaZ;
        frustum.m[3][0] = frustum.m[3][1] = frustum.m[3][3] = 0.0f;

        Multiply(result, &frustum, result);
    }

所以,使用此代码:

LoadIdentity(&matPerspective);
Ortho(&matPerspective, 60.0f, TEXMANAGER.aspect, -1.0f, 20.0f);
LoadIdentity(&matModelview);
Translate(&matModelview, x ,y ,z);
Scale(&matModelview,size);
//Rotate(&matModelview, 0.0f, 1.0f, 0.0f, 1.0f);
Multiply(&posMatrix, &matModelview, &matPerspective);

将posMatrix传递给着色器:)