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android - 黑屏而不是多纹理

转载 作者:塔克拉玛干 更新时间:2023-11-02 22:58:17 26 4
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我已经单独检查了纹理,它们工作正常。每个纹理都是 128*128 像素,我在摩托罗拉 MILESTONE 手机上工作,并测试了所有基本示例(从线到立方体贴图),在多纹理处理时卡住了长方形。

如果我不绑定(bind)任何一个纹理,着色器运行良好,但问题始于两个用于多纹理的纹理。

private float[] myRotateMatrix = new float[16];
private float[] myViewMatrix = new float[16];
private float[] myProjectionMatrix = new float[16];
private float[] myMVPMatrix = new float[16];
private int aPositionLocation;
private int uMVPLocation;
private int aTextureCoordLocation;
private FloatBuffer rectangleVFB;
private ShortBuffer rectangleISB;
private FloatBuffer textureCFB;
private int program;
private int textureId1;
private int textureId2;
private int uSampler1Location;
private int uSampler2Location;

private void initShapes() {
float[] rectangleVFA = {-1,-1,0, 1,-1,0, 1,1,0, -1,1,0};
short[] rectangleISA = {0,1,2, 0,3,2};
float[] textureCFA = {0,0, 1,0, 1,1, 0,1};

ByteBuffer rectangleVBB = ByteBuffer.allocateDirect(rectangleVFA.length * 4);
rectangleVBB.order(ByteOrder.nativeOrder());
rectangleVFB = rectangleVBB.asFloatBuffer();
rectangleVFB.put(rectangleVFA);
rectangleVFB.position(0);

ByteBuffer rectangleIBB = ByteBuffer.allocateDirect(rectangleISA.length * 2);
rectangleIBB.order(ByteOrder.nativeOrder());
rectangleISB = rectangleIBB.asShortBuffer();
rectangleISB.put(rectangleISA);
rectangleISB.position(0);

ByteBuffer textureCBB = ByteBuffer.allocateDirect(textureCFA.length * 4);
textureCBB.order(ByteOrder.nativeOrder());
textureCFB = textureCBB.asFloatBuffer();
textureCFB.put(textureCFA);
textureCFB.position(0);
}

public void onSurfaceChanged(GL10 gl, int width, int height) {
GLES20.glViewport(0, 0, width, height);
checkError("glViewport");
float ratio = (float) width / height;
Matrix.setLookAtM(myViewMatrix, 0, 0, 0, 6, 0, 0, 0, 0, 1, 0);
Matrix.frustumM(myProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);

aPositionLocation = GLES20.glGetAttribLocation(program, "aPosition");
checkError("glGetAttribLocation");

uMVPLocation = GLES20.glGetUniformLocation(program, "uMVP");
checkError("glGetUniformLocation");

aTextureCoordLocation = GLES20.glGetAttribLocation(program, "aTextureCoord");
checkError("glGetAttribLocation");

uSampler1Location = GLES20.glGetUniformLocation(program, "uSampler1");
checkError("glGetUniformLocation");

uSampler2Location = GLES20.glGetUniformLocation(program, "uSampler2");
checkError("glGetUniformLocation");

int[] textures = new int[2];

GLES20.glGenTextures(2, textures, 0);
checkError("glGenTextures");

textureId1 = textures[0];
textureId2 = textures[1];

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId1);
checkError("glBindTexture");

InputStream is1 = context.getResources().openRawResource(R.drawable.brick1);
Bitmap img1;
try {
img1 = BitmapFactory.decodeStream(is1);
}finally {
try {
is1.close();
}catch (IOException ioe) {
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, img1, 0);

GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId2);
checkError("glBindTexture");

InputStream is2 = context.getResources().openRawResource(R.drawable.brick2);
Bitmap img2;
try {
img2 = BitmapFactory.decodeStream(is2);
}finally {
try {
is2.close();
}catch (IOException ioe) {
}
}
GLUtils.texImage2D(GLES20.GL_TEXTURE_2D, 0, img2, 0);

GLES20.glPixelStorei(GLES20.GL_UNPACK_ALIGNMENT, 1);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
}

public void onDrawFrame(GL10 gl) {
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
checkError("glClear");

GLES20.glUseProgram(program);
checkError("glUseProgram");

GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
checkError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId1);
checkError("glBindTexture");

GLES20.glUniform1i(uSampler1Location, 0);
checkError("glUniform1i");

GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
checkError("glActiveTexture");
GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureId2);
checkError("glBindTexture");

GLES20.glUniform1i(uSampler2Location, 1);
checkError("glUniform1i");

Matrix.setIdentityM(myRotateMatrix, 0);
Matrix.rotateM(myRotateMatrix, 0, touchX, 0, 1, 0);
Matrix.rotateM(myRotateMatrix, 0, touchY, 1, 0, 0);
Matrix.multiplyMM(myMVPMatrix, 0, myViewMatrix, 0, myRotateMatrix, 0);
Matrix.multiplyMM(myMVPMatrix, 0, myProjectionMatrix, 0, myMVPMatrix, 0);

GLES20.glVertexAttribPointer(aPositionLocation, 3, GLES20.GL_FLOAT, false, 12, rectangleVFB);
checkError("glVertexAttribPointer");

GLES20.glEnableVertexAttribArray(aPositionLocation);
checkError("glEnableVertexAttribArray");

GLES20.glVertexAttribPointer(aTextureCoordLocation, 2, GLES20.GL_FLOAT, false, 8, textureCFB);
checkError("glVertexAttribPointer");

GLES20.glEnableVertexAttribArray(aTextureCoordLocation);
checkError("glEnableVertexAttribArray");

GLES20.glUniformMatrix4fv(uMVPLocation, 1, false, myMVPMatrix, 0);
checkError("glUniformMatrix4fv");

GLES20.glDrawElements(GLES20.GL_TRIANGLES, 6, GLES20.GL_UNSIGNED_SHORT, rectangleISB);
checkError("glDrawElements");
}

最佳答案

在 OpenGL ES 2.0 中,在每次调用 glBindTexture 之后和 texImage2D 之前,必须单独指定该纹理的参数。

因此,如果有 2 个纹理(如在多纹理中),则纹理 1 和 2 各需要 4 个 glTexParameterf,总共 8 个。

关于android - 黑屏而不是多纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/10462699/

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