我在Android平台上工作。我刚刚开始使用OpenGL,并试图将图像放在矩形上。这是我的代码:
public class IntroActivity extends Activity {
private GLSurfaceView glsv = null;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
glsv = new GLSurfaceView(this);
glsv.setRenderer(new IntroRenderer());
setContentView(glsv);
}
@Override
protected void onResume() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onResume();
glsv.onResume();
}
@Override
protected void onPause() {
// Ideally a game should implement onResume() and onPause()
// to take appropriate action when the activity looses focus
super.onPause();
glsv.onPause();
}
这里的IntroRenderer是一个内部类。
class IntroRenderer implements GLSurfaceView.Renderer{
@Override
public void onDrawFrame(GL10 gl) {
gl.glClearColor(0,1.0f,1.0f,1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
float positions[] = {
0.0f,1.0f,0.0f,
0.0f, 0.0f, 0.0f,
1.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,
1.0f,1.0f, 0.0f,
1.0f,0.0f,0.0f
};
ByteBuffer bb = ByteBuffer.allocateDirect(positions.length*4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(positions);
fb.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3,GL10.GL_FLOAT, 0, fb);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3*2);
Bitmap bmp = BitmapFactory.decodeResource(getResources(), R.drawable.rect2985);
Bitmap bmp256 = Bitmap.createScaledBitmap(bmp, 256,256,false);
gl.glEnable(GL10.GL_TEXTURE_2D);
int[] buffers = new int[1];
gl.glGenTextures(1,buffers,0);
int texture = buffers[0];
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D,0,bmp256,0);
//gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,GL10.GL_NEAREST);
//gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,GL10.GL_NEAREST);
bmp.recycle();
}
@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
}
@Override
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
}
}
}
在运行此活动时,会渲染背景矩形,但不会显示图像。我做错了什么?
答案 0 :(得分:2)
我稍微修改了你的渲染器:
class IntroRenderer implements GLSurfaceView.Renderer {
private boolean textureReady = false;
public void onDrawFrame(GL10 gl) {
if (!this.textureReady) {
this.prepareTexture(gl); // only initialize once
}
gl.glClearColor(0, 0.4f, 0.4f, 1.0f);
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
float positions[] = {
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f };
float texCoords[] = { // define texture coordinates
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f };
ByteBuffer bb = ByteBuffer.allocateDirect(positions.length * 4);
bb.order(ByteOrder.nativeOrder());
FloatBuffer fb = bb.asFloatBuffer();
fb.put(positions);
fb.position(0);
// create buffer for texture coordinates
ByteBuffer texCoordByteBuffer = ByteBuffer.allocateDirect(texCoords.length * 4);
texCoordByteBuffer.order(ByteOrder.nativeOrder());
FloatBuffer texCoordBuffer = texCoordByteBuffer.asFloatBuffer();
texCoordBuffer.put(texCoords);
texCoordBuffer.position(0);
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, fb);
// enable texture buffer
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, texCoordBuffer);
gl.glDrawArrays(GL10.GL_TRIANGLES, 0, 3 * 2);
}
private void prepareTexture(GL10 gl) {
int[] buffers = new int[1];
gl.glGenTextures(1, buffers, 0);
int texture = buffers[0];
// enable texturing and bind texture
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, texture);
Bitmap bmp = BitmapFactory.decodeResource(IntroActivity.this.getResources(), R.drawable.rect2985);
Bitmap bmp256 = Bitmap.createScaledBitmap(bmp, 256, 256, false);
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp256, 0);
// setup filters
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
bmp.recycle();
this.textureReady = true;
}
public void onSurfaceChanged(GL10 gl, int width, int height) {
gl.glViewport(0, 0, width, height);
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// TODO Auto-generated method stub
}
}
我在修改过的部分添加了评论:
gl.glEnable(GL10.GL_TEXTURE_2D);
正如奥伦建议你应该只进行一次初始化。
纹理坐标定义纹理如何映射到三角形。您可以想到在x和y轴上从0.0到1.0的坐标系,其中角(0,0; 1,0; 1,1; 0,1)定义纹理的角。您必须为您定义的每个顶点指定纹理坐标。
也许这可以帮助您了解纹理坐标的工作原理:http://www.opengl.org/resources/code/samples/sig99/advanced99/notes/node52.html
答案 1 :(得分:0)
我不确定为什么不呈现,但你的代码效率低下。 您正在加载位图并将其绑定在每个帧上。 你应该只做一次。
此外,此链接可以帮助您使用Android的Nehe端口提供很好的示例: Nehe Port for Android
祝你好运:)