gpt4 book ai didi

Android OpenGL ES 2.0 纹理

转载 作者:搜寻专家 更新时间:2023-11-01 08:10:47 25 4
gpt4 key购买 nike

我一直在尝试进入 OpenGL ES 世界并且一切都很好(在“OpenGL ES 2.0 编程指南”这本书之后很棒!)直到现在。我已经尝试向我绘制的基元添加纹理,我成功地使用了以前版本的 OpenGL ES 和 WebGL。

如果我像这样将“纹理”放在 Java 代码中,我可以完美地绘制纹理:

    pixelBuffer.put(new byte[]{
0, 0, Byte.MAX_VALUE,
0, Byte.MAX_VALUE, 0,
Byte.MAX_VALUE, 0, 0,
0, 0, 0, 0});

但每当我尝试从外部文件加载纹理时,它就显示为黑色。下面是我用来加载纹理并使用它的代码。

我的 Activity :

glSurface = new GLSurfaceView(this);
glSurface.setEGLContextClientVersion(2);
glSurface.setDebugFlags(GLSurfaceView.DEBUG_LOG_GL_CALLS | GLSurfaceView.DEBUG_CHECK_GL_ERROR);
this.setContentView(glSurface);
glSurface.setRenderer(new TriangleRenderer(this));

着色器加载器:

public static int loadShader(int shaderType, String shaderSource) {
int shaderHandle = glCreateShader(shaderType);
glShaderSource(shaderHandle, shaderSource);
glCompileShader(shaderHandle);
int[] buffer = new int[1];
glGetShaderiv(shaderHandle, GLES20.GL_COMPILE_STATUS, buffer, 0);
if(buffer[0] == GLES20.GL_FALSE) {
Log.e("ShaderHelper", glGetShaderInfoLog(shaderHandle));
glDeleteShader(shaderHandle);
return -1;
}
return shaderHandle;
}

public static int loadProgram(String vertexShader, String fragmentShader) {
int programHandle = glCreateProgram();
glAttachShader(programHandle, loadShader(GL_VERTEX_SHADER, vertexShader));
glAttachShader(programHandle, loadShader(GL_FRAGMENT_SHADER, fragmentShader));
glLinkProgram(programHandle);
int[] buffer = new int[1];
glGetProgramiv(programHandle, GL_LINK_STATUS, buffer, 0);
if(buffer[0] == GL_FALSE) {
Log.e("ShaderHelper", glGetProgramInfoLog(programHandle));
glDeleteProgram(programHandle);
return -1;
}
return programHandle;
}

文本阅读器:

public static String readResource(Resources resources, int id) {
StringBuilder content = new StringBuilder(128);
BufferedReader br = new BufferedReader(new InputStreamReader(resources.openRawResource(id)));
String line = null;
try {
while((line = br.readLine()) != null) {
content.append(line);
}
} catch (IOException e) {
e.printStackTrace();
}
Log.v("Readed text:", content.toString());
return content.toString();
}

渲染器:

private int shaderProgram;
private int vertexBufferPointer;
private int colorBufferPointer;
private int textureBufferPointer;
private Context context;
private float[] vertices = {-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f};
private float[] colors = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.0f
};
private float[] textureVertices = {
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f
};
private int aVerPos, aTexPos, aVerCol;
private int uSamp;
private int texture;
private Bitmap textureBitmap;

public TriangleRenderer(Context context) {
this.context = context;
}

@Override
public void onDrawFrame(GL10 gl) {
glClear(GL_COLOR_BUFFER_BIT);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(uSamp, 0);

glBindBuffer(GL_ARRAY_BUFFER, vertexBufferPointer);
glVertexAttribPointer(aVerPos, 3, GL_FLOAT, false, 0, 0);

glBindBuffer(GL_ARRAY_BUFFER, colorBufferPointer);
glVertexAttribPointer(aVerCol, 3, GL_FLOAT, false, 0, 0);

glBindBuffer(GL_ARRAY_BUFFER, textureBufferPointer);
glVertexAttribPointer(aTexPos, 2, GL_FLOAT, false, 0, 0);

glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

checkGLError("test");
}

@Override
public void onSurfaceChanged(GL10 gl, int width, int height) {
glViewport(0, 0, width, height);
}

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

initBuffers();
initShaders();
initTextures();
}

private void initTextures() {
textureBitmap = BitmapFactory.decodeResource(context.getResources(), R.drawable.ic_launcher);
Log.v("Bitmap inafo:", textureBitmap.getWidth() + ", " + textureBitmap.getHeight());
int[] buffer = new int[1];
glGenTextures(1, buffer, 0);
texture = buffer[0];
Log.v("Texture", "Texture is at " + texture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, GL_TRUE);
GLUtils.texImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureBitmap, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}

private void initShaders() {
shaderProgram = ShaderLoader.loadProgram(TextReader.readResource(context.getResources(), R.raw.vshader), TextReader.readResource(context.getResources(), R.raw.fshader));
Log.v("Shader program", shaderProgram + " is the id of shader program. :)");
glUseProgram(shaderProgram);
aVerPos = glGetAttribLocation(shaderProgram, "aVerPos");
if(aVerPos == -1) {
Log.e("Shader program", "Cudn't find aVerPos");
} else {
Log.v("Shader program", "Found vPosition @ " + aVerPos);
}
glEnableVertexAttribArray(aVerPos);

