我正在尝试在四边形上渲染一些纹理,但屏幕显示为空。 (Open GL 2.0) 我之前在四边形上使用了静态颜色着色器,四边形确实出现在屏幕上,所以定位很好。
更新:现在我只能看到黑色纹理......
这是我的代码:
顶点着色器:
uniform mat4 uTMatrix;
uniform mat4 uMVPMatrix;
attribute vec4 vPosition;
attribute vec4 vTex;
attribute vec4 inputTextureCoordinate;
varying vec2 TexCoord0;
void main(){
TexCoord0 = inputTextureCoordinate.xy;
gl_Position = uMVPMatrix * uTMatrix * vPosition;
}
Frag Shader:
varying highp vec2 TexCoord0;
uniform sampler2D colorMap;
void main(){
gl_FragColor = texture2D(colorMap, TexCoord0);
}
onDrawFrame():
Matrix.multiplyMM(mMVPMatrix, 0, mProjMatrix, 0, mVMatrix, 0);
GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, mMVPMatrix, 0);
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
GLES20.glUseProgram(mProgram);
final float halfw = mWidth / 2f;
final int rowHeight = mRowHeight;
final float r = (float) rowHeight / halfw;
int i = mFirstRow;
final float initial = (float) ((i * rowHeight) - mScroll) / halfw;
Matrix.setIdentityM(mTMatrix, 0);
Matrix.translateM(mTMatrix, 0, 0, -initial, 0);
GLES20.glFrontFace(GLES20.GL_CW);
GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT,
false, 0, mVertBuffer);
GLES20.glEnableVertexAttribArray(maPositionHandle);
GLES20.glVertexAttribPointer(maTexHandle, 3, GLES20.GL_FLOAT,
false, 0, mTexBuffer);
GLES20.glEnableVertexAttribArray(maTexHandle);
GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
GLES20.glEnable(GLES20.GL_TEXTURE_2D);
final int l = mLastRow;
for (; i <= l; i++) {
if (\*A check to see if the bitmap is cached*\) {
GLES20.glUniform1i(muTextureHandle, i);
GLES20.glUniformMatrix4fv(muTMatrixHandle, 1, false,
mTMatrix, 0);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
}
Matrix.translateM(mTMatrix, 0, 0, -r, 0);
}
GLES20.glDisableVertexAttribArray(maPositionHandle);
GLES20.glDisableVertexAttribArray(maTexHandle);
loadTexture:
public void loadTexture(GL10 gl, Context c) {
int[] texture = new int[1];
texture[0] = mRow;
GLES20.glDeleteTextures(1, texture, 0);
texture[0] = mRow;
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texture[0]);
// Create Nearest Filtered Texture
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_NEAREST);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
// Different possible texture parameters, e.g.
// GLES20.GL_CLAMP_TO_EDGE
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D,
GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
Bitmap bitmap = mBitmap;
if (bitmap == null) {
bitmap = mEmptyBitmap;
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, bitmap, 0);
}
答案 0 :(得分:0)
此外还有这一行,我不确定它应该做什么;
if (\*A check to see if the bitmap is cached*\) {
GLES20.glUniform1i(muTextureHandle, i); // ??
...
}
我猜您的目标是不断更新GL_TEXTURE0,在这种情况下,您应该将常量值0
放入muTextureHandle
。或者将这一行全部删除,因为零是默认值。