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android - 从 0,0 坐标在 OpenGL Android 中绘制纹理

转载 作者:太空狗 更新时间:2023-10-29 14:28:43 25 4
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我是 opengGL 的新手,如果问题太幼稚,请原谅。我正在通过一些教程来寻求学习这方面的帮助。我写了一个小程序,我在 GLSurfaceView 上绘制纹理。

我想从 0,0 坐标开始按顺序绘制一些纹理(位图图像​​)。我还需要屏幕上的图像有一些间隙。请帮忙。我需要更改顶点缓冲区的定位吗?请提出建议。

这是我的渲染器代码。

public class GlRenderer implements Renderer{

private Square square; // square1
private Context context;

/** Constructor to set the handed over context */
public GlRenderer(Context context) {
this.context = context;

// initialise the square
this.square = new Square();
}

public void onDrawFrame(GL10 gl) {
// clear Screen and Depth Buffer
gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

// Reset the Modelview Matrix
gl.glLoadIdentity();

// Drawing
gl.glTranslatef(0.0f, 0.0f, -5.0f); // move 5 units INTO the screen
square.draw(gl); // Draw the triangle
//gl.glTranslatef(0.0f, 0.0f, 0.0f); // move 5 units INTO the screen
//square2.draw(gl); // Draw the triangle
}

public void onSurfaceChanged(GL10 gl, int width, int height) {
if(height == 0) { //Prevent A Divide By Zero By
height = 1; //Making Height Equal One
}

gl.glViewport(0, 0, width, height); //Reset The Current Viewport
gl.glMatrixMode(GL10.GL_TEXTURE); //Select The Projection Matrix
gl.glLoadIdentity(); //Reset The Projection Matrix

//Calculate The Aspect Ratio Of The Window
GLU.gluPerspective(gl, 45.0f, (float)width / (float)height, 0.1f, 100.0f);

gl.glMatrixMode(GL10.GL_MODELVIEW); //Select The Modelview Matrix
gl.glLoadIdentity(); //Reset The Modelview Matrix
}

public void onSurfaceCreated(GL10 gl, EGLConfig config) {
// Load the texture for the square
square.loadGLTexture(gl, this.context);

gl.glEnable(GL10.GL_TEXTURE_2D); //Enable Texture Mapping ( NEW )
gl.glShadeModel(GL10.GL_SMOOTH); //Enable Smooth Shading
gl.glClearColor(0.0f, 0.0f, 0.0f, 0.0f); //Black Background
gl.glClearDepthf(1.0f); //Depth Buffer Setup
gl.glEnable(GL10.GL_DEPTH_TEST); //Enables Depth Testing
gl.glDepthFunc(GL10.GL_LEQUAL); //The Type Of Depth Testing To Do

//Really Nice Perspective Calculations
gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_NICEST);

}
}

这里是方 block 代码

public class Square {
private FloatBuffer vertexBuffer; // buffer holding the vertices
private float vertices[] = {
-1.0f, -.25f, 0.0f, // V1 - bottom left
-1.0f, .25f, 0.0f, // V2 - top left
1.0f, -.25f, 0.0f, // V3 - bottom right
1.0f, .25f, 0.0f // V4 - top right
};

private FloatBuffer textureBuffer; // buffer holding the texture coordinates
private float texture[] = {
// Mapping coordinates for the vertices
0.0f, 1.0f, // top left (V2)
0.0f, 0.0f, // bottom left (V1)
1.0f, 1.0f, // top right (V4)
1.0f, 0.0f // bottom right (V3)
};

/** The texture pointer */
private int[] textures = new int[1];

public Square() {
// a float has 4 bytes so we allocate for each coordinate 4 bytes
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(vertices.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());

// allocates the memory from the byte buffer
vertexBuffer = byteBuffer.asFloatBuffer();

// fill the vertexBuffer with the vertices
vertexBuffer.put(vertices);

// set the cursor position to the beginning of the buffer
vertexBuffer.position(0);

byteBuffer = ByteBuffer.allocateDirect(texture.length * 4);
byteBuffer.order(ByteOrder.nativeOrder());
textureBuffer = byteBuffer.asFloatBuffer();
textureBuffer.put(texture);
textureBuffer.position(0);
}

/**
* Load the texture for the square
* @param gl
* @param context
*/
public void loadGLTexture(GL10 gl, Context context) {
// loading texture
Bitmap bitmap = BitmapFactory.decodeResource(context.getResources(),
R.drawable.progressbar_bg);

// generate one texture pointer
gl.glGenTextures(1, textures, 0);
// ...and bind it to our array
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

// create nearest filtered texture
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_LINEAR);

//Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
// gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S, GL10.GL_REPEAT);
// gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T, GL10.GL_REPEAT);

// Use Android GLUtils to specify a two-dimensional texture image from our bitmap
GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);

// Clean up
bitmap.recycle();
}


/** The draw method for the square with the GL context */
public void draw(GL10 gl) {
// bind the previously generated texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, textures[0]);

// Point to our buffers
gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

// Set the face rotation
gl.glFrontFace(GL10.GL_CW);

// Point to our vertex buffer
gl.glVertexPointer(3, GL10.GL_FLOAT, 0, vertexBuffer);
gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, textureBuffer);

// Draw the vertices as triangle strip
gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, vertices.length / 3);

//Disable the client state before leaving
gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
}
}

我无法在 View 中看到纹理的实际大小。我在玩 gl.glTranslatef(0.0f, 0.0f, -5.0f);操纵屏幕上纹理的坐标。但仍然无法获得实际图像大小并将纹理图像定位在从 0,0 坐标开始的所需位置。

最佳答案

我通过正确使用 glTranslate() 解决了这个问题。现在我明白 translate 将表面的最后一个翻译值作为其当前位置。我现在已经用固定的 x 和 z 坐标和每次绘制纹理后改变的 y 进行了更改。我做了以下事情:

        float x = -1.0f;
float y = 1.5f;
float z = -5.0f;

// Drawing
gl.glTranslatef(x, y, z);
square1.draw(gl); // Draw the square
gl.glTranslatef(0.0f, -0.50f, 0.0f);
square2.draw(gl); // Draw the square
gl.glTranslatef(0.0f, -0.50f, 0.0f);
square2.draw(gl); // Draw the square
gl.glTranslatef(0.0f, -0.50f, 0.0f);
square2.draw(gl); // Draw the square

关于android - 从 0,0 坐标在 OpenGL Android 中绘制纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9188857/

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