aVerCol = glGetAttribLocation(shaderProgram, "aVerCol");
if(aVerCol == -1) {
Log.e("Error", "Couldn't find aVColor");
} else {
Log.v("Success", "aVColor is at " + aVerCol + " :-3");
}
glEnableVertexAttribArray(aVerCol);

aTexPos = glGetAttribLocation(shaderProgram, "aTexPos");
if(aTexPos == -1) {
Log.e("Error", "Failed 2 find aTexPos");
} else {
Log.v("Succeed", "Succesfully located aTexPos @ " + aTexPos);
}
glEnableVertexAttribArray(aTexPos);
uSamp = glGetUniformLocation(shaderProgram, "uSampler");

if(uSamp == -1) {
Log.e("Error", "Couldn't finda uSampler " + uSamp);
} else {
Log.v("Succeed", "uSampler is @ " + uSamp + " :3");
}

}

private void initBuffers() {
vertexBufferPointer = initFloatBuffer(vertices);
colorBufferPointer = initFloatBuffer(colors);
textureBufferPointer = initFloatBuffer(textureVertices);
}

private int initFloatBuffer(float[] data) {
int[] buffer = new int[1];
glGenBuffers(1, buffer, 0);
int pointer = buffer[0];
if(pointer == -1) {
Log.e("Error", "Couldn't create buffer");
} else {
Log.v("Success", "Succesfully created buffer to " + pointer);
}
glBindBuffer(GL_ARRAY_BUFFER, pointer);
ByteBuffer byteBuffer = ByteBuffer.allocateDirect(data.length * 4); //one float size is 4 bytes
byteBuffer.order(ByteOrder.nativeOrder()); //byte order must be native
FloatBuffer floatBuffer = byteBuffer.asFloatBuffer();
floatBuffer.put(data);
floatBuffer.flip();
glBufferData(GL_ARRAY_BUFFER, data.length * 4, floatBuffer, GL_STATIC_DRAW);
return pointer;
}

private void checkGLError(String op) {
int error = glGetError();
if(error != GL_NO_ERROR) {
Log.e("Error", op + "'s errorcode:" + Integer.toHexString(error));
}
}

当然

顶点着色器:

attribute vec3 aVerPos;
attribute vec3 aVerCol;
attribute vec2 aTexPos;

varying vec3 vVerCol;
varying vec2 vTexPos;

void main(void) {
vTexPos = aTexPos;
vVerCol = aVerCol;
gl_Position = vec4(aVerPos, 1.0);
}

fragment 着色器:

precision mediump float;

varying vec3 vVerCol;
varying vec2 vTexPos;

uniform sampler2D uSampler;

void main(void) {
gl_FragColor = texture2D(uSampler, vTexPos);
}

执行该代码的结果是黑屏和我的自定义日志

03-24 18:11:44.933: D/libEGL(4805): loaded /system/lib/egl/libGLES_android.so
03-24 18:11:44.948: D/libEGL(4805): loaded /vendor/lib/egl/libEGL_POWERVR_SGX540_120.so
03-24 18:11:44.956: D/libEGL(4805): loaded /vendor/lib/egl/libGLESv1_CM_POWERVR_SGX540_120.so
03-24 18:11:44.956: D/libEGL(4805): loaded /vendor/lib/egl/libGLESv2_POWERVR_SGX540_120.so
03-24 18:11:45.066: D/dalvikvm(4805): Note: class Landroid/opengl/GLWrapperBase; has 250 unimplemented (abstract) methods
03-24 18:11:45.073: V/GLSurfaceView(4805): glGetString(7937) returns PowerVR SGX 540;
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 70001
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 140002
03-24 18:11:45.073: V/Success(4805): Succesfully created buffer to 210003
03-24 18:11:45.081: V/Readed text:(4805): attribute vec3 aVerPos;attribute vec3 aVerCol;attribute vec2 aTexPos;varying vec3 vVerCol;varying vec2 vTexPos;void main(void) { vTexPos = aTexPos; vVerCol = aVerCol; gl_Position = vec4(aVerPos, 1.0);}
03-24 18:11:45.081: V/Readed text:(4805): precision mediump float;varying vec3 vVerCol;varying vec2 vTexPos;uniform sampler2D uSampler;void main(void) { gl_FragColor = texture2D(uSampler, vTexPos);}
03-24 18:11:45.097: V/Shader program(4805): 70001 is the id of shader program. :)
03-24 18:11:45.097: V/Shader program(4805): Found vPosition @ 2
03-24 18:11:45.105: V/Success(4805): aVColor is at 1 :-3
03-24 18:11:45.105: V/Succeed(4805): Succesfully located aTexPos @ 0
03-24 18:11:45.105: V/Succeed(4805): uSampler is @ 1 :3
03-24 18:11:45.105: V/Bitmap inafo:(4805): 96, 96
03-24 18:11:45.105: V/Texture(4805): Texture is at 70001

我也尝试过使用 legen...等等...dary nehe 纹理但也没有出现

最佳答案

好吧..出于愚蠢,我只将图像添加到 drawable-hdpi..这发生在我身上,但我没有从中吸取教训。通过将图片移动到/raw 文件夹解决了问题

关于Android OpenGL ES 2.0 纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9853280/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com