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java - OpenGL ES 2.0 只绘制一次对象

转载 作者:太空狗 更新时间:2023-10-29 15:06:00 25 4
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首先,我很抱歉今天问了这么多问题。所以,我有一个圈子的类(class)。我有一个包含 3 个圆实例的数组列表,每个实例都有不同的 x 坐标来绘制。无论出于何种原因,OpenGL ES 2.0 只绘制其中一个,即使我称它们都被绘制。我花了几个小时查看我的代码并尝试了许多不同的方法,但都无济于事。所以,我的问题是:要让 OpenGL ES 2.0 绘制多个对象,我需要做什么特别的事情吗?这是我的代码(我知道它一团糟。我稍后会修复它:)):这是我的 GLCircle 类:

package com.background.gl.objects;
import static android.opengl.GLES20.GL_TRIANGLE_FAN;
import static android.opengl.GLES20.glDrawArrays;
import static android.opengl.Matrix.multiplyMM;
import static android.opengl.Matrix.setIdentityM;
import static android.opengl.Matrix.translateM;
import static com.background.gl.glcirclebackgroundanimation.Constants.BYTES_PER_FLOAT;

import java.util.Random;

import android.opengl.Matrix;

import com.background.gl.data.VertexArray;
import com.background.gl.helper.TextureShaderProgram;

public class GLCircle {
private static final int POSITION_COMPONENT_COUNT = 2;
private static final int TEXTURE_COORDINATES_COMPONENT_COUNT = 2;
private static final int STRIDE = (POSITION_COMPONENT_COUNT
+ TEXTURE_COORDINATES_COMPONENT_COUNT) * BYTES_PER_FLOAT;

public float x;
public float y;
protected float[] wallBounds;
protected boolean positiveX, positiveY;
public boolean nullify;
protected float xCounter = 0f;
protected float yCounter = 0f;
public float[] bounds;
protected Random ran;

private float[] VERTEX_DATA = {
// Order of coordinates: X, Y, S, T
// Triangle Fan
0f, 0f, 0.5f, 0.5f,
-0.25f, -0.25f, 0f, 0.9f,
0.25f, -0.25f, 1f, 0.9f,
0.25f, 0.25f, 1f, 0.1f,
-0.25f, 0.25f, 0f, 0.1f,
-0.25f, -0.25f, 0f, 0.9f };

private final VertexArray vertexArray;

public GLCircle(float x, float y) {
vertexArray = new VertexArray(VERTEX_DATA);
ran = new Random();
wallBounds = new float[4];
nullify = false;
this.x = x;
this.y = y;
}

public void bindData(TextureShaderProgram textureProgram) {
//Bind the position data to the shader attribute
vertexArray.setVertexAttribPointer(
0,
textureProgram.getPositionAttributeLocation(),
POSITION_COMPONENT_COUNT,
STRIDE);
//Bind the texture coordinate data to the shader attribute
vertexArray.setVertexAttribPointer(
POSITION_COMPONENT_COUNT,
textureProgram.getTextureCoordinatesAttributeLocation(),
TEXTURE_COORDINATES_COMPONENT_COUNT,
STRIDE);
}

public void drawCircle() {
glDrawArrays(GL_TRIANGLE_FAN, 0, 6);
}


public float getX() {
return this.x;
}

public float getY() {
return this.y;
}



public boolean isPositiveX() {
return positiveX;
}



public boolean isPositiveY() {
return positiveY;
}


public float[] getBounds(float ranX, float ranY) {
if(!positiveX) {
/*if(ranX >= 0f) {
wallBounds[0] = 1.05f + ranX;
} else {*/
this.wallBounds[0] = 1.05f + ranX;
//}
} else {
/*
if(ranX >= 0f) {
wallBounds[0] = 1.05f - ranX;
} else {*/
this.wallBounds[1] = 1.05f - ranX;
//}
}
if(!positiveY) {
this.wallBounds[2] = 1.75f + ranY;
} else {
this.wallBounds[3] = 1.75f - ranY;
}

return this.wallBounds;
}

public void setPos(float[] modelMatrix,
float[] projectionMatrix, TextureShaderProgram textureProgram,
int texture, float x, float y) {
setIdentityM(modelMatrix, 0);
translateM(modelMatrix, 0, 0f, 0.01f, 0f);
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);

textureProgram.useProgram();
textureProgram.setUniforms(projectionMatrix, texture);
bindData(textureProgram);

drawCircle();
}

public void scaleCircle(float[] modelMatrix, float x, float y, float z) {
Matrix.scaleM(modelMatrix, 0, x, y, z);
}


public void translateCircle(float x, float[] modelMatrix) {
translateM(modelMatrix, 0, /*-0.001f*/ x, -3f, -2f);
}

}

所以在我的渲染器类中,这就是我在 onSurfaceCreated() 中所做的以实例化这些对象(我知道我调用了 generateRanFloats 两次并因此浪费了内存):

for(int i = 0; i < 3; i++) {
GLCircle circle = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
circles.add(circle);
}

所以我创建了我的三个对象。现在,我在 onSurfaceChanged 方法中将这些圆圈中的每一个都转换到它们的 x 位置:

for(int i = 0; i < circles.size(); i++) {
circles.get(i).translateCircle(circles.get(i).x, modelMatrix);
}

然后我在 onDrawFrame() 方法中更新它们:

circles.get(i).setPos(modelMatrix, projectionMatrix, textureProgram, texture, circles.get(i).x, circles.get(i).y);

