我,对于我的生活,我无法使用OpenGL ES和Java获得简单的精灵绘图。图形编程绝对是我的弱点,而我对OpenGL的生锈并没有帮助,无论如何。
我正在尝试做什么
使用四元组将纹理四边形渲染到屏幕
我尝试了什么
我正在使用glDrawTexfOES,一切都很花花公子。但是,经过一些检查,我意识到我将无法使用我需要的翻译和轮换来构建更强大的系统;所以,我决定选择一个有纹理的四边形,因为很久以前,我在大学里就是这么做的。
问题
我的纹理最终会占据整个屏幕并且没有正确映射,这让我有些脾气暴躁。我希望能看到我的代码和一些专业意见。
结果
应该是这样的:
但是这是:
非常感谢你,提前!
我的四级课程:
public class Quad
{
private float _Vertices[] =
{
-1.0f, 1.0f, 0.0f, // Top left
-1.0f, -1.0f, 0.0f, // Bottom left
1.0f, -1.0f, 0.0f, // Bottom right
1.0f, 1.0f, 0.0f, // Top right
};
private float _TextureCoords[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
private FloatBuffer _VertexBuffer;
private ShortBuffer _IndexBuffer;
private FloatBuffer _TextureBuffer;
private short[] _Indices = { 0, 1, 2, 0, 2, 3 };
public Quad()
{
Setup();
}
public void Setup()
{
ByteBuffer vbb = ByteBuffer.allocateDirect( _Vertices.length * 4 );
vbb.order( ByteOrder.nativeOrder() );
_VertexBuffer = vbb.asFloatBuffer();
_VertexBuffer.put( _Vertices );
_VertexBuffer.position( 0 );
ByteBuffer ibb = ByteBuffer.allocateDirect( _Indices.length * 2 );
ibb.order( ByteOrder.nativeOrder() );
_IndexBuffer = ibb.asShortBuffer();
_IndexBuffer.put( _Indices );
_IndexBuffer.position( 0 );
ByteBuffer tbb = ByteBuffer.allocateDirect( _TextureCoords.length * 4 );
tbb.order( ByteOrder.nativeOrder() );
_TextureBuffer = tbb.asFloatBuffer();
_TextureBuffer.put( _TextureCoords );
_TextureBuffer.position( 0 );
}
public void Draw( GL10 gl, Texture texture )
{
gl.glBindTexture( GL10.GL_TEXTURE_2D, texture.getID() );
gl.glTexCoordPointer( 2, GL10.GL_FLOAT, 0, _TextureBuffer );
gl.glVertexPointer( 3, GL10.GL_FLOAT, 0, _VertexBuffer );
gl.glDrawElements( GL10.GL_TRIANGLES, _Indices.length,
GL10.GL_UNSIGNED_SHORT, _IndexBuffer );
}
}
我的渲染器:
public class FoxRenderer implements Renderer
{
private Context _Context;
private Quad _Quad;
private int _Width;
private int _Height;
public FoxRenderer( Context context, Game game )
{
// Assignment
_Context = context;
_Game = game;
_Quad = new Quad();
}
@Override
public void onDrawFrame(GL10 gl)
{
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
gl.glLoadIdentity();
_Quad.Draw( gl, _Game.getGameData().TextureSystem.GetTexture( "buddha") );
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height)
{
_Width = width;
_Height = height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, 0.0f, height, 0.0f, 1.0f);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config)
{
// Initialize various OpenGL elements
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
gl.glClearColor(1f, 1f, 1f, 1);
gl.glShadeModel(GL10.GL_FLAT);
gl.glDisable(GL10.GL_DEPTH_TEST);
gl.glEnable(GL10.GL_TEXTURE_2D);
// Disabling certain elements for performance
gl.glDisable(GL10.GL_DITHER);
gl.glDisable(GL10.GL_LIGHTING);
// Stuff for rendering quads
gl.glFrontFace( GL10.GL_CCW );
gl.glEnable( GL10.GL_CULL_FACE );
gl.glCullFace( GL10.GL_BACK );
gl.glShadeModel(GL10.GL_FLAT);
gl.glEnable(GL10.GL_BLEND);
gl.glBlendFunc(GL10.GL_SRC_ALPHA, GL10.GL_ONE_MINUS_SRC_ALPHA);
gl.glEnableClientState( GL10.GL_VERTEX_ARRAY );
gl.glEnableClientState( GL10.GL_TEXTURE_COORD_ARRAY );
}
}
而且,以防万一,我的纹理加载:
public void LoadTexture( String name, int resource )
{
Texture texture = new Texture();
// LOADING TEXTURE CODE
int[] temp = new int[ 1 ];
_GL10.glGenTextures( 1, temp, 0 );
// Get newly generated OpenGL texture ID and bind it and store in our texture class
int id = temp[ 0 ];
_GL10.glBindTexture( GL10.GL_TEXTURE_2D, id );
texture.setID( id );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR_MIPMAP_NEAREST );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT );
_GL10.glTexParameterf( GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT );
_GL10.glTexEnvf( GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE, GL10.GL_REPLACE );
// Load actual resource into bitmap
Bitmap bitmap = BitmapFactory.decodeResource( _Context.getResources(), resource );
// Not 100% sure what this does
GLUtils.texImage2D( GL10.GL_TEXTURE_2D, 0, bitmap, 0 );
texture.setWidth( bitmap.getWidth() );
texture.setHeight( bitmap.getHeight() );
_Map.put( name, texture );
bitmap.recycle();
}
答案 0 :(得分:2)
我最终在我工作的图形工程师的帮助下解决了这个问题。只需要改变我的onSurfaceChanged:
public void onSurfaceChanged(GL10 gl, int width, int height)
{
_Width = width;
_Height = height;
gl.glViewport(0, 0, width, height);
gl.glMatrixMode(GL10.GL_PROJECTION);
gl.glLoadIdentity();
gl.glOrthof(0.0f, width, height, 0.0f, 0.0f, 1.0f);
gl.glMatrixMode(GL10.GL_MODELVIEW);
}
也改为顺时针缠绕:
gl.glFrontFace( GL10.GL_CW );
改变了我的顶点:
private static float _Vertices[] =
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f,
};
现在一切都按照我想要的方式运行,包括让它在大多数引擎中都像屏幕空间一样(正Y向下)。