现在,问题是我只看到我的一个圈子被翻译到屏幕上,而我应该有三个。据我所知,我应该能够在屏幕上绘制不止一个对象。那么为什么只画了一个呢?我还尝试添加一个名为 circle2 的单独 GLCircle 对象,并对这个对象也做了同样的事情,但它也没有出现。我必须做些什么才能在屏幕上绘制多个对象?感谢任何帮助,如果您需要查看更多代码,请告诉我。 :)

编辑:整个渲染器类

package com.background.gl.glcirclebackgroundanimation;

import static android.opengl.GLES20.GL_COLOR_BUFFER_BIT;
import static android.opengl.GLES20.glClear;
import static android.opengl.GLES20.glClearColor;
import static android.opengl.GLES20.glViewport;
import static android.opengl.Matrix.multiplyMM;
import static android.opengl.Matrix.setIdentityM;
import static android.opengl.Matrix.translateM;

import java.util.ArrayList;
import java.util.List;
import java.util.Random;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.content.Context;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;

import com.background.gl.helper.TextureShaderProgram;
import com.background.gl.objects.GLCircle;
import com.background.gl.objects.Mallet;
import com.background.gl.objects.Table;
import com.background.gl.util.MatrixHelper;
import com.background.gl.util.TextureHelper;

public class CircleDynamicBackgroundRenderer implements Renderer {
private final Context context;

private final float[] projectionMatrix = new float[16];
private final float[] modelMatrix = new float[16];
protected static float ranX, ranY, ranSignX, ranSignY, ranSignVeloX, ranSignVeloY;

private Table table;
private Mallet mallet;
private List<GLCircle> circles;
private GLCircle circle2;
float xPos, yPos;
int x = 1;
float[] bounds;
Random ran;

private TextureShaderProgram textureProgram;

private int texture;


public CircleDynamicBackgroundRenderer(Context context) {
this.context = context;
circles = new ArrayList<GLCircle>();
xPos = 0.1f;
ran = new Random();
}

@Override
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
glViewport(0, 0, width, height);
Log.w("Width and height", Integer.toString(width) + ", " + Integer.toString(height));
MatrixHelper.perspectiveM(projectionMatrix, 90, (float) width
/ (float) height, 1f, 10f);

setIdentityM(modelMatrix, 0);
for(int i = 0; i < circles.size(); i++) {
circles.get(i).translateCircle(circles.get(i).x, modelMatrix);
}
circle2.translateCircle(circle2.x, modelMatrix);
final float[] temp = new float[16];
multiplyMM(temp, 0, projectionMatrix, 0, modelMatrix, 0);
System.arraycopy(temp, 0, projectionMatrix, 0, temp.length);
}

@Override
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
glClearColor(0.0f, 0.0f, 1.0f, 0.0f);

table = new Table();
mallet = new Mallet();

textureProgram = new TextureShaderProgram(context);

texture = TextureHelper.loadTexture(context, R.drawable.air_hockey_surface);
//texture2 = TextureHelper.loadTexture(context, R.drawable.air_hockey_surface_2);
for(int i = 0; i < 3; i++) {
GLCircle circle = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
circles.add(circle);
/*circle[i].x = circle[i].getX();
circle[i].y = circle[i].getY();
circle[i].bounds = circle[i].getBounds();*/
}
circle2 = new GLCircle(generateRanFloats()[0], generateRanFloats()[1]);
Log.d("Circles size", Integer.toString(circles.size()));
Log.d("circles", Float.toString(circles.get(1).getX()) + " " + Float.toString(circles.get(2).getX()));
}

@Override
public void onDrawFrame(GL10 glUnused) {
//Clear the rendering surface
glClear(GL_COLOR_BUFFER_BIT);
for(int i = 0; i < circles.size(); i++) {
circles.get(i).setPos(modelMatrix, projectionMatrix, textureProgram, texture, circles.get(i).x, circles.get(i).y);
Log.d("Circles", Float.toString(circles.get(i).x));
}

circle2.setPos(modelMatrix, projectionMatrix, textureProgram, texture, ranSignVeloX, circle2.x);
Log.d("Circle2", Float.toString(circle2.x));


//Pass data into our shaders(u_matrix) and enable/bind the texture
//textureProgram.setUniforms2(projectionMatrix, texture, texture2);
//Bind our [vertex array] data to our shaders(attribute data)
//Draw it
/*
// Draw the mallets.
colorProgram.useProgram();
colorProgram.setUniforms(projectionMatrix);
mallet.bindData(colorProgram);
mallet.draw();*/
}

public float[] generateRanFloats() {
ranSignX = ran.nextFloat();
ranSignY = ran.nextFloat();
ranSignX = ranSignX > 0.5f? -1:1;
ranSignY = ranSignY > 0.5f? -1:1;
ranSignVeloX = ran.nextFloat();
ranSignVeloY = ran.nextFloat();
ranX = ran.nextFloat() * 1.05f;
ranY = ran.nextFloat() * 1.75f;
ranX = ranSignX > 0.5? -ranX:ranX;
ranY = ranSignY > 0.5? -ranY:ranY;
Log.d("Generated", Float.toString(ranX));
return new float[] {ranX, ranY};
}

}

最佳答案

public void drawCircle() { glDrawArrays(GL_TRIANGLE_FAN, 0, 6); }

上面的代码画了一个扇子。绘制其余部分的代码在哪里?

如果您在循环中调用它,setPos() 中的翻译发生在哪里 - 因为 x,y 似乎没有在任何地方使用,并且 translateM(modelMatrix, 0 , 0f, 0.01f, 0f) 始终转换相同的偏移量。

关于java - OpenGL ES 2.0 只绘制一次对象,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/21978084/

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